The Fast Drive Football (FDF) FAC Edition replaces dice rolls and chart look-ups with a deck of Fast Action Cards that speed up gameplay and simplify game timing. You can purchase a boxed version of the game, or just a set of the FAC's and download the rest of the materials as PDF's here on this page. Both purchases can be made at The Game Crafter.
For people familiar with the original game, here is what is different with the FAC Edition
Gone is the “timing die”. Each Drive Result FAC has the drive time printed on the card.
Timing of the pro game has changed from the original 1-minute and 15-second increments (or “ticks”) to 30-second increments.
Some Drive Result FACs have a dice-driven “split” result to keep the statistical integrity of the original game.
The game was designed so that keeping a scoresheet - primarily to keep track of game timing - is no longer required. The deck of Drive Result cards doubles as the play clock, with each card representing 30-seconds of game time. When the deck is exhausted, the half is over.
Team boutique ratings are driven by the card number of the Drive Result FAC instead of die rolls. The game includes a conversion table when playing the FAC Edition with original format team cards.
FAC Edition Printed Rules Errata - 4th Down - Go For It
The final paragraph in this section should read (change highlighted here in bold): "* If the turnover-on-down happens with 0 or 1 Drive Results cards remaining, the offense may attempt the Desperation Play as time expires."
This change is represented in the living rules linked above.
FAC Edition Printed Rules Errata - Cross Era Play
The normalization adjustments are not necessary for Extra Points, and have been removed from this section.
This change is represented in the living rules linked above.
Super Bowl Collection #1
Team cards from 1950 through 1969 available via PDF prior to the FAC edition would sometimes use the the 1-1-1 dice roll as a boutique result. This result was removed from PDF versions of team cards at the same time as the FAC release, so you will not see a roll of 1-1-1 on the FAC Edition Boutique Results reference card.
This is not an error on the team cards, it is an intentional change.
PDF version of these seasons (as well as the FAC version of the Super Bowl teams) no longer use the 1-1-1 roll as a boutique result.
Super Bowl Collection #2
Initial copies of the 2013 Denver Broncos had the incorrect cards identified on their boutique rating. The problem was corrected after less than 15 sets had been sold by The Game Crafter.
The original text read: "Cards 9, 10, 13, 14, 50, 51 = automatic TD Pass".
The correct text is: "Cards 9, 10, 13, 14, 57, 58 = automatic TD Pass".
In the boutique text, 50 and 51 should have been 57 and 58. I have replacement cards that I can mail to any customers who have this incorrect version. To receive a replacement card, just take a photo of the bad card and email it to me at alwilson3d6@gmail.com, along with your mailing address, and I will send you the new version.
PURCHASING
How much does the FAC Edition Cost?
The boxed version of the game retails for $49.99, and the FAC-only version retails for $29.99.
How do I purchase it?
You can purchase the game from The Game Crafter. They are a "print on demand" provider of board games. Your order will be printed and shipped generally within 2 weeks of the day you place your order. Here are the direct links to the product pages:
Full Boxed Game: https://www.thegamecrafter.com/games/fast-drive-football-fac-edition-full-game-
FACs Only: https://www.thegamecrafter.com/games/fast-drive-football-fac-edition-facs-only-
Does the FAC Edition include a season?
No, it only comes with two sample teams, 2024 Philadelphia and 2024 Kansas City. Currently, you can also purchase one of two Super Bowl Team sets from The Game Crafter. Individual printed seasons from The Game Crafter will be available in 2026.
Seasons are currently available in PDF (download and print) format from the 3d6 Gaming store.
Will the FAC Edition work with college football?
No, this product only supports the Pro game. I will consider a college version of the FACs in the future.
GAMEPLAY
Can you explain how I should be using the EFFICIENT and INEFFICIENT qualities?
This is the one gameplay mechanic that trips people up the most, so don't feel bad if you happen to be struggling with it. I will start by explaining INEFFICIENT as it's the easier of the two qualities.
If a team is INEFFICIENT, it means that it will be harder for them to come back and take the lead when they find themselves behind in the last 5 minutes of either half. So, if an INEFFICIENT team 1) is losing, and 2) starts a drive with 5 or less minutes in the half or the drive hits/passes the 5-minute mark during the timing/discard process, then you will burn/discard 3 additional FACs when resolving the drive. Note that check #1 in the previous sentence refers to the score at the beginning of the drive.
If a team is EFFICIENT, you will need to make the best choice on behalf of the team - channeling your inner Andy Reid - because they are able to extend or reduce drive times by up to 3 cards, whatever is the better strategic choice. The timing of this rule is the same as INEFFICIENT - it comes into play if a drive starts with 5 or less minutes in the half or the drive hits/passes the 5-minute mark during the timing/discard process. Before beginning to determine what approach to take, you first need to make sure that the result of the drive isn't a turnover on downs, fumble, interception, or safety. If it's one of these four, then the EFFICIENT quality is not allowed to be activated - you can ignore it. Let's continue assuming the quality is still in play...
If the EFFICIENT team is winning at the strart of their drive, it will be in their best interest to take more time off the clock. So in this case, add as many cards to the drive (up to 3 for an EFFICIENT team and up to 5 for a super EFFICIENT team) as makes sense. If it's the end of the game, this mechanic may allow the team to completely run out the clock. If it's the end of the half, this mechanic may allow the team to end the half with a score.
If the EFFICIENT team is losing at the start of their drive, how they use their quality will depend on the Drive Result. If it puts them into the lead, then they will want to burn more time off the clock, and if they will still be losing at the end of the drive, they will want to preserve time. So while the application of the EFFICIENT quality is up to the gamer, the choice to add time or remove time from the Drive Result should always be clear depending on the score and time remaining in the game.
What if a team is semi EFFICIENT or semi INEFFICIENT? (EFFICIENT• or INEFFICIENT•)
You treat this like any other semi-quality. Once you realize that the quality may come into play, you will roll a die to see if they have the quality that drive or not.
I'm still not understanding the end of half timing process, can you provide some examples?
Sure! These examples are all re-purposed from the rules from the original game, but I have changed the references to "ticks" to "cards". The teams referenced are:
2021 Pittsburgh: EFFICIENT
2021 Indianapolis: INEFFICIENT
Scenario #1: EFFICIENT team drains the clock at the end of the first half
There are 5-minutes (10 cards) left in the first half, and Pittsburgh scores a touchdown with a 9-card (4:30) drive. Since they are EFFICIENT, they add an extra card to exhaust the game clock and the half ends after the extra point. Note that it doesn’t matter if Pittsburgh was winning or losing, as it doesn’t come into play with the EFFICIENT quality.
Scenario #2: EFFICIENT team uses quality to score a touchdown
There are 5 cards (2:30) left in the first half, and Pittsburgh's drive result is a TD result that takes 3:30 off the clock. Since they are EFFICIENT, they can subtract 2 cards from the drive timing, scoring the touchdown! The half ends after the extra point.
Scenario #3: First Half appears to end on scoring play for INEFFICIENT team, but time runs out
There are 7 cards (3:30) left in the first half, and Indianapolis is losing the game. They flip a 3:30 Drive Result for a TD, but their INEFFICIENT quality forces them to add a 3 cards to the timing meaning that time ran out and the result of the drive is “End of Half.” Note that if they were winning or the game was tied, the score would have stood - as the INEFFICIENT quality is only active when the team is losing.
Scenario #4: First Half ends on scoring play for INEFFICIENT team
There is 2:30 (5 cards) on the clock in the first half, and Indianapolis is losing the game by a field goal. They roll a 1:00 drive (2 cards) to score a touchdown, and their INEFFICIENT quality forces them to add 3 more cards to the timing. The result is still a touchdown and the half ends after the extra point. Note that even though they are now winning, the INEFFICIENT quality is still used since it’s the score at the beginning of the drive that matters.
Scenario #5: Late first-half drive for EFFICIENT team
There is 6:00 left in the half (12 cards), and Pittsburgh's 3:00 (6 cards) drive results in a punt. Since the drive extends into the final 5-minutes of the half, you decide that they will use the option to add 3-cards to their drive. The result is that Indy will have fewer cards (less time) to work with on their ensuing drive. Remember that the EFFICIENT and INEFFICIENT timing rules take effect as soon as the play extends into the final five minutes of the half - it doesn’t have to start in the final five minutes.
Scenario #6: EFFICIENT team blocks use of the Desperation Play at the end of the game
This scenario combines a couple rules. There is 1:30 left in the game (3 cards), Pittsburgh has the ball, and they trail 17 to 20. They flip a 1:00 (2 card) FGA Drive Result, add one card to make it a 1:30 drive, and the kick is good! Since the drive used exactly the last card on the clock, Indianapolis would normally get a chance for a kick return and a Desperation Play. But because Pittsburgh is EFFICIENT, they tied the game as time expired per the “Desperation Play EFFICIENT exception." From the rules:
Scenario #3: A losing team [that] gains possession following a kickoff with either 0 or 1 Drive Result cards remaining [can use the Desperation Play]
Exception for Scenario #3: If the team kicking-off that just scored is EFFICIENT, then they ran out the clock on their scoring drive - the half is over.
Scenario #7: Failed end-of-game comeback by INEFFICIENT team
There is 2:30 (5 cards) left on the clock in the game, Indianapolis has the ball, and they trail 20 to 26. They flip a 2:30 TD, but their INEFFICIENT quality adds extra time to the drive. Time runs out on them and the game is over.
Scenario #8: INEFFICIENT comeback followed by Desperation Play
There is 3:30 (7 cards) left on the clock in the game, Indianapolis has the ball, and they trail 20 to 26. They flip a 2:00 (4 card) TD, and their INEFFICIENT quality adds 3 cards to the drive - using the full game clock. They make the extra point, taking a 27-26 lead. However, they must still kick-off to Pittsburgh. If Pittsburgh doesn't score or turn the ball over on the kickoff, then they will immediately uses the Desperation Play as time expires...
In this scenario, the inefficient use of the clock benefited Indy. While this can happen from time to time, it is not common and generally the INEFFICIENT quality will be a detriment to the team that has it.
Scenario #9: Punt return creates last second FGA to end the game
There is 3:00 (6 cards) left in the game and Pittsburgh is leading 24 to 22. They flip a 1:30 (3 card) punt result, and decide to increase the drive to 6-cards before flipping for the punt. The return gives Indianapolis GREAT field position! They roll 1d6 to determine if they are in field goal range. On an odd result, they are in range and will have a field goal attempt. On an even result, they are out of field goal range and will use the Desperation Play. The result is odd!!
Scenario #10: Invoking the Exception to the Golden Rule!
The golden rule is that if a drive result uses more time than is left on the clock, the team ran out of time and the result of the drive is "End of Half". The exception is: If the result of the last drive of the game is a TD, but the drive costs exactly one more Drive Result card than is left in the game, a losing or tied team will convert that TD result into a FGA as time expires. Make sure to apply any EFFICIENT or INEFFICIENT effects prior to using this rule. Note that if the result of the last drive is a FGA, then the team did NOT make it into field goal range, and the game is over - this rule can only be used with a TD result.
This exception/mechanism is a lot of fun when it triggers. Pittsburgh is losing 31-30 with 2:30 (5 cards) left in the game. They flip a 4:30 (9 card) drive with a touchdown result, and their EFFICIENT quality allows them to reduce the drive to 6 cards, just one more card than what remains! They can now use the special rule for a field goal attempt to win the game!
Scenario #11: Invoking the Exception to the Golden Rule! Part 2!
Indianapolis is losing 31-30 with 2:30 (5 cards) left in the game. They flip a 1:30 (3 card) drive with a touchdown result, but their INEFFICIENT quality turns into a 6 card drive, just one more card than what remains! They (too) can now use the special rule for a field goal attempt to win the game! Yes, even INEFFICIENT teams can take advantage of this rule!
Scenario #12: Invoking the Exception to the Golden Rule! Part 3!
A team without any EFFICIENT or INEFFICIENT quality is losing 31-30 with 3 cards remaining (1:30). They roll a 4-card drive with a touchdown result, one more card than what remains! They can now use the special rule for a field goal attempt to win the game!