How to Play the Two Minute Drill Game
The two minute drill game puts you in charge of the final minutes of a real NFL game. You pick the plays, you decide how fast to go, and the simulation shows whether the two minute drill game ends in your favor. This page explains every rule of the two minute drill game so you can start calling plays with confidence.
The goal of the two minute drill game
Finish with more points than the opponent. If you have the ball, you drive for points or run out the clock. If the other team has the ball, you call the defense and try to stop them. The two minute drill game ends when the clock reaches 0:00, unless the score is tied and the two minute drill game goes to overtime.
Reading the scoreboard
- Down and distance: you have four downs to gain the yards shown. Reach the line and you get a fresh set of four downs.
- Ball spot: in the two minute drill game it is shown with the team abbreviation, for example BUF 35 means the ball is on the Bills' 35.
- Timeouts: three per team in the two minute drill game, shown as bars next to each score. A timeout stops the clock before the snap.
- Clock state: the two minute drill game tells you whether the clock is running or stopped. A running clock burns time before every snap.
Calling an offensive play
Choose a card from Run, Pass, RPO or Trick. Each card shows risk and reward. Short throws are safer, deep throws can change the two minute drill game, and runs keep the clock moving. In the two minute drill game you also set:
- Tempo: Hurry burns 7 seconds before the snap, Normal 24 and Milk 38. Tempo only matters while the clock is running.
- Sideline: favor the sideline to raise the chance of going out of bounds and stopping the clock, or favor the middle to stay in bounds.
- Target: on pass plays, aim left, middle or right to match the defense.
- Timeout: use it while the clock is running to stop it before the snap. It never gives back time already used.
Kicks and clock plays
The Kicks and clock tab holds the field goal, punt, spike and kneel. A field goal shows its distance and make chance. A punt flips the field on fourth down. A spike stops the clock but costs a down. A kneel burns time at the cost of a yard. These plays are the heart of any two minute drill game finish.
Calling the defense
When the opponent has the ball in the two minute drill game you pick one of six defensive calls. They call the offense without telling you, so your defense in the two minute drill game is always a read.
| Defense | Strength | Weakness |
|---|---|---|
| Cover 3 | Balanced against run and pass | No special edge |
| Cover 2 | Takes away deep throws | Soft underneath, runs gain more |
| Man press | Short passes die | Deep balls can pop |
| All-out blitz | Sacks and interceptions | Big plays when beaten |
| Prevent | Stops the bomb | Gives up short gains |
| Run stuff | Shuts down the run | Play action and deep shots hurt |
Scoring and other two minute drill game rules
- A touchdown is worth 6 points. Then choose a kick for 1 point (about 94% to succeed) or a two-point try (about 48%).
- A field goal is worth 3. A safety gives the other team 2 points and a free kick.
- This simulation stops at 2:00 when a play crosses the two-minute warning. In real NFL games, a live down finishes before the warning.
- After you score you can kick deep or try an onside kick, which recovers about 13% of the time.
- In the two minute drill game interceptions, lost fumbles, punts, missed field goals and turnovers on downs all change possession.
Overtime in the two minute drill game
The two minute drill game uses a simplified overtime: a coin toss, a 10 minute clock and two timeouts each. A touchdown on the first possession wins the two minute drill game at once. A field goal gives the other team one possession to answer. Once both teams have had the ball, the next score wins. If nobody scores, the two minute drill game is a tie. This is a game model, not any one season's full NFL overtime rule.
Animation, sound and saved games
Watch a snap or review it again
The field animation illustrates the resolved play; it is not original NFL footage. Pause stops the illustration, Skip goes straight to the result, and the speed button switches between normal and half speed. Replay shows the last snap again without rolling new dice, changing the score or using more football time. Touchdown and turnover messages describe the outcome from your team's perspective.
Inspect players and choose a lane
Tap a player on the field to see the available name, number, position and team. On an eligible pass, an offensive receiver offers a left, middle or right target button. This is lane selection, not an individual receiver rating or a full route editor. The opening lineup uses recorded participation data where available. When possession changes, the display switches to recorded offensive and defensive units from another snap in the same game. These units illustrate the simulated drive, rather than predicting every real substitution.
Resume without losing the drive
After a submitted call, the game saves your inputs on this device. Return to its mode and choose Resume drive. Refreshing during the animation restores the already-resolved play instead of drawing a new result. Starting another game in the same mode replaces that unfinished save. Private browsing, disabled storage, clearing browser data or an incompatible data update can remove progress. Saves do not follow you to another device.
Share or try a different approach
Copy result includes the score and coach grades. If clipboard access is blocked, a dialog shows selectable text. Retry this scenario uses the same opening and seed in unranked Practice, so you can compare different decisions. Only the first completed Daily attempt counts for its ranking.
The two minute drill game modes
- Daily Drill: one situation per UTC day, the same for everyone. Your first completed run of the daily two minute drill game counts as your result; later replays are unranked.
- Survivor: random situations back to back. A win continues the run; a loss or tie ends it.
- Practice: choose comeback, tie-breaking, protecting a lead or defense, and play as often as you want.
The two minute drill game coach review
After every snap the two minute drill game simulates hundreds of finishes for each available option and compares your pick with the best one. Green means best call or within 2 points of win chance, yellow is close, orange is costly and red is a big miss. Your coach score at the end averages all decisions. Win chance in the two minute drill game is a simulation, not real NFL odds or betting advice.
Want to get better? Read the two minute drill game strategy guide or learn how the numbers work on the data page.