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card stats

"The slippery signal Vain quickly scrambles out of the pocket, looking down field for an open Gunner!

He shakes the deadly infiltrator Tonka and launches it deep to a wide open McIntosh for another Land Shark score!"

As like American  football, SASO is a game  of running or passing the ball. Lets  take a look at the card stats that represent these actions and actions used by special teams. 

SHORT PASS 

Range: 1-5 Zones

RUN MIDDLE 

Range: 2-4 Zones

RUN RIGHT or LEFT

Range: 1-3 Zones

MID PASS  *

Range: 5-9 Zones 

RUN RIGHT  **

Range: 1-3 Zones

CYPHER GOAL 

Special Teams

LONG PASS  *

Range: 9-12 Zones 

RUN LEFT  **

Range: 1-3 Zones

DROP RETURN 

Sprcial Teams

* OVER THROWN PASS RULE

 A play card’s zone reward cannot exceed the amount of zones needed to reach the endzone when attempting a mid or long pass. If so, the pass is considered overthrown and a dead play. This rule does not apply to a play cards success bonus.

(See success bonus results)

** RUNNING MIRROR

 Keep in mind that cards are viewed vertically in the perspective of which side of the ball your on. Therefore the defense's run left stat is used to counter the offense's run right stat and vice versa.  (see Example: A)

Example A

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