OFFICIAL RULEBOOK

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and placed back into the tube for storage. Do not store in extreme hot or cold environments. SLIDER FOOTBALL. All kickof
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

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Object Of Play

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Playing Field

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Slider Football

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Foam Football

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Game Length

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Starting Play

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Kicking Off

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Play From Scrimmage

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Fumbles and Interceptions

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Touchdowns

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Field Goals and Kicked Extra Points

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Two Point After TD Conversions

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Punts

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Onside Kicks

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Breaking Ties

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Penalties

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Special Rules

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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 3

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.

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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.” 8

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 9

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 11

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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www.fingerfootball.com

www.fingerfootball.com