For completed/abandoned Mish Mash Games.
JerryArr
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Post #100 (ISO ) » Fri Oct 03, 2014 6:55 pm
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by JerryArr » Fri Oct 03, 2014 6:55 pm
The defensive deuce brings the incomplete pass of the 9 to... an incomplete pass of the 10.
02:00 2nd
IND 7
3rd and 10 on their own 37
It is now the two minute warning. phok, pick a defense.
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Post #101 (ISO ) » Wed Oct 08, 2014 9:24 am
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by JerryArr » Wed Oct 08, 2014 9:24 am
Red's offense, please.
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Post #102 (ISO ) » Thu Oct 09, 2014 5:10 pm
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by RedCoyote » Thu Oct 09, 2014 5:10 pm
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Post #103 (ISO ) » Thu Oct 09, 2014 5:49 pm
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by JerryArr » Thu Oct 09, 2014 5:49 pm
A draw play going up against the Indy Long Pass D, that's two bars of advantage for the Coyotes.
Defense effect roll:
Original Roll String: 2d6
2 6-Sided Dice: (2, 5) = 7
Offense roll:
Original Roll String: 3d6
3 6-Sided Dice: (3, 2, 4) = 9
JerryArr
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Post #104 (ISO ) » Thu Oct 09, 2014 5:51 pm
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by JerryArr » Thu Oct 09, 2014 5:51 pm
The 7 turns all dice bonusable, making the gain of 1-3 yards possibly more if a 6 is rolled.
(1-2 = 1 yard, 3-4 = 2 yards, 5-6 = 3 yards)
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4
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Post #105 (ISO ) » Thu Oct 09, 2014 5:52 pm
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by JerryArr » Thu Oct 09, 2014 5:52 pm
Gain of a couple, brings up the fourth down.
01:20 2nd
IND 7
4th and 8 on their own 39
Punting, I presume.
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Post #106 (ISO ) » Fri Oct 10, 2014 7:54 am
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by RedCoyote » Fri Oct 10, 2014 7:54 am
Yeah, let's punt it. Looks to be a low scoring game here.
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Post #107 (ISO ) » Fri Oct 10, 2014 9:33 am
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by JerryArr » Fri Oct 10, 2014 9:33 am
Seems like it so far.
Punt roll:
Original Roll String: 2d6
2 6-Sided Dice: (4, 5) = 9
Return possibility roll:
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1
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Post #108 (ISO ) » Fri Oct 10, 2014 9:34 am
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by JerryArr » Fri Oct 10, 2014 9:34 am
35 yarder plus three bonusable dice for the punt, 3 bonusable dice for the return. First the punt.
Original Roll String: 3d6
3 6-Sided Dice: (5, 6, 6) = 17
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Post #109 (ISO ) » Fri Oct 10, 2014 9:34 am
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by JerryArr » Fri Oct 10, 2014 9:34 am
52 yards plus...
Original Roll String: 2d6
2 6-Sided Dice: (6, 6) = 12
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Post #110 (ISO ) » Fri Oct 10, 2014 9:35 am
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by JerryArr » Fri Oct 10, 2014 9:35 am
Egads, that's a big booming punt, all the way to the endzone for a touchback.
(For fun, let's see how far it went)
Original Roll String: 2d6
2 6-Sided Dice: (5, 1) = 6
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Post #111 (ISO ) » Fri Oct 10, 2014 9:37 am
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by JerryArr » Fri Oct 10, 2014 9:37 am
70 yarder! 10 yards too long, though, as it's a touchback.
01:10 2nd
RED 3
1st and 10 on their own 20
Not much time left in the half. Red, your defense, please.
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Post #112 (ISO ) » Fri Oct 10, 2014 12:55 pm
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by RedCoyote » Fri Oct 10, 2014 12:55 pm
Jerry, will you explain how timeouts work?
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Post #113 (ISO ) » Fri Oct 10, 2014 12:56 pm
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by RedCoyote » Fri Oct 10, 2014 12:56 pm
Or if you already did, just point me to the post, por favor.
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Post #114 (ISO ) » Sat Oct 11, 2014 1:15 pm
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by JerryArr » Sat Oct 11, 2014 1:15 pm
If you take a timeout, the previous play (if it's a completion, run play, or sack) takes 10 seconds instead of however much it would have taken (40 normally, 20 if the offense chooses to hurry-up after the play).
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Post #115 (ISO ) » Sat Oct 11, 2014 1:15 pm
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by JerryArr » Sat Oct 11, 2014 1:15 pm
Also, phok may submit an offense.
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Post #116 (ISO ) » Sat Oct 11, 2014 2:29 pm
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by phokdapolees » Sat Oct 11, 2014 2:29 pm
Run
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Post #117 (ISO ) » Sun Oct 12, 2014 8:36 am
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by JerryArr » Sun Oct 12, 2014 8:36 am
A run vs a run defense, that's a bar of advantage to the defense. Mmmm, advantage bar...
Defense effect roll:
Original Roll String: 2d6
2 6-Sided Dice: (3, 1) = 4
Offense roll:
Original Roll String: 3d6
3 6-Sided Dice: (5, 5, 2) = 12
JerryArr
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Post #118 (ISO ) » Sun Oct 12, 2014 8:36 am
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by JerryArr » Sun Oct 12, 2014 8:36 am
The 4 means nothing changes to the 12, giving the offense a gain of 1 die plus 1 yard.
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6
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Post #119 (ISO ) » Sun Oct 12, 2014 8:37 am
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by JerryArr » Sun Oct 12, 2014 8:37 am
Seven yards gained there.
00:30 2nd
RED 3
2nd and 3 on their own 27
Coyote time for defense.
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Post #120 (ISO ) » Mon Oct 13, 2014 10:30 am
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by JerryArr » Mon Oct 13, 2014 10:30 am
Phok, you're up.
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Post #121 (ISO ) » Mon Oct 13, 2014 10:36 am
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by phokdapolees » Mon Oct 13, 2014 10:36 am
Draw
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Post #122 (ISO ) » Wed Oct 15, 2014 4:48 pm
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by JerryArr » Wed Oct 15, 2014 4:48 pm
No big shock, it was run defense, two bars to the defense.
Defense effect roll:
Original Roll String: 2d6
2 6-Sided Dice: (2, 5) = 7
Offense roll:
Original Roll String: 3d6
3 6-Sided Dice: (6, 1, 2) = 9
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Post #123 (ISO ) » Wed Oct 15, 2014 4:49 pm
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by JerryArr » Wed Oct 15, 2014 4:49 pm
The 7 means the dice are debonused,.. and the 9 from the offense means it's a 1/2/3.
(1-2 = 1 yard, 3-4 = 2 yard, 5-6 = 3 yards)
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4
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Post #124 (ISO ) » Wed Oct 15, 2014 4:50 pm
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by JerryArr » Wed Oct 15, 2014 4:50 pm
Unless someone wants to take a timeout, the half ends with a two yard gain for the back.
00:00 2nd
RED 3
3rd and 1 on their own 29
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