
- BGG rank
- BGG #393
- BGG rating
- 7.4
Space Alert
- 1–5 players
- 30 min
- Complexity 3.0/5
- 2008

1948
Rules assistance for Electric Football
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

What would you like to know?
Answers come from the official rulebook, with the page to check.
Electric Football is a board game released in 1948 for 2–4 players, 120 minutes per game, and ages 10 and up. It was designed by Norman Sas and its main mechanics are Simultaneous Action Selection, Simulation, and Action Queue.
Most of you will recognize this old classic. It has been re-released several times since its 48' inception. Most of the re-releases revolved around alternate years Super Bowls with the players present from the respective teams ending up in that years game box. This game gave you all the players needed for a full football team on offense and defense and movement bases that allowed particular players to hopefully run particular routes. There was also the triple threat QB. He could pass, punt and kick your field goals. Earlier versions just included a little clicker type device to flip around the ball. Little felt football were included. Game field vibrated with an electric buzzer to set the players in motion. Set up your formations then turn the switch on and off accordingly, adjusting your players as the rules allowed. So what if the game is absolutely impossible to play? The components were enough to keep us all entertained and constantly wanting to pull it out.
Electric Football supports 2–4 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.
The listed playing time for Electric Football is 120 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists Electric Football for ages 10 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
Electric Football has a complexity rating of 1.4 out of 5 from BoardGameGeek players, which makes it a light game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
Electric Football belongs to these categories: Action / Dexterity, Electronic, and Real-time. Its main mechanics are Simultaneous Action Selection, Simulation, and Action Queue. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of Electric Football are: Norman Sas. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists Electric Football as a base game. It can be played on its own with the components in the box and does not require any other title. Expansions, if any exist, add new content or rules on top of it and are listed separately in the catalogue with a link back to this base game.