Optional Rules
The rules given in this section are strictly optional. You do not need to use or understand either reactions or fourth down options. If you are in doubt, or if a previous coach has set different values, then reset your reaction values to 2 (both offence and defense) and your fourth down options to Late=S, Midfield=L, Near=N, Short=N, TwoMin=A


Reactions To Plays
After each play the computer tries to determine whether your play call was a good one or not. A play is considered "good" if it gets a first down, a score, or at least four yards without turning the ball over or setting up a fourth down situation (it's considered "bad" otherwise). If it was good then it increases the chance of that play being the one chosen next time you're in the same situation (see Play Calls). If it was bad then the chance is reduced


Strength Categories
There are fourteen categories of playing strengths. Five are offensive categories, five are defensive categories, and four apply to special teams. These are outlined below, along with the types of plays on which they apply.
Type Strength Notes
Offensive ORI
Rushing through the middle of the offensive line (power running).
Rushing to the outside, around the end of the line (running in open field).
Short passing and dumpoffs up to ten yards, "sticky hands" for receivers.
Long passing downfield beyond ten yards, sprinting speed.
Quarterback protection on passing plays.
Defensive DRI
Defence against rushing up the middle, straight ahead tackling and blocking.
Defence against rushing to the outside, pursuit and tackling in open field.
Defence against short passes and dumpoffs, short pass coverage.
Defence against long passes downfield, speed and long pass coverage.
Pass rush, attempting to penetrate into the backfield and sack the quarterback.
Special Teams OFG
Kicking field goals and extra points (accuracy and distance) and kickoffs.
Punting, for distance, accuracy, and "hangtime" (reducing return yardage).
Punt returns, speed and running in traffic (also on reverses).
Kickoff Returns, speed and running in open field (also on reverses).


Reaction Values
The strength of reaction is determined by the choice you give for reactions in your game instructions (there is one value for the offence and another for the defence).
Normal "value" reactions (value from 0 to 4) simply alter the relative chance of the different plays being called within each situation.
0 No Reaction The relative chance of selecting each play from within each situations remains fixed (as in Play Calls) for the whole game.
1 or 2 Low Value Reactions Low value reactions ensure that your initial choices are only modified slowly, regardless of their success or failure. If your initial choices were poor then your team may suffer before the balance is changed.
3 or 4 High Value Reactions High reaction values modify the play balance quickly, so your initial choices are modified very quickly and are therefore much more vulnerable to extreme results. High values reactions will sometimes be exploited by clever opponents. There are five other choices of reactions available, and these introduce different methods of selecting the play call (replacing the procedure given in Play Calls) as well as a different system of reactions.
E Even Reaction value is two, but instead of starting with the different choices of play having different chances of being called (see Play Calls) all the choices start even.
H Highest Reaction value is three, but instead of calling at random from the list in that situation the computer always calls the play with the highest current weight (trying to call the "best" play so far rather than mixing it up).
S Sequence The computer calls each play in the list in sequence (A then B then C then D and back to A). There is no reaction to the result of the play, and no reactions will be listed in your gameplan.
R Rotate As sequence, but the computer continues to call the same play until it fails, then it rotates to the next in the list. No reactions are listed in your gameplan.
A Alternate Same as rotate and sequence, but alternates between them. The first reaction is to rotate, though after repeating a play the reaction always then skips to the next play (so it'll only ever call a play twice before rotating). The next play call is then sequenced and the next one after that rotated.
There is no optimum choice of reactions. Different reactions work differently according to the style of gameplan you write, and may work well or badly according to the system used by your opponent.
Note : After each play call in the listing of your gameplan the computer will show the "reaction ', value accumulated against that play during the game (unless the reaction system used is Rotate, Sequence or Alternate, which don't accumulate reactions in this way). A +ve value indicates that the computer increased the chance of that call being made again, and a -ve value indicates it decreased the chance of calling that play.

Fourth Downs
On all fourth downs the computer starts by checking your fourth down options to see whether or not you want to call a play for that down. If you have elected to play a particular fourth down then the computer will select a play call from your gameplan as normal. You only need one of the fourth down options to be valid for you to go for it on fourth down. Otherwise it selects either a punt or field goal attempt according to the values given for your field goal ranges. The system for calling fourth down plays is fairly complicated, with a lot of extra rules and restrictions. These have been added to the game over the many years that it has been in play, because experience has shown that a game can easily be ruined by excessive use of fourth down plays (if they fail).


Fourth Down Options
There are three options which allow you to specify the circumstances in which you want to call plays on fourth downs. For each option you give one code. There are a number of situations where your fourth down options are ignored (see Fourth Down Exceptions). If a down is covered by more than one option (e.g. short yardage in midfield) then you go for it if any of the relevant options call for a play. You are unlikely to ever want to set TwoMin to anything other than A (All). If you need a field goal and are in field goal range the computer will automatically kick the field goal, otherwise you want to go for it rather than punt the ball away.
Late Decides what to do for all fourth downs in hurry up situations.
Midfield Decides what to do for all fourth downs outside field goal range but inside the half.
Near Decides what to do in field goal range.
Short Decides what to do on fourth downs with no more than short yardage to go.
TwoMin Decides what to do after the two minute warning when you're losing.


Fourth Down Exceptions
If you're within field goal range and a field goal will tie the scores or change the lead then you will always attempt the field goal. If you've already failed twice on fourth down attempts, then no further fourth downs will be attempted until after the two minute warning. After the two minute warning, whatever fourth down options are set, if you're losing by three points or less and are in field goal range then you will always attempt a field goal. Otherwise you play ALL fourth downs after the two minute warning if you're losing, and NONE if you're winning or tied.


Fourth Down Codes
The codes available are set out below. Instead of these codes you may enter any number from 1 to 9, in which case the downs covered by that option will be played if the number of yards to go down is less than or equal to that number.
Type Notes
A All Play all the fourth downs covered by this option
N None Play none of these downs
M Midfield Play these downs if inside the half but outside field goal range
L Late Play all these downs when losing and after hurry up time
T Two Minutes Play when losing and after the two minute warning in the second half
S Short Play these downs if short yardage or less to go
G Goal Play if short yardage and goal to go