From the production deck
The
cards.
Real fronts rendered straight from the manufacturing files. The text under each card is exactly what is printed — nothing here is a mock-up.
How to read a card

- Card number
Where the card sits in the 108-card deck.
- Title
The name of the call.
- The call
The exact broadcast moment you are waiting on.
- Drink line
The optional social call — any beverage, always skippable, and the card still banks.
- Points
What the call is worth when it lands.
Cards that carry a printed state — Active, Break, Fantasy, Play Now, Lock It In — say so in the top row, and OR cards need only one of their listed triggers.
Points follow rarity
- 0Play Card
- 1Common
- 2Frequent
- 3Uncommon
- 4Rare
- 5Very Rare
Common moments like a rushing first down sit at 1 point; game-flipping rarities like a Pick Six pay 5. Tactical Play Cards are worth 0 — they change the table instead of the score.
The printed states
- Active
Pay, bank and draw again. The card stays active for the whole game.
- Break
Hold the card until a TV break or halftime.
- Fantasy
Choose “With” or “Without” before kickoff.
- Play Card
A tactical card worth 0 points. Pay when you play it.
- Play Now
Complete it right away, then bank it.
- Lock It In
Keep the prediction face-up. Bank it when it is decided.
- OR
The card lists more than one trigger. Any one of them counts.
From hand to bank
- Watch
- Call
- Complete
- Bank
- Draw
Watch the broadcast, call the card when its event happens, complete the printed action, bank the card — its points now count toward your score — and draw again.
Straight off the press sheet
No. 001
First & Ten
A first down is gained on a running play.
No. 007
Deep Ball
A completed pass travels 25+ yards in the air.
No. 018
Picked Off
A pass is caught by a defender for an interception.
No. 025
Pick Six
Any turnover is returned for a touchdown — or any defensive or special-teams touchdown.
No. 030
Unsportsmanlike Conduct
An unsportsmanlike conduct penalty is called on any player or coach.
No. 046
Overtime
The game goes to overtime — or a 4th-quarter score ties the game.
No. 058
Superfan
The broadcast shows a fan in face paint, a costume, or extreme game-day gear.
No. 065 · Active all game
Couch Coach
Anyone who calls a play before the snap: lose yards? They take 2 drinks. Gain 10+ yards? Everyone else takes 1.
Also in the box

Play first · Ceremony · Coin toss
Opening Kickoff
Before the first snap, every player calls heads or tails. Wrong calls take 1 drink. Every snap counts.

Write your own
House Rules
The rules you make. The rules you break. Blank lines to write your own — your game, your house.

Watch · Call · Drink · Bank
The card back
Every card shares the crest back: watch, call, drink, bank.
Final Whistle is for adults 21+. Alcohol is optional. Any beverage may be used. Every player may opt out at any time. Know your limits, and never drink and drive.






