SBC Soccer Instructions Page
The Leagues
Team Header Placement
League Header Placement
The Time Segmentation
Home & Away Team Placement
The Promotion Event
The No Score Zone
The 0-0 No Score Square
The SBC Promotional Area
The Payout Description Zone
The Number Squares 1 to 36
The Letter Sqaures A - L
The Scoring Grid Beakdown
Point Value
SBC General Definitions
Sports Board:
- This a promotional tool used to bring fans together and heightens the experience of the administrator and the participants of the event.
Administrator:
- The individual who takes the responsibility of running the promotional event.
- Selecting the sports board for the sporting event.
- Promoting the event and creating interest in the Sports Board promotion.
- Collecting enough participants (48) to fill the numbered and lettered squares of the sports boards.
- Pick the location for all participants to gather and watch the game.
- Display the sports board the day of the sporting event for reference during the event.
- Give the winners their prizes.
- Collect the participants that qualify for the game within game.
- Watch the Game and have a great time.
Participants:
- All those who select a square on the sports board for the sporting event are participants. There are a maximum of 48 participants per sports board event. A participant can select 1 or more squares so the number of participants may vary.
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The Leagues:

- Regions covered by SBC Promotions:
- World Cup
- Europe
- North America
- Latin America
- South America
- South Africa
- Australia
- What ever you want to call it: soccer, futbol or football, it is the most popular sport in the world. There is a fan base of 3.5 billion extremely enthusiast fans. SBC Promotions, the leader in sports boards, has developed a format to maximize this enthusiasm. The boards are designed to be two fold. First, to follow all the action of each individual game and second, the “Roll-it-Over” game that pays out twice a season.
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Team Header Placement:

Fig D1: Team Header Placement
- On the SBC sports boards the team of focus can be found at the top of the promotional tool. Each board clearly conveys the event and team for which it was produced.
- Easy to read for the administrator
- Easy to read for the participants
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League Header Placement:

Fig D2: League Header Placement
- On the SBC sport boards the league of focus can be found at the top of the promotional tool. Each board clearly conveys the league and the event for which it was produced.
- Easy to read for the administrator
- Easy to read for the participants
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Time Segmentation

Fig D3: Time Segmentation
- Due to the limited scoring in these games the boards emphasize when the goal is scored rather than how many are scored.
- All together there are 7 scoring opportunity segments per team: 6 segments involving scoring and the 7th “No Score”
- First the board is divided into 2 halves; each half is 45 minutes + injury time.
- Each half is broken into 3 segments of 15 minutes each.
- The third segment of each half is 15 minutes plus the “Injury Time”
- As we know when a player goes down there is time that elapses before the trainer comes out with the “magic sponge”, this time is tacked on to the end of each half and is called “Injury Time”.
- Prior to any scoring in the game the winning square begins within the 7th segment, the “No Score Zone”
Home & Away Team Placement:

Fig D4: Team Placement
- There is a consistency to every SBC promotional sports board in the placement of the “HOME” and “AWAY” teams. Any participant or the administrator will know at a glance who is the HOME team and who the AWAY team in any match up board is.
- HOME Team along the Top of the Board
- AWAY Team down the Left side of the Board
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The Promotion Event:

Fig D5: Promotion Event
- All SBC Promotional soccer, futbol or football sports boards are created for a particular league and event. This event is clearly marked in the center of the scoring grid.
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The No Score Zone:

Fig D6: No Score Zones
- All games start with no score or at a 0-0 mark. There are 2 zones on every promotional board called “No Goal Scored”. For the HOME team the “No Goal Scored” zone is the furthest column to the right and for the AWAY team the same zone is along the bottom of the scoring grid.
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The 0-0 No Score Square

Fig D7: 0-0 No Score Square
- All Games begin in the square in the bottom right corner of the scoring grid. This square is clearly marked “No Score No Winner”. If there is no score throughout the entire duration of the game there is no winner and the entire balance of the prizes rolls over the next match up.
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The SBC Promotional Area

Fig D8: SBC Promotional Area
- In an effort to make the all SBC Promotional boards self-contained, there is a Quick Reference guide provided. This Quick Reference guide is found along right side of the board. This guide provides the following information: frequency of payout, value of payout, procedure for any prizes not paid out during the game, balance of the prizes from the previous game. It also clearly states that if there is no scoring during regulation time that all prizes roll over the next game and that the boards DO NOT include the possible “shoot out” at the end of a game. Last, there is a reference to the “Game within a Game” in which all excess prizes or the balance of the Roll-it-Over prizes are paid out twice a season. These payouts are at the mid point and the end of the season. The “Game within a Game” will be discussed in more detail in the “Roll-it-Over” and “Game within a Game” sections of this instructional area.
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The Pay Out Description Zone

Fig D9: Pay Out Description Zone
- The payout description zone is broken down into 3 regions: 1 dictating the frequency of payment and 2 showing/dictating the value of the payouts.
- Region 1: Every Score wins a prize – designed to maximize payouts to compensate for a low scoring sporting event.
- Region 2: The Number Squares at a payout of 5:1
- Region 3: The Letter Squares at a payout of 2:1
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The Number Squares 1 to 36

Fig D10: Number Squares 1 to 36
- Region 2 is the number squares which are defined by the six segments of time by the HOME and AWAY teams. These are 15 minute segments of time of a 90 minute game plus “injury time” at the end of the half and the end of the game. These squares have been given a higher ratio value of “5:1” due to the fact that the frequency is less than the letter squares. The lower frequency is due to the need for both teams to score to move the winning square from the letter squares to the number squares.
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The Letter Squares A to L

Fig D11: Letter Squares A to L
- Region 2 is the letter squares which are defined by one column and row by the HOME and AWAY teams respectively. This is a reference point for either team as the other team scores. For instance, if the HOME team scores first, the winning square will be found in the row along the bottom in the AWAY team “No Score Zone”. If the AWAY team scores first, the winning square is found in the column furthest to the right in the HOME team “No Score Zone”. The lower ratio at 2:1 dictates a lower payout due to the probability being higher of just 1 score picking a square.
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The Scoring Grid Breakdown - Point Value

Fig D12: Scoring Grid Breakdown - Point Value
- As the SBC Promotional boards are designed for recreational use only, no value has been given to the squares on the boards. Typically the administrator (person running the board) of the board will assign each square a value. Suggestion: assign value in points so as not to indicate gambling. With each square having a value it is easier for the participants to follow the action. The upper left corner of the board is in intentionally blank to allow the administrator to assign any value they see fit.
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The Game Example
The Scoring Grid Breakdown - Start Point

Fig D13: Scoring Grid Breakdown - Start Point
- All games start at a 0 to 0 tie and this dictates that the start point for every SBC Promotional (Futbol, Soccer or Football) board begins at the square in the lower right corner: “No Score No Winner”
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The Game Example - 10 points per square

Fig D14: Game Example - 10 points per square
- For the purpose of this example the squares will be given a value of 10 points. The scoring grid is 7 columns by 7 rows with a total of 49 squares. The lower right corner, “No Score No Winner” is not given value because it can not be selected by any participant. There are now 48 remaining squares with a value of 10 points per square which totals 480 possible points.
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The Game Example - First Score

Fig D15: Game Example - First Score
- In this game example the AWAY team has scored first in the second time segment at 15 minutes and 46 seconds or 15:46.
- This selects a row (in relation to the goal being scored), column (in relation to no score) and square (the intersection).
- As the first goal is scored by the AWAY team this automatically starts in the “No Goal Scored” column of the HOME team, the time segment row of the AWAY team and the square in which they intersect (Square B).
- This falls in the second row in the time segment of 15:00 to 29:59 of the AWAY team.
- Due to the fact that any square within the “No Goal Scored” column or row is more likely to be selected the ratio is lower at 2:1.
- Note: If the HOME team or AWAY team does not score the selected squares will all be in the “No Goal Scored” Area.
- Note: If the second goal of the game is scored by the same team within the same time segment the square that was designated a winning square on the previous goal is a winner again.
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The Game Example - Row Selected

Fig D16: Game Example - Row Selected
- As seen in the example in Fig D16 once a square is selected, one more area is selected this is the corresponding row (AWAY team scores = row, HOME team scores = column).
- The winning square at the time segment 15:00 to 29:59 because the goal was scored at 15:46.
- The additional area select is the row because the AWAY team scored.
- Once a row is selected it remains selected for the duration of the game.
- This row as well as any other row or column will be used for reference for selecting winning squares and participants of the “Game within a Game”
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The Game Example - Second Score (Column)

Fig D17: Game Example - Second Score (Column)
- The Second goal in this Game Example was scored by the HOME team time in the segment of “30:00 to 45:00 + Injury Time” which selects the entire column.
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The Game Example - Second Score (Winning Square)

Fig D18: Game Example - Second Score (Winning Square)
- The second score and creation of a selected column also creates an intersection of the row and column. This intersection creates a reference point for the second winning square (Sq. # 9). Any and all intersections create a winning square. The likelihood of a winning square in the numbered region is less due to the fact that it depends on both teams scoring a goal thus the ratio is 5:1.
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The Game Example - Third Score

Fig D19: Game Example - Third Score
- The third goal is scored by the AWAY team in the first time segment of the second half: 45:00 to 59:59. This goal is scored at 51:12 and selects a row. The intersection created selects the third winning square: Sq # 21. This numbered square pays out at a 5:1 ratio.
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The Game Example - Fourth Score

Fig D20: Game Example - Fourth Score
- The fourth goal is scored by the HOME team in the third time segment of the second half 75:00 to 90:00 + Injury Time. This goal is scored at 78:33 and selects a column. The intersections created select the fourth and fifth winning squares: Sq # 12 and Sq # 24. These numbered squares pay out at a 5:1 ratio.
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The Game Example - Fifth Score

Fig D21 - Game Example: Fifth Score
- The fifth goal is scored by the AWAY team in the third time segment of the second half: 75:00 to 90:00 + Injury Time. This goal is scored during the “Injury Time” and selects a row. The intersections created select the sixth and seventh winning squares: Sq # 33 and Sq # 36. These numbered squares payout out at a 5:1 ratio.
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The Game Example - PayOut Breakdown

Fig D22: Game Example - PayOut Breakdown
- To recap the scoring: (Location, Order, Square #, Ratio point PayOut and Total Pay Outs):
- In the picture above the winning squares are clearly displayed as is the way in which they were created.
- Letter squares are given a ratio value of 2:1 and in this example payout 20 points (B).
- Number squares are given a ratio value of 5:1 and in this example payout 50 points each (9, 21, 12, 24, 33, 36).
- The total payout in this example is 320 points out of a possible 480 points which leaves 160 points for the Game within a Game.
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The GAME within a GAME (GWAG)
- The Game within a Game is important and very exciting. The excitement builds with every passing game and the Roll-it-Over pot grows and grows. The Game within a Game (GWAG) is broken up into 2 seasons: Season 1 is August to December and Season 2 is from January to May. The Pay Out of the Roll-it-Over points will be paid at the end of each of these seasons. The end of each GWAG season is marked by the last game played in that month. Season 1 ends after the last game played in December and Season 2 ends after the last game played in May. A list of qualified participants grows from game to game. The more a player participates in the SBC Promotional boards, the probability of qualifying increases. The goal of the participant is to qualify as many times as possible. As the administrator this will assist with giving the participants incentive to get on the board early and often.
The Game Example - Game within a Game

Fig D23: Game Example - Game within a Game
- The process of selecting the players who qualify for the Game within a Game (GWAG) is relatively simple. All players that are in the squares that reside within the selected rows and column qualify. In this particular example the qualified players are (3, 6, 7, 8, 9, 10, 12, B, 15, 18, 19, 20, 21, 22, 23, 24, D, 27, 30, 31, 32, 33, 34, 35, 36, F, I, L). In this particular example 29 people have qualified. Qualifying more than just the winning squares.
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The Game Example - Roll it Over Breakdown

Fig D24: Game Example - Roll it Over Breakdown
- As stated earlier and shown in (Fig. D22) in this game example there is a payout of 320 points out of a possible 480 points. In this case 160 points are left over and are put into the BIG POT: the Game within a Game Pot. From game to game this pot will grow and so will the excitement.
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The Roll it Over Description Zone

Fig D25: Roll it Over Description Zone
- The lower half of the SBC Promotional area along the right side of the promotional sports board is a quick reference guide for the Roll-it-Over procedures. Beginning of the process is simple: roll the balance of the prizes to the next game. This serves two purposes: first it creates an excess of points to compensate for a high scoring game and second it will be displayed on the board to create more excitement.
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No Score Roll it Over

Fig D26: No Score Roll it Over
- This area explains the procedure in any game in which there is no scoring. The entire balance of points from this game is Rolled Over into the next match up.
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The Balance of the Prizes

Fig D27: Balance of the Prizes
- This is where the administrator can proudly display the balance of points. This will become a focal point of every promotion prior to the game.
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Indicator of the Game within a Game

Fig D28: Game within a Game Indicator
- The lowest section of the Roll-it-Over is a quick reference to the Game within a Game and will peak interest.
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The BIG PRIZE POT
- The BIG PRIZE POT is paid out twice a season. The BIG PRIZE POT is the result of the accumulation of all the point that Roll Over from week to week.
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The Qualified Participants
- As shown in “The Game Example – Game within a Game” there will be a group of qualified participants in every contest involving a score. All these participants are recorded by the administrator to be used for this “Game within a Game” The administrator continues to add up this on going total. The beauty of the “Game within a Game” is that more someone participates the better their chances to win the BIG PRIZE POT.
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The BIG PRIZE POT PAYOUT
- At the halfway point the first “Game within a Game” payout is given. The halfway point is selected by the administrator. Once the halfway point has been achieved the administrator references the list of qualified participant and totals the number of times a participant qualifies for the “Game within a Game” The participant that qualifies the most wins the BIG PRIZE POT. In the event of a tie the BIG PRIZE POT is split. This also Zeros out the BIG PRIZE POT for the next “Game within a Game”
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Intellectual Property:
- Copyright © 2007 SBC Promotions, LLC. The text contained within this document as well as the promotional tools are Copyright protected, and may not be reproduced, disassembled or distributed without the consent of SBC Promotions, LLC. All rights reserved. BIG BOWL, sportsboardscentral.com and SBC Promo are trademarks of SBC Promotions LLC.