OFFICIAL RULES
1. Team Selection & Coin Toss. A manual coin flip will precede each game. The coin flip winner chooses the matchup (i.e. the two teams). The coin flip loser then either selects a) their choice of team or b) the P1 controller (which has some slight advantages) for that matchup. The coin toss winner may NOT defer team selection.
SUMMARY: Winner of the coin toss chooses the two teams in play; coin toss loser has their choice of team OR P1.
2. “One Matchup Once” Rule. The coin flip winner may only select a particular matchup once throughout the entire tournament.
EXAMPLE: Player A wins the toss and selects Packers-Browns. Player A cannot call that exact matchup for the rest of the tournament. Player B, however, is free to select that matchup later in the tournament.
3. Customizing Playbooks and Lineup Changes. Playbooks may be customized before each matchup. Players are free to make lineup changes, via the “change” screen, where you check player conditions and make substitutions - but this may be limited (e.g. 2 per half) - if time requires, as determined by the Tournament Director.
4. No WR/TE runs. A WR/TE may not carry the football unless it is a reverse. You may only insert a WR or TE into a RB slot for lead blocking purposes, but he cannot carry the football.
NOTE: Players such as Ernest Givins, Ricky Sanders, and Andre Rison may not carry the football unless it is a reverse (i.e. teams with single RB lineups).
5. Ties/Overtime. Ties are ALLOWED during GROUP PLAY, with standard TSB overtime rules.
However, no KNOCKOUT (Bracket Play) game may end in a tie. Current (2025) NFL postseason overtime rules apply to Bracket Play. If the score is tied when regulation or an overtime period concludes, competitors will play an(other) overtime period. All knockout overtime periods will be 10-minutes, beginning as the 1st/3rd quarter of a new game. Both teams have an opportunity to possess the ball even if the first team scores a touchdown, subject to a 10-minute overtime period (one half in TSB). The first possession can end with a winner if the defense scores a TD (fumble return or pick-6) or makes a tackle in the end zone for a safety, which would still technically be the first possession. Play will continue regardless of how many overtime periods are needed to determine a winner. Odd-numbered overtime periods will begin with the normal in-game (pregame) coin flip. If the team that possesses the ball first does not score on its initial possession, or if the score is tied after each team has had its opportunity to possess the ball, the team that scores next, by any method, is the winner.
6. No Lurching. Lurching is prohibited. If you want to rush with a DL, you must either go outside the offensive tackle or “popcorn” someone on the offensive line. You may not simply go around your blocker and dive. Rushing with a DL between the offensive tackles is NOT ALLOWED when the offense is in the shotgun formation (aka: the West Coast Lurch). Violation of this entitles the offense to an automatic first down.
NOTE: This rule does not apply to LBs. The "West Coast Lurch" is NOT ALLOWED.
7. Nintendo Malfunctions. If there is an equipment failure in the first half, games will be replayed from the start. If equipment malfunctions in the 2nd half, only the second half is replayed. In that event, the scores from each half are added together to obtain a final score. If the game was not competitive or the equipment malfunctioned due to human error, the tournament referees reserve the right to declare a winner without replaying any portion of the game.
8. Tournament Disputes. Tommy Ludan and CARCADE staff are the tournament referees. They will decide ALL disputes.
9. Controllers. All controllers must be original Nintendo OEM products and may not be modified in any way. Tournament competitors may bring their own controller to use in games. Tournament organizers will also coordinate obtaining equipment for the competition for those that do not bring their own. Tournament organizers will examine each controller and tag it as acceptable, only tagged controllers maybe used.
NOTE: Original NES and “dogbone” controllers are permitted. NES Max and NES Advantage controllers are NOT.
TOURNAMENT FORMAT
Group Play will consist of pools with an equal number of participants per group, drawn at random, as the total number of participants allows. Depending on the number of entrants, a specific number of players per group, determined at the start of the tournament, will advance to Bracket Play.
Knockout Round (Bracket Play) is intended to be a SINGLE elimination event. Bracket Play will continue until only the champion remains. Players will be seeded according to win percentage first. If tied, point differential is the next deciding factor; then head-to-head record; then by coin flip (or drawing of lots) as necessary. The maximum point differential for the tournament for any game will be 28 points, regardless if the actual margin between the teams exceeds it. (The 28 point cap does not apply to Prize Challenges)
EXAMPLE: Player A defeats Player B, 35-3. For tournament seeding purposes, the point differential is +28. If this game applies to a prize challenge, the challenge victory margin is +32.
TEAM SELECTION
Coin toss winner selects the two teams to be played (one matchup per tournament).
TEAM RANKINGS UPDATED: April 2025