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Reese Play Calling System Tutorial This is VERSION 3 of the Reese Play calling System. The play calling system is very easy to use. A simple roll of two dice (red and white) will yield the offensive play, while another roll of the red and white dice will reveal the defensive play. There is no need to roll for anything else, other than player finder columns such as on pass plays. There are two Excel files in this play-calling system and both are located in the same book. One is for the offense, and one for the defense. You can use the system to just call the offense, just call the defense, or to call both. It is your call. Whichever way you use the system it will yield a very realistic look and feel to your solitaire play. How to use the system for the offense: The system is very easy to use. Roll two dice and read the APBA-type result. Say, you rolled a 42. Now check the offensive chart and look for the down and distance. Find the first down column, and then scroll down to the 9-10 category because it is first and ten. Now refer to the dice roll, 42 in this case. Follow the results 1 to 6 results over to the right. You will see in the middle column, the one that says 2 to 4 is written in red just like your red die. Ok, this tells you that the offensive set is going to be Standard, because it is in that category. With me so far? Now comes part two, the play. Move further over to the right and find the proper set category result for the play determination. We had a standard set, so move to the right and locate the Standard set. I placed it just one section over because it gets used more used more often. Making sure that you are in the proper category 9-10, and under the proper heading (in this case Standard) now find the 1-6 result for the white die, moving to you right as necessary. You won’t have to go too far, the column is the first one.

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Page 1: The play-calling system is very easy€¦  · Web viewof the Reese Play calling System. The play calling system is very easy to use. ... and our 31 would become a 42. It’s easy

Reese Play Calling System Tutorial

This is VERSION 3 of the Reese Play calling System. The play calling system is very easy to use. A simple roll of two dice (red and white) will yield the offensive play, while another roll of the red and white dice will reveal the defensive play. There is no need to roll for anything else, other than player finder columns such as on pass plays.

There are two Excel files in this play-calling system and both are located in the same book. One is for the offense, and one for the defense. You can use the system to just call the offense, just call the defense, or to call both. It is your call. Whichever way you use the system it will yield a very realistic look and feel to your solitaire play.

How to use the system for the offense:

The system is very easy to use. Roll two dice and read the APBA-type result. Say, you rolled a 42. Now check the offensive chart and look for the down and distance. Find the first down column, and then scroll down to the 9-10 category because it is first and ten. Now refer to the dice roll, 42 in this case. Follow the results 1 to 6 results over to the right. You will see in the middle column, the one that says 2 to 4 is written in red just like your red die. Ok, this tells you that the offensive set is going to be Standard, because it is in that category. With me so far?

Now comes part two, the play. Move further over to the right and find the proper set category result for the play determination. We had a standard set, so move to the right and locate the Standard set. I placed it just one section over because it gets used more used more often. Making sure that you are in the proper category 9-10, and under the proper heading (in this case Standard) now find the 1-6 result for the white die, moving to you right as necessary. You won’t have to go too far, the column is the first one. It says RP 1-2. That result means that a Running Play (Inside or Outside) will be called for die results 1 and 2. (Notice that if the roll had been a 3, then the play result would have been a Draw Play, or a Screen Pass; a 4 would be a Short Pass; a 5 would have been Medium Pass; and a 6 would be a Long Pass.) But, back to our example, we have an RP, which should it be? Well, obviously some backs are better inside runners, and some are better outside. Decide who you want to run the ball, and the play choice may be apparent. If a runner has numbers that are good for both, then you make the call which would be best for him. That’s simple, right? So, our play is either an Inside Run Play or an Outside Run Play. I’m sure that you are still with me, so I’m going to add some stuff.

1. If a box has multiple results (like MP/LP, or DP/SC) then you have a choice as to which play you would like to call. The play call must be made BEFORE the defense makes its call. If a called play is not possible of the yard line on the field, but the other result is possible, then you obviously have to select the only one available.

2. If in the case where only one result is available but that play (like a LP, or)

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isn’t possible because the position on the field, then move to the left one box, and keep going (if necessary) until you get a play that can be run.

3. If a LP result has a 6* (asterisk) behind it then the QB has the option of a check down, but only if the defense is later revealed to be in a 6 DB mode. If it’s a 5 DB, or less, then the Long Pass has to be called.

How to use the system for the defense:

The defenses get is read off of the players that the offense has sent into the game. If the offense is in a standard pro set, then the defense will more than likely be in a base defense. If the offense goes to 3 WRs, then the defense will likely counter with 5 or 6 DBs. If the offense uses two TEs, or a FH backfield, then the defense will likely counter with a goal line set.

Picking a defense is even easier than the offense. Once the offensive play is called (either by my system, or by you or another gamer) then the defense needs to be selected. So, here’s how to do it. The system will kind of resemble the offensive play calling system. You will find the three possible down situations. Using our earlier example, it is 1st and 10. Roll the APBA dice again and check the result. Let’s say that on defense you rolled a 24. First find the down, then scroll down to the appropriate distance, and then scroll over (like you did on the offensive chart) and you will find the result S, or an S base defense. Combining our earlier offense (above offensive section) with this result, the play will be a running play in a base S defense. That was easy. But, wait a minute, Doug, there are lot’s of results more than just that on your chart. And, what about the white die, the 4, what does that do?

Well, let’s answer all of these questions:

GL G obviously means Goal Line Defense with a G line; GL S obviously means Goal Line Defense with a S line;G means a G line;S means an S line;D means a D line;5 D means five defensive Backs with a D line;5 S means five defensive Backs with an S line;6 D means six defensive Backs with a D line;6 S means five defensive Backs with an S line.

The purple boxes indicate that BLITZ is possible. This is where the second die comes into play. In each purple box, there is at least one little Z, all the way up to three little Zs per box. Stay with me here: The number of little Zs in the box is the number that must be rolled (or less) and has to be equal to, or less than, for the blitz to be called. For example, in our earlier defensive example a 24 was rolled. If the box was purple, then you would count the number of little Zs, and then compare the white die number (4 in this case) to the number of Little Zs. If the white die number is greater than even the amount of Little

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Zs in the box, there will be no blitz on this play. If it is less than, or equal to, then the blitz is called

Timing and Score:

This is a pretty simple system. But, don’t make it all inclusive. It’s not meant to be the end all. Use common sense when possible. Notice that I have not implemented any time element to the system, nor is the field position relevant. You really need to override the system when necessary. If you can run out the clock by running, just override it, and call a running play. If a short pass resulting in a first down is all that is needed late in the game, but a Long Pass is called, override it, and change it to a short pass.

For those who would like to make a few changes to the play calling system I suggest the following: If the score, before the fourth quarter, reaches a difference of 21 points or more, then make a change to the dice roll result in this manner. If team is leading, subtract one from each of the two die. For example, if you rolled a 52, then the new roll for the PLAY CALL will be a 41. If it is already a 1, such as a dice roll of 31, then the result would be 21. Now, if the team is trailing, then add one to the dice roll. Using our example again, a 52 would become a 63; and our 31 would become a 42. It’s easy. It doesn’t do a lot, but it does add something to account for the score and time.

In the fourth quarter us a score of 14, instead of 21.

New (Optional) audible rules:

You can use these if you like. They have nothing to do with the play calling system. I like this rule and I would recommend it. First, as you know, all QBs are rated 1-5. The game rules indicate that all teams can call one audible per quarter. I have increased that number by one for a 4-rated QB, and by two for a 5-rated QB. So, all 3-rated QBs and below have one audible per quarter; all 4-rated QBs get two per quarter; all 5-rated QBs get 3 audibles per quarter. Why? Because I love Peyton Manning. Not like that! You know what I mean.

So, after the offense set and play have been called, and the defense has revealed its defensive set, the offense has the right to call an audible (if it hasn’t used that opportunity up for the quarter). This is just like the board game. But, now we’re going to break away. After announcing an audible, the player rolls the two APBA dice, and if the ADDED TOTAL equals seven, then a penalty has been called. If the red die is an odd number, then the penalty is a false start, if the red die is even number, then the penalty is a delay of game. But, wait. That stinks. How does that make it better for the offense? Well, if the result is anything other than 7, then the QB can call any play he wants (as long as he remains with the SAME OFFENSIVE SET and he runs the play against the originally called defense. The defense CAN NOT BE CHANGED for this play. This is different from the APBA rules. This can really help the offense, but can also result in a

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penalty if he rolls a seven. This is a big risk for the offense. Also, if the audible is called, and it results in a penalty being called, that still counts as a called audible for the quarter.

New Version:

Note to owners of Version 1 and 2: This is version 3. It is a completely remodeled version which is now known as VERSION 3. You will like this version. After play testing I discovered that I had too many wild increases in the offensive formations and defensive sets. For instance, I might have a 2 TE formation (up two lines on a running play, and then the defense calls for a D line set, with a blitz, also a two line move upward, created a situation where a total of a four line upward is now in play. That is too many for a routine play. There are still some of these, just not as many as before. This is just one example. The reverse was also true. In fact, I had quite a few TD on pass plays because of four and even sixe line advancements. That shouldn’t really happen too much. The offense has been refined as well.

Summary:

You can use this system to easily call offensive formations and plays, and defensive sets (and blitzes). The gamer (you) should use common sense when using this system. If something seems illogical, don’t do it. Do what is right. I have not implemented time and score into the system. I’ll see what the feedback is to this before I begin adding time and score options to the system.

The most important thing is, have fun.

Doug Reese