Overall
Offense
Defense
Prestige
HC
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CONFERENCES

QUICK GAME

VS
Quarter length
Difficulty
Quarters
Venue

ONLINE HEAD TO HEAD

HOST A GAME

Create a room and send the code. You take the home sideline.

JOIN A GAME

Got a code from a friend? Drop it in.

HOW TO PLAY

Calling the play

Three cards every snap. 123 or click. The route drawn on the card is the route your receiver runs, and the number beside it is the key you throw with. The concept is also painted onto the turf before the snap.

Moving

WASD move relative to the camera — W is always up the screen. Shift burns turbo from your sprint meter; it comes back when you ease off.

The pass meter

Hold a receiver's number to charge the throw. The green band is the sweet spot for that route — a flat needs a flick, a go ball needs the whole bar. Quick releases fire a bullet, medium holds throw touch, and long holds drop a lob over the defense.

At the line

Q audibles into a new concept and burns four seconds from the play clock. F flips the formation and every route.

With the ball

J juke · C spin · L truck · Space go down. Big hits on a tired back put the ball on the ground, and good backs break tackles.

Broadcast cameras

V cycles Field, Sideline, and All-22 views. Field is tuned for playing; Sideline and All-22 are there for reading the whole concept.

On defense

Q switches defenders. E makes the safer wrap tackle; Space goes for a hit stick with more fumble upside and more recovery time. In coverage, Space plays the ball.

Fourth down

Kick a field goal, punt it away, or go for it. Kicks are a two-tap meter: Space for power, Space again to straighten it out.

HOME0
Q1
5:00
AWAY AT HOME
0AWAY
1st & 10 own 25 ●●● ● OFFENSE PLAY40
SETTLED
FIELD · V
BOX SCORE
TURBO