
GAME MODE
Learn football. Predict the future.
Learn football. Predict the future.
INTRODUCTION
Welcome to Snap Decisions—a fast-paced game of predictions and (in our humble opinion) the best way to teach a loved one about the fundamentals of American Football. As two brothers who grew up watching football every weekend, we searched for a way to help our partners and children learn too; but other books and games missed the mark. Nothing we tried was engaging enough or designed to be played DURING an actual game–hence the birth of SNAP DECISIONS.
We've designed this deck to be used in two distinct modes: LEARNING MODE and GAME MODE. For novices or children, we recommend starting with LEARNING MODE. For those who have a good understanding of football, you can jump right into GAME MODE (keep reading below). We hope this deck allows you to bring loved ones into your game day experience on Saturday or Sunday (or Thursday or Monday...why can't it be every day!?!).
COMPONENTS
20
prediction carDS
46
ACTION carDS
22
OFFENSIVE PLAYER carDS
22
DEFENSIVE PLAYER carDS
GAME MODE Intro
Game mode is designed to be played DURING a football game. For your first few games, we strongly encourage playing with a game that can be paused (either pre-recorded or on YouTube). You can play along with a live game, but the pace may be a bit fast until you've learned the mechanics. CLICK HERE and scroll down for our archive of football games to get you started—pull one up on your phone, tablet, computer or TV to play along with.
OBJECTIVE
To win the most offensive & defensive player cards in total.
SETUP
Each player gets 5 unique Prediction Cards: two offensive predictions (run and pass) and three defensive predictions (stop, contain, and allow). While they can be held in your hand if table space is limited, we recommend that each player’s prediction cards be placed in front of them in a line, face up. The other 3 card types (offensive players, action cards, and defensive players) should be placed in three separate piles face down on the table within reach of everyone.
The game can also be played with teams if you have more than 4 players, have limited table space, or if you are new to the game. On a team you can predict cooperatively or decide to split up the responsibility of offensive predictions and defensive predictions between teammates.
Communal Card Piles
Each Player’s prediction cards
RUN
Any offensive attempt that includes handoffs, pitches, or Quarterback sneaks and scrambles.
Note: If the QB is sacked before any clear play attempt, no offensive prediction gets scored.
A designed QB run would count as a run play.
PASS
Any offensive attempt where there is an overhand throw from the quarterback. This includes screen plays and trick plays like flea flickers where the final action is a pass.
STOP
At the end of the play, the defense has held the offense to zero or negative yardage. This includes incomplete passes, tackles for a loss, sacks, fumbles, interceptions, and safeties.
CONTAIN
At the end of the play, the defense has given up positive yardage to the offense but has prevented a first down or score.
ALLOW
At the end of the play, the defense allows the offense to gain a first down or a score.
PREDICTION DEFINITIONS
making predictions
Before each snap, every player or team makes one offensive and one defensive prediction by sliding the corresponding prediction cards up/away (or placing them down if held). These two predictions are a best guess as to how the upcoming game's action will unfold. Every player that correctly predicts the offensive action picks up one offensive player and places
it by them. Similarly, every player with a correct defensive prediction gets one defensive player. Keep these piles separate.
A few things to think about, when making your predictions:
Down & Distance
Formations
Team Tendencies & Matchups
EXAMPLE: With predictions noted above, if the next play shows the offense on 1st and 10 throwing an incomplete pass, then Player 1 would get 3 cards – one offensive player, one defensive player AND since they guessed both predictions correctly, they also draw an Action Card. Player 2 would get no cards. Instead, if the next play is a run for a loss, Player 1 gets a defensive player, and Player 2 gets an offensive player.
ACTION CARDS
Action cards are won in 2 ways:
① If both the offensive AND the defensive predictions are correct, that player additionally draws an action card.
② After every completed kickoff and punt, everybody draws an action card.
You may want to read through the action cards before playing to get a sense of what they do, but here are some important highlights:
Jukes, Stiff Arms, Hurdles & Spin Moves: These are valuable action cards that you keep in order to negate other actions that are played against you. If a card is negated by one of these action cards, it completely negates the action against all players. You CAN play these cards against each other (i.e. juke a stiff arm to negate it, etc).
More than one action card can be played at once, if desired.
If action cards run out: Shuffle played cards and reuse them.
Action cards with steals: All steals are done blindly unless stated specifically on your action card.
WINNING THE GAME
Play is over once all offensive and defensive players have been won, or if the football game you're watching finishes. Once this happens, all players count their offensive + defensive player cards. The player with the most points wins!
What happens if only offensive, or only defensive cards remain? If all offensive players have been drawn and only defensive players remain, you no longer get offensive players for correct offensive predictions. The same applies for defensive predictions if all defensive players are depleted first. However, you still continue to predict both sides of the ball as you can continue to win action cards if you predict both the offensive and defensive actions correctly.
Sudden-Death: In the event of fewer player cards remaining than correct predictions as the game nears its conclusion, a sudden death round is played between the participants who guessed correctly. Prediction cards are picked up from the table and held. Players will only submit predictions for the side of the ball that has the remaining cards and PREDICTIONS ARE SUBMITTED FACE DOWN only to be revealed after the snap. Incorrect guesses get eliminated immediately. If all remaining players guess wrong, play continues until a single winner takes all remaining cards.
Overtime: In case of a tie at the end of the game, there is overtime. Only the players/teams with the highest tied score go into an overtime that is 4 snaps long. All player cards are returned and the game resumes. The highest score at the end of 4 plays wins. This can continue to a 2nd or 3rd overtime etc, if needed.
DEEPER DIVE
Below are a few specifics that will likely come up sooner or later in a heated argument with your brother where you start shouting at each other and make the whole family gathering awkward. It's not like that specifically, exactly happened to us...we're not that competitive... (we are).
"Audibles" are allowed: You can change your prediction based on what you see as the teams line up, but all guesses are final once the ball is snapped. If you miss a prediction, you lose your opportunity.
Penalty situations: If a penalty occurs during a play and prior to any clear action by the offense (i.e. the play is blown dead) then predictions do not count and are reset. No cards are drawn. If there is a clear offensive action and the play is NOT blown dead, then predictions count and the defensive prediction are awarded players based on the RESULT after the penalty is assessed (including if it's declined).
