Punting: A “Choice” Not a Card
Monday, March 29, 2010 at 02:33PM 
In Jukem, there are specialty cards that allow players to cause a fumble, intercept a pass or run back a kick return. When designing the game, one other scenario that I wished to include in Jukem was the ability to punt.
But when testing this Punt card out, it didn’t quite fit. Choosing to keep a Punt card in one's hand very seldom seemed like a good idea. It nearly always got in the way of other strategy.
However, occasionally situations would arise when a Punt was desired. In those cases, not being able to punt was equally as frustrating. Punting would allow the player to eliminate a less productive drive and clear the way for more yardage (the cards you were holding in your hand).
The solution?
I made Punting a “choice” rather than an actual “card.” This allows for the flexibility in the game to punt, but doesn’t force players to hold an unwanted card in their hand.
Here is an example of how this could work:
Let’s say your drive has advanced 30 yards, and then you draw a 75-yard Catch card to go along with the matching Pass card. You can’t add the 75-yard pass play to your drive because it would be against the rules to exceed 100 yards on a drive. Obviously, you would rather be 75 yards downfield instead of just 30 yards.
All you have to do now is tell your opponent you would like to “Punt.” Remove your current drive (place all the cards to the side) and then discard one card from your hand. Play continues with your opponent. However, on your next turn, replenish your hand back to five cards and begin your new drive.
In that case, you will be much further downfield and happy you made the choice to Punt.


