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USA & Canada Pegboard Football

  • Description

    Pegboard Football is based upon a wooden rectangular board with peg-holes indicating 5-yard increments that are off-set alternating every 5-Yards from one side of the field to the other, representing an entire American Football field, or the Canadian version for one when modified for that, stretching from Goal Line to Goal Line.

    Components:

    • Board with peg-holes depicting 5-Yard increments and the GOAL lines at each end of the FIELD.
    • 2-Pegs of different colours are utilized, to denote the current Player having possession during PLAY.
    • 2 d6 required as a minimum, although a 3rd d6 can be used to track DOWNS.
    Alternative methods for creating this:

    1) Magnetized Version: With the appropriate materials at your disposal, then you can affix some reasonable DISPLAY of the Playing Field upon a metallic surface conducive to adhering the necessary components for this. That is in place of constructing it out of anything in which peg-holes were to then be used, for where this is so desired.

    2) Paper/Cardstock Materials: From whatever types of this for which you have on hand, and that you can provide the required components needed in order to PLAY, then by all means use such to implement everything and ENJOY!

    To begin here, you choose which TEAM you each represent, then flip a coin, or use some other method, to see WHO starts with the Ball. The other Player chooses which End Zone that the selected PLAYER will start from. The 1st Player then places his Peg on his OWN 20 Yard Line. You have 4 DOWNS-(3 in cases with the Canadian version) to obtain 10 Yards and thus gain another 1st DOWN with then another further series of DOWNS. You have to get the Ball to or beyond the GOAL Line to SCORE. There are 2-D6 rolled to obtain a RESULT from the following:

    2 = Touchdown Pass!
    3 = Interception 10 Yards Down-Field & LOSE Ball
    4 = 20 Yard GAIN on Reverse
    5 = Quarterback SACK! Lose 10 Yards
    6 = 5 Yard GAIN on Draw Play
    7 = Incomplete PASS
    8 = 5 Yard GAIN on Screen PASS Completed
    9 = 25 Yard GAIN on Completed PASS
    10 = No Gain on RUN
    11 = FUMBLE! LOSE Ball!
    12 = 30 Yard GAIN on Completed PASS

    PUNT - On 4th DOWN when you conduct this, then ROLL (1)-D6 and multiply by 10 to obtain the RESULT for placement towards the Opponent's GOAL Line. Anything going BEYOND that into the Opponent's End Zone, will then have placement upon the 20-Yard Line of the Opponent.

    4th DOWN Desperation - You can DECLARE that you're "going for it" instead of a PUNT, so make that CLEAR before doing anything.

    Point After Attempt - When a TOUCHDOWN is scored, then roll 2-D6 with a 5 or HIGHER being GOOD on that.

    Field GOAL Attempt - In order for this to succeed, ROLL (1)-D6 and multiply by 10 for Yards gained that have to make it to the GOAL Line or beyond/over this. If not GOOD, then the Ball is turned over at the *spot* where this was attempted at, and the Opponent begins from there.

    After the completion of a TOUCHDOWN and the Point After Attempt, or successful Field GOAL Attempt, then place the Ball on the 20 Yard Line of the opposing side, where the non-scoring Player begins from for his next series of DOWNS.

    PLAY - Continues until either ONE side has scored 28 Points or BOTH Players agree to END this after so many SCORES were obtained already, and/or they wish to conclude it then.

    GOAL Line Stand = Were YOU to be forced onto YOURS, then if you end UP beyond that into YOUR End Zone, it is scored as a SAFETY for 2-points, and the Ball placed on the Opponent's 20 Yard Line, where they shall begin at on the next series of DOWNS.

    ENHANCED Playings- In order to keep EACH of the Players more actively involved for everything, then have these BOTH rolling a single d6 to obtain any RESULTS, except for when ONLY 1 of them does NEED to be conducting that.

    ADVANCED Game Version:

    First of all, then this shall require the ADVANCED Field Display, or create your own means for keeping track of everything that follows.

    Quarter TIME Periods: To keep TRACK of the Time in this, then use 15-seconds increments as a UNIT that is marked OFF using a Clock grid of boxes depicting it all with. The actual PLAYSs that are obtained, will then COST so many of the 15-second boxes to be Checked OFF when they're indicated to denote TIME transpired, to consume such when they've transpired, according to the following:

    Incomplete PASS RESULTS are 1-box

    5 Yards GAIN or a SAFETY RESULTS are 2-boxes

    10 or MORE Yards GAIN or LOSS RESULTS are 3-boxes

    PUNT or Field Goal Attempt RESULTS are 2-boxes

    2 Minute Warning = Where any PLAY were to extend into this portion for the 2nd or 4th Quarters, then that is marked OFF up to it, and the next DOWN is began from there on the Clock.

    Time OUTS = EACH Player is given 3 Time OUTS per HALF during a GAME, that they can CALL upon to reduce the amount of TIME which is used UP. This is done AFTER a Play and it is then counted as ONLY a single box for that instance. You mark OFF in some separate *spot* to keep tabs on these as they are used UP. Just put a Time OUT indication somewheres on where you have the Time Track-boxes, and make a *mark* under that when you USE one.

    At the conclusion of a Quarter, then switch the placement of the Peg onto the FIELD into its NEW *spot*, according to which End Zone that this began from. Be certain to keep track on the aspects for this. When the 2nd HALF begins, then the Player who did NOT have the Ball to begin the 1st HALF with that, starts OFF with it now, as well with the switching of the Field Positions for placement of the Peg.

    • SPECIAL*- While with either Player being allowed to ROLL and then see if any RESULT goes OUT of BOUNDS to then STOP the Clock, and only USE 1-box LESS on the Time that had occurred then, for the amount of Yards GAIN during a PLAY. To determine that, then EACH Player will ROLL a single D6 and High ROLL or TIE shall give the Winner that, for the person who had wished to perform it, in this instance.
    • SUDDEN DEATH*- For those times where a TIE in the scores is presently ongoing, then an EXTRA Quarter is to be played OUT, with the 1st Score occurring during THAT, of which will now determine the Winner!
    • OPTION* After a FUMBLE! or Interception RESULT, then this *SPECIAL* RULE can be invoked as well, to determine WHOM has gotten the Ball from that. BOTH Players must agree with having this *OPTION* in PLAY, before you START any Game. To determine that, then EACH Player will ROLL a single D6 and High ROLL or TIE shall give the Winner that, for the person who had wished to perform it, in this instance.
  • Details
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