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POWER POKER FOOTBALL ® — OFFICIAL RULES
WELCOME TO POWER POKER FOOTBALL® — WHERE TEXAS HOLD’EM MEETS FOOTBALL STRATEGY.
Using a standard 52-card deck, every poker hand represents one football down. The offense uses its cards to gain yards, earn first downs and score touchdowns. The defense tries to push the offense backward, force turnovers and take possession.
And just like football, every yard matters.
The game mat tracks it all. The green markers move with the football, while the red markers show the ten yards needed for a first down. The numbered columns let you track every yard gained or lost.
Around the field, you'll find the different Play Action areas, the Used Game Chips area, the Benched Player area, the five-step hand sequence, and quick-reference scoring values you’ll use throughout the game.
And don't worry about memorizing anything. You don't have to. Everything you need to play is right here on the game mat.
Every hand follows the same five-step sequence. Learn this repeating rhythm, and the game quickly starts to flow.
First comes the pre-flop action. One offensive player gets the opportunity to bluff with a Black Ace, while one defensive player has their own opportunity to bet on a Red Ace appearing on the flop.
Next comes the flop, where the quarterback deals the first three community cards and offensive yardage can begin moving the football dramatically downfield for the quarterback dealer.
Then comes the ground game. Before the fourth community card, Run and Tackle Play Actions give the offense and defense opportunities to battle for important ground-game yards.
Next, the passing game opens up. Before the fifth community card, the offense can look to the air while the defense can counter with coverage or pressure the quarterback with a blitz.
Then the final community card is dealt and we determine the winning poker hand.
That's when the Bet-to-Win and Clutch Play can turn an ordinary down into something much bigger. Yardage can change dramatically, touchdowns can be scored, and the defense may even come away with an interception.
We'll teach you exactly how each of those plays works when we get to them.
And if the defense stops you from making that first down, you’ve got another football decision to make: punt—or take a shot at the field goal?
That's the rhythm of Power Poker Football.
Follow the panels. Follow the field. Celebrate every yard and just play football.
Before long, you won’t be thinking about the rules—you'll be thinking about your next play.
GAME ITEMS:
Next, let’s take a quick look at the game items. Power Poker Football includes one Dealer Play Action Mat. This mat stays with the current dealer and is where Play Action cards are placed. You’ll use one standard deck of playing cards. The two green line-of-scrimmage markers move with the football, while the two red first-down markers stay fixed to mark the ten yards needed for a first down. Use the wood Down Marker to track the current down, and the wood Quarter Marker to track the quarter. Each player receives three colored Game Chips. All Game Chips go to the Used Game Chips area on the game mat when their activity or action ends, unless a specific rule says otherwise. Each player also receives one heavier Bet-to-Win Chip. The Bet-to-Win Chip is separate from your regular Game Chips. We’ll show you how it works when we get to Bet-to-Win and Clutch Play. Finally, there are two yellow penalty flags — one for each team — used when a penalty is called during the game. That’s it. Everything you need to play Power Poker Football is all right here.
THE YARDAGE MARKERS:
Now let’s see how to track yardage on the field. First, use the green marker to show the football’s ten-yard field position. Next, use the colored numbered column beside that field position to show the exact yardage. For example, if the green marker is at the 30-yard line and the numbered column shows 4, the football is at the 34-yard line. The red first-down markers show the ten yards needed for a first down and stay fixed for the entire hand. During the hand, the football may move beyond the first-down marker and then move back again. Don’t move the red markers until the hand is completely finished. When possession changes, no math is needed. Follow the hash marks straight across to the opposite yard line. For example, the 47-yard line becomes the 53-yard line. Remember: green marker for the ten-yard field position, numbered column for exact yardage, red markers for the first down, and straight across when possession changes.
SAFETY
A safety awards 2 points to the defensive player who caused the safety. That player also receives the next deal when the defensive team becomes the offense following the safety.
SAFETY STOP
Before the hand starts, any offensive player may place 1 Game Chip on the red SS Safety Stop sign in the end zone to activate Safety Stop. While Safety Stop is active, a safety cannot score 2 points for the defense. If any play before the winner is determined would cause a safety, the ball is placed on the 1-yard line instead of awarding 2 points to the defense, and play continues normally. Only 1 Safety Stop may be used per hand. Safety Stop remains active until a winner is determined. When a winner is determined, move the Safety Stop chip to the Used Game Chips area whether or not a safety occurred.
RUNNING BACK BLAST
Running Back Blast begins with the offensive quarterback and then moves around the table to each offensive player in turn. Only offensive players may call Running Back Blast. Once one offensive player calls it, no other player may call it during that hand. Only 1 Running Back Blast may be called per hand. The offensive player claims to have a Black Ace in their hole cards. They may actually have it—or they may be bluffing. Keep the cards hidden. Any defensive player may immediately challenge the call, regardless of turn. The first defender to call the challenge verbally is the challenger. If two or more defenders call at the same time, the first defender in turn from the dealer is the challenger.
If no defender challenges, the offense gains 5 yards and play continues. No cards are shown. If the defense challenges, the offensive player must prove the call by showing a Black Ace. If a Black Ace is shown, the offense gains 5 yards and the challenger discards one card face down. If no Black Ace is shown, the offense gains no yards and the offensive player discards one card face down.
BLITZ SACK FUMBLE BET
After the Running Back Blast rotation is complete, the Blitz Sack Fumble Bet opportunity moves around the table to each defensive player in turn. Only defensive players may make the bet. Once one defensive player calls it, no other player may call it during that hand. Only 1 Blitz Sack Fumble Bet may be made per hand. Once a Blitz Sack Fumble Bet is made, the Blitz Sack Fumble Bet rotation ends. Before the flop is dealt, the defensive player spends 1 Game Chip and bets that a Red Ace will appear on the flop. Place the Game Chip in the Blitz Sack Fumble Bet spot. The QB Dealer then deals the three-card flop face up. If no Red Ace appears, the bet ends and play continues normally. If a Red Ace appears, the offense loses 5 yards. The QB Dealer then reveals one card for possession. If the possession card is red, possession changes to the defense. If it is black, the offense keeps the ball and play continues. Each additional Red Ace on the flop costs another 5 yards, but the possession card is revealed only once. After resolution, move the Game Chip to the Used Game Chips area regardless of the outcome.
THE YARDAGE SCORING FLOP
The Yardage Scoring Flop is where the offense can gain some good yards. The quarterback dealer reveals three community cards, one at a time, from left to right. Black number cards give the offense their face value, while a Black Jack is worth 10 yards, a Queen is worth 15, and an Ace is worth 20. A Red Ace moves the offense back 5 yards. But keep your eye out for a King, because once a King appears, the flop stops scoring. And there’s a bonus for the defense to watch for.
LOADING THE BOX
If all three flop cards are Red number cards, the defense loads the box and immediately gets all of its previously used Game Chips back. As the yards add up, the offense keeps moving toward the goal line. If those flop yards reach the goal line, it’s a touchdown.
POWER RUN — OFFENSE
After the flop, Play Action begins with the offensive quarterback and continues around the table, alternating offense and defense in turn. Each eligible offensive player may use Power Run one time during the hand. On an eligible offensive turn, the player may choose Power Run. Choose 1 Black numbered hole card. Its numbered value is the Run yardage. Discard that card, move the ball forward, and keep the other hole card. The player remains active in the hand with one fewer hole card. If a Power Run reaches the end zone, hold the touchdown until the next active defender takes their normal turn. That defender may use their Power Tackle opportunity, if still available, to prevent the touchdown by showing a Red numbered hole card. That card’s numbered value pushes the runner back from the goal line by that many yards and the hand continues on. No defender receives an additional turn. If that next active defender does not use Power Tackle, the touchdown scores immediately; the opportunity does not pass to another defender. Yards are not counted beyond the goal line.
POWER TACKLE — DEFENSE
After the flop, Play Action begins with the offensive quarterback and continues around the table, alternating offense and defense in turn. Each eligible defensive player may use Power Tackle one time during the hand. On an eligible defensive turn, the player may choose Power Tackle. Choose 1 Red numbered hole card. Its numbered value is the Tackle yardage. Discard that card, move the ball backward, and keep the other hole card. The player remains active in the hand with one fewer hole card. If a Power Run reaches the end zone, hold the touchdown until the next active defender takes their normal turn. That defender may use their Power Tackle opportunity, if still available, to prevent the touchdown. No defender receives an additional turn. If that defender does not use or have Power Tackle yards, the touchdown scores immediately and the opportunity does not pass to another defender. Any Power Tackle yardage pushes the runner back from the goal line by that many yards and the hand continues on. After the Power Run and Power Tackle sequence is complete, the fourth community card is revealed.
FOURTH COMMUNITY CARD
After the Power Run and Power Tackle sequence, the dealer reveals the fourth community card.
FOLD-TO-PASS — OFFENSE
After the fourth community card is dealt, Play Action begins with the quarterback dealer and continues around the table, offense then defense in turn. Each active player makes their eligible Play Action choice when their turn arrives, and that Play Action is completely resolved before moving to the next player. An eligible offensive player may Fold-to-Pass by folding out of the poker hand and placing their remaining hole card or cards face down on the Dealer Play Action Mat. The dealer flips 1 reveal card face up. A Red numbered card, Red picture card, or Red Ace results in an incomplete pass. A Black numbered card completes the pass for yardage equal to the card’s numerical value. A Black Jack completes the pass for 10 yards. A Black Queen completes the pass for 15 yards. A Black King is a dropped pass for no gain unless King Zone Pass Coverage is active, in which case it results in an interception. A Black Ace completes the pass for 20 yards. Add completed passing yardage to the offense’s current field position. If the completed pass reaches or crosses the goal line, score a touchdown. The folding player takes no further action for the remainder of the hand.
HAIL MARY ATTEMPT
A Hail Mary Attempt may be declared only after the offense has reached midfield, the 50-yard line or beyond. Before the Fold-to-Pass dealer reveal, the folding offensive player must spend 1 Game Chip and announce the Hail Mary Attempt. If a Black Ace is revealed, score an immediate touchdown instead of the normal 20-yard pass gain. Any other pass-completion card awards its normal Fold-to-Pass yardage. King Zone Pass Coverage cannot stop a Hail Mary touchdown produced by a Black Ace. Other Hail Mary results are resolved according to the applicable King Zone Pass Coverage rules. Only 1 Hail Mary Attempt may be declared during a hand.
KING ZONE PASS COVERAGE — DEFENSE
When an offensive player declares a Fold-to-Pass, any defensive player may immediately spend 1 Game Chip to activate King Zone Pass Coverage by placing the chip on the K circle in the end zone. A defender may call King Zone Pass Coverage at will. If two or more defenders call it at the same time, the call goes to the first defensive player in turn clockwise from the dealer. While active, any King revealed during a Fold-to-Pass is an immediate interception. All other completed passes are limited to a maximum gain of 5 yards. An interception immediately changes possession and ends the hand. The defensive player who activated the coverage becomes the next offensive dealer. King Zone Pass Coverage cannot be activated unless a pass is attempted and cannot stop a Hail Mary touchdown produced by a Black Ace. The coverage remains active until the offense makes a first down or possession changes, even if the activating defender later folds out of the hand. When coverage ends, move the chip to the Used Game Chips area.
FOLD-TO-BLITZ — DEFENSE
After an offensive player has used Fold-to-Pass, the next Play Action moves to the next defensive player in turn from the dealer. A defensive player may Fold-to-Blitz by folding out of the poker hand and placing their remaining hole card or cards face down on the Dealer Play Action Mat. The dealer reveals 1 card face up. A Red Jack, Red Queen, Red King, or Red Ace results in a successful blitz and moves the offense backward 5 yards. Any other card results in an unsuccessful blitz with no yardage change. The folding defensive player takes no further action for the remainder of the hand.
FIFTH COMMUNITY CARD
After the rotation around the table is complete and all offensive and defensive Play Action choices have been resolved, the dealer reveals the fifth and final community card.
BET-TO-WIN
Bet-to-Win becomes available after the flop is dealt and may be used throughout the remainder of the hand until a winner is determined. A player may Bet-to-Win during that player’s turn. If another player has Bet-to-Win, an eligible player may match it with their own Bet-to-Win Chip. A player may not Bet-to-Win if no other players remain active in the hand to match the call. A legal Bet-to-Win remains in effect even if all other players later fold. A legal Bet-to-Win does not require another player to match it to remain valid.
FINAL GO-AROUND
After the fifth community card is revealed, the Final Go-Around begins. Players act in turn, just like a normal poker round. Remaining eligible players receive their final Bet-to-Win opportunity. If a new Bet-to-Win is made, the other eligible players may match it. After the final new Bet-to-Win, there is a final opportunity for the other eligible players to match it. A player who does not Bet-to-Win or match remains in the hand and may still win the hand and receive Winning Hand yardage, but receives no Clutch Play benefit.
WINNER OF THE HAND
The best 5-card poker hand wins the hand. Ties are decided by a high-card reveal. An offensive winner moves the football forward according to the offensive Winning Hand Chart. A defensive winner pushes the offense backward according to the defensive Winning Hand Chart. Winning the hand on defense does not change possession. The deal stays with the offensive team until possession is lost. If a defensive player wins the hand and possession does not change, the deal moves clockwise from the current dealer to the next active offensive player. Unless possession changes, an offensive player who wins the hand becomes the next dealer.
CLUTCH PLAY
If a player Bets-to-Win and wins the hand, that player reveals the face-down Clutch Play card.
For an offensive winner, a Black picture card doubles the winning-hand yardage. A Black Ace scores an immediate touchdown. For a defensive winner, a Red picture card doubles the defensive winning-hand yardage. A Red Ace results in an immediate interception. An interception immediately changes possession, and the defensive player causing the interception becomes the next offensive dealer. After the Clutch Play is completely resolved, determine whether the offense has reached or crossed the first-down marker.
DEFENSIVE GOAL LINE STAND
If the football is on the opponent’s 10-yard line or closer before the hand starts, any defensive player may activate a Goal Line Stand for that hand only by spending 1 Game Chip before the deal begins. The first defender to verbally call Goal Line Stand gets the call. If two or more defenders call it at the same time, the call goes to the first defensive player in turn clockwise from the dealer. Place the chip on the Goal Line Stand location between the goal line and the 10-yard line, marked by a red arrow and a red K inside the circle. This is separate from the end-zone K circle used for King Zone Pass Coverage. While Goal Line Stand is active, any King appearing among the 5 community cards immediately ends the down with no further offensive advancement.
THE KICKING GAME
Only on 4th down may the quarterback dealer choose to punt, attempt a field goal, or go for the first down normally. All kicks use High or Low Play.
PUNT: The quarterback chooses PUNT and begins High or Low Play. A punt that avoids a first-card King automatically gains 20 kick yards before High or Low predictions begin. Each successful High or Low prediction adds 5 kick yards. A matched pair during a punt produces a defensive punt return. A punter may intentionally make a prediction intended to fail on a long punt to reduce the possibility of producing a return.
FIELD GOAL: The quarterback chooses FIELD GOAL and begins High or Low Play. Reveal the first High or Low prediction card. If that card is a King, the field goal receives no starting yardage and the kick is blocked. If it is not a King, award the field goal 10 starting yards. After those 10 yards are awarded, each correct High or Low prediction adds 5 yards to the kick. Continue until the kicker makes an incorrect prediction. If the kicker has an available Game Chip, they may spend 1 Game Chip to void that incorrect prediction and continue. This may be repeated while Game Chips remain available. A matched pair during a field goal has no special effect, and High or Low Play continues with another prediction. If the total kick distance reaches or crosses the goal line, the field goal is good and scores 3 points for the kicking offensive player. Before a field-goal attempt begins, use the 2 red markers on the game mat to mark the original line of scrimmage. If the field-goal attempt fails, the opposing team takes possession at the original line of scrimmage.
HIGH OR LOW PLAY: The dealer or any other player flips one card at a time for the kicking player. Reveal the first prediction card. If the first card is a King, the kick is blocked and ends immediately. If the first card is not a King, award the kick’s starting yardage: 20 yards for a punt or 10 yards for a field goal. After the starting yardage is awarded, the kicking player predicts whether the next card will be higher or lower than the card showing. An Ace is always high. Each correct prediction adds 5 yards. Continue calling higher or lower before each new card is revealed. An incorrect prediction ends the kick unless the kicking player spends 1 available Game Chip to void the incorrect prediction and continue. This may be repeated while Game Chips remain available. When each Game Chip activity ends, move that chip to the Used Game Chips area. A matched pair during a punt gives the defense a Defensive Punt Return. A matched pair during a field goal is neutral and allows High or Low Play to continue.
DEFENSIVE PUNT RETURN
During a punt, if 2 consecutively revealed cards match in value, regardless of suit, the defense immediately earns a punt return. The return reverses field direction toward the kicking team’s goal line. The defensive player immediately clockwise from the offensive dealer becomes the return player. The dealer flips 1 card to determine the entire return. A Black numbered card produces return yardage equal to its numerical value. A Black Jack produces a 10-yard return. A Black Queen produces a 15-yard return. A Black King produces no return yardage. A Black Ace produces an immediate touchdown. Any red card produces no return yardage. If no return yardage is gained, the receiving team begins its possession at the location where the punt ended. After the return, the return player becomes the next quarterback dealer for the receiving team. If a Black Ace is revealed, the return player scores the touchdown and may attempt the applicable conversion under the normal conversion rules.
CONVERSION ATTEMPT FOR ONE OR TWO POINTS
After a touchdown, reshuffle the deck and place 4 cards face down. Reveal the cards one at a time. For a 1-point conversion, an Ace, Jack, or Queen scores 1 point. For a 2-point conversion, 2 Aces, Jacks, or Queens must be revealed to score 2 points. A King immediately stops and fails the conversion attempt if the conversion has not already been earned. Number cards do not score; continue revealing the remaining cards. If the required scoring card or cards do not appear among the 4 cards, the conversion is no good. Once the conversion is decided, any remaining face-down cards are not revealed and are void.
BENCHED PLAYERS
A player who Bets-to-Win and loses the hand becomes benched and must sit out the entire next hand. Place that player’s heavier Bet-to-Win Chip in the Benched Player area of the game mat. A benched player may not participate in the next hand, use Game Chips, or deal. If an entire offensive or defensive team becomes benched at the same time, that team receives a 5-yard misconduct penalty and all of its benched players immediately return to play.
PENALTIES
All penalties are 5-yard penalties and never result directly in a score. If penalty yardage would carry the football across a goal line, place the football at the 1-yard line instead.
Official penalties include forgetting to place the Dealer Play Action Mat in front of the current dealer, dealing cards to a benched player, forgetting to move the first-down markers when required, forgetting to remove the King Zone Pass Coverage chip when its coverage ends, or an entire team becoming benched.
Minor mistakes and accidental card exposure are not penalties and may be corrected by table agreement.
Throw the penalty flag and have some laughs.
WINNER OF THE GAME
At the end of regulation, add the individual scores of all players on each team. The team with the highest combined score wins the Team Victory. The highest-scoring player on the winning team wins the MVP Victory. Players on the losing team are not eligible for MVP, even if a losing-team player has the highest individual score in the game.
OVERTIME
If the team totals are tied after regulation, overtime begins. All players keep their regulation scores. A high-card draw determines the first offensive team and dealer. The first team to score wins. All normal game rules and Play Actions remain in effect during overtime. The highest-scoring player on the winning team wins the MVP Victory. If two or more players on the winning team are tied for the highest individual score, a high-card draw among those tied players determines the MVP winner. That concludes our Power Poker Football tutorial. We hope you have many games of competitive fun with your family and friends. Thank you, and enjoy the game.
Be sure to go to www.centerpiecegames.com for all game info, replacement pieces and scoresheets
Power Poker Football ® ™ © is protected under copyright and trademark laws Licensing rights are held by Centerpiece Games, Woburn, Massachusetts (exclusively) Copyright 2026 (all rights reserved) Made in the United States of America. Go to www.centerpiecegames.com for all game info. Enjoy the game!
DEDICATION: This game is dedicated to The North Woburn Gamblers – 1941. A sandlot football team bonded through friendship, competition, and the love of the game. Can you find the football?

REGULATION PLAY Regulation consists of 8 offensive drives divided into 4 quarters, with 2 drives per quarter. Use the wood quar-ter marker to track drives 1–4 during the first half and drives 5–8 during the second half. At the end of regulation, the highest-scoring team wins the Team Victory and the highest-scoring individual player wins the MVP Victory. If two teammates tie, both teams tie, or players from opposing teams tie, play goes to overtime. GAME FLOW Each hand represents 1 football down. Only offensive players deal in Power Poker Football®. The quarterback dealer acts first on most play actions. The offense has 4 downs to gain 10 yards for a first down. Reaching or crossing the first-down marker awards a first down only after the entire hand, including any Clutch Play, has been completed. After a first down is awarded, reset the first-down markers and continue with a new set of downs. If the defense stops the offense after 4 downs, possession changes direction across the field. If an offensive player wins the hand and possession remains unchanged, that player becomes the next dealer. If a defensive player wins the hand but possession remains unchanged, the deal passes clockwise to the next of-fensive player. A defensive player who causes a change of possession through their own play action becomes the next offen-sive dealer. Move the red first-down markers only at the very end of the hand, including after any Clutch Play flip. GAME CHIPS — USE THEM WISELY Game Chips may be used to activate King Zone Pass Coverage, declare a Hail Mary Attempt, activate a Goal Line Stand, save a failed High or Low prediction, or continue an eligible kick or return play. The heavier Bet-to-Win chip is used to declare a Bet-to-Win. Fold-to-Run and Fold-to-Tackle do not require Game Chips and cannot be canceled with Game Chips. New players are encouraged to practice one shaded rules section at a time. Once comfortable, combine all sec-tions for a full regulation game. PLAY BEGINS At the start of every hand, the quarterback deals 2 face-down cards to every active player and places 1 Clutch Play card face down in the center of the game mat. A player may Bet-to-Win in turn at any eligible time during the hand. Once a Bet-to-Win is placed, it cannot be changed or withdrawn. The player is locked into the poker hand but may still use eligible Game Chip play actions. RUNNING BACK BLAST — OFFENSE Before the flop begins, the quarterback dealer or any eligible offensive player may declare a Running Back Blast. Only 1 Running Back Blast may be called during a hand. The offensive player must possess, or bluff possession of, a black Ace. Any defensive player may challenge the call. If challenged and the offensive player reveals a black Ace, the offense gains 5 yards and the challenging de-fender must discard 1 handheld card. If the offensive player cannot reveal a black Ace, the offensive player instead discards 1 handheld card. After the Running Back Blast opportunity is completed, play proceeds to the defensive pre-flop action. BLITZ SACK / FUMBLE BET — DEFENSE Before the flop begins, 1 defensive player may spend 1 Game Chip to bet that a red Ace will appear during the flop. If a red Ace appears, the offense immediately loses 5 yards and the dealer flips 1 reveal card to determine pos-session. A red reveal gives the defense immediate possession and ends the hand. A black reveal allows the of-fense to retain possession and the hand continues unless another applicable red Ace must be resolved. If 2 red Aces appear during the flop, each causes a 5-yard loss, for a total possible loss of 10 yards. Only 1 fumble may occur, so a second red Ace does not produce an additional possession reveal. If the defense recovers possession, the hand immediately ends and the defensive player who made the Blitz Sack/Fumble Bet becomes the next offensive dealer. If no red Ace appears during the flop, the Game Chip is lost. After the offensive and defensive pre-flop play actions are completed, proceed to the Yardage Scoring Flop. THE YARDAGE SCORING FLOP The offensive quarterback dealer slowly reveals 3 community cards from left to right. Flop cards always re-solve from left to right during scoring. Only black scoring cards move the offense forward. Black numbered cards score their face value. A black Jack scores 10 yards, a black Queen scores 15 yards, and a black Ace scores 20 yards. Any King revealed during the flop immediately stops all additional offensive flop yardage. Each red Ace revealed during the flop moves the offense backward 5 yards. If the offense reaches the goal line at any time during the game, the hand immediately ends with a touchdown, except when a Fold-to-Run reaches or crosses the goal line. A Fold-to-Run touchdown is resolved under the Fold-to-Run and Fold-to-Tackle rules. After the Yardage Scoring Flop, players continue in normal turn order and may check, Fold-to-Run, Fold-to-Tackle, or place a Bet-to-Win chip when eligible. Fold-to-Run and Fold-to-Tackle are independent play actions made in turn. Neither action requires the oppos-ing team to Fold first. A player who places a Bet-to-Win chip is locked into the poker hand but may still use eligible Game Chip play actions. LOADING THE BOX If all 3 flop cards are red numbered cards, the defensive team immediately recovers all previously used Game Chips from the Used Game Chips area. FOLD-TO-RUN — OFFENSE In turn, an offensive player may Fold-to-Run. The player places both hole cards face down on the Dealer Play Action Mat, then reveals the black numbered cards only. Black numbered cards score Run yards at face value. If both cards score, add their values together. All other cards score 0 yards. The player is then folded out of the poker hand. If the Fold-to-Run reaches or crosses the goal line, stop the runner at the goal line and ignore any excess Run yards. Do not award the touchdown until the next defender in turn is given one opportunity to Fold-to-Tackle. If that defender scores any Tackle yards, move the runner back from the goal line by that amount and the touchdown is not scored. If the defender declines to Fold-to-Tackle or scores 0 Tackle yards, the touchdown is scored. FOLD-TO-TACKLE — DEFENSE In turn, a defensive player may Fold-to-Tackle. The player chooses 1 of their 2 hole cards and places it face up on the Dealer Play Action Mat. The other hole card is placed face down. Only a red numbered card scores Tackle yards, at face value. All other cards score 0 yards. The player is then folded out of the poker hand. When a Fold-to-Run reaches or crosses the goal line, the next defender in turn is given one opportunity to Fold-to-Tackle before the touchdown is awarded. If the defender scores any Tackle yards, move the runner back from the goal line by that amount and the touchdown is not scored. If the defender declines to Fold-to-Tackle or scores 0 Tackle yards, the touchdown is scored. FOLD-TO-PASS — OFFENSE Starting with the quarterback dealer and continuing in turn, any eligible offensive player may Fold-to-Pass by folding out of the poker hand and placing their handheld card or cards face down on the Dealer Play Action Mat. The dealer flips 1 reveal card face up. A red numbered card, red picture card, or red Ace results in an incomplete pass. A black numbered card completes the pass for yardage equal to the card's numerical value. A black Jack com-pletes the pass for 10 yards. A black Queen completes the pass for 15 yards. A black King is a dropped pass for no gain unless King Zone Pass Coverage is active, in which case it results in an interception. A black Ace completes the pass for 20 yards. Add completed passing yardage to the offense's current field position. If the completed pass reaches or crosses the goal line, score a touchdown. The folding player takes no further action during the hand. HAIL MARY ATTEMPT A Hail Mary Attempt may be declared only after the offense has reached midfield, the 50-yard line or beyond. Before the Fold-to-Pass dealer reveal, the folding offensive player must spend 1 Game Chip and announce the Hail Mary Attempt. If a black Ace is revealed, score an immediate touchdown instead of the normal 20-yard pass gain. Any other pass-completion card awards its normal Fold-to-Pass yardage. King Zone Pass Coverage cannot stop a Hail Mary touchdown produced by a black Ace. Other Hail Mary re-sults are resolved according to the applicable King Zone Pass Coverage rules. Only 1 Hail Mary Attempt may be declared during a hand. KING ZONE PASS COVERAGE — DEFENSE When an offensive player declares a Fold-to-Pass, any defensive player may immediately spend 1 Game Chip and place it on their end-zone King location to activate King Zone Pass Coverage. While King Zone Pass Coverage is active, any King revealed during a Fold-to-Pass is an immediate intercep-tion. All other completed passes are limited to a maximum gain of 5 yards, even when a higher-valued com-pletion card is revealed. An interception immediately changes possession and ends the hand. The defensive player who activated King Zone Pass Coverage becomes the next offensive dealer following the interception. King Zone Pass Coverage cannot be activated unless a pass is attempted and cannot stop a Hail Mary touch-down on a black Ace. King Zone Pass Coverage remains active until the offense makes a first down or possession changes. Remove the King Zone Pass Coverage chip when a first down is made or following a change of possession, and move it to the Used Game Chips area. FOLD-TO-BLITZ — DEFENSE Starting with the first eligible defensive player in turn from the dealer, a defensive player may Fold-to-Blitz by folding out of the poker hand and placing their handheld card or cards face down on the Dealer Play Action Mat. The dealer flips 1 reveal card face up. Black cards result in a failed blitz. Red numbered cards have no effect. A red Jack, red Queen, red King, or red Ace results in a successful blitz and moves the offense backward 5 yards. Subtract any Blitz yardage from the offense's current field position. The folding defensive player takes no further action during the hand. FINAL BET-TO-WIN ROUND After the final community card is revealed, the remaining eligible players may place their Bet-to-Win chip into the center of the game mat. A player who Bets-to-Win risks becoming benched if they lose the hand but gains access to the Clutch Play card if they win. Once a Bet-to-Win is made, it cannot be withdrawn. A player may not Bet-to-Win last if all other players have already folded out of the hand. WINNER OF THE HAND The best 5-card poker hand wins the hand. Ties are decided by a high-card reveal. An offensive winner moves the football forward according to the offensive Winning Hand Chart. A defensive winner pushes the offense backward according to the defensive Winning Hand Chart. Unless possession changes, an offensive player who wins the hand becomes the next dealer. CLUTCH PLAY If a player Bets-to-Win and wins the hand, that player reveals the face-down Clutch Play card. For an offensive winner, a black picture card doubles the winning-hand yardage. A black Ace scores an imme-diate touchdown. For a defensive winner, a red picture card doubles the defensive winning-hand yardage. A red Ace results in an immediate interception. An interception immediately changes possession, and the defensive player causing the interception becomes the next offensive dealer. After the Clutch Play is completely resolved, determine whether the offense has reached or crossed the first-down marker. BENCHED PLAYERS A player who Bets-to-Win and loses the hand becomes benched and must sit out the entire next hand. Place that player's heavier Bet-to-Win chip in the Benched Player area of the game mat. A benched player may not participate in the next hand, use Game Chips, or deal. If an entire offensive or defensive team becomes benched at the same time, that team receives a 5-yard mis-conduct penalty and all of its benched players immediately return to play. DEFENSIVE GOAL LINE STAND When the offense is inside the opponent's 10-yard line, any defensive player may activate a Goal Line Stand for that hand only by spending 1 Game Chip before the deal begins. Place the chip on the King location on the game mat. While Goal Line Stand is active, any King appearing among the 5 community cards immediately ends the down with no further offensive advancement. THE KICKING GAME Only on 4th down may the dealing quarterback choose to punt, attempt a field goal, or go for the first down normally. All kicking uses High or Low Play. HIGH OR LOW PLAY Begin by flipping 1 card face up. The kicking player predicts whether the next card will be higher or lower in value. An Ace is always high during High or Low Play. Each successful prediction adds 5 yards. If the first card revealed is any King, the kick is immediately blocked. A punt that avoids a first-card King automatically gains 20 kick yards before High or Low predictions begin. A matched pair during a punt produces a defensive punt return. A punter may intentionally make a prediction intended to fail on a long punt to reduce the possibility of producing a return. A field goal that avoids a first-card King automatically gains 10 kick yards, but the kicker must still make at least 1 successful High or Low prediction for the field goal to score. A matched pair during a field goal has no special effect, and play continues with another prediction. A failed prediction normally ends the kick attempt. However, the kicking player, or the next eligible defensive punt-return player to make a call, may spend an available Game Chip to void the failed prediction and contin-ue the sequence. If a field-goal attempt reaches or crosses the goal line through successful High or Low predictions, the kick is good and scores 3 points for the kicking offensive player. If the field-goal attempt fails, the opposing team takes possession at the original line of scrimmage. Before a field-goal attempt begins, use the 2 red markers on the game mat to mark the original line of scrim-mage. DEFENSIVE PUNT RETURN During a punt, if 2 consecutively revealed cards match in value, regardless of suit, the defense immediately earns a punt return. The return reverses field direction toward the kicking team's goal line. The player next to the offensive dealer becomes the return player. The dealer flips 1 card to determine the entire return. A black numbered card produces return yardage equal to its numerical value. A black Jack produces a 10-yard return. A black Queen produces a 15-yard return. A black King produces no return yardage. A black Ace pro-duces an immediate touchdown. Any red card produces no return yardage. If no return yardage is gained, the receiving team begins its possession at the location where the punt ended. After the return, the return player becomes the next quarterback dealer for the receiving team. If a black Ace is revealed, the return player scores the touchdown and may attempt the applicable conversion under the normal conversion rules. EXTRA POINT AND 2-POINT CONVERSION After a touchdown, reshuffle the deck and place 4 cards face down. For an extra-point attempt, the first revealed Ace or picture card scores 1 point unless a King appears first. For a 2-point conversion, 2 Aces or picture cards must be revealed before a King appears. Any King immediately stops and fails the conversion attempt. SAFETY A safety awards 2 points to the defensive player who caused the safety. That player also receives the next deal when the defensive team becomes the offensive team following the safety. SAFETY STOP: Any offensive player out of turn before the hand starts, can put a game chip prior a game play action that may result in a safety. If a play action anytime during the hand causes a safety, the ball is placed on the one-yard line instead of scoring 2 points for the defense. After a safety stop, the chip is removed to the used game chip area. Play then continues as normal. Only one safety stop can occur per hand. PENALTIES All penalties are 5-yard penalties and never result directly in a score. If penalty yardage would carry the foot-ball across a goal line, place the football at the 1-yard line instead. Official penalties include forgetting to place the Dealer Play Action Mat in front of the current dealer, dealing cards to a benched player, forgetting to move the first-down markers when required, forgetting to remove the King Zone Pass Coverage chip when its coverage ends, or an entire team becoming benched. Minor mistakes and accidental card exposure are not penalties and may be corrected by table agreement. Throw the penalty flag and have some laughs. DUAL VICTORY PLAY Team Victory is awarded to the highest-scoring team. MVP Victory is awarded to the highest-scoring individual player. OVERTIME If either the team totals or the MVP-leading individual scores are tied at the end of regulation, overtime be-gins. All players remain active and reset their individual scores to zero. A high-card draw determines the first offen-sive team and dealer. Overtime continues until the first score occurs. The first player to score during overtime wins the MVP Victory and secures the Team Victory.
REGULATION PLAY Regulation consists of 8 offensive drives divided into 4 quarters, with 2 drives per quarter. Use the wood quar-ter marker to track drives 1–4 during the first half and drives 5–8 during the second half. At the end of regulation, the highest-scoring team wins the Team Victory and the highest-scoring individual player wins the MVP Victory. If two teammates tie, both teams tie, or players from opposing teams tie, play goes to overtime. GAME FLOW Each hand represents 1 football down. Only offensive players deal in Power Poker Football®. The quarterback dealer acts first on most play actions. The offense has 4 downs to gain 10 yards for a first down. Reaching or crossing the first-down marker awards a first down only after the entire hand, including any Clutch Play, has been completed. After a first down is awarded, reset the first-down markers and continue with a new set of downs. If the defense stops the offense after 4 downs, possession changes direction across the field. If an offensive player wins the hand and possession remains unchanged, that player becomes the next dealer. If a defensive player wins the hand but possession remains unchanged, the deal passes clockwise to the next of-fensive player. A defensive player who causes a change of possession through their own play action becomes the next offen-sive dealer. Move the red first-down markers only at the very end of the hand, including after any Clutch Play flip. GAME CHIPS — USE THEM WISELY Game Chips may be used to activate King Zone Pass Coverage, declare a Hail Mary Attempt, activate a Goal Line Stand, save a failed High or Low prediction, or continue an eligible kick or return play. The heavier Bet-to-Win chip is used to declare a Bet-to-Win. Fold-to-Run and Fold-to-Tackle do not require Game Chips and cannot be canceled with Game Chips. New players are encouraged to practice one shaded rules section at a time. Once comfortable, combine all sec-tions for a full regulation game. PLAY BEGINS At the start of every hand, the quarterback deals 2 face-down cards to every active player and places 1 Clutch Play card face down in the center of the game mat. A player may Bet-to-Win in turn at any eligible time during the hand. Once a Bet-to-Win is placed, it cannot be changed or withdrawn. The player is locked into the poker hand but may still use eligible Game Chip play actions. RUNNING BACK BLAST — OFFENSE Before the flop begins, the quarterback dealer or any eligible offensive player may declare a Running Back Blast. Only 1 Running Back Blast may be called during a hand. The offensive player must possess, or bluff possession of, a black Ace. Any defensive player may challenge the call. If challenged and the offensive player reveals a black Ace, the offense gains 5 yards and the challenging de-fender must discard 1 handheld card. If the offensive player cannot reveal a black Ace, the offensive player instead discards 1 handheld card. After the Running Back Blast opportunity is completed, play proceeds to the defensive pre-flop action. BLITZ SACK / FUMBLE BET — DEFENSE Before the flop begins, 1 defensive player may spend 1 Game Chip to bet that a red Ace will appear during the flop. If a red Ace appears, the offense immediately loses 5 yards and the dealer flips 1 reveal card to determine pos-session. A red reveal gives the defense immediate possession and ends the hand. A black reveal allows the of-fense to retain possession and the hand continues unless another applicable red Ace must be resolved. If 2 red Aces appear during the flop, each causes a 5-yard loss, for a total possible loss of 10 yards. Only 1 fumble may occur, so a second red Ace does not produce an additional possession reveal. If the defense recovers possession, the hand immediately ends and the defensive player who made the Blitz Sack/Fumble Bet becomes the next offensive dealer. If no red Ace appears during the flop, the Game Chip is lost. After the offensive and defensive pre-flop play actions are completed, proceed to the Yardage Scoring Flop. THE YARDAGE SCORING FLOP The offensive quarterback dealer slowly reveals 3 community cards from left to right. Flop cards always re-solve from left to right during scoring. Only black scoring cards move the offense forward. Black numbered cards score their face value. A black Jack scores 10 yards, a black Queen scores 15 yards, and a black Ace scores 20 yards. Any King revealed during the flop immediately stops all additional offensive flop yardage. Each red Ace revealed during the flop moves the offense backward 5 yards. If the offense reaches the goal line at any time during the game, the hand immediately ends with a touchdown, except when a Fold-to-Run reaches or crosses the goal line. A Fold-to-Run touchdown is resolved under the Fold-to-Run and Fold-to-Tackle rules. After the Yardage Scoring Flop, players continue in normal turn order and may check, Fold-to-Run, Fold-to-Tackle, or place a Bet-to-Win chip when eligible. Fold-to-Run and Fold-to-Tackle are independent play actions made in turn. Neither action requires the oppos-ing team to Fold first. A player who places a Bet-to-Win chip is locked into the poker hand but may still use eligible Game Chip play actions. LOADING THE BOX If all 3 flop cards are red numbered cards, the defensive team immediately recovers all previously used Game Chips from the Used Game Chips area. FOLD-TO-RUN — OFFENSE In turn, an offensive player may Fold-to-Run. The player places both hole cards face down on the Dealer Play Action Mat, then reveals the black numbered cards only. Black numbered cards score Run yards at face value. If both cards score, add their values together. All other cards score 0 yards. The player is then folded out of the poker hand. If the Fold-to-Run reaches or crosses the goal line, stop the runner at the goal line and ignore any excess Run yards. Do not award the touchdown until the next defender in turn is given one opportunity to Fold-to-Tackle. If that defender scores any Tackle yards, move the runner back from the goal line by that amount and the touchdown is not scored. If the defender declines to Fold-to-Tackle or scores 0 Tackle yards, the touchdown is scored. FOLD-TO-TACKLE — DEFENSE In turn, a defensive player may Fold-to-Tackle. The player chooses 1 of their 2 hole cards and places it face up on the Dealer Play Action Mat. The other hole card is placed face down. Only a red numbered card scores Tackle yards, at face value. All other cards score 0 yards. The player is then folded out of the poker hand. When a Fold-to-Run reaches or crosses the goal line, the next defender in turn is given one opportunity to Fold-to-Tackle before the touchdown is awarded. If the defender scores any Tackle yards, move the runner back from the goal line by that amount and the touchdown is not scored. If the defender declines to Fold-to-Tackle or scores 0 Tackle yards, the touchdown is scored. FOLD-TO-PASS — OFFENSE Starting with the quarterback dealer and continuing in turn, any eligible offensive player may Fold-to-Pass by folding out of the poker hand and placing their handheld card or cards face down on the Dealer Play Action Mat. The dealer flips 1 reveal card face up. A red numbered card, red picture card, or red Ace results in an incomplete pass. A black numbered card completes the pass for yardage equal to the card's numerical value. A black Jack com-pletes the pass for 10 yards. A black Queen completes the pass for 15 yards. A black King is a dropped pass for no gain unless King Zone Pass Coverage is active, in which case it results in an interception. A black Ace completes the pass for 20 yards. Add completed passing yardage to the offense's current field position. If the completed pass reaches or crosses the goal line, score a touchdown. The folding player takes no further action during the hand. HAIL MARY ATTEMPT A Hail Mary Attempt may be declared only after the offense has reached midfield, the 50-yard line or beyond. Before the Fold-to-Pass dealer reveal, the folding offensive player must spend 1 Game Chip and announce the Hail Mary Attempt. If a black Ace is revealed, score an immediate touchdown instead of the normal 20-yard pass gain. Any other pass-completion card awards its normal Fold-to-Pass yardage. King Zone Pass Coverage cannot stop a Hail Mary touchdown produced by a black Ace. Other Hail Mary re-sults are resolved according to the applicable King Zone Pass Coverage rules. Only 1 Hail Mary Attempt may be declared during a hand. KING ZONE PASS COVERAGE — DEFENSE When an offensive player declares a Fold-to-Pass, any defensive player may immediately spend 1 Game Chip and place it on their end-zone King location to activate King Zone Pass Coverage. While King Zone Pass Coverage is active, any King revealed during a Fold-to-Pass is an immediate intercep-tion. All other completed passes are limited to a maximum gain of 5 yards, even when a higher-valued com-pletion card is revealed. An interception immediately changes possession and ends the hand. The defensive player who activated King Zone Pass Coverage becomes the next offensive dealer following the interception. King Zone Pass Coverage cannot be activated unless a pass is attempted and cannot stop a Hail Mary touch-down on a black Ace. King Zone Pass Coverage remains active until the offense makes a first down or possession changes. Remove the King Zone Pass Coverage chip when a first down is made or following a change of possession, and move it to the Used Game Chips area. FOLD-TO-BLITZ — DEFENSE Starting with the first eligible defensive player in turn from the dealer, a defensive player may Fold-to-Blitz by folding out of the poker hand and placing their handheld card or cards face down on the Dealer Play Action Mat. The dealer flips 1 reveal card face up. Black cards result in a failed blitz. Red numbered cards have no effect. A red Jack, red Queen, red King, or red Ace results in a successful blitz and moves the offense backward 5 yards. Subtract any Blitz yardage from the offense's current field position. The folding defensive player takes no further action during the hand. FINAL BET-TO-WIN ROUND After the final community card is revealed, the remaining eligible players may place their Bet-to-Win chip into the center of the game mat. A player who Bets-to-Win risks becoming benched if they lose the hand but gains access to the Clutch Play card if they win. Once a Bet-to-Win is made, it cannot be withdrawn. A player may not Bet-to-Win last if all other players have already folded out of the hand. WINNER OF THE HAND The best 5-card poker hand wins the hand. Ties are decided by a high-card reveal. An offensive winner moves the football forward according to the offensive Winning Hand Chart. A defensive winner pushes the offense backward according to the defensive Winning Hand Chart. Unless possession changes, an offensive player who wins the hand becomes the next dealer. CLUTCH PLAY If a player Bets-to-Win and wins the hand, that player reveals the face-down Clutch Play card. For an offensive winner, a black picture card doubles the winning-hand yardage. A black Ace scores an imme-diate touchdown. For a defensive winner, a red picture card doubles the defensive winning-hand yardage. A red Ace results in an immediate interception. An interception immediately changes possession, and the defensive player causing the interception becomes the next offensive dealer. After the Clutch Play is completely resolved, determine whether the offense has reached or crossed the first-down marker. BENCHED PLAYERS A player who Bets-to-Win and loses the hand becomes benched and must sit out the entire next hand. Place that player's heavier Bet-to-Win chip in the Benched Player area of the game mat. A benched player may not participate in the next hand, use Game Chips, or deal. If an entire offensive or defensive team becomes benched at the same time, that team receives a 5-yard mis-conduct penalty and all of its benched players immediately return to play. DEFENSIVE GOAL LINE STAND When the offense is inside the opponent's 10-yard line, any defensive player may activate a Goal Line Stand for that hand only by spending 1 Game Chip before the deal begins. Place the chip on the King location on the game mat. While Goal Line Stand is active, any King appearing among the 5 community cards immediately ends the down with no further offensive advancement. THE KICKING GAME Only on 4th down may the dealing quarterback choose to punt, attempt a field goal, or go for the first down normally. All kicking uses High or Low Play. HIGH OR LOW PLAY Begin by flipping 1 card face up. The kicking player predicts whether the next card will be higher or lower in value. An Ace is always high during High or Low Play. Each successful prediction adds 5 yards. If the first card revealed is any King, the kick is immediately blocked. A punt that avoids a first-card King automatically gains 20 kick yards before High or Low predictions begin. A matched pair during a punt produces a defensive punt return. A punter may intentionally make a prediction intended to fail on a long punt to reduce the possibility of producing a return. A field goal that avoids a first-card King automatically gains 10 kick yards, but the kicker must still make at least 1 successful High or Low prediction for the field goal to score. A matched pair during a field goal has no special effect, and play continues with another prediction. A failed prediction normally ends the kick attempt. However, the kicking player, or the next eligible defensive punt-return player to make a call, may spend an available Game Chip to void the failed prediction and contin-ue the sequence. If a field-goal attempt reaches or crosses the goal line through successful High or Low predictions, the kick is good and scores 3 points for the kicking offensive player. If the field-goal attempt fails, the opposing team takes possession at the original line of scrimmage. Before a field-goal attempt begins, use the 2 red markers on the game mat to mark the original line of scrim-mage. DEFENSIVE PUNT RETURN During a punt, if 2 consecutively revealed cards match in value, regardless of suit, the defense immediately earns a punt return. The return reverses field direction toward the kicking team's goal line. The player next to the offensive dealer becomes the return player. The dealer flips 1 card to determine the entire return. A black numbered card produces return yardage equal to its numerical value. A black Jack produces a 10-yard return. A black Queen produces a 15-yard return. A black King produces no return yardage. A black Ace pro-duces an immediate touchdown. Any red card produces no return yardage. If no return yardage is gained, the receiving team begins its possession at the location where the punt ended. After the return, the return player becomes the next quarterback dealer for the receiving team. If a black Ace is revealed, the return player scores the touchdown and may attempt the applicable conversion under the normal conversion rules. EXTRA POINT AND 2-POINT CONVERSION After a touchdown, reshuffle the deck and place 4 cards face down. For an extra-point attempt, the first revealed Ace or picture card scores 1 point unless a King appears first. For a 2-point conversion, 2 Aces or picture cards must be revealed before a King appears. Any King immediately stops and fails the conversion attempt. SAFETY A safety awards 2 points to the defensive player who caused the safety. That player also receives the next deal when the defensive team becomes the offensive team following the safety. SAFETY STOP: Any offensive player out of turn before the hand starts, can put a game chip prior a game play action that may result in a safety. If a play action anytime during the hand causes a safety, the ball is placed on the one-yard line instead of scoring 2 points for the defense. After a safety stop, the chip is removed to the used game chip area. Play then continues as normal. Only one safety stop can occur per hand. PENALTIES All penalties are 5-yard penalties and never result directly in a score. If penalty yardage would carry the foot-ball across a goal line, place the football at the 1-yard line instead. Official penalties include forgetting to place the Dealer Play Action Mat in front of the current dealer, dealing cards to a benched player, forgetting to move the first-down markers when required, forgetting to remove the King Zone Pass Coverage chip when its coverage ends, or an entire team becoming benched. Minor mistakes and accidental card exposure are not penalties and may be corrected by table agreement. Throw the penalty flag and have some laughs. DUAL VICTORY PLAY Team Victory is awarded to the highest-scoring team. MVP Victory is awarded to the highest-scoring individual player. OVERTIME If either the team totals or the MVP-leading individual scores are tied at the end of regulation, overtime be-gins. All players remain active and reset their individual scores to zero. A high-card draw determines the first offen-sive team and dealer. Overtime continues until the first score occurs. The first player to score during overtime wins the MVP Victory and secures the Team Victory.
REGULATION PLAY Regulation consists of 8 offensive drives divided into 4 quarters, with 2 drives per quarter. Use the wood quar-ter marker to track drives 1–4 during the first half and drives 5–8 during the second half. At the end of regulation, the highest-scoring team wins the Team Victory and the highest-scoring individual player wins the MVP Victory. If two teammates tie, both teams tie, or players from opposing teams tie, play goes to overtime. GAME FLOW Each hand represents 1 football down. Only offensive players deal in Power Poker Football®. The quarterback dealer acts first on most play actions. The offense has 4 downs to gain 10 yards for a first down. Reaching or crossing the first-down marker awards a first down only after the entire hand, including any Clutch Play, has been completed. After a first down is awarded, reset the first-down markers and continue with a new set of downs. If the defense stops the offense after 4 downs, possession changes direction across the field. If an offensive player wins the hand and possession remains unchanged, that player becomes the next dealer. If a defensive player wins the hand but possession remains unchanged, the deal passes clockwise to the next of-fensive player. A defensive player who causes a change of possession through their own play action becomes the next offen-sive dealer. Move the red first-down markers only at the very end of the hand, including after any Clutch Play flip. GAME CHIPS — USE THEM WISELY Game Chips may be used to activate King Zone Pass Coverage, declare a Hail Mary Attempt, activate a Goal Line Stand, save a failed High or Low prediction, or continue an eligible kick or return play. The heavier Bet-to-Win chip is used to declare a Bet-to-Win. Fold-to-Run and Fold-to-Tackle do not require Game Chips and cannot be canceled with Game Chips. New players are encouraged to practice one shaded rules section at a time. Once comfortable, combine all sec-tions for a full regulation game. PLAY BEGINS At the start of every hand, the quarterback deals 2 face-down cards to every active player and places 1 Clutch Play card face down in the center of the game mat. A player may Bet-to-Win in turn at any eligible time during the hand. Once a Bet-to-Win is placed, it cannot be changed or withdrawn. The player is locked into the poker hand but may still use eligible Game Chip play actions. RUNNING BACK BLAST — OFFENSE Before the flop begins, the quarterback dealer or any eligible offensive player may declare a Running Back Blast. Only 1 Running Back Blast may be called during a hand. The offensive player must possess, or bluff possession of, a black Ace. Any defensive player may challenge the call. If challenged and the offensive player reveals a black Ace, the offense gains 5 yards and the challenging de-fender must discard 1 handheld card. If the offensive player cannot reveal a black Ace, the offensive player instead discards 1 handheld card. After the Running Back Blast opportunity is completed, play proceeds to the defensive pre-flop action. BLITZ SACK / FUMBLE BET — DEFENSE Before the flop begins, 1 defensive player may spend 1 Game Chip to bet that a red Ace will appear during the flop. If a red Ace appears, the offense immediately loses 5 yards and the dealer flips 1 reveal card to determine pos-session. A red reveal gives the defense immediate possession and ends the hand. A black reveal allows the of-fense to retain possession and the hand continues unless another applicable red Ace must be resolved. If 2 red Aces appear during the flop, each causes a 5-yard loss, for a total possible loss of 10 yards. Only 1 fumble may occur, so a second red Ace does not produce an additional possession reveal. If the defense recovers possession, the hand immediately ends and the defensive player who made the Blitz Sack/Fumble Bet becomes the next offensive dealer. If no red Ace appears during the flop, the Game Chip is lost. After the offensive and defensive pre-flop play actions are completed, proceed to the Yardage Scoring Flop. THE YARDAGE SCORING FLOP The offensive quarterback dealer slowly reveals 3 community cards from left to right. Flop cards always re-solve from left to right during scoring. Only black scoring cards move the offense forward. Black numbered cards score their face value. A black Jack scores 10 yards, a black Queen scores 15 yards, and a black Ace scores 20 yards. Any King revealed during the flop immediately stops all additional offensive flop yardage. Each red Ace revealed during the flop moves the offense backward 5 yards. If the offense reaches the goal line at any time during the game, the hand immediately ends with a touchdown, except when a Fold-to-Run reaches or crosses the goal line. A Fold-to-Run touchdown is resolved under the Fold-to-Run and Fold-to-Tackle rules. After the Yardage Scoring Flop, players continue in normal turn order and may check, Fold-to-Run, Fold-to-Tackle, or place a Bet-to-Win chip when eligible. Fold-to-Run and Fold-to-Tackle are independent play actions made in turn. Neither action requires the oppos-ing team to Fold first. A player who places a Bet-to-Win chip is locked into the poker hand but may still use eligible Game Chip play actions. LOADING THE BOX If all 3 flop cards are red numbered cards, the defensive team immediately recovers all previously used Game Chips from the Used Game Chips area. FOLD-TO-RUN — OFFENSE In turn, an offensive player may Fold-to-Run. The player places both hole cards face down on the Dealer Play Action Mat, then reveals the black numbered cards only. Black numbered cards score Run yards at face value. If both cards score, add their values together. All other cards score 0 yards. The player is then folded out of the poker hand. If the Fold-to-Run reaches or crosses the goal line, stop the runner at the goal line and ignore any excess Run yards. Do not award the touchdown until the next defender in turn is given one opportunity to Fold-to-Tackle. If that defender scores any Tackle yards, move the runner back from the goal line by that amount and the touchdown is not scored. If the defender declines to Fold-to-Tackle or scores 0 Tackle yards, the touchdown is scored. FOLD-TO-TACKLE — DEFENSE In turn, a defensive player may Fold-to-Tackle. The player chooses 1 of their 2 hole cards and places it face up on the Dealer Play Action Mat. The other hole card is placed face down. Only a red numbered card scores Tackle yards, at face value. All other cards score 0 yards. The player is then folded out of the poker hand. When a Fold-to-Run reaches or crosses the goal line, the next defender in turn is given one opportunity to Fold-to-Tackle before the touchdown is awarded. If the defender scores any Tackle yards, move the runner back from the goal line by that amount and the touchdown is not scored. If the defender declines to Fold-to-Tackle or scores 0 Tackle yards, the touchdown is scored. FOLD-TO-PASS — OFFENSE Starting with the quarterback dealer and continuing in turn, any eligible offensive player may Fold-to-Pass by folding out of the poker hand and placing their handheld card or cards face down on the Dealer Play Action Mat. The dealer flips 1 reveal card face up. A red numbered card, red picture card, or red Ace results in an incomplete pass. A black numbered card completes the pass for yardage equal to the card's numerical value. A black Jack com-pletes the pass for 10 yards. A black Queen completes the pass for 15 yards. A black King is a dropped pass for no gain unless King Zone Pass Coverage is active, in which case it results in an interception. A black Ace completes the pass for 20 yards. Add completed passing yardage to the offense's current field position. If the completed pass reaches or crosses the goal line, score a touchdown. The folding player takes no further action during the hand. HAIL MARY ATTEMPT A Hail Mary Attempt may be declared only after the offense has reached midfield, the 50-yard line or beyond. Before the Fold-to-Pass dealer reveal, the folding offensive player must spend 1 Game Chip and announce the Hail Mary Attempt. If a black Ace is revealed, score an immediate touchdown instead of the normal 20-yard pass gain. Any other pass-completion card awards its normal Fold-to-Pass yardage. King Zone Pass Coverage cannot stop a Hail Mary touchdown produced by a black Ace. Other Hail Mary re-sults are resolved according to the applicable King Zone Pass Coverage rules. Only 1 Hail Mary Attempt may be declared during a hand. KING ZONE PASS COVERAGE — DEFENSE When an offensive player declares a Fold-to-Pass, any defensive player may immediately spend 1 Game Chip and place it on their end-zone King location to activate King Zone Pass Coverage. While King Zone Pass Coverage is active, any King revealed during a Fold-to-Pass is an immediate intercep-tion. All other completed passes are limited to a maximum gain of 5 yards, even when a higher-valued com-pletion card is revealed. An interception immediately changes possession and ends the hand. The defensive player who activated King Zone Pass Coverage becomes the next offensive dealer following the interception. King Zone Pass Coverage cannot be activated unless a pass is attempted and cannot stop a Hail Mary touch-down on a black Ace. King Zone Pass Coverage remains active until the offense makes a first down or possession changes. Remove the King Zone Pass Coverage chip when a first down is made or following a change of possession, and move it to the Used Game Chips area. FOLD-TO-BLITZ — DEFENSE Starting with the first eligible defensive player in turn from the dealer, a defensive player may Fold-to-Blitz by folding out of the poker hand and placing their handheld card or cards face down on the Dealer Play Action Mat. The dealer flips 1 reveal card face up. Black cards result in a failed blitz. Red numbered cards have no effect. A red Jack, red Queen, red King, or red Ace results in a successful blitz and moves the offense backward 5 yards. Subtract any Blitz yardage from the offense's current field position. The folding defensive player takes no further action during the hand. FINAL BET-TO-WIN ROUND After the final community card is revealed, the remaining eligible players may place their Bet-to-Win chip into the center of the game mat. A player who Bets-to-Win risks becoming benched if they lose the hand but gains access to the Clutch Play card if they win. Once a Bet-to-Win is made, it cannot be withdrawn. A player may not Bet-to-Win last if all other players have already folded out of the hand. WINNER OF THE HAND The best 5-card poker hand wins the hand. Ties are decided by a high-card reveal. An offensive winner moves the football forward according to the offensive Winning Hand Chart. A defensive winner pushes the offense backward according to the defensive Winning Hand Chart. Unless possession changes, an offensive player who wins the hand becomes the next dealer. CLUTCH PLAY If a player Bets-to-Win and wins the hand, that player reveals the face-down Clutch Play card. For an offensive winner, a black picture card doubles the winning-hand yardage. A black Ace scores an imme-diate touchdown. For a defensive winner, a red picture card doubles the defensive winning-hand yardage. A red Ace results in an immediate interception. An interception immediately changes possession, and the defensive player causing the interception becomes the next offensive dealer. After the Clutch Play is completely resolved, determine whether the offense has reached or crossed the first-down marker. BENCHED PLAYERS A player who Bets-to-Win and loses the hand becomes benched and must sit out the entire next hand. Place that player's heavier Bet-to-Win chip in the Benched Player area of the game mat. A benched player may not participate in the next hand, use Game Chips, or deal. If an entire offensive or defensive team becomes benched at the same time, that team receives a 5-yard mis-conduct penalty and all of its benched players immediately return to play. DEFENSIVE GOAL LINE STAND When the offense is inside the opponent's 10-yard line, any defensive player may activate a Goal Line Stand for that hand only by spending 1 Game Chip before the deal begins. Place the chip on the King location on the game mat. While Goal Line Stand is active, any King appearing among the 5 community cards immediately ends the down with no further offensive advancement. THE KICKING GAME Only on 4th down may the dealing quarterback choose to punt, attempt a field goal, or go for the first down normally. All kicking uses High or Low Play. HIGH OR LOW PLAY Begin by flipping 1 card face up. The kicking player predicts whether the next card will be higher or lower in value. An Ace is always high during High or Low Play. Each successful prediction adds 5 yards. If the first card revealed is any King, the kick is immediately blocked. A punt that avoids a first-card King automatically gains 20 kick yards before High or Low predictions begin. A matched pair during a punt produces a defensive punt return. A punter may intentionally make a prediction intended to fail on a long punt to reduce the possibility of producing a return. A field goal that avoids a first-card King automatically gains 10 kick yards, but the kicker must still make at least 1 successful High or Low prediction for the field goal to score. A matched pair during a field goal has no special effect, and play continues with another prediction. A failed prediction normally ends the kick attempt. However, the kicking player, or the next eligible defensive punt-return player to make a call, may spend an available Game Chip to void the failed prediction and contin-ue the sequence. If a field-goal attempt reaches or crosses the goal line through successful High or Low predictions, the kick is good and scores 3 points for the kicking offensive player. If the field-goal attempt fails, the opposing team takes possession at the original line of scrimmage. Before a field-goal attempt begins, use the 2 red markers on the game mat to mark the original line of scrim-mage. DEFENSIVE PUNT RETURN During a punt, if 2 consecutively revealed cards match in value, regardless of suit, the defense immediately earns a punt return. The return reverses field direction toward the kicking team's goal line. The player next to the offensive dealer becomes the return player. The dealer flips 1 card to determine the entire return. A black numbered card produces return yardage equal to its numerical value. A black Jack produces a 10-yard return. A black Queen produces a 15-yard return. A black King produces no return yardage. A black Ace pro-duces an immediate touchdown. Any red card produces no return yardage. If no return yardage is gained, the receiving team begins its possession at the location where the punt ended. After the return, the return player becomes the next quarterback dealer for the receiving team. If a black Ace is revealed, the return player scores the touchdown and may attempt the applicable conversion under the normal conversion rules. EXTRA POINT AND 2-POINT CONVERSION After a touchdown, reshuffle the deck and place 4 cards face down. For an extra-point attempt, the first revealed Ace or picture card scores 1 point unless a King appears first. For a 2-point conversion, 2 Aces or picture cards must be revealed before a King appears. Any King immediately stops and fails the conversion attempt. SAFETY A safety awards 2 points to the defensive player who caused the safety. That player also receives the next deal when the defensive team becomes the offensive team following the safety. SAFETY STOP: Any offensive player out of turn before the hand starts, can put a game chip prior a game play action that may result in a safety. If a play action anytime during the hand causes a safety, the ball is placed on the one-yard line instead of scoring 2 points for the defense. After a safety stop, the chip is removed to the used game chip area. Play then continues as normal. Only one safety stop can occur per hand. PENALTIES All penalties are 5-yard penalties and never result directly in a score. If penalty yardage would carry the foot-ball across a goal line, place the football at the 1-yard line instead. Official penalties include forgetting to place the Dealer Play Action Mat in front of the current dealer, dealing cards to a benched player, forgetting to move the first-down markers when required, forgetting to remove the King Zone Pass Coverage chip when its coverage ends, or an entire team becoming benched. Minor mistakes and accidental card exposure are not penalties and may be corrected by table agreement. Throw the penalty flag and have some laughs. DUAL VICTORY PLAY Team Victory is awarded to the highest-scoring team. MVP Victory is awarded to the highest-scoring individual player. OVERTIME If either the team totals or the MVP-leading individual scores are tied at the end of regulation, overtime be-gins. All players remain active and reset their individual scores to zero. A high-card draw determines the first offen-sive team and dealer. Overtime continues until the first score occurs. The first player to score during overtime wins the MVP Victory and secures the Team Victory.
REGULATION PLAY Regulation consists of 8 offensive drives divided into 4 quarters, with 2 drives per quarter. Use the wood quar-ter marker to track drives 1–4 during the first half and drives 5–8 during the second half. At the end of regulation, the highest-scoring team wins the Team Victory and the highest-scoring individual player wins the MVP Victory. If two teammates tie, both teams tie, or players from opposing teams tie, play goes to overtime. GAME FLOW Each hand represents 1 football down. Only offensive players deal in Power Poker Football®. The quarterback dealer acts first on most play actions. The offense has 4 downs to gain 10 yards for a first down. Reaching or crossing the first-down marker awards a first down only after the entire hand, including any Clutch Play, has been completed. After a first down is awarded, reset the first-down markers and continue with a new set of downs. If the defense stops the offense after 4 downs, possession changes direction across the field. If an offensive player wins the hand and possession remains unchanged, that player becomes the next dealer. If a defensive player wins the hand but possession remains unchanged, the deal passes clockwise to the next of-fensive player. A defensive player who causes a change of possession through their own play action becomes the next offen-sive dealer. Move the red first-down markers only at the very end of the hand, including after any Clutch Play flip. GAME CHIPS — USE THEM WISELY Game Chips may be used to activate King Zone Pass Coverage, declare a Hail Mary Attempt, activate a Goal Line Stand, save a failed High or Low prediction, or continue an eligible kick or return play. The heavier Bet-to-Win chip is used to declare a Bet-to-Win. Fold-to-Run and Fold-to-Tackle do not require Game Chips and cannot be canceled with Game Chips. New players are encouraged to practice one shaded rules section at a time. Once comfortable, combine all sec-tions for a full regulation game. PLAY BEGINS At the start of every hand, the quarterback deals 2 face-down cards to every active player and places 1 Clutch Play card face down in the center of the game mat. A player may Bet-to-Win in turn at any eligible time during the hand. Once a Bet-to-Win is placed, it cannot be changed or withdrawn. The player is locked into the poker hand but may still use eligible Game Chip play actions. RUNNING BACK BLAST — OFFENSE Before the flop begins, the quarterback dealer or any eligible offensive player may declare a Running Back Blast. Only 1 Running Back Blast may be called during a hand. The offensive player must possess, or bluff possession of, a black Ace. Any defensive player may challenge the call. If challenged and the offensive player reveals a black Ace, the offense gains 5 yards and the challenging de-fender must discard 1 handheld card. If the offensive player cannot reveal a black Ace, the offensive player instead discards 1 handheld card. After the Running Back Blast opportunity is completed, play proceeds to the defensive pre-flop action. BLITZ SACK / FUMBLE BET — DEFENSE Before the flop begins, 1 defensive player may spend 1 Game Chip to bet that a red Ace will appear during the flop. If a red Ace appears, the offense immediately loses 5 yards and the dealer flips 1 reveal card to determine pos-session. A red reveal gives the defense immediate possession and ends the hand. A black reveal allows the of-fense to retain possession and the hand continues unless another applicable red Ace must be resolved. If 2 red Aces appear during the flop, each causes a 5-yard loss, for a total possible loss of 10 yards. Only 1 fumble may occur, so a second red Ace does not produce an additional possession reveal. If the defense recovers possession, the hand immediately ends and the defensive player who made the Blitz Sack/Fumble Bet becomes the next offensive dealer. If no red Ace appears during the flop, the Game Chip is lost. After the offensive and defensive pre-flop play actions are completed, proceed to the Yardage Scoring Flop. THE YARDAGE SCORING FLOP The offensive quarterback dealer slowly reveals 3 community cards from left to right. Flop cards always re-solve from left to right during scoring. Only black scoring cards move the offense forward. Black numbered cards score their face value. A black Jack scores 10 yards, a black Queen scores 15 yards, and a black Ace scores 20 yards. Any King revealed during the flop immediately stops all additional offensive flop yardage. Each red Ace revealed during the flop moves the offense backward 5 yards. If the offense reaches the goal line at any time during the game, the hand immediately ends with a touchdown, except when a Fold-to-Run reaches or crosses the goal line. A Fold-to-Run touchdown is resolved under the Fold-to-Run and Fold-to-Tackle rules. After the Yardage Scoring Flop, players continue in normal turn order and may check, Fold-to-Run, Fold-to-Tackle, or place a Bet-to-Win chip when eligible. Fold-to-Run and Fold-to-Tackle are independent play actions made in turn. Neither action requires the oppos-ing team to Fold first. A player who places a Bet-to-Win chip is locked into the poker hand but may still use eligible Game Chip play actions. LOADING THE BOX If all 3 flop cards are red numbered cards, the defensive team immediately recovers all previously used Game Chips from the Used Game Chips area. FOLD-TO-RUN — OFFENSE In turn, an offensive player may Fold-to-Run. The player places both hole cards face down on the Dealer Play Action Mat, then reveals the black numbered cards only. Black numbered cards score Run yards at face value. If both cards score, add their values together. All other cards score 0 yards. The player is then folded out of the poker hand. If the Fold-to-Run reaches or crosses the goal line, stop the runner at the goal line and ignore any excess Run yards. Do not award the touchdown until the next defender in turn is given one opportunity to Fold-to-Tackle. If that defender scores any Tackle yards, move the runner back from the goal line by that amount and the touchdown is not scored. If the defender declines to Fold-to-Tackle or scores 0 Tackle yards, the touchdown is scored. FOLD-TO-TACKLE — DEFENSE In turn, a defensive player may Fold-to-Tackle. The player chooses 1 of their 2 hole cards and places it face up on the Dealer Play Action Mat. The other hole card is placed face down. Only a red numbered card scores Tackle yards, at face value. All other cards score 0 yards. The player is then folded out of the poker hand. When a Fold-to-Run reaches or crosses the goal line, the next defender in turn is given one opportunity to Fold-to-Tackle before the touchdown is awarded. If the defender scores any Tackle yards, move the runner back from the goal line by that amount and the touchdown is not scored. If the defender declines to Fold-to-Tackle or scores 0 Tackle yards, the touchdown is scored. FOLD-TO-PASS — OFFENSE Starting with the quarterback dealer and continuing in turn, any eligible offensive player may Fold-to-Pass by folding out of the poker hand and placing their handheld card or cards face down on the Dealer Play Action Mat. The dealer flips 1 reveal card face up. A red numbered card, red picture card, or red Ace results in an incomplete pass. A black numbered card completes the pass for yardage equal to the card's numerical value. A black Jack com-pletes the pass for 10 yards. A black Queen completes the pass for 15 yards. A black King is a dropped pass for no gain unless King Zone Pass Coverage is active, in which case it results in an interception. A black Ace completes the pass for 20 yards. Add completed passing yardage to the offense's current field position. If the completed pass reaches or crosses the goal line, score a touchdown. The folding player takes no further action during the hand. HAIL MARY ATTEMPT A Hail Mary Attempt may be declared only after the offense has reached midfield, the 50-yard line or beyond. Before the Fold-to-Pass dealer reveal, the folding offensive player must spend 1 Game Chip and announce the Hail Mary Attempt. If a black Ace is revealed, score an immediate touchdown instead of the normal 20-yard pass gain. Any other pass-completion card awards its normal Fold-to-Pass yardage. King Zone Pass Coverage cannot stop a Hail Mary touchdown produced by a black Ace. Other Hail Mary re-sults are resolved according to the applicable King Zone Pass Coverage rules. Only 1 Hail Mary Attempt may be declared during a hand. KING ZONE PASS COVERAGE — DEFENSE When an offensive player declares a Fold-to-Pass, any defensive player may immediately spend 1 Game Chip and place it on their end-zone King location to activate King Zone Pass Coverage. While King Zone Pass Coverage is active, any King revealed during a Fold-to-Pass is an immediate intercep-tion. All other completed passes are limited to a maximum gain of 5 yards, even when a higher-valued com-pletion card is revealed. An interception immediately changes possession and ends the hand. The defensive player who activated King Zone Pass Coverage becomes the next offensive dealer following the interception. King Zone Pass Coverage cannot be activated unless a pass is attempted and cannot stop a Hail Mary touch-down on a black Ace. King Zone Pass Coverage remains active until the offense makes a first down or possession changes. Remove the King Zone Pass Coverage chip when a first down is made or following a change of possession, and move it to the Used Game Chips area. FOLD-TO-BLITZ — DEFENSE Starting with the first eligible defensive player in turn from the dealer, a defensive player may Fold-to-Blitz by folding out of the poker hand and placing their handheld card or cards face down on the Dealer Play Action Mat. The dealer flips 1 reveal card face up. Black cards result in a failed blitz. Red numbered cards have no effect. A red Jack, red Queen, red King, or red Ace results in a successful blitz and moves the offense backward 5 yards. Subtract any Blitz yardage from the offense's current field position. The folding defensive player takes no further action during the hand. FINAL BET-TO-WIN ROUND After the final community card is revealed, the remaining eligible players may place their Bet-to-Win chip into the center of the game mat. A player who Bets-to-Win risks becoming benched if they lose the hand but gains access to the Clutch Play card if they win. Once a Bet-to-Win is made, it cannot be withdrawn. A player may not Bet-to-Win last if all other players have already folded out of the hand. WINNER OF THE HAND The best 5-card poker hand wins the hand. Ties are decided by a high-card reveal. An offensive winner moves the football forward according to the offensive Winning Hand Chart. A defensive winner pushes the offense backward according to the defensive Winning Hand Chart. Unless possession changes, an offensive player who wins the hand becomes the next dealer. CLUTCH PLAY If a player Bets-to-Win and wins the hand, that player reveals the face-down Clutch Play card. For an offensive winner, a black picture card doubles the winning-hand yardage. A black Ace scores an imme-diate touchdown. For a defensive winner, a red picture card doubles the defensive winning-hand yardage. A red Ace results in an immediate interception. An interception immediately changes possession, and the defensive player causing the interception becomes the next offensive dealer. After the Clutch Play is completely resolved, determine whether the offense has reached or crossed the first-down marker. BENCHED PLAYERS A player who Bets-to-Win and loses the hand becomes benched and must sit out the entire next hand. Place that player's heavier Bet-to-Win chip in the Benched Player area of the game mat. A benched player may not participate in the next hand, use Game Chips, or deal. If an entire offensive or defensive team becomes benched at the same time, that team receives a 5-yard mis-conduct penalty and all of its benched players immediately return to play. DEFENSIVE GOAL LINE STAND When the offense is inside the opponent's 10-yard line, any defensive player may activate a Goal Line Stand for that hand only by spending 1 Game Chip before the deal begins. Place the chip on the King location on the game mat. While Goal Line Stand is active, any King appearing among the 5 community cards immediately ends the down with no further offensive advancement. THE KICKING GAME Only on 4th down may the dealing quarterback choose to punt, attempt a field goal, or go for the first down normally. All kicking uses High or Low Play. HIGH OR LOW PLAY Begin by flipping 1 card face up. The kicking player predicts whether the next card will be higher or lower in value. An Ace is always high during High or Low Play. Each successful prediction adds 5 yards. If the first card revealed is any King, the kick is immediately blocked. A punt that avoids a first-card King automatically gains 20 kick yards before High or Low predictions begin. A matched pair during a punt produces a defensive punt return. A punter may intentionally make a prediction intended to fail on a long punt to reduce the possibility of producing a return. A field goal that avoids a first-card King automatically gains 10 kick yards, but the kicker must still make at least 1 successful High or Low prediction for the field goal to score. A matched pair during a field goal has no special effect, and play continues with another prediction. A failed prediction normally ends the kick attempt. However, the kicking player, or the next eligible defensive punt-return player to make a call, may spend an available Game Chip to void the failed prediction and contin-ue the sequence. If a field-goal attempt reaches or crosses the goal line through successful High or Low predictions, the kick is good and scores 3 points for the kicking offensive player. If the field-goal attempt fails, the opposing team takes possession at the original line of scrimmage. Before a field-goal attempt begins, use the 2 red markers on the game mat to mark the original line of scrim-mage. DEFENSIVE PUNT RETURN During a punt, if 2 consecutively revealed cards match in value, regardless of suit, the defense immediately earns a punt return. The return reverses field direction toward the kicking team's goal line. The player next to the offensive dealer becomes the return player. The dealer flips 1 card to determine the entire return. A black numbered card produces return yardage equal to its numerical value. A black Jack produces a 10-yard return. A black Queen produces a 15-yard return. A black King produces no return yardage. A black Ace pro-duces an immediate touchdown. Any red card produces no return yardage. If no return yardage is gained, the receiving team begins its possession at the location where the punt ended. After the return, the return player becomes the next quarterback dealer for the receiving team. If a black Ace is revealed, the return player scores the touchdown and may attempt the applicable conversion under the normal conversion rules. EXTRA POINT AND 2-POINT CONVERSION After a touchdown, reshuffle the deck and place 4 cards face down. For an extra-point attempt, the first revealed Ace or picture card scores 1 point unless a King appears first. For a 2-point conversion, 2 Aces or picture cards must be revealed before a King appears. Any King immediately stops and fails the conversion attempt. SAFETY A safety awards 2 points to the defensive player who caused the safety. That player also receives the next deal when the defensive team becomes the offensive team following the safety. SAFETY STOP: Any offensive player out of turn before the hand starts, can put a game chip prior a game play action that may result in a safety. If a play action anytime during the hand causes a safety, the ball is placed on the one-yard line instead of scoring 2 points for the defense. After a safety stop, the chip is removed to the used game chip area. Play then continues as normal. Only one safety stop can occur per hand. PENALTIES All penalties are 5-yard penalties and never result directly in a score. If penalty yardage would carry the foot-ball across a goal line, place the football at the 1-yard line instead. Official penalties include forgetting to place the Dealer Play Action Mat in front of the current dealer, dealing cards to a benched player, forgetting to move the first-down markers when required, forgetting to remove the King Zone Pass Coverage chip when its coverage ends, or an entire team becoming benched. Minor mistakes and accidental card exposure are not penalties and may be corrected by table agreement. Throw the penalty flag and have some laughs. DUAL VICTORY PLAY Team Victory is awarded to the highest-scoring team. MVP Victory is awarded to the highest-scoring individual player. OVERTIME If either the team totals or the MVP-leading individual scores are tied at the end of regulation, overtime be-gins. All players remain active and reset their individual scores to zero. A high-card draw determines the first offen-sive team and dealer. Overtime continues until the first score occurs. The first player to score during overtime wins the MVP Victory and secures the Team Victory.
REGULATION PLAY Regulation consists of 8 offensive drives divided into 4 quarters, with 2 drives per quarter. Use the wood quar-ter marker to track drives 1–4 during the first half and drives 5–8 during the second half. At the end of regulation, the highest-scoring team wins the Team Victory and the highest-scoring individual player wins the MVP Victory. If two teammates tie, both teams tie, or players from opposing teams tie, play goes to overtime. GAME FLOW Each hand represents 1 football down. Only offensive players deal in Power Poker Football®. The quarterback dealer acts first on most play actions. The offense has 4 downs to gain 10 yards for a first down. Reaching or crossing the first-down marker awards a first down only after the entire hand, including any Clutch Play, has been completed. After a first down is awarded, reset the first-down markers and continue with a new set of downs. If the defense stops the offense after 4 downs, possession changes direction across the field. If an offensive player wins the hand and possession remains unchanged, that player becomes the next dealer. If a defensive player wins the hand but possession remains unchanged, the deal passes clockwise to the next of-fensive player. A defensive player who causes a change of possession through their own play action becomes the next offen-sive dealer. Move the red first-down markers only at the very end of the hand, including after any Clutch Play flip. GAME CHIPS — USE THEM WISELY Game Chips may be used to activate King Zone Pass Coverage, declare a Hail Mary Attempt, activate a Goal Line Stand, save a failed High or Low prediction, or continue an eligible kick or return play. The heavier Bet-to-Win chip is used to declare a Bet-to-Win. Fold-to-Run and Fold-to-Tackle do not require Game Chips and cannot be canceled with Game Chips. New players are encouraged to practice one shaded rules section at a time. Once comfortable, combine all sec-tions for a full regulation game. PLAY BEGINS At the start of every hand, the quarterback deals 2 face-down cards to every active player and places 1 Clutch Play card face down in the center of the game mat. A player may Bet-to-Win in turn at any eligible time during the hand. Once a Bet-to-Win is placed, it cannot be changed or withdrawn. The player is locked into the poker hand but may still use eligible Game Chip play actions. RUNNING BACK BLAST — OFFENSE Before the flop begins, the quarterback dealer or any eligible offensive player may declare a Running Back Blast. Only 1 Running Back Blast may be called during a hand. The offensive player must possess, or bluff possession of, a black Ace. Any defensive player may challenge the call. If challenged and the offensive player reveals a black Ace, the offense gains 5 yards and the challenging de-fender must discard 1 handheld card. If the offensive player cannot reveal a black Ace, the offensive player instead discards 1 handheld card. After the Running Back Blast opportunity is completed, play proceeds to the defensive pre-flop action. BLITZ SACK / FUMBLE BET — DEFENSE Before the flop begins, 1 defensive player may spend 1 Game Chip to bet that a red Ace will appear during the flop. If a red Ace appears, the offense immediately loses 5 yards and the dealer flips 1 reveal card to determine pos-session. A red reveal gives the defense immediate possession and ends the hand. A black reveal allows the of-fense to retain possession and the hand continues unless another applicable red Ace must be resolved. If 2 red Aces appear during the flop, each causes a 5-yard loss, for a total possible loss of 10 yards. Only 1 fumble may occur, so a second red Ace does not produce an additional possession reveal. If the defense recovers possession, the hand immediately ends and the defensive player who made the Blitz Sack/Fumble Bet becomes the next offensive dealer. If no red Ace appears during the flop, the Game Chip is lost. After the offensive and defensive pre-flop play actions are completed, proceed to the Yardage Scoring Flop. THE YARDAGE SCORING FLOP The offensive quarterback dealer slowly reveals 3 community cards from left to right. Flop cards always re-solve from left to right during scoring. Only black scoring cards move the offense forward. Black numbered cards score their face value. A black Jack scores 10 yards, a black Queen scores 15 yards, and a black Ace scores 20 yards. Any King revealed during the flop immediately stops all additional offensive flop yardage. Each red Ace revealed during the flop moves the offense backward 5 yards. If the offense reaches the goal line at any time during the game, the hand immediately ends with a touchdown, except when a Fold-to-Run reaches or crosses the goal line. A Fold-to-Run touchdown is resolved under the Fold-to-Run and Fold-to-Tackle rules. After the Yardage Scoring Flop, players continue in normal turn order and may check, Fold-to-Run, Fold-to-Tackle, or place a Bet-to-Win chip when eligible. Fold-to-Run and Fold-to-Tackle are independent play actions made in turn. Neither action requires the oppos-ing team to Fold first. A player who places a Bet-to-Win chip is locked into the poker hand but may still use eligible Game Chip play actions. LOADING THE BOX If all 3 flop cards are red numbered cards, the defensive team immediately recovers all previously used Game Chips from the Used Game Chips area. FOLD-TO-RUN — OFFENSE In turn, an offensive player may Fold-to-Run. The player places both hole cards face down on the Dealer Play Action Mat, then reveals the black numbered cards only. Black numbered cards score Run yards at face value. If both cards score, add their values together. All other cards score 0 yards. The player is then folded out of the poker hand. If the Fold-to-Run reaches or crosses the goal line, stop the runner at the goal line and ignore any excess Run yards. Do not award the touchdown until the next defender in turn is given one opportunity to Fold-to-Tackle. If that defender scores any Tackle yards, move the runner back from the goal line by that amount and the touchdown is not scored. If the defender declines to Fold-to-Tackle or scores 0 Tackle yards, the touchdown is scored. FOLD-TO-TACKLE — DEFENSE In turn, a defensive player may Fold-to-Tackle. The player chooses 1 of their 2 hole cards and places it face up on the Dealer Play Action Mat. The other hole card is placed face down. Only a red numbered card scores Tackle yards, at face value. All other cards score 0 yards. The player is then folded out of the poker hand. When a Fold-to-Run reaches or crosses the goal line, the next defender in turn is given one opportunity to Fold-to-Tackle before the touchdown is awarded. If the defender scores any Tackle yards, move the runner back from the goal line by that amount and the touchdown is not scored. If the defender declines to Fold-to-Tackle or scores 0 Tackle yards, the touchdown is scored. FOLD-TO-PASS — OFFENSE Starting with the quarterback dealer and continuing in turn, any eligible offensive player may Fold-to-Pass by folding out of the poker hand and placing their handheld card or cards face down on the Dealer Play Action Mat. The dealer flips 1 reveal card face up. A red numbered card, red picture card, or red Ace results in an incomplete pass. A black numbered card completes the pass for yardage equal to the card's numerical value. A black Jack com-pletes the pass for 10 yards. A black Queen completes the pass for 15 yards. A black King is a dropped pass for no gain unless King Zone Pass Coverage is active, in which case it results in an interception. A black Ace completes the pass for 20 yards. Add completed passing yardage to the offense's current field position. If the completed pass reaches or crosses the goal line, score a touchdown. The folding player takes no further action during the hand. HAIL MARY ATTEMPT A Hail Mary Attempt may be declared only after the offense has reached midfield, the 50-yard line or beyond. Before the Fold-to-Pass dealer reveal, the folding offensive player must spend 1 Game Chip and announce the Hail Mary Attempt. If a black Ace is revealed, score an immediate touchdown instead of the normal 20-yard pass gain. Any other pass-completion card awards its normal Fold-to-Pass yardage. King Zone Pass Coverage cannot stop a Hail Mary touchdown produced by a black Ace. Other Hail Mary re-sults are resolved according to the applicable King Zone Pass Coverage rules. Only 1 Hail Mary Attempt may be declared during a hand. KING ZONE PASS COVERAGE — DEFENSE When an offensive player declares a Fold-to-Pass, any defensive player may immediately spend 1 Game Chip and place it on their end-zone King location to activate King Zone Pass Coverage. While King Zone Pass Coverage is active, any King revealed during a Fold-to-Pass is an immediate intercep-tion. All other completed passes are limited to a maximum gain of 5 yards, even when a higher-valued com-pletion card is revealed. An interception immediately changes possession and ends the hand. The defensive player who activated King Zone Pass Coverage becomes the next offensive dealer following the interception. King Zone Pass Coverage cannot be activated unless a pass is attempted and cannot stop a Hail Mary touch-down on a black Ace. King Zone Pass Coverage remains active until the offense makes a first down or possession changes. Remove the King Zone Pass Coverage chip when a first down is made or following a change of possession, and move it to the Used Game Chips area. FOLD-TO-BLITZ — DEFENSE Starting with the first eligible defensive player in turn from the dealer, a defensive player may Fold-to-Blitz by folding out of the poker hand and placing their handheld card or cards face down on the Dealer Play Action Mat. The dealer flips 1 reveal card face up. Black cards result in a failed blitz. Red numbered cards have no effect. A red Jack, red Queen, red King, or red Ace results in a successful blitz and moves the offense backward 5 yards. Subtract any Blitz yardage from the offense's current field position. The folding defensive player takes no further action during the hand. FINAL BET-TO-WIN ROUND After the final community card is revealed, the remaining eligible players may place their Bet-to-Win chip into the center of the game mat. A player who Bets-to-Win risks becoming benched if they lose the hand but gains access to the Clutch Play card if they win. Once a Bet-to-Win is made, it cannot be withdrawn. A player may not Bet-to-Win last if all other players have already folded out of the hand. WINNER OF THE HAND The best 5-card poker hand wins the hand. Ties are decided by a high-card reveal. An offensive winner moves the football forward according to the offensive Winning Hand Chart. A defensive winner pushes the offense backward according to the defensive Winning Hand Chart. Unless possession changes, an offensive player who wins the hand becomes the next dealer. CLUTCH PLAY If a player Bets-to-Win and wins the hand, that player reveals the face-down Clutch Play card. For an offensive winner, a black picture card doubles the winning-hand yardage. A black Ace scores an imme-diate touchdown. For a defensive winner, a red picture card doubles the defensive winning-hand yardage. A red Ace results in an immediate interception. An interception immediately changes possession, and the defensive player causing the interception becomes the next offensive dealer. After the Clutch Play is completely resolved, determine whether the offense has reached or crossed the first-down marker. BENCHED PLAYERS A player who Bets-to-Win and loses the hand becomes benched and must sit out the entire next hand. Place that player's heavier Bet-to-Win chip in the Benched Player area of the game mat. A benched player may not participate in the next hand, use Game Chips, or deal. If an entire offensive or defensive team becomes benched at the same time, that team receives a 5-yard mis-conduct penalty and all of its benched players immediately return to play. DEFENSIVE GOAL LINE STAND When the offense is inside the opponent's 10-yard line, any defensive player may activate a Goal Line Stand for that hand only by spending 1 Game Chip before the deal begins. Place the chip on the King location on the game mat. While Goal Line Stand is active, any King appearing among the 5 community cards immediately ends the down with no further offensive advancement. THE KICKING GAME Only on 4th down may the dealing quarterback choose to punt, attempt a field goal, or go for the first down normally. All kicking uses High or Low Play. HIGH OR LOW PLAY Begin by flipping 1 card face up. The kicking player predicts whether the next card will be higher or lower in value. An Ace is always high during High or Low Play. Each successful prediction adds 5 yards. If the first card revealed is any King, the kick is immediately blocked. A punt that avoids a first-card King automatically gains 20 kick yards before High or Low predictions begin. A matched pair during a punt produces a defensive punt return. A punter may intentionally make a prediction intended to fail on a long punt to reduce the possibility of producing a return. A field goal that avoids a first-card King automatically gains 10 kick yards, but the kicker must still make at least 1 successful High or Low prediction for the field goal to score. A matched pair during a field goal has no special effect, and play continues with another prediction. A failed prediction normally ends the kick attempt. However, the kicking player, or the next eligible defensive punt-return player to make a call, may spend an available Game Chip to void the failed prediction and contin-ue the sequence. If a field-goal attempt reaches or crosses the goal line through successful High or Low predictions, the kick is good and scores 3 points for the kicking offensive player. If the field-goal attempt fails, the opposing team takes possession at the original line of scrimmage. Before a field-goal attempt begins, use the 2 red markers on the game mat to mark the original line of scrim-mage. DEFENSIVE PUNT RETURN During a punt, if 2 consecutively revealed cards match in value, regardless of suit, the defense immediately earns a punt return. The return reverses field direction toward the kicking team's goal line. The player next to the offensive dealer becomes the return player. The dealer flips 1 card to determine the entire return. A black numbered card produces return yardage equal to its numerical value. A black Jack produces a 10-yard return. A black Queen produces a 15-yard return. A black King produces no return yardage. A black Ace pro-duces an immediate touchdown. Any red card produces no return yardage. If no return yardage is gained, the receiving team begins its possession at the location where the punt ended. After the return, the return player becomes the next quarterback dealer for the receiving team. If a black Ace is revealed, the return player scores the touchdown and may attempt the applicable conversion under the normal conversion rules. EXTRA POINT AND 2-POINT CONVERSION After a touchdown, reshuffle the deck and place 4 cards face down. For an extra-point attempt, the first revealed Ace or picture card scores 1 point unless a King appears first. For a 2-point conversion, 2 Aces or picture cards must be revealed before a King appears. Any King immediately stops and fails the conversion attempt. SAFETY A safety awards 2 points to the defensive player who caused the safety. That player also receives the next deal when the defensive team becomes the offensive team following the safety. SAFETY STOP: Any offensive player out of turn before the hand starts, can put a game chip prior a game play action that may result in a safety. If a play action anytime during the hand causes a safety, the ball is placed on the one-yard line instead of scoring 2 points for the defense. After a safety stop, the chip is removed to the used game chip area. Play then continues as normal. Only one safety stop can occur per hand. PENALTIES All penalties are 5-yard penalties and never result directly in a score. If penalty yardage would carry the foot-ball across a goal line, place the football at the 1-yard line instead. Official penalties include forgetting to place the Dealer Play Action Mat in front of the current dealer, dealing cards to a benched player, forgetting to move the first-down markers when required, forgetting to remove the King Zone Pass Coverage chip when its coverage ends, or an entire team becoming benched. Minor mistakes and accidental card exposure are not penalties and may be corrected by table agreement. Throw the penalty flag and have some laughs. DUAL VICTORY PLAY Team Victory is awarded to the highest-scoring team. MVP Victory is awarded to the highest-scoring individual player. OVERTIME If either the team totals or the MVP-leading individual scores are tied at the end of regulation, overtime be-gins. All players remain active and reset their individual scores to zero. A high-card draw determines the first offen-sive team and dealer. Overtime continues until the first score occurs. The first player to score during overtime wins the MVP Victory and secures the Team Victory.
REGULATION PLAY Regulation consists of 8 offensive drives divided into 4 quarters, with 2 drives per quarter. Use the wood quar-ter marker to track drives 1–4 during the first half and drives 5–8 during the second half. At the end of regulation, the highest-scoring team wins the Team Victory and the highest-scoring individual player wins the MVP Victory. If two teammates tie, both teams tie, or players from opposing teams tie, play goes to overtime. GAME FLOW Each hand represents 1 football down. Only offensive players deal in Power Poker Football®. The quarterback dealer acts first on most play actions. The offense has 4 downs to gain 10 yards for a first down. Reaching or crossing the first-down marker awards a first down only after the entire hand, including any Clutch Play, has been completed. After a first down is awarded, reset the first-down markers and continue with a new set of downs. If the defense stops the offense after 4 downs, possession changes direction across the field. If an offensive player wins the hand and possession remains unchanged, that player becomes the next dealer. If a defensive player wins the hand but possession remains unchanged, the deal passes clockwise to the next of-fensive player. A defensive player who causes a change of possession through their own play action becomes the next offen-sive dealer. Move the red first-down markers only at the very end of the hand, including after any Clutch Play flip. GAME CHIPS — USE THEM WISELY Game Chips may be used to activate King Zone Pass Coverage, declare a Hail Mary Attempt, activate a Goal Line Stand, save a failed High or Low prediction, or continue an eligible kick or return play. The heavier Bet-to-Win chip is used to declare a Bet-to-Win. Fold-to-Run and Fold-to-Tackle do not require Game Chips and cannot be canceled with Game Chips. New players are encouraged to practice one shaded rules section at a time. Once comfortable, combine all sec-tions for a full regulation game. PLAY BEGINS At the start of every hand, the quarterback deals 2 face-down cards to every active player and places 1 Clutch Play card face down in the center of the game mat. A player may Bet-to-Win in turn at any eligible time during the hand. Once a Bet-to-Win is placed, it cannot be changed or withdrawn. The player is locked into the poker hand but may still use eligible Game Chip play actions. RUNNING BACK BLAST — OFFENSE Before the flop begins, the quarterback dealer or any eligible offensive player may declare a Running Back Blast. Only 1 Running Back Blast may be called during a hand. The offensive player must possess, or bluff possession of, a black Ace. Any defensive player may challenge the call. If challenged and the offensive player reveals a black Ace, the offense gains 5 yards and the challenging de-fender must discard 1 handheld card. If the offensive player cannot reveal a black Ace, the offensive player instead discards 1 handheld card. After the Running Back Blast opportunity is completed, play proceeds to the defensive pre-flop action. BLITZ SACK / FUMBLE BET — DEFENSE Before the flop begins, 1 defensive player may spend 1 Game Chip to bet that a red Ace will appear during the flop. If a red Ace appears, the offense immediately loses 5 yards and the dealer flips 1 reveal card to determine pos-session. A red reveal gives the defense immediate possession and ends the hand. A black reveal allows the of-fense to retain possession and the hand continues unless another applicable red Ace must be resolved. If 2 red Aces appear during the flop, each causes a 5-yard loss, for a total possible loss of 10 yards. Only 1 fumble may occur, so a second red Ace does not produce an additional possession reveal. If the defense recovers possession, the hand immediately ends and the defensive player who made the Blitz Sack/Fumble Bet becomes the next offensive dealer. If no red Ace appears during the flop, the Game Chip is lost. After the offensive and defensive pre-flop play actions are completed, proceed to the Yardage Scoring Flop. THE YARDAGE SCORING FLOP The offensive quarterback dealer slowly reveals 3 community cards from left to right. Flop cards always re-solve from left to right during scoring. Only black scoring cards move the offense forward. Black numbered cards score their face value. A black Jack scores 10 yards, a black Queen scores 15 yards, and a black Ace scores 20 yards. Any King revealed during the flop immediately stops all additional offensive flop yardage. Each red Ace revealed during the flop moves the offense backward 5 yards. If the offense reaches the goal line at any time during the game, the hand immediately ends with a touchdown, except when a Fold-to-Run reaches or crosses the goal line. A Fold-to-Run touchdown is resolved under the Fold-to-Run and Fold-to-Tackle rules. After the Yardage Scoring Flop, players continue in normal turn order and may check, Fold-to-Run, Fold-to-Tackle, or place a Bet-to-Win chip when eligible. Fold-to-Run and Fold-to-Tackle are independent play actions made in turn. Neither action requires the oppos-ing team to Fold first. A player who places a Bet-to-Win chip is locked into the poker hand but may still use eligible Game Chip play actions. LOADING THE BOX If all 3 flop cards are red numbered cards, the defensive team immediately recovers all previously used Game Chips from the Used Game Chips area. FOLD-TO-RUN — OFFENSE In turn, an offensive player may Fold-to-Run. The player places both hole cards face down on the Dealer Play Action Mat, then reveals the black numbered cards only. Black numbered cards score Run yards at face value. If both cards score, add their values together. All other cards score 0 yards. The player is then folded out of the poker hand. If the Fold-to-Run reaches or crosses the goal line, stop the runner at the goal line and ignore any excess Run yards. Do not award the touchdown until the next defender in turn is given one opportunity to Fold-to-Tackle. If that defender scores any Tackle yards, move the runner back from the goal line by that amount and the touchdown is not scored. If the defender declines to Fold-to-Tackle or scores 0 Tackle yards, the touchdown is scored. FOLD-TO-TACKLE — DEFENSE In turn, a defensive player may Fold-to-Tackle. The player chooses 1 of their 2 hole cards and places it face up on the Dealer Play Action Mat. The other hole card is placed face down. Only a red numbered card scores Tackle yards, at face value. All other cards score 0 yards. The player is then folded out of the poker hand. When a Fold-to-Run reaches or crosses the goal line, the next defender in turn is given one opportunity to Fold-to-Tackle before the touchdown is awarded. If the defender scores any Tackle yards, move the runner back from the goal line by that amount and the touchdown is not scored. If the defender declines to Fold-to-Tackle or scores 0 Tackle yards, the touchdown is scored. FOLD-TO-PASS — OFFENSE Starting with the quarterback dealer and continuing in turn, any eligible offensive player may Fold-to-Pass by folding out of the poker hand and placing their handheld card or cards face down on the Dealer Play Action Mat. The dealer flips 1 reveal card face up. A red numbered card, red picture card, or red Ace results in an incomplete pass. A black numbered card completes the pass for yardage equal to the card's numerical value. A black Jack com-pletes the pass for 10 yards. A black Queen completes the pass for 15 yards. A black King is a dropped pass for no gain unless King Zone Pass Coverage is active, in which case it results in an interception. A black Ace completes the pass for 20 yards. Add completed passing yardage to the offense's current field position. If the completed pass reaches or crosses the goal line, score a touchdown. The folding player takes no further action during the hand. HAIL MARY ATTEMPT A Hail Mary Attempt may be declared only after the offense has reached midfield, the 50-yard line or beyond. Before the Fold-to-Pass dealer reveal, the folding offensive player must spend 1 Game Chip and announce the Hail Mary Attempt. If a black Ace is revealed, score an immediate touchdown instead of the normal 20-yard pass gain. Any other pass-completion card awards its normal Fold-to-Pass yardage. King Zone Pass Coverage cannot stop a Hail Mary touchdown produced by a black Ace. Other Hail Mary re-sults are resolved according to the applicable King Zone Pass Coverage rules. Only 1 Hail Mary Attempt may be declared during a hand. KING ZONE PASS COVERAGE — DEFENSE When an offensive player declares a Fold-to-Pass, any defensive player may immediately spend 1 Game Chip and place it on their end-zone King location to activate King Zone Pass Coverage. While King Zone Pass Coverage is active, any King revealed during a Fold-to-Pass is an immediate intercep-tion. All other completed passes are limited to a maximum gain of 5 yards, even when a higher-valued com-pletion card is revealed. An interception immediately changes possession and ends the hand. The defensive player who activated King Zone Pass Coverage becomes the next offensive dealer following the interception. King Zone Pass Coverage cannot be activated unless a pass is attempted and cannot stop a Hail Mary touch-down on a black Ace. King Zone Pass Coverage remains active until the offense makes a first down or possession changes. Remove the King Zone Pass Coverage chip when a first down is made or following a change of possession, and move it to the Used Game Chips area. FOLD-TO-BLITZ — DEFENSE Starting with the first eligible defensive player in turn from the dealer, a defensive player may Fold-to-Blitz by folding out of the poker hand and placing their handheld card or cards face down on the Dealer Play Action Mat. The dealer flips 1 reveal card face up. Black cards result in a failed blitz. Red numbered cards have no effect. A red Jack, red Queen, red King, or red Ace results in a successful blitz and moves the offense backward 5 yards. Subtract any Blitz yardage from the offense's current field position. The folding defensive player takes no further action during the hand. FINAL BET-TO-WIN ROUND After the final community card is revealed, the remaining eligible players may place their Bet-to-Win chip into the center of the game mat. A player who Bets-to-Win risks becoming benched if they lose the hand but gains access to the Clutch Play card if they win. Once a Bet-to-Win is made, it cannot be withdrawn. A player may not Bet-to-Win last if all other players have already folded out of the hand. WINNER OF THE HAND The best 5-card poker hand wins the hand. Ties are decided by a high-card reveal. An offensive winner moves the football forward according to the offensive Winning Hand Chart. A defensive winner pushes the offense backward according to the defensive Winning Hand Chart. Unless possession changes, an offensive player who wins the hand becomes the next dealer. CLUTCH PLAY If a player Bets-to-Win and wins the hand, that player reveals the face-down Clutch Play card. For an offensive winner, a black picture card doubles the winning-hand yardage. A black Ace scores an imme-diate touchdown. For a defensive winner, a red picture card doubles the defensive winning-hand yardage. A red Ace results in an immediate interception. An interception immediately changes possession, and the defensive player causing the interception becomes the next offensive dealer. After the Clutch Play is completely resolved, determine whether the offense has reached or crossed the first-down marker. BENCHED PLAYERS A player who Bets-to-Win and loses the hand becomes benched and must sit out the entire next hand. Place that player's heavier Bet-to-Win chip in the Benched Player area of the game mat. A benched player may not participate in the next hand, use Game Chips, or deal. If an entire offensive or defensive team becomes benched at the same time, that team receives a 5-yard mis-conduct penalty and all of its benched players immediately return to play. DEFENSIVE GOAL LINE STAND When the offense is inside the opponent's 10-yard line, any defensive player may activate a Goal Line Stand for that hand only by spending 1 Game Chip before the deal begins. Place the chip on the King location on the game mat. While Goal Line Stand is active, any King appearing among the 5 community cards immediately ends the down with no further offensive advancement. THE KICKING GAME Only on 4th down may the dealing quarterback choose to punt, attempt a field goal, or go for the first down normally. All kicking uses High or Low Play. HIGH OR LOW PLAY Begin by flipping 1 card face up. The kicking player predicts whether the next card will be higher or lower in value. An Ace is always high during High or Low Play. Each successful prediction adds 5 yards. If the first card revealed is any King, the kick is immediately blocked. A punt that avoids a first-card King automatically gains 20 kick yards before High or Low predictions begin. A matched pair during a punt produces a defensive punt return. A punter may intentionally make a prediction intended to fail on a long punt to reduce the possibility of producing a return. A field goal that avoids a first-card King automatically gains 10 kick yards, but the kicker must still make at least 1 successful High or Low prediction for the field goal to score. A matched pair during a field goal has no special effect, and play continues with another prediction. A failed prediction normally ends the kick attempt. However, the kicking player, or the next eligible defensive punt-return player to make a call, may spend an available Game Chip to void the failed prediction and contin-ue the sequence. If a field-goal attempt reaches or crosses the goal line through successful High or Low predictions, the kick is good and scores 3 points for the kicking offensive player. If the field-goal attempt fails, the opposing team takes possession at the original line of scrimmage. Before a field-goal attempt begins, use the 2 red markers on the game mat to mark the original line of scrim-mage. DEFENSIVE PUNT RETURN During a punt, if 2 consecutively revealed cards match in value, regardless of suit, the defense immediately earns a punt return. The return reverses field direction toward the kicking team's goal line. The player next to the offensive dealer becomes the return player. The dealer flips 1 card to determine the entire return. A black numbered card produces return yardage equal to its numerical value. A black Jack produces a 10-yard return. A black Queen produces a 15-yard return. A black King produces no return yardage. A black Ace pro-duces an immediate touchdown. Any red card produces no return yardage. If no return yardage is gained, the receiving team begins its possession at the location where the punt ended. After the return, the return player becomes the next quarterback dealer for the receiving team. If a black Ace is revealed, the return player scores the touchdown and may attempt the applicable conversion under the normal conversion rules. EXTRA POINT AND 2-POINT CONVERSION After a touchdown, reshuffle the deck and place 4 cards face down. For an extra-point attempt, the first revealed Ace or picture card scores 1 point unless a King appears first. For a 2-point conversion, 2 Aces or picture cards must be revealed before a King appears. Any King immediately stops and fails the conversion attempt. SAFETY A safety awards 2 points to the defensive player who caused the safety. That player also receives the next deal when the defensive team becomes the offensive team following the safety. SAFETY STOP: Any offensive player out of turn before the hand starts, can put a game chip prior a game play action that may result in a safety. If a play action anytime during the hand causes a safety, the ball is placed on the one-yard line instead of scoring 2 points for the defense. After a safety stop, the chip is removed to the used game chip area. Play then continues as normal. Only one safety stop can occur per hand. PENALTIES All penalties are 5-yard penalties and never result directly in a score. If penalty yardage would carry the foot-ball across a goal line, place the football at the 1-yard line instead. Official penalties include forgetting to place the Dealer Play Action Mat in front of the current dealer, dealing cards to a benched player, forgetting to move the first-down markers when required, forgetting to remove the King Zone Pass Coverage chip when its coverage ends, or an entire team becoming benched. Minor mistakes and accidental card exposure are not penalties and may be corrected by table agreement. Throw the penalty flag and have some laughs. DUAL VICTORY PLAY Team Victory is awarded to the highest-scoring team. MVP Victory is awarded to the highest-scoring individual player. OVERTIME If either the team totals or the MVP-leading individual scores are tied at the end of regulation, overtime be-gins. All players remain active and reset their individual scores to zero. A high-card draw determines the first offen-sive team and dealer. Overtime continues until the first score occurs. The first player to score during overtime wins the MVP Victory and secures the Team Victory.
REGULATION PLAY Regulation consists of 8 offensive drives divided into 4 quarters, with 2 drives per quarter. Use the wood quar-ter marker to track drives 1–4 during the first half and drives 5–8 during the second half. At the end of regulation, the highest-scoring team wins the Team Victory and the highest-scoring individual player wins the MVP Victory. If two teammates tie, both teams tie, or players from opposing teams tie, play goes to overtime. GAME FLOW Each hand represents 1 football down. Only offensive players deal in Power Poker Football®. The quarterback dealer acts first on most play actions. The offense has 4 downs to gain 10 yards for a first down. Reaching or crossing the first-down marker awards a first down only after the entire hand, including any Clutch Play, has been completed. After a first down is awarded, reset the first-down markers and continue with a new set of downs. If the defense stops the offense after 4 downs, possession changes direction across the field. If an offensive player wins the hand and possession remains unchanged, that player becomes the next dealer. If a defensive player wins the hand but possession remains unchanged, the deal passes clockwise to the next of-fensive player. A defensive player who causes a change of possession through their own play action becomes the next offen-sive dealer. Move the red first-down markers only at the very end of the hand, including after any Clutch Play flip. GAME CHIPS — USE THEM WISELY Game Chips may be used to activate King Zone Pass Coverage, declare a Hail Mary Attempt, activate a Goal Line Stand, save a failed High or Low prediction, or continue an eligible kick or return play. The heavier Bet-to-Win chip is used to declare a Bet-to-Win. Fold-to-Run and Fold-to-Tackle do not require Game Chips and cannot be canceled with Game Chips. New players are encouraged to practice one shaded rules section at a time. Once comfortable, combine all sec-tions for a full regulation game. PLAY BEGINS At the start of every hand, the quarterback deals 2 face-down cards to every active player and places 1 Clutch Play card face down in the center of the game mat. A player may Bet-to-Win in turn at any eligible time during the hand. Once a Bet-to-Win is placed, it cannot be changed or withdrawn. The player is locked into the poker hand but may still use eligible Game Chip play actions. RUNNING BACK BLAST — OFFENSE Before the flop begins, the quarterback dealer or any eligible offensive player may declare a Running Back Blast. Only 1 Running Back Blast may be called during a hand. The offensive player must possess, or bluff possession of, a black Ace. Any defensive player may challenge the call. If challenged and the offensive player reveals a black Ace, the offense gains 5 yards and the challenging de-fender must discard 1 handheld card. If the offensive player cannot reveal a black Ace, the offensive player instead discards 1 handheld card. After the Running Back Blast opportunity is completed, play proceeds to the defensive pre-flop action. BLITZ SACK / FUMBLE BET — DEFENSE Before the flop begins, 1 defensive player may spend 1 Game Chip to bet that a red Ace will appear during the flop. If a red Ace appears, the offense immediately loses 5 yards and the dealer flips 1 reveal card to determine pos-session. A red reveal gives the defense immediate possession and ends the hand. A black reveal allows the of-fense to retain possession and the hand continues unless another applicable red Ace must be resolved. If 2 red Aces appear during the flop, each causes a 5-yard loss, for a total possible loss of 10 yards. Only 1 fumble may occur, so a second red Ace does not produce an additional possession reveal. If the defense recovers possession, the hand immediately ends and the defensive player who made the Blitz Sack/Fumble Bet becomes the next offensive dealer. If no red Ace appears during the flop, the Game Chip is lost. After the offensive and defensive pre-flop play actions are completed, proceed to the Yardage Scoring Flop. THE YARDAGE SCORING FLOP The offensive quarterback dealer slowly reveals 3 community cards from left to right. Flop cards always re-solve from left to right during scoring. Only black scoring cards move the offense forward. Black numbered cards score their face value. A black Jack scores 10 yards, a black Queen scores 15 yards, and a black Ace scores 20 yards. Any King revealed during the flop immediately stops all additional offensive flop yardage. Each red Ace revealed during the flop moves the offense backward 5 yards. If the offense reaches the goal line at any time during the game, the hand immediately ends with a touchdown, except when a Fold-to-Run reaches or crosses the goal line. A Fold-to-Run touchdown is resolved under the Fold-to-Run and Fold-to-Tackle rules. After the Yardage Scoring Flop, players continue in normal turn order and may check, Fold-to-Run, Fold-to-Tackle, or place a Bet-to-Win chip when eligible. Fold-to-Run and Fold-to-Tackle are independent play actions made in turn. Neither action requires the oppos-ing team to Fold first. A player who places a Bet-to-Win chip is locked into the poker hand but may still use eligible Game Chip play actions. LOADING THE BOX If all 3 flop cards are red numbered cards, the defensive team immediately recovers all previously used Game Chips from the Used Game Chips area. FOLD-TO-RUN — OFFENSE In turn, an offensive player may Fold-to-Run. The player places both hole cards face down on the Dealer Play Action Mat, then reveals the black numbered cards only. Black numbered cards score Run yards at face value. If both cards score, add their values together. All other cards score 0 yards. The player is then folded out of the poker hand. If the Fold-to-Run reaches or crosses the goal line, stop the runner at the goal line and ignore any excess Run yards. Do not award the touchdown until the next defender in turn is given one opportunity to Fold-to-Tackle. If that defender scores any Tackle yards, move the runner back from the goal line by that amount and the touchdown is not scored. If the defender declines to Fold-to-Tackle or scores 0 Tackle yards, the touchdown is scored. FOLD-TO-TACKLE — DEFENSE In turn, a defensive player may Fold-to-Tackle. The player chooses 1 of their 2 hole cards and places it face up on the Dealer Play Action Mat. The other hole card is placed face down. Only a red numbered card scores Tackle yards, at face value. All other cards score 0 yards. The player is then folded out of the poker hand. When a Fold-to-Run reaches or crosses the goal line, the next defender in turn is given one opportunity to Fold-to-Tackle before the touchdown is awarded. If the defender scores any Tackle yards, move the runner back from the goal line by that amount and the touchdown is not scored. If the defender declines to Fold-to-Tackle or scores 0 Tackle yards, the touchdown is scored. FOLD-TO-PASS — OFFENSE Starting with the quarterback dealer and continuing in turn, any eligible offensive player may Fold-to-Pass by folding out of the poker hand and placing their handheld card or cards face down on the Dealer Play Action Mat. The dealer flips 1 reveal card face up. A red numbered card, red picture card, or red Ace results in an incomplete pass. A black numbered card completes the pass for yardage equal to the card's numerical value. A black Jack com-pletes the pass for 10 yards. A black Queen completes the pass for 15 yards. A black King is a dropped pass for no gain unless King Zone Pass Coverage is active, in which case it results in an interception. A black Ace completes the pass for 20 yards. Add completed passing yardage to the offense's current field position. If the completed pass reaches or crosses the goal line, score a touchdown. The folding player takes no further action during the hand. HAIL MARY ATTEMPT A Hail Mary Attempt may be declared only after the offense has reached midfield, the 50-yard line or beyond. Before the Fold-to-Pass dealer reveal, the folding offensive player must spend 1 Game Chip and announce the Hail Mary Attempt. If a black Ace is revealed, score an immediate touchdown instead of the normal 20-yard pass gain. Any other pass-completion card awards its normal Fold-to-Pass yardage. King Zone Pass Coverage cannot stop a Hail Mary touchdown produced by a black Ace. Other Hail Mary re-sults are resolved according to the applicable King Zone Pass Coverage rules. Only 1 Hail Mary Attempt may be declared during a hand. KING ZONE PASS COVERAGE — DEFENSE When an offensive player declares a Fold-to-Pass, any defensive player may immediately spend 1 Game Chip and place it on their end-zone King location to activate King Zone Pass Coverage. While King Zone Pass Coverage is active, any King revealed during a Fold-to-Pass is an immediate intercep-tion. All other completed passes are limited to a maximum gain of 5 yards, even when a higher-valued com-pletion card is revealed. An interception immediately changes possession and ends the hand. The defensive player who activated King Zone Pass Coverage becomes the next offensive dealer following the interception. King Zone Pass Coverage cannot be activated unless a pass is attempted and cannot stop a Hail Mary touch-down on a black Ace. King Zone Pass Coverage remains active until the offense makes a first down or possession changes. Remove the King Zone Pass Coverage chip when a first down is made or following a change of possession, and move it to the Used Game Chips area. FOLD-TO-BLITZ — DEFENSE Starting with the first eligible defensive player in turn from the dealer, a defensive player may Fold-to-Blitz by folding out of the poker hand and placing their handheld card or cards face down on the Dealer Play Action Mat. The dealer flips 1 reveal card face up. Black cards result in a failed blitz. Red numbered cards have no effect. A red Jack, red Queen, red King, or red Ace results in a successful blitz and moves the offense backward 5 yards. Subtract any Blitz yardage from the offense's current field position. The folding defensive player takes no further action during the hand. FINAL BET-TO-WIN ROUND After the final community card is revealed, the remaining eligible players may place their Bet-to-Win chip into the center of the game mat. A player who Bets-to-Win risks becoming benched if they lose the hand but gains access to the Clutch Play card if they win. Once a Bet-to-Win is made, it cannot be withdrawn. A player may not Bet-to-Win last if all other players have already folded out of the hand. WINNER OF THE HAND The best 5-card poker hand wins the hand. Ties are decided by a high-card reveal. An offensive winner moves the football forward according to the offensive Winning Hand Chart. A defensive winner pushes the offense backward according to the defensive Winning Hand Chart. Unless possession changes, an offensive player who wins the hand becomes the next dealer. CLUTCH PLAY If a player Bets-to-Win and wins the hand, that player reveals the face-down Clutch Play card. For an offensive winner, a black picture card doubles the winning-hand yardage. A black Ace scores an imme-diate touchdown. For a defensive winner, a red picture card doubles the defensive winning-hand yardage. A red Ace results in an immediate interception. An interception immediately changes possession, and the defensive player causing the interception becomes the next offensive dealer. After the Clutch Play is completely resolved, determine whether the offense has reached or crossed the first-down marker. BENCHED PLAYERS A player who Bets-to-Win and loses the hand becomes benched and must sit out the entire next hand. Place that player's heavier Bet-to-Win chip in the Benched Player area of the game mat. A benched player may not participate in the next hand, use Game Chips, or deal. If an entire offensive or defensive team becomes benched at the same time, that team receives a 5-yard mis-conduct penalty and all of its benched players immediately return to play. DEFENSIVE GOAL LINE STAND When the offense is inside the opponent's 10-yard line, any defensive player may activate a Goal Line Stand for that hand only by spending 1 Game Chip before the deal begins. Place the chip on the King location on the game mat. While Goal Line Stand is active, any King appearing among the 5 community cards immediately ends the down with no further offensive advancement. THE KICKING GAME Only on 4th down may the dealing quarterback choose to punt, attempt a field goal, or go for the first down normally. All kicking uses High or Low Play. HIGH OR LOW PLAY Begin by flipping 1 card face up. The kicking player predicts whether the next card will be higher or lower in value. An Ace is always high during High or Low Play. Each successful prediction adds 5 yards. If the first card revealed is any King, the kick is immediately blocked. A punt that avoids a first-card King automatically gains 20 kick yards before High or Low predictions begin. A matched pair during a punt produces a defensive punt return. A punter may intentionally make a prediction intended to fail on a long punt to reduce the possibility of producing a return. A field goal that avoids a first-card King automatically gains 10 kick yards, but the kicker must still make at least 1 successful High or Low prediction for the field goal to score. A matched pair during a field goal has no special effect, and play continues with another prediction. A failed prediction normally ends the kick attempt. However, the kicking player, or the next eligible defensive punt-return player to make a call, may spend an available Game Chip to void the failed prediction and contin-ue the sequence. If a field-goal attempt reaches or crosses the goal line through successful High or Low predictions, the kick is good and scores 3 points for the kicking offensive player. If the field-goal attempt fails, the opposing team takes possession at the original line of scrimmage. Before a field-goal attempt begins, use the 2 red markers on the game mat to mark the original line of scrim-mage. DEFENSIVE PUNT RETURN During a punt, if 2 consecutively revealed cards match in value, regardless of suit, the defense immediately earns a punt return. The return reverses field direction toward the kicking team's goal line. The player next to the offensive dealer becomes the return player. The dealer flips 1 card to determine the entire return. A black numbered card produces return yardage equal to its numerical value. A black Jack produces a 10-yard return. A black Queen produces a 15-yard return. A black King produces no return yardage. A black Ace pro-duces an immediate touchdown. Any red card produces no return yardage. If no return yardage is gained, the receiving team begins its possession at the location where the punt ended. After the return, the return player becomes the next quarterback dealer for the receiving team. If a black Ace is revealed, the return player scores the touchdown and may attempt the applicable conversion under the normal conversion rules. EXTRA POINT AND 2-POINT CONVERSION After a touchdown, reshuffle the deck and place 4 cards face down. For an extra-point attempt, the first revealed Ace or picture card scores 1 point unless a King appears first. For a 2-point conversion, 2 Aces or picture cards must be revealed before a King appears. Any King immediately stops and fails the conversion attempt. SAFETY A safety awards 2 points to the defensive player who caused the safety. That player also receives the next deal when the defensive team becomes the offensive team following the safety. SAFETY STOP: Any offensive player out of turn before the hand starts, can put a game chip prior a game play action that may result in a safety. If a play action anytime during the hand causes a safety, the ball is placed on the one-yard line instead of scoring 2 points for the defense. After a safety stop, the chip is removed to the used game chip area. Play then continues as normal. Only one safety stop can occur per hand. PENALTIES All penalties are 5-yard penalties and never result directly in a score. If penalty yardage would carry the foot-ball across a goal line, place the football at the 1-yard line instead. Official penalties include forgetting to place the Dealer Play Action Mat in front of the current dealer, dealing cards to a benched player, forgetting to move the first-down markers when required, forgetting to remove the King Zone Pass Coverage chip when its coverage ends, or an entire team becoming benched. Minor mistakes and accidental card exposure are not penalties and may be corrected by table agreement. Throw the penalty flag and have some laughs. DUAL VICTORY PLAY Team Victory is awarded to the highest-scoring team. MVP Victory is awarded to the highest-scoring individual player. OVERTIME If either the team totals or the MVP-leading individual scores are tied at the end of regulation, overtime be-gins. All players remain active and reset their individual scores to zero. A high-card draw determines the first offen-sive team and dealer. Overtime continues until the first score occurs. The first player to score during overtime wins the MVP Victory and secures the Team Victory.
REGULATION PLAY Regulation consists of 8 offensive drives divided into 4 quarters, with 2 drives per quarter. Use the wood quar-ter marker to track drives 1–4 during the first half and drives 5–8 during the second half. At the end of regulation, the highest-scoring team wins the Team Victory and the highest-scoring individual player wins the MVP Victory. If two teammates tie, both teams tie, or players from opposing teams tie, play goes to overtime. GAME FLOW Each hand represents 1 football down. Only offensive players deal in Power Poker Football®. The quarterback dealer acts first on most play actions. The offense has 4 downs to gain 10 yards for a first down. Reaching or crossing the first-down marker awards a first down only after the entire hand, including any Clutch Play, has been completed. After a first down is awarded, reset the first-down markers and continue with a new set of downs. If the defense stops the offense after 4 downs, possession changes direction across the field. If an offensive player wins the hand and possession remains unchanged, that player becomes the next dealer. If a defensive player wins the hand but possession remains unchanged, the deal passes clockwise to the next of-fensive player. A defensive player who causes a change of possession through their own play action becomes the next offen-sive dealer. Move the red first-down markers only at the very end of the hand, including after any Clutch Play flip. GAME CHIPS — USE THEM WISELY Game Chips may be used to activate King Zone Pass Coverage, declare a Hail Mary Attempt, activate a Goal Line Stand, save a failed High or Low prediction, or continue an eligible kick or return play. The heavier Bet-to-Win chip is used to declare a Bet-to-Win. Fold-to-Run and Fold-to-Tackle do not require Game Chips and cannot be canceled with Game Chips. New players are encouraged to practice one shaded rules section at a time. Once comfortable, combine all sec-tions for a full regulation game. PLAY BEGINS At the start of every hand, the quarterback deals 2 face-down cards to every active player and places 1 Clutch Play card face down in the center of the game mat. A player may Bet-to-Win in turn at any eligible time during the hand. Once a Bet-to-Win is placed, it cannot be changed or withdrawn. The player is locked into the poker hand but may still use eligible Game Chip play actions. RUNNING BACK BLAST — OFFENSE Before the flop begins, the quarterback dealer or any eligible offensive player may declare a Running Back Blast. Only 1 Running Back Blast may be called during a hand. The offensive player must possess, or bluff possession of, a black Ace. Any defensive player may challenge the call. If challenged and the offensive player reveals a black Ace, the offense gains 5 yards and the challenging de-fender must discard 1 handheld card. If the offensive player cannot reveal a black Ace, the offensive player instead discards 1 handheld card. After the Running Back Blast opportunity is completed, play proceeds to the defensive pre-flop action. BLITZ SACK / FUMBLE BET — DEFENSE Before the flop begins, 1 defensive player may spend 1 Game Chip to bet that a red Ace will appear during the flop. If a red Ace appears, the offense immediately loses 5 yards and the dealer flips 1 reveal card to determine pos-session. A red reveal gives the defense immediate possession and ends the hand. A black reveal allows the of-fense to retain possession and the hand continues unless another applicable red Ace must be resolved. If 2 red Aces appear during the flop, each causes a 5-yard loss, for a total possible loss of 10 yards. Only 1 fumble may occur, so a second red Ace does not produce an additional possession reveal. If the defense recovers possession, the hand immediately ends and the defensive player who made the Blitz Sack/Fumble Bet becomes the next offensive dealer. If no red Ace appears during the flop, the Game Chip is lost. After the offensive and defensive pre-flop play actions are completed, proceed to the Yardage Scoring Flop. THE YARDAGE SCORING FLOP The offensive quarterback dealer slowly reveals 3 community cards from left to right. Flop cards always re-solve from left to right during scoring. Only black scoring cards move the offense forward. Black numbered cards score their face value. A black Jack scores 10 yards, a black Queen scores 15 yards, and a black Ace scores 20 yards. Any King revealed during the flop immediately stops all additional offensive flop yardage. Each red Ace revealed during the flop moves the offense backward 5 yards. If the offense reaches the goal line at any time during the game, the hand immediately ends with a touchdown, except when a Fold-to-Run reaches or crosses the goal line. A Fold-to-Run touchdown is resolved under the Fold-to-Run and Fold-to-Tackle rules. After the Yardage Scoring Flop, players continue in normal turn order and may check, Fold-to-Run, Fold-to-Tackle, or place a Bet-to-Win chip when eligible. Fold-to-Run and Fold-to-Tackle are independent play actions made in turn. Neither action requires the oppos-ing team to Fold first. A player who places a Bet-to-Win chip is locked into the poker hand but may still use eligible Game Chip play actions. LOADING THE BOX If all 3 flop cards are red numbered cards, the defensive team immediately recovers all previously used Game Chips from the Used Game Chips area. FOLD-TO-RUN — OFFENSE In turn, an offensive player may Fold-to-Run. The player places both hole cards face down on the Dealer Play Action Mat, then reveals the black numbered cards only. Black numbered cards score Run yards at face value. If both cards score, add their values together. All other cards score 0 yards. The player is then folded out of the poker hand. If the Fold-to-Run reaches or crosses the goal line, stop the runner at the goal line and ignore any excess Run yards. Do not award the touchdown until the next defender in turn is given one opportunity to Fold-to-Tackle. If that defender scores any Tackle yards, move the runner back from the goal line by that amount and the touchdown is not scored. If the defender declines to Fold-to-Tackle or scores 0 Tackle yards, the touchdown is scored. FOLD-TO-TACKLE — DEFENSE In turn, a defensive player may Fold-to-Tackle. The player chooses 1 of their 2 hole cards and places it face up on the Dealer Play Action Mat. The other hole card is placed face down. Only a red numbered card scores Tackle yards, at face value. All other cards score 0 yards. The player is then folded out of the poker hand. When a Fold-to-Run reaches or crosses the goal line, the next defender in turn is given one opportunity to Fold-to-Tackle before the touchdown is awarded. If the defender scores any Tackle yards, move the runner back from the goal line by that amount and the touchdown is not scored. If the defender declines to Fold-to-Tackle or scores 0 Tackle yards, the touchdown is scored. FOLD-TO-PASS — OFFENSE Starting with the quarterback dealer and continuing in turn, any eligible offensive player may Fold-to-Pass by folding out of the poker hand and placing their handheld card or cards face down on the Dealer Play Action Mat. The dealer flips 1 reveal card face up. A red numbered card, red picture card, or red Ace results in an incomplete pass. A black numbered card completes the pass for yardage equal to the card's numerical value. A black Jack com-pletes the pass for 10 yards. A black Queen completes the pass for 15 yards. A black King is a dropped pass for no gain unless King Zone Pass Coverage is active, in which case it results in an interception. A black Ace completes the pass for 20 yards. Add completed passing yardage to the offense's current field position. If the completed pass reaches or crosses the goal line, score a touchdown. The folding player takes no further action during the hand. HAIL MARY ATTEMPT A Hail Mary Attempt may be declared only after the offense has reached midfield, the 50-yard line or beyond. Before the Fold-to-Pass dealer reveal, the folding offensive player must spend 1 Game Chip and announce the Hail Mary Attempt. If a black Ace is revealed, score an immediate touchdown instead of the normal 20-yard pass gain. Any other pass-completion card awards its normal Fold-to-Pass yardage. King Zone Pass Coverage cannot stop a Hail Mary touchdown produced by a black Ace. Other Hail Mary re-sults are resolved according to the applicable King Zone Pass Coverage rules. Only 1 Hail Mary Attempt may be declared during a hand. KING ZONE PASS COVERAGE — DEFENSE When an offensive player declares a Fold-to-Pass, any defensive player may immediately spend 1 Game Chip and place it on their end-zone King location to activate King Zone Pass Coverage. While King Zone Pass Coverage is active, any King revealed during a Fold-to-Pass is an immediate intercep-tion. All other completed passes are limited to a maximum gain of 5 yards, even when a higher-valued com-pletion card is revealed. An interception immediately changes possession and ends the hand. The defensive player who activated King Zone Pass Coverage becomes the next offensive dealer following the interception. King Zone Pass Coverage cannot be activated unless a pass is attempted and cannot stop a Hail Mary touch-down on a black Ace. King Zone Pass Coverage remains active until the offense makes a first down or possession changes. Remove the King Zone Pass Coverage chip when a first down is made or following a change of possession, and move it to the Used Game Chips area. FOLD-TO-BLITZ — DEFENSE Starting with the first eligible defensive player in turn from the dealer, a defensive player may Fold-to-Blitz by folding out of the poker hand and placing their handheld card or cards face down on the Dealer Play Action Mat. The dealer flips 1 reveal card face up. Black cards result in a failed blitz. Red numbered cards have no effect. A red Jack, red Queen, red King, or red Ace results in a successful blitz and moves the offense backward 5 yards. Subtract any Blitz yardage from the offense's current field position. The folding defensive player takes no further action during the hand. FINAL BET-TO-WIN ROUND After the final community card is revealed, the remaining eligible players may place their Bet-to-Win chip into the center of the game mat. A player who Bets-to-Win risks becoming benched if they lose the hand but gains access to the Clutch Play card if they win. Once a Bet-to-Win is made, it cannot be withdrawn. A player may not Bet-to-Win last if all other players have already folded out of the hand. WINNER OF THE HAND The best 5-card poker hand wins the hand. Ties are decided by a high-card reveal. An offensive winner moves the football forward according to the offensive Winning Hand Chart. A defensive winner pushes the offense backward according to the defensive Winning Hand Chart. Unless possession changes, an offensive player who wins the hand becomes the next dealer. CLUTCH PLAY If a player Bets-to-Win and wins the hand, that player reveals the face-down Clutch Play card. For an offensive winner, a black picture card doubles the winning-hand yardage. A black Ace scores an imme-diate touchdown. For a defensive winner, a red picture card doubles the defensive winning-hand yardage. A red Ace results in an immediate interception. An interception immediately changes possession, and the defensive player causing the interception becomes the next offensive dealer. After the Clutch Play is completely resolved, determine whether the offense has reached or crossed the first-down marker. BENCHED PLAYERS A player who Bets-to-Win and loses the hand becomes benched and must sit out the entire next hand. Place that player's heavier Bet-to-Win chip in the Benched Player area of the game mat. A benched player may not participate in the next hand, use Game Chips, or deal. If an entire offensive or defensive team becomes benched at the same time, that team receives a 5-yard mis-conduct penalty and all of its benched players immediately return to play. DEFENSIVE GOAL LINE STAND When the offense is inside the opponent's 10-yard line, any defensive player may activate a Goal Line Stand for that hand only by spending 1 Game Chip before the deal begins. Place the chip on the King location on the game mat. While Goal Line Stand is active, any King appearing among the 5 community cards immediately ends the down with no further offensive advancement. THE KICKING GAME Only on 4th down may the dealing quarterback choose to punt, attempt a field goal, or go for the first down normally. All kicking uses High or Low Play. HIGH OR LOW PLAY Begin by flipping 1 card face up. The kicking player predicts whether the next card will be higher or lower in value. An Ace is always high during High or Low Play. Each successful prediction adds 5 yards. If the first card revealed is any King, the kick is immediately blocked. A punt that avoids a first-card King automatically gains 20 kick yards before High or Low predictions begin. A matched pair during a punt produces a defensive punt return. A punter may intentionally make a prediction intended to fail on a long punt to reduce the possibility of producing a return. A field goal that avoids a first-card King automatically gains 10 kick yards, but the kicker must still make at least 1 successful High or Low prediction for the field goal to score. A matched pair during a field goal has no special effect, and play continues with another prediction. A failed prediction normally ends the kick attempt. However, the kicking player, or the next eligible defensive punt-return player to make a call, may spend an available Game Chip to void the failed prediction and contin-ue the sequence. If a field-goal attempt reaches or crosses the goal line through successful High or Low predictions, the kick is good and scores 3 points for the kicking offensive player. If the field-goal attempt fails, the opposing team takes possession at the original line of scrimmage. Before a field-goal attempt begins, use the 2 red markers on the game mat to mark the original line of scrim-mage. DEFENSIVE PUNT RETURN During a punt, if 2 consecutively revealed cards match in value, regardless of suit, the defense immediately earns a punt return. The return reverses field direction toward the kicking team's goal line. The player next to the offensive dealer becomes the return player. The dealer flips 1 card to determine the entire return. A black numbered card produces return yardage equal to its numerical value. A black Jack produces a 10-yard return. A black Queen produces a 15-yard return. A black King produces no return yardage. A black Ace pro-duces an immediate touchdown. Any red card produces no return yardage. If no return yardage is gained, the receiving team begins its possession at the location where the punt ended. After the return, the return player becomes the next quarterback dealer for the receiving team. If a black Ace is revealed, the return player scores the touchdown and may attempt the applicable conversion under the normal conversion rules. EXTRA POINT AND 2-POINT CONVERSION After a touchdown, reshuffle the deck and place 4 cards face down. For an extra-point attempt, the first revealed Ace or picture card scores 1 point unless a King appears first. For a 2-point conversion, 2 Aces or picture cards must be revealed before a King appears. Any King immediately stops and fails the conversion attempt. SAFETY A safety awards 2 points to the defensive player who caused the safety. That player also receives the next deal when the defensive team becomes the offensive team following the safety. SAFETY STOP: Any offensive player out of turn before the hand starts, can put a game chip prior a game play action that may result in a safety. If a play action anytime during the hand causes a safety, the ball is placed on the one-yard line instead of scoring 2 points for the defense. After a safety stop, the chip is removed to the used game chip area. Play then continues as normal. Only one safety stop can occur per hand. PENALTIES All penalties are 5-yard penalties and never result directly in a score. If penalty yardage would carry the foot-ball across a goal line, place the football at the 1-yard line instead. Official penalties include forgetting to place the Dealer Play Action Mat in front of the current dealer, dealing cards to a benched player, forgetting to move the first-down markers when required, forgetting to remove the King Zone Pass Coverage chip when its coverage ends, or an entire team becoming benched. Minor mistakes and accidental card exposure are not penalties and may be corrected by table agreement. Throw the penalty flag and have some laughs. DUAL VICTORY PLAY Team Victory is awarded to the highest-scoring team. MVP Victory is awarded to the highest-scoring individual player. OVERTIME If either the team totals or the MVP-leading individual scores are tied at the end of regulation, overtime be-gins. All players remain active and reset their individual scores to zero. A high-card draw determines the first offen-sive team and dealer. Overtime continues until the first score occurs. The first player to score during overtime wins the MVP Victory and secures the Team Victory.
REGULATION PLAY Regulation consists of 8 offensive drives divided into 4 quarters, with 2 drives per quarter. Use the wood quar-ter marker to track drives 1–4 during the first half and drives 5–8 during the second half. At the end of regulation, the highest-scoring team wins the Team Victory and the highest-scoring individual player wins the MVP Victory. If two teammates tie, both teams tie, or players from opposing teams tie, play goes to overtime. GAME FLOW Each hand represents 1 football down. Only offensive players deal in Power Poker Football®. The quarterback dealer acts first on most play actions. The offense has 4 downs to gain 10 yards for a first down. Reaching or crossing the first-down marker awards a first down only after the entire hand, including any Clutch Play, has been completed. After a first down is awarded, reset the first-down markers and continue with a new set of downs. If the defense stops the offense after 4 downs, possession changes direction across the field. If an offensive player wins the hand and possession remains unchanged, that player becomes the next dealer. If a defensive player wins the hand but possession remains unchanged, the deal passes clockwise to the next of-fensive player. A defensive player who causes a change of possession through their own play action becomes the next offen-sive dealer. Move the red first-down markers only at the very end of the hand, including after any Clutch Play flip. GAME CHIPS — USE THEM WISELY Game Chips may be used to activate King Zone Pass Coverage, declare a Hail Mary Attempt, activate a Goal Line Stand, save a failed High or Low prediction, or continue an eligible kick or return play. The heavier Bet-to-Win chip is used to declare a Bet-to-Win. Fold-to-Run and Fold-to-Tackle do not require Game Chips and cannot be canceled with Game Chips. New players are encouraged to practice one shaded rules section at a time. Once comfortable, combine all sec-tions for a full regulation game. PLAY BEGINS At the start of every hand, the quarterback deals 2 face-down cards to every active player and places 1 Clutch Play card face down in the center of the game mat. A player may Bet-to-Win in turn at any eligible time during the hand. Once a Bet-to-Win is placed, it cannot be changed or withdrawn. The player is locked into the poker hand but may still use eligible Game Chip play actions. RUNNING BACK BLAST — OFFENSE Before the flop begins, the quarterback dealer or any eligible offensive player may declare a Running Back Blast. Only 1 Running Back Blast may be called during a hand. The offensive player must possess, or bluff possession of, a black Ace. Any defensive player may challenge the call. If challenged and the offensive player reveals a black Ace, the offense gains 5 yards and the challenging de-fender must discard 1 handheld card. If the offensive player cannot reveal a black Ace, the offensive player instead discards 1 handheld card. After the Running Back Blast opportunity is completed, play proceeds to the defensive pre-flop action. BLITZ SACK / FUMBLE BET — DEFENSE Before the flop begins, 1 defensive player may spend 1 Game Chip to bet that a red Ace will appear during the flop. If a red Ace appears, the offense immediately loses 5 yards and the dealer flips 1 reveal card to determine pos-session. A red reveal gives the defense immediate possession and ends the hand. A black reveal allows the of-fense to retain possession and the hand continues unless another applicable red Ace must be resolved. If 2 red Aces appear during the flop, each causes a 5-yard loss, for a total possible loss of 10 yards. Only 1 fumble may occur, so a second red Ace does not produce an additional possession reveal. If the defense recovers possession, the hand immediately ends and the defensive player who made the Blitz Sack/Fumble Bet becomes the next offensive dealer. If no red Ace appears during the flop, the Game Chip is lost. After the offensive and defensive pre-flop play actions are completed, proceed to the Yardage Scoring Flop. THE YARDAGE SCORING FLOP The offensive quarterback dealer slowly reveals 3 community cards from left to right. Flop cards always re-solve from left to right during scoring. Only black scoring cards move the offense forward. Black numbered cards score their face value. A black Jack scores 10 yards, a black Queen scores 15 yards, and a black Ace scores 20 yards. Any King revealed during the flop immediately stops all additional offensive flop yardage. Each red Ace revealed during the flop moves the offense backward 5 yards. If the offense reaches the goal line at any time during the game, the hand immediately ends with a touchdown, except when a Fold-to-Run reaches or crosses the goal line. A Fold-to-Run touchdown is resolved under the Fold-to-Run and Fold-to-Tackle rules. After the Yardage Scoring Flop, players continue in normal turn order and may check, Fold-to-Run, Fold-to-Tackle, or place a Bet-to-Win chip when eligible. Fold-to-Run and Fold-to-Tackle are independent play actions made in turn. Neither action requires the oppos-ing team to Fold first. A player who places a Bet-to-Win chip is locked into the poker hand but may still use eligible Game Chip play actions. LOADING THE BOX If all 3 flop cards are red numbered cards, the defensive team immediately recovers all previously used Game Chips from the Used Game Chips area. FOLD-TO-RUN — OFFENSE In turn, an offensive player may Fold-to-Run. The player places both hole cards face down on the Dealer Play Action Mat, then reveals the black numbered cards only. Black numbered cards score Run yards at face value. If both cards score, add their values together. All other cards score 0 yards. The player is then folded out of the poker hand. If the Fold-to-Run reaches or crosses the goal line, stop the runner at the goal line and ignore any excess Run yards. Do not award the touchdown until the next defender in turn is given one opportunity to Fold-to-Tackle. If that defender scores any Tackle yards, move the runner back from the goal line by that amount and the touchdown is not scored. If the defender declines to Fold-to-Tackle or scores 0 Tackle yards, the touchdown is scored. FOLD-TO-TACKLE — DEFENSE In turn, a defensive player may Fold-to-Tackle. The player chooses 1 of their 2 hole cards and places it face up on the Dealer Play Action Mat. The other hole card is placed face down. Only a red numbered card scores Tackle yards, at face value. All other cards score 0 yards. The player is then folded out of the poker hand. When a Fold-to-Run reaches or crosses the goal line, the next defender in turn is given one opportunity to Fold-to-Tackle before the touchdown is awarded. If the defender scores any Tackle yards, move the runner back from the goal line by that amount and the touchdown is not scored. If the defender declines to Fold-to-Tackle or scores 0 Tackle yards, the touchdown is scored. FOLD-TO-PASS — OFFENSE Starting with the quarterback dealer and continuing in turn, any eligible offensive player may Fold-to-Pass by folding out of the poker hand and placing their handheld card or cards face down on the Dealer Play Action Mat. The dealer flips 1 reveal card face up. A red numbered card, red picture card, or red Ace results in an incomplete pass. A black numbered card completes the pass for yardage equal to the card's numerical value. A black Jack com-pletes the pass for 10 yards. A black Queen completes the pass for 15 yards. A black King is a dropped pass for no gain unless King Zone Pass Coverage is active, in which case it results in an interception. A black Ace completes the pass for 20 yards. Add completed passing yardage to the offense's current field position. If the completed pass reaches or crosses the goal line, score a touchdown. The folding player takes no further action during the hand. HAIL MARY ATTEMPT A Hail Mary Attempt may be declared only after the offense has reached midfield, the 50-yard line or beyond. Before the Fold-to-Pass dealer reveal, the folding offensive player must spend 1 Game Chip and announce the Hail Mary Attempt. If a black Ace is revealed, score an immediate touchdown instead of the normal 20-yard pass gain. Any other pass-completion card awards its normal Fold-to-Pass yardage. King Zone Pass Coverage cannot stop a Hail Mary touchdown produced by a black Ace. Other Hail Mary re-sults are resolved according to the applicable King Zone Pass Coverage rules. Only 1 Hail Mary Attempt may be declared during a hand. KING ZONE PASS COVERAGE — DEFENSE When an offensive player declares a Fold-to-Pass, any defensive player may immediately spend 1 Game Chip and place it on their end-zone King location to activate King Zone Pass Coverage. While King Zone Pass Coverage is active, any King revealed during a Fold-to-Pass is an immediate intercep-tion. All other completed passes are limited to a maximum gain of 5 yards, even when a higher-valued com-pletion card is revealed. An interception immediately changes possession and ends the hand. The defensive player who activated King Zone Pass Coverage becomes the next offensive dealer following the interception. King Zone Pass Coverage cannot be activated unless a pass is attempted and cannot stop a Hail Mary touch-down on a black Ace. King Zone Pass Coverage remains active until the offense makes a first down or possession changes. Remove the King Zone Pass Coverage chip when a first down is made or following a change of possession, and move it to the Used Game Chips area. FOLD-TO-BLITZ — DEFENSE Starting with the first eligible defensive player in turn from the dealer, a defensive player may Fold-to-Blitz by folding out of the poker hand and placing their handheld card or cards face down on the Dealer Play Action Mat. The dealer flips 1 reveal card face up. Black cards result in a failed blitz. Red numbered cards have no effect. A red Jack, red Queen, red King, or red Ace results in a successful blitz and moves the offense backward 5 yards. Subtract any Blitz yardage from the offense's current field position. The folding defensive player takes no further action during the hand. FINAL BET-TO-WIN ROUND After the final community card is revealed, the remaining eligible players may place their Bet-to-Win chip into the center of the game mat. A player who Bets-to-Win risks becoming benched if they lose the hand but gains access to the Clutch Play card if they win. Once a Bet-to-Win is made, it cannot be withdrawn. A player may not Bet-to-Win last if all other players have already folded out of the hand. WINNER OF THE HAND The best 5-card poker hand wins the hand. Ties are decided by a high-card reveal. An offensive winner moves the football forward according to the offensive Winning Hand Chart. A defensive winner pushes the offense backward according to the defensive Winning Hand Chart. Unless possession changes, an offensive player who wins the hand becomes the next dealer. CLUTCH PLAY If a player Bets-to-Win and wins the hand, that player reveals the face-down Clutch Play card. For an offensive winner, a black picture card doubles the winning-hand yardage. A black Ace scores an imme-diate touchdown. For a defensive winner, a red picture card doubles the defensive winning-hand yardage. A red Ace results in an immediate interception. An interception immediately changes possession, and the defensive player causing the interception becomes the next offensive dealer. After the Clutch Play is completely resolved, determine whether the offense has reached or crossed the first-down marker. BENCHED PLAYERS A player who Bets-to-Win and loses the hand becomes benched and must sit out the entire next hand. Place that player's heavier Bet-to-Win chip in the Benched Player area of the game mat. A benched player may not participate in the next hand, use Game Chips, or deal. If an entire offensive or defensive team becomes benched at the same time, that team receives a 5-yard mis-conduct penalty and all of its benched players immediately return to play. DEFENSIVE GOAL LINE STAND When the offense is inside the opponent's 10-yard line, any defensive player may activate a Goal Line Stand for that hand only by spending 1 Game Chip before the deal begins. Place the chip on the King location on the game mat. While Goal Line Stand is active, any King appearing among the 5 community cards immediately ends the down with no further offensive advancement. THE KICKING GAME Only on 4th down may the dealing quarterback choose to punt, attempt a field goal, or go for the first down normally. All kicking uses High or Low Play. HIGH OR LOW PLAY Begin by flipping 1 card face up. The kicking player predicts whether the next card will be higher or lower in value. An Ace is always high during High or Low Play. Each successful prediction adds 5 yards. If the first card revealed is any King, the kick is immediately blocked. A punt that avoids a first-card King automatically gains 20 kick yards before High or Low predictions begin. A matched pair during a punt produces a defensive punt return. A punter may intentionally make a prediction intended to fail on a long punt to reduce the possibility of producing a return. A field goal that avoids a first-card King automatically gains 10 kick yards, but the kicker must still make at least 1 successful High or Low prediction for the field goal to score. A matched pair during a field goal has no special effect, and play continues with another prediction. A failed prediction normally ends the kick attempt. However, the kicking player, or the next eligible defensive punt-return player to make a call, may spend an available Game Chip to void the failed prediction and contin-ue the sequence. If a field-goal attempt reaches or crosses the goal line through successful High or Low predictions, the kick is good and scores 3 points for the kicking offensive player. If the field-goal attempt fails, the opposing team takes possession at the original line of scrimmage. Before a field-goal attempt begins, use the 2 red markers on the game mat to mark the original line of scrim-mage. DEFENSIVE PUNT RETURN During a punt, if 2 consecutively revealed cards match in value, regardless of suit, the defense immediately earns a punt return. The return reverses field direction toward the kicking team's goal line. The player next to the offensive dealer becomes the return player. The dealer flips 1 card to determine the entire return. A black numbered card produces return yardage equal to its numerical value. A black Jack produces a 10-yard return. A black Queen produces a 15-yard return. A black King produces no return yardage. A black Ace pro-duces an immediate touchdown. Any red card produces no return yardage. If no return yardage is gained, the receiving team begins its possession at the location where the punt ended. After the return, the return player becomes the next quarterback dealer for the receiving team. If a black Ace is revealed, the return player scores the touchdown and may attempt the applicable conversion under the normal conversion rules. EXTRA POINT AND 2-POINT CONVERSION After a touchdown, reshuffle the deck and place 4 cards face down. For an extra-point attempt, the first revealed Ace or picture card scores 1 point unless a King appears first. For a 2-point conversion, 2 Aces or picture cards must be revealed before a King appears. Any King immediately stops and fails the conversion attempt. SAFETY A safety awards 2 points to the defensive player who caused the safety. That player also receives the next deal when the defensive team becomes the offensive team following the safety. SAFETY STOP: Any offensive player out of turn before the hand starts, can put a game chip prior a game play action that may result in a safety. If a play action anytime during the hand causes a safety, the ball is placed on the one-yard line instead of scoring 2 points for the defense. After a safety stop, the chip is removed to the used game chip area. Play then continues as normal. Only one safety stop can occur per hand. PENALTIES All penalties are 5-yard penalties and never result directly in a score. If penalty yardage would carry the foot-ball across a goal line, place the football at the 1-yard line instead. Official penalties include forgetting to place the Dealer Play Action Mat in front of the current dealer, dealing cards to a benched player, forgetting to move the first-down markers when required, forgetting to remove the King Zone Pass Coverage chip when its coverage ends, or an entire team becoming benched. Minor mistakes and accidental card exposure are not penalties and may be corrected by table agreement. Throw the penalty flag and have some laughs. DUAL VICTORY PLAY Team Victory is awarded to the highest-scoring team. MVP Victory is awarded to the highest-scoring individual player. OVERTIME If either the team totals or the MVP-leading individual scores are tied at the end of regulation, overtime be-gins. All players remain active and reset their individual scores to zero. A high-card draw determines the first offen-sive team and dealer. Overtime continues until the first score occurs. The first player to score during overtime wins the MVP Victory and secures the Team Victory.
REGULATION PLAY Regulation consists of 8 offensive drives divided into 4 quarters, with 2 drives per quarter. Use the wood quar-ter marker to track drives 1–4 during the first half and drives 5–8 during the second half. At the end of regulation, the highest-scoring team wins the Team Victory and the highest-scoring individual player wins the MVP Victory. If two teammates tie, both teams tie, or players from opposing teams tie, play goes to overtime. GAME FLOW Each hand represents 1 football down. Only offensive players deal in Power Poker Football®. The quarterback dealer acts first on most play actions. The offense has 4 downs to gain 10 yards for a first down. Reaching or crossing the first-down marker awards a first down only after the entire hand, including any Clutch Play, has been completed. After a first down is awarded, reset the first-down markers and continue with a new set of downs. If the defense stops the offense after 4 downs, possession changes direction across the field. If an offensive player wins the hand and possession remains unchanged, that player becomes the next dealer. If a defensive player wins the hand but possession remains unchanged, the deal passes clockwise to the next of-fensive player. A defensive player who causes a change of possession through their own play action becomes the next offen-sive dealer. Move the red first-down markers only at the very end of the hand, including after any Clutch Play flip. GAME CHIPS — USE THEM WISELY Game Chips may be used to activate King Zone Pass Coverage, declare a Hail Mary Attempt, activate a Goal Line Stand, save a failed High or Low prediction, or continue an eligible kick or return play. The heavier Bet-to-Win chip is used to declare a Bet-to-Win. Fold-to-Run and Fold-to-Tackle do not require Game Chips and cannot be canceled with Game Chips. New players are encouraged to practice one shaded rules section at a time. Once comfortable, combine all sec-tions for a full regulation game. PLAY BEGINS At the start of every hand, the quarterback deals 2 face-down cards to every active player and places 1 Clutch Play card face down in the center of the game mat. A player may Bet-to-Win in turn at any eligible time during the hand. Once a Bet-to-Win is placed, it cannot be changed or withdrawn. The player is locked into the poker hand but may still use eligible Game Chip play actions. RUNNING BACK BLAST — OFFENSE Before the flop begins, the quarterback dealer or any eligible offensive player may declare a Running Back Blast. Only 1 Running Back Blast may be called during a hand. The offensive player must possess, or bluff possession of, a black Ace. Any defensive player may challenge the call. If challenged and the offensive player reveals a black Ace, the offense gains 5 yards and the challenging de-fender must discard 1 handheld card. If the offensive player cannot reveal a black Ace, the offensive player instead discards 1 handheld card. After the Running Back Blast opportunity is completed, play proceeds to the defensive pre-flop action. BLITZ SACK / FUMBLE BET — DEFENSE Before the flop begins, 1 defensive player may spend 1 Game Chip to bet that a red Ace will appear during the flop. If a red Ace appears, the offense immediately loses 5 yards and the dealer flips 1 reveal card to determine pos-session. A red reveal gives the defense immediate possession and ends the hand. A black reveal allows the of-fense to retain possession and the hand continues unless another applicable red Ace must be resolved. If 2 red Aces appear during the flop, each causes a 5-yard loss, for a total possible loss of 10 yards. Only 1 fumble may occur, so a second red Ace does not produce an additional possession reveal. If the defense recovers possession, the hand immediately ends and the defensive player who made the Blitz Sack/Fumble Bet becomes the next offensive dealer. If no red Ace appears during the flop, the Game Chip is lost. After the offensive and defensive pre-flop play actions are completed, proceed to the Yardage Scoring Flop. THE YARDAGE SCORING FLOP The offensive quarterback dealer slowly reveals 3 community cards from left to right. Flop cards always re-solve from left to right during scoring. Only black scoring cards move the offense forward. Black numbered cards score their face value. A black Jack scores 10 yards, a black Queen scores 15 yards, and a black Ace scores 20 yards. Any King revealed during the flop immediately stops all additional offensive flop yardage. Each red Ace revealed during the flop moves the offense backward 5 yards. If the offense reaches the goal line at any time during the game, the hand immediately ends with a touchdown, except when a Fold-to-Run reaches or crosses the goal line. A Fold-to-Run touchdown is resolved under the Fold-to-Run and Fold-to-Tackle rules. After the Yardage Scoring Flop, players continue in normal turn order and may check, Fold-to-Run, Fold-to-Tackle, or place a Bet-to-Win chip when eligible. Fold-to-Run and Fold-to-Tackle are independent play actions made in turn. Neither action requires the oppos-ing team to Fold first. A player who places a Bet-to-Win chip is locked into the poker hand but may still use eligible Game Chip play actions. LOADING THE BOX If all 3 flop cards are red numbered cards, the defensive team immediately recovers all previously used Game Chips from the Used Game Chips area. FOLD-TO-RUN — OFFENSE In turn, an offensive player may Fold-to-Run. The player places both hole cards face down on the Dealer Play Action Mat, then reveals the black numbered cards only. Black numbered cards score Run yards at face value. If both cards score, add their values together. All other cards score 0 yards. The player is then folded out of the poker hand. If the Fold-to-Run reaches or crosses the goal line, stop the runner at the goal line and ignore any excess Run yards. Do not award the touchdown until the next defender in turn is given one opportunity to Fold-to-Tackle. If that defender scores any Tackle yards, move the runner back from the goal line by that amount and the touchdown is not scored. If the defender declines to Fold-to-Tackle or scores 0 Tackle yards, the touchdown is scored. FOLD-TO-TACKLE — DEFENSE In turn, a defensive player may Fold-to-Tackle. The player chooses 1 of their 2 hole cards and places it face up on the Dealer Play Action Mat. The other hole card is placed face down. Only a red numbered card scores Tackle yards, at face value. All other cards score 0 yards. The player is then folded out of the poker hand. When a Fold-to-Run reaches or crosses the goal line, the next defender in turn is given one opportunity to Fold-to-Tackle before the touchdown is awarded. If the defender scores any Tackle yards, move the runner back from the goal line by that amount and the touchdown is not scored. If the defender declines to Fold-to-Tackle or scores 0 Tackle yards, the touchdown is scored. FOLD-TO-PASS — OFFENSE Starting with the quarterback dealer and continuing in turn, any eligible offensive player may Fold-to-Pass by folding out of the poker hand and placing their handheld card or cards face down on the Dealer Play Action Mat. The dealer flips 1 reveal card face up. A red numbered card, red picture card, or red Ace results in an incomplete pass. A black numbered card completes the pass for yardage equal to the card's numerical value. A black Jack com-pletes the pass for 10 yards. A black Queen completes the pass for 15 yards. A black King is a dropped pass for no gain unless King Zone Pass Coverage is active, in which case it results in an interception. A black Ace completes the pass for 20 yards. Add completed passing yardage to the offense's current field position. If the completed pass reaches or crosses the goal line, score a touchdown. The folding player takes no further action during the hand. HAIL MARY ATTEMPT A Hail Mary Attempt may be declared only after the offense has reached midfield, the 50-yard line or beyond. Before the Fold-to-Pass dealer reveal, the folding offensive player must spend 1 Game Chip and announce the Hail Mary Attempt. If a black Ace is revealed, score an immediate touchdown instead of the normal 20-yard pass gain. Any other pass-completion card awards its normal Fold-to-Pass yardage. King Zone Pass Coverage cannot stop a Hail Mary touchdown produced by a black Ace. Other Hail Mary re-sults are resolved according to the applicable King Zone Pass Coverage rules. Only 1 Hail Mary Attempt may be declared during a hand. KING ZONE PASS COVERAGE — DEFENSE When an offensive player declares a Fold-to-Pass, any defensive player may immediately spend 1 Game Chip and place it on their end-zone King location to activate King Zone Pass Coverage. While King Zone Pass Coverage is active, any King revealed during a Fold-to-Pass is an immediate intercep-tion. All other completed passes are limited to a maximum gain of 5 yards, even when a higher-valued com-pletion card is revealed. An interception immediately changes possession and ends the hand. The defensive player who activated King Zone Pass Coverage becomes the next offensive dealer following the interception. King Zone Pass Coverage cannot be activated unless a pass is attempted and cannot stop a Hail Mary touch-down on a black Ace. King Zone Pass Coverage remains active until the offense makes a first down or possession changes. Remove the King Zone Pass Coverage chip when a first down is made or following a change of possession, and move it to the Used Game Chips area. FOLD-TO-BLITZ — DEFENSE Starting with the first eligible defensive player in turn from the dealer, a defensive player may Fold-to-Blitz by folding out of the poker hand and placing their handheld card or cards face down on the Dealer Play Action Mat. The dealer flips 1 reveal card face up. Black cards result in a failed blitz. Red numbered cards have no effect. A red Jack, red Queen, red King, or red Ace results in a successful blitz and moves the offense backward 5 yards. Subtract any Blitz yardage from the offense's current field position. The folding defensive player takes no further action during the hand. FINAL BET-TO-WIN ROUND After the final community card is revealed, the remaining eligible players may place their Bet-to-Win chip into the center of the game mat. A player who Bets-to-Win risks becoming benched if they lose the hand but gains access to the Clutch Play card if they win. Once a Bet-to-Win is made, it cannot be withdrawn. A player may not Bet-to-Win last if all other players have already folded out of the hand. WINNER OF THE HAND The best 5-card poker hand wins the hand. Ties are decided by a high-card reveal. An offensive winner moves the football forward according to the offensive Winning Hand Chart. A defensive winner pushes the offense backward according to the defensive Winning Hand Chart. Unless possession changes, an offensive player who wins the hand becomes the next dealer. CLUTCH PLAY If a player Bets-to-Win and wins the hand, that player reveals the face-down Clutch Play card. For an offensive winner, a black picture card doubles the winning-hand yardage. A black Ace scores an imme-diate touchdown. For a defensive winner, a red picture card doubles the defensive winning-hand yardage. A red Ace results in an immediate interception. An interception immediately changes possession, and the defensive player causing the interception becomes the next offensive dealer. After the Clutch Play is completely resolved, determine whether the offense has reached or crossed the first-down marker. BENCHED PLAYERS A player who Bets-to-Win and loses the hand becomes benched and must sit out the entire next hand. Place that player's heavier Bet-to-Win chip in the Benched Player area of the game mat. A benched player may not participate in the next hand, use Game Chips, or deal. If an entire offensive or defensive team becomes benched at the same time, that team receives a 5-yard mis-conduct penalty and all of its benched players immediately return to play. DEFENSIVE GOAL LINE STAND When the offense is inside the opponent's 10-yard line, any defensive player may activate a Goal Line Stand for that hand only by spending 1 Game Chip before the deal begins. Place the chip on the King location on the game mat. While Goal Line Stand is active, any King appearing among the 5 community cards immediately ends the down with no further offensive advancement. THE KICKING GAME Only on 4th down may the dealing quarterback choose to punt, attempt a field goal, or go for the first down normally. All kicking uses High or Low Play. HIGH OR LOW PLAY Begin by flipping 1 card face up. The kicking player predicts whether the next card will be higher or lower in value. An Ace is always high during High or Low Play. Each successful prediction adds 5 yards. If the first card revealed is any King, the kick is immediately blocked. A punt that avoids a first-card King automatically gains 20 kick yards before High or Low predictions begin. A matched pair during a punt produces a defensive punt return. A punter may intentionally make a prediction intended to fail on a long punt to reduce the possibility of producing a return. A field goal that avoids a first-card King automatically gains 10 kick yards, but the kicker must still make at least 1 successful High or Low prediction for the field goal to score. A matched pair during a field goal has no special effect, and play continues with another prediction. A failed prediction normally ends the kick attempt. However, the kicking player, or the next eligible defensive punt-return player to make a call, may spend an available Game Chip to void the failed prediction and contin-ue the sequence. If a field-goal attempt reaches or crosses the goal line through successful High or Low predictions, the kick is good and scores 3 points for the kicking offensive player. If the field-goal attempt fails, the opposing team takes possession at the original line of scrimmage. Before a field-goal attempt begins, use the 2 red markers on the game mat to mark the original line of scrim-mage. DEFENSIVE PUNT RETURN During a punt, if 2 consecutively revealed cards match in value, regardless of suit, the defense immediately earns a punt return. The return reverses field direction toward the kicking team's goal line. The player next to the offensive dealer becomes the return player. The dealer flips 1 card to determine the entire return. A black numbered card produces return yardage equal to its numerical value. A black Jack produces a 10-yard return. A black Queen produces a 15-yard return. A black King produces no return yardage. A black Ace pro-duces an immediate touchdown. Any red card produces no return yardage. If no return yardage is gained, the receiving team begins its possession at the location where the punt ended. After the return, the return player becomes the next quarterback dealer for the receiving team. If a black Ace is revealed, the return player scores the touchdown and may attempt the applicable conversion under the normal conversion rules. EXTRA POINT AND 2-POINT CONVERSION After a touchdown, reshuffle the deck and place 4 cards face down. For an extra-point attempt, the first revealed Ace or picture card scores 1 point unless a King appears first. For a 2-point conversion, 2 Aces or picture cards must be revealed before a King appears. Any King immediately stops and fails the conversion attempt. SAFETY A safety awards 2 points to the defensive player who caused the safety. That player also receives the next deal when the defensive team becomes the offensive team following the safety. SAFETY STOP: Any offensive player out of turn before the hand starts, can put a game chip prior a game play action that may result in a safety. If a play action anytime during the hand causes a safety, the ball is placed on the one-yard line instead of scoring 2 points for the defense. After a safety stop, the chip is removed to the used game chip area. Play then continues as normal. Only one safety stop can occur per hand. PENALTIES All penalties are 5-yard penalties and never result directly in a score. If penalty yardage would carry the foot-ball across a goal line, place the football at the 1-yard line instead. Official penalties include forgetting to place the Dealer Play Action Mat in front of the current dealer, dealing cards to a benched player, forgetting to move the first-down markers when required, forgetting to remove the King Zone Pass Coverage chip when its coverage ends, or an entire team becoming benched. Minor mistakes and accidental card exposure are not penalties and may be corrected by table agreement. Throw the penalty flag and have some laughs. DUAL VICTORY PLAY Team Victory is awarded to the highest-scoring team. MVP Victory is awarded to the highest-scoring individual player. OVERTIME If either the team totals or the MVP-leading individual scores are tied at the end of regulation, overtime be-gins. All players remain active and reset their individual scores to zero. A high-card draw determines the first offen-sive team and dealer. Overtime continues until the first score occurs. The first player to score during overtime wins the MVP Victory and secures the Team Victory.
REGULATION PLAY Regulation consists of 8 offensive drives divided into 4 quarters, with 2 drives per quarter. Use the wood quar-ter marker to track drives 1–4 during the first half and drives 5–8 during the second half. At the end of regulation, the highest-scoring team wins the Team Victory and the highest-scoring individual player wins the MVP Victory. If two teammates tie, both teams tie, or players from opposing teams tie, play goes to overtime. GAME FLOW Each hand represents 1 football down. Only offensive players deal in Power Poker Football®. The quarterback dealer acts first on most play actions. The offense has 4 downs to gain 10 yards for a first down. Reaching or crossing the first-down marker awards a first down only after the entire hand, including any Clutch Play, has been completed. After a first down is awarded, reset the first-down markers and continue with a new set of downs. If the defense stops the offense after 4 downs, possession changes direction across the field. If an offensive player wins the hand and possession remains unchanged, that player becomes the next dealer. If a defensive player wins the hand but possession remains unchanged, the deal passes clockwise to the next of-fensive player. A defensive player who causes a change of possession through their own play action becomes the next offen-sive dealer. Move the red first-down markers only at the very end of the hand, including after any Clutch Play flip. GAME CHIPS — USE THEM WISELY Game Chips may be used to activate King Zone Pass Coverage, declare a Hail Mary Attempt, activate a Goal Line Stand, save a failed High or Low prediction, or continue an eligible kick or return play. The heavier Bet-to-Win chip is used to declare a Bet-to-Win. Fold-to-Run and Fold-to-Tackle do not require Game Chips and cannot be canceled with Game Chips. New players are encouraged to practice one shaded rules section at a time. Once comfortable, combine all sec-tions for a full regulation game. PLAY BEGINS At the start of every hand, the quarterback deals 2 face-down cards to every active player and places 1 Clutch Play card face down in the center of the game mat. A player may Bet-to-Win in turn at any eligible time during the hand. Once a Bet-to-Win is placed, it cannot be changed or withdrawn. The player is locked into the poker hand but may still use eligible Game Chip play actions. RUNNING BACK BLAST — OFFENSE Before the flop begins, the quarterback dealer or any eligible offensive player may declare a Running Back Blast. Only 1 Running Back Blast may be called during a hand. The offensive player must possess, or bluff possession of, a black Ace. Any defensive player may challenge the call. If challenged and the offensive player reveals a black Ace, the offense gains 5 yards and the challenging de-fender must discard 1 handheld card. If the offensive player cannot reveal a black Ace, the offensive player instead discards 1 handheld card. After the Running Back Blast opportunity is completed, play proceeds to the defensive pre-flop action. BLITZ SACK / FUMBLE BET — DEFENSE Before the flop begins, 1 defensive player may spend 1 Game Chip to bet that a red Ace will appear during the flop. If a red Ace appears, the offense immediately loses 5 yards and the dealer flips 1 reveal card to determine pos-session. A red reveal gives the defense immediate possession and ends the hand. A black reveal allows the of-fense to retain possession and the hand continues unless another applicable red Ace must be resolved. If 2 red Aces appear during the flop, each causes a 5-yard loss, for a total possible loss of 10 yards. Only 1 fumble may occur, so a second red Ace does not produce an additional possession reveal. If the defense recovers possession, the hand immediately ends and the defensive player who made the Blitz Sack/Fumble Bet becomes the next offensive dealer. If no red Ace appears during the flop, the Game Chip is lost. After the offensive and defensive pre-flop play actions are completed, proceed to the Yardage Scoring Flop. THE YARDAGE SCORING FLOP The offensive quarterback dealer slowly reveals 3 community cards from left to right. Flop cards always re-solve from left to right during scoring. Only black scoring cards move the offense forward. Black numbered cards score their face value. A black Jack scores 10 yards, a black Queen scores 15 yards, and a black Ace scores 20 yards. Any King revealed during the flop immediately stops all additional offensive flop yardage. Each red Ace revealed during the flop moves the offense backward 5 yards. If the offense reaches the goal line at any time during the game, the hand immediately ends with a touchdown, except when a Fold-to-Run reaches or crosses the goal line. A Fold-to-Run touchdown is resolved under the Fold-to-Run and Fold-to-Tackle rules. After the Yardage Scoring Flop, players continue in normal turn order and may check, Fold-to-Run, Fold-to-Tackle, or place a Bet-to-Win chip when eligible. Fold-to-Run and Fold-to-Tackle are independent play actions made in turn. Neither action requires the oppos-ing team to Fold first. A player who places a Bet-to-Win chip is locked into the poker hand but may still use eligible Game Chip play actions. LOADING THE BOX If all 3 flop cards are red numbered cards, the defensive team immediately recovers all previously used Game Chips from the Used Game Chips area. FOLD-TO-RUN — OFFENSE In turn, an offensive player may Fold-to-Run. The player places both hole cards face down on the Dealer Play Action Mat, then reveals the black numbered cards only. Black numbered cards score Run yards at face value. If both cards score, add their values together. All other cards score 0 yards. The player is then folded out of the poker hand. If the Fold-to-Run reaches or crosses the goal line, stop the runner at the goal line and ignore any excess Run yards. Do not award the touchdown until the next defender in turn is given one opportunity to Fold-to-Tackle. If that defender scores any Tackle yards, move the runner back from the goal line by that amount and the touchdown is not scored. If the defender declines to Fold-to-Tackle or scores 0 Tackle yards, the touchdown is scored. FOLD-TO-TACKLE — DEFENSE In turn, a defensive player may Fold-to-Tackle. The player chooses 1 of their 2 hole cards and places it face up on the Dealer Play Action Mat. The other hole card is placed face down. Only a red numbered card scores Tackle yards, at face value. All other cards score 0 yards. The player is then folded out of the poker hand. When a Fold-to-Run reaches or crosses the goal line, the next defender in turn is given one opportunity to Fold-to-Tackle before the touchdown is awarded. If the defender scores any Tackle yards, move the runner back from the goal line by that amount and the touchdown is not scored. If the defender declines to Fold-to-Tackle or scores 0 Tackle yards, the touchdown is scored. FOLD-TO-PASS — OFFENSE Starting with the quarterback dealer and continuing in turn, any eligible offensive player may Fold-to-Pass by folding out of the poker hand and placing their handheld card or cards face down on the Dealer Play Action Mat. The dealer flips 1 reveal card face up. A red numbered card, red picture card, or red Ace results in an incomplete pass. A black numbered card completes the pass for yardage equal to the card's numerical value. A black Jack com-pletes the pass for 10 yards. A black Queen completes the pass for 15 yards. A black King is a dropped pass for no gain unless King Zone Pass Coverage is active, in which case it results in an interception. A black Ace completes the pass for 20 yards. Add completed passing yardage to the offense's current field position. If the completed pass reaches or crosses the goal line, score a touchdown. The folding player takes no further action during the hand. HAIL MARY ATTEMPT A Hail Mary Attempt may be declared only after the offense has reached midfield, the 50-yard line or beyond. Before the Fold-to-Pass dealer reveal, the folding offensive player must spend 1 Game Chip and announce the Hail Mary Attempt. If a black Ace is revealed, score an immediate touchdown instead of the normal 20-yard pass gain. Any other pass-completion card awards its normal Fold-to-Pass yardage. King Zone Pass Coverage cannot stop a Hail Mary touchdown produced by a black Ace. Other Hail Mary re-sults are resolved according to the applicable King Zone Pass Coverage rules. Only 1 Hail Mary Attempt may be declared during a hand. KING ZONE PASS COVERAGE — DEFENSE When an offensive player declares a Fold-to-Pass, any defensive player may immediately spend 1 Game Chip and place it on their end-zone King location to activate King Zone Pass Coverage. While King Zone Pass Coverage is active, any King revealed during a Fold-to-Pass is an immediate intercep-tion. All other completed passes are limited to a maximum gain of 5 yards, even when a higher-valued com-pletion card is revealed. An interception immediately changes possession and ends the hand. The defensive player who activated King Zone Pass Coverage becomes the next offensive dealer following the interception. King Zone Pass Coverage cannot be activated unless a pass is attempted and cannot stop a Hail Mary touch-down on a black Ace. King Zone Pass Coverage remains active until the offense makes a first down or possession changes. Remove the King Zone Pass Coverage chip when a first down is made or following a change of possession, and move it to the Used Game Chips area. FOLD-TO-BLITZ — DEFENSE Starting with the first eligible defensive player in turn from the dealer, a defensive player may Fold-to-Blitz by folding out of the poker hand and placing their handheld card or cards face down on the Dealer Play Action Mat. The dealer flips 1 reveal card face up. Black cards result in a failed blitz. Red numbered cards have no effect. A red Jack, red Queen, red King, or red Ace results in a successful blitz and moves the offense backward 5 yards. Subtract any Blitz yardage from the offense's current field position. The folding defensive player takes no further action during the hand. FINAL BET-TO-WIN ROUND After the final community card is revealed, the remaining eligible players may place their Bet-to-Win chip into the center of the game mat. A player who Bets-to-Win risks becoming benched if they lose the hand but gains access to the Clutch Play card if they win. Once a Bet-to-Win is made, it cannot be withdrawn. A player may not Bet-to-Win last if all other players have already folded out of the hand. WINNER OF THE HAND The best 5-card poker hand wins the hand. Ties are decided by a high-card reveal. An offensive winner moves the football forward according to the offensive Winning Hand Chart. A defensive winner pushes the offense backward according to the defensive Winning Hand Chart. Unless possession changes, an offensive player who wins the hand becomes the next dealer. CLUTCH PLAY If a player Bets-to-Win and wins the hand, that player reveals the face-down Clutch Play card. For an offensive winner, a black picture card doubles the winning-hand yardage. A black Ace scores an imme-diate touchdown. For a defensive winner, a red picture card doubles the defensive winning-hand yardage. A red Ace results in an immediate interception. An interception immediately changes possession, and the defensive player causing the interception becomes the next offensive dealer. After the Clutch Play is completely resolved, determine whether the offense has reached or crossed the first-down marker. BENCHED PLAYERS A player who Bets-to-Win and loses the hand becomes benched and must sit out the entire next hand. Place that player's heavier Bet-to-Win chip in the Benched Player area of the game mat. A benched player may not participate in the next hand, use Game Chips, or deal. If an entire offensive or defensive team becomes benched at the same time, that team receives a 5-yard mis-conduct penalty and all of its benched players immediately return to play. DEFENSIVE GOAL LINE STAND When the offense is inside the opponent's 10-yard line, any defensive player may activate a Goal Line Stand for that hand only by spending 1 Game Chip before the deal begins. Place the chip on the King location on the game mat. While Goal Line Stand is active, any King appearing among the 5 community cards immediately ends the down with no further offensive advancement. THE KICKING GAME Only on 4th down may the dealing quarterback choose to punt, attempt a field goal, or go for the first down normally. All kicking uses High or Low Play. HIGH OR LOW PLAY Begin by flipping 1 card face up. The kicking player predicts whether the next card will be higher or lower in value. An Ace is always high during High or Low Play. Each successful prediction adds 5 yards. If the first card revealed is any King, the kick is immediately blocked. A punt that avoids a first-card King automatically gains 20 kick yards before High or Low predictions begin. A matched pair during a punt produces a defensive punt return. A punter may intentionally make a prediction intended to fail on a long punt to reduce the possibility of producing a return. A field goal that avoids a first-card King automatically gains 10 kick yards, but the kicker must still make at least 1 successful High or Low prediction for the field goal to score. A matched pair during a field goal has no special effect, and play continues with another prediction. A failed prediction normally ends the kick attempt. However, the kicking player, or the next eligible defensive punt-return player to make a call, may spend an available Game Chip to void the failed prediction and contin-ue the sequence. If a field-goal attempt reaches or crosses the goal line through successful High or Low predictions, the kick is good and scores 3 points for the kicking offensive player. If the field-goal attempt fails, the opposing team takes possession at the original line of scrimmage. Before a field-goal attempt begins, use the 2 red markers on the game mat to mark the original line of scrim-mage. DEFENSIVE PUNT RETURN During a punt, if 2 consecutively revealed cards match in value, regardless of suit, the defense immediately earns a punt return. The return reverses field direction toward the kicking team's goal line. The player next to the offensive dealer becomes the return player. The dealer flips 1 card to determine the entire return. A black numbered card produces return yardage equal to its numerical value. A black Jack produces a 10-yard return. A black Queen produces a 15-yard return. A black King produces no return yardage. A black Ace pro-duces an immediate touchdown. Any red card produces no return yardage. If no return yardage is gained, the receiving team begins its possession at the location where the punt ended. After the return, the return player becomes the next quarterback dealer for the receiving team. If a black Ace is revealed, the return player scores the touchdown and may attempt the applicable conversion under the normal conversion rules. EXTRA POINT AND 2-POINT CONVERSION After a touchdown, reshuffle the deck and place 4 cards face down. For an extra-point attempt, the first revealed Ace or picture card scores 1 point unless a King appears first. For a 2-point conversion, 2 Aces or picture cards must be revealed before a King appears. Any King immediately stops and fails the conversion attempt. SAFETY A safety awards 2 points to the defensive player who caused the safety. That player also receives the next deal when the defensive team becomes the offensive team following the safety. SAFETY STOP: Any offensive player out of turn before the hand starts, can put a game chip prior a game play action that may result in a safety. If a play action anytime during the hand causes a safety, the ball is placed on the one-yard line instead of scoring 2 points for the defense. After a safety stop, the chip is removed to the used game chip area. Play then continues as normal. Only one safety stop can occur per hand. PENALTIES All penalties are 5-yard penalties and never result directly in a score. If penalty yardage would carry the foot-ball across a goal line, place the football at the 1-yard line instead. Official penalties include forgetting to place the Dealer Play Action Mat in front of the current dealer, dealing cards to a benched player, forgetting to move the first-down markers when required, forgetting to remove the King Zone Pass Coverage chip when its coverage ends, or an entire team becoming benched. Minor mistakes and accidental card exposure are not penalties and may be corrected by table agreement. Throw the penalty flag and have some laughs. DUAL VICTORY PLAY Team Victory is awarded to the highest-scoring team. MVP Victory is awarded to the highest-scoring individual player. OVERTIME If either the team totals or the MVP-leading individual scores are tied at the end of regulation, overtime be-gins. All players remain active and reset their individual scores to zero. A high-card draw determines the first offen-sive team and dealer. Overtime continues until the first score occurs. The first player to score during overtime wins the MVP Victory and secures the Team Victory.
REGULATION PLAY Regulation consists of 8 offensive drives divided into 4 quarters, with 2 drives per quarter. Use the wood quar-ter marker to track drives 1–4 during the first half and drives 5–8 during the second half. At the end of regulation, the highest-scoring team wins the Team Victory and the highest-scoring individual player wins the MVP Victory. If two teammates tie, both teams tie, or players from opposing teams tie, play goes to overtime. GAME FLOW Each hand represents 1 football down. Only offensive players deal in Power Poker Football®. The quarterback dealer acts first on most play actions. The offense has 4 downs to gain 10 yards for a first down. Reaching or crossing the first-down marker awards a first down only after the entire hand, including any Clutch Play, has been completed. After a first down is awarded, reset the first-down markers and continue with a new set of downs. If the defense stops the offense after 4 downs, possession changes direction across the field. If an offensive player wins the hand and possession remains unchanged, that player becomes the next dealer. If a defensive player wins the hand but possession remains unchanged, the deal passes clockwise to the next of-fensive player. A defensive player who causes a change of possession through their own play action becomes the next offen-sive dealer. Move the red first-down markers only at the very end of the hand, including after any Clutch Play flip. GAME CHIPS — USE THEM WISELY Game Chips may be used to activate King Zone Pass Coverage, declare a Hail Mary Attempt, activate a Goal Line Stand, save a failed High or Low prediction, or continue an eligible kick or return play. The heavier Bet-to-Win chip is used to declare a Bet-to-Win. Fold-to-Run and Fold-to-Tackle do not require Game Chips and cannot be canceled with Game Chips. New players are encouraged to practice one shaded rules section at a time. Once comfortable, combine all sec-tions for a full regulation game. PLAY BEGINS At the start of every hand, the quarterback deals 2 face-down cards to every active player and places 1 Clutch Play card face down in the center of the game mat. A player may Bet-to-Win in turn at any eligible time during the hand. Once a Bet-to-Win is placed, it cannot be changed or withdrawn. The player is locked into the poker hand but may still use eligible Game Chip play actions. RUNNING BACK BLAST — OFFENSE Before the flop begins, the quarterback dealer or any eligible offensive player may declare a Running Back Blast. Only 1 Running Back Blast may be called during a hand. The offensive player must possess, or bluff possession of, a black Ace. Any defensive player may challenge the call. If challenged and the offensive player reveals a black Ace, the offense gains 5 yards and the challenging de-fender must discard 1 handheld card. If the offensive player cannot reveal a black Ace, the offensive player instead discards 1 handheld card. After the Running Back Blast opportunity is completed, play proceeds to the defensive pre-flop action. BLITZ SACK / FUMBLE BET — DEFENSE Before the flop begins, 1 defensive player may spend 1 Game Chip to bet that a red Ace will appear during the flop. If a red Ace appears, the offense immediately loses 5 yards and the dealer flips 1 reveal card to determine pos-session. A red reveal gives the defense immediate possession and ends the hand. A black reveal allows the of-fense to retain possession and the hand continues unless another applicable red Ace must be resolved. If 2 red Aces appear during the flop, each causes a 5-yard loss, for a total possible loss of 10 yards. Only 1 fumble may occur, so a second red Ace does not produce an additional possession reveal. If the defense recovers possession, the hand immediately ends and the defensive player who made the Blitz Sack/Fumble Bet becomes the next offensive dealer. If no red Ace appears during the flop, the Game Chip is lost. After the offensive and defensive pre-flop play actions are completed, proceed to the Yardage Scoring Flop. THE YARDAGE SCORING FLOP The offensive quarterback dealer slowly reveals 3 community cards from left to right. Flop cards always re-solve from left to right during scoring. Only black scoring cards move the offense forward. Black numbered cards score their face value. A black Jack scores 10 yards, a black Queen scores 15 yards, and a black Ace scores 20 yards. Any King revealed during the flop immediately stops all additional offensive flop yardage. Each red Ace revealed during the flop moves the offense backward 5 yards. If the offense reaches the goal line at any time during the game, the hand immediately ends with a touchdown, except when a Fold-to-Run reaches or crosses the goal line. A Fold-to-Run touchdown is resolved under the Fold-to-Run and Fold-to-Tackle rules. After the Yardage Scoring Flop, players continue in normal turn order and may check, Fold-to-Run, Fold-to-Tackle, or place a Bet-to-Win chip when eligible. Fold-to-Run and Fold-to-Tackle are independent play actions made in turn. Neither action requires the oppos-ing team to Fold first. A player who places a Bet-to-Win chip is locked into the poker hand but may still use eligible Game Chip play actions. LOADING THE BOX If all 3 flop cards are red numbered cards, the defensive team immediately recovers all previously used Game Chips from the Used Game Chips area. FOLD-TO-RUN — OFFENSE In turn, an offensive player may Fold-to-Run. The player places both hole cards face down on the Dealer Play Action Mat, then reveals the black numbered cards only. Black numbered cards score Run yards at face value. If both cards score, add their values together. All other cards score 0 yards. The player is then folded out of the poker hand. If the Fold-to-Run reaches or crosses the goal line, stop the runner at the goal line and ignore any excess Run yards. Do not award the touchdown until the next defender in turn is given one opportunity to Fold-to-Tackle. If that defender scores any Tackle yards, move the runner back from the goal line by that amount and the touchdown is not scored. If the defender declines to Fold-to-Tackle or scores 0 Tackle yards, the touchdown is scored. FOLD-TO-TACKLE — DEFENSE In turn, a defensive player may Fold-to-Tackle. The player chooses 1 of their 2 hole cards and places it face up on the Dealer Play Action Mat. The other hole card is placed face down. Only a red numbered card scores Tackle yards, at face value. All other cards score 0 yards. The player is then folded out of the poker hand. When a Fold-to-Run reaches or crosses the goal line, the next defender in turn is given one opportunity to Fold-to-Tackle before the touchdown is awarded. If the defender scores any Tackle yards, move the runner back from the goal line by that amount and the touchdown is not scored. If the defender declines to Fold-to-Tackle or scores 0 Tackle yards, the touchdown is scored. FOLD-TO-PASS — OFFENSE Starting with the quarterback dealer and continuing in turn, any eligible offensive player may Fold-to-Pass by folding out of the poker hand and placing their handheld card or cards face down on the Dealer Play Action Mat. The dealer flips 1 reveal card face up. A red numbered card, red picture card, or red Ace results in an incomplete pass. A black numbered card completes the pass for yardage equal to the card's numerical value. A black Jack com-pletes the pass for 10 yards. A black Queen completes the pass for 15 yards. A black King is a dropped pass for no gain unless King Zone Pass Coverage is active, in which case it results in an interception. A black Ace completes the pass for 20 yards. Add completed passing yardage to the offense's current field position. If the completed pass reaches or crosses the goal line, score a touchdown. The folding player takes no further action during the hand. HAIL MARY ATTEMPT A Hail Mary Attempt may be declared only after the offense has reached midfield, the 50-yard line or beyond. Before the Fold-to-Pass dealer reveal, the folding offensive player must spend 1 Game Chip and announce the Hail Mary Attempt. If a black Ace is revealed, score an immediate touchdown instead of the normal 20-yard pass gain. Any other pass-completion card awards its normal Fold-to-Pass yardage. King Zone Pass Coverage cannot stop a Hail Mary touchdown produced by a black Ace. Other Hail Mary re-sults are resolved according to the applicable King Zone Pass Coverage rules. Only 1 Hail Mary Attempt may be declared during a hand. KING ZONE PASS COVERAGE — DEFENSE When an offensive player declares a Fold-to-Pass, any defensive player may immediately spend 1 Game Chip and place it on their end-zone King location to activate King Zone Pass Coverage. While King Zone Pass Coverage is active, any King revealed during a Fold-to-Pass is an immediate intercep-tion. All other completed passes are limited to a maximum gain of 5 yards, even when a higher-valued com-pletion card is revealed. An interception immediately changes possession and ends the hand. The defensive player who activated King Zone Pass Coverage becomes the next offensive dealer following the interception. King Zone Pass Coverage cannot be activated unless a pass is attempted and cannot stop a Hail Mary touch-down on a black Ace. King Zone Pass Coverage remains active until the offense makes a first down or possession changes. Remove the King Zone Pass Coverage chip when a first down is made or following a change of possession, and move it to the Used Game Chips area. FOLD-TO-BLITZ — DEFENSE Starting with the first eligible defensive player in turn from the dealer, a defensive player may Fold-to-Blitz by folding out of the poker hand and placing their handheld card or cards face down on the Dealer Play Action Mat. The dealer flips 1 reveal card face up. Black cards result in a failed blitz. Red numbered cards have no effect. A red Jack, red Queen, red King, or red Ace results in a successful blitz and moves the offense backward 5 yards. Subtract any Blitz yardage from the offense's current field position. The folding defensive player takes no further action during the hand. FINAL BET-TO-WIN ROUND After the final community card is revealed, the remaining eligible players may place their Bet-to-Win chip into the center of the game mat. A player who Bets-to-Win risks becoming benched if they lose the hand but gains access to the Clutch Play card if they win. Once a Bet-to-Win is made, it cannot be withdrawn. A player may not Bet-to-Win last if all other players have already folded out of the hand. WINNER OF THE HAND The best 5-card poker hand wins the hand. Ties are decided by a high-card reveal. An offensive winner moves the football forward according to the offensive Winning Hand Chart. A defensive winner pushes the offense backward according to the defensive Winning Hand Chart. Unless possession changes, an offensive player who wins the hand becomes the next dealer. CLUTCH PLAY If a player Bets-to-Win and wins the hand, that player reveals the face-down Clutch Play card. For an offensive winner, a black picture card doubles the winning-hand yardage. A black Ace scores an imme-diate touchdown. For a defensive winner, a red picture card doubles the defensive winning-hand yardage. A red Ace results in an immediate interception. An interception immediately changes possession, and the defensive player causing the interception becomes the next offensive dealer. After the Clutch Play is completely resolved, determine whether the offense has reached or crossed the first-down marker. BENCHED PLAYERS A player who Bets-to-Win and loses the hand becomes benched and must sit out the entire next hand. Place that player's heavier Bet-to-Win chip in the Benched Player area of the game mat. A benched player may not participate in the next hand, use Game Chips, or deal. If an entire offensive or defensive team becomes benched at the same time, that team receives a 5-yard mis-conduct penalty and all of its benched players immediately return to play. DEFENSIVE GOAL LINE STAND When the offense is inside the opponent's 10-yard line, any defensive player may activate a Goal Line Stand for that hand only by spending 1 Game Chip before the deal begins. Place the chip on the King location on the game mat. While Goal Line Stand is active, any King appearing among the 5 community cards immediately ends the down with no further offensive advancement. THE KICKING GAME Only on 4th down may the dealing quarterback choose to punt, attempt a field goal, or go for the first down normally. All kicking uses High or Low Play. HIGH OR LOW PLAY Begin by flipping 1 card face up. The kicking player predicts whether the next card will be higher or lower in value. An Ace is always high during High or Low Play. Each successful prediction adds 5 yards. If the first card revealed is any King, the kick is immediately blocked. A punt that avoids a first-card King automatically gains 20 kick yards before High or Low predictions begin. A matched pair during a punt produces a defensive punt return. A punter may intentionally make a prediction intended to fail on a long punt to reduce the possibility of producing a return. A field goal that avoids a first-card King automatically gains 10 kick yards, but the kicker must still make at least 1 successful High or Low prediction for the field goal to score. A matched pair during a field goal has no special effect, and play continues with another prediction. A failed prediction normally ends the kick attempt. However, the kicking player, or the next eligible defensive punt-return player to make a call, may spend an available Game Chip to void the failed prediction and contin-ue the sequence. If a field-goal attempt reaches or crosses the goal line through successful High or Low predictions, the kick is good and scores 3 points for the kicking offensive player. If the field-goal attempt fails, the opposing team takes possession at the original line of scrimmage. Before a field-goal attempt begins, use the 2 red markers on the game mat to mark the original line of scrim-mage. DEFENSIVE PUNT RETURN During a punt, if 2 consecutively revealed cards match in value, regardless of suit, the defense immediately earns a punt return. The return reverses field direction toward the kicking team's goal line. The player next to the offensive dealer becomes the return player. The dealer flips 1 card to determine the entire return. A black numbered card produces return yardage equal to its numerical value. A black Jack produces a 10-yard return. A black Queen produces a 15-yard return. A black King produces no return yardage. A black Ace pro-duces an immediate touchdown. Any red card produces no return yardage. If no return yardage is gained, the receiving team begins its possession at the location where the punt ended. After the return, the return player becomes the next quarterback dealer for the receiving team. If a black Ace is revealed, the return player scores the touchdown and may attempt the applicable conversion under the normal conversion rules. EXTRA POINT AND 2-POINT CONVERSION After a touchdown, reshuffle the deck and place 4 cards face down. For an extra-point attempt, the first revealed Ace or picture card scores 1 point unless a King appears first. For a 2-point conversion, 2 Aces or picture cards must be revealed before a King appears. Any King immediately stops and fails the conversion attempt. SAFETY A safety awards 2 points to the defensive player who caused the safety. That player also receives the next deal when the defensive team becomes the offensive team following the safety. SAFETY STOP: Any offensive player out of turn before the hand starts, can put a game chip prior a game play action that may result in a safety. If a play action anytime during the hand causes a safety, the ball is placed on the one-yard line instead of scoring 2 points for the defense. After a safety stop, the chip is removed to the used game chip area. Play then continues as normal. Only one safety stop can occur per hand. PENALTIES All penalties are 5-yard penalties and never result directly in a score. If penalty yardage would carry the foot-ball across a goal line, place the football at the 1-yard line instead. Official penalties include forgetting to place the Dealer Play Action Mat in front of the current dealer, dealing cards to a benched player, forgetting to move the first-down markers when required, forgetting to remove the King Zone Pass Coverage chip when its coverage ends, or an entire team becoming benched. Minor mistakes and accidental card exposure are not penalties and may be corrected by table agreement. Throw the penalty flag and have some laughs. DUAL VICTORY PLAY Team Victory is awarded to the highest-scoring team. MVP Victory is awarded to the highest-scoring individual player. OVERTIME If either the team totals or the MVP-leading individual scores are tied at the end of regulation, overtime be-gins. All players remain active and reset their individual scores to zero. A high-card draw determines the first offen-sive team and dealer. Overtime continues until the first score occurs. The first player to score during overtime wins the MVP Victory and secures the Team Victory.
REGULATION PLAY Regulation consists of 8 offensive drives divided into 4 quarters, with 2 drives per quarter. Use the wood quar-ter marker to track drives 1–4 during the first half and drives 5–8 during the second half. At the end of regulation, the highest-scoring team wins the Team Victory and the highest-scoring individual player wins the MVP Victory. If two teammates tie, both teams tie, or players from opposing teams tie, play goes to overtime. GAME FLOW Each hand represents 1 football down. Only offensive players deal in Power Poker Football®. The quarterback dealer acts first on most play actions. The offense has 4 downs to gain 10 yards for a first down. Reaching or crossing the first-down marker awards a first down only after the entire hand, including any Clutch Play, has been completed. After a first down is awarded, reset the first-down markers and continue with a new set of downs. If the defense stops the offense after 4 downs, possession changes direction across the field. If an offensive player wins the hand and possession remains unchanged, that player becomes the next dealer. If a defensive player wins the hand but possession remains unchanged, the deal passes clockwise to the next of-fensive player. A defensive player who causes a change of possession through their own play action becomes the next offen-sive dealer. Move the red first-down markers only at the very end of the hand, including after any Clutch Play flip. GAME CHIPS — USE THEM WISELY Game Chips may be used to activate King Zone Pass Coverage, declare a Hail Mary Attempt, activate a Goal Line Stand, save a failed High or Low prediction, or continue an eligible kick or return play. The heavier Bet-to-Win chip is used to declare a Bet-to-Win. Fold-to-Run and Fold-to-Tackle do not require Game Chips and cannot be canceled with Game Chips. New players are encouraged to practice one shaded rules section at a time. Once comfortable, combine all sec-tions for a full regulation game. PLAY BEGINS At the start of every hand, the quarterback deals 2 face-down cards to every active player and places 1 Clutch Play card face down in the center of the game mat. A player may Bet-to-Win in turn at any eligible time during the hand. Once a Bet-to-Win is placed, it cannot be changed or withdrawn. The player is locked into the poker hand but may still use eligible Game Chip play actions. RUNNING BACK BLAST — OFFENSE Before the flop begins, the quarterback dealer or any eligible offensive player may declare a Running Back Blast. Only 1 Running Back Blast may be called during a hand. The offensive player must possess, or bluff possession of, a black Ace. Any defensive player may challenge the call. If challenged and the offensive player reveals a black Ace, the offense gains 5 yards and the challenging de-fender must discard 1 handheld card. If the offensive player cannot reveal a black Ace, the offensive player instead discards 1 handheld card. After the Running Back Blast opportunity is completed, play proceeds to the defensive pre-flop action. BLITZ SACK / FUMBLE BET — DEFENSE Before the flop begins, 1 defensive player may spend 1 Game Chip to bet that a red Ace will appear during the flop. If a red Ace appears, the offense immediately loses 5 yards and the dealer flips 1 reveal card to determine pos-session. A red reveal gives the defense immediate possession and ends the hand. A black reveal allows the of-fense to retain possession and the hand continues unless another applicable red Ace must be resolved. If 2 red Aces appear during the flop, each causes a 5-yard loss, for a total possible loss of 10 yards. Only 1 fumble may occur, so a second red Ace does not produce an additional possession reveal. If the defense recovers possession, the hand immediately ends and the defensive player who made the Blitz Sack/Fumble Bet becomes the next offensive dealer. If no red Ace appears during the flop, the Game Chip is lost. After the offensive and defensive pre-flop play actions are completed, proceed to the Yardage Scoring Flop. THE YARDAGE SCORING FLOP The offensive quarterback dealer slowly reveals 3 community cards from left to right. Flop cards always re-solve from left to right during scoring. Only black scoring cards move the offense forward. Black numbered cards score their face value. A black Jack scores 10 yards, a black Queen scores 15 yards, and a black Ace scores 20 yards. Any King revealed during the flop immediately stops all additional offensive flop yardage. Each red Ace revealed during the flop moves the offense backward 5 yards. If the offense reaches the goal line at any time during the game, the hand immediately ends with a touchdown, except when a Fold-to-Run reaches or crosses the goal line. A Fold-to-Run touchdown is resolved under the Fold-to-Run and Fold-to-Tackle rules. After the Yardage Scoring Flop, players continue in normal turn order and may check, Fold-to-Run, Fold-to-Tackle, or place a Bet-to-Win chip when eligible. Fold-to-Run and Fold-to-Tackle are independent play actions made in turn. Neither action requires the oppos-ing team to Fold first. A player who places a Bet-to-Win chip is locked into the poker hand but may still use eligible Game Chip play actions. LOADING THE BOX If all 3 flop cards are red numbered cards, the defensive team immediately recovers all previously used Game Chips from the Used Game Chips area. FOLD-TO-RUN — OFFENSE In turn, an offensive player may Fold-to-Run. The player places both hole cards face down on the Dealer Play Action Mat, then reveals the black numbered cards only. Black numbered cards score Run yards at face value. If both cards score, add their values together. All other cards score 0 yards. The player is then folded out of the poker hand. If the Fold-to-Run reaches or crosses the goal line, stop the runner at the goal line and ignore any excess Run yards. Do not award the touchdown until the next defender in turn is given one opportunity to Fold-to-Tackle. If that defender scores any Tackle yards, move the runner back from the goal line by that amount and the touchdown is not scored. If the defender declines to Fold-to-Tackle or scores 0 Tackle yards, the touchdown is scored. FOLD-TO-TACKLE — DEFENSE In turn, a defensive player may Fold-to-Tackle. The player chooses 1 of their 2 hole cards and places it face up on the Dealer Play Action Mat. The other hole card is placed face down. Only a red numbered card scores Tackle yards, at face value. All other cards score 0 yards. The player is then folded out of the poker hand. When a Fold-to-Run reaches or crosses the goal line, the next defender in turn is given one opportunity to Fold-to-Tackle before the touchdown is awarded. If the defender scores any Tackle yards, move the runner back from the goal line by that amount and the touchdown is not scored. If the defender declines to Fold-to-Tackle or scores 0 Tackle yards, the touchdown is scored. FOLD-TO-PASS — OFFENSE Starting with the quarterback dealer and continuing in turn, any eligible offensive player may Fold-to-Pass by folding out of the poker hand and placing their handheld card or cards face down on the Dealer Play Action Mat. The dealer flips 1 reveal card face up. A red numbered card, red picture card, or red Ace results in an incomplete pass. A black numbered card completes the pass for yardage equal to the card's numerical value. A black Jack com-pletes the pass for 10 yards. A black Queen completes the pass for 15 yards. A black King is a dropped pass for no gain unless King Zone Pass Coverage is active, in which case it results in an interception. A black Ace completes the pass for 20 yards. Add completed passing yardage to the offense's current field position. If the completed pass reaches or crosses the goal line, score a touchdown. The folding player takes no further action during the hand. HAIL MARY ATTEMPT A Hail Mary Attempt may be declared only after the offense has reached midfield, the 50-yard line or beyond. Before the Fold-to-Pass dealer reveal, the folding offensive player must spend 1 Game Chip and announce the Hail Mary Attempt. If a black Ace is revealed, score an immediate touchdown instead of the normal 20-yard pass gain. Any other pass-completion card awards its normal Fold-to-Pass yardage. King Zone Pass Coverage cannot stop a Hail Mary touchdown produced by a black Ace. Other Hail Mary re-sults are resolved according to the applicable King Zone Pass Coverage rules. Only 1 Hail Mary Attempt may be declared during a hand. KING ZONE PASS COVERAGE — DEFENSE When an offensive player declares a Fold-to-Pass, any defensive player may immediately spend 1 Game Chip and place it on their end-zone King location to activate King Zone Pass Coverage. While King Zone Pass Coverage is active, any King revealed during a Fold-to-Pass is an immediate intercep-tion. All other completed passes are limited to a maximum gain of 5 yards, even when a higher-valued com-pletion card is revealed. An interception immediately changes possession and ends the hand. The defensive player who activated King Zone Pass Coverage becomes the next offensive dealer following the interception. King Zone Pass Coverage cannot be activated unless a pass is attempted and cannot stop a Hail Mary touch-down on a black Ace. King Zone Pass Coverage remains active until the offense makes a first down or possession changes. Remove the King Zone Pass Coverage chip when a first down is made or following a change of possession, and move it to the Used Game Chips area. FOLD-TO-BLITZ — DEFENSE Starting with the first eligible defensive player in turn from the dealer, a defensive player may Fold-to-Blitz by folding out of the poker hand and placing their handheld card or cards face down on the Dealer Play Action Mat. The dealer flips 1 reveal card face up. Black cards result in a failed blitz. Red numbered cards have no effect. A red Jack, red Queen, red King, or red Ace results in a successful blitz and moves the offense backward 5 yards. Subtract any Blitz yardage from the offense's current field position. The folding defensive player takes no further action during the hand. FINAL BET-TO-WIN ROUND After the final community card is revealed, the remaining eligible players may place their Bet-to-Win chip into the center of the game mat. A player who Bets-to-Win risks becoming benched if they lose the hand but gains access to the Clutch Play card if they win. Once a Bet-to-Win is made, it cannot be withdrawn. A player may not Bet-to-Win last if all other players have already folded out of the hand. WINNER OF THE HAND The best 5-card poker hand wins the hand. Ties are decided by a high-card reveal. An offensive winner moves the football forward according to the offensive Winning Hand Chart. A defensive winner pushes the offense backward according to the defensive Winning Hand Chart. Unless possession changes, an offensive player who wins the hand becomes the next dealer. CLUTCH PLAY If a player Bets-to-Win and wins the hand, that player reveals the face-down Clutch Play card. For an offensive winner, a black picture card doubles the winning-hand yardage. A black Ace scores an imme-diate touchdown. For a defensive winner, a red picture card doubles the defensive winning-hand yardage. A red Ace results in an immediate interception. An interception immediately changes possession, and the defensive player causing the interception becomes the next offensive dealer. After the Clutch Play is completely resolved, determine whether the offense has reached or crossed the first-down marker. BENCHED PLAYERS A player who Bets-to-Win and loses the hand becomes benched and must sit out the entire next hand. Place that player's heavier Bet-to-Win chip in the Benched Player area of the game mat. A benched player may not participate in the next hand, use Game Chips, or deal. If an entire offensive or defensive team becomes benched at the same time, that team receives a 5-yard mis-conduct penalty and all of its benched players immediately return to play. DEFENSIVE GOAL LINE STAND When the offense is inside the opponent's 10-yard line, any defensive player may activate a Goal Line Stand for that hand only by spending 1 Game Chip before the deal begins. Place the chip on the King location on the game mat. While Goal Line Stand is active, any King appearing among the 5 community cards immediately ends the down with no further offensive advancement. THE KICKING GAME Only on 4th down may the dealing quarterback choose to punt, attempt a field goal, or go for the first down normally. All kicking uses High or Low Play. HIGH OR LOW PLAY Begin by flipping 1 card face up. The kicking player predicts whether the next card will be higher or lower in value. An Ace is always high during High or Low Play. Each successful prediction adds 5 yards. If the first card revealed is any King, the kick is immediately blocked. A punt that avoids a first-card King automatically gains 20 kick yards before High or Low predictions begin. A matched pair during a punt produces a defensive punt return. A punter may intentionally make a prediction intended to fail on a long punt to reduce the possibility of producing a return. A field goal that avoids a first-card King automatically gains 10 kick yards, but the kicker must still make at least 1 successful High or Low prediction for the field goal to score. A matched pair during a field goal has no special effect, and play continues with another prediction. A failed prediction normally ends the kick attempt. However, the kicking player, or the next eligible defensive punt-return player to make a call, may spend an available Game Chip to void the failed prediction and contin-ue the sequence. If a field-goal attempt reaches or crosses the goal line through successful High or Low predictions, the kick is good and scores 3 points for the kicking offensive player. If the field-goal attempt fails, the opposing team takes possession at the original line of scrimmage. Before a field-goal attempt begins, use the 2 red markers on the game mat to mark the original line of scrim-mage. DEFENSIVE PUNT RETURN During a punt, if 2 consecutively revealed cards match in value, regardless of suit, the defense immediately earns a punt return. The return reverses field direction toward the kicking team's goal line. The player next to the offensive dealer becomes the return player. The dealer flips 1 card to determine the entire return. A black numbered card produces return yardage equal to its numerical value. A black Jack produces a 10-yard return. A black Queen produces a 15-yard return. A black King produces no return yardage. A black Ace pro-duces an immediate touchdown. Any red card produces no return yardage. If no return yardage is gained, the receiving team begins its possession at the location where the punt ended. After the return, the return player becomes the next quarterback dealer for the receiving team. If a black Ace is revealed, the return player scores the touchdown and may attempt the applicable conversion under the normal conversion rules. EXTRA POINT AND 2-POINT CONVERSION After a touchdown, reshuffle the deck and place 4 cards face down. For an extra-point attempt, the first revealed Ace or picture card scores 1 point unless a King appears first. For a 2-point conversion, 2 Aces or picture cards must be revealed before a King appears. Any King immediately stops and fails the conversion attempt. SAFETY A safety awards 2 points to the defensive player who caused the safety. That player also receives the next deal when the defensive team becomes the offensive team following the safety. SAFETY STOP: Any offensive player out of turn before the hand starts, can put a game chip prior a game play action that may result in a safety. If a play action anytime during the hand causes a safety, the ball is placed on the one-yard line instead of scoring 2 points for the defense. After a safety stop, the chip is removed to the used game chip area. Play then continues as normal. Only one safety stop can occur per hand. PENALTIES All penalties are 5-yard penalties and never result directly in a score. If penalty yardage would carry the foot-ball across a goal line, place the football at the 1-yard line instead. Official penalties include forgetting to place the Dealer Play Action Mat in front of the current dealer, dealing cards to a benched player, forgetting to move the first-down markers when required, forgetting to remove the King Zone Pass Coverage chip when its coverage ends, or an entire team becoming benched. Minor mistakes and accidental card exposure are not penalties and may be corrected by table agreement. Throw the penalty flag and have some laughs. DUAL VICTORY PLAY Team Victory is awarded to the highest-scoring team. MVP Victory is awarded to the highest-scoring individual player. OVERTIME If either the team totals or the MVP-leading individual scores are tied at the end of regulation, overtime be-gins. All players remain active and reset their individual scores to zero. A high-card draw determines the first offen-sive team and dealer. Overtime continues until the first score occurs. The first player to score during overtime wins the MVP Victory and secures the Team Victory.
REGULATION PLAY Regulation consists of 8 offensive drives divided into 4 quarters, with 2 drives per quarter. Use the wood quar-ter marker to track drives 1–4 during the first half and drives 5–8 during the second half. At the end of regulation, the highest-scoring team wins the Team Victory and the highest-scoring individual player wins the MVP Victory. If two teammates tie, both teams tie, or players from opposing teams tie, play goes to overtime. GAME FLOW Each hand represents 1 football down. Only offensive players deal in Power Poker Football®. The quarterback dealer acts first on most play actions. The offense has 4 downs to gain 10 yards for a first down. Reaching or crossing the first-down marker awards a first down only after the entire hand, including any Clutch Play, has been completed. After a first down is awarded, reset the first-down markers and continue with a new set of downs. If the defense stops the offense after 4 downs, possession changes direction across the field. If an offensive player wins the hand and possession remains unchanged, that player becomes the next dealer. If a defensive player wins the hand but possession remains unchanged, the deal passes clockwise to the next of-fensive player. A defensive player who causes a change of possession through their own play action becomes the next offen-sive dealer. Move the red first-down markers only at the very end of the hand, including after any Clutch Play flip. GAME CHIPS — USE THEM WISELY Game Chips may be used to activate King Zone Pass Coverage, declare a Hail Mary Attempt, activate a Goal Line Stand, save a failed High or Low prediction, or continue an eligible kick or return play. The heavier Bet-to-Win chip is used to declare a Bet-to-Win. Fold-to-Run and Fold-to-Tackle do not require Game Chips and cannot be canceled with Game Chips. New players are encouraged to practice one shaded rules section at a time. Once comfortable, combine all sec-tions for a full regulation game. PLAY BEGINS At the start of every hand, the quarterback deals 2 face-down cards to every active player and places 1 Clutch Play card face down in the center of the game mat. A player may Bet-to-Win in turn at any eligible time during the hand. Once a Bet-to-Win is placed, it cannot be changed or withdrawn. The player is locked into the poker hand but may still use eligible Game Chip play actions. RUNNING BACK BLAST — OFFENSE Before the flop begins, the quarterback dealer or any eligible offensive player may declare a Running Back Blast. Only 1 Running Back Blast may be called during a hand. The offensive player must possess, or bluff possession of, a black Ace. Any defensive player may challenge the call. If challenged and the offensive player reveals a black Ace, the offense gains 5 yards and the challenging de-fender must discard 1 handheld card. If the offensive player cannot reveal a black Ace, the offensive player instead discards 1 handheld card. After the Running Back Blast opportunity is completed, play proceeds to the defensive pre-flop action. BLITZ SACK / FUMBLE BET — DEFENSE Before the flop begins, 1 defensive player may spend 1 Game Chip to bet that a red Ace will appear during the flop. If a red Ace appears, the offense immediately loses 5 yards and the dealer flips 1 reveal card to determine pos-session. A red reveal gives the defense immediate possession and ends the hand. A black reveal allows the of-fense to retain possession and the hand continues unless another applicable red Ace must be resolved. If 2 red Aces appear during the flop, each causes a 5-yard loss, for a total possible loss of 10 yards. Only 1 fumble may occur, so a second red Ace does not produce an additional possession reveal. If the defense recovers possession, the hand immediately ends and the defensive player who made the Blitz Sack/Fumble Bet becomes the next offensive dealer. If no red Ace appears during the flop, the Game Chip is lost. After the offensive and defensive pre-flop play actions are completed, proceed to the Yardage Scoring Flop. THE YARDAGE SCORING FLOP The offensive quarterback dealer slowly reveals 3 community cards from left to right. Flop cards always re-solve from left to right during scoring. Only black scoring cards move the offense forward. Black numbered cards score their face value. A black Jack scores 10 yards, a black Queen scores 15 yards, and a black Ace scores 20 yards. Any King revealed during the flop immediately stops all additional offensive flop yardage. Each red Ace revealed during the flop moves the offense backward 5 yards. If the offense reaches the goal line at any time during the game, the hand immediately ends with a touchdown, except when a Fold-to-Run reaches or crosses the goal line. A Fold-to-Run touchdown is resolved under the Fold-to-Run and Fold-to-Tackle rules. After the Yardage Scoring Flop, players continue in normal turn order and may check, Fold-to-Run, Fold-to-Tackle, or place a Bet-to-Win chip when eligible. Fold-to-Run and Fold-to-Tackle are independent play actions made in turn. Neither action requires the oppos-ing team to Fold first. A player who places a Bet-to-Win chip is locked into the poker hand but may still use eligible Game Chip play actions. LOADING THE BOX If all 3 flop cards are red numbered cards, the defensive team immediately recovers all previously used Game Chips from the Used Game Chips area. FOLD-TO-RUN — OFFENSE In turn, an offensive player may Fold-to-Run. The player places both hole cards face down on the Dealer Play Action Mat, then reveals the black numbered cards only. Black numbered cards score Run yards at face value. If both cards score, add their values together. All other cards score 0 yards. The player is then folded out of the poker hand. If the Fold-to-Run reaches or crosses the goal line, stop the runner at the goal line and ignore any excess Run yards. Do not award the touchdown until the next defender in turn is given one opportunity to Fold-to-Tackle. If that defender scores any Tackle yards, move the runner back from the goal line by that amount and the touchdown is not scored. If the defender declines to Fold-to-Tackle or scores 0 Tackle yards, the touchdown is scored. FOLD-TO-TACKLE — DEFENSE In turn, a defensive player may Fold-to-Tackle. The player chooses 1 of their 2 hole cards and places it face up on the Dealer Play Action Mat. The other hole card is placed face down. Only a red numbered card scores Tackle yards, at face value. All other cards score 0 yards. The player is then folded out of the poker hand. When a Fold-to-Run reaches or crosses the goal line, the next defender in turn is given one opportunity to Fold-to-Tackle before the touchdown is awarded. If the defender scores any Tackle yards, move the runner back from the goal line by that amount and the touchdown is not scored. If the defender declines to Fold-to-Tackle or scores 0 Tackle yards, the touchdown is scored. FOLD-TO-PASS — OFFENSE Starting with the quarterback dealer and continuing in turn, any eligible offensive player may Fold-to-Pass by folding out of the poker hand and placing their handheld card or cards face down on the Dealer Play Action Mat. The dealer flips 1 reveal card face up. A red numbered card, red picture card, or red Ace results in an incomplete pass. A black numbered card completes the pass for yardage equal to the card's numerical value. A black Jack com-pletes the pass for 10 yards. A black Queen completes the pass for 15 yards. A black King is a dropped pass for no gain unless King Zone Pass Coverage is active, in which case it results in an interception. A black Ace completes the pass for 20 yards. Add completed passing yardage to the offense's current field position. If the completed pass reaches or crosses the goal line, score a touchdown. The folding player takes no further action during the hand. HAIL MARY ATTEMPT A Hail Mary Attempt may be declared only after the offense has reached midfield, the 50-yard line or beyond. Before the Fold-to-Pass dealer reveal, the folding offensive player must spend 1 Game Chip and announce the Hail Mary Attempt. If a black Ace is revealed, score an immediate touchdown instead of the normal 20-yard pass gain. Any other pass-completion card awards its normal Fold-to-Pass yardage. King Zone Pass Coverage cannot stop a Hail Mary touchdown produced by a black Ace. Other Hail Mary re-sults are resolved according to the applicable King Zone Pass Coverage rules. Only 1 Hail Mary Attempt may be declared during a hand. KING ZONE PASS COVERAGE — DEFENSE When an offensive player declares a Fold-to-Pass, any defensive player may immediately spend 1 Game Chip and place it on their end-zone King location to activate King Zone Pass Coverage. While King Zone Pass Coverage is active, any King revealed during a Fold-to-Pass is an immediate intercep-tion. All other completed passes are limited to a maximum gain of 5 yards, even when a higher-valued com-pletion card is revealed. An interception immediately changes possession and ends the hand. The defensive player who activated King Zone Pass Coverage becomes the next offensive dealer following the interception. King Zone Pass Coverage cannot be activated unless a pass is attempted and cannot stop a Hail Mary touch-down on a black Ace. King Zone Pass Coverage remains active until the offense makes a first down or possession changes. Remove the King Zone Pass Coverage chip when a first down is made or following a change of possession, and move it to the Used Game Chips area. FOLD-TO-BLITZ — DEFENSE Starting with the first eligible defensive player in turn from the dealer, a defensive player may Fold-to-Blitz by folding out of the poker hand and placing their handheld card or cards face down on the Dealer Play Action Mat. The dealer flips 1 reveal card face up. Black cards result in a failed blitz. Red numbered cards have no effect. A red Jack, red Queen, red King, or red Ace results in a successful blitz and moves the offense backward 5 yards. Subtract any Blitz yardage from the offense's current field position. The folding defensive player takes no further action during the hand. FINAL BET-TO-WIN ROUND After the final community card is revealed, the remaining eligible players may place their Bet-to-Win chip into the center of the game mat. A player who Bets-to-Win risks becoming benched if they lose the hand but gains access to the Clutch Play card if they win. Once a Bet-to-Win is made, it cannot be withdrawn. A player may not Bet-to-Win last if all other players have already folded out of the hand. WINNER OF THE HAND The best 5-card poker hand wins the hand. Ties are decided by a high-card reveal. An offensive winner moves the football forward according to the offensive Winning Hand Chart. A defensive winner pushes the offense backward according to the defensive Winning Hand Chart. Unless possession changes, an offensive player who wins the hand becomes the next dealer. CLUTCH PLAY If a player Bets-to-Win and wins the hand, that player reveals the face-down Clutch Play card. For an offensive winner, a black picture card doubles the winning-hand yardage. A black Ace scores an imme-diate touchdown. For a defensive winner, a red picture card doubles the defensive winning-hand yardage. A red Ace results in an immediate interception. An interception immediately changes possession, and the defensive player causing the interception becomes the next offensive dealer. After the Clutch Play is completely resolved, determine whether the offense has reached or crossed the first-down marker. BENCHED PLAYERS A player who Bets-to-Win and loses the hand becomes benched and must sit out the entire next hand. Place that player's heavier Bet-to-Win chip in the Benched Player area of the game mat. A benched player may not participate in the next hand, use Game Chips, or deal. If an entire offensive or defensive team becomes benched at the same time, that team receives a 5-yard mis-conduct penalty and all of its benched players immediately return to play. DEFENSIVE GOAL LINE STAND When the offense is inside the opponent's 10-yard line, any defensive player may activate a Goal Line Stand for that hand only by spending 1 Game Chip before the deal begins. Place the chip on the King location on the game mat. While Goal Line Stand is active, any King appearing among the 5 community cards immediately ends the down with no further offensive advancement. THE KICKING GAME Only on 4th down may the dealing quarterback choose to punt, attempt a field goal, or go for the first down normally. All kicking uses High or Low Play. HIGH OR LOW PLAY Begin by flipping 1 card face up. The kicking player predicts whether the next card will be higher or lower in value. An Ace is always high during High or Low Play. Each successful prediction adds 5 yards. If the first card revealed is any King, the kick is immediately blocked. A punt that avoids a first-card King automatically gains 20 kick yards before High or Low predictions begin. A matched pair during a punt produces a defensive punt return. A punter may intentionally make a prediction intended to fail on a long punt to reduce the possibility of producing a return. A field goal that avoids a first-card King automatically gains 10 kick yards, but the kicker must still make at least 1 successful High or Low prediction for the field goal to score. A matched pair during a field goal has no special effect, and play continues with another prediction. A failed prediction normally ends the kick attempt. However, the kicking player, or the next eligible defensive punt-return player to make a call, may spend an available Game Chip to void the failed prediction and contin-ue the sequence. If a field-goal attempt reaches or crosses the goal line through successful High or Low predictions, the kick is good and scores 3 points for the kicking offensive player. If the field-goal attempt fails, the opposing team takes possession at the original line of scrimmage. Before a field-goal attempt begins, use the 2 red markers on the game mat to mark the original line of scrim-mage. DEFENSIVE PUNT RETURN During a punt, if 2 consecutively revealed cards match in value, regardless of suit, the defense immediately earns a punt return. The return reverses field direction toward the kicking team's goal line. The player next to the offensive dealer becomes the return player. The dealer flips 1 card to determine the entire return. A black numbered card produces return yardage equal to its numerical value. A black Jack produces a 10-yard return. A black Queen produces a 15-yard return. A black King produces no return yardage. A black Ace pro-duces an immediate touchdown. Any red card produces no return yardage. If no return yardage is gained, the receiving team begins its possession at the location where the punt ended. After the return, the return player becomes the next quarterback dealer for the receiving team. If a black Ace is revealed, the return player scores the touchdown and may attempt the applicable conversion under the normal conversion rules. EXTRA POINT AND 2-POINT CONVERSION After a touchdown, reshuffle the deck and place 4 cards face down. For an extra-point attempt, the first revealed Ace or picture card scores 1 point unless a King appears first. For a 2-point conversion, 2 Aces or picture cards must be revealed before a King appears. Any King immediately stops and fails the conversion attempt. SAFETY A safety awards 2 points to the defensive player who caused the safety. That player also receives the next deal when the defensive team becomes the offensive team following the safety. SAFETY STOP: Any offensive player out of turn before the hand starts, can put a game chip prior a game play action that may result in a safety. If a play action anytime during the hand causes a safety, the ball is placed on the one-yard line instead of scoring 2 points for the defense. After a safety stop, the chip is removed to the used game chip area. Play then continues as normal. Only one safety stop can occur per hand. PENALTIES All penalties are 5-yard penalties and never result directly in a score. If penalty yardage would carry the foot-ball across a goal line, place the football at the 1-yard line instead. Official penalties include forgetting to place the Dealer Play Action Mat in front of the current dealer, dealing cards to a benched player, forgetting to move the first-down markers when required, forgetting to remove the King Zone Pass Coverage chip when its coverage ends, or an entire team becoming benched. Minor mistakes and accidental card exposure are not penalties and may be corrected by table agreement. Throw the penalty flag and have some laughs. DUAL VICTORY PLAY Team Victory is awarded to the highest-scoring team. MVP Victory is awarded to the highest-scoring individual player. OVERTIME If either the team totals or the MVP-leading individual scores are tied at the end of regulation, overtime be-gins. All players remain active and reset their individual scores to zero. A high-card draw determines the first offen-sive team and dealer. Overtime continues until the first score occurs. The first player to score during overtime wins the MVP Victory and secures the Team Victory.
REGULATION PLAY Regulation consists of 8 offensive drives divided into 4 quarters, with 2 drives per quarter. Use the wood quar-ter marker to track drives 1–4 during the first half and drives 5–8 during the second half. At the end of regulation, the highest-scoring team wins the Team Victory and the highest-scoring individual player wins the MVP Victory. If two teammates tie, both teams tie, or players from opposing teams tie, play goes to overtime. GAME FLOW Each hand represents 1 football down. Only offensive players deal in Power Poker Football®. The quarterback dealer acts first on most play actions. The offense has 4 downs to gain 10 yards for a first down. Reaching or crossing the first-down marker awards a first down only after the entire hand, including any Clutch Play, has been completed. After a first down is awarded, reset the first-down markers and continue with a new set of downs. If the defense stops the offense after 4 downs, possession changes direction across the field. If an offensive player wins the hand and possession remains unchanged, that player becomes the next dealer. If a defensive player wins the hand but possession remains unchanged, the deal passes clockwise to the next of-fensive player. A defensive player who causes a change of possession through their own play action becomes the next offen-sive dealer. Move the red first-down markers only at the very end of the hand, including after any Clutch Play flip. GAME CHIPS — USE THEM WISELY Game Chips may be used to activate King Zone Pass Coverage, declare a Hail Mary Attempt, activate a Goal Line Stand, save a failed High or Low prediction, or continue an eligible kick or return play. The heavier Bet-to-Win chip is used to declare a Bet-to-Win. Fold-to-Run and Fold-to-Tackle do not require Game Chips and cannot be canceled with Game Chips. New players are encouraged to practice one shaded rules section at a time. Once comfortable, combine all sec-tions for a full regulation game. PLAY BEGINS At the start of every hand, the quarterback deals 2 face-down cards to every active player and places 1 Clutch Play card face down in the center of the game mat. A player may Bet-to-Win in turn at any eligible time during the hand. Once a Bet-to-Win is placed, it cannot be changed or withdrawn. The player is locked into the poker hand but may still use eligible Game Chip play actions. RUNNING BACK BLAST — OFFENSE Before the flop begins, the quarterback dealer or any eligible offensive player may declare a Running Back Blast. Only 1 Running Back Blast may be called during a hand. The offensive player must possess, or bluff possession of, a black Ace. Any defensive player may challenge the call. If challenged and the offensive player reveals a black Ace, the offense gains 5 yards and the challenging de-fender must discard 1 handheld card. If the offensive player cannot reveal a black Ace, the offensive player instead discards 1 handheld card. After the Running Back Blast opportunity is completed, play proceeds to the defensive pre-flop action. BLITZ SACK / FUMBLE BET — DEFENSE Before the flop begins, 1 defensive player may spend 1 Game Chip to bet that a red Ace will appear during the flop. If a red Ace appears, the offense immediately loses 5 yards and the dealer flips 1 reveal card to determine pos-session. A red reveal gives the defense immediate possession and ends the hand. A black reveal allows the of-fense to retain possession and the hand continues unless another applicable red Ace must be resolved. If 2 red Aces appear during the flop, each causes a 5-yard loss, for a total possible loss of 10 yards. Only 1 fumble may occur, so a second red Ace does not produce an additional possession reveal. If the defense recovers possession, the hand immediately ends and the defensive player who made the Blitz Sack/Fumble Bet becomes the next offensive dealer. If no red Ace appears during the flop, the Game Chip is lost. After the offensive and defensive pre-flop play actions are completed, proceed to the Yardage Scoring Flop. THE YARDAGE SCORING FLOP The offensive quarterback dealer slowly reveals 3 community cards from left to right. Flop cards always re-solve from left to right during scoring. Only black scoring cards move the offense forward. Black numbered cards score their face value. A black Jack scores 10 yards, a black Queen scores 15 yards, and a black Ace scores 20 yards. Any King revealed during the flop immediately stops all additional offensive flop yardage. Each red Ace revealed during the flop moves the offense backward 5 yards. If the offense reaches the goal line at any time during the game, the hand immediately ends with a touchdown, except when a Fold-to-Run reaches or crosses the goal line. A Fold-to-Run touchdown is resolved under the Fold-to-Run and Fold-to-Tackle rules. After the Yardage Scoring Flop, players continue in normal turn order and may check, Fold-to-Run, Fold-to-Tackle, or place a Bet-to-Win chip when eligible. Fold-to-Run and Fold-to-Tackle are independent play actions made in turn. Neither action requires the oppos-ing team to Fold first. A player who places a Bet-to-Win chip is locked into the poker hand but may still use eligible Game Chip play actions. LOADING THE BOX If all 3 flop cards are red numbered cards, the defensive team immediately recovers all previously used Game Chips from the Used Game Chips area. FOLD-TO-RUN — OFFENSE In turn, an offensive player may Fold-to-Run. The player places both hole cards face down on the Dealer Play Action Mat, then reveals the black numbered cards only. Black numbered cards score Run yards at face value. If both cards score, add their values together. All other cards score 0 yards. The player is then folded out of the poker hand. If the Fold-to-Run reaches or crosses the goal line, stop the runner at the goal line and ignore any excess Run yards. Do not award the touchdown until the next defender in turn is given one opportunity to Fold-to-Tackle. If that defender scores any Tackle yards, move the runner back from the goal line by that amount and the touchdown is not scored. If the defender declines to Fold-to-Tackle or scores 0 Tackle yards, the touchdown is scored. FOLD-TO-TACKLE — DEFENSE In turn, a defensive player may Fold-to-Tackle. The player chooses 1 of their 2 hole cards and places it face up on the Dealer Play Action Mat. The other hole card is placed face down. Only a red numbered card scores Tackle yards, at face value. All other cards score 0 yards. The player is then folded out of the poker hand. When a Fold-to-Run reaches or crosses the goal line, the next defender in turn is given one opportunity to Fold-to-Tackle before the touchdown is awarded. If the defender scores any Tackle yards, move the runner back from the goal line by that amount and the touchdown is not scored. If the defender declines to Fold-to-Tackle or scores 0 Tackle yards, the touchdown is scored. FOLD-TO-PASS — OFFENSE Starting with the quarterback dealer and continuing in turn, any eligible offensive player may Fold-to-Pass by folding out of the poker hand and placing their handheld card or cards face down on the Dealer Play Action Mat. The dealer flips 1 reveal card face up. A red numbered card, red picture card, or red Ace results in an incomplete pass. A black numbered card completes the pass for yardage equal to the card's numerical value. A black Jack com-pletes the pass for 10 yards. A black Queen completes the pass for 15 yards. A black King is a dropped pass for no gain unless King Zone Pass Coverage is active, in which case it results in an interception. A black Ace completes the pass for 20 yards. Add completed passing yardage to the offense's current field position. If the completed pass reaches or crosses the goal line, score a touchdown. The folding player takes no further action during the hand. HAIL MARY ATTEMPT A Hail Mary Attempt may be declared only after the offense has reached midfield, the 50-yard line or beyond. Before the Fold-to-Pass dealer reveal, the folding offensive player must spend 1 Game Chip and announce the Hail Mary Attempt. If a black Ace is revealed, score an immediate touchdown instead of the normal 20-yard pass gain. Any other pass-completion card awards its normal Fold-to-Pass yardage. King Zone Pass Coverage cannot stop a Hail Mary touchdown produced by a black Ace. Other Hail Mary re-sults are resolved according to the applicable King Zone Pass Coverage rules. Only 1 Hail Mary Attempt may be declared during a hand. KING ZONE PASS COVERAGE — DEFENSE When an offensive player declares a Fold-to-Pass, any defensive player may immediately spend 1 Game Chip and place it on their end-zone King location to activate King Zone Pass Coverage. While King Zone Pass Coverage is active, any King revealed during a Fold-to-Pass is an immediate intercep-tion. All other completed passes are limited to a maximum gain of 5 yards, even when a higher-valued com-pletion card is revealed. An interception immediately changes possession and ends the hand. The defensive player who activated King Zone Pass Coverage becomes the next offensive dealer following the interception. King Zone Pass Coverage cannot be activated unless a pass is attempted and cannot stop a Hail Mary touch-down on a black Ace. King Zone Pass Coverage remains active until the offense makes a first down or possession changes. Remove the King Zone Pass Coverage chip when a first down is made or following a change of possession, and move it to the Used Game Chips area. FOLD-TO-BLITZ — DEFENSE Starting with the first eligible defensive player in turn from the dealer, a defensive player may Fold-to-Blitz by folding out of the poker hand and placing their handheld card or cards face down on the Dealer Play Action Mat. The dealer flips 1 reveal card face up. Black cards result in a failed blitz. Red numbered cards have no effect. A red Jack, red Queen, red King, or red Ace results in a successful blitz and moves the offense backward 5 yards. Subtract any Blitz yardage from the offense's current field position. The folding defensive player takes no further action during the hand. FINAL BET-TO-WIN ROUND After the final community card is revealed, the remaining eligible players may place their Bet-to-Win chip into the center of the game mat. A player who Bets-to-Win risks becoming benched if they lose the hand but gains access to the Clutch Play card if they win. Once a Bet-to-Win is made, it cannot be withdrawn. A player may not Bet-to-Win last if all other players have already folded out of the hand. WINNER OF THE HAND The best 5-card poker hand wins the hand. Ties are decided by a high-card reveal. An offensive winner moves the football forward according to the offensive Winning Hand Chart. A defensive winner pushes the offense backward according to the defensive Winning Hand Chart. Unless possession changes, an offensive player who wins the hand becomes the next dealer. CLUTCH PLAY If a player Bets-to-Win and wins the hand, that player reveals the face-down Clutch Play card. For an offensive winner, a black picture card doubles the winning-hand yardage. A black Ace scores an imme-diate touchdown. For a defensive winner, a red picture card doubles the defensive winning-hand yardage. A red Ace results in an immediate interception. An interception immediately changes possession, and the defensive player causing the interception becomes the next offensive dealer. After the Clutch Play is completely resolved, determine whether the offense has reached or crossed the first-down marker. BENCHED PLAYERS A player who Bets-to-Win and loses the hand becomes benched and must sit out the entire next hand. Place that player's heavier Bet-to-Win chip in the Benched Player area of the game mat. A benched player may not participate in the next hand, use Game Chips, or deal. If an entire offensive or defensive team becomes benched at the same time, that team receives a 5-yard mis-conduct penalty and all of its benched players immediately return to play. DEFENSIVE GOAL LINE STAND When the offense is inside the opponent's 10-yard line, any defensive player may activate a Goal Line Stand for that hand only by spending 1 Game Chip before the deal begins. Place the chip on the King location on the game mat. While Goal Line Stand is active, any King appearing among the 5 community cards immediately ends the down with no further offensive advancement. THE KICKING GAME Only on 4th down may the dealing quarterback choose to punt, attempt a field goal, or go for the first down normally. All kicking uses High or Low Play. HIGH OR LOW PLAY Begin by flipping 1 card face up. The kicking player predicts whether the next card will be higher or lower in value. An Ace is always high during High or Low Play. Each successful prediction adds 5 yards. If the first card revealed is any King, the kick is immediately blocked. A punt that avoids a first-card King automatically gains 20 kick yards before High or Low predictions begin. A matched pair during a punt produces a defensive punt return. A punter may intentionally make a prediction intended to fail on a long punt to reduce the possibility of producing a return. A field goal that avoids a first-card King automatically gains 10 kick yards, but the kicker must still make at least 1 successful High or Low prediction for the field goal to score. A matched pair during a field goal has no special effect, and play continues with another prediction. A failed prediction normally ends the kick attempt. However, the kicking player, or the next eligible defensive punt-return player to make a call, may spend an available Game Chip to void the failed prediction and contin-ue the sequence. If a field-goal attempt reaches or crosses the goal line through successful High or Low predictions, the kick is good and scores 3 points for the kicking offensive player. If the field-goal attempt fails, the opposing team takes possession at the original line of scrimmage. Before a field-goal attempt begins, use the 2 red markers on the game mat to mark the original line of scrim-mage. DEFENSIVE PUNT RETURN During a punt, if 2 consecutively revealed cards match in value, regardless of suit, the defense immediately earns a punt return. The return reverses field direction toward the kicking team's goal line. The player next to the offensive dealer becomes the return player. The dealer flips 1 card to determine the entire return. A black numbered card produces return yardage equal to its numerical value. A black Jack produces a 10-yard return. A black Queen produces a 15-yard return. A black King produces no return yardage. A black Ace pro-duces an immediate touchdown. Any red card produces no return yardage. If no return yardage is gained, the receiving team begins its possession at the location where the punt ended. After the return, the return player becomes the next quarterback dealer for the receiving team. If a black Ace is revealed, the return player scores the touchdown and may attempt the applicable conversion under the normal conversion rules. EXTRA POINT AND 2-POINT CONVERSION After a touchdown, reshuffle the deck and place 4 cards face down. For an extra-point attempt, the first revealed Ace or picture card scores 1 point unless a King appears first. For a 2-point conversion, 2 Aces or picture cards must be revealed before a King appears. Any King immediately stops and fails the conversion attempt. SAFETY A safety awards 2 points to the defensive player who caused the safety. That player also receives the next deal when the defensive team becomes the offensive team following the safety. SAFETY STOP: Any offensive player out of turn before the hand starts, can put a game chip prior a game play action that may result in a safety. If a play action anytime during the hand causes a safety, the ball is placed on the one-yard line instead of scoring 2 points for the defense. After a safety stop, the chip is removed to the used game chip area. Play then continues as normal. Only one safety stop can occur per hand. PENALTIES All penalties are 5-yard penalties and never result directly in a score. If penalty yardage would carry the foot-ball across a goal line, place the football at the 1-yard line instead. Official penalties include forgetting to place the Dealer Play Action Mat in front of the current dealer, dealing cards to a benched player, forgetting to move the first-down markers when required, forgetting to remove the King Zone Pass Coverage chip when its coverage ends, or an entire team becoming benched. Minor mistakes and accidental card exposure are not penalties and may be corrected by table agreement. Throw the penalty flag and have some laughs. DUAL VICTORY PLAY Team Victory is awarded to the highest-scoring team. MVP Victory is awarded to the highest-scoring individual player. OVERTIME If either the team totals or the MVP-leading individual scores are tied at the end of regulation, overtime be-gins. All players remain active and reset their individual scores to zero. A high-card draw determines the first offen-sive team and dealer. Overtime continues until the first score occurs. The first player to score during overtime wins the MVP Victory and secures the Team Victory.
REGULATION PLAY Regulation consists of 8 offensive drives divided into 4 quarters, with 2 drives per quarter. Use the wood quar-ter marker to track drives 1–4 during the first half and drives 5–8 during the second half. At the end of regulation, the highest-scoring team wins the Team Victory and the highest-scoring individual player wins the MVP Victory. If two teammates tie, both teams tie, or players from opposing teams tie, play goes to overtime. GAME FLOW Each hand represents 1 football down. Only offensive players deal in Power Poker Football®. The quarterback dealer acts first on most play actions. The offense has 4 downs to gain 10 yards for a first down. Reaching or crossing the first-down marker awards a first down only after the entire hand, including any Clutch Play, has been completed. After a first down is awarded, reset the first-down markers and continue with a new set of downs. If the defense stops the offense after 4 downs, possession changes direction across the field. If an offensive player wins the hand and possession remains unchanged, that player becomes the next dealer. If a defensive player wins the hand but possession remains unchanged, the deal passes clockwise to the next of-fensive player. A defensive player who causes a change of possession through their own play action becomes the next offen-sive dealer. Move the red first-down markers only at the very end of the hand, including after any Clutch Play flip. GAME CHIPS — USE THEM WISELY Game Chips may be used to activate King Zone Pass Coverage, declare a Hail Mary Attempt, activate a Goal Line Stand, save a failed High or Low prediction, or continue an eligible kick or return play. The heavier Bet-to-Win chip is used to declare a Bet-to-Win. Fold-to-Run and Fold-to-Tackle do not require Game Chips and cannot be canceled with Game Chips. New players are encouraged to practice one shaded rules section at a time. Once comfortable, combine all sec-tions for a full regulation game. PLAY BEGINS At the start of every hand, the quarterback deals 2 face-down cards to every active player and places 1 Clutch Play card face down in the center of the game mat. A player may Bet-to-Win in turn at any eligible time during the hand. Once a Bet-to-Win is placed, it cannot be changed or withdrawn. The player is locked into the poker hand but may still use eligible Game Chip play actions. RUNNING BACK BLAST — OFFENSE Before the flop begins, the quarterback dealer or any eligible offensive player may declare a Running Back Blast. Only 1 Running Back Blast may be called during a hand. The offensive player must possess, or bluff possession of, a black Ace. Any defensive player may challenge the call. If challenged and the offensive player reveals a black Ace, the offense gains 5 yards and the challenging de-fender must discard 1 handheld card. If the offensive player cannot reveal a black Ace, the offensive player instead discards 1 handheld card. After the Running Back Blast opportunity is completed, play proceeds to the defensive pre-flop action. BLITZ SACK / FUMBLE BET — DEFENSE Before the flop begins, 1 defensive player may spend 1 Game Chip to bet that a red Ace will appear during the flop. If a red Ace appears, the offense immediately loses 5 yards and the dealer flips 1 reveal card to determine pos-session. A red reveal gives the defense immediate possession and ends the hand. A black reveal allows the of-fense to retain possession and the hand continues unless another applicable red Ace must be resolved. If 2 red Aces appear during the flop, each causes a 5-yard loss, for a total possible loss of 10 yards. Only 1 fumble may occur, so a second red Ace does not produce an additional possession reveal. If the defense recovers possession, the hand immediately ends and the defensive player who made the Blitz Sack/Fumble Bet becomes the next offensive dealer. If no red Ace appears during the flop, the Game Chip is lost. After the offensive and defensive pre-flop play actions are completed, proceed to the Yardage Scoring Flop. THE YARDAGE SCORING FLOP The offensive quarterback dealer slowly reveals 3 community cards from left to right. Flop cards always re-solve from left to right during scoring. Only black scoring cards move the offense forward. Black numbered cards score their face value. A black Jack scores 10 yards, a black Queen scores 15 yards, and a black Ace scores 20 yards. Any King revealed during the flop immediately stops all additional offensive flop yardage. Each red Ace revealed during the flop moves the offense backward 5 yards. If the offense reaches the goal line at any time during the game, the hand immediately ends with a touchdown, except when a Fold-to-Run reaches or crosses the goal line. A Fold-to-Run touchdown is resolved under the Fold-to-Run and Fold-to-Tackle rules. After the Yardage Scoring Flop, players continue in normal turn order and may check, Fold-to-Run, Fold-to-Tackle, or place a Bet-to-Win chip when eligible. Fold-to-Run and Fold-to-Tackle are independent play actions made in turn. Neither action requires the oppos-ing team to Fold first. A player who places a Bet-to-Win chip is locked into the poker hand but may still use eligible Game Chip play actions. LOADING THE BOX If all 3 flop cards are red numbered cards, the defensive team immediately recovers all previously used Game Chips from the Used Game Chips area. FOLD-TO-RUN — OFFENSE In turn, an offensive player may Fold-to-Run. The player places both hole cards face down on the Dealer Play Action Mat, then reveals the black numbered cards only. Black numbered cards score Run yards at face value. If both cards score, add their values together. All other cards score 0 yards. The player is then folded out of the poker hand. If the Fold-to-Run reaches or crosses the goal line, stop the runner at the goal line and ignore any excess Run yards. Do not award the touchdown until the next defender in turn is given one opportunity to Fold-to-Tackle. If that defender scores any Tackle yards, move the runner back from the goal line by that amount and the touchdown is not scored. If the defender declines to Fold-to-Tackle or scores 0 Tackle yards, the touchdown is scored. FOLD-TO-TACKLE — DEFENSE In turn, a defensive player may Fold-to-Tackle. The player chooses 1 of their 2 hole cards and places it face up on the Dealer Play Action Mat. The other hole card is placed face down. Only a red numbered card scores Tackle yards, at face value. All other cards score 0 yards. The player is then folded out of the poker hand. When a Fold-to-Run reaches or crosses the goal line, the next defender in turn is given one opportunity to Fold-to-Tackle before the touchdown is awarded. If the defender scores any Tackle yards, move the runner back from the goal line by that amount and the touchdown is not scored. If the defender declines to Fold-to-Tackle or scores 0 Tackle yards, the touchdown is scored. FOLD-TO-PASS — OFFENSE Starting with the quarterback dealer and continuing in turn, any eligible offensive player may Fold-to-Pass by folding out of the poker hand and placing their handheld card or cards face down on the Dealer Play Action Mat. The dealer flips 1 reveal card face up. A red numbered card, red picture card, or red Ace results in an incomplete pass. A black numbered card completes the pass for yardage equal to the card's numerical value. A black Jack com-pletes the pass for 10 yards. A black Queen completes the pass for 15 yards. A black King is a dropped pass for no gain unless King Zone Pass Coverage is active, in which case it results in an interception. A black Ace completes the pass for 20 yards. Add completed passing yardage to the offense's current field position. If the completed pass reaches or crosses the goal line, score a touchdown. The folding player takes no further action during the hand. HAIL MARY ATTEMPT A Hail Mary Attempt may be declared only after the offense has reached midfield, the 50-yard line or beyond. Before the Fold-to-Pass dealer reveal, the folding offensive player must spend 1 Game Chip and announce the Hail Mary Attempt. If a black Ace is revealed, score an immediate touchdown instead of the normal 20-yard pass gain. Any other pass-completion card awards its normal Fold-to-Pass yardage. King Zone Pass Coverage cannot stop a Hail Mary touchdown produced by a black Ace. Other Hail Mary re-sults are resolved according to the applicable King Zone Pass Coverage rules. Only 1 Hail Mary Attempt may be declared during a hand. KING ZONE PASS COVERAGE — DEFENSE When an offensive player declares a Fold-to-Pass, any defensive player may immediately spend 1 Game Chip and place it on their end-zone King location to activate King Zone Pass Coverage. While King Zone Pass Coverage is active, any King revealed during a Fold-to-Pass is an immediate intercep-tion. All other completed passes are limited to a maximum gain of 5 yards, even when a higher-valued com-pletion card is revealed. An interception immediately changes possession and ends the hand. The defensive player who activated King Zone Pass Coverage becomes the next offensive dealer following the interception. King Zone Pass Coverage cannot be activated unless a pass is attempted and cannot stop a Hail Mary touch-down on a black Ace. King Zone Pass Coverage remains active until the offense makes a first down or possession changes. Remove the King Zone Pass Coverage chip when a first down is made or following a change of possession, and move it to the Used Game Chips area. FOLD-TO-BLITZ — DEFENSE Starting with the first eligible defensive player in turn from the dealer, a defensive player may Fold-to-Blitz by folding out of the poker hand and placing their handheld card or cards face down on the Dealer Play Action Mat. The dealer flips 1 reveal card face up. Black cards result in a failed blitz. Red numbered cards have no effect. A red Jack, red Queen, red King, or red Ace results in a successful blitz and moves the offense backward 5 yards. Subtract any Blitz yardage from the offense's current field position. The folding defensive player takes no further action during the hand. FINAL BET-TO-WIN ROUND After the final community card is revealed, the remaining eligible players may place their Bet-to-Win chip into the center of the game mat. A player who Bets-to-Win risks becoming benched if they lose the hand but gains access to the Clutch Play card if they win. Once a Bet-to-Win is made, it cannot be withdrawn. A player may not Bet-to-Win last if all other players have already folded out of the hand. WINNER OF THE HAND The best 5-card poker hand wins the hand. Ties are decided by a high-card reveal. An offensive winner moves the football forward according to the offensive Winning Hand Chart. A defensive winner pushes the offense backward according to the defensive Winning Hand Chart. Unless possession changes, an offensive player who wins the hand becomes the next dealer. CLUTCH PLAY If a player Bets-to-Win and wins the hand, that player reveals the face-down Clutch Play card. For an offensive winner, a black picture card doubles the winning-hand yardage. A black Ace scores an imme-diate touchdown. For a defensive winner, a red picture card doubles the defensive winning-hand yardage. A red Ace results in an immediate interception. An interception immediately changes possession, and the defensive player causing the interception becomes the next offensive dealer. After the Clutch Play is completely resolved, determine whether the offense has reached or crossed the first-down marker. BENCHED PLAYERS A player who Bets-to-Win and loses the hand becomes benched and must sit out the entire next hand. Place that player's heavier Bet-to-Win chip in the Benched Player area of the game mat. A benched player may not participate in the next hand, use Game Chips, or deal. If an entire offensive or defensive team becomes benched at the same time, that team receives a 5-yard mis-conduct penalty and all of its benched players immediately return to play. DEFENSIVE GOAL LINE STAND When the offense is inside the opponent's 10-yard line, any defensive player may activate a Goal Line Stand for that hand only by spending 1 Game Chip before the deal begins. Place the chip on the King location on the game mat. While Goal Line Stand is active, any King appearing among the 5 community cards immediately ends the down with no further offensive advancement. THE KICKING GAME Only on 4th down may the dealing quarterback choose to punt, attempt a field goal, or go for the first down normally. All kicking uses High or Low Play. HIGH OR LOW PLAY Begin by flipping 1 card face up. The kicking player predicts whether the next card will be higher or lower in value. An Ace is always high during High or Low Play. Each successful prediction adds 5 yards. If the first card revealed is any King, the kick is immediately blocked. A punt that avoids a first-card King automatically gains 20 kick yards before High or Low predictions begin. A matched pair during a punt produces a defensive punt return. A punter may intentionally make a prediction intended to fail on a long punt to reduce the possibility of producing a return. A field goal that avoids a first-card King automatically gains 10 kick yards, but the kicker must still make at least 1 successful High or Low prediction for the field goal to score. A matched pair during a field goal has no special effect, and play continues with another prediction. A failed prediction normally ends the kick attempt. However, the kicking player, or the next eligible defensive punt-return player to make a call, may spend an available Game Chip to void the failed prediction and contin-ue the sequence. If a field-goal attempt reaches or crosses the goal line through successful High or Low predictions, the kick is good and scores 3 points for the kicking offensive player. If the field-goal attempt fails, the opposing team takes possession at the original line of scrimmage. Before a field-goal attempt begins, use the 2 red markers on the game mat to mark the original line of scrim-mage. DEFENSIVE PUNT RETURN During a punt, if 2 consecutively revealed cards match in value, regardless of suit, the defense immediately earns a punt return. The return reverses field direction toward the kicking team's goal line. The player next to the offensive dealer becomes the return player. The dealer flips 1 card to determine the entire return. A black numbered card produces return yardage equal to its numerical value. A black Jack produces a 10-yard return. A black Queen produces a 15-yard return. A black King produces no return yardage. A black Ace pro-duces an immediate touchdown. Any red card produces no return yardage. If no return yardage is gained, the receiving team begins its possession at the location where the punt ended. After the return, the return player becomes the next quarterback dealer for the receiving team. If a black Ace is revealed, the return player scores the touchdown and may attempt the applicable conversion under the normal conversion rules. EXTRA POINT AND 2-POINT CONVERSION After a touchdown, reshuffle the deck and place 4 cards face down. For an extra-point attempt, the first revealed Ace or picture card scores 1 point unless a King appears first. For a 2-point conversion, 2 Aces or picture cards must be revealed before a King appears. Any King immediately stops and fails the conversion attempt. SAFETY A safety awards 2 points to the defensive player who caused the safety. That player also receives the next deal when the defensive team becomes the offensive team following the safety. SAFETY STOP: Any offensive player out of turn before the hand starts, can put a game chip prior a game play action that may result in a safety. If a play action anytime during the hand causes a safety, the ball is placed on the one-yard line instead of scoring 2 points for the defense. After a safety stop, the chip is removed to the used game chip area. Play then continues as normal. Only one safety stop can occur per hand. PENALTIES All penalties are 5-yard penalties and never result directly in a score. If penalty yardage would carry the foot-ball across a goal line, place the football at the 1-yard line instead. Official penalties include forgetting to place the Dealer Play Action Mat in front of the current dealer, dealing cards to a benched player, forgetting to move the first-down markers when required, forgetting to remove the King Zone Pass Coverage chip when its coverage ends, or an entire team becoming benched. Minor mistakes and accidental card exposure are not penalties and may be corrected by table agreement. Throw the penalty flag and have some laughs. DUAL VICTORY PLAY Team Victory is awarded to the highest-scoring team. MVP Victory is awarded to the highest-scoring individual player. OVERTIME If either the team totals or the MVP-leading individual scores are tied at the end of regulation, overtime be-gins. All players remain active and reset their individual scores to zero. A high-card draw determines the first offen-sive team and dealer. Overtime continues until the first score occurs. The first player to score during overtime wins the MVP Victory and secures the Team Victory.
REGULATION PLAY Regulation consists of 8 offensive drives divided into 4 quarters, with 2 drives per quarter. Use the wood quar-ter marker to track drives 1–4 during the first half and drives 5–8 during the second half. At the end of regulation, the highest-scoring team wins the Team Victory and the highest-scoring individual player wins the MVP Victory. If two teammates tie, both teams tie, or players from opposing teams tie, play goes to overtime. GAME FLOW Each hand represents 1 football down. Only offensive players deal in Power Poker Football®. The quarterback dealer acts first on most play actions. The offense has 4 downs to gain 10 yards for a first down. Reaching or crossing the first-down marker awards a first down only after the entire hand, including any Clutch Play, has been completed. After a first down is awarded, reset the first-down markers and continue with a new set of downs. If the defense stops the offense after 4 downs, possession changes direction across the field. If an offensive player wins the hand and possession remains unchanged, that player becomes the next dealer. If a defensive player wins the hand but possession remains unchanged, the deal passes clockwise to the next of-fensive player. A defensive player who causes a change of possession through their own play action becomes the next offen-sive dealer. Move the red first-down markers only at the very end of the hand, including after any Clutch Play flip. GAME CHIPS — USE THEM WISELY Game Chips may be used to activate King Zone Pass Coverage, declare a Hail Mary Attempt, activate a Goal Line Stand, save a failed High or Low prediction, or continue an eligible kick or return play. The heavier Bet-to-Win chip is used to declare a Bet-to-Win. Fold-to-Run and Fold-to-Tackle do not require Game Chips and cannot be canceled with Game Chips. New players are encouraged to practice one shaded rules section at a time. Once comfortable, combine all sec-tions for a full regulation game. PLAY BEGINS At the start of every hand, the quarterback deals 2 face-down cards to every active player and places 1 Clutch Play card face down in the center of the game mat. A player may Bet-to-Win in turn at any eligible time during the hand. Once a Bet-to-Win is placed, it cannot be changed or withdrawn. The player is locked into the poker hand but may still use eligible Game Chip play actions. RUNNING BACK BLAST — OFFENSE Before the flop begins, the quarterback dealer or any eligible offensive player may declare a Running Back Blast. Only 1 Running Back Blast may be called during a hand. The offensive player must possess, or bluff possession of, a black Ace. Any defensive player may challenge the call. If challenged and the offensive player reveals a black Ace, the offense gains 5 yards and the challenging de-fender must discard 1 handheld card. If the offensive player cannot reveal a black Ace, the offensive player instead discards 1 handheld card. After the Running Back Blast opportunity is completed, play proceeds to the defensive pre-flop action. BLITZ SACK / FUMBLE BET — DEFENSE Before the flop begins, 1 defensive player may spend 1 Game Chip to bet that a red Ace will appear during the flop. If a red Ace appears, the offense immediately loses 5 yards and the dealer flips 1 reveal card to determine pos-session. A red reveal gives the defense immediate possession and ends the hand. A black reveal allows the of-fense to retain possession and the hand continues unless another applicable red Ace must be resolved. If 2 red Aces appear during the flop, each causes a 5-yard loss, for a total possible loss of 10 yards. Only 1 fumble may occur, so a second red Ace does not produce an additional possession reveal. If the defense recovers possession, the hand immediately ends and the defensive player who made the Blitz Sack/Fumble Bet becomes the next offensive dealer. If no red Ace appears during the flop, the Game Chip is lost. After the offensive and defensive pre-flop play actions are completed, proceed to the Yardage Scoring Flop. THE YARDAGE SCORING FLOP The offensive quarterback dealer slowly reveals 3 community cards from left to right. Flop cards always re-solve from left to right during scoring. Only black scoring cards move the offense forward. Black numbered cards score their face value. A black Jack scores 10 yards, a black Queen scores 15 yards, and a black Ace scores 20 yards. Any King revealed during the flop immediately stops all additional offensive flop yardage. Each red Ace revealed during the flop moves the offense backward 5 yards. If the offense reaches the goal line at any time during the game, the hand immediately ends with a touchdown, except when a Fold-to-Run reaches or crosses the goal line. A Fold-to-Run touchdown is resolved under the Fold-to-Run and Fold-to-Tackle rules. After the Yardage Scoring Flop, players continue in normal turn order and may check, Fold-to-Run, Fold-to-Tackle, or place a Bet-to-Win chip when eligible. Fold-to-Run and Fold-to-Tackle are independent play actions made in turn. Neither action requires the oppos-ing team to Fold first. A player who places a Bet-to-Win chip is locked into the poker hand but may still use eligible Game Chip play actions. LOADING THE BOX If all 3 flop cards are red numbered cards, the defensive team immediately recovers all previously used Game Chips from the Used Game Chips area. FOLD-TO-RUN — OFFENSE In turn, an offensive player may Fold-to-Run. The player places both hole cards face down on the Dealer Play Action Mat, then reveals the black numbered cards only. Black numbered cards score Run yards at face value. If both cards score, add their values together. All other cards score 0 yards. The player is then folded out of the poker hand. If the Fold-to-Run reaches or crosses the goal line, stop the runner at the goal line and ignore any excess Run yards. Do not award the touchdown until the next defender in turn is given one opportunity to Fold-to-Tackle. If that defender scores any Tackle yards, move the runner back from the goal line by that amount and the touchdown is not scored. If the defender declines to Fold-to-Tackle or scores 0 Tackle yards, the touchdown is scored. FOLD-TO-TACKLE — DEFENSE In turn, a defensive player may Fold-to-Tackle. The player chooses 1 of their 2 hole cards and places it face up on the Dealer Play Action Mat. The other hole card is placed face down. Only a red numbered card scores Tackle yards, at face value. All other cards score 0 yards. The player is then folded out of the poker hand. When a Fold-to-Run reaches or crosses the goal line, the next defender in turn is given one opportunity to Fold-to-Tackle before the touchdown is awarded. If the defender scores any Tackle yards, move the runner back from the goal line by that amount and the touchdown is not scored. If the defender declines to Fold-to-Tackle or scores 0 Tackle yards, the touchdown is scored. FOLD-TO-PASS — OFFENSE Starting with the quarterback dealer and continuing in turn, any eligible offensive player may Fold-to-Pass by folding out of the poker hand and placing their handheld card or cards face down on the Dealer Play Action Mat. The dealer flips 1 reveal card face up. A red numbered card, red picture card, or red Ace results in an incomplete pass. A black numbered card completes the pass for yardage equal to the card's numerical value. A black Jack com-pletes the pass for 10 yards. A black Queen completes the pass for 15 yards. A black King is a dropped pass for no gain unless King Zone Pass Coverage is active, in which case it results in an interception. A black Ace completes the pass for 20 yards. Add completed passing yardage to the offense's current field position. If the completed pass reaches or crosses the goal line, score a touchdown. The folding player takes no further action during the hand. HAIL MARY ATTEMPT A Hail Mary Attempt may be declared only after the offense has reached midfield, the 50-yard line or beyond. Before the Fold-to-Pass dealer reveal, the folding offensive player must spend 1 Game Chip and announce the Hail Mary Attempt. If a black Ace is revealed, score an immediate touchdown instead of the normal 20-yard pass gain. Any other pass-completion card awards its normal Fold-to-Pass yardage. King Zone Pass Coverage cannot stop a Hail Mary touchdown produced by a black Ace. Other Hail Mary re-sults are resolved according to the applicable King Zone Pass Coverage rules. Only 1 Hail Mary Attempt may be declared during a hand. KING ZONE PASS COVERAGE — DEFENSE When an offensive player declares a Fold-to-Pass, any defensive player may immediately spend 1 Game Chip and place it on their end-zone King location to activate King Zone Pass Coverage. While King Zone Pass Coverage is active, any King revealed during a Fold-to-Pass is an immediate intercep-tion. All other completed passes are limited to a maximum gain of 5 yards, even when a higher-valued com-pletion card is revealed. An interception immediately changes possession and ends the hand. The defensive player who activated King Zone Pass Coverage becomes the next offensive dealer following the interception. King Zone Pass Coverage cannot be activated unless a pass is attempted and cannot stop a Hail Mary touch-down on a black Ace. King Zone Pass Coverage remains active until the offense makes a first down or possession changes. Remove the King Zone Pass Coverage chip when a first down is made or following a change of possession, and move it to the Used Game Chips area. FOLD-TO-BLITZ — DEFENSE Starting with the first eligible defensive player in turn from the dealer, a defensive player may Fold-to-Blitz by folding out of the poker hand and placing their handheld card or cards face down on the Dealer Play Action Mat. The dealer flips 1 reveal card face up. Black cards result in a failed blitz. Red numbered cards have no effect. A red Jack, red Queen, red King, or red Ace results in a successful blitz and moves the offense backward 5 yards. Subtract any Blitz yardage from the offense's current field position. The folding defensive player takes no further action during the hand. FINAL BET-TO-WIN ROUND After the final community card is revealed, the remaining eligible players may place their Bet-to-Win chip into the center of the game mat. A player who Bets-to-Win risks becoming benched if they lose the hand but gains access to the Clutch Play card if they win. Once a Bet-to-Win is made, it cannot be withdrawn. A player may not Bet-to-Win last if all other players have already folded out of the hand. WINNER OF THE HAND The best 5-card poker hand wins the hand. Ties are decided by a high-card reveal. An offensive winner moves the football forward according to the offensive Winning Hand Chart. A defensive winner pushes the offense backward according to the defensive Winning Hand Chart. Unless possession changes, an offensive player who wins the hand becomes the next dealer. CLUTCH PLAY If a player Bets-to-Win and wins the hand, that player reveals the face-down Clutch Play card. For an offensive winner, a black picture card doubles the winning-hand yardage. A black Ace scores an imme-diate touchdown. For a defensive winner, a red picture card doubles the defensive winning-hand yardage. A red Ace results in an immediate interception. An interception immediately changes possession, and the defensive player causing the interception becomes the next offensive dealer. After the Clutch Play is completely resolved, determine whether the offense has reached or crossed the first-down marker. BENCHED PLAYERS A player who Bets-to-Win and loses the hand becomes benched and must sit out the entire next hand. Place that player's heavier Bet-to-Win chip in the Benched Player area of the game mat. A benched player may not participate in the next hand, use Game Chips, or deal. If an entire offensive or defensive team becomes benched at the same time, that team receives a 5-yard mis-conduct penalty and all of its benched players immediately return to play. DEFENSIVE GOAL LINE STAND When the offense is inside the opponent's 10-yard line, any defensive player may activate a Goal Line Stand for that hand only by spending 1 Game Chip before the deal begins. Place the chip on the King location on the game mat. While Goal Line Stand is active, any King appearing among the 5 community cards immediately ends the down with no further offensive advancement. THE KICKING GAME Only on 4th down may the dealing quarterback choose to punt, attempt a field goal, or go for the first down normally. All kicking uses High or Low Play. HIGH OR LOW PLAY Begin by flipping 1 card face up. The kicking player predicts whether the next card will be higher or lower in value. An Ace is always high during High or Low Play. Each successful prediction adds 5 yards. If the first card revealed is any King, the kick is immediately blocked. A punt that avoids a first-card King automatically gains 20 kick yards before High or Low predictions begin. A matched pair during a punt produces a defensive punt return. A punter may intentionally make a prediction intended to fail on a long punt to reduce the possibility of producing a return. A field goal that avoids a first-card King automatically gains 10 kick yards, but the kicker must still make at least 1 successful High or Low prediction for the field goal to score. A matched pair during a field goal has no special effect, and play continues with another prediction. A failed prediction normally ends the kick attempt. However, the kicking player, or the next eligible defensive punt-return player to make a call, may spend an available Game Chip to void the failed prediction and contin-ue the sequence. If a field-goal attempt reaches or crosses the goal line through successful High or Low predictions, the kick is good and scores 3 points for the kicking offensive player. If the field-goal attempt fails, the opposing team takes possession at the original line of scrimmage. Before a field-goal attempt begins, use the 2 red markers on the game mat to mark the original line of scrim-mage. DEFENSIVE PUNT RETURN During a punt, if 2 consecutively revealed cards match in value, regardless of suit, the defense immediately earns a punt return. The return reverses field direction toward the kicking team's goal line. The player next to the offensive dealer becomes the return player. The dealer flips 1 card to determine the entire return. A black numbered card produces return yardage equal to its numerical value. A black Jack produces a 10-yard return. A black Queen produces a 15-yard return. A black King produces no return yardage. A black Ace pro-duces an immediate touchdown. Any red card produces no return yardage. If no return yardage is gained, the receiving team begins its possession at the location where the punt ended. After the return, the return player becomes the next quarterback dealer for the receiving team. If a black Ace is revealed, the return player scores the touchdown and may attempt the applicable conversion under the normal conversion rules. EXTRA POINT AND 2-POINT CONVERSION After a touchdown, reshuffle the deck and place 4 cards face down. For an extra-point attempt, the first revealed Ace or picture card scores 1 point unless a King appears first. For a 2-point conversion, 2 Aces or picture cards must be revealed before a King appears. Any King immediately stops and fails the conversion attempt. SAFETY A safety awards 2 points to the defensive player who caused the safety. That player also receives the next deal when the defensive team becomes the offensive team following the safety. SAFETY STOP: Any offensive player out of turn before the hand starts, can put a game chip prior a game play action that may result in a safety. If a play action anytime during the hand causes a safety, the ball is placed on the one-yard line instead of scoring 2 points for the defense. After a safety stop, the chip is removed to the used game chip area. Play then continues as normal. Only one safety stop can occur per hand. PENALTIES All penalties are 5-yard penalties and never result directly in a score. If penalty yardage would carry the foot-ball across a goal line, place the football at the 1-yard line instead. Official penalties include forgetting to place the Dealer Play Action Mat in front of the current dealer, dealing cards to a benched player, forgetting to move the first-down markers when required, forgetting to remove the King Zone Pass Coverage chip when its coverage ends, or an entire team becoming benched. Minor mistakes and accidental card exposure are not penalties and may be corrected by table agreement. Throw the penalty flag and have some laughs. DUAL VICTORY PLAY Team Victory is awarded to the highest-scoring team. MVP Victory is awarded to the highest-scoring individual player. OVERTIME If either the team totals or the MVP-leading individual scores are tied at the end of regulation, overtime be-gins. All players remain active and reset their individual scores to zero. A high-card draw determines the first offen-sive team and dealer. Overtime continues until the first score occurs. The first player to score during overtime wins the MVP Victory and secures the Team Victory.
REGULATION PLAY Regulation consists of 8 offensive drives divided into 4 quarters, with 2 drives per quarter. Use the wood quar-ter marker to track drives 1–4 during the first half and drives 5–8 during the second half. At the end of regulation, the highest-scoring team wins the Team Victory and the highest-scoring individual player wins the MVP Victory. If two teammates tie, both teams tie, or players from opposing teams tie, play goes to overtime. GAME FLOW Each hand represents 1 football down. Only offensive players deal in Power Poker Football®. The quarterback dealer acts first on most play actions. The offense has 4 downs to gain 10 yards for a first down. Reaching or crossing the first-down marker awards a first down only after the entire hand, including any Clutch Play, has been completed. After a first down is awarded, reset the first-down markers and continue with a new set of downs. If the defense stops the offense after 4 downs, possession changes direction across the field. If an offensive player wins the hand and possession remains unchanged, that player becomes the next dealer. If a defensive player wins the hand but possession remains unchanged, the deal passes clockwise to the next of-fensive player. A defensive player who causes a change of possession through their own play action becomes the next offen-sive dealer. Move the red first-down markers only at the very end of the hand, including after any Clutch Play flip. GAME CHIPS — USE THEM WISELY Game Chips may be used to activate King Zone Pass Coverage, declare a Hail Mary Attempt, activate a Goal Line Stand, save a failed High or Low prediction, or continue an eligible kick or return play. The heavier Bet-to-Win chip is used to declare a Bet-to-Win. Fold-to-Run and Fold-to-Tackle do not require Game Chips and cannot be canceled with Game Chips. New players are encouraged to practice one shaded rules section at a time. Once comfortable, combine all sec-tions for a full regulation game. PLAY BEGINS At the start of every hand, the quarterback deals 2 face-down cards to every active player and places 1 Clutch Play card face down in the center of the game mat. A player may Bet-to-Win in turn at any eligible time during the hand. Once a Bet-to-Win is placed, it cannot be changed or withdrawn. The player is locked into the poker hand but may still use eligible Game Chip play actions. RUNNING BACK BLAST — OFFENSE Before the flop begins, the quarterback dealer or any eligible offensive player may declare a Running Back Blast. Only 1 Running Back Blast may be called during a hand. The offensive player must possess, or bluff possession of, a black Ace. Any defensive player may challenge the call. If challenged and the offensive player reveals a black Ace, the offense gains 5 yards and the challenging de-fender must discard 1 handheld card. If the offensive player cannot reveal a black Ace, the offensive player instead discards 1 handheld card. After the Running Back Blast opportunity is completed, play proceeds to the defensive pre-flop action. BLITZ SACK / FUMBLE BET — DEFENSE Before the flop begins, 1 defensive player may spend 1 Game Chip to bet that a red Ace will appear during the flop. If a red Ace appears, the offense immediately loses 5 yards and the dealer flips 1 reveal card to determine pos-session. A red reveal gives the defense immediate possession and ends the hand. A black reveal allows the of-fense to retain possession and the hand continues unless another applicable red Ace must be resolved. If 2 red Aces appear during the flop, each causes a 5-yard loss, for a total possible loss of 10 yards. Only 1 fumble may occur, so a second red Ace does not produce an additional possession reveal. If the defense recovers possession, the hand immediately ends and the defensive player who made the Blitz Sack/Fumble Bet becomes the next offensive dealer. If no red Ace appears during the flop, the Game Chip is lost. After the offensive and defensive pre-flop play actions are completed, proceed to the Yardage Scoring Flop. THE YARDAGE SCORING FLOP The offensive quarterback dealer slowly reveals 3 community cards from left to right. Flop cards always re-solve from left to right during scoring. Only black scoring cards move the offense forward. Black numbered cards score their face value. A black Jack scores 10 yards, a black Queen scores 15 yards, and a black Ace scores 20 yards. Any King revealed during the flop immediately stops all additional offensive flop yardage. Each red Ace revealed during the flop moves the offense backward 5 yards. If the offense reaches the goal line at any time during the game, the hand immediately ends with a touchdown, except when a Fold-to-Run reaches or crosses the goal line. A Fold-to-Run touchdown is resolved under the Fold-to-Run and Fold-to-Tackle rules. After the Yardage Scoring Flop, players continue in normal turn order and may check, Fold-to-Run, Fold-to-Tackle, or place a Bet-to-Win chip when eligible. Fold-to-Run and Fold-to-Tackle are independent play actions made in turn. Neither action requires the oppos-ing team to Fold first. A player who places a Bet-to-Win chip is locked into the poker hand but may still use eligible Game Chip play actions. LOADING THE BOX If all 3 flop cards are red numbered cards, the defensive team immediately recovers all previously used Game Chips from the Used Game Chips area. FOLD-TO-RUN — OFFENSE In turn, an offensive player may Fold-to-Run. The player places both hole cards face down on the Dealer Play Action Mat, then reveals the black numbered cards only. Black numbered cards score Run yards at face value. If both cards score, add their values together. All other cards score 0 yards. The player is then folded out of the poker hand. If the Fold-to-Run reaches or crosses the goal line, stop the runner at the goal line and ignore any excess Run yards. Do not award the touchdown until the next defender in turn is given one opportunity to Fold-to-Tackle. If that defender scores any Tackle yards, move the runner back from the goal line by that amount and the touchdown is not scored. If the defender declines to Fold-to-Tackle or scores 0 Tackle yards, the touchdown is scored. FOLD-TO-TACKLE — DEFENSE In turn, a defensive player may Fold-to-Tackle. The player chooses 1 of their 2 hole cards and places it face up on the Dealer Play Action Mat. The other hole card is placed face down. Only a red numbered card scores Tackle yards, at face value. All other cards score 0 yards. The player is then folded out of the poker hand. When a Fold-to-Run reaches or crosses the goal line, the next defender in turn is given one opportunity to Fold-to-Tackle before the touchdown is awarded. If the defender scores any Tackle yards, move the runner back from the goal line by that amount and the touchdown is not scored. If the defender declines to Fold-to-Tackle or scores 0 Tackle yards, the touchdown is scored. FOLD-TO-PASS — OFFENSE Starting with the quarterback dealer and continuing in turn, any eligible offensive player may Fold-to-Pass by folding out of the poker hand and placing their handheld card or cards face down on the Dealer Play Action Mat. The dealer flips 1 reveal card face up. A red numbered card, red picture card, or red Ace results in an incomplete pass. A black numbered card completes the pass for yardage equal to the card's numerical value. A black Jack com-pletes the pass for 10 yards. A black Queen completes the pass for 15 yards. A black King is a dropped pass for no gain unless King Zone Pass Coverage is active, in which case it results in an interception. A black Ace completes the pass for 20 yards. Add completed passing yardage to the offense's current field position. If the completed pass reaches or crosses the goal line, score a touchdown. The folding player takes no further action during the hand. HAIL MARY ATTEMPT A Hail Mary Attempt may be declared only after the offense has reached midfield, the 50-yard line or beyond. Before the Fold-to-Pass dealer reveal, the folding offensive player must spend 1 Game Chip and announce the Hail Mary Attempt. If a black Ace is revealed, score an immediate touchdown instead of the normal 20-yard pass gain. Any other pass-completion card awards its normal Fold-to-Pass yardage. King Zone Pass Coverage cannot stop a Hail Mary touchdown produced by a black Ace. Other Hail Mary re-sults are resolved according to the applicable King Zone Pass Coverage rules. Only 1 Hail Mary Attempt may be declared during a hand. KING ZONE PASS COVERAGE — DEFENSE When an offensive player declares a Fold-to-Pass, any defensive player may immediately spend 1 Game Chip and place it on their end-zone King location to activate King Zone Pass Coverage. While King Zone Pass Coverage is active, any King revealed during a Fold-to-Pass is an immediate intercep-tion. All other completed passes are limited to a maximum gain of 5 yards, even when a higher-valued com-pletion card is revealed. An interception immediately changes possession and ends the hand. The defensive player who activated King Zone Pass Coverage becomes the next offensive dealer following the interception. King Zone Pass Coverage cannot be activated unless a pass is attempted and cannot stop a Hail Mary touch-down on a black Ace. King Zone Pass Coverage remains active until the offense makes a first down or possession changes. Remove the King Zone Pass Coverage chip when a first down is made or following a change of possession, and move it to the Used Game Chips area. FOLD-TO-BLITZ — DEFENSE Starting with the first eligible defensive player in turn from the dealer, a defensive player may Fold-to-Blitz by folding out of the poker hand and placing their handheld card or cards face down on the Dealer Play Action Mat. The dealer flips 1 reveal card face up. Black cards result in a failed blitz. Red numbered cards have no effect. A red Jack, red Queen, red King, or red Ace results in a successful blitz and moves the offense backward 5 yards. Subtract any Blitz yardage from the offense's current field position. The folding defensive player takes no further action during the hand. FINAL BET-TO-WIN ROUND After the final community card is revealed, the remaining eligible players may place their Bet-to-Win chip into the center of the game mat. A player who Bets-to-Win risks becoming benched if they lose the hand but gains access to the Clutch Play card if they win. Once a Bet-to-Win is made, it cannot be withdrawn. A player may not Bet-to-Win last if all other players have already folded out of the hand. WINNER OF THE HAND The best 5-card poker hand wins the hand. Ties are decided by a high-card reveal. An offensive winner moves the football forward according to the offensive Winning Hand Chart. A defensive winner pushes the offense backward according to the defensive Winning Hand Chart. Unless possession changes, an offensive player who wins the hand becomes the next dealer. CLUTCH PLAY If a player Bets-to-Win and wins the hand, that player reveals the face-down Clutch Play card. For an offensive winner, a black picture card doubles the winning-hand yardage. A black Ace scores an imme-diate touchdown. For a defensive winner, a red picture card doubles the defensive winning-hand yardage. A red Ace results in an immediate interception. An interception immediately changes possession, and the defensive player causing the interception becomes the next offensive dealer. After the Clutch Play is completely resolved, determine whether the offense has reached or crossed the first-down marker. BENCHED PLAYERS A player who Bets-to-Win and loses the hand becomes benched and must sit out the entire next hand. Place that player's heavier Bet-to-Win chip in the Benched Player area of the game mat. A benched player may not participate in the next hand, use Game Chips, or deal. If an entire offensive or defensive team becomes benched at the same time, that team receives a 5-yard mis-conduct penalty and all of its benched players immediately return to play. DEFENSIVE GOAL LINE STAND When the offense is inside the opponent's 10-yard line, any defensive player may activate a Goal Line Stand for that hand only by spending 1 Game Chip before the deal begins. Place the chip on the King location on the game mat. While Goal Line Stand is active, any King appearing among the 5 community cards immediately ends the down with no further offensive advancement. THE KICKING GAME Only on 4th down may the dealing quarterback choose to punt, attempt a field goal, or go for the first down normally. All kicking uses High or Low Play. HIGH OR LOW PLAY Begin by flipping 1 card face up. The kicking player predicts whether the next card will be higher or lower in value. An Ace is always high during High or Low Play. Each successful prediction adds 5 yards. If the first card revealed is any King, the kick is immediately blocked. A punt that avoids a first-card King automatically gains 20 kick yards before High or Low predictions begin. A matched pair during a punt produces a defensive punt return. A punter may intentionally make a prediction intended to fail on a long punt to reduce the possibility of producing a return. A field goal that avoids a first-card King automatically gains 10 kick yards, but the kicker must still make at least 1 successful High or Low prediction for the field goal to score. A matched pair during a field goal has no special effect, and play continues with another prediction. A failed prediction normally ends the kick attempt. However, the kicking player, or the next eligible defensive punt-return player to make a call, may spend an available Game Chip to void the failed prediction and contin-ue the sequence. If a field-goal attempt reaches or crosses the goal line through successful High or Low predictions, the kick is good and scores 3 points for the kicking offensive player. If the field-goal attempt fails, the opposing team takes possession at the original line of scrimmage. Before a field-goal attempt begins, use the 2 red markers on the game mat to mark the original line of scrim-mage. DEFENSIVE PUNT RETURN During a punt, if 2 consecutively revealed cards match in value, regardless of suit, the defense immediately earns a punt return. The return reverses field direction toward the kicking team's goal line. The player next to the offensive dealer becomes the return player. The dealer flips 1 card to determine the entire return. A black numbered card produces return yardage equal to its numerical value. A black Jack produces a 10-yard return. A black Queen produces a 15-yard return. A black King produces no return yardage. A black Ace pro-duces an immediate touchdown. Any red card produces no return yardage. If no return yardage is gained, the receiving team begins its possession at the location where the punt ended. After the return, the return player becomes the next quarterback dealer for the receiving team. If a black Ace is revealed, the return player scores the touchdown and may attempt the applicable conversion under the normal conversion rules. EXTRA POINT AND 2-POINT CONVERSION After a touchdown, reshuffle the deck and place 4 cards face down. For an extra-point attempt, the first revealed Ace or picture card scores 1 point unless a King appears first. For a 2-point conversion, 2 Aces or picture cards must be revealed before a King appears. Any King immediately stops and fails the conversion attempt. SAFETY A safety awards 2 points to the defensive player who caused the safety. That player also receives the next deal when the defensive team becomes the offensive team following the safety. SAFETY STOP: Any offensive player out of turn before the hand starts, can put a game chip prior a game play action that may result in a safety. If a play action anytime during the hand causes a safety, the ball is placed on the one-yard line instead of scoring 2 points for the defense. After a safety stop, the chip is removed to the used game chip area. Play then continues as normal. Only one safety stop can occur per hand. PENALTIES All penalties are 5-yard penalties and never result directly in a score. If penalty yardage would carry the foot-ball across a goal line, place the football at the 1-yard line instead. Official penalties include forgetting to place the Dealer Play Action Mat in front of the current dealer, dealing cards to a benched player, forgetting to move the first-down markers when required, forgetting to remove the King Zone Pass Coverage chip when its coverage ends, or an entire team becoming benched. Minor mistakes and accidental card exposure are not penalties and may be corrected by table agreement. Throw the penalty flag and have some laughs. DUAL VICTORY PLAY Team Victory is awarded to the highest-scoring team. MVP Victory is awarded to the highest-scoring individual player. OVERTIME If either the team totals or the MVP-leading individual scores are tied at the end of regulation, overtime be-gins. All players remain active and reset their individual scores to zero. A high-card draw determines the first offen-sive team and dealer. Overtime continues until the first score occurs. The first player to score during overtime wins the MVP Victory and secures the Team Victory.
REGULATION PLAY Regulation consists of 8 offensive drives divided into 4 quarters, with 2 drives per quarter. Use the wood quar-ter marker to track drives 1–4 during the first half and drives 5–8 during the second half. At the end of regulation, the highest-scoring team wins the Team Victory and the highest-scoring individual player wins the MVP Victory. If two teammates tie, both teams tie, or players from opposing teams tie, play goes to overtime. GAME FLOW Each hand represents 1 football down. Only offensive players deal in Power Poker Football®. The quarterback dealer acts first on most play actions. The offense has 4 downs to gain 10 yards for a first down. Reaching or crossing the first-down marker awards a first down only after the entire hand, including any Clutch Play, has been completed. After a first down is awarded, reset the first-down markers and continue with a new set of downs. If the defense stops the offense after 4 downs, possession changes direction across the field. If an offensive player wins the hand and possession remains unchanged, that player becomes the next dealer. If a defensive player wins the hand but possession remains unchanged, the deal passes clockwise to the next of-fensive player. A defensive player who causes a change of possession through their own play action becomes the next offen-sive dealer. Move the red first-down markers only at the very end of the hand, including after any Clutch Play flip. GAME CHIPS — USE THEM WISELY Game Chips may be used to activate King Zone Pass Coverage, declare a Hail Mary Attempt, activate a Goal Line Stand, save a failed High or Low prediction, or continue an eligible kick or return play. The heavier Bet-to-Win chip is used to declare a Bet-to-Win. Fold-to-Run and Fold-to-Tackle do not require Game Chips and cannot be canceled with Game Chips. New players are encouraged to practice one shaded rules section at a time. Once comfortable, combine all sec-tions for a full regulation game. PLAY BEGINS At the start of every hand, the quarterback deals 2 face-down cards to every active player and places 1 Clutch Play card face down in the center of the game mat. A player may Bet-to-Win in turn at any eligible time during the hand. Once a Bet-to-Win is placed, it cannot be changed or withdrawn. The player is locked into the poker hand but may still use eligible Game Chip play actions. RUNNING BACK BLAST — OFFENSE Before the flop begins, the quarterback dealer or any eligible offensive player may declare a Running Back Blast. Only 1 Running Back Blast may be called during a hand. The offensive player must possess, or bluff possession of, a black Ace. Any defensive player may challenge the call. If challenged and the offensive player reveals a black Ace, the offense gains 5 yards and the challenging de-fender must discard 1 handheld card. If the offensive player cannot reveal a black Ace, the offensive player instead discards 1 handheld card. After the Running Back Blast opportunity is completed, play proceeds to the defensive pre-flop action. BLITZ SACK / FUMBLE BET — DEFENSE Before the flop begins, 1 defensive player may spend 1 Game Chip to bet that a red Ace will appear during the flop. If a red Ace appears, the offense immediately loses 5 yards and the dealer flips 1 reveal card to determine pos-session. A red reveal gives the defense immediate possession and ends the hand. A black reveal allows the of-fense to retain possession and the hand continues unless another applicable red Ace must be resolved. If 2 red Aces appear during the flop, each causes a 5-yard loss, for a total possible loss of 10 yards. Only 1 fumble may occur, so a second red Ace does not produce an additional possession reveal. If the defense recovers possession, the hand immediately ends and the defensive player who made the Blitz Sack/Fumble Bet becomes the next offensive dealer. If no red Ace appears during the flop, the Game Chip is lost. After the offensive and defensive pre-flop play actions are completed, proceed to the Yardage Scoring Flop. THE YARDAGE SCORING FLOP The offensive quarterback dealer slowly reveals 3 community cards from left to right. Flop cards always re-solve from left to right during scoring. Only black scoring cards move the offense forward. Black numbered cards score their face value. A black Jack scores 10 yards, a black Queen scores 15 yards, and a black Ace scores 20 yards. Any King revealed during the flop immediately stops all additional offensive flop yardage. Each red Ace revealed during the flop moves the offense backward 5 yards. If the offense reaches the goal line at any time during the game, the hand immediately ends with a touchdown, except when a Fold-to-Run reaches or crosses the goal line. A Fold-to-Run touchdown is resolved under the Fold-to-Run and Fold-to-Tackle rules. After the Yardage Scoring Flop, players continue in normal turn order and may check, Fold-to-Run, Fold-to-Tackle, or place a Bet-to-Win chip when eligible. Fold-to-Run and Fold-to-Tackle are independent play actions made in turn. Neither action requires the oppos-ing team to Fold first. A player who places a Bet-to-Win chip is locked into the poker hand but may still use eligible Game Chip play actions. LOADING THE BOX If all 3 flop cards are red numbered cards, the defensive team immediately recovers all previously used Game Chips from the Used Game Chips area. FOLD-TO-RUN — OFFENSE In turn, an offensive player may Fold-to-Run. The player places both hole cards face down on the Dealer Play Action Mat, then reveals the black numbered cards only. Black numbered cards score Run yards at face value. If both cards score, add their values together. All other cards score 0 yards. The player is then folded out of the poker hand. If the Fold-to-Run reaches or crosses the goal line, stop the runner at the goal line and ignore any excess Run yards. Do not award the touchdown until the next defender in turn is given one opportunity to Fold-to-Tackle. If that defender scores any Tackle yards, move the runner back from the goal line by that amount and the touchdown is not scored. If the defender declines to Fold-to-Tackle or scores 0 Tackle yards, the touchdown is scored. FOLD-TO-TACKLE — DEFENSE In turn, a defensive player may Fold-to-Tackle. The player chooses 1 of their 2 hole cards and places it face up on the Dealer Play Action Mat. The other hole card is placed face down. Only a red numbered card scores Tackle yards, at face value. All other cards score 0 yards. The player is then folded out of the poker hand. When a Fold-to-Run reaches or crosses the goal line, the next defender in turn is given one opportunity to Fold-to-Tackle before the touchdown is awarded. If the defender scores any Tackle yards, move the runner back from the goal line by that amount and the touchdown is not scored. If the defender declines to Fold-to-Tackle or scores 0 Tackle yards, the touchdown is scored. FOLD-TO-PASS — OFFENSE Starting with the quarterback dealer and continuing in turn, any eligible offensive player may Fold-to-Pass by folding out of the poker hand and placing their handheld card or cards face down on the Dealer Play Action Mat. The dealer flips 1 reveal card face up. A red numbered card, red picture card, or red Ace results in an incomplete pass. A black numbered card completes the pass for yardage equal to the card's numerical value. A black Jack com-pletes the pass for 10 yards. A black Queen completes the pass for 15 yards. A black King is a dropped pass for no gain unless King Zone Pass Coverage is active, in which case it results in an interception. A black Ace completes the pass for 20 yards. Add completed passing yardage to the offense's current field position. If the completed pass reaches or crosses the goal line, score a touchdown. The folding player takes no further action during the hand. HAIL MARY ATTEMPT A Hail Mary Attempt may be declared only after the offense has reached midfield, the 50-yard line or beyond. Before the Fold-to-Pass dealer reveal, the folding offensive player must spend 1 Game Chip and announce the Hail Mary Attempt. If a black Ace is revealed, score an immediate touchdown instead of the normal 20-yard pass gain. Any other pass-completion card awards its normal Fold-to-Pass yardage. King Zone Pass Coverage cannot stop a Hail Mary touchdown produced by a black Ace. Other Hail Mary re-sults are resolved according to the applicable King Zone Pass Coverage rules. Only 1 Hail Mary Attempt may be declared during a hand. KING ZONE PASS COVERAGE — DEFENSE When an offensive player declares a Fold-to-Pass, any defensive player may immediately spend 1 Game Chip and place it on their end-zone King location to activate King Zone Pass Coverage. While King Zone Pass Coverage is active, any King revealed during a Fold-to-Pass is an immediate intercep-tion. All other completed passes are limited to a maximum gain of 5 yards, even when a higher-valued com-pletion card is revealed. An interception immediately changes possession and ends the hand. The defensive player who activated King Zone Pass Coverage becomes the next offensive dealer following the interception. King Zone Pass Coverage cannot be activated unless a pass is attempted and cannot stop a Hail Mary touch-down on a black Ace. King Zone Pass Coverage remains active until the offense makes a first down or possession changes. Remove the King Zone Pass Coverage chip when a first down is made or following a change of possession, and move it to the Used Game Chips area. FOLD-TO-BLITZ — DEFENSE Starting with the first eligible defensive player in turn from the dealer, a defensive player may Fold-to-Blitz by folding out of the poker hand and placing their handheld card or cards face down on the Dealer Play Action Mat. The dealer flips 1 reveal card face up. Black cards result in a failed blitz. Red numbered cards have no effect. A red Jack, red Queen, red King, or red Ace results in a successful blitz and moves the offense backward 5 yards. Subtract any Blitz yardage from the offense's current field position. The folding defensive player takes no further action during the hand. FINAL BET-TO-WIN ROUND After the final community card is revealed, the remaining eligible players may place their Bet-to-Win chip into the center of the game mat. A player who Bets-to-Win risks becoming benched if they lose the hand but gains access to the Clutch Play card if they win. Once a Bet-to-Win is made, it cannot be withdrawn. A player may not Bet-to-Win last if all other players have already folded out of the hand. WINNER OF THE HAND The best 5-card poker hand wins the hand. Ties are decided by a high-card reveal. An offensive winner moves the football forward according to the offensive Winning Hand Chart. A defensive winner pushes the offense backward according to the defensive Winning Hand Chart. Unless possession changes, an offensive player who wins the hand becomes the next dealer. CLUTCH PLAY If a player Bets-to-Win and wins the hand, that player reveals the face-down Clutch Play card. For an offensive winner, a black picture card doubles the winning-hand yardage. A black Ace scores an imme-diate touchdown. For a defensive winner, a red picture card doubles the defensive winning-hand yardage. A red Ace results in an immediate interception. An interception immediately changes possession, and the defensive player causing the interception becomes the next offensive dealer. After the Clutch Play is completely resolved, determine whether the offense has reached or crossed the first-down marker. BENCHED PLAYERS A player who Bets-to-Win and loses the hand becomes benched and must sit out the entire next hand. Place that player's heavier Bet-to-Win chip in the Benched Player area of the game mat. A benched player may not participate in the next hand, use Game Chips, or deal. If an entire offensive or defensive team becomes benched at the same time, that team receives a 5-yard mis-conduct penalty and all of its benched players immediately return to play. DEFENSIVE GOAL LINE STAND When the offense is inside the opponent's 10-yard line, any defensive player may activate a Goal Line Stand for that hand only by spending 1 Game Chip before the deal begins. Place the chip on the King location on the game mat. While Goal Line Stand is active, any King appearing among the 5 community cards immediately ends the down with no further offensive advancement. THE KICKING GAME Only on 4th down may the dealing quarterback choose to punt, attempt a field goal, or go for the first down normally. All kicking uses High or Low Play. HIGH OR LOW PLAY Begin by flipping 1 card face up. The kicking player predicts whether the next card will be higher or lower in value. An Ace is always high during High or Low Play. Each successful prediction adds 5 yards. If the first card revealed is any King, the kick is immediately blocked. A punt that avoids a first-card King automatically gains 20 kick yards before High or Low predictions begin. A matched pair during a punt produces a defensive punt return. A punter may intentionally make a prediction intended to fail on a long punt to reduce the possibility of producing a return. A field goal that avoids a first-card King automatically gains 10 kick yards, but the kicker must still make at least 1 successful High or Low prediction for the field goal to score. A matched pair during a field goal has no special effect, and play continues with another prediction. A failed prediction normally ends the kick attempt. However, the kicking player, or the next eligible defensive punt-return player to make a call, may spend an available Game Chip to void the failed prediction and contin-ue the sequence. If a field-goal attempt reaches or crosses the goal line through successful High or Low predictions, the kick is good and scores 3 points for the kicking offensive player. If the field-goal attempt fails, the opposing team takes possession at the original line of scrimmage. Before a field-goal attempt begins, use the 2 red markers on the game mat to mark the original line of scrim-mage. DEFENSIVE PUNT RETURN During a punt, if 2 consecutively revealed cards match in value, regardless of suit, the defense immediately earns a punt return. The return reverses field direction toward the kicking team's goal line. The player next to the offensive dealer becomes the return player. The dealer flips 1 card to determine the entire return. A black numbered card produces return yardage equal to its numerical value. A black Jack produces a 10-yard return. A black Queen produces a 15-yard return. A black King produces no return yardage. A black Ace pro-duces an immediate touchdown. Any red card produces no return yardage. If no return yardage is gained, the receiving team begins its possession at the location where the punt ended. After the return, the return player becomes the next quarterback dealer for the receiving team. If a black Ace is revealed, the return player scores the touchdown and may attempt the applicable conversion under the normal conversion rules. EXTRA POINT AND 2-POINT CONVERSION After a touchdown, reshuffle the deck and place 4 cards face down. For an extra-point attempt, the first revealed Ace or picture card scores 1 point unless a King appears first. For a 2-point conversion, 2 Aces or picture cards must be revealed before a King appears. Any King immediately stops and fails the conversion attempt. SAFETY A safety awards 2 points to the defensive player who caused the safety. That player also receives the next deal when the defensive team becomes the offensive team following the safety. SAFETY STOP: Any offensive player out of turn before the hand starts, can put a game chip prior a game play action that may result in a safety. If a play action anytime during the hand causes a safety, the ball is placed on the one-yard line instead of scoring 2 points for the defense. After a safety stop, the chip is removed to the used game chip area. Play then continues as normal. Only one safety stop can occur per hand. PENALTIES All penalties are 5-yard penalties and never result directly in a score. If penalty yardage would carry the foot-ball across a goal line, place the football at the 1-yard line instead. Official penalties include forgetting to place the Dealer Play Action Mat in front of the current dealer, dealing cards to a benched player, forgetting to move the first-down markers when required, forgetting to remove the King Zone Pass Coverage chip when its coverage ends, or an entire team becoming benched. Minor mistakes and accidental card exposure are not penalties and may be corrected by table agreement. Throw the penalty flag and have some laughs. DUAL VICTORY PLAY Team Victory is awarded to the highest-scoring team. MVP Victory is awarded to the highest-scoring individual player. OVERTIME If either the team totals or the MVP-leading individual scores are tied at the end of regulation, overtime be-gins. All players remain active and reset their individual scores to zero. A high-card draw determines the first offen-sive team and dealer. Overtime continues until the first score occurs. The first player to score during overtime wins the MVP Victory and secures the Team Victory.
REGULATION PLAY Regulation consists of 8 offensive drives divided into 4 quarters, with 2 drives per quarter. Use the wood quar-ter marker to track drives 1–4 during the first half and drives 5–8 during the second half. At the end of regulation, the highest-scoring team wins the Team Victory and the highest-scoring individual player wins the MVP Victory. If two teammates tie, both teams tie, or players from opposing teams tie, play goes to overtime. GAME FLOW Each hand represents 1 football down. Only offensive players deal in Power Poker Football®. The quarterback dealer acts first on most play actions. The offense has 4 downs to gain 10 yards for a first down. Reaching or crossing the first-down marker awards a first down only after the entire hand, including any Clutch Play, has been completed. After a first down is awarded, reset the first-down markers and continue with a new set of downs. If the defense stops the offense after 4 downs, possession changes direction across the field. If an offensive player wins the hand and possession remains unchanged, that player becomes the next dealer. If a defensive player wins the hand but possession remains unchanged, the deal passes clockwise to the next of-fensive player. A defensive player who causes a change of possession through their own play action becomes the next offen-sive dealer. Move the red first-down markers only at the very end of the hand, including after any Clutch Play flip. GAME CHIPS — USE THEM WISELY Game Chips may be used to activate King Zone Pass Coverage, declare a Hail Mary Attempt, activate a Goal Line Stand, save a failed High or Low prediction, or continue an eligible kick or return play. The heavier Bet-to-Win chip is used to declare a Bet-to-Win. Fold-to-Run and Fold-to-Tackle do not require Game Chips and cannot be canceled with Game Chips. New players are encouraged to practice one shaded rules section at a time. Once comfortable, combine all sec-tions for a full regulation game. PLAY BEGINS At the start of every hand, the quarterback deals 2 face-down cards to every active player and places 1 Clutch Play card face down in the center of the game mat. A player may Bet-to-Win in turn at any eligible time during the hand. Once a Bet-to-Win is placed, it cannot be changed or withdrawn. The player is locked into the poker hand but may still use eligible Game Chip play actions. RUNNING BACK BLAST — OFFENSE Before the flop begins, the quarterback dealer or any eligible offensive player may declare a Running Back Blast. Only 1 Running Back Blast may be called during a hand. The offensive player must possess, or bluff possession of, a black Ace. Any defensive player may challenge the call. If challenged and the offensive player reveals a black Ace, the offense gains 5 yards and the challenging de-fender must discard 1 handheld card. If the offensive player cannot reveal a black Ace, the offensive player instead discards 1 handheld card. After the Running Back Blast opportunity is completed, play proceeds to the defensive pre-flop action. BLITZ SACK / FUMBLE BET — DEFENSE Before the flop begins, 1 defensive player may spend 1 Game Chip to bet that a red Ace will appear during the flop. If a red Ace appears, the offense immediately loses 5 yards and the dealer flips 1 reveal card to determine pos-session. A red reveal gives the defense immediate possession and ends the hand. A black reveal allows the of-fense to retain possession and the hand continues unless another applicable red Ace must be resolved. If 2 red Aces appear during the flop, each causes a 5-yard loss, for a total possible loss of 10 yards. Only 1 fumble may occur, so a second red Ace does not produce an additional possession reveal. If the defense recovers possession, the hand immediately ends and the defensive player who made the Blitz Sack/Fumble Bet becomes the next offensive dealer. If no red Ace appears during the flop, the Game Chip is lost. After the offensive and defensive pre-flop play actions are completed, proceed to the Yardage Scoring Flop. THE YARDAGE SCORING FLOP The offensive quarterback dealer slowly reveals 3 community cards from left to right. Flop cards always re-solve from left to right during scoring. Only black scoring cards move the offense forward. Black numbered cards score their face value. A black Jack scores 10 yards, a black Queen scores 15 yards, and a black Ace scores 20 yards. Any King revealed during the flop immediately stops all additional offensive flop yardage. Each red Ace revealed during the flop moves the offense backward 5 yards. If the offense reaches the goal line at any time during the game, the hand immediately ends with a touchdown, except when a Fold-to-Run reaches or crosses the goal line. A Fold-to-Run touchdown is resolved under the Fold-to-Run and Fold-to-Tackle rules. After the Yardage Scoring Flop, players continue in normal turn order and may check, Fold-to-Run, Fold-to-Tackle, or place a Bet-to-Win chip when eligible. Fold-to-Run and Fold-to-Tackle are independent play actions made in turn. Neither action requires the oppos-ing team to Fold first. A player who places a Bet-to-Win chip is locked into the poker hand but may still use eligible Game Chip play actions. LOADING THE BOX If all 3 flop cards are red numbered cards, the defensive team immediately recovers all previously used Game Chips from the Used Game Chips area. FOLD-TO-RUN — OFFENSE In turn, an offensive player may Fold-to-Run. The player places both hole cards face down on the Dealer Play Action Mat, then reveals the black numbered cards only. Black numbered cards score Run yards at face value. If both cards score, add their values together. All other cards score 0 yards. The player is then folded out of the poker hand. If the Fold-to-Run reaches or crosses the goal line, stop the runner at the goal line and ignore any excess Run yards. Do not award the touchdown until the next defender in turn is given one opportunity to Fold-to-Tackle. If that defender scores any Tackle yards, move the runner back from the goal line by that amount and the touchdown is not scored. If the defender declines to Fold-to-Tackle or scores 0 Tackle yards, the touchdown is scored. FOLD-TO-TACKLE — DEFENSE In turn, a defensive player may Fold-to-Tackle. The player chooses 1 of their 2 hole cards and places it face up on the Dealer Play Action Mat. The other hole card is placed face down. Only a red numbered card scores Tackle yards, at face value. All other cards score 0 yards. The player is then folded out of the poker hand. When a Fold-to-Run reaches or crosses the goal line, the next defender in turn is given one opportunity to Fold-to-Tackle before the touchdown is awarded. If the defender scores any Tackle yards, move the runner back from the goal line by that amount and the touchdown is not scored. If the defender declines to Fold-to-Tackle or scores 0 Tackle yards, the touchdown is scored. FOLD-TO-PASS — OFFENSE Starting with the quarterback dealer and continuing in turn, any eligible offensive player may Fold-to-Pass by folding out of the poker hand and placing their handheld card or cards face down on the Dealer Play Action Mat. The dealer flips 1 reveal card face up. A red numbered card, red picture card, or red Ace results in an incomplete pass. A black numbered card completes the pass for yardage equal to the card's numerical value. A black Jack com-pletes the pass for 10 yards. A black Queen completes the pass for 15 yards. A black King is a dropped pass for no gain unless King Zone Pass Coverage is active, in which case it results in an interception. A black Ace completes the pass for 20 yards. Add completed passing yardage to the offense's current field position. If the completed pass reaches or crosses the goal line, score a touchdown. The folding player takes no further action during the hand. HAIL MARY ATTEMPT A Hail Mary Attempt may be declared only after the offense has reached midfield, the 50-yard line or beyond. Before the Fold-to-Pass dealer reveal, the folding offensive player must spend 1 Game Chip and announce the Hail Mary Attempt. If a black Ace is revealed, score an immediate touchdown instead of the normal 20-yard pass gain. Any other pass-completion card awards its normal Fold-to-Pass yardage. King Zone Pass Coverage cannot stop a Hail Mary touchdown produced by a black Ace. Other Hail Mary re-sults are resolved according to the applicable King Zone Pass Coverage rules. Only 1 Hail Mary Attempt may be declared during a hand. KING ZONE PASS COVERAGE — DEFENSE When an offensive player declares a Fold-to-Pass, any defensive player may immediately spend 1 Game Chip and place it on their end-zone King location to activate King Zone Pass Coverage. While King Zone Pass Coverage is active, any King revealed during a Fold-to-Pass is an immediate intercep-tion. All other completed passes are limited to a maximum gain of 5 yards, even when a higher-valued com-pletion card is revealed. An interception immediately changes possession and ends the hand. The defensive player who activated King Zone Pass Coverage becomes the next offensive dealer following the interception. King Zone Pass Coverage cannot be activated unless a pass is attempted and cannot stop a Hail Mary touch-down on a black Ace. King Zone Pass Coverage remains active until the offense makes a first down or possession changes. Remove the King Zone Pass Coverage chip when a first down is made or following a change of possession, and move it to the Used Game Chips area. FOLD-TO-BLITZ — DEFENSE Starting with the first eligible defensive player in turn from the dealer, a defensive player may Fold-to-Blitz by folding out of the poker hand and placing their handheld card or cards face down on the Dealer Play Action Mat. The dealer flips 1 reveal card face up. Black cards result in a failed blitz. Red numbered cards have no effect. A red Jack, red Queen, red King, or red Ace results in a successful blitz and moves the offense backward 5 yards. Subtract any Blitz yardage from the offense's current field position. The folding defensive player takes no further action during the hand. FINAL BET-TO-WIN ROUND After the final community card is revealed, the remaining eligible players may place their Bet-to-Win chip into the center of the game mat. A player who Bets-to-Win risks becoming benched if they lose the hand but gains access to the Clutch Play card if they win. Once a Bet-to-Win is made, it cannot be withdrawn. A player may not Bet-to-Win last if all other players have already folded out of the hand. WINNER OF THE HAND The best 5-card poker hand wins the hand. Ties are decided by a high-card reveal. An offensive winner moves the football forward according to the offensive Winning Hand Chart. A defensive winner pushes the offense backward according to the defensive Winning Hand Chart. Unless possession changes, an offensive player who wins the hand becomes the next dealer. CLUTCH PLAY If a player Bets-to-Win and wins the hand, that player reveals the face-down Clutch Play card. For an offensive winner, a black picture card doubles the winning-hand yardage. A black Ace scores an imme-diate touchdown. For a defensive winner, a red picture card doubles the defensive winning-hand yardage. A red Ace results in an immediate interception. An interception immediately changes possession, and the defensive player causing the interception becomes the next offensive dealer. After the Clutch Play is completely resolved, determine whether the offense has reached or crossed the first-down marker. BENCHED PLAYERS A player who Bets-to-Win and loses the hand becomes benched and must sit out the entire next hand. Place that player's heavier Bet-to-Win chip in the Benched Player area of the game mat. A benched player may not participate in the next hand, use Game Chips, or deal. If an entire offensive or defensive team becomes benched at the same time, that team receives a 5-yard mis-conduct penalty and all of its benched players immediately return to play. DEFENSIVE GOAL LINE STAND When the offense is inside the opponent's 10-yard line, any defensive player may activate a Goal Line Stand for that hand only by spending 1 Game Chip before the deal begins. Place the chip on the King location on the game mat. While Goal Line Stand is active, any King appearing among the 5 community cards immediately ends the down with no further offensive advancement. THE KICKING GAME Only on 4th down may the dealing quarterback choose to punt, attempt a field goal, or go for the first down normally. All kicking uses High or Low Play. HIGH OR LOW PLAY Begin by flipping 1 card face up. The kicking player predicts whether the next card will be higher or lower in value. An Ace is always high during High or Low Play. Each successful prediction adds 5 yards. If the first card revealed is any King, the kick is immediately blocked. A punt that avoids a first-card King automatically gains 20 kick yards before High or Low predictions begin. A matched pair during a punt produces a defensive punt return. A punter may intentionally make a prediction intended to fail on a long punt to reduce the possibility of producing a return. A field goal that avoids a first-card King automatically gains 10 kick yards, but the kicker must still make at least 1 successful High or Low prediction for the field goal to score. A matched pair during a field goal has no special effect, and play continues with another prediction. A failed prediction normally ends the kick attempt. However, the kicking player, or the next eligible defensive punt-return player to make a call, may spend an available Game Chip to void the failed prediction and contin-ue the sequence. If a field-goal attempt reaches or crosses the goal line through successful High or Low predictions, the kick is good and scores 3 points for the kicking offensive player. If the field-goal attempt fails, the opposing team takes possession at the original line of scrimmage. Before a field-goal attempt begins, use the 2 red markers on the game mat to mark the original line of scrim-mage. DEFENSIVE PUNT RETURN During a punt, if 2 consecutively revealed cards match in value, regardless of suit, the defense immediately earns a punt return. The return reverses field direction toward the kicking team's goal line. The player next to the offensive dealer becomes the return player. The dealer flips 1 card to determine the entire return. A black numbered card produces return yardage equal to its numerical value. A black Jack produces a 10-yard return. A black Queen produces a 15-yard return. A black King produces no return yardage. A black Ace pro-duces an immediate touchdown. Any red card produces no return yardage. If no return yardage is gained, the receiving team begins its possession at the location where the punt ended. After the return, the return player becomes the next quarterback dealer for the receiving team. If a black Ace is revealed, the return player scores the touchdown and may attempt the applicable conversion under the normal conversion rules. EXTRA POINT AND 2-POINT CONVERSION After a touchdown, reshuffle the deck and place 4 cards face down. For an extra-point attempt, the first revealed Ace or picture card scores 1 point unless a King appears first. For a 2-point conversion, 2 Aces or picture cards must be revealed before a King appears. Any King immediately stops and fails the conversion attempt. SAFETY A safety awards 2 points to the defensive player who caused the safety. That player also receives the next deal when the defensive team becomes the offensive team following the safety. SAFETY STOP: Any offensive player out of turn before the hand starts, can put a game chip prior a game play action that may result in a safety. If a play action anytime during the hand causes a safety, the ball is placed on the one-yard line instead of scoring 2 points for the defense. After a safety stop, the chip is removed to the used game chip area. Play then continues as normal. Only one safety stop can occur per hand. PENALTIES All penalties are 5-yard penalties and never result directly in a score. If penalty yardage would carry the foot-ball across a goal line, place the football at the 1-yard line instead. Official penalties include forgetting to place the Dealer Play Action Mat in front of the current dealer, dealing cards to a benched player, forgetting to move the first-down markers when required, forgetting to remove the King Zone Pass Coverage chip when its coverage ends, or an entire team becoming benched. Minor mistakes and accidental card exposure are not penalties and may be corrected by table agreement. Throw the penalty flag and have some laughs. DUAL VICTORY PLAY Team Victory is awarded to the highest-scoring team. MVP Victory is awarded to the highest-scoring individual player. OVERTIME If either the team totals or the MVP-leading individual scores are tied at the end of regulation, overtime be-gins. All players remain active and reset their individual scores to zero. A high-card draw determines the first offen-sive team and dealer. Overtime continues until the first score occurs. The first player to score during overtime wins the MVP Victory and secures the Team Victory.
REGULATION PLAY Regulation consists of 8 offensive drives divided into 4 quarters, with 2 drives per quarter. Use the wood quar-ter marker to track drives 1–4 during the first half and drives 5–8 during the second half. At the end of regulation, the highest-scoring team wins the Team Victory and the highest-scoring individual player wins the MVP Victory. If two teammates tie, both teams tie, or players from opposing teams tie, play goes to overtime. GAME FLOW Each hand represents 1 football down. Only offensive players deal in Power Poker Football®. The quarterback dealer acts first on most play actions. The offense has 4 downs to gain 10 yards for a first down. Reaching or crossing the first-down marker awards a first down only after the entire hand, including any Clutch Play, has been completed. After a first down is awarded, reset the first-down markers and continue with a new set of downs. If the defense stops the offense after 4 downs, possession changes direction across the field. If an offensive player wins the hand and possession remains unchanged, that player becomes the next dealer. If a defensive player wins the hand but possession remains unchanged, the deal passes clockwise to the next of-fensive player. A defensive player who causes a change of possession through their own play action becomes the next offen-sive dealer. Move the red first-down markers only at the very end of the hand, including after any Clutch Play flip. GAME CHIPS — USE THEM WISELY Game Chips may be used to activate King Zone Pass Coverage, declare a Hail Mary Attempt, activate a Goal Line Stand, save a failed High or Low prediction, or continue an eligible kick or return play. The heavier Bet-to-Win chip is used to declare a Bet-to-Win. Fold-to-Run and Fold-to-Tackle do not require Game Chips and cannot be canceled with Game Chips. New players are encouraged to practice one shaded rules section at a time. Once comfortable, combine all sec-tions for a full regulation game. PLAY BEGINS At the start of every hand, the quarterback deals 2 face-down cards to every active player and places 1 Clutch Play card face down in the center of the game mat. A player may Bet-to-Win in turn at any eligible time during the hand. Once a Bet-to-Win is placed, it cannot be changed or withdrawn. The player is locked into the poker hand but may still use eligible Game Chip play actions. RUNNING BACK BLAST — OFFENSE Before the flop begins, the quarterback dealer or any eligible offensive player may declare a Running Back Blast. Only 1 Running Back Blast may be called during a hand. The offensive player must possess, or bluff possession of, a black Ace. Any defensive player may challenge the call. If challenged and the offensive player reveals a black Ace, the offense gains 5 yards and the challenging de-fender must discard 1 handheld card. If the offensive player cannot reveal a black Ace, the offensive player instead discards 1 handheld card. After the Running Back Blast opportunity is completed, play proceeds to the defensive pre-flop action. BLITZ SACK / FUMBLE BET — DEFENSE Before the flop begins, 1 defensive player may spend 1 Game Chip to bet that a red Ace will appear during the flop. If a red Ace appears, the offense immediately loses 5 yards and the dealer flips 1 reveal card to determine pos-session. A red reveal gives the defense immediate possession and ends the hand. A black reveal allows the of-fense to retain possession and the hand continues unless another applicable red Ace must be resolved. If 2 red Aces appear during the flop, each causes a 5-yard loss, for a total possible loss of 10 yards. Only 1 fumble may occur, so a second red Ace does not produce an additional possession reveal. If the defense recovers possession, the hand immediately ends and the defensive player who made the Blitz Sack/Fumble Bet becomes the next offensive dealer. If no red Ace appears during the flop, the Game Chip is lost. After the offensive and defensive pre-flop play actions are completed, proceed to the Yardage Scoring Flop. THE YARDAGE SCORING FLOP The offensive quarterback dealer slowly reveals 3 community cards from left to right. Flop cards always re-solve from left to right during scoring. Only black scoring cards move the offense forward. Black numbered cards score their face value. A black Jack scores 10 yards, a black Queen scores 15 yards, and a black Ace scores 20 yards. Any King revealed during the flop immediately stops all additional offensive flop yardage. Each red Ace revealed during the flop moves the offense backward 5 yards. If the offense reaches the goal line at any time during the game, the hand immediately ends with a touchdown, except when a Fold-to-Run reaches or crosses the goal line. A Fold-to-Run touchdown is resolved under the Fold-to-Run and Fold-to-Tackle rules. After the Yardage Scoring Flop, players continue in normal turn order and may check, Fold-to-Run, Fold-to-Tackle, or place a Bet-to-Win chip when eligible. Fold-to-Run and Fold-to-Tackle are independent play actions made in turn. Neither action requires the oppos-ing team to Fold first. A player who places a Bet-to-Win chip is locked into the poker hand but may still use eligible Game Chip play actions. LOADING THE BOX If all 3 flop cards are red numbered cards, the defensive team immediately recovers all previously used Game Chips from the Used Game Chips area. FOLD-TO-RUN — OFFENSE In turn, an offensive player may Fold-to-Run. The player places both hole cards face down on the Dealer Play Action Mat, then reveals the black numbered cards only. Black numbered cards score Run yards at face value. If both cards score, add their values together. All other cards score 0 yards. The player is then folded out of the poker hand. If the Fold-to-Run reaches or crosses the goal line, stop the runner at the goal line and ignore any excess Run yards. Do not award the touchdown until the next defender in turn is given one opportunity to Fold-to-Tackle. If that defender scores any Tackle yards, move the runner back from the goal line by that amount and the touchdown is not scored. If the defender declines to Fold-to-Tackle or scores 0 Tackle yards, the touchdown is scored. FOLD-TO-TACKLE — DEFENSE In turn, a defensive player may Fold-to-Tackle. The player chooses 1 of their 2 hole cards and places it face up on the Dealer Play Action Mat. The other hole card is placed face down. Only a red numbered card scores Tackle yards, at face value. All other cards score 0 yards. The player is then folded out of the poker hand. When a Fold-to-Run reaches or crosses the goal line, the next defender in turn is given one opportunity to Fold-to-Tackle before the touchdown is awarded. If the defender scores any Tackle yards, move the runner back from the goal line by that amount and the touchdown is not scored. If the defender declines to Fold-to-Tackle or scores 0 Tackle yards, the touchdown is scored. FOLD-TO-PASS — OFFENSE Starting with the quarterback dealer and continuing in turn, any eligible offensive player may Fold-to-Pass by folding out of the poker hand and placing their handheld card or cards face down on the Dealer Play Action Mat. The dealer flips 1 reveal card face up. A red numbered card, red picture card, or red Ace results in an incomplete pass. A black numbered card completes the pass for yardage equal to the card's numerical value. A black Jack com-pletes the pass for 10 yards. A black Queen completes the pass for 15 yards. A black King is a dropped pass for no gain unless King Zone Pass Coverage is active, in which case it results in an interception. A black Ace completes the pass for 20 yards. Add completed passing yardage to the offense's current field position. If the completed pass reaches or crosses the goal line, score a touchdown. The folding player takes no further action during the hand. HAIL MARY ATTEMPT A Hail Mary Attempt may be declared only after the offense has reached midfield, the 50-yard line or beyond. Before the Fold-to-Pass dealer reveal, the folding offensive player must spend 1 Game Chip and announce the Hail Mary Attempt. If a black Ace is revealed, score an immediate touchdown instead of the normal 20-yard pass gain. Any other pass-completion card awards its normal Fold-to-Pass yardage. King Zone Pass Coverage cannot stop a Hail Mary touchdown produced by a black Ace. Other Hail Mary re-sults are resolved according to the applicable King Zone Pass Coverage rules. Only 1 Hail Mary Attempt may be declared during a hand. KING ZONE PASS COVERAGE — DEFENSE When an offensive player declares a Fold-to-Pass, any defensive player may immediately spend 1 Game Chip and place it on their end-zone King location to activate King Zone Pass Coverage. While King Zone Pass Coverage is active, any King revealed during a Fold-to-Pass is an immediate intercep-tion. All other completed passes are limited to a maximum gain of 5 yards, even when a higher-valued com-pletion card is revealed. An interception immediately changes possession and ends the hand. The defensive player who activated King Zone Pass Coverage becomes the next offensive dealer following the interception. King Zone Pass Coverage cannot be activated unless a pass is attempted and cannot stop a Hail Mary touch-down on a black Ace. King Zone Pass Coverage remains active until the offense makes a first down or possession changes. Remove the King Zone Pass Coverage chip when a first down is made or following a change of possession, and move it to the Used Game Chips area. FOLD-TO-BLITZ — DEFENSE Starting with the first eligible defensive player in turn from the dealer, a defensive player may Fold-to-Blitz by folding out of the poker hand and placing their handheld card or cards face down on the Dealer Play Action Mat. The dealer flips 1 reveal card face up. Black cards result in a failed blitz. Red numbered cards have no effect. A red Jack, red Queen, red King, or red Ace results in a successful blitz and moves the offense backward 5 yards. Subtract any Blitz yardage from the offense's current field position. The folding defensive player takes no further action during the hand. FINAL BET-TO-WIN ROUND After the final community card is revealed, the remaining eligible players may place their Bet-to-Win chip into the center of the game mat. A player who Bets-to-Win risks becoming benched if they lose the hand but gains access to the Clutch Play card if they win. Once a Bet-to-Win is made, it cannot be withdrawn. A player may not Bet-to-Win last if all other players have already folded out of the hand. WINNER OF THE HAND The best 5-card poker hand wins the hand. Ties are decided by a high-card reveal. An offensive winner moves the football forward according to the offensive Winning Hand Chart. A defensive winner pushes the offense backward according to the defensive Winning Hand Chart. Unless possession changes, an offensive player who wins the hand becomes the next dealer. CLUTCH PLAY If a player Bets-to-Win and wins the hand, that player reveals the face-down Clutch Play card. For an offensive winner, a black picture card doubles the winning-hand yardage. A black Ace scores an imme-diate touchdown. For a defensive winner, a red picture card doubles the defensive winning-hand yardage. A red Ace results in an immediate interception. An interception immediately changes possession, and the defensive player causing the interception becomes the next offensive dealer. After the Clutch Play is completely resolved, determine whether the offense has reached or crossed the first-down marker. BENCHED PLAYERS A player who Bets-to-Win and loses the hand becomes benched and must sit out the entire next hand. Place that player's heavier Bet-to-Win chip in the Benched Player area of the game mat. A benched player may not participate in the next hand, use Game Chips, or deal. If an entire offensive or defensive team becomes benched at the same time, that team receives a 5-yard mis-conduct penalty and all of its benched players immediately return to play. DEFENSIVE GOAL LINE STAND When the offense is inside the opponent's 10-yard line, any defensive player may activate a Goal Line Stand for that hand only by spending 1 Game Chip before the deal begins. Place the chip on the King location on the game mat. While Goal Line Stand is active, any King appearing among the 5 community cards immediately ends the down with no further offensive advancement. THE KICKING GAME Only on 4th down may the dealing quarterback choose to punt, attempt a field goal, or go for the first down normally. All kicking uses High or Low Play. HIGH OR LOW PLAY Begin by flipping 1 card face up. The kicking player predicts whether the next card will be higher or lower in value. An Ace is always high during High or Low Play. Each successful prediction adds 5 yards. If the first card revealed is any King, the kick is immediately blocked. A punt that avoids a first-card King automatically gains 20 kick yards before High or Low predictions begin. A matched pair during a punt produces a defensive punt return. A punter may intentionally make a prediction intended to fail on a long punt to reduce the possibility of producing a return. A field goal that avoids a first-card King automatically gains 10 kick yards, but the kicker must still make at least 1 successful High or Low prediction for the field goal to score. A matched pair during a field goal has no special effect, and play continues with another prediction. A failed prediction normally ends the kick attempt. However, the kicking player, or the next eligible defensive punt-return player to make a call, may spend an available Game Chip to void the failed prediction and contin-ue the sequence. If a field-goal attempt reaches or crosses the goal line through successful High or Low predictions, the kick is good and scores 3 points for the kicking offensive player. If the field-goal attempt fails, the opposing team takes possession at the original line of scrimmage. Before a field-goal attempt begins, use the 2 red markers on the game mat to mark the original line of scrim-mage. DEFENSIVE PUNT RETURN During a punt, if 2 consecutively revealed cards match in value, regardless of suit, the defense immediately earns a punt return. The return reverses field direction toward the kicking team's goal line. The player next to the offensive dealer becomes the return player. The dealer flips 1 card to determine the entire return. A black numbered card produces return yardage equal to its numerical value. A black Jack produces a 10-yard return. A black Queen produces a 15-yard return. A black King produces no return yardage. A black Ace pro-duces an immediate touchdown. Any red card produces no return yardage. If no return yardage is gained, the receiving team begins its possession at the location where the punt ended. After the return, the return player becomes the next quarterback dealer for the receiving team. If a black Ace is revealed, the return player scores the touchdown and may attempt the applicable conversion under the normal conversion rules. EXTRA POINT AND 2-POINT CONVERSION After a touchdown, reshuffle the deck and place 4 cards face down. For an extra-point attempt, the first revealed Ace or picture card scores 1 point unless a King appears first. For a 2-point conversion, 2 Aces or picture cards must be revealed before a King appears. Any King immediately stops and fails the conversion attempt. SAFETY A safety awards 2 points to the defensive player who caused the safety. That player also receives the next deal when the defensive team becomes the offensive team following the safety. SAFETY STOP: Any offensive player out of turn before the hand starts, can put a game chip prior a game play action that may result in a safety. If a play action anytime during the hand causes a safety, the ball is placed on the one-yard line instead of scoring 2 points for the defense. After a safety stop, the chip is removed to the used game chip area. Play then continues as normal. Only one safety stop can occur per hand. PENALTIES All penalties are 5-yard penalties and never result directly in a score. If penalty yardage would carry the foot-ball across a goal line, place the football at the 1-yard line instead. Official penalties include forgetting to place the Dealer Play Action Mat in front of the current dealer, dealing cards to a benched player, forgetting to move the first-down markers when required, forgetting to remove the King Zone Pass Coverage chip when its coverage ends, or an entire team becoming benched. Minor mistakes and accidental card exposure are not penalties and may be corrected by table agreement. Throw the penalty flag and have some laughs. DUAL VICTORY PLAY Team Victory is awarded to the highest-scoring team. MVP Victory is awarded to the highest-scoring individual player. OVERTIME If either the team totals or the MVP-leading individual scores are tied at the end of regulation, overtime be-gins. All players remain active and reset their individual scores to zero. A high-card draw determines the first offen-sive team and dealer. Overtime continues until the first score occurs. The first player to score during overtime wins the MVP Victory and secures the Team Victory.
REGULATION PLAY Regulation consists of 8 offensive drives divided into 4 quarters, with 2 drives per quarter. Use the wood quar-ter marker to track drives 1–4 during the first half and drives 5–8 during the second half. At the end of regulation, the highest-scoring team wins the Team Victory and the highest-scoring individual player wins the MVP Victory. If two teammates tie, both teams tie, or players from opposing teams tie, play goes to overtime. GAME FLOW Each hand represents 1 football down. Only offensive players deal in Power Poker Football®. The quarterback dealer acts first on most play actions. The offense has 4 downs to gain 10 yards for a first down. Reaching or crossing the first-down marker awards a first down only after the entire hand, including any Clutch Play, has been completed. After a first down is awarded, reset the first-down markers and continue with a new set of downs. If the defense stops the offense after 4 downs, possession changes direction across the field. If an offensive player wins the hand and possession remains unchanged, that player becomes the next dealer. If a defensive player wins the hand but possession remains unchanged, the deal passes clockwise to the next of-fensive player. A defensive player who causes a change of possession through their own play action becomes the next offen-sive dealer. Move the red first-down markers only at the very end of the hand, including after any Clutch Play flip. GAME CHIPS — USE THEM WISELY Game Chips may be used to activate King Zone Pass Coverage, declare a Hail Mary Attempt, activate a Goal Line Stand, save a failed High or Low prediction, or continue an eligible kick or return play. The heavier Bet-to-Win chip is used to declare a Bet-to-Win. Fold-to-Run and Fold-to-Tackle do not require Game Chips and cannot be canceled with Game Chips. New players are encouraged to practice one shaded rules section at a time. Once comfortable, combine all sec-tions for a full regulation game. PLAY BEGINS At the start of every hand, the quarterback deals 2 face-down cards to every active player and places 1 Clutch Play card face down in the center of the game mat. A player may Bet-to-Win in turn at any eligible time during the hand. Once a Bet-to-Win is placed, it cannot be changed or withdrawn. The player is locked into the poker hand but may still use eligible Game Chip play actions. RUNNING BACK BLAST — OFFENSE Before the flop begins, the quarterback dealer or any eligible offensive player may declare a Running Back Blast. Only 1 Running Back Blast may be called during a hand. The offensive player must possess, or bluff possession of, a black Ace. Any defensive player may challenge the call. If challenged and the offensive player reveals a black Ace, the offense gains 5 yards and the challenging de-fender must discard 1 handheld card. If the offensive player cannot reveal a black Ace, the offensive player instead discards 1 handheld card. After the Running Back Blast opportunity is completed, play proceeds to the defensive pre-flop action. BLITZ SACK / FUMBLE BET — DEFENSE Before the flop begins, 1 defensive player may spend 1 Game Chip to bet that a red Ace will appear during the flop. If a red Ace appears, the offense immediately loses 5 yards and the dealer flips 1 reveal card to determine pos-session. A red reveal gives the defense immediate possession and ends the hand. A black reveal allows the of-fense to retain possession and the hand continues unless another applicable red Ace must be resolved. If 2 red Aces appear during the flop, each causes a 5-yard loss, for a total possible loss of 10 yards. Only 1 fumble may occur, so a second red Ace does not produce an additional possession reveal. If the defense recovers possession, the hand immediately ends and the defensive player who made the Blitz Sack/Fumble Bet becomes the next offensive dealer. If no red Ace appears during the flop, the Game Chip is lost. After the offensive and defensive pre-flop play actions are completed, proceed to the Yardage Scoring Flop. THE YARDAGE SCORING FLOP The offensive quarterback dealer slowly reveals 3 community cards from left to right. Flop cards always re-solve from left to right during scoring. Only black scoring cards move the offense forward. Black numbered cards score their face value. A black Jack scores 10 yards, a black Queen scores 15 yards, and a black Ace scores 20 yards. Any King revealed during the flop immediately stops all additional offensive flop yardage. Each red Ace revealed during the flop moves the offense backward 5 yards. If the offense reaches the goal line at any time during the game, the hand immediately ends with a touchdown, except when a Fold-to-Run reaches or crosses the goal line. A Fold-to-Run touchdown is resolved under the Fold-to-Run and Fold-to-Tackle rules. After the Yardage Scoring Flop, players continue in normal turn order and may check, Fold-to-Run, Fold-to-Tackle, or place a Bet-to-Win chip when eligible. Fold-to-Run and Fold-to-Tackle are independent play actions made in turn. Neither action requires the oppos-ing team to Fold first. A player who places a Bet-to-Win chip is locked into the poker hand but may still use eligible Game Chip play actions. LOADING THE BOX If all 3 flop cards are red numbered cards, the defensive team immediately recovers all previously used Game Chips from the Used Game Chips area. FOLD-TO-RUN — OFFENSE In turn, an offensive player may Fold-to-Run. The player places both hole cards face down on the Dealer Play Action Mat, then reveals the black numbered cards only. Black numbered cards score Run yards at face value. If both cards score, add their values together. All other cards score 0 yards. The player is then folded out of the poker hand. If the Fold-to-Run reaches or crosses the goal line, stop the runner at the goal line and ignore any excess Run yards. Do not award the touchdown until the next defender in turn is given one opportunity to Fold-to-Tackle. If that defender scores any Tackle yards, move the runner back from the goal line by that amount and the touchdown is not scored. If the defender declines to Fold-to-Tackle or scores 0 Tackle yards, the touchdown is scored. FOLD-TO-TACKLE — DEFENSE In turn, a defensive player may Fold-to-Tackle. The player chooses 1 of their 2 hole cards and places it face up on the Dealer Play Action Mat. The other hole card is placed face down. Only a red numbered card scores Tackle yards, at face value. All other cards score 0 yards. The player is then folded out of the poker hand. When a Fold-to-Run reaches or crosses the goal line, the next defender in turn is given one opportunity to Fold-to-Tackle before the touchdown is awarded. If the defender scores any Tackle yards, move the runner back from the goal line by that amount and the touchdown is not scored. If the defender declines to Fold-to-Tackle or scores 0 Tackle yards, the touchdown is scored. FOLD-TO-PASS — OFFENSE Starting with the quarterback dealer and continuing in turn, any eligible offensive player may Fold-to-Pass by folding out of the poker hand and placing their handheld card or cards face down on the Dealer Play Action Mat. The dealer flips 1 reveal card face up. A red numbered card, red picture card, or red Ace results in an incomplete pass. A black numbered card completes the pass for yardage equal to the card's numerical value. A black Jack com-pletes the pass for 10 yards. A black Queen completes the pass for 15 yards. A black King is a dropped pass for no gain unless King Zone Pass Coverage is active, in which case it results in an interception. A black Ace completes the pass for 20 yards. Add completed passing yardage to the offense's current field position. If the completed pass reaches or crosses the goal line, score a touchdown. The folding player takes no further action during the hand. HAIL MARY ATTEMPT A Hail Mary Attempt may be declared only after the offense has reached midfield, the 50-yard line or beyond. Before the Fold-to-Pass dealer reveal, the folding offensive player must spend 1 Game Chip and announce the Hail Mary Attempt. If a black Ace is revealed, score an immediate touchdown instead of the normal 20-yard pass gain. Any other pass-completion card awards its normal Fold-to-Pass yardage. King Zone Pass Coverage cannot stop a Hail Mary touchdown produced by a black Ace. Other Hail Mary re-sults are resolved according to the applicable King Zone Pass Coverage rules. Only 1 Hail Mary Attempt may be declared during a hand. KING ZONE PASS COVERAGE — DEFENSE When an offensive player declares a Fold-to-Pass, any defensive player may immediately spend 1 Game Chip and place it on their end-zone King location to activate King Zone Pass Coverage. While King Zone Pass Coverage is active, any King revealed during a Fold-to-Pass is an immediate intercep-tion. All other completed passes are limited to a maximum gain of 5 yards, even when a higher-valued com-pletion card is revealed. An interception immediately changes possession and ends the hand. The defensive player who activated King Zone Pass Coverage becomes the next offensive dealer following the interception. King Zone Pass Coverage cannot be activated unless a pass is attempted and cannot stop a Hail Mary touch-down on a black Ace. King Zone Pass Coverage remains active until the offense makes a first down or possession changes. Remove the King Zone Pass Coverage chip when a first down is made or following a change of possession, and move it to the Used Game Chips area. FOLD-TO-BLITZ — DEFENSE Starting with the first eligible defensive player in turn from the dealer, a defensive player may Fold-to-Blitz by folding out of the poker hand and placing their handheld card or cards face down on the Dealer Play Action Mat. The dealer flips 1 reveal card face up. Black cards result in a failed blitz. Red numbered cards have no effect. A red Jack, red Queen, red King, or red Ace results in a successful blitz and moves the offense backward 5 yards. Subtract any Blitz yardage from the offense's current field position. The folding defensive player takes no further action during the hand. FINAL BET-TO-WIN ROUND After the final community card is revealed, the remaining eligible players may place their Bet-to-Win chip into the center of the game mat. A player who Bets-to-Win risks becoming benched if they lose the hand but gains access to the Clutch Play card if they win. Once a Bet-to-Win is made, it cannot be withdrawn. A player may not Bet-to-Win last if all other players have already folded out of the hand. WINNER OF THE HAND The best 5-card poker hand wins the hand. Ties are decided by a high-card reveal. An offensive winner moves the football forward according to the offensive Winning Hand Chart. A defensive winner pushes the offense backward according to the defensive Winning Hand Chart. Unless possession changes, an offensive player who wins the hand becomes the next dealer. CLUTCH PLAY If a player Bets-to-Win and wins the hand, that player reveals the face-down Clutch Play card. For an offensive winner, a black picture card doubles the winning-hand yardage. A black Ace scores an imme-diate touchdown. For a defensive winner, a red picture card doubles the defensive winning-hand yardage. A red Ace results in an immediate interception. An interception immediately changes possession, and the defensive player causing the interception becomes the next offensive dealer. After the Clutch Play is completely resolved, determine whether the offense has reached or crossed the first-down marker. BENCHED PLAYERS A player who Bets-to-Win and loses the hand becomes benched and must sit out the entire next hand. Place that player's heavier Bet-to-Win chip in the Benched Player area of the game mat. A benched player may not participate in the next hand, use Game Chips, or deal. If an entire offensive or defensive team becomes benched at the same time, that team receives a 5-yard mis-conduct penalty and all of its benched players immediately return to play. DEFENSIVE GOAL LINE STAND When the offense is inside the opponent's 10-yard line, any defensive player may activate a Goal Line Stand for that hand only by spending 1 Game Chip before the deal begins. Place the chip on the King location on the game mat. While Goal Line Stand is active, any King appearing among the 5 community cards immediately ends the down with no further offensive advancement. THE KICKING GAME Only on 4th down may the dealing quarterback choose to punt, attempt a field goal, or go for the first down normally. All kicking uses High or Low Play. HIGH OR LOW PLAY Begin by flipping 1 card face up. The kicking player predicts whether the next card will be higher or lower in value. An Ace is always high during High or Low Play. Each successful prediction adds 5 yards. If the first card revealed is any King, the kick is immediately blocked. A punt that avoids a first-card King automatically gains 20 kick yards before High or Low predictions begin. A matched pair during a punt produces a defensive punt return. A punter may intentionally make a prediction intended to fail on a long punt to reduce the possibility of producing a return. A field goal that avoids a first-card King automatically gains 10 kick yards, but the kicker must still make at least 1 successful High or Low prediction for the field goal to score. A matched pair during a field goal has no special effect, and play continues with another prediction. A failed prediction normally ends the kick attempt. However, the kicking player, or the next eligible defensive punt-return player to make a call, may spend an available Game Chip to void the failed prediction and contin-ue the sequence. If a field-goal attempt reaches or crosses the goal line through successful High or Low predictions, the kick is good and scores 3 points for the kicking offensive player. If the field-goal attempt fails, the opposing team takes possession at the original line of scrimmage. Before a field-goal attempt begins, use the 2 red markers on the game mat to mark the original line of scrim-mage. DEFENSIVE PUNT RETURN During a punt, if 2 consecutively revealed cards match in value, regardless of suit, the defense immediately earns a punt return. The return reverses field direction toward the kicking team's goal line. The player next to the offensive dealer becomes the return player. The dealer flips 1 card to determine the entire return. A black numbered card produces return yardage equal to its numerical value. A black Jack produces a 10-yard return. A black Queen produces a 15-yard return. A black King produces no return yardage. A black Ace pro-duces an immediate touchdown. Any red card produces no return yardage. If no return yardage is gained, the receiving team begins its possession at the location where the punt ended. After the return, the return player becomes the next quarterback dealer for the receiving team. If a black Ace is revealed, the return player scores the touchdown and may attempt the applicable conversion under the normal conversion rules. EXTRA POINT AND 2-POINT CONVERSION After a touchdown, reshuffle the deck and place 4 cards face down. For an extra-point attempt, the first revealed Ace or picture card scores 1 point unless a King appears first. For a 2-point conversion, 2 Aces or picture cards must be revealed before a King appears. Any King immediately stops and fails the conversion attempt. SAFETY A safety awards 2 points to the defensive player who caused the safety. That player also receives the next deal when the defensive team becomes the offensive team following the safety. SAFETY STOP: Any offensive player out of turn before the hand starts, can put a game chip prior a game play action that may result in a safety. If a play action anytime during the hand causes a safety, the ball is placed on the one-yard line instead of scoring 2 points for the defense. After a safety stop, the chip is removed to the used game chip area. Play then continues as normal. Only one safety stop can occur per hand. PENALTIES All penalties are 5-yard penalties and never result directly in a score. If penalty yardage would carry the foot-ball across a goal line, place the football at the 1-yard line instead. Official penalties include forgetting to place the Dealer Play Action Mat in front of the current dealer, dealing cards to a benched player, forgetting to move the first-down markers when required, forgetting to remove the King Zone Pass Coverage chip when its coverage ends, or an entire team becoming benched. Minor mistakes and accidental card exposure are not penalties and may be corrected by table agreement. Throw the penalty flag and have some laughs. DUAL VICTORY PLAY Team Victory is awarded to the highest-scoring team. MVP Victory is awarded to the highest-scoring individual player. OVERTIME If either the team totals or the MVP-leading individual scores are tied at the end of regulation, overtime be-gins. All players remain active and reset their individual scores to zero. A high-card draw determines the first offen-sive team and dealer. Overtime continues until the first score occurs. The first player to score during overtime wins the MVP Victory and secures the Team Victory.
REGULATION PLAY Regulation consists of 8 offensive drives divided into 4 quarters, with 2 drives per quarter. Use the wood quar-ter marker to track drives 1–4 during the first half and drives 5–8 during the second half. At the end of regulation, the highest-scoring team wins the Team Victory and the highest-scoring individual player wins the MVP Victory. If two teammates tie, both teams tie, or players from opposing teams tie, play goes to overtime. GAME FLOW Each hand represents 1 football down. Only offensive players deal in Power Poker Football®. The quarterback dealer acts first on most play actions. The offense has 4 downs to gain 10 yards for a first down. Reaching or crossing the first-down marker awards a first down only after the entire hand, including any Clutch Play, has been completed. After a first down is awarded, reset the first-down markers and continue with a new set of downs. If the defense stops the offense after 4 downs, possession changes direction across the field. If an offensive player wins the hand and possession remains unchanged, that player becomes the next dealer. If a defensive player wins the hand but possession remains unchanged, the deal passes clockwise to the next of-fensive player. A defensive player who causes a change of possession through their own play action becomes the next offen-sive dealer. Move the red first-down markers only at the very end of the hand, including after any Clutch Play flip. GAME CHIPS — USE THEM WISELY Game Chips may be used to activate King Zone Pass Coverage, declare a Hail Mary Attempt, activate a Goal Line Stand, save a failed High or Low prediction, or continue an eligible kick or return play. The heavier Bet-to-Win chip is used to declare a Bet-to-Win. Fold-to-Run and Fold-to-Tackle do not require Game Chips and cannot be canceled with Game Chips. New players are encouraged to practice one shaded rules section at a time. Once comfortable, combine all sec-tions for a full regulation game. PLAY BEGINS At the start of every hand, the quarterback deals 2 face-down cards to every active player and places 1 Clutch Play card face down in the center of the game mat. A player may Bet-to-Win in turn at any eligible time during the hand. Once a Bet-to-Win is placed, it cannot be changed or withdrawn. The player is locked into the poker hand but may still use eligible Game Chip play actions. RUNNING BACK BLAST — OFFENSE Before the flop begins, the quarterback dealer or any eligible offensive player may declare a Running Back Blast. Only 1 Running Back Blast may be called during a hand. The offensive player must possess, or bluff possession of, a black Ace. Any defensive player may challenge the call. If challenged and the offensive player reveals a black Ace, the offense gains 5 yards and the challenging de-fender must discard 1 handheld card. If the offensive player cannot reveal a black Ace, the offensive player instead discards 1 handheld card. After the Running Back Blast opportunity is completed, play proceeds to the defensive pre-flop action. BLITZ SACK / FUMBLE BET — DEFENSE Before the flop begins, 1 defensive player may spend 1 Game Chip to bet that a red Ace will appear during the flop. If a red Ace appears, the offense immediately loses 5 yards and the dealer flips 1 reveal card to determine pos-session. A red reveal gives the defense immediate possession and ends the hand. A black reveal allows the of-fense to retain possession and the hand continues unless another applicable red Ace must be resolved. If 2 red Aces appear during the flop, each causes a 5-yard loss, for a total possible loss of 10 yards. Only 1 fumble may occur, so a second red Ace does not produce an additional possession reveal. If the defense recovers possession, the hand immediately ends and the defensive player who made the Blitz Sack/Fumble Bet becomes the next offensive dealer. If no red Ace appears during the flop, the Game Chip is lost. After the offensive and defensive pre-flop play actions are completed, proceed to the Yardage Scoring Flop. THE YARDAGE SCORING FLOP The offensive quarterback dealer slowly reveals 3 community cards from left to right. Flop cards always re-solve from left to right during scoring. Only black scoring cards move the offense forward. Black numbered cards score their face value. A black Jack scores 10 yards, a black Queen scores 15 yards, and a black Ace scores 20 yards. Any King revealed during the flop immediately stops all additional offensive flop yardage. Each red Ace revealed during the flop moves the offense backward 5 yards. If the offense reaches the goal line at any time during the game, the hand immediately ends with a touchdown, except when a Fold-to-Run reaches or crosses the goal line. A Fold-to-Run touchdown is resolved under the Fold-to-Run and Fold-to-Tackle rules. After the Yardage Scoring Flop, players continue in normal turn order and may check, Fold-to-Run, Fold-to-Tackle, or place a Bet-to-Win chip when eligible. Fold-to-Run and Fold-to-Tackle are independent play actions made in turn. Neither action requires the oppos-ing team to Fold first. A player who places a Bet-to-Win chip is locked into the poker hand but may still use eligible Game Chip play actions. LOADING THE BOX If all 3 flop cards are red numbered cards, the defensive team immediately recovers all previously used Game Chips from the Used Game Chips area. FOLD-TO-RUN — OFFENSE In turn, an offensive player may Fold-to-Run. The player places both hole cards face down on the Dealer Play Action Mat, then reveals the black numbered cards only. Black numbered cards score Run yards at face value. If both cards score, add their values together. All other cards score 0 yards. The player is then folded out of the poker hand. If the Fold-to-Run reaches or crosses the goal line, stop the runner at the goal line and ignore any excess Run yards. Do not award the touchdown until the next defender in turn is given one opportunity to Fold-to-Tackle. If that defender scores any Tackle yards, move the runner back from the goal line by that amount and the touchdown is not scored. If the defender declines to Fold-to-Tackle or scores 0 Tackle yards, the touchdown is scored. FOLD-TO-TACKLE — DEFENSE In turn, a defensive player may Fold-to-Tackle. The player chooses 1 of their 2 hole cards and places it face up on the Dealer Play Action Mat. The other hole card is placed face down. Only a red numbered card scores Tackle yards, at face value. All other cards score 0 yards. The player is then folded out of the poker hand. When a Fold-to-Run reaches or crosses the goal line, the next defender in turn is given one opportunity to Fold-to-Tackle before the touchdown is awarded. If the defender scores any Tackle yards, move the runner back from the goal line by that amount and the touchdown is not scored. If the defender declines to Fold-to-Tackle or scores 0 Tackle yards, the touchdown is scored. FOLD-TO-PASS — OFFENSE Starting with the quarterback dealer and continuing in turn, any eligible offensive player may Fold-to-Pass by folding out of the poker hand and placing their handheld card or cards face down on the Dealer Play Action Mat. The dealer flips 1 reveal card face up. A red numbered card, red picture card, or red Ace results in an incomplete pass. A black numbered card completes the pass for yardage equal to the card's numerical value. A black Jack com-pletes the pass for 10 yards. A black Queen completes the pass for 15 yards. A black King is a dropped pass for no gain unless King Zone Pass Coverage is active, in which case it results in an interception. A black Ace completes the pass for 20 yards. Add completed passing yardage to the offense's current field position. If the completed pass reaches or crosses the goal line, score a touchdown. The folding player takes no further action during the hand. HAIL MARY ATTEMPT A Hail Mary Attempt may be declared only after the offense has reached midfield, the 50-yard line or beyond. Before the Fold-to-Pass dealer reveal, the folding offensive player must spend 1 Game Chip and announce the Hail Mary Attempt. If a black Ace is revealed, score an immediate touchdown instead of the normal 20-yard pass gain. Any other pass-completion card awards its normal Fold-to-Pass yardage. King Zone Pass Coverage cannot stop a Hail Mary touchdown produced by a black Ace. Other Hail Mary re-sults are resolved according to the applicable King Zone Pass Coverage rules. Only 1 Hail Mary Attempt may be declared during a hand. KING ZONE PASS COVERAGE — DEFENSE When an offensive player declares a Fold-to-Pass, any defensive player may immediately spend 1 Game Chip and place it on their end-zone King location to activate King Zone Pass Coverage. While King Zone Pass Coverage is active, any King revealed during a Fold-to-Pass is an immediate intercep-tion. All other completed passes are limited to a maximum gain of 5 yards, even when a higher-valued com-pletion card is revealed. An interception immediately changes possession and ends the hand. The defensive player who activated King Zone Pass Coverage becomes the next offensive dealer following the interception. King Zone Pass Coverage cannot be activated unless a pass is attempted and cannot stop a Hail Mary touch-down on a black Ace. King Zone Pass Coverage remains active until the offense makes a first down or possession changes. Remove the King Zone Pass Coverage chip when a first down is made or following a change of possession, and move it to the Used Game Chips area. FOLD-TO-BLITZ — DEFENSE Starting with the first eligible defensive player in turn from the dealer, a defensive player may Fold-to-Blitz by folding out of the poker hand and placing their handheld card or cards face down on the Dealer Play Action Mat. The dealer flips 1 reveal card face up. Black cards result in a failed blitz. Red numbered cards have no effect. A red Jack, red Queen, red King, or red Ace results in a successful blitz and moves the offense backward 5 yards. Subtract any Blitz yardage from the offense's current field position. The folding defensive player takes no further action during the hand. FINAL BET-TO-WIN ROUND After the final community card is revealed, the remaining eligible players may place their Bet-to-Win chip into the center of the game mat. A player who Bets-to-Win risks becoming benched if they lose the hand but gains access to the Clutch Play card if they win. Once a Bet-to-Win is made, it cannot be withdrawn. A player may not Bet-to-Win last if all other players have already folded out of the hand. WINNER OF THE HAND The best 5-card poker hand wins the hand. Ties are decided by a high-card reveal. An offensive winner moves the football forward according to the offensive Winning Hand Chart. A defensive winner pushes the offense backward according to the defensive Winning Hand Chart. Unless possession changes, an offensive player who wins the hand becomes the next dealer. CLUTCH PLAY If a player Bets-to-Win and wins the hand, that player reveals the face-down Clutch Play card. For an offensive winner, a black picture card doubles the winning-hand yardage. A black Ace scores an imme-diate touchdown. For a defensive winner, a red picture card doubles the defensive winning-hand yardage. A red Ace results in an immediate interception. An interception immediately changes possession, and the defensive player causing the interception becomes the next offensive dealer. After the Clutch Play is completely resolved, determine whether the offense has reached or crossed the first-down marker. BENCHED PLAYERS A player who Bets-to-Win and loses the hand becomes benched and must sit out the entire next hand. Place that player's heavier Bet-to-Win chip in the Benched Player area of the game mat. A benched player may not participate in the next hand, use Game Chips, or deal. If an entire offensive or defensive team becomes benched at the same time, that team receives a 5-yard mis-conduct penalty and all of its benched players immediately return to play. DEFENSIVE GOAL LINE STAND When the offense is inside the opponent's 10-yard line, any defensive player may activate a Goal Line Stand for that hand only by spending 1 Game Chip before the deal begins. Place the chip on the King location on the game mat. While Goal Line Stand is active, any King appearing among the 5 community cards immediately ends the down with no further offensive advancement. THE KICKING GAME Only on 4th down may the dealing quarterback choose to punt, attempt a field goal, or go for the first down normally. All kicking uses High or Low Play. HIGH OR LOW PLAY Begin by flipping 1 card face up. The kicking player predicts whether the next card will be higher or lower in value. An Ace is always high during High or Low Play. Each successful prediction adds 5 yards. If the first card revealed is any King, the kick is immediately blocked. A punt that avoids a first-card King automatically gains 20 kick yards before High or Low predictions begin. A matched pair during a punt produces a defensive punt return. A punter may intentionally make a prediction intended to fail on a long punt to reduce the possibility of producing a return. A field goal that avoids a first-card King automatically gains 10 kick yards, but the kicker must still make at least 1 successful High or Low prediction for the field goal to score. A matched pair during a field goal has no special effect, and play continues with another prediction. A failed prediction normally ends the kick attempt. However, the kicking player, or the next eligible defensive punt-return player to make a call, may spend an available Game Chip to void the failed prediction and contin-ue the sequence. If a field-goal attempt reaches or crosses the goal line through successful High or Low predictions, the kick is good and scores 3 points for the kicking offensive player. If the field-goal attempt fails, the opposing team takes possession at the original line of scrimmage. Before a field-goal attempt begins, use the 2 red markers on the game mat to mark the original line of scrim-mage. DEFENSIVE PUNT RETURN During a punt, if 2 consecutively revealed cards match in value, regardless of suit, the defense immediately earns a punt return. The return reverses field direction toward the kicking team's goal line. The player next to the offensive dealer becomes the return player. The dealer flips 1 card to determine the entire return. A black numbered card produces return yardage equal to its numerical value. A black Jack produces a 10-yard return. A black Queen produces a 15-yard return. A black King produces no return yardage. A black Ace pro-duces an immediate touchdown. Any red card produces no return yardage. If no return yardage is gained, the receiving team begins its possession at the location where the punt ended. After the return, the return player becomes the next quarterback dealer for the receiving team. If a black Ace is revealed, the return player scores the touchdown and may attempt the applicable conversion under the normal conversion rules. EXTRA POINT AND 2-POINT CONVERSION After a touchdown, reshuffle the deck and place 4 cards face down. For an extra-point attempt, the first revealed Ace or picture card scores 1 point unless a King appears first. For a 2-point conversion, 2 Aces or picture cards must be revealed before a King appears. Any King immediately stops and fails the conversion attempt. SAFETY A safety awards 2 points to the defensive player who caused the safety. That player also receives the next deal when the defensive team becomes the offensive team following the safety. SAFETY STOP: Any offensive player out of turn before the hand starts, can put a game chip prior a game play action that may result in a safety. If a play action anytime during the hand causes a safety, the ball is placed on the one-yard line instead of scoring 2 points for the defense. After a safety stop, the chip is removed to the used game chip area. Play then continues as normal. Only one safety stop can occur per hand. PENALTIES All penalties are 5-yard penalties and never result directly in a score. If penalty yardage would carry the foot-ball across a goal line, place the football at the 1-yard line instead. Official penalties include forgetting to place the Dealer Play Action Mat in front of the current dealer, dealing cards to a benched player, forgetting to move the first-down markers when required, forgetting to remove the King Zone Pass Coverage chip when its coverage ends, or an entire team becoming benched. Minor mistakes and accidental card exposure are not penalties and may be corrected by table agreement. Throw the penalty flag and have some laughs. DUAL VICTORY PLAY Team Victory is awarded to the highest-scoring team. MVP Victory is awarded to the highest-scoring individual player. OVERTIME If either the team totals or the MVP-leading individual scores are tied at the end of regulation, overtime be-gins. All players remain active and reset their individual scores to zero. A high-card draw determines the first offen-sive team and dealer. Overtime continues until the first score occurs. The first player to score during overtime wins the MVP Victory and secures the Team Victory.
REGULATION PLAY Regulation consists of 8 offensive drives divided into 4 quarters, with 2 drives per quarter. Use the wood quar-ter marker to track drives 1–4 during the first half and drives 5–8 during the second half. At the end of regulation, the highest-scoring team wins the Team Victory and the highest-scoring individual player wins the MVP Victory. If two teammates tie, both teams tie, or players from opposing teams tie, play goes to overtime. GAME FLOW Each hand represents 1 football down. Only offensive players deal in Power Poker Football®. The quarterback dealer acts first on most play actions. The offense has 4 downs to gain 10 yards for a first down. Reaching or crossing the first-down marker awards a first down only after the entire hand, including any Clutch Play, has been completed. After a first down is awarded, reset the first-down markers and continue with a new set of downs. If the defense stops the offense after 4 downs, possession changes direction across the field. If an offensive player wins the hand and possession remains unchanged, that player becomes the next dealer. If a defensive player wins the hand but possession remains unchanged, the deal passes clockwise to the next of-fensive player. A defensive player who causes a change of possession through their own play action becomes the next offen-sive dealer. Move the red first-down markers only at the very end of the hand, including after any Clutch Play flip. GAME CHIPS — USE THEM WISELY Game Chips may be used to activate King Zone Pass Coverage, declare a Hail Mary Attempt, activate a Goal Line Stand, save a failed High or Low prediction, or continue an eligible kick or return play. The heavier Bet-to-Win chip is used to declare a Bet-to-Win. Fold-to-Run and Fold-to-Tackle do not require Game Chips and cannot be canceled with Game Chips. New players are encouraged to practice one shaded rules section at a time. Once comfortable, combine all sec-tions for a full regulation game. PLAY BEGINS At the start of every hand, the quarterback deals 2 face-down cards to every active player and places 1 Clutch Play card face down in the center of the game mat. A player may Bet-to-Win in turn at any eligible time during the hand. Once a Bet-to-Win is placed, it cannot be changed or withdrawn. The player is locked into the poker hand but may still use eligible Game Chip play actions. RUNNING BACK BLAST — OFFENSE Before the flop begins, the quarterback dealer or any eligible offensive player may declare a Running Back Blast. Only 1 Running Back Blast may be called during a hand. The offensive player must possess, or bluff possession of, a black Ace. Any defensive player may challenge the call. If challenged and the offensive player reveals a black Ace, the offense gains 5 yards and the challenging de-fender must discard 1 handheld card. If the offensive player cannot reveal a black Ace, the offensive player instead discards 1 handheld card. After the Running Back Blast opportunity is completed, play proceeds to the defensive pre-flop action. BLITZ SACK / FUMBLE BET — DEFENSE Before the flop begins, 1 defensive player may spend 1 Game Chip to bet that a red Ace will appear during the flop. If a red Ace appears, the offense immediately loses 5 yards and the dealer flips 1 reveal card to determine pos-session. A red reveal gives the defense immediate possession and ends the hand. A black reveal allows the of-fense to retain possession and the hand continues unless another applicable red Ace must be resolved. If 2 red Aces appear during the flop, each causes a 5-yard loss, for a total possible loss of 10 yards. Only 1 fumble may occur, so a second red Ace does not produce an additional possession reveal. If the defense recovers possession, the hand immediately ends and the defensive player who made the Blitz Sack/Fumble Bet becomes the next offensive dealer. If no red Ace appears during the flop, the Game Chip is lost. After the offensive and defensive pre-flop play actions are completed, proceed to the Yardage Scoring Flop. THE YARDAGE SCORING FLOP The offensive quarterback dealer slowly reveals 3 community cards from left to right. Flop cards always re-solve from left to right during scoring. Only black scoring cards move the offense forward. Black numbered cards score their face value. A black Jack scores 10 yards, a black Queen scores 15 yards, and a black Ace scores 20 yards. Any King revealed during the flop immediately stops all additional offensive flop yardage. Each red Ace revealed during the flop moves the offense backward 5 yards. If the offense reaches the goal line at any time during the game, the hand immediately ends with a touchdown, except when a Fold-to-Run reaches or crosses the goal line. A Fold-to-Run touchdown is resolved under the Fold-to-Run and Fold-to-Tackle rules. After the Yardage Scoring Flop, players continue in normal turn order and may check, Fold-to-Run, Fold-to-Tackle, or place a Bet-to-Win chip when eligible. Fold-to-Run and Fold-to-Tackle are independent play actions made in turn. Neither action requires the oppos-ing team to Fold first. A player who places a Bet-to-Win chip is locked into the poker hand but may still use eligible Game Chip play actions. LOADING THE BOX If all 3 flop cards are red numbered cards, the defensive team immediately recovers all previously used Game Chips from the Used Game Chips area. FOLD-TO-RUN — OFFENSE In turn, an offensive player may Fold-to-Run. The player places both hole cards face down on the Dealer Play Action Mat, then reveals the black numbered cards only. Black numbered cards score Run yards at face value. If both cards score, add their values together. All other cards score 0 yards. The player is then folded out of the poker hand. If the Fold-to-Run reaches or crosses the goal line, stop the runner at the goal line and ignore any excess Run yards. Do not award the touchdown until the next defender in turn is given one opportunity to Fold-to-Tackle. If that defender scores any Tackle yards, move the runner back from the goal line by that amount and the touchdown is not scored. If the defender declines to Fold-to-Tackle or scores 0 Tackle yards, the touchdown is scored. FOLD-TO-TACKLE — DEFENSE In turn, a defensive player may Fold-to-Tackle. The player chooses 1 of their 2 hole cards and places it face up on the Dealer Play Action Mat. The other hole card is placed face down. Only a red numbered card scores Tackle yards, at face value. All other cards score 0 yards. The player is then folded out of the poker hand. When a Fold-to-Run reaches or crosses the goal line, the next defender in turn is given one opportunity to Fold-to-Tackle before the touchdown is awarded. If the defender scores any Tackle yards, move the runner back from the goal line by that amount and the touchdown is not scored. If the defender declines to Fold-to-Tackle or scores 0 Tackle yards, the touchdown is scored. FOLD-TO-PASS — OFFENSE Starting with the quarterback dealer and continuing in turn, any eligible offensive player may Fold-to-Pass by folding out of the poker hand and placing their handheld card or cards face down on the Dealer Play Action Mat. The dealer flips 1 reveal card face up. A red numbered card, red picture card, or red Ace results in an incomplete pass. A black numbered card completes the pass for yardage equal to the card's numerical value. A black Jack com-pletes the pass for 10 yards. A black Queen completes the pass for 15 yards. A black King is a dropped pass for no gain unless King Zone Pass Coverage is active, in which case it results in an interception. A black Ace completes the pass for 20 yards. Add completed passing yardage to the offense's current field position. If the completed pass reaches or crosses the goal line, score a touchdown. The folding player takes no further action during the hand. HAIL MARY ATTEMPT A Hail Mary Attempt may be declared only after the offense has reached midfield, the 50-yard line or beyond. Before the Fold-to-Pass dealer reveal, the folding offensive player must spend 1 Game Chip and announce the Hail Mary Attempt. If a black Ace is revealed, score an immediate touchdown instead of the normal 20-yard pass gain. Any other pass-completion card awards its normal Fold-to-Pass yardage. King Zone Pass Coverage cannot stop a Hail Mary touchdown produced by a black Ace. Other Hail Mary re-sults are resolved according to the applicable King Zone Pass Coverage rules. Only 1 Hail Mary Attempt may be declared during a hand. KING ZONE PASS COVERAGE — DEFENSE When an offensive player declares a Fold-to-Pass, any defensive player may immediately spend 1 Game Chip and place it on their end-zone King location to activate King Zone Pass Coverage. While King Zone Pass Coverage is active, any King revealed during a Fold-to-Pass is an immediate intercep-tion. All other completed passes are limited to a maximum gain of 5 yards, even when a higher-valued com-pletion card is revealed. An interception immediately changes possession and ends the hand. The defensive player who activated King Zone Pass Coverage becomes the next offensive dealer following the interception. King Zone Pass Coverage cannot be activated unless a pass is attempted and cannot stop a Hail Mary touch-down on a black Ace. King Zone Pass Coverage remains active until the offense makes a first down or possession changes. Remove the King Zone Pass Coverage chip when a first down is made or following a change of possession, and move it to the Used Game Chips area. FOLD-TO-BLITZ — DEFENSE Starting with the first eligible defensive player in turn from the dealer, a defensive player may Fold-to-Blitz by folding out of the poker hand and placing their handheld card or cards face down on the Dealer Play Action Mat. The dealer flips 1 reveal card face up. Black cards result in a failed blitz. Red numbered cards have no effect. A red Jack, red Queen, red King, or red Ace results in a successful blitz and moves the offense backward 5 yards. Subtract any Blitz yardage from the offense's current field position. The folding defensive player takes no further action during the hand. FINAL BET-TO-WIN ROUND After the final community card is revealed, the remaining eligible players may place their Bet-to-Win chip into the center of the game mat. A player who Bets-to-Win risks becoming benched if they lose the hand but gains access to the Clutch Play card if they win. Once a Bet-to-Win is made, it cannot be withdrawn. A player may not Bet-to-Win last if all other players have already folded out of the hand. WINNER OF THE HAND The best 5-card poker hand wins the hand. Ties are decided by a high-card reveal. An offensive winner moves the football forward according to the offensive Winning Hand Chart. A defensive winner pushes the offense backward according to the defensive Winning Hand Chart. Unless possession changes, an offensive player who wins the hand becomes the next dealer. CLUTCH PLAY If a player Bets-to-Win and wins the hand, that player reveals the face-down Clutch Play card. For an offensive winner, a black picture card doubles the winning-hand yardage. A black Ace scores an imme-diate touchdown. For a defensive winner, a red picture card doubles the defensive winning-hand yardage. A red Ace results in an immediate interception. An interception immediately changes possession, and the defensive player causing the interception becomes the next offensive dealer. After the Clutch Play is completely resolved, determine whether the offense has reached or crossed the first-down marker. BENCHED PLAYERS A player who Bets-to-Win and loses the hand becomes benched and must sit out the entire next hand. Place that player's heavier Bet-to-Win chip in the Benched Player area of the game mat. A benched player may not participate in the next hand, use Game Chips, or deal. If an entire offensive or defensive team becomes benched at the same time, that team receives a 5-yard mis-conduct penalty and all of its benched players immediately return to play. DEFENSIVE GOAL LINE STAND When the offense is inside the opponent's 10-yard line, any defensive player may activate a Goal Line Stand for that hand only by spending 1 Game Chip before the deal begins. Place the chip on the King location on the game mat. While Goal Line Stand is active, any King appearing among the 5 community cards immediately ends the down with no further offensive advancement. THE KICKING GAME Only on 4th down may the dealing quarterback choose to punt, attempt a field goal, or go for the first down normally. All kicking uses High or Low Play. HIGH OR LOW PLAY Begin by flipping 1 card face up. The kicking player predicts whether the next card will be higher or lower in value. An Ace is always high during High or Low Play. Each successful prediction adds 5 yards. If the first card revealed is any King, the kick is immediately blocked. A punt that avoids a first-card King automatically gains 20 kick yards before High or Low predictions begin. A matched pair during a punt produces a defensive punt return. A punter may intentionally make a prediction intended to fail on a long punt to reduce the possibility of producing a return. A field goal that avoids a first-card King automatically gains 10 kick yards, but the kicker must still make at least 1 successful High or Low prediction for the field goal to score. A matched pair during a field goal has no special effect, and play continues with another prediction. A failed prediction normally ends the kick attempt. However, the kicking player, or the next eligible defensive punt-return player to make a call, may spend an available Game Chip to void the failed prediction and contin-ue the sequence. If a field-goal attempt reaches or crosses the goal line through successful High or Low predictions, the kick is good and scores 3 points for the kicking offensive player. If the field-goal attempt fails, the opposing team takes possession at the original line of scrimmage. Before a field-goal attempt begins, use the 2 red markers on the game mat to mark the original line of scrim-mage. DEFENSIVE PUNT RETURN During a punt, if 2 consecutively revealed cards match in value, regardless of suit, the defense immediately earns a punt return. The return reverses field direction toward the kicking team's goal line. The player next to the offensive dealer becomes the return player. The dealer flips 1 card to determine the entire return. A black numbered card produces return yardage equal to its numerical value. A black Jack produces a 10-yard return. A black Queen produces a 15-yard return. A black King produces no return yardage. A black Ace pro-duces an immediate touchdown. Any red card produces no return yardage. If no return yardage is gained, the receiving team begins its possession at the location where the punt ended. After the return, the return player becomes the next quarterback dealer for the receiving team. If a black Ace is revealed, the return player scores the touchdown and may attempt the applicable conversion under the normal conversion rules. EXTRA POINT AND 2-POINT CONVERSION After a touchdown, reshuffle the deck and place 4 cards face down. For an extra-point attempt, the first revealed Ace or picture card scores 1 point unless a King appears first. For a 2-point conversion, 2 Aces or picture cards must be revealed before a King appears. Any King immediately stops and fails the conversion attempt. SAFETY A safety awards 2 points to the defensive player who caused the safety. That player also receives the next deal when the defensive team becomes the offensive team following the safety. SAFETY STOP: Any offensive player out of turn before the hand starts, can put a game chip prior a game play action that may result in a safety. If a play action anytime during the hand causes a safety, the ball is placed on the one-yard line instead of scoring 2 points for the defense. After a safety stop, the chip is removed to the used game chip area. Play then continues as normal. Only one safety stop can occur per hand. PENALTIES All penalties are 5-yard penalties and never result directly in a score. If penalty yardage would carry the foot-ball across a goal line, place the football at the 1-yard line instead. Official penalties include forgetting to place the Dealer Play Action Mat in front of the current dealer, dealing cards to a benched player, forgetting to move the first-down markers when required, forgetting to remove the King Zone Pass Coverage chip when its coverage ends, or an entire team becoming benched. Minor mistakes and accidental card exposure are not penalties and may be corrected by table agreement. Throw the penalty flag and have some laughs. DUAL VICTORY PLAY Team Victory is awarded to the highest-scoring team. MVP Victory is awarded to the highest-scoring individual player. OVERTIME If either the team totals or the MVP-leading individual scores are tied at the end of regulation, overtime be-gins. All players remain active and reset their individual scores to zero. A high-card draw determines the first offen-sive team and dealer. Overtime continues until the first score occurs. The first player to score during overtime wins the MVP Victory and secures the Team Victory.
REGULATION PLAY Regulation consists of 8 offensive drives divided into 4 quarters, with 2 drives per quarter. Use the wood quar-ter marker to track drives 1–4 during the first half and drives 5–8 during the second half. At the end of regulation, the highest-scoring team wins the Team Victory and the highest-scoring individual player wins the MVP Victory. If two teammates tie, both teams tie, or players from opposing teams tie, play goes to overtime. GAME FLOW Each hand represents 1 football down. Only offensive players deal in Power Poker Football®. The quarterback dealer acts first on most play actions. The offense has 4 downs to gain 10 yards for a first down. Reaching or crossing the first-down marker awards a first down only after the entire hand, including any Clutch Play, has been completed. After a first down is awarded, reset the first-down markers and continue with a new set of downs. If the defense stops the offense after 4 downs, possession changes direction across the field. If an offensive player wins the hand and possession remains unchanged, that player becomes the next dealer. If a defensive player wins the hand but possession remains unchanged, the deal passes clockwise to the next of-fensive player. A defensive player who causes a change of possession through their own play action becomes the next offen-sive dealer. Move the red first-down markers only at the very end of the hand, including after any Clutch Play flip. GAME CHIPS — USE THEM WISELY Game Chips may be used to activate King Zone Pass Coverage, declare a Hail Mary Attempt, activate a Goal Line Stand, save a failed High or Low prediction, or continue an eligible kick or return play. The heavier Bet-to-Win chip is used to declare a Bet-to-Win. Fold-to-Run and Fold-to-Tackle do not require Game Chips and cannot be canceled with Game Chips. New players are encouraged to practice one shaded rules section at a time. Once comfortable, combine all sec-tions for a full regulation game. PLAY BEGINS At the start of every hand, the quarterback deals 2 face-down cards to every active player and places 1 Clutch Play card face down in the center of the game mat. A player may Bet-to-Win in turn at any eligible time during the hand. Once a Bet-to-Win is placed, it cannot be changed or withdrawn. The player is locked into the poker hand but may still use eligible Game Chip play actions. RUNNING BACK BLAST — OFFENSE Before the flop begins, the quarterback dealer or any eligible offensive player may declare a Running Back Blast. Only 1 Running Back Blast may be called during a hand. The offensive player must possess, or bluff possession of, a black Ace. Any defensive player may challenge the call. If challenged and the offensive player reveals a black Ace, the offense gains 5 yards and the challenging de-fender must discard 1 handheld card. If the offensive player cannot reveal a black Ace, the offensive player instead discards 1 handheld card. After the Running Back Blast opportunity is completed, play proceeds to the defensive pre-flop action. BLITZ SACK / FUMBLE BET — DEFENSE Before the flop begins, 1 defensive player may spend 1 Game Chip to bet that a red Ace will appear during the flop. If a red Ace appears, the offense immediately loses 5 yards and the dealer flips 1 reveal card to determine pos-session. A red reveal gives the defense immediate possession and ends the hand. A black reveal allows the of-fense to retain possession and the hand continues unless another applicable red Ace must be resolved. If 2 red Aces appear during the flop, each causes a 5-yard loss, for a total possible loss of 10 yards. Only 1 fumble may occur, so a second red Ace does not produce an additional possession reveal. If the defense recovers possession, the hand immediately ends and the defensive player who made the Blitz Sack/Fumble Bet becomes the next offensive dealer. If no red Ace appears during the flop, the Game Chip is lost. After the offensive and defensive pre-flop play actions are completed, proceed to the Yardage Scoring Flop. THE YARDAGE SCORING FLOP The offensive quarterback dealer slowly reveals 3 community cards from left to right. Flop cards always re-solve from left to right during scoring. Only black scoring cards move the offense forward. Black numbered cards score their face value. A black Jack scores 10 yards, a black Queen scores 15 yards, and a black Ace scores 20 yards. Any King revealed during the flop immediately stops all additional offensive flop yardage. Each red Ace revealed during the flop moves the offense backward 5 yards. If the offense reaches the goal line at any time during the game, the hand immediately ends with a touchdown, except when a Fold-to-Run reaches or crosses the goal line. A Fold-to-Run touchdown is resolved under the Fold-to-Run and Fold-to-Tackle rules. After the Yardage Scoring Flop, players continue in normal turn order and may check, Fold-to-Run, Fold-to-Tackle, or place a Bet-to-Win chip when eligible. Fold-to-Run and Fold-to-Tackle are independent play actions made in turn. Neither action requires the oppos-ing team to Fold first. A player who places a Bet-to-Win chip is locked into the poker hand but may still use eligible Game Chip play actions. LOADING THE BOX If all 3 flop cards are red numbered cards, the defensive team immediately recovers all previously used Game Chips from the Used Game Chips area. FOLD-TO-RUN — OFFENSE In turn, an offensive player may Fold-to-Run. The player places both hole cards face down on the Dealer Play Action Mat, then reveals the black numbered cards only. Black numbered cards score Run yards at face value. If both cards score, add their values together. All other cards score 0 yards. The player is then folded out of the poker hand. If the Fold-to-Run reaches or crosses the goal line, stop the runner at the goal line and ignore any excess Run yards. Do not award the touchdown until the next defender in turn is given one opportunity to Fold-to-Tackle. If that defender scores any Tackle yards, move the runner back from the goal line by that amount and the touchdown is not scored. If the defender declines to Fold-to-Tackle or scores 0 Tackle yards, the touchdown is scored. FOLD-TO-TACKLE — DEFENSE In turn, a defensive player may Fold-to-Tackle. The player chooses 1 of their 2 hole cards and places it face up on the Dealer Play Action Mat. The other hole card is placed face down. Only a red numbered card scores Tackle yards, at face value. All other cards score 0 yards. The player is then folded out of the poker hand. When a Fold-to-Run reaches or crosses the goal line, the next defender in turn is given one opportunity to Fold-to-Tackle before the touchdown is awarded. If the defender scores any Tackle yards, move the runner back from the goal line by that amount and the touchdown is not scored. If the defender declines to Fold-to-Tackle or scores 0 Tackle yards, the touchdown is scored. FOLD-TO-PASS — OFFENSE Starting with the quarterback dealer and continuing in turn, any eligible offensive player may Fold-to-Pass by folding out of the poker hand and placing their handheld card or cards face down on the Dealer Play Action Mat. The dealer flips 1 reveal card face up. A red numbered card, red picture card, or red Ace results in an incomplete pass. A black numbered card completes the pass for yardage equal to the card's numerical value. A black Jack com-pletes the pass for 10 yards. A black Queen completes the pass for 15 yards. A black King is a dropped pass for no gain unless King Zone Pass Coverage is active, in which case it results in an interception. A black Ace completes the pass for 20 yards. Add completed passing yardage to the offense's current field position. If the completed pass reaches or crosses the goal line, score a touchdown. The folding player takes no further action during the hand. HAIL MARY ATTEMPT A Hail Mary Attempt may be declared only after the offense has reached midfield, the 50-yard line or beyond. Before the Fold-to-Pass dealer reveal, the folding offensive player must spend 1 Game Chip and announce the Hail Mary Attempt. If a black Ace is revealed, score an immediate touchdown instead of the normal 20-yard pass gain. Any other pass-completion card awards its normal Fold-to-Pass yardage. King Zone Pass Coverage cannot stop a Hail Mary touchdown produced by a black Ace. Other Hail Mary re-sults are resolved according to the applicable King Zone Pass Coverage rules. Only 1 Hail Mary Attempt may be declared during a hand. KING ZONE PASS COVERAGE — DEFENSE When an offensive player declares a Fold-to-Pass, any defensive player may immediately spend 1 Game Chip and place it on their end-zone King location to activate King Zone Pass Coverage. While King Zone Pass Coverage is active, any King revealed during a Fold-to-Pass is an immediate intercep-tion. All other completed passes are limited to a maximum gain of 5 yards, even when a higher-valued com-pletion card is revealed. An interception immediately changes possession and ends the hand. The defensive player who activated King Zone Pass Coverage becomes the next offensive dealer following the interception. King Zone Pass Coverage cannot be activated unless a pass is attempted and cannot stop a Hail Mary touch-down on a black Ace. King Zone Pass Coverage remains active until the offense makes a first down or possession changes. Remove the King Zone Pass Coverage chip when a first down is made or following a change of possession, and move it to the Used Game Chips area. FOLD-TO-BLITZ — DEFENSE Starting with the first eligible defensive player in turn from the dealer, a defensive player may Fold-to-Blitz by folding out of the poker hand and placing their handheld card or cards face down on the Dealer Play Action Mat. The dealer flips 1 reveal card face up. Black cards result in a failed blitz. Red numbered cards have no effect. A red Jack, red Queen, red King, or red Ace results in a successful blitz and moves the offense backward 5 yards. Subtract any Blitz yardage from the offense's current field position. The folding defensive player takes no further action during the hand. FINAL BET-TO-WIN ROUND After the final community card is revealed, the remaining eligible players may place their Bet-to-Win chip into the center of the game mat. A player who Bets-to-Win risks becoming benched if they lose the hand but gains access to the Clutch Play card if they win. Once a Bet-to-Win is made, it cannot be withdrawn. A player may not Bet-to-Win last if all other players have already folded out of the hand. WINNER OF THE HAND The best 5-card poker hand wins the hand. Ties are decided by a high-card reveal. An offensive winner moves the football forward according to the offensive Winning Hand Chart. A defensive winner pushes the offense backward according to the defensive Winning Hand Chart. Unless possession changes, an offensive player who wins the hand becomes the next dealer. CLUTCH PLAY If a player Bets-to-Win and wins the hand, that player reveals the face-down Clutch Play card. For an offensive winner, a black picture card doubles the winning-hand yardage. A black Ace scores an imme-diate touchdown. For a defensive winner, a red picture card doubles the defensive winning-hand yardage. A red Ace results in an immediate interception. An interception immediately changes possession, and the defensive player causing the interception becomes the next offensive dealer. After the Clutch Play is completely resolved, determine whether the offense has reached or crossed the first-down marker. BENCHED PLAYERS A player who Bets-to-Win and loses the hand becomes benched and must sit out the entire next hand. Place that player's heavier Bet-to-Win chip in the Benched Player area of the game mat. A benched player may not participate in the next hand, use Game Chips, or deal. If an entire offensive or defensive team becomes benched at the same time, that team receives a 5-yard mis-conduct penalty and all of its benched players immediately return to play. DEFENSIVE GOAL LINE STAND When the offense is inside the opponent's 10-yard line, any defensive player may activate a Goal Line Stand for that hand only by spending 1 Game Chip before the deal begins. Place the chip on the King location on the game mat. While Goal Line Stand is active, any King appearing among the 5 community cards immediately ends the down with no further offensive advancement. THE KICKING GAME Only on 4th down may the dealing quarterback choose to punt, attempt a field goal, or go for the first down normally. All kicking uses High or Low Play. HIGH OR LOW PLAY Begin by flipping 1 card face up. The kicking player predicts whether the next card will be higher or lower in value. An Ace is always high during High or Low Play. Each successful prediction adds 5 yards. If the first card revealed is any King, the kick is immediately blocked. A punt that avoids a first-card King automatically gains 20 kick yards before High or Low predictions begin. A matched pair during a punt produces a defensive punt return. A punter may intentionally make a prediction intended to fail on a long punt to reduce the possibility of producing a return. A field goal that avoids a first-card King automatically gains 10 kick yards, but the kicker must still make at least 1 successful High or Low prediction for the field goal to score. A matched pair during a field goal has no special effect, and play continues with another prediction. A failed prediction normally ends the kick attempt. However, the kicking player, or the next eligible defensive punt-return player to make a call, may spend an available Game Chip to void the failed prediction and contin-ue the sequence. If a field-goal attempt reaches or crosses the goal line through successful High or Low predictions, the kick is good and scores 3 points for the kicking offensive player. If the field-goal attempt fails, the opposing team takes possession at the original line of scrimmage. Before a field-goal attempt begins, use the 2 red markers on the game mat to mark the original line of scrim-mage. DEFENSIVE PUNT RETURN During a punt, if 2 consecutively revealed cards match in value, regardless of suit, the defense immediately earns a punt return. The return reverses field direction toward the kicking team's goal line. The player next to the offensive dealer becomes the return player. The dealer flips 1 card to determine the entire return. A black numbered card produces return yardage equal to its numerical value. A black Jack produces a 10-yard return. A black Queen produces a 15-yard return. A black King produces no return yardage. A black Ace pro-duces an immediate touchdown. Any red card produces no return yardage. If no return yardage is gained, the receiving team begins its possession at the location where the punt ended. After the return, the return player becomes the next quarterback dealer for the receiving team. If a black Ace is revealed, the return player scores the touchdown and may attempt the applicable conversion under the normal conversion rules. EXTRA POINT AND 2-POINT CONVERSION After a touchdown, reshuffle the deck and place 4 cards face down. For an extra-point attempt, the first revealed Ace or picture card scores 1 point unless a King appears first. For a 2-point conversion, 2 Aces or picture cards must be revealed before a King appears. Any King immediately stops and fails the conversion attempt. SAFETY A safety awards 2 points to the defensive player who caused the safety. That player also receives the next deal when the defensive team becomes the offensive team following the safety. SAFETY STOP: Any offensive player out of turn before the hand starts, can put a game chip prior a game play action that may result in a safety. If a play action anytime during the hand causes a safety, the ball is placed on the one-yard line instead of scoring 2 points for the defense. After a safety stop, the chip is removed to the used game chip area. Play then continues as normal. Only one safety stop can occur per hand. PENALTIES All penalties are 5-yard penalties and never result directly in a score. If penalty yardage would carry the foot-ball across a goal line, place the football at the 1-yard line instead. Official penalties include forgetting to place the Dealer Play Action Mat in front of the current dealer, dealing cards to a benched player, forgetting to move the first-down markers when required, forgetting to remove the King Zone Pass Coverage chip when its coverage ends, or an entire team becoming benched. Minor mistakes and accidental card exposure are not penalties and may be corrected by table agreement. Throw the penalty flag and have some laughs. DUAL VICTORY PLAY Team Victory is awarded to the highest-scoring team. MVP Victory is awarded to the highest-scoring individual player. OVERTIME If either the team totals or the MVP-leading individual scores are tied at the end of regulation, overtime be-gins. All players remain active and reset their individual scores to zero. A high-card draw determines the first offen-sive team and dealer. Overtime continues until the first score occurs. The first player to score during overtime wins the MVP Victory and secures the Team Victory.
REGULATION PLAY Regulation consists of 8 offensive drives divided into 4 quarters, with 2 drives per quarter. Use the wood quar-ter marker to track drives 1–4 during the first half and drives 5–8 during the second half. At the end of regulation, the highest-scoring team wins the Team Victory and the highest-scoring individual player wins the MVP Victory. If two teammates tie, both teams tie, or players from opposing teams tie, play goes to overtime. GAME FLOW Each hand represents 1 football down. Only offensive players deal in Power Poker Football®. The quarterback dealer acts first on most play actions. The offense has 4 downs to gain 10 yards for a first down. Reaching or crossing the first-down marker awards a first down only after the entire hand, including any Clutch Play, has been completed. After a first down is awarded, reset the first-down markers and continue with a new set of downs. If the defense stops the offense after 4 downs, possession changes direction across the field. If an offensive player wins the hand and possession remains unchanged, that player becomes the next dealer. If a defensive player wins the hand but possession remains unchanged, the deal passes clockwise to the next of-fensive player. A defensive player who causes a change of possession through their own play action becomes the next offen-sive dealer. Move the red first-down markers only at the very end of the hand, including after any Clutch Play flip. GAME CHIPS — USE THEM WISELY Game Chips may be used to activate King Zone Pass Coverage, declare a Hail Mary Attempt, activate a Goal Line Stand, save a failed High or Low prediction, or continue an eligible kick or return play. The heavier Bet-to-Win chip is used to declare a Bet-to-Win. Fold-to-Run and Fold-to-Tackle do not require Game Chips and cannot be canceled with Game Chips. New players are encouraged to practice one shaded rules section at a time. Once comfortable, combine all sec-tions for a full regulation game. PLAY BEGINS At the start of every hand, the quarterback deals 2 face-down cards to every active player and places 1 Clutch Play card face down in the center of the game mat. A player may Bet-to-Win in turn at any eligible time during the hand. Once a Bet-to-Win is placed, it cannot be changed or withdrawn. The player is locked into the poker hand but may still use eligible Game Chip play actions. RUNNING BACK BLAST — OFFENSE Before the flop begins, the quarterback dealer or any eligible offensive player may declare a Running Back Blast. Only 1 Running Back Blast may be called during a hand. The offensive player must possess, or bluff possession of, a black Ace. Any defensive player may challenge the call. If challenged and the offensive player reveals a black Ace, the offense gains 5 yards and the challenging de-fender must discard 1 handheld card. If the offensive player cannot reveal a black Ace, the offensive player instead discards 1 handheld card. After the Running Back Blast opportunity is completed, play proceeds to the defensive pre-flop action. BLITZ SACK / FUMBLE BET — DEFENSE Before the flop begins, 1 defensive player may spend 1 Game Chip to bet that a red Ace will appear during the flop. If a red Ace appears, the offense immediately loses 5 yards and the dealer flips 1 reveal card to determine pos-session. A red reveal gives the defense immediate possession and ends the hand. A black reveal allows the of-fense to retain possession and the hand continues unless another applicable red Ace must be resolved. If 2 red Aces appear during the flop, each causes a 5-yard loss, for a total possible loss of 10 yards. Only 1 fumble may occur, so a second red Ace does not produce an additional possession reveal. If the defense recovers possession, the hand immediately ends and the defensive player who made the Blitz Sack/Fumble Bet becomes the next offensive dealer. If no red Ace appears during the flop, the Game Chip is lost. After the offensive and defensive pre-flop play actions are completed, proceed to the Yardage Scoring Flop. THE YARDAGE SCORING FLOP The offensive quarterback dealer slowly reveals 3 community cards from left to right. Flop cards always re-solve from left to right during scoring. Only black scoring cards move the offense forward. Black numbered cards score their face value. A black Jack scores 10 yards, a black Queen scores 15 yards, and a black Ace scores 20 yards. Any King revealed during the flop immediately stops all additional offensive flop yardage. Each red Ace revealed during the flop moves the offense backward 5 yards. If the offense reaches the goal line at any time during the game, the hand immediately ends with a touchdown, except when a Fold-to-Run reaches or crosses the goal line. A Fold-to-Run touchdown is resolved under the Fold-to-Run and Fold-to-Tackle rules. After the Yardage Scoring Flop, players continue in normal turn order and may check, Fold-to-Run, Fold-to-Tackle, or place a Bet-to-Win chip when eligible. Fold-to-Run and Fold-to-Tackle are independent play actions made in turn. Neither action requires the oppos-ing team to Fold first. A player who places a Bet-to-Win chip is locked into the poker hand but may still use eligible Game Chip play actions. LOADING THE BOX If all 3 flop cards are red numbered cards, the defensive team immediately recovers all previously used Game Chips from the Used Game Chips area. FOLD-TO-RUN — OFFENSE In turn, an offensive player may Fold-to-Run. The player places both hole cards face down on the Dealer Play Action Mat, then reveals the black numbered cards only. Black numbered cards score Run yards at face value. If both cards score, add their values together. All other cards score 0 yards. The player is then folded out of the poker hand. If the Fold-to-Run reaches or crosses the goal line, stop the runner at the goal line and ignore any excess Run yards. Do not award the touchdown until the next defender in turn is given one opportunity to Fold-to-Tackle. If that defender scores any Tackle yards, move the runner back from the goal line by that amount and the touchdown is not scored. If the defender declines to Fold-to-Tackle or scores 0 Tackle yards, the touchdown is scored. FOLD-TO-TACKLE — DEFENSE In turn, a defensive player may Fold-to-Tackle. The player chooses 1 of their 2 hole cards and places it face up on the Dealer Play Action Mat. The other hole card is placed face down. Only a red numbered card scores Tackle yards, at face value. All other cards score 0 yards. The player is then folded out of the poker hand. When a Fold-to-Run reaches or crosses the goal line, the next defender in turn is given one opportunity to Fold-to-Tackle before the touchdown is awarded. If the defender scores any Tackle yards, move the runner back from the goal line by that amount and the touchdown is not scored. If the defender declines to Fold-to-Tackle or scores 0 Tackle yards, the touchdown is scored. FOLD-TO-PASS — OFFENSE Starting with the quarterback dealer and continuing in turn, any eligible offensive player may Fold-to-Pass by folding out of the poker hand and placing their handheld card or cards face down on the Dealer Play Action Mat. The dealer flips 1 reveal card face up. A red numbered card, red picture card, or red Ace results in an incomplete pass. A black numbered card completes the pass for yardage equal to the card's numerical value. A black Jack com-pletes the pass for 10 yards. A black Queen completes the pass for 15 yards. A black King is a dropped pass for no gain unless King Zone Pass Coverage is active, in which case it results in an interception. A black Ace completes the pass for 20 yards. Add completed passing yardage to the offense's current field position. If the completed pass reaches or crosses the goal line, score a touchdown. The folding player takes no further action during the hand. HAIL MARY ATTEMPT A Hail Mary Attempt may be declared only after the offense has reached midfield, the 50-yard line or beyond. Before the Fold-to-Pass dealer reveal, the folding offensive player must spend 1 Game Chip and announce the Hail Mary Attempt. If a black Ace is revealed, score an immediate touchdown instead of the normal 20-yard pass gain. Any other pass-completion card awards its normal Fold-to-Pass yardage. King Zone Pass Coverage cannot stop a Hail Mary touchdown produced by a black Ace. Other Hail Mary re-sults are resolved according to the applicable King Zone Pass Coverage rules. Only 1 Hail Mary Attempt may be declared during a hand. KING ZONE PASS COVERAGE — DEFENSE When an offensive player declares a Fold-to-Pass, any defensive player may immediately spend 1 Game Chip and place it on their end-zone King location to activate King Zone Pass Coverage. While King Zone Pass Coverage is active, any King revealed during a Fold-to-Pass is an immediate intercep-tion. All other completed passes are limited to a maximum gain of 5 yards, even when a higher-valued com-pletion card is revealed. An interception immediately changes possession and ends the hand. The defensive player who activated King Zone Pass Coverage becomes the next offensive dealer following the interception. King Zone Pass Coverage cannot be activated unless a pass is attempted and cannot stop a Hail Mary touch-down on a black Ace. King Zone Pass Coverage remains active until the offense makes a first down or possession changes. Remove the King Zone Pass Coverage chip when a first down is made or following a change of possession, and move it to the Used Game Chips area. FOLD-TO-BLITZ — DEFENSE Starting with the first eligible defensive player in turn from the dealer, a defensive player may Fold-to-Blitz by folding out of the poker hand and placing their handheld card or cards face down on the Dealer Play Action Mat. The dealer flips 1 reveal card face up. Black cards result in a failed blitz. Red numbered cards have no effect. A red Jack, red Queen, red King, or red Ace results in a successful blitz and moves the offense backward 5 yards. Subtract any Blitz yardage from the offense's current field position. The folding defensive player takes no further action during the hand. FINAL BET-TO-WIN ROUND After the final community card is revealed, the remaining eligible players may place their Bet-to-Win chip into the center of the game mat. A player who Bets-to-Win risks becoming benched if they lose the hand but gains access to the Clutch Play card if they win. Once a Bet-to-Win is made, it cannot be withdrawn. A player may not Bet-to-Win last if all other players have already folded out of the hand. WINNER OF THE HAND The best 5-card poker hand wins the hand. Ties are decided by a high-card reveal. An offensive winner moves the football forward according to the offensive Winning Hand Chart. A defensive winner pushes the offense backward according to the defensive Winning Hand Chart. Unless possession changes, an offensive player who wins the hand becomes the next dealer. CLUTCH PLAY If a player Bets-to-Win and wins the hand, that player reveals the face-down Clutch Play card. For an offensive winner, a black picture card doubles the winning-hand yardage. A black Ace scores an imme-diate touchdown. For a defensive winner, a red picture card doubles the defensive winning-hand yardage. A red Ace results in an immediate interception. An interception immediately changes possession, and the defensive player causing the interception becomes the next offensive dealer. After the Clutch Play is completely resolved, determine whether the offense has reached or crossed the first-down marker. BENCHED PLAYERS A player who Bets-to-Win and loses the hand becomes benched and must sit out the entire next hand. Place that player's heavier Bet-to-Win chip in the Benched Player area of the game mat. A benched player may not participate in the next hand, use Game Chips, or deal. If an entire offensive or defensive team becomes benched at the same time, that team receives a 5-yard mis-conduct penalty and all of its benched players immediately return to play. DEFENSIVE GOAL LINE STAND When the offense is inside the opponent's 10-yard line, any defensive player may activate a Goal Line Stand for that hand only by spending 1 Game Chip before the deal begins. Place the chip on the King location on the game mat. While Goal Line Stand is active, any King appearing among the 5 community cards immediately ends the down with no further offensive advancement. THE KICKING GAME Only on 4th down may the dealing quarterback choose to punt, attempt a field goal, or go for the first down normally. All kicking uses High or Low Play. HIGH OR LOW PLAY Begin by flipping 1 card face up. The kicking player predicts whether the next card will be higher or lower in value. An Ace is always high during High or Low Play. Each successful prediction adds 5 yards. If the first card revealed is any King, the kick is immediately blocked. A punt that avoids a first-card King automatically gains 20 kick yards before High or Low predictions begin. A matched pair during a punt produces a defensive punt return. A punter may intentionally make a prediction intended to fail on a long punt to reduce the possibility of producing a return. A field goal that avoids a first-card King automatically gains 10 kick yards, but the kicker must still make at least 1 successful High or Low prediction for the field goal to score. A matched pair during a field goal has no special effect, and play continues with another prediction. A failed prediction normally ends the kick attempt. However, the kicking player, or the next eligible defensive punt-return player to make a call, may spend an available Game Chip to void the failed prediction and contin-ue the sequence. If a field-goal attempt reaches or crosses the goal line through successful High or Low predictions, the kick is good and scores 3 points for the kicking offensive player. If the field-goal attempt fails, the opposing team takes possession at the original line of scrimmage. Before a field-goal attempt begins, use the 2 red markers on the game mat to mark the original line of scrim-mage. DEFENSIVE PUNT RETURN During a punt, if 2 consecutively revealed cards match in value, regardless of suit, the defense immediately earns a punt return. The return reverses field direction toward the kicking team's goal line. The player next to the offensive dealer becomes the return player. The dealer flips 1 card to determine the entire return. A black numbered card produces return yardage equal to its numerical value. A black Jack produces a 10-yard return. A black Queen produces a 15-yard return. A black King produces no return yardage. A black Ace pro-duces an immediate touchdown. Any red card produces no return yardage. If no return yardage is gained, the receiving team begins its possession at the location where the punt ended. After the return, the return player becomes the next quarterback dealer for the receiving team. If a black Ace is revealed, the return player scores the touchdown and may attempt the applicable conversion under the normal conversion rules. EXTRA POINT AND 2-POINT CONVERSION After a touchdown, reshuffle the deck and place 4 cards face down. For an extra-point attempt, the first revealed Ace or picture card scores 1 point unless a King appears first. For a 2-point conversion, 2 Aces or picture cards must be revealed before a King appears. Any King immediately stops and fails the conversion attempt. SAFETY A safety awards 2 points to the defensive player who caused the safety. That player also receives the next deal when the defensive team becomes the offensive team following the safety. SAFETY STOP: Any offensive player out of turn before the hand starts, can put a game chip prior a game play action that may result in a safety. If a play action anytime during the hand causes a safety, the ball is placed on the one-yard line instead of scoring 2 points for the defense. After a safety stop, the chip is removed to the used game chip area. Play then continues as normal. Only one safety stop can occur per hand. PENALTIES All penalties are 5-yard penalties and never result directly in a score. If penalty yardage would carry the foot-ball across a goal line, place the football at the 1-yard line instead. Official penalties include forgetting to place the Dealer Play Action Mat in front of the current dealer, dealing cards to a benched player, forgetting to move the first-down markers when required, forgetting to remove the King Zone Pass Coverage chip when its coverage ends, or an entire team becoming benched. Minor mistakes and accidental card exposure are not penalties and may be corrected by table agreement. Throw the penalty flag and have some laughs. DUAL VICTORY PLAY Team Victory is awarded to the highest-scoring team. MVP Victory is awarded to the highest-scoring individual player. OVERTIME If either the team totals or the MVP-leading individual scores are tied at the end of regulation, overtime be-gins. All players remain active and reset their individual scores to zero. A high-card draw determines the first offen-sive team and dealer. Overtime continues until the first score occurs. The first player to score during overtime wins the MVP Victory and secures the Team Victory.
REGULATION PLAY Regulation consists of 8 offensive drives divided into 4 quarters, with 2 drives per quarter. Use the wood quar-ter marker to track drives 1–4 during the first half and drives 5–8 during the second half. At the end of regulation, the highest-scoring team wins the Team Victory and the highest-scoring individual player wins the MVP Victory. If two teammates tie, both teams tie, or players from opposing teams tie, play goes to overtime. GAME FLOW Each hand represents 1 football down. Only offensive players deal in Power Poker Football®. The quarterback dealer acts first on most play actions. The offense has 4 downs to gain 10 yards for a first down. Reaching or crossing the first-down marker awards a first down only after the entire hand, including any Clutch Play, has been completed. After a first down is awarded, reset the first-down markers and continue with a new set of downs. If the defense stops the offense after 4 downs, possession changes direction across the field. If an offensive player wins the hand and possession remains unchanged, that player becomes the next dealer. If a defensive player wins the hand but possession remains unchanged, the deal passes clockwise to the next of-fensive player. A defensive player who causes a change of possession through their own play action becomes the next offen-sive dealer. Move the red first-down markers only at the very end of the hand, including after any Clutch Play flip. GAME CHIPS — USE THEM WISELY Game Chips may be used to activate King Zone Pass Coverage, declare a Hail Mary Attempt, activate a Goal Line Stand, save a failed High or Low prediction, or continue an eligible kick or return play. The heavier Bet-to-Win chip is used to declare a Bet-to-Win. Fold-to-Run and Fold-to-Tackle do not require Game Chips and cannot be canceled with Game Chips. New players are encouraged to practice one shaded rules section at a time. Once comfortable, combine all sec-tions for a full regulation game. PLAY BEGINS At the start of every hand, the quarterback deals 2 face-down cards to every active player and places 1 Clutch Play card face down in the center of the game mat. A player may Bet-to-Win in turn at any eligible time during the hand. Once a Bet-to-Win is placed, it cannot be changed or withdrawn. The player is locked into the poker hand but may still use eligible Game Chip play actions. RUNNING BACK BLAST — OFFENSE Before the flop begins, the quarterback dealer or any eligible offensive player may declare a Running Back Blast. Only 1 Running Back Blast may be called during a hand. The offensive player must possess, or bluff possession of, a black Ace. Any defensive player may challenge the call. If challenged and the offensive player reveals a black Ace, the offense gains 5 yards and the challenging de-fender must discard 1 handheld card. If the offensive player cannot reveal a black Ace, the offensive player instead discards 1 handheld card. After the Running Back Blast opportunity is completed, play proceeds to the defensive pre-flop action. BLITZ SACK / FUMBLE BET — DEFENSE Before the flop begins, 1 defensive player may spend 1 Game Chip to bet that a red Ace will appear during the flop. If a red Ace appears, the offense immediately loses 5 yards and the dealer flips 1 reveal card to determine pos-session. A red reveal gives the defense immediate possession and ends the hand. A black reveal allows the of-fense to retain possession and the hand continues unless another applicable red Ace must be resolved. If 2 red Aces appear during the flop, each causes a 5-yard loss, for a total possible loss of 10 yards. Only 1 fumble may occur, so a second red Ace does not produce an additional possession reveal. If the defense recovers possession, the hand immediately ends and the defensive player who made the Blitz Sack/Fumble Bet becomes the next offensive dealer. If no red Ace appears during the flop, the Game Chip is lost. After the offensive and defensive pre-flop play actions are completed, proceed to the Yardage Scoring Flop. THE YARDAGE SCORING FLOP The offensive quarterback dealer slowly reveals 3 community cards from left to right. Flop cards always re-solve from left to right during scoring. Only black scoring cards move the offense forward. Black numbered cards score their face value. A black Jack scores 10 yards, a black Queen scores 15 yards, and a black Ace scores 20 yards. Any King revealed during the flop immediately stops all additional offensive flop yardage. Each red Ace revealed during the flop moves the offense backward 5 yards. If the offense reaches the goal line at any time during the game, the hand immediately ends with a touchdown, except when a Fold-to-Run reaches or crosses the goal line. A Fold-to-Run touchdown is resolved under the Fold-to-Run and Fold-to-Tackle rules. After the Yardage Scoring Flop, players continue in normal turn order and may check, Fold-to-Run, Fold-to-Tackle, or place a Bet-to-Win chip when eligible. Fold-to-Run and Fold-to-Tackle are independent play actions made in turn. Neither action requires the oppos-ing team to Fold first. A player who places a Bet-to-Win chip is locked into the poker hand but may still use eligible Game Chip play actions. LOADING THE BOX If all 3 flop cards are red numbered cards, the defensive team immediately recovers all previously used Game Chips from the Used Game Chips area. FOLD-TO-RUN — OFFENSE In turn, an offensive player may Fold-to-Run. The player places both hole cards face down on the Dealer Play Action Mat, then reveals the black numbered cards only. Black numbered cards score Run yards at face value. If both cards score, add their values together. All other cards score 0 yards. The player is then folded out of the poker hand. If the Fold-to-Run reaches or crosses the goal line, stop the runner at the goal line and ignore any excess Run yards. Do not award the touchdown until the next defender in turn is given one opportunity to Fold-to-Tackle. If that defender scores any Tackle yards, move the runner back from the goal line by that amount and the touchdown is not scored. If the defender declines to Fold-to-Tackle or scores 0 Tackle yards, the touchdown is scored. FOLD-TO-TACKLE — DEFENSE In turn, a defensive player may Fold-to-Tackle. The player chooses 1 of their 2 hole cards and places it face up on the Dealer Play Action Mat. The other hole card is placed face down. Only a red numbered card scores Tackle yards, at face value. All other cards score 0 yards. The player is then folded out of the poker hand. When a Fold-to-Run reaches or crosses the goal line, the next defender in turn is given one opportunity to Fold-to-Tackle before the touchdown is awarded. If the defender scores any Tackle yards, move the runner back from the goal line by that amount and the touchdown is not scored. If the defender declines to Fold-to-Tackle or scores 0 Tackle yards, the touchdown is scored. FOLD-TO-PASS — OFFENSE Starting with the quarterback dealer and continuing in turn, any eligible offensive player may Fold-to-Pass by folding out of the poker hand and placing their handheld card or cards face down on the Dealer Play Action Mat. The dealer flips 1 reveal card face up. A red numbered card, red picture card, or red Ace results in an incomplete pass. A black numbered card completes the pass for yardage equal to the card's numerical value. A black Jack com-pletes the pass for 10 yards. A black Queen completes the pass for 15 yards. A black King is a dropped pass for no gain unless King Zone Pass Coverage is active, in which case it results in an interception. A black Ace completes the pass for 20 yards. Add completed passing yardage to the offense's current field position. If the completed pass reaches or crosses the goal line, score a touchdown. The folding player takes no further action during the hand. HAIL MARY ATTEMPT A Hail Mary Attempt may be declared only after the offense has reached midfield, the 50-yard line or beyond. Before the Fold-to-Pass dealer reveal, the folding offensive player must spend 1 Game Chip and announce the Hail Mary Attempt. If a black Ace is revealed, score an immediate touchdown instead of the normal 20-yard pass gain. Any other pass-completion card awards its normal Fold-to-Pass yardage. King Zone Pass Coverage cannot stop a Hail Mary touchdown produced by a black Ace. Other Hail Mary re-sults are resolved according to the applicable King Zone Pass Coverage rules. Only 1 Hail Mary Attempt may be declared during a hand. KING ZONE PASS COVERAGE — DEFENSE When an offensive player declares a Fold-to-Pass, any defensive player may immediately spend 1 Game Chip and place it on their end-zone King location to activate King Zone Pass Coverage. While King Zone Pass Coverage is active, any King revealed during a Fold-to-Pass is an immediate intercep-tion. All other completed passes are limited to a maximum gain of 5 yards, even when a higher-valued com-pletion card is revealed. An interception immediately changes possession and ends the hand. The defensive player who activated King Zone Pass Coverage becomes the next offensive dealer following the interception. King Zone Pass Coverage cannot be activated unless a pass is attempted and cannot stop a Hail Mary touch-down on a black Ace. King Zone Pass Coverage remains active until the offense makes a first down or possession changes. Remove the King Zone Pass Coverage chip when a first down is made or following a change of possession, and move it to the Used Game Chips area. FOLD-TO-BLITZ — DEFENSE Starting with the first eligible defensive player in turn from the dealer, a defensive player may Fold-to-Blitz by folding out of the poker hand and placing their handheld card or cards face down on the Dealer Play Action Mat. The dealer flips 1 reveal card face up. Black cards result in a failed blitz. Red numbered cards have no effect. A red Jack, red Queen, red King, or red Ace results in a successful blitz and moves the offense backward 5 yards. Subtract any Blitz yardage from the offense's current field position. The folding defensive player takes no further action during the hand. FINAL BET-TO-WIN ROUND After the final community card is revealed, the remaining eligible players may place their Bet-to-Win chip into the center of the game mat. A player who Bets-to-Win risks becoming benched if they lose the hand but gains access to the Clutch Play card if they win. Once a Bet-to-Win is made, it cannot be withdrawn. A player may not Bet-to-Win last if all other players have already folded out of the hand. WINNER OF THE HAND The best 5-card poker hand wins the hand. Ties are decided by a high-card reveal. An offensive winner moves the football forward according to the offensive Winning Hand Chart. A defensive winner pushes the offense backward according to the defensive Winning Hand Chart. Unless possession changes, an offensive player who wins the hand becomes the next dealer. CLUTCH PLAY If a player Bets-to-Win and wins the hand, that player reveals the face-down Clutch Play card. For an offensive winner, a black picture card doubles the winning-hand yardage. A black Ace scores an imme-diate touchdown. For a defensive winner, a red picture card doubles the defensive winning-hand yardage. A red Ace results in an immediate interception. An interception immediately changes possession, and the defensive player causing the interception becomes the next offensive dealer. After the Clutch Play is completely resolved, determine whether the offense has reached or crossed the first-down marker. BENCHED PLAYERS A player who Bets-to-Win and loses the hand becomes benched and must sit out the entire next hand. Place that player's heavier Bet-to-Win chip in the Benched Player area of the game mat. A benched player may not participate in the next hand, use Game Chips, or deal. If an entire offensive or defensive team becomes benched at the same time, that team receives a 5-yard mis-conduct penalty and all of its benched players immediately return to play. DEFENSIVE GOAL LINE STAND When the offense is inside the opponent's 10-yard line, any defensive player may activate a Goal Line Stand for that hand only by spending 1 Game Chip before the deal begins. Place the chip on the King location on the game mat. While Goal Line Stand is active, any King appearing among the 5 community cards immediately ends the down with no further offensive advancement. THE KICKING GAME Only on 4th down may the dealing quarterback choose to punt, attempt a field goal, or go for the first down normally. All kicking uses High or Low Play. HIGH OR LOW PLAY Begin by flipping 1 card face up. The kicking player predicts whether the next card will be higher or lower in value. An Ace is always high during High or Low Play. Each successful prediction adds 5 yards. If the first card revealed is any King, the kick is immediately blocked. A punt that avoids a first-card King automatically gains 20 kick yards before High or Low predictions begin. A matched pair during a punt produces a defensive punt return. A punter may intentionally make a prediction intended to fail on a long punt to reduce the possibility of producing a return. A field goal that avoids a first-card King automatically gains 10 kick yards, but the kicker must still make at least 1 successful High or Low prediction for the field goal to score. A matched pair during a field goal has no special effect, and play continues with another prediction. A failed prediction normally ends the kick attempt. However, the kicking player, or the next eligible defensive punt-return player to make a call, may spend an available Game Chip to void the failed prediction and contin-ue the sequence. If a field-goal attempt reaches or crosses the goal line through successful High or Low predictions, the kick is good and scores 3 points for the kicking offensive player. If the field-goal attempt fails, the opposing team takes possession at the original line of scrimmage. Before a field-goal attempt begins, use the 2 red markers on the game mat to mark the original line of scrim-mage. DEFENSIVE PUNT RETURN During a punt, if 2 consecutively revealed cards match in value, regardless of suit, the defense immediately earns a punt return. The return reverses field direction toward the kicking team's goal line. The player next to the offensive dealer becomes the return player. The dealer flips 1 card to determine the entire return. A black numbered card produces return yardage equal to its numerical value. A black Jack produces a 10-yard return. A black Queen produces a 15-yard return. A black King produces no return yardage. A black Ace pro-duces an immediate touchdown. Any red card produces no return yardage. If no return yardage is gained, the receiving team begins its possession at the location where the punt ended. After the return, the return player becomes the next quarterback dealer for the receiving team. If a black Ace is revealed, the return player scores the touchdown and may attempt the applicable conversion under the normal conversion rules. EXTRA POINT AND 2-POINT CONVERSION After a touchdown, reshuffle the deck and place 4 cards face down. For an extra-point attempt, the first revealed Ace or picture card scores 1 point unless a King appears first. For a 2-point conversion, 2 Aces or picture cards must be revealed before a King appears. Any King immediately stops and fails the conversion attempt. SAFETY A safety awards 2 points to the defensive player who caused the safety. That player also receives the next deal when the defensive team becomes the offensive team following the safety. SAFETY STOP: Any offensive player out of turn before the hand starts, can put a game chip prior a game play action that may result in a safety. If a play action anytime during the hand causes a safety, the ball is placed on the one-yard line instead of scoring 2 points for the defense. After a safety stop, the chip is removed to the used game chip area. Play then continues as normal. Only one safety stop can occur per hand. PENALTIES All penalties are 5-yard penalties and never result directly in a score. If penalty yardage would carry the foot-ball across a goal line, place the football at the 1-yard line instead. Official penalties include forgetting to place the Dealer Play Action Mat in front of the current dealer, dealing cards to a benched player, forgetting to move the first-down markers when required, forgetting to remove the King Zone Pass Coverage chip when its coverage ends, or an entire team becoming benched. Minor mistakes and accidental card exposure are not penalties and may be corrected by table agreement. Throw the penalty flag and have some laughs. DUAL VICTORY PLAY Team Victory is awarded to the highest-scoring team. MVP Victory is awarded to the highest-scoring individual player. OVERTIME If either the team totals or the MVP-leading individual scores are tied at the end of regulation, overtime be-gins. All players remain active and reset their individual scores to zero. A high-card draw determines the first offen-sive team and dealer. Overtime continues until the first score occurs. The first player to score during overtime wins the MVP Victory and secures the Team Victory.
REGULATION PLAY Regulation consists of 8 offensive drives divided into 4 quarters, with 2 drives per quarter. Use the wood quar-ter marker to track drives 1–4 during the first half and drives 5–8 during the second half. At the end of regulation, the highest-scoring team wins the Team Victory and the highest-scoring individual player wins the MVP Victory. If two teammates tie, both teams tie, or players from opposing teams tie, play goes to overtime. GAME FLOW Each hand represents 1 football down. Only offensive players deal in Power Poker Football®. The quarterback dealer acts first on most play actions. The offense has 4 downs to gain 10 yards for a first down. Reaching or crossing the first-down marker awards a first down only after the entire hand, including any Clutch Play, has been completed. After a first down is awarded, reset the first-down markers and continue with a new set of downs. If the defense stops the offense after 4 downs, possession changes direction across the field. If an offensive player wins the hand and possession remains unchanged, that player becomes the next dealer. If a defensive player wins the hand but possession remains unchanged, the deal passes clockwise to the next of-fensive player. A defensive player who causes a change of possession through their own play action becomes the next offen-sive dealer. Move the red first-down markers only at the very end of the hand, including after any Clutch Play flip. GAME CHIPS — USE THEM WISELY Game Chips may be used to activate King Zone Pass Coverage, declare a Hail Mary Attempt, activate a Goal Line Stand, save a failed High or Low prediction, or continue an eligible kick or return play. The heavier Bet-to-Win chip is used to declare a Bet-to-Win. Fold-to-Run and Fold-to-Tackle do not require Game Chips and cannot be canceled with Game Chips. New players are encouraged to practice one shaded rules section at a time. Once comfortable, combine all sec-tions for a full regulation game. PLAY BEGINS At the start of every hand, the quarterback deals 2 face-down cards to every active player and places 1 Clutch Play card face down in the center of the game mat. A player may Bet-to-Win in turn at any eligible time during the hand. Once a Bet-to-Win is placed, it cannot be changed or withdrawn. The player is locked into the poker hand but may still use eligible Game Chip play actions. RUNNING BACK BLAST — OFFENSE Before the flop begins, the quarterback dealer or any eligible offensive player may declare a Running Back Blast. Only 1 Running Back Blast may be called during a hand. The offensive player must possess, or bluff possession of, a black Ace. Any defensive player may challenge the call. If challenged and the offensive player reveals a black Ace, the offense gains 5 yards and the challenging de-fender must discard 1 handheld card. If the offensive player cannot reveal a black Ace, the offensive player instead discards 1 handheld card. After the Running Back Blast opportunity is completed, play proceeds to the defensive pre-flop action. BLITZ SACK / FUMBLE BET — DEFENSE Before the flop begins, 1 defensive player may spend 1 Game Chip to bet that a red Ace will appear during the flop. If a red Ace appears, the offense immediately loses 5 yards and the dealer flips 1 reveal card to determine pos-session. A red reveal gives the defense immediate possession and ends the hand. A black reveal allows the of-fense to retain possession and the hand continues unless another applicable red Ace must be resolved. If 2 red Aces appear during the flop, each causes a 5-yard loss, for a total possible loss of 10 yards. Only 1 fumble may occur, so a second red Ace does not produce an additional possession reveal. If the defense recovers possession, the hand immediately ends and the defensive player who made the Blitz Sack/Fumble Bet becomes the next offensive dealer. If no red Ace appears during the flop, the Game Chip is lost. After the offensive and defensive pre-flop play actions are completed, proceed to the Yardage Scoring Flop. THE YARDAGE SCORING FLOP The offensive quarterback dealer slowly reveals 3 community cards from left to right. Flop cards always re-solve from left to right during scoring. Only black scoring cards move the offense forward. Black numbered cards score their face value. A black Jack scores 10 yards, a black Queen scores 15 yards, and a black Ace scores 20 yards. Any King revealed during the flop immediately stops all additional offensive flop yardage. Each red Ace revealed during the flop moves the offense backward 5 yards. If the offense reaches the goal line at any time during the game, the hand immediately ends with a touchdown, except when a Fold-to-Run reaches or crosses the goal line. A Fold-to-Run touchdown is resolved under the Fold-to-Run and Fold-to-Tackle rules. After the Yardage Scoring Flop, players continue in normal turn order and may check, Fold-to-Run, Fold-to-Tackle, or place a Bet-to-Win chip when eligible. Fold-to-Run and Fold-to-Tackle are independent play actions made in turn. Neither action requires the oppos-ing team to Fold first. A player who places a Bet-to-Win chip is locked into the poker hand but may still use eligible Game Chip play actions. LOADING THE BOX If all 3 flop cards are red numbered cards, the defensive team immediately recovers all previously used Game Chips from the Used Game Chips area. FOLD-TO-RUN — OFFENSE In turn, an offensive player may Fold-to-Run. The player places both hole cards face down on the Dealer Play Action Mat, then reveals the black numbered cards only. Black numbered cards score Run yards at face value. If both cards score, add their values together. All other cards score 0 yards. The player is then folded out of the poker hand. If the Fold-to-Run reaches or crosses the goal line, stop the runner at the goal line and ignore any excess Run yards. Do not award the touchdown until the next defender in turn is given one opportunity to Fold-to-Tackle. If that defender scores any Tackle yards, move the runner back from the goal line by that amount and the touchdown is not scored. If the defender declines to Fold-to-Tackle or scores 0 Tackle yards, the touchdown is scored. FOLD-TO-TACKLE — DEFENSE In turn, a defensive player may Fold-to-Tackle. The player chooses 1 of their 2 hole cards and places it face up on the Dealer Play Action Mat. The other hole card is placed face down. Only a red numbered card scores Tackle yards, at face value. All other cards score 0 yards. The player is then folded out of the poker hand. When a Fold-to-Run reaches or crosses the goal line, the next defender in turn is given one opportunity to Fold-to-Tackle before the touchdown is awarded. If the defender scores any Tackle yards, move the runner back from the goal line by that amount and the touchdown is not scored. If the defender declines to Fold-to-Tackle or scores 0 Tackle yards, the touchdown is scored. FOLD-TO-PASS — OFFENSE Starting with the quarterback dealer and continuing in turn, any eligible offensive player may Fold-to-Pass by folding out of the poker hand and placing their handheld card or cards face down on the Dealer Play Action Mat. The dealer flips 1 reveal card face up. A red numbered card, red picture card, or red Ace results in an incomplete pass. A black numbered card completes the pass for yardage equal to the card's numerical value. A black Jack com-pletes the pass for 10 yards. A black Queen completes the pass for 15 yards. A black King is a dropped pass for no gain unless King Zone Pass Coverage is active, in which case it results in an interception. A black Ace completes the pass for 20 yards. Add completed passing yardage to the offense's current field position. If the completed pass reaches or crosses the goal line, score a touchdown. The folding player takes no further action during the hand. HAIL MARY ATTEMPT A Hail Mary Attempt may be declared only after the offense has reached midfield, the 50-yard line or beyond. Before the Fold-to-Pass dealer reveal, the folding offensive player must spend 1 Game Chip and announce the Hail Mary Attempt. If a black Ace is revealed, score an immediate touchdown instead of the normal 20-yard pass gain. Any other pass-completion card awards its normal Fold-to-Pass yardage. King Zone Pass Coverage cannot stop a Hail Mary touchdown produced by a black Ace. Other Hail Mary re-sults are resolved according to the applicable King Zone Pass Coverage rules. Only 1 Hail Mary Attempt may be declared during a hand. KING ZONE PASS COVERAGE — DEFENSE When an offensive player declares a Fold-to-Pass, any defensive player may immediately spend 1 Game Chip and place it on their end-zone King location to activate King Zone Pass Coverage. While King Zone Pass Coverage is active, any King revealed during a Fold-to-Pass is an immediate intercep-tion. All other completed passes are limited to a maximum gain of 5 yards, even when a higher-valued com-pletion card is revealed. An interception immediately changes possession and ends the hand. The defensive player who activated King Zone Pass Coverage becomes the next offensive dealer following the interception. King Zone Pass Coverage cannot be activated unless a pass is attempted and cannot stop a Hail Mary touch-down on a black Ace. King Zone Pass Coverage remains active until the offense makes a first down or possession changes. Remove the King Zone Pass Coverage chip when a first down is made or following a change of possession, and move it to the Used Game Chips area. FOLD-TO-BLITZ — DEFENSE Starting with the first eligible defensive player in turn from the dealer, a defensive player may Fold-to-Blitz by folding out of the poker hand and placing their handheld card or cards face down on the Dealer Play Action Mat. The dealer flips 1 reveal card face up. Black cards result in a failed blitz. Red numbered cards have no effect. A red Jack, red Queen, red King, or red Ace results in a successful blitz and moves the offense backward 5 yards. Subtract any Blitz yardage from the offense's current field position. The folding defensive player takes no further action during the hand. FINAL BET-TO-WIN ROUND After the final community card is revealed, the remaining eligible players may place their Bet-to-Win chip into the center of the game mat. A player who Bets-to-Win risks becoming benched if they lose the hand but gains access to the Clutch Play card if they win. Once a Bet-to-Win is made, it cannot be withdrawn. A player may not Bet-to-Win last if all other players have already folded out of the hand. WINNER OF THE HAND The best 5-card poker hand wins the hand. Ties are decided by a high-card reveal. An offensive winner moves the football forward according to the offensive Winning Hand Chart. A defensive winner pushes the offense backward according to the defensive Winning Hand Chart. Unless possession changes, an offensive player who wins the hand becomes the next dealer. CLUTCH PLAY If a player Bets-to-Win and wins the hand, that player reveals the face-down Clutch Play card. For an offensive winner, a black picture card doubles the winning-hand yardage. A black Ace scores an imme-diate touchdown. For a defensive winner, a red picture card doubles the defensive winning-hand yardage. A red Ace results in an immediate interception. An interception immediately changes possession, and the defensive player causing the interception becomes the next offensive dealer. After the Clutch Play is completely resolved, determine whether the offense has reached or crossed the first-down marker. BENCHED PLAYERS A player who Bets-to-Win and loses the hand becomes benched and must sit out the entire next hand. Place that player's heavier Bet-to-Win chip in the Benched Player area of the game mat. A benched player may not participate in the next hand, use Game Chips, or deal. If an entire offensive or defensive team becomes benched at the same time, that team receives a 5-yard mis-conduct penalty and all of its benched players immediately return to play. DEFENSIVE GOAL LINE STAND When the offense is inside the opponent's 10-yard line, any defensive player may activate a Goal Line Stand for that hand only by spending 1 Game Chip before the deal begins. Place the chip on the King location on the game mat. While Goal Line Stand is active, any King appearing among the 5 community cards immediately ends the down with no further offensive advancement. THE KICKING GAME Only on 4th down may the dealing quarterback choose to punt, attempt a field goal, or go for the first down normally. All kicking uses High or Low Play. HIGH OR LOW PLAY Begin by flipping 1 card face up. The kicking player predicts whether the next card will be higher or lower in value. An Ace is always high during High or Low Play. Each successful prediction adds 5 yards. If the first card revealed is any King, the kick is immediately blocked. A punt that avoids a first-card King automatically gains 20 kick yards before High or Low predictions begin. A matched pair during a punt produces a defensive punt return. A punter may intentionally make a prediction intended to fail on a long punt to reduce the possibility of producing a return. A field goal that avoids a first-card King automatically gains 10 kick yards, but the kicker must still make at least 1 successful High or Low prediction for the field goal to score. A matched pair during a field goal has no special effect, and play continues with another prediction. A failed prediction normally ends the kick attempt. However, the kicking player, or the next eligible defensive punt-return player to make a call, may spend an available Game Chip to void the failed prediction and contin-ue the sequence. If a field-goal attempt reaches or crosses the goal line through successful High or Low predictions, the kick is good and scores 3 points for the kicking offensive player. If the field-goal attempt fails, the opposing team takes possession at the original line of scrimmage. Before a field-goal attempt begins, use the 2 red markers on the game mat to mark the original line of scrim-mage. DEFENSIVE PUNT RETURN During a punt, if 2 consecutively revealed cards match in value, regardless of suit, the defense immediately earns a punt return. The return reverses field direction toward the kicking team's goal line. The player next to the offensive dealer becomes the return player. The dealer flips 1 card to determine the entire return. A black numbered card produces return yardage equal to its numerical value. A black Jack produces a 10-yard return. A black Queen produces a 15-yard return. A black King produces no return yardage. A black Ace pro-duces an immediate touchdown. Any red card produces no return yardage. If no return yardage is gained, the receiving team begins its possession at the location where the punt ended. After the return, the return player becomes the next quarterback dealer for the receiving team. If a black Ace is revealed, the return player scores the touchdown and may attempt the applicable conversion under the normal conversion rules. EXTRA POINT AND 2-POINT CONVERSION After a touchdown, reshuffle the deck and place 4 cards face down. For an extra-point attempt, the first revealed Ace or picture card scores 1 point unless a King appears first. For a 2-point conversion, 2 Aces or picture cards must be revealed before a King appears. Any King immediately stops and fails the conversion attempt. SAFETY A safety awards 2 points to the defensive player who caused the safety. That player also receives the next deal when the defensive team becomes the offensive team following the safety. SAFETY STOP: Any offensive player out of turn before the hand starts, can put a game chip prior a game play action that may result in a safety. If a play action anytime during the hand causes a safety, the ball is placed on the one-yard line instead of scoring 2 points for the defense. After a safety stop, the chip is removed to the used game chip area. Play then continues as normal. Only one safety stop can occur per hand. PENALTIES All penalties are 5-yard penalties and never result directly in a score. If penalty yardage would carry the foot-ball across a goal line, place the football at the 1-yard line instead. Official penalties include forgetting to place the Dealer Play Action Mat in front of the current dealer, dealing cards to a benched player, forgetting to move the first-down markers when required, forgetting to remove the King Zone Pass Coverage chip when its coverage ends, or an entire team becoming benched. Minor mistakes and accidental card exposure are not penalties and may be corrected by table agreement. Throw the penalty flag and have some laughs. DUAL VICTORY PLAY Team Victory is awarded to the highest-scoring team. MVP Victory is awarded to the highest-scoring individual player. OVERTIME If either the team totals or the MVP-leading individual scores are tied at the end of regulation, overtime be-gins. All players remain active and reset their individual scores to zero. A high-card draw determines the first offen-sive team and dealer. Overtime continues until the first score occurs. The first player to score during overtime wins the MVP Victory and secures the Team Victory.
REGULATION PLAY Regulation consists of 8 offensive drives divided into 4 quarters, with 2 drives per quarter. Use the wood quar-ter marker to track drives 1–4 during the first half and drives 5–8 during the second half. At the end of regulation, the highest-scoring team wins the Team Victory and the highest-scoring individual player wins the MVP Victory. If two teammates tie, both teams tie, or players from opposing teams tie, play goes to overtime. GAME FLOW Each hand represents 1 football down. Only offensive players deal in Power Poker Football®. The quarterback dealer acts first on most play actions. The offense has 4 downs to gain 10 yards for a first down. Reaching or crossing the first-down marker awards a first down only after the entire hand, including any Clutch Play, has been completed. After a first down is awarded, reset the first-down markers and continue with a new set of downs. If the defense stops the offense after 4 downs, possession changes direction across the field. If an offensive player wins the hand and possession remains unchanged, that player becomes the next dealer. If a defensive player wins the hand but possession remains unchanged, the deal passes clockwise to the next of-fensive player. A defensive player who causes a change of possession through their own play action becomes the next offen-sive dealer. Move the red first-down markers only at the very end of the hand, including after any Clutch Play flip. GAME CHIPS — USE THEM WISELY Game Chips may be used to activate King Zone Pass Coverage, declare a Hail Mary Attempt, activate a Goal Line Stand, save a failed High or Low prediction, or continue an eligible kick or return play. The heavier Bet-to-Win chip is used to declare a Bet-to-Win. Fold-to-Run and Fold-to-Tackle do not require Game Chips and cannot be canceled with Game Chips. New players are encouraged to practice one shaded rules section at a time. Once comfortable, combine all sec-tions for a full regulation game. PLAY BEGINS At the start of every hand, the quarterback deals 2 face-down cards to every active player and places 1 Clutch Play card face down in the center of the game mat. A player may Bet-to-Win in turn at any eligible time during the hand. Once a Bet-to-Win is placed, it cannot be changed or withdrawn. The player is locked into the poker hand but may still use eligible Game Chip play actions. RUNNING BACK BLAST — OFFENSE Before the flop begins, the quarterback dealer or any eligible offensive player may declare a Running Back Blast. Only 1 Running Back Blast may be called during a hand. The offensive player must possess, or bluff possession of, a black Ace. Any defensive player may challenge the call. If challenged and the offensive player reveals a black Ace, the offense gains 5 yards and the challenging de-fender must discard 1 handheld card. If the offensive player cannot reveal a black Ace, the offensive player instead discards 1 handheld card. After the Running Back Blast opportunity is completed, play proceeds to the defensive pre-flop action. BLITZ SACK / FUMBLE BET — DEFENSE Before the flop begins, 1 defensive player may spend 1 Game Chip to bet that a red Ace will appear during the flop. If a red Ace appears, the offense immediately loses 5 yards and the dealer flips 1 reveal card to determine pos-session. A red reveal gives the defense immediate possession and ends the hand. A black reveal allows the of-fense to retain possession and the hand continues unless another applicable red Ace must be resolved. If 2 red Aces appear during the flop, each causes a 5-yard loss, for a total possible loss of 10 yards. Only 1 fumble may occur, so a second red Ace does not produce an additional possession reveal. If the defense recovers possession, the hand immediately ends and the defensive player who made the Blitz Sack/Fumble Bet becomes the next offensive dealer. If no red Ace appears during the flop, the Game Chip is lost. After the offensive and defensive pre-flop play actions are completed, proceed to the Yardage Scoring Flop. THE YARDAGE SCORING FLOP The offensive quarterback dealer slowly reveals 3 community cards from left to right. Flop cards always re-solve from left to right during scoring. Only black scoring cards move the offense forward. Black numbered cards score their face value. A black Jack scores 10 yards, a black Queen scores 15 yards, and a black Ace scores 20 yards. Any King revealed during the flop immediately stops all additional offensive flop yardage. Each red Ace revealed during the flop moves the offense backward 5 yards. If the offense reaches the goal line at any time during the game, the hand immediately ends with a touchdown, except when a Fold-to-Run reaches or crosses the goal line. A Fold-to-Run touchdown is resolved under the Fold-to-Run and Fold-to-Tackle rules. After the Yardage Scoring Flop, players continue in normal turn order and may check, Fold-to-Run, Fold-to-Tackle, or place a Bet-to-Win chip when eligible. Fold-to-Run and Fold-to-Tackle are independent play actions made in turn. Neither action requires the oppos-ing team to Fold first. A player who places a Bet-to-Win chip is locked into the poker hand but may still use eligible Game Chip play actions. LOADING THE BOX If all 3 flop cards are red numbered cards, the defensive team immediately recovers all previously used Game Chips from the Used Game Chips area. FOLD-TO-RUN — OFFENSE In turn, an offensive player may Fold-to-Run. The player places both hole cards face down on the Dealer Play Action Mat, then reveals the black numbered cards only. Black numbered cards score Run yards at face value. If both cards score, add their values together. All other cards score 0 yards. The player is then folded out of the poker hand. If the Fold-to-Run reaches or crosses the goal line, stop the runner at the goal line and ignore any excess Run yards. Do not award the touchdown until the next defender in turn is given one opportunity to Fold-to-Tackle. If that defender scores any Tackle yards, move the runner back from the goal line by that amount and the touchdown is not scored. If the defender declines to Fold-to-Tackle or scores 0 Tackle yards, the touchdown is scored. FOLD-TO-TACKLE — DEFENSE In turn, a defensive player may Fold-to-Tackle. The player chooses 1 of their 2 hole cards and places it face up on the Dealer Play Action Mat. The other hole card is placed face down. Only a red numbered card scores Tackle yards, at face value. All other cards score 0 yards. The player is then folded out of the poker hand. When a Fold-to-Run reaches or crosses the goal line, the next defender in turn is given one opportunity to Fold-to-Tackle before the touchdown is awarded. If the defender scores any Tackle yards, move the runner back from the goal line by that amount and the touchdown is not scored. If the defender declines to Fold-to-Tackle or scores 0 Tackle yards, the touchdown is scored. FOLD-TO-PASS — OFFENSE Starting with the quarterback dealer and continuing in turn, any eligible offensive player may Fold-to-Pass by folding out of the poker hand and placing their handheld card or cards face down on the Dealer Play Action Mat. The dealer flips 1 reveal card face up. A red numbered card, red picture card, or red Ace results in an incomplete pass. A black numbered card completes the pass for yardage equal to the card's numerical value. A black Jack com-pletes the pass for 10 yards. A black Queen completes the pass for 15 yards. A black King is a dropped pass for no gain unless King Zone Pass Coverage is active, in which case it results in an interception. A black Ace completes the pass for 20 yards. Add completed passing yardage to the offense's current field position. If the completed pass reaches or crosses the goal line, score a touchdown. The folding player takes no further action during the hand. HAIL MARY ATTEMPT A Hail Mary Attempt may be declared only after the offense has reached midfield, the 50-yard line or beyond. Before the Fold-to-Pass dealer reveal, the folding offensive player must spend 1 Game Chip and announce the Hail Mary Attempt. If a black Ace is revealed, score an immediate touchdown instead of the normal 20-yard pass gain. Any other pass-completion card awards its normal Fold-to-Pass yardage. King Zone Pass Coverage cannot stop a Hail Mary touchdown produced by a black Ace. Other Hail Mary re-sults are resolved according to the applicable King Zone Pass Coverage rules. Only 1 Hail Mary Attempt may be declared during a hand. KING ZONE PASS COVERAGE — DEFENSE When an offensive player declares a Fold-to-Pass, any defensive player may immediately spend 1 Game Chip and place it on their end-zone King location to activate King Zone Pass Coverage. While King Zone Pass Coverage is active, any King revealed during a Fold-to-Pass is an immediate intercep-tion. All other completed passes are limited to a maximum gain of 5 yards, even when a higher-valued com-pletion card is revealed. An interception immediately changes possession and ends the hand. The defensive player who activated King Zone Pass Coverage becomes the next offensive dealer following the interception. King Zone Pass Coverage cannot be activated unless a pass is attempted and cannot stop a Hail Mary touch-down on a black Ace. King Zone Pass Coverage remains active until the offense makes a first down or possession changes. Remove the King Zone Pass Coverage chip when a first down is made or following a change of possession, and move it to the Used Game Chips area. FOLD-TO-BLITZ — DEFENSE Starting with the first eligible defensive player in turn from the dealer, a defensive player may Fold-to-Blitz by folding out of the poker hand and placing their handheld card or cards face down on the Dealer Play Action Mat. The dealer flips 1 reveal card face up. Black cards result in a failed blitz. Red numbered cards have no effect. A red Jack, red Queen, red King, or red Ace results in a successful blitz and moves the offense backward 5 yards. Subtract any Blitz yardage from the offense's current field position. The folding defensive player takes no further action during the hand. FINAL BET-TO-WIN ROUND After the final community card is revealed, the remaining eligible players may place their Bet-to-Win chip into the center of the game mat. A player who Bets-to-Win risks becoming benched if they lose the hand but gains access to the Clutch Play card if they win. Once a Bet-to-Win is made, it cannot be withdrawn. A player may not Bet-to-Win last if all other players have already folded out of the hand. WINNER OF THE HAND The best 5-card poker hand wins the hand. Ties are decided by a high-card reveal. An offensive winner moves the football forward according to the offensive Winning Hand Chart. A defensive winner pushes the offense backward according to the defensive Winning Hand Chart. Unless possession changes, an offensive player who wins the hand becomes the next dealer. CLUTCH PLAY If a player Bets-to-Win and wins the hand, that player reveals the face-down Clutch Play card. For an offensive winner, a black picture card doubles the winning-hand yardage. A black Ace scores an imme-diate touchdown. For a defensive winner, a red picture card doubles the defensive winning-hand yardage. A red Ace results in an immediate interception. An interception immediately changes possession, and the defensive player causing the interception becomes the next offensive dealer. After the Clutch Play is completely resolved, determine whether the offense has reached or crossed the first-down marker. BENCHED PLAYERS A player who Bets-to-Win and loses the hand becomes benched and must sit out the entire next hand. Place that player's heavier Bet-to-Win chip in the Benched Player area of the game mat. A benched player may not participate in the next hand, use Game Chips, or deal. If an entire offensive or defensive team becomes benched at the same time, that team receives a 5-yard mis-conduct penalty and all of its benched players immediately return to play. DEFENSIVE GOAL LINE STAND When the offense is inside the opponent's 10-yard line, any defensive player may activate a Goal Line Stand for that hand only by spending 1 Game Chip before the deal begins. Place the chip on the King location on the game mat. While Goal Line Stand is active, any King appearing among the 5 community cards immediately ends the down with no further offensive advancement. THE KICKING GAME Only on 4th down may the dealing quarterback choose to punt, attempt a field goal, or go for the first down normally. All kicking uses High or Low Play. HIGH OR LOW PLAY Begin by flipping 1 card face up. The kicking player predicts whether the next card will be higher or lower in value. An Ace is always high during High or Low Play. Each successful prediction adds 5 yards. If the first card revealed is any King, the kick is immediately blocked. A punt that avoids a first-card King automatically gains 20 kick yards before High or Low predictions begin. A matched pair during a punt produces a defensive punt return. A punter may intentionally make a prediction intended to fail on a long punt to reduce the possibility of producing a return. A field goal that avoids a first-card King automatically gains 10 kick yards, but the kicker must still make at least 1 successful High or Low prediction for the field goal to score. A matched pair during a field goal has no special effect, and play continues with another prediction. A failed prediction normally ends the kick attempt. However, the kicking player, or the next eligible defensive punt-return player to make a call, may spend an available Game Chip to void the failed prediction and contin-ue the sequence. If a field-goal attempt reaches or crosses the goal line through successful High or Low predictions, the kick is good and scores 3 points for the kicking offensive player. If the field-goal attempt fails, the opposing team takes possession at the original line of scrimmage. Before a field-goal attempt begins, use the 2 red markers on the game mat to mark the original line of scrim-mage. DEFENSIVE PUNT RETURN During a punt, if 2 consecutively revealed cards match in value, regardless of suit, the defense immediately earns a punt return. The return reverses field direction toward the kicking team's goal line. The player next to the offensive dealer becomes the return player. The dealer flips 1 card to determine the entire return. A black numbered card produces return yardage equal to its numerical value. A black Jack produces a 10-yard return. A black Queen produces a 15-yard return. A black King produces no return yardage. A black Ace pro-duces an immediate touchdown. Any red card produces no return yardage. If no return yardage is gained, the receiving team begins its possession at the location where the punt ended. After the return, the return player becomes the next quarterback dealer for the receiving team. If a black Ace is revealed, the return player scores the touchdown and may attempt the applicable conversion under the normal conversion rules. EXTRA POINT AND 2-POINT CONVERSION After a touchdown, reshuffle the deck and place 4 cards face down. For an extra-point attempt, the first revealed Ace or picture card scores 1 point unless a King appears first. For a 2-point conversion, 2 Aces or picture cards must be revealed before a King appears. Any King immediately stops and fails the conversion attempt. SAFETY A safety awards 2 points to the defensive player who caused the safety. That player also receives the next deal when the defensive team becomes the offensive team following the safety. SAFETY STOP: Any offensive player out of turn before the hand starts, can put a game chip prior a game play action that may result in a safety. If a play action anytime during the hand causes a safety, the ball is placed on the one-yard line instead of scoring 2 points for the defense. After a safety stop, the chip is removed to the used game chip area. Play then continues as normal. Only one safety stop can occur per hand. PENALTIES All penalties are 5-yard penalties and never result directly in a score. If penalty yardage would carry the foot-ball across a goal line, place the football at the 1-yard line instead. Official penalties include forgetting to place the Dealer Play Action Mat in front of the current dealer, dealing cards to a benched player, forgetting to move the first-down markers when required, forgetting to remove the King Zone Pass Coverage chip when its coverage ends, or an entire team becoming benched. Minor mistakes and accidental card exposure are not penalties and may be corrected by table agreement. Throw the penalty flag and have some laughs. DUAL VICTORY PLAY Team Victory is awarded to the highest-scoring team. MVP Victory is awarded to the highest-scoring individual player. OVERTIME If either the team totals or the MVP-leading individual scores are tied at the end of regulation, overtime be-gins. All players remain active and reset their individual scores to zero. A high-card draw determines the first offen-sive team and dealer. Overtime continues until the first score occurs. The first player to score during overtime wins the MVP Victory and secures the Team Victory.
REGULATION PLAY Regulation consists of 8 offensive drives divided into 4 quarters, with 2 drives per quarter. Use the wood quar-ter marker to track drives 1–4 during the first half and drives 5–8 during the second half. At the end of regulation, the highest-scoring team wins the Team Victory and the highest-scoring individual player wins the MVP Victory. If two teammates tie, both teams tie, or players from opposing teams tie, play goes to overtime. GAME FLOW Each hand represents 1 football down. Only offensive players deal in Power Poker Football®. The quarterback dealer acts first on most play actions. The offense has 4 downs to gain 10 yards for a first down. Reaching or crossing the first-down marker awards a first down only after the entire hand, including any Clutch Play, has been completed. After a first down is awarded, reset the first-down markers and continue with a new set of downs. If the defense stops the offense after 4 downs, possession changes direction across the field. If an offensive player wins the hand and possession remains unchanged, that player becomes the next dealer. If a defensive player wins the hand but possession remains unchanged, the deal passes clockwise to the next of-fensive player. A defensive player who causes a change of possession through their own play action becomes the next offen-sive dealer. Move the red first-down markers only at the very end of the hand, including after any Clutch Play flip. GAME CHIPS — USE THEM WISELY Game Chips may be used to activate King Zone Pass Coverage, declare a Hail Mary Attempt, activate a Goal Line Stand, save a failed High or Low prediction, or continue an eligible kick or return play. The heavier Bet-to-Win chip is used to declare a Bet-to-Win. Fold-to-Run and Fold-to-Tackle do not require Game Chips and cannot be canceled with Game Chips. New players are encouraged to practice one shaded rules section at a time. Once comfortable, combine all sec-tions for a full regulation game. PLAY BEGINS At the start of every hand, the quarterback deals 2 face-down cards to every active player and places 1 Clutch Play card face down in the center of the game mat. A player may Bet-to-Win in turn at any eligible time during the hand. Once a Bet-to-Win is placed, it cannot be changed or withdrawn. The player is locked into the poker hand but may still use eligible Game Chip play actions. RUNNING BACK BLAST — OFFENSE Before the flop begins, the quarterback dealer or any eligible offensive player may declare a Running Back Blast. Only 1 Running Back Blast may be called during a hand. The offensive player must possess, or bluff possession of, a black Ace. Any defensive player may challenge the call. If challenged and the offensive player reveals a black Ace, the offense gains 5 yards and the challenging de-fender must discard 1 handheld card. If the offensive player cannot reveal a black Ace, the offensive player instead discards 1 handheld card. After the Running Back Blast opportunity is completed, play proceeds to the defensive pre-flop action. BLITZ SACK / FUMBLE BET — DEFENSE Before the flop begins, 1 defensive player may spend 1 Game Chip to bet that a red Ace will appear during the flop. If a red Ace appears, the offense immediately loses 5 yards and the dealer flips 1 reveal card to determine pos-session. A red reveal gives the defense immediate possession and ends the hand. A black reveal allows the of-fense to retain possession and the hand continues unless another applicable red Ace must be resolved. If 2 red Aces appear during the flop, each causes a 5-yard loss, for a total possible loss of 10 yards. Only 1 fumble may occur, so a second red Ace does not produce an additional possession reveal. If the defense recovers possession, the hand immediately ends and the defensive player who made the Blitz Sack/Fumble Bet becomes the next offensive dealer. If no red Ace appears during the flop, the Game Chip is lost. After the offensive and defensive pre-flop play actions are completed, proceed to the Yardage Scoring Flop. THE YARDAGE SCORING FLOP The offensive quarterback dealer slowly reveals 3 community cards from left to right. Flop cards always re-solve from left to right during scoring. Only black scoring cards move the offense forward. Black numbered cards score their face value. A black Jack scores 10 yards, a black Queen scores 15 yards, and a black Ace scores 20 yards. Any King revealed during the flop immediately stops all additional offensive flop yardage. Each red Ace revealed during the flop moves the offense backward 5 yards. If the offense reaches the goal line at any time during the game, the hand immediately ends with a touchdown, except when a Fold-to-Run reaches or crosses the goal line. A Fold-to-Run touchdown is resolved under the Fold-to-Run and Fold-to-Tackle rules. After the Yardage Scoring Flop, players continue in normal turn order and may check, Fold-to-Run, Fold-to-Tackle, or place a Bet-to-Win chip when eligible. Fold-to-Run and Fold-to-Tackle are independent play actions made in turn. Neither action requires the oppos-ing team to Fold first. A player who places a Bet-to-Win chip is locked into the poker hand but may still use eligible Game Chip play actions. LOADING THE BOX If all 3 flop cards are red numbered cards, the defensive team immediately recovers all previously used Game Chips from the Used Game Chips area. FOLD-TO-RUN — OFFENSE In turn, an offensive player may Fold-to-Run. The player places both hole cards face down on the Dealer Play Action Mat, then reveals the black numbered cards only. Black numbered cards score Run yards at face value. If both cards score, add their values together. All other cards score 0 yards. The player is then folded out of the poker hand. If the Fold-to-Run reaches or crosses the goal line, stop the runner at the goal line and ignore any excess Run yards. Do not award the touchdown until the next defender in turn is given one opportunity to Fold-to-Tackle. If that defender scores any Tackle yards, move the runner back from the goal line by that amount and the touchdown is not scored. If the defender declines to Fold-to-Tackle or scores 0 Tackle yards, the touchdown is scored. FOLD-TO-TACKLE — DEFENSE In turn, a defensive player may Fold-to-Tackle. The player chooses 1 of their 2 hole cards and places it face up on the Dealer Play Action Mat. The other hole card is placed face down. Only a red numbered card scores Tackle yards, at face value. All other cards score 0 yards. The player is then folded out of the poker hand. When a Fold-to-Run reaches or crosses the goal line, the next defender in turn is given one opportunity to Fold-to-Tackle before the touchdown is awarded. If the defender scores any Tackle yards, move the runner back from the goal line by that amount and the touchdown is not scored. If the defender declines to Fold-to-Tackle or scores 0 Tackle yards, the touchdown is scored. FOLD-TO-PASS — OFFENSE Starting with the quarterback dealer and continuing in turn, any eligible offensive player may Fold-to-Pass by folding out of the poker hand and placing their handheld card or cards face down on the Dealer Play Action Mat. The dealer flips 1 reveal card face up. A red numbered card, red picture card, or red Ace results in an incomplete pass. A black numbered card completes the pass for yardage equal to the card's numerical value. A black Jack com-pletes the pass for 10 yards. A black Queen completes the pass for 15 yards. A black King is a dropped pass for no gain unless King Zone Pass Coverage is active, in which case it results in an interception. A black Ace completes the pass for 20 yards. Add completed passing yardage to the offense's current field position. If the completed pass reaches or crosses the goal line, score a touchdown. The folding player takes no further action during the hand. HAIL MARY ATTEMPT A Hail Mary Attempt may be declared only after the offense has reached midfield, the 50-yard line or beyond. Before the Fold-to-Pass dealer reveal, the folding offensive player must spend 1 Game Chip and announce the Hail Mary Attempt. If a black Ace is revealed, score an immediate touchdown instead of the normal 20-yard pass gain. Any other pass-completion card awards its normal Fold-to-Pass yardage. King Zone Pass Coverage cannot stop a Hail Mary touchdown produced by a black Ace. Other Hail Mary re-sults are resolved according to the applicable King Zone Pass Coverage rules. Only 1 Hail Mary Attempt may be declared during a hand. KING ZONE PASS COVERAGE — DEFENSE When an offensive player declares a Fold-to-Pass, any defensive player may immediately spend 1 Game Chip and place it on their end-zone King location to activate King Zone Pass Coverage. While King Zone Pass Coverage is active, any King revealed during a Fold-to-Pass is an immediate intercep-tion. All other completed passes are limited to a maximum gain of 5 yards, even when a higher-valued com-pletion card is revealed. An interception immediately changes possession and ends the hand. The defensive player who activated King Zone Pass Coverage becomes the next offensive dealer following the interception. King Zone Pass Coverage cannot be activated unless a pass is attempted and cannot stop a Hail Mary touch-down on a black Ace. King Zone Pass Coverage remains active until the offense makes a first down or possession changes. Remove the King Zone Pass Coverage chip when a first down is made or following a change of possession, and move it to the Used Game Chips area. FOLD-TO-BLITZ — DEFENSE Starting with the first eligible defensive player in turn from the dealer, a defensive player may Fold-to-Blitz by folding out of the poker hand and placing their handheld card or cards face down on the Dealer Play Action Mat. The dealer flips 1 reveal card face up. Black cards result in a failed blitz. Red numbered cards have no effect. A red Jack, red Queen, red King, or red Ace results in a successful blitz and moves the offense backward 5 yards. Subtract any Blitz yardage from the offense's current field position. The folding defensive player takes no further action during the hand. FINAL BET-TO-WIN ROUND After the final community card is revealed, the remaining eligible players may place their Bet-to-Win chip into the center of the game mat. A player who Bets-to-Win risks becoming benched if they lose the hand but gains access to the Clutch Play card if they win. Once a Bet-to-Win is made, it cannot be withdrawn. A player may not Bet-to-Win last if all other players have already folded out of the hand. WINNER OF THE HAND The best 5-card poker hand wins the hand. Ties are decided by a high-card reveal. An offensive winner moves the football forward according to the offensive Winning Hand Chart. A defensive winner pushes the offense backward according to the defensive Winning Hand Chart. Unless possession changes, an offensive player who wins the hand becomes the next dealer. CLUTCH PLAY If a player Bets-to-Win and wins the hand, that player reveals the face-down Clutch Play card. For an offensive winner, a black picture card doubles the winning-hand yardage. A black Ace scores an imme-diate touchdown. For a defensive winner, a red picture card doubles the defensive winning-hand yardage. A red Ace results in an immediate interception. An interception immediately changes possession, and the defensive player causing the interception becomes the next offensive dealer. After the Clutch Play is completely resolved, determine whether the offense has reached or crossed the first-down marker. BENCHED PLAYERS A player who Bets-to-Win and loses the hand becomes benched and must sit out the entire next hand. Place that player's heavier Bet-to-Win chip in the Benched Player area of the game mat. A benched player may not participate in the next hand, use Game Chips, or deal. If an entire offensive or defensive team becomes benched at the same time, that team receives a 5-yard mis-conduct penalty and all of its benched players immediately return to play. DEFENSIVE GOAL LINE STAND When the offense is inside the opponent's 10-yard line, any defensive player may activate a Goal Line Stand for that hand only by spending 1 Game Chip before the deal begins. Place the chip on the King location on the game mat. While Goal Line Stand is active, any King appearing among the 5 community cards immediately ends the down with no further offensive advancement. THE KICKING GAME Only on 4th down may the dealing quarterback choose to punt, attempt a field goal, or go for the first down normally. All kicking uses High or Low Play. HIGH OR LOW PLAY Begin by flipping 1 card face up. The kicking player predicts whether the next card will be higher or lower in value. An Ace is always high during High or Low Play. Each successful prediction adds 5 yards. If the first card revealed is any King, the kick is immediately blocked. A punt that avoids a first-card King automatically gains 20 kick yards before High or Low predictions begin. A matched pair during a punt produces a defensive punt return. A punter may intentionally make a prediction intended to fail on a long punt to reduce the possibility of producing a return. A field goal that avoids a first-card King automatically gains 10 kick yards, but the kicker must still make at least 1 successful High or Low prediction for the field goal to score. A matched pair during a field goal has no special effect, and play continues with another prediction. A failed prediction normally ends the kick attempt. However, the kicking player, or the next eligible defensive punt-return player to make a call, may spend an available Game Chip to void the failed prediction and contin-ue the sequence. If a field-goal attempt reaches or crosses the goal line through successful High or Low predictions, the kick is good and scores 3 points for the kicking offensive player. If the field-goal attempt fails, the opposing team takes possession at the original line of scrimmage. Before a field-goal attempt begins, use the 2 red markers on the game mat to mark the original line of scrim-mage. DEFENSIVE PUNT RETURN During a punt, if 2 consecutively revealed cards match in value, regardless of suit, the defense immediately earns a punt return. The return reverses field direction toward the kicking team's goal line. The player next to the offensive dealer becomes the return player. The dealer flips 1 card to determine the entire return. A black numbered card produces return yardage equal to its numerical value. A black Jack produces a 10-yard return. A black Queen produces a 15-yard return. A black King produces no return yardage. A black Ace pro-duces an immediate touchdown. Any red card produces no return yardage. If no return yardage is gained, the receiving team begins its possession at the location where the punt ended. After the return, the return player becomes the next quarterback dealer for the receiving team. If a black Ace is revealed, the return player scores the touchdown and may attempt the applicable conversion under the normal conversion rules. EXTRA POINT AND 2-POINT CONVERSION After a touchdown, reshuffle the deck and place 4 cards face down. For an extra-point attempt, the first revealed Ace or picture card scores 1 point unless a King appears first. For a 2-point conversion, 2 Aces or picture cards must be revealed before a King appears. Any King immediately stops and fails the conversion attempt. SAFETY A safety awards 2 points to the defensive player who caused the safety. That player also receives the next deal when the defensive team becomes the offensive team following the safety. SAFETY STOP: Any offensive player out of turn before the hand starts, can put a game chip prior a game play action that may result in a safety. If a play action anytime during the hand causes a safety, the ball is placed on the one-yard line instead of scoring 2 points for the defense. After a safety stop, the chip is removed to the used game chip area. Play then continues as normal. Only one safety stop can occur per hand. PENALTIES All penalties are 5-yard penalties and never result directly in a score. If penalty yardage would carry the foot-ball across a goal line, place the football at the 1-yard line instead. Official penalties include forgetting to place the Dealer Play Action Mat in front of the current dealer, dealing cards to a benched player, forgetting to move the first-down markers when required, forgetting to remove the King Zone Pass Coverage chip when its coverage ends, or an entire team becoming benched. Minor mistakes and accidental card exposure are not penalties and may be corrected by table agreement. Throw the penalty flag and have some laughs. DUAL VICTORY PLAY Team Victory is awarded to the highest-scoring team. MVP Victory is awarded to the highest-scoring individual player. OVERTIME If either the team totals or the MVP-leading individual scores are tied at the end of regulation, overtime be-gins. All players remain active and reset their individual scores to zero. A high-card draw determines the first offen-sive team and dealer. Overtime continues until the first score occurs. The first player to score during overtime wins the MVP Victory and secures the Team Victory.
REGULATION PLAY Regulation consists of 8 offensive drives divided into 4 quarters, with 2 drives per quarter. Use the wood quar-ter marker to track drives 1–4 during the first half and drives 5–8 during the second half. At the end of regulation, the highest-scoring team wins the Team Victory and the highest-scoring individual player wins the MVP Victory. If two teammates tie, both teams tie, or players from opposing teams tie, play goes to overtime. GAME FLOW Each hand represents 1 football down. Only offensive players deal in Power Poker Football®. The quarterback dealer acts first on most play actions. The offense has 4 downs to gain 10 yards for a first down. Reaching or crossing the first-down marker awards a first down only after the entire hand, including any Clutch Play, has been completed. After a first down is awarded, reset the first-down markers and continue with a new set of downs. If the defense stops the offense after 4 downs, possession changes direction across the field. If an offensive player wins the hand and possession remains unchanged, that player becomes the next dealer. If a defensive player wins the hand but possession remains unchanged, the deal passes clockwise to the next of-fensive player. A defensive player who causes a change of possession through their own play action becomes the next offen-sive dealer. Move the red first-down markers only at the very end of the hand, including after any Clutch Play flip. GAME CHIPS — USE THEM WISELY Game Chips may be used to activate King Zone Pass Coverage, declare a Hail Mary Attempt, activate a Goal Line Stand, save a failed High or Low prediction, or continue an eligible kick or return play. The heavier Bet-to-Win chip is used to declare a Bet-to-Win. Fold-to-Run and Fold-to-Tackle do not require Game Chips and cannot be canceled with Game Chips. New players are encouraged to practice one shaded rules section at a time. Once comfortable, combine all sec-tions for a full regulation game. PLAY BEGINS At the start of every hand, the quarterback deals 2 face-down cards to every active player and places 1 Clutch Play card face down in the center of the game mat. A player may Bet-to-Win in turn at any eligible time during the hand. Once a Bet-to-Win is placed, it cannot be changed or withdrawn. The player is locked into the poker hand but may still use eligible Game Chip play actions. RUNNING BACK BLAST — OFFENSE Before the flop begins, the quarterback dealer or any eligible offensive player may declare a Running Back Blast. Only 1 Running Back Blast may be called during a hand. The offensive player must possess, or bluff possession of, a black Ace. Any defensive player may challenge the call. If challenged and the offensive player reveals a black Ace, the offense gains 5 yards and the challenging de-fender must discard 1 handheld card. If the offensive player cannot reveal a black Ace, the offensive player instead discards 1 handheld card. After the Running Back Blast opportunity is completed, play proceeds to the defensive pre-flop action. BLITZ SACK / FUMBLE BET — DEFENSE Before the flop begins, 1 defensive player may spend 1 Game Chip to bet that a red Ace will appear during the flop. If a red Ace appears, the offense immediately loses 5 yards and the dealer flips 1 reveal card to determine pos-session. A red reveal gives the defense immediate possession and ends the hand. A black reveal allows the of-fense to retain possession and the hand continues unless another applicable red Ace must be resolved. If 2 red Aces appear during the flop, each causes a 5-yard loss, for a total possible loss of 10 yards. Only 1 fumble may occur, so a second red Ace does not produce an additional possession reveal. If the defense recovers possession, the hand immediately ends and the defensive player who made the Blitz Sack/Fumble Bet becomes the next offensive dealer. If no red Ace appears during the flop, the Game Chip is lost. After the offensive and defensive pre-flop play actions are completed, proceed to the Yardage Scoring Flop. THE YARDAGE SCORING FLOP The offensive quarterback dealer slowly reveals 3 community cards from left to right. Flop cards always re-solve from left to right during scoring. Only black scoring cards move the offense forward. Black numbered cards score their face value. A black Jack scores 10 yards, a black Queen scores 15 yards, and a black Ace scores 20 yards. Any King revealed during the flop immediately stops all additional offensive flop yardage. Each red Ace revealed during the flop moves the offense backward 5 yards. If the offense reaches the goal line at any time during the game, the hand immediately ends with a touchdown, except when a Fold-to-Run reaches or crosses the goal line. A Fold-to-Run touchdown is resolved under the Fold-to-Run and Fold-to-Tackle rules. After the Yardage Scoring Flop, players continue in normal turn order and may check, Fold-to-Run, Fold-to-Tackle, or place a Bet-to-Win chip when eligible. Fold-to-Run and Fold-to-Tackle are independent play actions made in turn. Neither action requires the oppos-ing team to Fold first. A player who places a Bet-to-Win chip is locked into the poker hand but may still use eligible Game Chip play actions. LOADING THE BOX If all 3 flop cards are red numbered cards, the defensive team immediately recovers all previously used Game Chips from the Used Game Chips area. FOLD-TO-RUN — OFFENSE In turn, an offensive player may Fold-to-Run. The player places both hole cards face down on the Dealer Play Action Mat, then reveals the black numbered cards only. Black numbered cards score Run yards at face value. If both cards score, add their values together. All other cards score 0 yards. The player is then folded out of the poker hand. If the Fold-to-Run reaches or crosses the goal line, stop the runner at the goal line and ignore any excess Run yards. Do not award the touchdown until the next defender in turn is given one opportunity to Fold-to-Tackle. If that defender scores any Tackle yards, move the runner back from the goal line by that amount and the touchdown is not scored. If the defender declines to Fold-to-Tackle or scores 0 Tackle yards, the touchdown is scored. FOLD-TO-TACKLE — DEFENSE In turn, a defensive player may Fold-to-Tackle. The player chooses 1 of their 2 hole cards and places it face up on the Dealer Play Action Mat. The other hole card is placed face down. Only a red numbered card scores Tackle yards, at face value. All other cards score 0 yards. The player is then folded out of the poker hand. When a Fold-to-Run reaches or crosses the goal line, the next defender in turn is given one opportunity to Fold-to-Tackle before the touchdown is awarded. If the defender scores any Tackle yards, move the runner back from the goal line by that amount and the touchdown is not scored. If the defender declines to Fold-to-Tackle or scores 0 Tackle yards, the touchdown is scored. FOLD-TO-PASS — OFFENSE Starting with the quarterback dealer and continuing in turn, any eligible offensive player may Fold-to-Pass by folding out of the poker hand and placing their handheld card or cards face down on the Dealer Play Action Mat. The dealer flips 1 reveal card face up. A red numbered card, red picture card, or red Ace results in an incomplete pass. A black numbered card completes the pass for yardage equal to the card's numerical value. A black Jack com-pletes the pass for 10 yards. A black Queen completes the pass for 15 yards. A black King is a dropped pass for no gain unless King Zone Pass Coverage is active, in which case it results in an interception. A black Ace completes the pass for 20 yards. Add completed passing yardage to the offense's current field position. If the completed pass reaches or crosses the goal line, score a touchdown. The folding player takes no further action during the hand. HAIL MARY ATTEMPT A Hail Mary Attempt may be declared only after the offense has reached midfield, the 50-yard line or beyond. Before the Fold-to-Pass dealer reveal, the folding offensive player must spend 1 Game Chip and announce the Hail Mary Attempt. If a black Ace is revealed, score an immediate touchdown instead of the normal 20-yard pass gain. Any other pass-completion card awards its normal Fold-to-Pass yardage. King Zone Pass Coverage cannot stop a Hail Mary touchdown produced by a black Ace. Other Hail Mary re-sults are resolved according to the applicable King Zone Pass Coverage rules. Only 1 Hail Mary Attempt may be declared during a hand. KING ZONE PASS COVERAGE — DEFENSE When an offensive player declares a Fold-to-Pass, any defensive player may immediately spend 1 Game Chip and place it on their end-zone King location to activate King Zone Pass Coverage. While King Zone Pass Coverage is active, any King revealed during a Fold-to-Pass is an immediate intercep-tion. All other completed passes are limited to a maximum gain of 5 yards, even when a higher-valued com-pletion card is revealed. An interception immediately changes possession and ends the hand. The defensive player who activated King Zone Pass Coverage becomes the next offensive dealer following the interception. King Zone Pass Coverage cannot be activated unless a pass is attempted and cannot stop a Hail Mary touch-down on a black Ace. King Zone Pass Coverage remains active until the offense makes a first down or possession changes. Remove the King Zone Pass Coverage chip when a first down is made or following a change of possession, and move it to the Used Game Chips area. FOLD-TO-BLITZ — DEFENSE Starting with the first eligible defensive player in turn from the dealer, a defensive player may Fold-to-Blitz by folding out of the poker hand and placing their handheld card or cards face down on the Dealer Play Action Mat. The dealer flips 1 reveal card face up. Black cards result in a failed blitz. Red numbered cards have no effect. A red Jack, red Queen, red King, or red Ace results in a successful blitz and moves the offense backward 5 yards. Subtract any Blitz yardage from the offense's current field position. The folding defensive player takes no further action during the hand. FINAL BET-TO-WIN ROUND After the final community card is revealed, the remaining eligible players may place their Bet-to-Win chip into the center of the game mat. A player who Bets-to-Win risks becoming benched if they lose the hand but gains access to the Clutch Play card if they win. Once a Bet-to-Win is made, it cannot be withdrawn. A player may not Bet-to-Win last if all other players have already folded out of the hand. WINNER OF THE HAND The best 5-card poker hand wins the hand. Ties are decided by a high-card reveal. An offensive winner moves the football forward according to the offensive Winning Hand Chart. A defensive winner pushes the offense backward according to the defensive Winning Hand Chart. Unless possession changes, an offensive player who wins the hand becomes the next dealer. CLUTCH PLAY If a player Bets-to-Win and wins the hand, that player reveals the face-down Clutch Play card. For an offensive winner, a black picture card doubles the winning-hand yardage. A black Ace scores an imme-diate touchdown. For a defensive winner, a red picture card doubles the defensive winning-hand yardage. A red Ace results in an immediate interception. An interception immediately changes possession, and the defensive player causing the interception becomes the next offensive dealer. After the Clutch Play is completely resolved, determine whether the offense has reached or crossed the first-down marker. BENCHED PLAYERS A player who Bets-to-Win and loses the hand becomes benched and must sit out the entire next hand. Place that player's heavier Bet-to-Win chip in the Benched Player area of the game mat. A benched player may not participate in the next hand, use Game Chips, or deal. If an entire offensive or defensive team becomes benched at the same time, that team receives a 5-yard mis-conduct penalty and all of its benched players immediately return to play. DEFENSIVE GOAL LINE STAND When the offense is inside the opponent's 10-yard line, any defensive player may activate a Goal Line Stand for that hand only by spending 1 Game Chip before the deal begins. Place the chip on the King location on the game mat. While Goal Line Stand is active, any King appearing among the 5 community cards immediately ends the down with no further offensive advancement. THE KICKING GAME Only on 4th down may the dealing quarterback choose to punt, attempt a field goal, or go for the first down normally. All kicking uses High or Low Play. HIGH OR LOW PLAY Begin by flipping 1 card face up. The kicking player predicts whether the next card will be higher or lower in value. An Ace is always high during High or Low Play. Each successful prediction adds 5 yards. If the first card revealed is any King, the kick is immediately blocked. A punt that avoids a first-card King automatically gains 20 kick yards before High or Low predictions begin. A matched pair during a punt produces a defensive punt return. A punter may intentionally make a prediction intended to fail on a long punt to reduce the possibility of producing a return. A field goal that avoids a first-card King automatically gains 10 kick yards, but the kicker must still make at least 1 successful High or Low prediction for the field goal to score. A matched pair during a field goal has no special effect, and play continues with another prediction. A failed prediction normally ends the kick attempt. However, the kicking player, or the next eligible defensive punt-return player to make a call, may spend an available Game Chip to void the failed prediction and contin-ue the sequence. If a field-goal attempt reaches or crosses the goal line through successful High or Low predictions, the kick is good and scores 3 points for the kicking offensive player. If the field-goal attempt fails, the opposing team takes possession at the original line of scrimmage. Before a field-goal attempt begins, use the 2 red markers on the game mat to mark the original line of scrim-mage. DEFENSIVE PUNT RETURN During a punt, if 2 consecutively revealed cards match in value, regardless of suit, the defense immediately earns a punt return. The return reverses field direction toward the kicking team's goal line. The player next to the offensive dealer becomes the return player. The dealer flips 1 card to determine the entire return. A black numbered card produces return yardage equal to its numerical value. A black Jack produces a 10-yard return. A black Queen produces a 15-yard return. A black King produces no return yardage. A black Ace pro-duces an immediate touchdown. Any red card produces no return yardage. If no return yardage is gained, the receiving team begins its possession at the location where the punt ended. After the return, the return player becomes the next quarterback dealer for the receiving team. If a black Ace is revealed, the return player scores the touchdown and may attempt the applicable conversion under the normal conversion rules. EXTRA POINT AND 2-POINT CONVERSION After a touchdown, reshuffle the deck and place 4 cards face down. For an extra-point attempt, the first revealed Ace or picture card scores 1 point unless a King appears first. For a 2-point conversion, 2 Aces or picture cards must be revealed before a King appears. Any King immediately stops and fails the conversion attempt. SAFETY A safety awards 2 points to the defensive player who caused the safety. That player also receives the next deal when the defensive team becomes the offensive team following the safety. SAFETY STOP: Any offensive player out of turn before the hand starts, can put a game chip prior a game play action that may result in a safety. If a play action anytime during the hand causes a safety, the ball is placed on the one-yard line instead of scoring 2 points for the defense. After a safety stop, the chip is removed to the used game chip area. Play then continues as normal. Only one safety stop can occur per hand. PENALTIES All penalties are 5-yard penalties and never result directly in a score. If penalty yardage would carry the foot-ball across a goal line, place the football at the 1-yard line instead. Official penalties include forgetting to place the Dealer Play Action Mat in front of the current dealer, dealing cards to a benched player, forgetting to move the first-down markers when required, forgetting to remove the King Zone Pass Coverage chip when its coverage ends, or an entire team becoming benched. Minor mistakes and accidental card exposure are not penalties and may be corrected by table agreement. Throw the penalty flag and have some laughs. DUAL VICTORY PLAY Team Victory is awarded to the highest-scoring team. MVP Victory is awarded to the highest-scoring individual player. OVERTIME If either the team totals or the MVP-leading individual scores are tied at the end of regulation, overtime be-gins. All players remain active and reset their individual scores to zero. A high-card draw determines the first offen-sive team and dealer. Overtime continues until the first score occurs. The first player to score during overtime wins the MVP Victory and secures the Team Victory.
REGULATION PLAY Regulation consists of 8 offensive drives divided into 4 quarters, with 2 drives per quarter. Use the wood quar-ter marker to track drives 1–4 during the first half and drives 5–8 during the second half. At the end of regulation, the highest-scoring team wins the Team Victory and the highest-scoring individual player wins the MVP Victory. If two teammates tie, both teams tie, or players from opposing teams tie, play goes to overtime. GAME FLOW Each hand represents 1 football down. Only offensive players deal in Power Poker Football®. The quarterback dealer acts first on most play actions. The offense has 4 downs to gain 10 yards for a first down. Reaching or crossing the first-down marker awards a first down only after the entire hand, including any Clutch Play, has been completed. After a first down is awarded, reset the first-down markers and continue with a new set of downs. If the defense stops the offense after 4 downs, possession changes direction across the field. If an offensive player wins the hand and possession remains unchanged, that player becomes the next dealer. If a defensive player wins the hand but possession remains unchanged, the deal passes clockwise to the next of-fensive player. A defensive player who causes a change of possession through their own play action becomes the next offen-sive dealer. Move the red first-down markers only at the very end of the hand, including after any Clutch Play flip. GAME CHIPS — USE THEM WISELY Game Chips may be used to activate King Zone Pass Coverage, declare a Hail Mary Attempt, activate a Goal Line Stand, save a failed High or Low prediction, or continue an eligible kick or return play. The heavier Bet-to-Win chip is used to declare a Bet-to-Win. Fold-to-Run and Fold-to-Tackle do not require Game Chips and cannot be canceled with Game Chips. New players are encouraged to practice one shaded rules section at a time. Once comfortable, combine all sec-tions for a full regulation game. PLAY BEGINS At the start of every hand, the quarterback deals 2 face-down cards to every active player and places 1 Clutch Play card face down in the center of the game mat. A player may Bet-to-Win in turn at any eligible time during the hand. Once a Bet-to-Win is placed, it cannot be changed or withdrawn. The player is locked into the poker hand but may still use eligible Game Chip play actions. RUNNING BACK BLAST — OFFENSE Before the flop begins, the quarterback dealer or any eligible offensive player may declare a Running Back Blast. Only 1 Running Back Blast may be called during a hand. The offensive player must possess, or bluff possession of, a black Ace. Any defensive player may challenge the call. If challenged and the offensive player reveals a black Ace, the offense gains 5 yards and the challenging de-fender must discard 1 handheld card. If the offensive player cannot reveal a black Ace, the offensive player instead discards 1 handheld card. After the Running Back Blast opportunity is completed, play proceeds to the defensive pre-flop action. BLITZ SACK / FUMBLE BET — DEFENSE Before the flop begins, 1 defensive player may spend 1 Game Chip to bet that a red Ace will appear during the flop. If a red Ace appears, the offense immediately loses 5 yards and the dealer flips 1 reveal card to determine pos-session. A red reveal gives the defense immediate possession and ends the hand. A black reveal allows the of-fense to retain possession and the hand continues unless another applicable red Ace must be resolved. If 2 red Aces appear during the flop, each causes a 5-yard loss, for a total possible loss of 10 yards. Only 1 fumble may occur, so a second red Ace does not produce an additional possession reveal. If the defense recovers possession, the hand immediately ends and the defensive player who made the Blitz Sack/Fumble Bet becomes the next offensive dealer. If no red Ace appears during the flop, the Game Chip is lost. After the offensive and defensive pre-flop play actions are completed, proceed to the Yardage Scoring Flop. THE YARDAGE SCORING FLOP The offensive quarterback dealer slowly reveals 3 community cards from left to right. Flop cards always re-solve from left to right during scoring. Only black scoring cards move the offense forward. Black numbered cards score their face value. A black Jack scores 10 yards, a black Queen scores 15 yards, and a black Ace scores 20 yards. Any King revealed during the flop immediately stops all additional offensive flop yardage. Each red Ace revealed during the flop moves the offense backward 5 yards. If the offense reaches the goal line at any time during the game, the hand immediately ends with a touchdown, except when a Fold-to-Run reaches or crosses the goal line. A Fold-to-Run touchdown is resolved under the Fold-to-Run and Fold-to-Tackle rules. After the Yardage Scoring Flop, players continue in normal turn order and may check, Fold-to-Run, Fold-to-Tackle, or place a Bet-to-Win chip when eligible. Fold-to-Run and Fold-to-Tackle are independent play actions made in turn. Neither action requires the oppos-ing team to Fold first. A player who places a Bet-to-Win chip is locked into the poker hand but may still use eligible Game Chip play actions. LOADING THE BOX If all 3 flop cards are red numbered cards, the defensive team immediately recovers all previously used Game Chips from the Used Game Chips area. FOLD-TO-RUN — OFFENSE In turn, an offensive player may Fold-to-Run. The player places both hole cards face down on the Dealer Play Action Mat, then reveals the black numbered cards only. Black numbered cards score Run yards at face value. If both cards score, add their values together. All other cards score 0 yards. The player is then folded out of the poker hand. If the Fold-to-Run reaches or crosses the goal line, stop the runner at the goal line and ignore any excess Run yards. Do not award the touchdown until the next defender in turn is given one opportunity to Fold-to-Tackle. If that defender scores any Tackle yards, move the runner back from the goal line by that amount and the touchdown is not scored. If the defender declines to Fold-to-Tackle or scores 0 Tackle yards, the touchdown is scored. FOLD-TO-TACKLE — DEFENSE In turn, a defensive player may Fold-to-Tackle. The player chooses 1 of their 2 hole cards and places it face up on the Dealer Play Action Mat. The other hole card is placed face down. Only a red numbered card scores Tackle yards, at face value. All other cards score 0 yards. The player is then folded out of the poker hand. When a Fold-to-Run reaches or crosses the goal line, the next defender in turn is given one opportunity to Fold-to-Tackle before the touchdown is awarded. If the defender scores any Tackle yards, move the runner back from the goal line by that amount and the touchdown is not scored. If the defender declines to Fold-to-Tackle or scores 0 Tackle yards, the touchdown is scored. FOLD-TO-PASS — OFFENSE Starting with the quarterback dealer and continuing in turn, any eligible offensive player may Fold-to-Pass by folding out of the poker hand and placing their handheld card or cards face down on the Dealer Play Action Mat. The dealer flips 1 reveal card face up. A red numbered card, red picture card, or red Ace results in an incomplete pass. A black numbered card completes the pass for yardage equal to the card's numerical value. A black Jack com-pletes the pass for 10 yards. A black Queen completes the pass for 15 yards. A black King is a dropped pass for no gain unless King Zone Pass Coverage is active, in which case it results in an interception. A black Ace completes the pass for 20 yards. Add completed passing yardage to the offense's current field position. If the completed pass reaches or crosses the goal line, score a touchdown. The folding player takes no further action during the hand. HAIL MARY ATTEMPT A Hail Mary Attempt may be declared only after the offense has reached midfield, the 50-yard line or beyond. Before the Fold-to-Pass dealer reveal, the folding offensive player must spend 1 Game Chip and announce the Hail Mary Attempt. If a black Ace is revealed, score an immediate touchdown instead of the normal 20-yard pass gain. Any other pass-completion card awards its normal Fold-to-Pass yardage. King Zone Pass Coverage cannot stop a Hail Mary touchdown produced by a black Ace. Other Hail Mary re-sults are resolved according to the applicable King Zone Pass Coverage rules. Only 1 Hail Mary Attempt may be declared during a hand. KING ZONE PASS COVERAGE — DEFENSE When an offensive player declares a Fold-to-Pass, any defensive player may immediately spend 1 Game Chip and place it on their end-zone King location to activate King Zone Pass Coverage. While King Zone Pass Coverage is active, any King revealed during a Fold-to-Pass is an immediate intercep-tion. All other completed passes are limited to a maximum gain of 5 yards, even when a higher-valued com-pletion card is revealed. An interception immediately changes possession and ends the hand. The defensive player who activated King Zone Pass Coverage becomes the next offensive dealer following the interception. King Zone Pass Coverage cannot be activated unless a pass is attempted and cannot stop a Hail Mary touch-down on a black Ace. King Zone Pass Coverage remains active until the offense makes a first down or possession changes. Remove the King Zone Pass Coverage chip when a first down is made or following a change of possession, and move it to the Used Game Chips area. FOLD-TO-BLITZ — DEFENSE Starting with the first eligible defensive player in turn from the dealer, a defensive player may Fold-to-Blitz by folding out of the poker hand and placing their handheld card or cards face down on the Dealer Play Action Mat. The dealer flips 1 reveal card face up. Black cards result in a failed blitz. Red numbered cards have no effect. A red Jack, red Queen, red King, or red Ace results in a successful blitz and moves the offense backward 5 yards. Subtract any Blitz yardage from the offense's current field position. The folding defensive player takes no further action during the hand. FINAL BET-TO-WIN ROUND After the final community card is revealed, the remaining eligible players may place their Bet-to-Win chip into the center of the game mat. A player who Bets-to-Win risks becoming benched if they lose the hand but gains access to the Clutch Play card if they win. Once a Bet-to-Win is made, it cannot be withdrawn. A player may not Bet-to-Win last if all other players have already folded out of the hand. WINNER OF THE HAND The best 5-card poker hand wins the hand. Ties are decided by a high-card reveal. An offensive winner moves the football forward according to the offensive Winning Hand Chart. A defensive winner pushes the offense backward according to the defensive Winning Hand Chart. Unless possession changes, an offensive player who wins the hand becomes the next dealer. CLUTCH PLAY If a player Bets-to-Win and wins the hand, that player reveals the face-down Clutch Play card. For an offensive winner, a black picture card doubles the winning-hand yardage. A black Ace scores an imme-diate touchdown. For a defensive winner, a red picture card doubles the defensive winning-hand yardage. A red Ace results in an immediate interception. An interception immediately changes possession, and the defensive player causing the interception becomes the next offensive dealer. After the Clutch Play is completely resolved, determine whether the offense has reached or crossed the first-down marker. BENCHED PLAYERS A player who Bets-to-Win and loses the hand becomes benched and must sit out the entire next hand. Place that player's heavier Bet-to-Win chip in the Benched Player area of the game mat. A benched player may not participate in the next hand, use Game Chips, or deal. If an entire offensive or defensive team becomes benched at the same time, that team receives a 5-yard mis-conduct penalty and all of its benched players immediately return to play. DEFENSIVE GOAL LINE STAND When the offense is inside the opponent's 10-yard line, any defensive player may activate a Goal Line Stand for that hand only by spending 1 Game Chip before the deal begins. Place the chip on the King location on the game mat. While Goal Line Stand is active, any King appearing among the 5 community cards immediately ends the down with no further offensive advancement. THE KICKING GAME Only on 4th down may the dealing quarterback choose to punt, attempt a field goal, or go for the first down normally. All kicking uses High or Low Play. HIGH OR LOW PLAY Begin by flipping 1 card face up. The kicking player predicts whether the next card will be higher or lower in value. An Ace is always high during High or Low Play. Each successful prediction adds 5 yards. If the first card revealed is any King, the kick is immediately blocked. A punt that avoids a first-card King automatically gains 20 kick yards before High or Low predictions begin. A matched pair during a punt produces a defensive punt return. A punter may intentionally make a prediction intended to fail on a long punt to reduce the possibility of producing a return. A field goal that avoids a first-card King automatically gains 10 kick yards, but the kicker must still make at least 1 successful High or Low prediction for the field goal to score. A matched pair during a field goal has no special effect, and play continues with another prediction. A failed prediction normally ends the kick attempt. However, the kicking player, or the next eligible defensive punt-return player to make a call, may spend an available Game Chip to void the failed prediction and contin-ue the sequence. If a field-goal attempt reaches or crosses the goal line through successful High or Low predictions, the kick is good and scores 3 points for the kicking offensive player. If the field-goal attempt fails, the opposing team takes possession at the original line of scrimmage. Before a field-goal attempt begins, use the 2 red markers on the game mat to mark the original line of scrim-mage. DEFENSIVE PUNT RETURN During a punt, if 2 consecutively revealed cards match in value, regardless of suit, the defense immediately earns a punt return. The return reverses field direction toward the kicking team's goal line. The player next to the offensive dealer becomes the return player. The dealer flips 1 card to determine the entire return. A black numbered card produces return yardage equal to its numerical value. A black Jack produces a 10-yard return. A black Queen produces a 15-yard return. A black King produces no return yardage. A black Ace pro-duces an immediate touchdown. Any red card produces no return yardage. If no return yardage is gained, the receiving team begins its possession at the location where the punt ended. After the return, the return player becomes the next quarterback dealer for the receiving team. If a black Ace is revealed, the return player scores the touchdown and may attempt the applicable conversion under the normal conversion rules. EXTRA POINT AND 2-POINT CONVERSION After a touchdown, reshuffle the deck and place 4 cards face down. For an extra-point attempt, the first revealed Ace or picture card scores 1 point unless a King appears first. For a 2-point conversion, 2 Aces or picture cards must be revealed before a King appears. Any King immediately stops and fails the conversion attempt. SAFETY A safety awards 2 points to the defensive player who caused the safety. That player also receives the next deal when the defensive team becomes the offensive team following the safety. SAFETY STOP: Any offensive player out of turn before the hand starts, can put a game chip prior a game play action that may result in a safety. If a play action anytime during the hand causes a safety, the ball is placed on the one-yard line instead of scoring 2 points for the defense. After a safety stop, the chip is removed to the used game chip area. Play then continues as normal. Only one safety stop can occur per hand. PENALTIES All penalties are 5-yard penalties and never result directly in a score. If penalty yardage would carry the foot-ball across a goal line, place the football at the 1-yard line instead. Official penalties include forgetting to place the Dealer Play Action Mat in front of the current dealer, dealing cards to a benched player, forgetting to move the first-down markers when required, forgetting to remove the King Zone Pass Coverage chip when its coverage ends, or an entire team becoming benched. Minor mistakes and accidental card exposure are not penalties and may be corrected by table agreement. Throw the penalty flag and have some laughs. DUAL VICTORY PLAY Team Victory is awarded to the highest-scoring team. MVP Victory is awarded to the highest-scoring individual player. OVERTIME If either the team totals or the MVP-leading individual scores are tied at the end of regulation, overtime be-gins. All players remain active and reset their individual scores to zero. A high-card draw determines the first offen-sive team and dealer. Overtime continues until the first score occurs. The first player to score during overtime wins the MVP Victory and secures the Team Victory.