ELECTRIC FOOTBALL
GAME PLAY RULE BOOK
SBF v. 1.1
OVERVIEW:
Two gamers called "coaches" will compete for the highest score within the time limit-- usually one
class period. Where possible, four periods of 15-minutes each will be played. Two other students can
function as "referees" to help manage time clocks, roll dice, judge penalties, keep score, and officiate
game rules. Each game board can then accommodate four active gamers. If students wish, they may
partner with others and have multiple "coaches" for each team. In this rule set, kicks, punts and field
goals will be determined by the roll of dice. Passes will be conducted using passing simulation sticks.
This rule set is based on various NFL, EF, and CEFL rules. Standard NFL score values will be used.
EQUIPMENT:
Game Board: An electrified vibrating game board, approximately 24" x 48" in size, will be turned on
and off to create movement of players, and will approximate the normal progression of an American
style football game.
Figures: Each team will consist of a minimum of 11 football figure pieces called "players." Each
team will have a combination of both adjustable and non-adjustable moving bases. Each team will also
have some non-moving bases allowing certain players to hold their position during a given play. Any
player plus his base must not exceed 4.0 grams in total weight. During play, each team must have 11
eligible players on the field. Coaches should practice with their team to learn how each player and base
moves on the field, and how the adjustable bases can be dialed for direction.
Dice: Three die will be used to help determine kicking outcomes-- two ten-sided, and one six-sided. A
clear plastic box with dice in compartments will be shaken and then read.
Passing Sticks: Four painted measuring sticks, plus a target football, will be used to execute passes.
Clocks: Stop watches or other timers may be used as desired.
Football: No miniature footballs are attached to figures. Ball carriers are simply "declared."
SOME DEFINITIONS:
Adjust - To move or change player direction, or substitute an alternate player or base.
Engaged - When any part of opposing team players' bases are in contact.
Forward Progress - The most downfield yardage of any portion of the ball carrier's base. Any
portion of the base breaking the plane of a line will result in out of bounds, crossing the line of
scrimmage "LOS," scoring a touchdown, or other yardage limits.
Pivot - To only alter a player's direction such that no change of forward or lateral yardage is made
from the front of that player's base. Players are swiveled around the front of their bases. Dials may be
adjusted, but players must not be lifted up off the board.
Tackle - Any touch of a defender with the ball carrier.
GAME PLAY:
KICK OFF: Winner of a coin toss elects to either receive, or kick off. Kicking team rolls all three
dice. Shake and read the two ten-sided dice to determine the length of the kick as follows:
01 - 05
06 - 35
36 - 65
66 - 85
86 - 00
Short kick out of bounds. Possession begins on receiving team's 40 yard line.
Caught at the 15 yard line.
Caught at the 10 yard line.
Caught at the 5 yard line.
Boomer! Caught in the end zone.
If the receiving team elects a "fair catch," the ball is downed where it is caught, or brought out to the
20 yard line if caught in the end zone.
The six-sided die indicates where the ball will be placed on the field from receiver's left to right:
1 = Numbers left; 2 = Hash marks left; 3 = Center; 4 = Hash marks right; 5 = Numbers right;
6 = Touchback! Ball is brought out to the 20 regardless of kick length.
1
2
3
4
5
If the receiving
team elects to attempt a run back (which they cannot do from out-of-bounds,
6
touchback, or fair catch), then teams will begin the run back play.
Run Back: First, to simulate the "hang time" of the kick, the receiving team designates the returner
who is temporarily on a non-movable base, and placed on the field as per the dice. Kicking team will
line up on their own 30 yard line. Receiving team must have at least 5 players at the kicking team's 40
yard line. Kicking team turns on the board for three seconds.
Returner is then placed on a moveable base, and coaches may pivot any of their unengaged players.
Board is turned on by the receiving team and run until the end of the play.
Scrimmage: As in U.S. football, the team possessing the ball will have 4 downs (or plays) in which to
either score or advance the ball 10 yards down field. See the Glossary for team configuration.
PLAY SEQUENCE: Plays from the line of scrimmage will be as follows:
O SET
D SET
DECLARE
run - pass - punt - fg
RUN:
AUDIBLES
DECLARE
runner
BOARD ON
10 Yard STOP
PIVOT
BOARD ON
to end of play
PASS:
AUDIBLES
BOARD ON
BOARD STOP
DECLARE
receiver
PIVOT
PASS ATTEMPT
BOARD ON
to end of play
PUNT:
DECLARE
kicker & holder
BOARD ON 2 SEC
PUNT ATTEMPT
BOARD ON 3 SEC
PIVOT
BOARD ON
to end of play
F G:
DECLARE
kicker & holder
BOARD ON 2 SEC
FG ATTEMPT
Sets: In playing downs, once the offense is positioned on the board and set, the defense will have
additional time to finalize. The offense may NOT go back and adjust players once the defense is set
(except for audibles). Coaches will say "Set" to signal they are ready. Play clock may apply.
Declare: To choose and indicate to opposing team and/or referees.
Audibles: Offense may make two pivots, or one pivot and one adjust. Defense can react by only
matching the offense's movements, not exceeding them.
Run Play: Offense declares the ball carrier. Ball carrier must begin the run from within an imaginary
box no wider than the outside of the two safety players, and no further back than 15 yards from the
LOS.
10 Yard Stop: During a run play, once the ball carrier advances 10 yards down field, the board is
stopped, and any players unengaged may be pivoted. Board is turned back on until the end of the play.
Pass Play: Once the offense sees that a receiver is open, and the QB has not gone past the LOS, the
board is stopped. The intended receiver is declared. Receiver and any unengaged defensive player can
be pivoted. "Passing sticks" are then used to determine where the pass is "thrown." If the pass is
completed, then the board is turned back on until the end of the play.
Passing Sticks:
A set of four measuring sticks and a football
target will be used to determine pass plays.
Once the intended receiver is declared, the long
two-color stick measures from the helmet of
the QB to the helmet of the receiver (center to
center). If the distance falls in the red length,
then the smaller red stick is used to determine
how far from the receiver's base the football target is placed. If the receiver is in the white length, then
the smaller white stick is used. If the receiver is past the white of the large measuring stick, then the
blue stick is used. The ball target may be placed in any direction from the receiver's base the exact
distance of the stick. The board is turned on until any eligible receiver hits the target (a completed
pass), or any defender hits the target (an interception), or the complete base of the intended receiver
goes past or turns away from the target 5 yards without hitting it (an incomplete pass). If the pass is
completed, then the target is removed, and the board is turned back on until the end of the play.
Matching the scale of the field, the stick lengths are: Measuring red/white stick 40 yards; Blue stick 12
yards; White stick 8 yards; Red stick 4 yards.
Punts: Usually on the 4th down, if the offensive coach feels they cannot either score or obtain a new
1st down, they can opt to punt (kick) the ball away to move the opposing team back in field position.
Teams line up at the LOS, and the kicking team will place a designated kicker 7 yards behind the LOS,
with another player designated as the holder between the kicker and center. Stacking is not allowed.
The board is turned on for 2 seconds. If neither the kicker nor the holder are tackled, then the kick is
attempted by rolling all three dice. Shake and read the two ten-sided dice to determine the length of the
kick as follows:
01 - 10
11 - 20
21 - 30
31 - 40
41 - 70
71 - 75
76 - 80
81 - 85
86 - 90
91 - 95
96 - 00
25 yard punt goes out of bounds on a shank. No return.
30 yard punt. No return.
35 yard punt. No return.
40 yard punt. No return.
45 yard punt.
50 yard punt.
55 yard punt.
60 yard punt.
65 yard punt.
70 yard punt.
75 yard boomer!
If the receiving team elects a "fair catch," the ball is downed where it is caught, or brought out to the
20 yard line if caught in the end zone.
The six-sided die indicates where the ball will be placed on the field from receiver's left to right:
1 = Numbers left; 2 = Hash marks left; 3 = Center; 4 = Hash marks right; 5 = Numbers right;
6 = Kick out of bounds at the dice distance. No return.
1
2
3
4
5
If the receiving team elects to attempt a run back (which they cannot do from out-of-bounds,
touchback, or fair catch), then teams will begin the run back play.
Run Back: First, to simulate the "hang time" of the kick, the receiving team designates the returner
who is temporarily on a non-movable base, and placed on the field as per the dice. Kicking team turns
on the board for three seconds. Returner is then placed on a moveable base, and coaches may pivot any
of their unengaged players. Board is turned on by the receiving team and run until the end of the play.
Field Goal: If the LOS is on or inside of the defender's 45 yard line, a 3-point field goal may be
attempted by the offense on any down (usually the 4th).
Teams line up at the LOS, and the offense will place a designated kicker 7 yards behind the LOS, with
another player designated as the holder between the kicker and center. Stacking is not allowed. The
board is turned on for 2 seconds. If neither the kicker nor the holder are tackled, then the kick is
attempted by shaking the first 10-sided dice and reading it for the kick distance as follows:
LOS:
01 - 05
06 - 10
11 - 15
16 - 20
21 - 25
26 - 30
31 - 40
41 - 45
FG is GOOD if die reads:
1, 2, 3, 4, 5, 6, 7, 8, 9, 0
1, 2, 3, 4, 6, 7, 8, 9, 0
1, 3, 4, 5, 6, 7, 8, 9
1, 2, 4, 5, 6, 8, 0
1, 3, 5, 7, 9, 0
2, 4, 6, 8
1, 5, 9
2, 8
If the kick is good, then the offense scores 3 points and kicks off to the opposing team. If the kick is
blocked, or missed, then the other team takes possession of the ball at the spot of the kicker.
GLOSSARY:
End of the Play: The board is stopped when a score is made, a ball carrier goes out of bounds, a ball
carrier fumbles, a ball carrier is tackled, a ball carrier turns from making forward progress and loses 10
yards from the spot of the turn, or a referee stops play due to a penalty.
Extra Points: After a touchdown is scored, the offense may try for extra points in two ways. Most of
the time a field goal kick is attempted from scrimmage, with the LOS at the 2 yard line. It scores 1
point. A 2 point attempt can also be made as a run or pass play from the LOS at the 2 yard line.
Fallen Players: If the designated ball carrier falls over while in possession of the ball, he is downed.
However, if the ball carrier falls over due to contact with a defender, it is considered a fumble. Shake
and read the first 10-sided die to determine which team recovers the ball:
Die:
Recovering team:
1, 3, 5, 7, 9, 0 - Defense
2, 4, 6, 8
- Offense
Line of Scrimmage (LOS):
BALL SPOT
Each team must have 11 players on the field for each play. Offense (O's) must have 7 players on the
LOS. Defense (X's) may use any configuration. Center ( ) is placed right on the line at the ball spot.
All other players on the line must be set back 1 yard to establish the neutral zone. Players are
numbered as follows:
Quarterbacks, Punters, and Place kickers: 1 – 19
Running Backs and Defensive Backs: 20 – 49
Centers: 50 – 59 (60 – 79 if 50 – 59 are unavailable)
Offensive Guards and Tackles: 60 – 79
Wide Receivers: 10 – 19 and 80 – 89
Tight Ends: 80 – 89
Defensive Linemen: 60 – 79 (90 – 99 if 60 – 79 are unavailable)
Linebackers: 50 – 59 (90 – 99 if 50 – 59 are unavailable)
Positions:
"I Formation" on offense and a 4-3 Formation on defense
- Wikipedia
On-Side Kick: If a team is losing, they may elect to attempt an on-side kick instead of a standard kick.
The offensive coach must declare the on-side kick, to allow the defense to adjust players. Kicking
team will line up on their 30 yard line. Receiving team may have any number of their players on the 40
yard line. The marker football is placed in the center of the field at the 35 yard line. The board is then
turned on. The first player from either team to touch the ball marker gains possession of the ball. Tie
goes to the receiving team. The board is stopped. No pivots or adjustments can be made. The ball
marker is removed and the board is turned on until the end of the play.
Sack: When the QB is tackled behind the LOS resulting in a loss of yardage. Or, if the QB backs up
too far from the LOS, he is automatically sacked if his complete base is farther than 20 yards back from
the LOS.
Stacking: All players must have at least a 1/2 base space between them when set. Players may not be
stacked, or set up with bases touching.
Start/Stop: Offense may not cycle the motor button on and off during a play (except once for the 10yard run rule, or once to set a pass target). Once the motor stops, it cannot be restarted on that play.
PENALTIES:
5 Yards:
Off-sides (neutral zone infraction)
Delay of Game
Illegal Formation
10 Yards:
Stacking
12 Men on the Field
15 Yards:
Pushing on, or leaning on the game field surface. Loss of down.
Unsportsmanlike Conduct - 1st occurrence: Loss of down.
Unsportsmanlike Conduct - 2nd occurrence: Ejected from game.
Pass Interference: When a defender tackles the intended receiver farther than red passing stick
distance (4 yards) from the target. Automatic 1st down at the spot of the foul.
SHAKER BOX LEGEND
KICK OFF:
01 - 05 Short kick OB. LOS at 40.
06 - 35 Caught at the 15 yard line.
36 - 65 Caught at the 10 yard line.
66 - 85 Caught at the 5 yard line.
86 - 00 Boomer! Caught in the end zone.
{1 = N L; 2 = Hm L; 3 = Ctr; 4 = Hm R;
5 = N R; 6 = Touchback! LOS at 20.}
-------------------------------------------------------PUNTS:
01 - 10 25 yard punt goes OB. No return.
11 - 20 30 yard punt. No return.
21 - 30 35 yard punt. No return.
31 - 40 40 yard punt. No return.
41 - 70 45 yard punt.
71 - 75 50 yard punt.
76 - 80 55 yard punt.
81 - 85 60 yard punt.
86 - 90 65 yard punt.
91 - 95 70 yard punt.
96 - 00 75 yard boomer!
{1 = N L; 2 = Hm L; 3 = Ctr; 4 = Hm R;
5 = N R; 6 = OB at dice dist. No return.}
------------------------------------------------------FIELD GOAL / EXTRA POINT:
LOS:
FG is GOOD if 10-sided die is:
01 - 05 1, 2, 3, 4, 5, 6, 7, 8, 9, 0
06 - 10 1, 2, 3, 4, 6, 7, 8, 9, 0
11 - 15 1, 3, 4, 5, 6, 7, 8, 9
16 - 20 1, 2, 4, 5, 6, 8, 0
21 - 25 1, 3, 5, 7, 9, 0
26 - 30 2, 4, 6, 8
31 - 40 1, 5, 9
41 - 45 2, 8
-----------------------------------------------------FUMBLE: Die: 2, 4, 6, 8 Off. recovers
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