Loading game…
Call one drive. Then watch both teams’ remaining possessions play out automatically.
Scenario and time apply to Quick only. Daily has a fixed setup; Survival uses 2:00 stages.
GC-1 prototype · fictional teams · no overtime
Read the defense. Your thinking time is free.
Quick Match offers 30–120 seconds, comeback situations, a lead to protect, and no-timeout finishes. Daily fixes the same setup for everyone.
Kneel uses a down, loses one yard and takes one live second. Burn Clock uses 35 preparation seconds only while the clock is running. A defensive timeout can interrupt it. A fourth-down kneel can give up the ball.
One manual drive. Both teams’ remaining possessions are then simulated. Survival ties end your streak.
Blitz: defensive pressure. Sack: passer tackled for a loss. Spike: intentionally incomplete snap; uses a down. Kneel: down the ball for a one-yard loss to manage time; uses a down. Turnover: the other team gets the ball. Conversion: an extra-point kick or two-point try after a touchdown. Touchback: restart at a defined field spot. Safety: defense scores two for an eligible end-zone event.
Audio starts only after you enable it. Progress is local to this browser.