SPECIAL TEAMS DIAL

The Special Teams Dial is used in any kicking situation. It has five positions: Off, Kickoff, Onside, Punt, Field Goal. The Special Teams Dial must be in the Off position in order to run a normal play.

BLOCKING DIAL

The Blocking Dial directs your offensive and defensive line. It has four positions: End, Center, Guard, Tackle. If the defense chooses the same blocking scheme as the offense, the offense’s production on that play will be severely limited. If the defense chooses a blocking scheme that is similar to the offense’s (End vs. Center, Guard vs. Tackle), the offense’s production will be affected minimally. If the defense chooses poorly (End vs. Tackle, Guard vs. End), the offense will have a much more successful play result.

SNAP BUTTON

The SNAP button begins the play by starting the Play Rotor. It may only be pressed while on offense, or as the kicking team.

BLITZ BUTTON

The BLITZ button stops the Play Rotor and signals the end of the play. The play result will be displayed on the LCD immediately after the Play Rotor stops.

CALLING THE PLAY

The defense can adjust its play calls until the BLITZ button is pressed. The offense’s play is locked in as soon as the SNAP button is pressed. Try to use this brief delay to read the offensive coach’s demeanor—you may turn this into a critical advantage.

PLAY ROTOR

Football is a game of strategy, but it’s also a game of inches, close calls, luck, spectacular plays and missed opportunities. The Play Rotor is a wheel of fate—it affects every play of every game.

The Play Rotor has five positions: A, B, C, D,

E.Each of these positions combines with the play calls and blocking schemes to determine the final play result. SNAP starts the Play Rotor and BLITZ stops it, but that’s about all the control you can count on.

Every play is different, but in general, A is neutral and does not favor either side. B slightly favors the offense and C slightly favors the defense. D strongly favors the offense, while E strongly favors the defense. If the play rotor lands on E, there’s a good chance that the ball is changing hands.

GETTING STARTED

Turn the game on by turning the ON/OFF switch to the ON position. Before starting your game, choose the length of your game by pressing the TIME button repeatedly. LEDs on the play clock will light up, letting you choose between 15-minute, 10-minute, 5- minute and 3-minute quarters. You will not be able to change the quarter length after the opening kickoff.

HOME AND AWAY

Players should flip a coin to determine Home and Away. One player will flip the coin. If it lands on heads, that player will be the Home team. If it lands on tails, that player will be Away. The Home team kicks off to start the game. The Away team will kick off to start the second half.

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Excalibur electronic NF-06 manual Special Teams Dial, Blocking Dial, Snap Button, Blitz Button, Play Rotor, Getting Started