PS
Score
0
1ST
DOWN
Clock
10.0
Level
1
TOUCHDOWN
+6 POINTS

Draw the play. Call the shot. Take it to the end zone.
4 downs. No timeouts. No mercy.

How to Play
Drawing Routes
Press and drag from any player to draw the path you want them to run. The dotted line shows their route. They won't move until the ball is snapped. Linemen only block if you give them a route — otherwise they stand still.
The Play Clock
You have 10 seconds to draw your routes. The clock only ticks when no fingers are on the screen — so hold down to pause and think. When time runs out the ball snaps automatically.
Throwing
After the snap, double-tap any receiver to throw to them. The ball tracks the receiver as they run. If a defender is in the way near the catch point it gets deflected. You can't throw past the line of scrimmage.
Laterals
Double-tap any player behind the ball carrier to lateral. Anyone can lateral at any time — even the QB after a scramble. A lateral can also be deflected by a nearby defender.
Running the Ball
Draw a route for the QB or any ball carrier to make them run. Drag a new route mid-play to redirect them. Step out of bounds and the play ends where they stepped out.
Blocking & Tackles
Moving offensive players who run into defenders will block them temporarily. The ball carrier takes 3 hits before being tackled — each hit bounces them back, giving you a chance to break free by redirecting their route.
Scoring
Get the ball across the goal line within 4 downs to score a touchdown. Each score is worth 6 points and the game speeds up. Use all 4 downs without scoring and it's game over.
Call Your Play
Empty Set 5 WR · SHOTGUN
Singleback RB BESIDE QB · TE · TWINS
I-Formation FB · RB · TE · 2WR
Heavy 2 TE · RB · 2WR
Wing-T FB · RB · TE · WING · WR

DRAG = ROUTE · DOUBLE-TAP = THROW / LATERAL

GAME OVER
0
ROOKIE
0
TOUCHDOWNS
0
CATCHES
0
DEFLECTED
1
LEVEL