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Real Deal Football™ - Rules:
Real Deal FootballT (RDF™) uses specialized Big Play™ and Wild cards to directly involve the players with the excitement on the football field.
Watch players root against their favorite team to win the hand!
How to Play
- Ante up to get a hand of RDF™ cards.
- Number of cards per hand varies based on number of players
- Watch the action on the field for a Big Play™ event (TD, fumble, etc.)
- Win the hand by holding the matching Big Play™ card
- Receive all the tokens for that hand.
- Return the cards, and ante up for another hand.
- Match a Wild card to instantly win tokens while the hand continues.
- Hold the most tokens at the end of the game to be the big winner.
Required to Play:
- 4 - 20 Players
- 1 or 2 Real Deal Football™ card decks. (2 decks are recommended: See Dealing Procedure)
- 2 - 60 RDF™ card decks:
- 1 Red deck
- 1 Blue deck
- Each deck contains:
- 48 - Big Play™ cards - 24 events per team
- 12 - Wild cards
- RDF™ dealing guide.

- Box for the RDF™ token pot.
- Box for Wild Card pot.
- 20 tokens per person (any item of your choice, e.g. matchsticks, chips, coins, etc.).
Before the game:
Designate 2 players as:
- Manager (M)
- Dealer (D)
The Manager and Dealer are critical to the success of the game. They should be familiar with the rules and procedures of the game. It is also a good idea to discuss the logistics of how tokens and cards will be handled during the party. The FAQ has some useful strategies.
Before each half starts: (M), (D) Follow the Dealing procedure.
Dealing Procedure (M), (D)
Manager (M)
- Receives one token from each player to be placed into Big Play™ pot.
- Receives one token from each player to be placed into the wild card pot. Repeat at half time.
- Counts tokens and informs Dealer of number of tokens in play.
- Helps Dealer distribute hands.
- Shuffles the Big Play™ and Wild cards separately
- Determines the number of cards per person to be dealt based on number of tokens in the RDF™ pot. (Refer to the "Dealer's Guide")
- Adds the appropriate number of Wild cards to the deck so players have an equal number of cards.
- Some combinations of players will produce hands without Wild cards.
- Deals and distributes the hands.
After the cards have been dealt, they do not have to be kept hidden from view.
2nd Deck: (D)
Use the second deck to stay ahead of the game. (Highly recommended)
- While a hands is in play follow Dealing procedure steps (D)1-3.
- Prepare deck for the next hand based on an estimate of players for the hand.
- Make any corrections based on Managers token count and follow Dealing procedure steps (D)3-4.
Game On (M)
A hand is not viable until all players have received their hands and the Manager declares Game On.
Big Play™ winner
When an event depicted on a Big Play™ card occurs:
- (M) The Manager declares the winning card.
- (M) Watch out for a "Coaches Red Flag" Challenge before awarding a winner (see Precedence).
- (M) All tokens in the pot are awarded to the player holding the winning Big Play™ card.
- (M) The hand is over and all cards are returned to the Dealer.
- (D) Repeat dealing procedure.
Wild card winner:
When an event depicted on a Wild card occurs:
- (M) The Manager declares the winning card and play continues.
- (M) 2 tokens from the pot are awarded to the player holding the winning Wild card.
- 1 token is awarded for a "Free Play" card.
- (M) Winning Wild card is returned to the dealer.
- (D) Do not re-deal.
Double Pot (DP)
2 events create a double pot.
- Quarterback Sacks and Safeties.
- (M) Manager declares the Double Pot event and play continues.
- (M) Collects 1 token from each player for the RDF™ pot.
- (D) Do not re-deal.
Precedence: (M)
If 2 or more Big Play™ events occur on one play:
- The card depicting the 1st event of the play wins.
- Scenerio: Team 1 Intercepts but then Fumbles and team 2 recovers the ball.
The Intercepts card for team 1 wins over Recovers Fumble card for team 2. - The Red Flag card trumps all other Big Play™ cards for that event.
- Scenerio: Team 1 fumbles and team 2 recovers. A coach throws a red flag onto the field to challenge the call. That coach’s team’s Red Flag Trumps All card wins over the Fumble Recovered card, whether the play is overturned or not.


