GC GRIDIRON COUNTDOWN

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Original quarterback and teammates on a twilight football field
YOUR NEXT GREAT CALL

Two minutes.
All you.

CHOOSE YOUR CHALLENGE

Meet the moment.

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

Your playbook

A QUICK HUDDLE

Three things to know.

  1. Know your target. A touchdown is 6, a field goal is 3. Try to finish ahead.
  2. Move the chains. Four downs to reach the first-down line. All eight plays stay available.
  3. Own the time. Inbounds plays keep the clock running. Timeouts, incompletions and out-of-bounds plays stop it. Thinking costs nothing.

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.

Football glossary

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.

Full GC-1 rules and guide ↗

Your sideline settings

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