THE SIDELINE NOTES

How to Play Two Minute Drill Game

A few good calls can change everything.

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The objective

In the daily challenge and Survivor, finish the fourth quarter with more points than your opponent. Your starting team is down by four with two minutes remaining. A touchdown can give you the lead, but you may need to defend it. A tie is a draw and ends a Survivor streak.

Call a play

Choose Pass, Run, RPO or Trick, then select a specific play. The illustrated route appears on the field. Choose your tempo and throwing approach, then press Call play. You can think for as long as you like: this is a turn-based strategy game.

CallThe tradeoff
Quick slants / screenHigher completion chance, usually shorter yardage.
Sideline out / cornerChance to gain yards and get out of bounds.
Seam / go routeMore distance, lower completion chance and more interception risk.
Inside zone / sneakUseful for short yardage; the clock usually keeps running.
RPO / trick playDifferent risk and yardage distributions, with longer plays.

Understand the clock

Incomplete passes, out-of-bounds plays, scores and possession changes stop the clock. An in-bounds tackle or kneel leaves it running. The next hurry-up play uses 7 seconds before its snap; a huddle uses 30, plus the duration of the play itself. If that preparation exhausts the clock, the snap never happens.

A timeout stops a running clock without using a down. A spike spends a down and 3 seconds. Opponents can use their remaining timeouts when you are ahead; when they have the ball they use a faster tempo if trailing and a slower tempo if leading.

Downs, scoring and possession

Gain ten yards in four downs for a fresh set. A failed fourth down, interception or fumble changes possession. Touchdowns include an automatic successful extra point for 7 points. Field goals are worth 3 and safeties 2. There is no extra-point choice, kickoff return, penalty system or overtime in this first version.

A field-goal attempt appears within 65 yards. Its displayed chance falls with distance. A miss gives the opponent the ball at the kick spot or its own 20, whichever is farther from its goal line. Punts and kneels are under Special teams. After a score, the receiving team starts at its own 25.

Call the defense

Choose Cover 2, man coverage, blitz, stack the box or prevent. Each changes the opponent’s chances and gain range. A blitz increases disruption and turnover risk, but can concede a larger gain. A stacked box suppresses runs. Prevent caps the longest gains while allowing shorter completions.

Daily, Survivor and classics

The daily challenge changes at midnight UTC using a date-based scenario and seed. Everyone starts from the same situation and random sequence; different calls create different paths. The first daily attempt is stored in your browser, so a reload resumes it. Practice allows unlimited fresh runs.

Survivor continues through generated two-minute scenarios until you lose or draw. Classic challenges recreate three sourced starting situations: Seattle at the one-yard line in 2015, Kansas City’s 13-second challenge in 2022, and New England’s final drive in 2002. They end when you achieve the listed objective, take the lead or force a tie, or when time expires. Overtime is not simulated.

Your coaching grade

Your score from 0 to 100 is the average of situational grades for your calls. The heuristic considers score, time, distance, coverage, tempo and risk. A deep shot with seconds left and a long field can be smarter than a safe run. A kneel while losing is a poor decision. The grade is separate from the random outcome of each snap; it is not a calibrated win probability or an NFL percentile.

Progress and controls

Progress and stats are saved locally on this device. Use Tab and Enter to navigate controls, and arrow keys within game mode and play type tabs. Sound starts off and can be enabled below the game. Motion respects your device’s reduced-motion setting.

Take the field ↗