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CONFERENCES

QUICK GAME

VS
Quarter length
Difficulty
Quarters
Venue

ONLINE HEAD TO HEAD

HOST A GAME

Create a room and send the code. You take the home sideline.

JOIN A GAME

Got a code from a friend? Drop it in.

HOW TO PLAY

Calling the play

Three cards every snap. 123 or click. The route drawn on the card is the route your receiver runs, and the number beside it is the key you throw with. The concept is also painted onto the turf before the snap.

Moving

WASD move relative to the camera — W is always up the screen. Shift burns turbo from your sprint meter; it comes back when you ease off.

Passing & catching

X or the throw-style button chooses Touch, Bullet or Lob. Tap a receiver’s number for a quick throw, or hold to build power and release to throw. Power fills in 0.75 seconds and stays full; it never changes your pass style or throws automatically. Accuracy depends on your quarterback’s ratings, footing and pressure. Bullets travel fast and low; lobs arc over underneath coverage. The selected style stays locked. Receivers track the ball automatically. Press Q to take manual WASD control or return to automatic tracking; Space times a jump catch. After the catch, WASD controls the runner.

At the line

Q audibles into a new concept and burns four seconds from the play clock. F flips the formation and every route. Play calls, audibles and flips place everyone immediately, ready to snap. U shifts to another formation with the same personnel; players move into place and hold a one-second set. M selects an off-ball receiver; [ / ] send him left / right. Snap in motion or N to stop him and hold a one-second set.

P or Esc pauses single-player games, including stadium music. Online play keeps running. Performance Mode is in Settings.

With the ball

J + direction: planted sidestep · C spin · L truck · Space dives forward with your momentum, then ends the play on landing. Big hits on a tired back put the ball on the ground, and good backs break tackles.

Broadcast cameras

V cycles Field, Sideline, and All-22 views. Field is tuned for playing; Sideline and All-22 are there for reading the whole concept.

On defense

You keep the same defender until you press Q or tap Switch. Catches and fake kicks never switch you automatically. Before the snap: Y changes cushion, Z shades short or deep, H disguises the rush, and G changes the selected defender’s coverage tendency. E makes the safer wrap tackle; Space commits to a dive tackle. You must make contact; missing leaves you on the turf briefly. In coverage, Space plays the ball.

Fourth down

Kick a field goal, punt it away, or go for it. Kicks are a two-tap meter: Space for power, Space again to straighten it out. On a pass, E chooses a secure two-hand catch, SPACE high-points it, and R keeps your run-after-catch momentum. On defense, E swats and SPACE attacks the ball for an interception. Tips remain live until the ball hits the turf. A blocked field goal stays live: recover it and return it for a touchdown. A defensive return on a blocked PAT earns two points.

UFBSATURDAY NIGHTAWAY AT HOME
HOME
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Q1
5:00
0
AWAY
1st & 10 own 25 ● OFFENSE PLAY40
SETTLED
FIELD · V
BOX SCORE
TURBO