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Final Whistle

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

Final Whistle card number 001, First & Ten — used here to show the card anatomy.
  1. Card number

    Where the card sits in the 108-card deck.

  2. Title

    The name of the call.

  3. The call

    The exact broadcast moment you are waiting on.

  4. Drink line

    The optional social call — any beverage, always skippable, and the card still banks.

  5. 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

  1. Watch
  2. Call
  3. Complete
  4. Bank
  5. 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.

  • No. 001

    First & Ten

    A first down is gained on a running play.

    Drink
    Take 1 drink.
    Points
    1
  • No. 007

    Deep Ball

    A completed pass travels 25+ yards in the air.

    Drink
    Take 1 drink.
    Points
    1
  • No. 018

    Picked Off

    A pass is caught by a defender for an interception.

    Drink
    Take 2 drinks.
    Points
    2
  • No. 025

    Pick Six

    Any turnover is returned for a touchdown — or any defensive or special-teams touchdown.

    Drink
    Take 3 drinks.
    Points
    5
  • No. 030

    Unsportsmanlike Conduct

    An unsportsmanlike conduct penalty is called on any player or coach.

    Drink
    Take 2 drinks.
    Points
    2
  • No. 046

    Overtime

    The game goes to overtime — or a 4th-quarter score ties the game.

    Drink
    Take 3 drinks.
    Points
    4
  • No. 058

    Superfan

    The broadcast shows a fan in face paint, a costume, or extreme game-day gear.

    Drink
    Take 1 drink.
    Points
    1
  • 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.

    To activate
    Take 1 drink.
    Points
    2

Also in the box

  • The Opening Kickoff card — before the first snap, every player calls heads or tails on the Final Whistle coin toss.

    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.

  • A House Rules card with blank gold lines to write your own rules. Your game, your house.

    Write your own

    House Rules

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

  • The Final Whistle card back — the crest above the words watch, call, drink, bank.

    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.