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.
** 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