OFFICIAL RULEBOOK

Finger Football
™
OFFICIAL
RULEBOOK
Finger Football™ is a trademark
of Zelosport™. The content,
instructions and game design
are copyrighted and owned by
Zelosport. Finger Football has a
patent pending.
Should you experience any
problem or playing pieces are
missing from your game, do
not return to the retailer.
Contact Zelosport at:
(706) 568-7605 or online at
www.zelosport.com.
Thank you.
© 2005 Zelosport
CONTENTS
Game Concept
2
Object Of Play
2
Playing Field
2
Slider Football
2
Foam Football
3
Game Length
3
Starting Play
3
Kicking Off
3
Play From Scrimmage
4
Fumbles and Interceptions
6
Touchdowns
7
Field Goals and Kicked Extra Points
7
Two Point After TD Conversions
9
Punts
9
Onside Kicks
10
Breaking Ties
10
Penalties
11
Special Rules
11
For company information, log onto:
www.zelosport.com
FINGER FOOTBALL
RULES
GAME CONCEPT
The game is designed to be played by two individuals
or by two teams. When playing as teams, it is
recommended that players alternate after each play.
OBJECT OF PLAY
The object of the game is to score more points than
the other team. Points are awarded as follows:
Touchdowns – 6 points, Field Goal – 3 points, after
Touchdown conversion: Field Goal – 1 point or
running/passing play – 2 points.
PLAYING FIELD
The game is played on a specifically designed playing
field which is a scaled down replica of a real football
field. It is imperative that proper care be given to the
playing field. The game surface should be rolled up
and placed back into the tube for storage. Do not
store in extreme hot or cold environments.
SLIDER FOOTBALL
All kickoffs, punts, running and passing plays are
attempted using the slider football. It is propelled
down the surface using one finger or thumb. The
other four fingers or thumb must remain pressed
lightly against the playing surface as the slider is
“flicked” down the field.
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FOAM FOOTBALL
All field goals (3 points) and after touchdown conversion field goals (1 point) are kicked using the brown
foam football.
GAME LENGTH
There are 20 plays per quarter and 4 quarters per
game for a total of 80 offensive plays. At the end of
each quarter, players should change endzones. At
half time, the end of two quarters, players may take
a 5-minute break before resuming play. Kickoffs and
conversion attempts after touchdowns are not considered as plays and the play token does not need to
be advanced. Anytime the defensive player rolls the
dice or an offensive play is attempted, as well as
punts by the offensive team, a play has been
attempted and the play token must be advanced.
STARTING PLAY
The game is started by the toss of a coin. The winner
of the coin toss chooses either to kickoff or receive at
the beginning of the game. The loser of the coin toss
then selects which goal to defend and has the choice
of whether to kickoff or receive at the beginning of
the second half.
KICKING OFF
Kickoffs are made from just inside the kicking team’s
endzone. On the kickoff, if the slider comes to rest
anywhere on the field other than the endzone, play
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begins at that point. If the slider touches the goal
line, carries into or out of the endzone, play begins
in the center of the field on the receiving team’s 20
yard line. Should the kickoff carry out of bounds
before reaching the endzone, the kicking team is
penalized and play begins in the center of the field
on the receiving team’s 40 yard line.
PLAY FROM SCRIMMAGE
Each play begins by the defensive team rolling the
dice. There are 2 dice that determine which symbol
the offensive team must try to land on using the
slider. They are as follows:
Zone 1 run
Zone 1 pass
Zone 2 run
Zone 2 pass
Zone 3 run
Zone 3 pass
The large black circles on the playing surface represent running plays.
The inner or smaller white circles within the larger
black circles represent passing plays. For a running
play to be successful, the slider must come to rest
touching or within the large black circle. That position now becomes the new line of scrimmage and is
marked by using the bright yellow line of scrimmage
marker.
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Should the slider come to rest outside of the
required black circle, it is simply returned to the
original line of scrimmage marker. A successful
passing play occurs when the slider comes to rest
touching or within the inner white circle. All other
rules mentioned above regarding running plays
apply as well to passing plays.
The remaining dice determines which part of the
field the offensive player must aim for. They are
as follows: Left, Middle, Right, Choice and TD for
Touchdown.
LEFT is always the symbol to the left of the numbers
from the offensive player’s viewpoint. RIGHT is
always the symbol to the right of the numbers,
again from the offensive players viewpoint. The
MIDDLE is represented by all the black and white
circles located in the middle of the field between
the numbers.
When the dice lands on CHOICE it overrides the
other dice and the offensive player has his choice
of plays. The player must announce the symbol he is
attempting to successfully reach. When the dice
lands on TD, the offensive player must attempt a
touchdown.
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A player has 4 downs to reach a new symbol.
Anytime the slider comes to rest without successfully landing on or within a black or white circle,
depending on the required play, it is returned to the
line of scrimmage. The defensive player again rolls
the dice to determine the next play. Each unsuccessful offensive play is considered a loss of down. On
fourth down, a player may elect to punt, which is
successfully accomplished by flicking the slider down
the field. Wherever the slider comes to rest determines the new line of scrimmage for the opposing
team. If the slider comes to rest touching the goal
line, goes into the endzone or off the playing surface,
the slider is placed on the 20 yard line and play
begins there. An offensive player at anytime may
forgo punting on fourth down and attempt to
successfully complete a first down. The defense
rolls the dice as normal to determine which symbol
the offense must try for. Should the offensive player
fail to successfully reach the determined symbol as
required from the dice, the opposing player takes
over at the original line of scrimmage. When a punt
carries out of bounds, play begins in the middle of
the field at the point the slider crossed the sideline.
FUMBLES AND INTERCEPTIONS
Anytime, except on kickoffs and punts, the slider
comes to rest touching a red football positioned
throughout the playing surface, it is considered a
turnover and becomes the opposing team’s ball at
that point.
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TOUCHDOWNS
Touchdowns occur only when the slider comes to
rest completely within the endzone area. If any
portion of the slider comes to rest touching the goal
line or a sideline, the play is considered unsuccessful
and returned to the line of scrimmage. A player must
attempt a touchdown if the dice lands on TD and
has the option to try for a touchdown when the dice
lands on CHOICE. Anytime a player is attempting
a touchdown and the slider goes out of the back
of the endzone and leaves the playing surface
completely, it is considered a touchback and the
opposing team is awarded the ball on his own 20
yard line. If a player has his CHOICE of attempting a
touchdown, he must announce his intentions of trying for a touchdown. As mentioned earlier, touchdowns are awarded 6 points.
FIELD GOALS AND KICKED EXTRA POINTS
Field goals and extra points after a touchdown are
kicked using the foam football with the offensive
player teeing the ball up with a finger of one hand
and kicking with a finger or thumb of the other hand.
The offensive player may attempt a field goal on any
down once he has successfully touched or crossed
the 50 yard line.
7
All field goals and extra points are attempted by
placing the foam football on its side Just inside the
goal line just inside the goal line so that attempts
cross the entire length of the field. The following
procedure is to be used for all field goals and extra
point attempts. The ball is to be placed on its side
just inside the goal line nearest the offensive player
as explained above. The offensive player then places
both hands at his side or gently on the surface of
the table. When he is ready to make the kick he
says “ready”
to the defensive player. At that point, the defensive
player says “go, one thousand one, one thousand
two, one thousand three.” This count should, to the
best of the player’s ability, replicate 3 full seconds.
The kicker or offensive player must lift his hand from
his side or from the table, stand the ball up with one
hand and kick it with a finger or thumb from the
other hand, between “go” and before the defensive
player finishes saying “one thousand three.”
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The attempt is considered good if the ball sails
between the goal posts created by the defensive
player touching his index fingers end to end with his
thumbs pointed upwards.
If the kick does not occur before the end of “one
thousand three”, the kick is considered blocked or
no good. Successful field goals, as already mentioned,
are awarded 3 points and successful kicked extra
points after a touchdown are awarded 1 point.
Missed field goals result in the opposing player
taking possession of the ball at the previous line of
scrimmage. The slider is placed at that point and
play resumes.
TWO POINT AFTER TOUCHDOWN
CONVERSIONS
If the offensive player wishes to attempt a two point
conversion after a touchdown, he may do so by
flicking the slider into the endzone using the same
rules that apply for a touchdown. The attempt is
made by placing the slider in the middle of the field
on his own 30 yard line (70 yard attempt).
PUNTS
All punts are made using the slider football. The
offensive player may punt any time he chooses but
he must announce beforehand that the play is a punt.
The punt is accomplished by flicking the slider
towards the opponent’s endzone. If the slider comes
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to rest in the field of play, the receiving player begins
from that point which becomes the new line of
scrimmage. If the slider comes to rest touching the
goal line, carries into or travels through the endzone
and off the playing surface, the receiving player
places the slider in the center of the field on his own
20 yard line. If the slider goes out of bounds at any
point on the field, the receiving team is awarded the
ball at that point and play resumes. The slider may
be placed in the center of the field where the slider
went out of bounds.
ONSIDE KICKS
At any time during a game, a player who has just
scored a touchdown may elect to attempt an onside
kick. Successfully doing so allows him to maintain
control of the ball and to remain on the offensive.
Immediately following an extra point or two-point
conversion attempt, the offensive player places the
slider just inside the endzone in which he is defending (the endzone nearest to him). He then must flick
the slider 70 yards causing it to come to rest touching or within one of the two run circles in the middle
of the field on his opponent’s 30 yard line. If he is
successful at his attempt, it is his ball at that point
and play continues as normal. If the slider fails to
land touching or within the run circle, the defense
now takes control and is awarded the ball at his own
40 yard line in the middle of the field. Play continues
as normal from that point.
BREAKING TIES
After all four quarters or 80 plays have been
completed and the score is tied, an additional 20
plays or one quarter is added. As in the beginning
of the game, a coin is tossed to determine who
receives and who kicks off. The player with the most
points at the end of 20 plays is the winner. Should
the score be tied again at the end of the first set of
10
20 plays, the process is continued until one player
outscores the other. All rules that apply in regulation
play apply as well in overtime.
PENALTIES
Six yellow 15 yard penalty flags have been carefully
placed throughout the playing surface to add difficulty to reaching the larger run circles at the 30 yard
lines and the endzone. Anytime an offensive player
flicks the slider and it comes to rest touching a
yellow penalty flag, the player must move the slider
back 15 yards from the previous line of scrimmage
or half of the distance to the goal line with an
automatic loss of down. Exception: The defensive
player has the right to refuse the penalty in which
the player simply returns to the original line of
scrimmage with a normal loss of down.
SPECIAL RULES
As mentioned earlier, any time an offensive player
attempts a touchdown and the slider goes through
the endzone and off the playing surface, it is considered a touchback and the defensive player takes
possession of the ball in the center of the field at
his own 20 yard line. No points are awarded for a
touchback.
If an offensive player is in Zone 3, nearest his own
endzone, and the roll of the dice requires that he
must attempt a play in Zone 2, he may choose from
either Zone 2 for his attempt.
When an offensive player reaches the Zone 2 nearest his opponent’s endzone and the throw of the
dice lands on anything except Zone 3, the offensive
player has his choice of plays.
Once an offensive player reaches the Zone 3 nearest
his opponent’s endzone, it is no longer necessary for
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the defensive player to roll the dice. The offensive
player’s only option is to attempt a touchdown or
kick a field goal. Each attempt is a loss of down.
An offensive player may never flick the slider
sideways or within the zone he currently
occupies nor can he flick the slider backwards.
At anytime during the game the playing surface is
moved, intentionally or unintentionally, by one of
the players and there is movement of the slider,
the advantage is given to the player not involved
in causing the movement. Example: The offensive
player has just attempted a play and the slider has
come to rest near a completed or successful run or
pass, close enough to require careful inspection by
the players. The defensive player moves to better
view the position of the slider and accidentally causes the slider to move. The ruling would automatically
give the advantage to the offensive player and the
offensive attempt would be considered successful.
At that point the offensive player may move the
slider just enough to have it touching the circle that
was being attempted. On the other hand, should the
same situation occur and the offensive player causes
the slider to move, the play is considered unsuccessful. If the slider has been moved ever so slightly and
is touching the attempted circle, it should be
returned to the previous line of scrimmage, always
marked by the yellow line of scrimmage marker.
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