1. Know what you need
Read the mission above the playbook before your first snap. A field goal scores three points and a touchdown scores six. If you start one or two points behind, either can take the lead. Three points behind, a field goal achieves a tie. Four to six behind, you need a touchdown.
Completing the target ends this challenge. It does not simulate the opponent’s next possession, extra points, or the final result of the historical game.
2. Read the field
The blue line marks the line of scrimmage. The yellow line is the first-down target. You have four downs to reach it; gain enough yards and the downs reset. Near the end zone, “Goal” means the next target is a touchdown. The scoreboard shows your remaining timeouts.
3. Choose a play and receiver
| Call | What to consider |
|---|---|
| Inside run | A ground play when a small gain can help. |
| Outside run | A run illustrated toward the edge of the field. |
| Quick pass | A short throw for manageable distance. |
| Sideline pass | A boundary route. Only an actual out-of-bounds result stops the clock. |
| Deep pass | A downfield attempt with a wider range of outcomes. |
| Screen pass | A throw near or behind the line, followed by a run. |
Select a target for passes and preview the route before pressing “Call the play.” Names identify participants in the original matchup; they do not carry player-specific ability ratings.
4. Protect your time
The clock pauses while you think. If it is marked running, a no-huddle snap uses eight seconds of setup; a huddle uses 25. The play then consumes its own modeled duration. A stopped clock has no preparation charge. A play snapped before time expires can finish after the clock reaches zero.
A timeout uses one timeout and no down. A spike uses one down and one second. Incomplete passes and out-of-bounds outcomes stop the clock. A first down alone does not stop it. If setup consumes all the remaining time, the snap never happens.
5. Finish, share, or try again
A turnover, fourth-down failure, missed field goal, insufficient score after a kick, safety, or expired clock ends the drive. A touchdown or qualifying field goal succeeds. Watch the animation, skip it if you prefer, or replay the previous snap without changing its result.
Your first daily result is saved locally. Subsequent daily attempts are practice. Use Free practice to play different starting situations.
Next: make every second count or see how the outcomes are modeled.
Put it into practice. Call your next play →