YOU CALL THE GAME
PLAY 4 PLAY
Four calls. Your game.
One quick quarter or the full four.
How to play & how statistics work
Choose four plays in 60 seconds. Repeats are allowed; empty slots fill randomly. Every gain or loss changes the next snap’s ball spot. Incomplete passes return to the previous spot. The gold first-down line stays fixed until you reach it, then you get a new first down and a new target ten yards ahead (or the goal line). Every first down clears the remaining calls so both teams choose four new plays. If your queue runs out first, plan another batch. Planning pauses the game clock.
There are 10 seconds between plays. Each team gets 3 timeouts per half. Before a snap, call timeout to pause and replace just your next locked play; the other calls stay unchanged. A team cannot call consecutive timeouts before the same snap. Halftime lasts 15 seconds, and both teams get three fresh timeouts.
Continue skips the remaining halftime break. The play-speed slider keeps Fast at the original animation pace and slows player movement toward real time. Changes apply on the next snap; the accelerated game clock, planning timer, and ten-second break between plays stay the same. Reduced-motion settings skip animation.
Choose quick play for one quarter or a full game with 4 fast 15-minute quarters: each normal snap, field goal, or punt uses 90 seconds of game time. The scoreboard shows the game clock separately from the call clock. Scoring or a turnover changes possession; quarter breaks preserve the ball except at halftime. The team that did not receive the opening possession receives the second half. Ties stand at the end of your selected game length. Quick play has no halftime.
Opening possessions start at your own 35-yard line. Turnovers and missed field goals preserve the applicable field position. A touchdown earns six points, followed by your choice of a one-point kick or two-point attempt. A final-play touchdown skips the try if it cannot affect the result. Choose a field goal or punt before any snap. Punts use a 40-yard fair catch, with touchbacks at the 20-yard line. Kick returns, penalties and fumbles are outside this version.
Only the ball carrier can be tackled by a defensive bubble. Passing also involves completion and interception chances. Each team has six researched offensive and defensive concepts. These simplified diagrams are curated playbooks, not measured frequency rankings.
Verified regular-season statistics influence bounded game ratings. Small samples are blended with game defaults. Missing or ambiguous data stays unavailable, and gameplay uses labeled estimates. Two-point attempts use a game estimate until verified team made/attempted totals are supplied. An estimate is not an NFL prediction. Rosters and stats stay fixed during a match.
Home/away changes presentation, not player strength. You use this site’s team; your chosen opponent uses its own roster and playbook. When community play is enabled, choose a bot, join the public queue, or invite a friend into a private match. Both fans lock their own calls before each round. Online games use a shared clock; leaving an active match forfeits it. Completed games can be saved to your account, with separate leaderboards for quick/full games and bot/fan opponents.