It is very possible for a passing play to reach a negative value on it's own due to check-offs and bad decision routes. Since a defensive player only choose one black die result to apply this value cannot be too great.
Playwise if an offensive player rolls a X result on the play die, he then rolls a Referee die. If this die shows another X result the quarterback has been sacked. All other rolls result in an incomplete pass. If sacked, roll the black die as follows:
A quick pass (no restriction pass) = roll one black die
A regular pass (a 10yd restriction pass) = roll two black dice and add the values together
A deep pass (a 20yd restriction pass) = roll three black dice and add the values together
For a running play treat the X result as a -3 result (as the optional rules p11)
Example: The offensive player plays a Bomb pass play that has a restricion of 20 yds printed in it's upper corners. He is sacked and the defensive player rolls three black dice -5, -4 and +1. The offensive quarterback is sacked eight yds deep.
ADVANCED TURNOVERS AND RETURNS
If the offensive player rolls a T result on the play die he then rolls a Referee die. If the play is a running play the ball has been fumbled if another T was rolled. If the ball is fumbled roll the Penalty die and apply the following:
5A = The ball is recovered by the offense. A lucky break.
5 or 10 = The ball is recovered by the defense at the spot of the play. Turnover.
15 = The ball is recovered by the defense and they may return the fumble. They may choose not to return and take the ball on the spot.
If the play is a passing play the ball might have been intercepted. If the play is an unrestricted passing play an interception occurs on another T result. If the play was a longer restricted pass the ball is intercepted on a T OR X result. If the ball is intercepted roll the Penalty die and apply the following:
Any 5 result = The ball is intercepted but not returned. Turnover at the spot of the play.
10 or 15 = The ball is intercepted by the defense and may be returned. They may choose not to return and take the ball on the spot.
To return a fumble or interception roll the BLUE + BLACK + Play dice.
Note that both a possible turnover or a penalty may occur on the return. If a breakaway is rolled three times in a row the result is an immediate touchdown!
Example: The offensive player plays a Medium pass, which is a restricted 20yd pass. He rolls a T result and then roll the Referee die and get a X. The ball is intercepted. He then rolls the penalty die and get a 10 result. The ball may be returned.
The defensive player rolls a 12 and Penalty result. The offensive player rolls the black die and get a -1. The defensive player then rolls the Referee die but luckily gets a X result. No penalty. He returns the ball 11 yds from the end of the play.
If the offensive player rolls a breakaway result the players then rolls a BLUE + BLACK + Play dice and apply the result. Add this to the play.
Note that a possible turnover or penalty may occur on the return. If a player should roll three breakaways in a row (including the first) the result is an immediate touchdown!
This rule will give all offensive plays the same chance of a breakaway and will stop a breakaway to be a negative number (in the base game anyways). Should there ever be a negative result the offense may choose to disregard the last roll.
Example. The offense plays a Button Hook play and the defense plays a Cover 3 play. The offensive player rolls a brown die and a play die and gets a 5 and a Breakaway. The defensive player rolls a 0. The offensive player then rolls a blue die and a play die and gets a 12 and a X result. The defensive player rolls a -3. The offense move 14 yds forward and gets a new 1st down.
GOING OUT OF BOUNDS
To stop the clock an offensive player may try to get out of bounds. He must declare this before rolling dice. If he plays an Off-tackle, Sweep or Run/pass option he may elect not to burn a card and run out of bounds. As a response to this the defensive player may re-roll his black die.
Since passing plays don't burn cards there is no need for out of bounds rules on passing plays.
Example: the offense plays an Off-tackle play and the defense play a Safety blitz play. The offensive player declares he wants to get out of bounds and rolls a brown, a yellow and a play die. The result is 5 +6 + Hail. The defensive player rolls a 1. He re-rolls and get a -4. The offense advance 7 yds and goes out of bounds stopping the clock.