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How To Play

Choose a play, build your lineup, and watch the matchup unfold through three scoring stages:
 

  • At the Line

  • In the Backfield

  • In the Secondary

 
Outsmart your opponent by calling the right plays, setting the best lineup, and winning the field position battle.

Play Scoring

Every Play Card and Lineup Card contributes points to one or more of the game's three scoring stages.

Secondary

Backfield

Line

1

1

1

After both players lock in their play and lineup, the resolver compares the offense and defense through each stage.

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Each stage calculates:

Offense Stage Score − Defense Stage Score

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The result determines whether the play advances to the next stage or ends immediately. Each stage is scored independently. Winning the Line Stage doesn't guarantee success in the Backfield or Secondary, making balanced lineup construction just as important as strong play calls.

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Play Cards

There are (6) Offensive Play Cards and (6) Defensive Play Cards each with their own scores and mismatch bonus. Offensive Play cards are either run or pass, while Defensive Play cards are either run defense or coverage.

Offensive Plays:

Vs Coverage +1 Backfield | Vs Cover Deep +2 Secondary
2|1|0
Inside Run
Vs Coverage +1 Backfield | Vs Robber +2 Secondary
1|2|0
Outside Run
Vs Coverage +1 Backfield | Vs Press +2 Secondary
1|1|1
Screen
Vs Run Defense +1 Backfield | Vs Screen Read +2 Secondary
1|1|1
Short Pass
Vs Run Defense +1 Backfield | Vs Edge Contain +2 Secondary
0|2|1
Mid Pass
Vs Run Defense +1 Backfield | Vs Run Blitz +2 Secondary
0|1|2
Deep Pass

Defensive Plays:

Vs Run +1 Backfield | Vs Inside Run +2 Secondary
2|1|0
Run Blitz
Vs Run +1 Backfield | Vs Outside Run +2 Secondary
1|2|0
Edge Contain
Vs Run +1 Backfield | Vs Screen +2 Secondary
1|1|1
Screen Read
Vs Pass +1 Backfield | Vs Short Pass +2 Secondary
0|1|2
Press
Vs Pass +1 Backfield | Vs Mid Pass +2 Secondary
0|2|1
Robber
Vs Pass +1 Backfield | Vs Deep Pass +2 Secondary
0|1|2
Cover Deep

Play Mismatches

A Play Mismatch occurs when one play call directly counters the opponent's. There are two Play Mismatch bonuses:


General mismatch

Offensive Play Mismatches
 

  • Inside Run → Cover Deep

  • Outside Run → Robber

  • Screen → Press

  • Short Pass → Screen Read

  • Mid Pass → Edge Contain

  • Deep Pass → Run Blitz

Defensive Play Mismatches
 

  • Run Blitz → Inside Run

  • Edge Contain → Outside Run

  • Screen Read → Screen

  • Press → Short Pass

  • Robber → Mid Pass

  • Cover Deep → Deep Pass

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Lineup Cards

After selecting a Play Card, each player builds a 5-card lineup from their hand. Lineup Cards represent the players, positions, and football awareness supporting the play.

Position Cards
Standard lineup cards featuring base stage scores and conditional bonus effects.
All-Star Cards

More powerful versions of Position Cards with stronger bonuses.

  • Appear less frequently

  • Max 1 per lineup

Game Awareness Cards

High-risk, high-reward game situation cards.

  • Appear less frequently

  • Max 1 per lineup

Current lineup rules Per Play:

  • Max 1 All-Star Card

  • Max 1 Game Awareness Card

  • Maximum 1 QB

  • Max 2 RB, TE

  • Max 4 OL, WR

  • Max 4 DL/DE, LB, S/CB

Hands & Shuffles

  • Each play, players draw 8 lineup cards and build a lineup using 5 of them.

  • Players may shuffle any unassigned hand cards to draw replacements.

  • Each player receives:

    • 2 lineup shuffles per conversion attempt

  • Shuffles reset after major drive or possession changes.

Heat Leveling

Position and All-Star cards can gain heat during a game by being used on successful plays. As cards heat up, they can become stronger during that game only.

Offensive Heat Triggers:
   +1 Level Per 10 Yards Gained
   +3 Levels Per Touchdown

Defensive Heat Triggers: 
   +1 Level Per -3 Yards For Loss
   +3 Levels Per Fumble Recovered By Defense
   +3 Levels Per Interception
   +3 Levels Per Safety

Heat Bonuses:

  • Every 3 Levels Earns a Full Flame

  • Every Full Flame Grants +0.1x or -0.1x Yards Multiplier for Offensive and Defensive Cards Respectively

  • Every 3 Full Flames Increases Heat Intensity Granting +1 Stage Score as follows: 
    OL/DL/DE = +1 Line Score
    QB/RB/TE/LB = +1 Backfield Score
    WR/S/CB = +1 Secondary Score

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Play Resolver

1. plays & lineups Submitted

2. Plays & Lineups Revealed

3. Play Mismatch check

4. Pre-Snap

Pre-snap effects and penalty rolls resolve.

If a pre-snap penalty occurs, the play immediately ends.

Otherwise, the ball is snapped.

5. Line Stage

The Line Stage determines who wins the battle at the line of scrimmage.

No yards are gained here.

Instead, success improves:

  • Yard Multiplier

  • Contact Event chances

The Stage Result determines whether the play continues or ends.

6. Backfield Stage

Run plays may begin gaining yards.

Passing plays can accumulate potential yardage, but those yards only count if the pass is completed during the Secondary Stage.

The Stage Result determines whether the play continues or ends.

7. Secondary Stage

Run plays may extend for additional yards.

Passing plays are completed (or not) during this stage.

The resolver determines the Final Play Result before moving to Contact Events.

8. contact Event

Most plays enter the Contact Event stage.

Possible events:

  • Interception (Pass Only)

  • Broken Tackle

  • Fumble

  • Recovery

Card effects and previous stage results can modify these odds.

9. Post-Play

Post-play penalty rolls occur.

If a penalty is triggered, it is applied before finalizing the play.

10. Final Result

The resolver displays:

  • Play Result

  • Yardage

  • Score changes

  • Possession status

  • Next play status

11. Next Play

Play Results Table

Below is the play result table used to determine stage and play results.

Base Probabilities

Below is a list of base probabilities for in game events.

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Game Rules

The game follows the traditional rules of American football with a few changes.

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Quarter Progression

  • Instead of a game clock, quarters advance based on offensive possessions.

  • Each player begins with a limited number of offensive possessions.

  • When a player would receive the ball but has no possessions remaining, the game advances to the next quarter.

  • At the start of each quarter, both players gain +1 offensive possession.

  • Unused possessions carry over within the same half, but do not carry over into the second half.

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