The Running Back Card
Each RB has a rushing and receiving card. Let’s focus on the rushing card here. There are 3 available types of carries, Linebuck, Off Tackle, and End Run. Generally, linebuck is the safest option yet goes for the least amount of yards, off tackle carries are slightly riskier but average a higher number per carry, and end runs which are the riskiest but have the highest reward when the running back is successful. This varies though depending on the style of runner.
On every rush attempt, 50% of the rolls refer to the Defense Card while 50% refer to the RB card. When the RB card is referred to, the computer first checks whether the defense was Guessed Right, Guessed Wrong, or if the running back was correctly keyed. Then a simulated dice roll takes place (2d6) and result is found in the corresponding row and column.
|LE'VEON BELL (2016)||PRIMARY POSITION: HALFBACK|
|LINEBUCK||OFF TACKLE||END RUN|
|7.||0||Short Gain||-1||7.||0||Short Gain||-1||7.||-1||+6||-2|
|8.||+4||+6||-1||8.||+2||+5 (+3)||-1||8.||0||Short Gain||-1|
Yardage Figure - The running back gains (or loses) the specified yardage figure
Yardage Figure (2nd Yardage in Parentheses) - The second number is ignored, only the first number is used.
Short/Long Gain - A second die roll takes place to determine the exact yardage figure of the completion
F - The ball is potentially fumbled by the running back. A die roll takes place to see whether the ball is fumbled. If it is, a second die roll takes place to see whether the offense or defense recovered the fumble.
Example: Let’s use Le’veon Bell’s 2016 card shown above. Let’s assume the offensive play is a linebuck and the Defense has Guessed Right. If the RB card is randomly determined to be checked rather than the defense and a roll of 7, Bell only got back to the line of scrimmage and gained no yards. If the defense had been Guessed Wrong, Bell would have gotten a Short Gain and the exact yardage gained would be found on a separate chart.