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Board formats
Classic 10×10 — 100 squares
The board most players know. One digit per row and column; the last digit of each team's score finds the winning square. One team runs across the top, the other down the side.
5×5 — 25 squares, two digits per line
Same idea, smaller board: every row and column owns two digits, and either one hits. Each square covers four score combinations, so it fills fast with a smaller crew and every square has four ways to win each period.
Shotgun — 10 squares, one strip
The quickest board in the bar. Add both teams' scores at the end of each period — the last digit of the total wins. 7–3 makes 10, so the "0" square wins; 21–17 makes 38, the "8" square. Ten squares, usually capped at 2 per person so it isn't one player's board.
Reverse — the board that pays both ways
Each period pays two squares: the real score alignment *and* the same digits swapped between the teams. Raiders 17, Dolphins 14? Raiders-7/Dolphins-4 is the Real winner and Dolphins-7/Raiders-4 is the Reverse winner. The organizer sets the split — often Real 75% / Reverse 25%.
- At a 50/50 split the teams stop mattering, so the board drops team labels entirely and shows plain X and Y axes — the two digits pay in both orders, half each.
- Matching digits (17–7 is a 7 and a 7) mean the real and reverse square are the *same* square — it takes the whole period.
- Reverse runs on 10×10 and 5×5 boards. Shotgun can't reverse — a sum is the same in either order.