Your team.
Your playbook.
Read the situation. Make the call. A text-based football game, one play at a time.
Call offense and defense against the computer.
4 quarters · 22 plays per quarter
How to play
Gain 10 yards in four downs to keep your drive alive. Run for steady gains, throw short to move the chains, use screens to counter pressure, or go deep for a bigger reward with more risk. Defense has a counter for every call; mix your plays to stay unpredictable.
Touchdowns earn 6 points. Then kick for 1 (94% chance) or go for 2 (46%). Field goals earn 3; longer kicks are less reliable. Punt on fourth down to trade possession for field position. Each quarter has 22 plays; extra points use none. The other team receives after halftime. A tied final score is a draw.
Yellow flags are rare (3.5% of scrimmage plays). Holding, false starts, illegal shifts, offside, neutral-zone infractions, facemasks, defensive holding, pass interference and roughing the passer can change a drive. Most flags replay the down; defensive holding, facemasks, defensive interference and roughing award a first down. Interference uses the foul spot, capped at the 1-yard line; other penalties use half the distance near a goal. For this arcade league, accepted penalties replace the play result and use one play. Fumbles may be recovered by either team.
Two players share the device: defense chooses first, then passes it to offense. Both teams use the same outcome probabilities. Sound starts when you kick off. Mute it anytime; scoring and gains of 18+ yards bring a short celebration and vibration on supported devices.
What a game.
| Team | Q1 | Q2 | Q3 | Q4 | Total |
|---|
1st & 10
Call your play
OFFENSEChoose how to attack.
Mix your calls. Every defense has a weakness.