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How to play
AlliBowl is Avalon Hill's classic Bowl Bound (1978) — a dice-and-chart college football simulation — played head to head in your browser with the 1996 season's 24 team charts. Every play is two secret decisions, two rolls of weighted dice, and a lookup on the charts.
A turn, start to finish
- Both players choose secretly. The offense calls a play (1–9, or a special); the defense calls a formation (A–F). Neither sees the other's choice until both are in.
- The dice roll. The offense rolls the black die and two white dice (totals 10–39, deliberately weighted); the defense rolls the red and green dice (totals 1–5).
- Charts are consulted. Each side's dice total is looked up on its own team chart — you can see your chart at the bottom of the play screen, switching between offense and defense with possession.
- The Priority Chart decides. The two results combine into one outcome — one side overrules, or the yardages add. See the Priority Chart reference.
- The clock runs. Runs and completions take 30 seconds, first downs 20, incompletions / penalties / possession changes 10.
The plays
Runs (1–5): 1 Line Plunge, 2 Counter, 3 End Reverse, 4 Draw, 5 Option. Passes (6–9): 6 Screen, 7 Sprint Out, 8 Boot Leg, 9 Drop Back. Hover any numbered button for its name.
- QB Sneak — a one-yard plunge. Only the box color of Play 1 matters: green gains a yard, white/yellow gains nothing, red is a fumbled snap. The defense never rolls.
- Razzle Dazzle — a trick play. Both sides roll the offensive dice; the lower total wins the right to choose the offensive result from the chart (offense from its row, defense from either row).
- Punt / Field Goal — fourth-down tools. A field goal is good when your chart's kick distance covers the yards to the goal line; a miss hands over the ball at the 20 or the spot of the hold.
The formations
A Standard · B Short Yardage (Gaps) · C Short Yardage (Wide) · D Pass Prevent (Short) · E Pass Prevent (Long) · F Blitz. Guess run and call B/C; guess deep pass and call E; feel lucky and blitz. A wrong guess is how big plays happen — to both of you.
Reading chart results
The box color matters as much as the symbol:
- Plain numbers — yards gained; in a red box the same number is yards lost.
- (#) parentheses — a forcing result that beats plain numbers on the Priority Chart.
- TD / INT # / F # — touchdown; interception or fumble the shown yards downfield.
- QT / QR / B — quarterback trapped, quarterback run, breakaway: the offense re-rolls on that column of its chart. You'll see the whole chain in the play-by-play.
- OFF# / DEF# / PI # — penalties. The wronged side chooses: take the penalty (down replayed) or the play (down counts).
- INC / * — incomplete pass; the asterisk means the play ended out of bounds (stops the clock late in each half).
Kicks and special situations
- Kickoffs — deep (chart distance), squib (exactly 40 yards, returned off a fixed table), or onside (kicker recovers on 13–20, ball travels 12 yards).
- Kicks into the end zone — take the touchback at the 20 or roll a return, your choice.
- After a touchdown — kick the extra point (your kicker's own chart decides) or go for two from the 2-yard line.
- Timeouts — three per half. Called after a play, a timeout shrinks that play to just 10 seconds of clock. When a play would end the quarter, both sides get one last chance to call one.
- Two-minute warning — a play starting above 2:00 in a half leaves at least 2:00 on the clock.
- Overtime — alternating possessions from the opponent's 25 until someone leads; from the third overtime, touchdowns must go for two.
Reference shelf
- The Priority Chart — how offense and defense results combine, straight from the game engine.
- The 2007 rulebook (PDF) — the complete original rules.
- The original Priority Chart sheet (PDF) — including the timing chart and selection grids.
- The 24 team charts — browse every team before you draft.