Football Highlights 2052 - A Dicey Walkthrough

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[Music] hey everybody how's it going i'm paul and with the dicey review and tonight we're going to be learning how to play the one two and four player game football highlights 2052 from eagle griffin games [Applause] football highlights 2052 comes with all of the components that you see here four double-sided play mats two ivory colored scoreboards for football highlights gameplay and one white scoreboard that players can use in baseball highlights 2045 if they wish a number of double-sided pennant tokens with one side for football and one side for baseball four football markers a cardboard coin token a 25 card solitaire deck a 30 card action deck a 35 card play deck and then four 15 card pre-constructed decks for standard game play now it's important to note that there are a number of variants in the game that allow for more varied setup and gameplay options in this video we're going to focus on the standard game and just assume that this is the first time you've played to begin setup each player will place their play mat on the table with the in play boxes facing each other next each player will decide which team they want to play once the players have decided which team they want to play they'll select one of the pre-constructed 15 card team decks each of these team decks comes with 5 star players which are indicated by these codes on the bottom right of the card and then 10 team players that come with this code on the bottom right of their cards it's also important to note that each of the 15 card pre-constructed decks have this diamond symbol to the left of their team name this helps to quickly identify them and differentiate them from the rest of the cards in the play deck once the teams have been selected it's time to determine who will have the option to be the start player to do this one player will flip the coin token and the other player will call whether they think it will be heads or tails if the player who called heads or tails is correct they get to choose who goes first if they're wrong the person who flipped the coin gets to choose who goes first whoever is chosen to go first will be the blue visiting team and the other player will be the red home team you can place the pennant of the correct teams in the scoreboard to indicate which is which the blue visiting player will get to go first in the first half but the red player will get to draft first and play first in the second half of the game we'll talk about halves in more detail in a little bit each player will place their football marker on their opponent's 45 yard start space after shuffling the 35 cards at the play deck place it near the play area you can tell which card is the play deck because it will have the word play beneath the game's title on the back of the card the cards will also have the pd symbol on the bottom right to indicate play deck it's important to note that these cards don't have the diamond to the left of their city name so you can tell they're not part of the pre-constructed decks then shuffle the 30 action cards and place them next to the play area as well you can tell which cards are the action cards because they'll have the word actions underneath the game logo on the back of the card and finally each player will take their pre-constructed deck of 15 cards shuffle them and place them near the play area each player will then draw a hand of 10 cards and you're ready to play in a game of football highlights players face each other head to head in an american football match players will play two full halves of football with each half consisting of 10 turns for each player on the first player's turn they'll threaten an offensive play their opponent will then respond to that play by playing a defensive play the two cards will then be compared and players will do this first by checking to see if the play types match then by checking to see if defensive helmets line up against offensive footballs based on this either the offensive text box or the defensive text box on one of the cards will trigger and the play will be resolved now depending on what happens the offensive player may gain some yardage and progress towards the opponent's end zone or the defensive player may stop the play or even cause the offensive player to lose yardage the players can notate this by moving their football markers on the opponent's field board the offensive card will then be placed in the used drive space on the player board and the defensive card will rotate and that becomes an offensive play that's now threatened the prior offensive player now has a chance to respond with a defensive card of their own from their hand now this back and forth will take place until each player has resolved 10 cards and then the half will end each half will consist of multiple offensive drives for each player an offensive drive consists of a player resolving up to four offensive plays and if a player is able to move their football marker into their opponent's end zone area during a drive they'll score a touchdown for seven points players may also end their offensive drives by scoring a field goal for three points a player's drive will end if they score points either from a touchdown or a field goal a player's drive will also end if they're unable to score within four resolved plays they could attempt a field goal after the fourth play now after a player's drive ends they discard any resolved offensive plays place their football marker back at the 45-yard line and start a new drive after two halves have been played this way the player with the highest point total is the winner before the start of each half players are allowed to place one card aside face down as an audible we'll go into more details about what audibles are and how they can help in a moment it's always recommended to set aside an audible if possible it gives you more options when you're playing and it allows you to draw one extra card from your playbook if a player does decide to use an audible for the half after placing the card in their audible space they would draw one card from the top of their play deck to replace the audible after each player has selected an audible and placed in the appropriate space of their player mat it's time for the visiting player to start off the half by playing an offensive play after the offensive player has played an offensive card and threatened this play the defensive player now has a chance to respond they can pick any one of the 10 cards in their hand to play in response ideally one that matches up with the play type and matches helmets with the football so in our example the defensive player could respond by playing this defensive card then the offensive and defensive card would be compared to see what happens after the offensive play is resolved it's moved to the used offensive drive card space on the player map then the defensive player's card rotates and they now threaten this play as an offensive play the visiting team would be able to then choose one of their cards to play as a defense in response to this new offensive threat cards and football highlights have two sides an offensive side and a defensive side cards can either be pass plays indicated by blue with a p in the corner they can be running plays indicated by an r and a brown color or they can be mall plays indicated by a purple bar and an m in the corner the offensive side of the card is indicated by footballs and the defensive side is indicated by helmets plays in football highlights can be resolved in a number of different ways we'll look at each example in detail the first thing you want to check is to make sure that the play types match up in this example a pass defense has been played against a run offense if the defense doesn't match up with the offense then it means that the offensive player will gain extra yardage we'll look at that in just a moment if the play types don't match up it also means that the defensive text box won't trigger for instance this defensive text box says the offense would gain no yardage if this defensive text box is triggered but since the play types don't match up the defensive player would not get to take this action so in this example the offensive card will trigger and as you can see on this offensive card there's more than one play that could be selected it's the offensive player's choice which play they would like to run in this instance the player would more than likely pick the sweep for 25 yards it's important to note that if the play types don't match up the defense will be able to reduce the yardage of the offensive play for each helmet that's opposite the football so in this example the offensive player has picked the 25 yard sweep and the defensive player has one helmet opposite that play for each helmet they have they would reduce the play by 5 yards so in this instance they would reduce this player's gain to 20 yards instead of 25. it's also important to note that defensive plays can have multiple helmets on one side of the field so for instance if there had been two helmets here it would have reduced the play by 10 yards as it stands this player would gain 20 yards from this play being run but since the play types didn't match the offensive player is allowed to gain extra yardage to determine how many extra yards they would gain the player would pull the top card from the action deck and then they would resolve the extra yardage for the play type being run so in this example a run play is happening so the player would look at the top of the card for the run play extra yardage in this example it's five extra yards these two sections are for resolving penalties or potential injuries and we'll look at those in more detail later so in this example after gaining the extra yardage this player would gain a total of 20 yards and then add five more so they would move their football marker 5 10 15 20 25 yards after doing this the player would move their used offensive card to the used offensive card space on their player mat then the defensive player's card would rotate and it would become a threatened offensive play that this player would now have to react to now let's say that this player responded with this defensive card these two plays would be compared just like normal so the first thing we would check is to make sure that the play types match up since these two play types match up the offensive player wouldn't get to draw for extra yardage so the next thing we compare is the area of field if the defense matches all of the footballs with helmets then the defensive text would trigger in this example the defensive play doesn't line up against the football so the defensive text wouldn't trigger at all and the offensive player would simply be able to resolve their play once again it's important to note that if multiple plays were on the card the offensive player could choose which one they want to trigger so in this instance the offensive player would simply be able to resolve the top of the play for 10 yards it's important to note that this play could have added an additional 20 yards if the last play in the drive had been a run play since this is the first play in this player's offensive drive they would simply gain 10 yards this player could mark this by moving their football marker 5 10 yards on the opponent's field the offensive card would then be moved to the used offensive card space and this player's card would rotate and become a threatened offensive play when comparing defensive plays to offensive plays in football highlights there are situations where plays can partially match so let's look at this play for example the first thing to do is to compare the play types the defensive player has played a mall defense this type of defense matches both pass and run offensive plays so since that matches up we next check the areas of field the helmet doesn't line up against a football here but it does line up against the football here so to avoid the defensive text box from triggering the offensive player would have to select the play in the middle let's say that this player responded by playing this defensive play we would compare the two cards just like normal so the first thing we check is to make sure that the two play types match up the defensive player played a pass defense against a pass offense so the offensive player would gain no extra yardage then we compare each of the areas of field so in this instance there's a helmet across from this football and a helmet across from this football so all of the footballs are matched by defensive helmets if this is the case then the defensive text box will trigger for this player and the player will resolve the text on the card now defensive cards can have a number of different results for instance if this defensive text box were to trigger it would reduce whatever play is being run by 15 yards to a minimum of no gain in our example the defensive player gets to resolve this card which simply says the offensive player gains no yardage so after resolving this play the offensive player would not move their football marker and would simply put their card in the used offensive card space it's important to note that mall play types count as both pass and run plays so they would match up against a run play on the offense or a pass play so in this example this defensive play would match this run because malls are wild to score in football highlights a player either has to move their football marker into one of the two end zone spaces or score a field goal which we'll look at in a moment it's important to note that getting into the end zone is different for a run play or a pass play since running plays are on the ground a player could overshoot the end zone and still score so in this example this counter running play would go for 30 yards the player only needs to get 10 yards to get to the end zone but they would still score when playing this running play they would go 5 10 yards and then the rest of the yardage would be lost after they score passing plays in this game however are in the air so you can overshoot the end zone if you're not careful for instance in this example this pass play would normally resolve for 25 yards if the offensive player passed for 5 10 15 20 25 yards it would go past the end zone so in this example the offensive player would simply not gain anything and the play would be discarded it's important to note that to score a touchdown with a pass play the pass has to come down within the two end zone spaces so for instance if this mojo pass play only resolved for its base 10 yardage the offensive player would move their football marker 5 10 yards and they would land within the end zone scoring a touchdown when a player scores a touchdown or a field goal they would mark their score on their side of the scoreboard for scoring a touchdown a player would gain 7 points then all of their offensive cards would be discarded and their football marker would be reset placing it on the 45-yard line now let's look at how a player would complete a field goal a player on offense can attempt a field goal after resolving any offensive play that didn't score players can even attempt a field goal if they've failed to score on their last play of the drive so in this example this player has played their fourth offensive play and they haven't scored so if they want to after this failed offensive play they could attempt a field goal first they would need to look at this small number next to their football marker this is the field goal value that a player will need to get to successfully complete a field goal the next number they need to look at is the field goal value on the player that they have in play this player gives them 2 and they need to get to a total value of 6. to determine the rest the player would draw the top card from the action deck and look at the number on the very bottom of the card to see how much it gives them in this example this action card gives a player five and the player gives them two so they have a total value of seven this exceeds what they need by one so this player would score a field goal a field goal gives a player three points then the player would reset just like they normally do moving their marker back to the 45 yard start space and discarding any of their used offensive cards it's also important to note that a field goal can be blocked based on what the action card says which would give the defensive player yardage which could even score them a touchdown it's also important to note that a field goal can be attempted after the first second or third play of the drive it doesn't have to be after the fourth play of the drive and it's also important to note that after you resolve your field goal even if you don't score your offensive drive is reset in each half after the first player has resolved their last offensive play the second player will then get to resolve one more offensive play of their own now the player that played first will have no more cards left in their hand but they do have to respond to this final offensive play the player can do one of two things they can either use the card in their audible space if they still have it so for instance this player could respond by playing this defensive play or they could draw the top card of their playbook and respond with this play at the end of the first half players will prepare for the second half at the beginning of the second half there will be a five card adjustment draft for each player players will first gather all 15 of their cards and then players will complete a pick and pass draft to do this each player is dealt six cards from the play deck the players will select one card from their hand of six and then pass the remaining five to their opponent their opponent will pick one and then do the same passing their cards to their opponent after this has been done five times the players will discard the remaining two cards that are left over each player will now have a hand of 20 cards and they have to discard down to 15. they don't have to keep all of their starting cards however they can pick any number of their drafted cards to keep for the second half after completing this adjustment draft the home team the player who played second in the first half will be the start player for the second half both players will complete the same setup as they did for the first half shuffling their 15 card playbook and drawing 10 and then playing one audible if they want to and play will begin with the new start player at the end of the second half the player with the most points will be the winner players can use audibles to change what they're doing and better react to their opponent we'll first look at how a player can complete a defensive audible let's say for instance that the new england player played this offensive card threatening a 30-yard play up the middle let's say the dallas player didn't have a good response to this offensive play they could call a defensive audible to do this they would discard one of the cards from their hand face down into the used audible card space of their player mat they then have a choice they could either use the card that they have saved in their audible space or they could draw the top card from their playbook if they draw the top card from their playbook they may not match up to what they need so in this instance we'll say that this player chose the card that they had saved in their audible space and used it as a defensive play this card matches up very well against the offensive play threatened and the player would be able to resolve it on the defense causing no gain for the offensive player it's also important to note that only one audible can be used per play so the offensive player wouldn't be able to audible their play in response to this defensive audible this offensive card would be moved to the used offensive card space and then this card would be flipped to threaten a new offensive play and let's say that the new england player plays this defensive play which is a very good response to this threatened offense an offensive player can call an audible as well the offensive audible can only be called right after a defensive card has been played but to do this the offensive player could simply take the card that they have in their in play and discard it to the used audible space they then have a choice once again they could either use a card if they have it in their saved audible space or they can draw the top card from their playbook in this example by doing this the dallas player now has a mismatched defense which will allow them to gain extra yardage and they have the ability to resolve their offensive play because it doesn't match up against the defense this was a very good offensive audible for this player players can only resolve three audibles per half so for instance if this player had already used their three audibles in the first or second half they could no longer resolve any offensive or defensive audibles next let's look at penalty markers some defensive cards have a penalty icon penalties only trigger if the defensive text box triggers during the play so in this instance this defensive text would trigger because the play types match and all of the offensive footballs are opposed by helmets after it's been decided that the offensive player won't use an audible the defensive player draws the top card of the action deck and has to resolve any text next to the penalty icon if there's any there in this case it says that there's a penalty on the defense so the offensive player gets to choose one of two options they can simply gain 10 yards or they can run the offensive play as if the defensive text didn't trigger so in this instance the defensive play said no gain if this penalty resolved the offensive player could simply ignore that and gain 30 yards it's also possible for the defensive player to cause the offensive player to lose yardage if the defensive player causes the offensive player to lose yardage and moves their football marker into the safety space of the player mat the offensive player would gain two points they would gain 10 yards which may cause them to score and the offensive player would have to reset their drive discarding all of their offensive cards as normal alright everybody that was our video thanks so much for watching i hope that it was helpful and i hope that it was informative if you still have any questions about how to play the game please comment below or email us directly at thediceyrevue gmail.com if you want to read our written reviews check out thediceyreview.com and make sure and connect with us on social media or by visiting our board game geek guild thanks so much for watching and until next time i'll see you at the table
Info
Channel: The Dicey Review
Views: 207
Rating: 5 out of 5
Keywords: Football, highlights, mike, fitzgerald, how, to, play, how to play, eagle, gryphon, baseball highlights, dice, dicey, the dicey, the dicey review, tabletop, boardgames
Id: Q7NSQ8-_mCk
Channel Id: undefined
Length: 23min 17sec (1397 seconds)
Published: Sun Nov 29 2020
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