The 4th Call

Guide · controls & strategy

How to play the NFL 2-minute drill game

The 4th Call puts you on the sideline for the end of a close game. You get the score, the clock, the timeouts and 22 players with real NFL rosters. Call every play, manage the clock, and win it. Every call is graded against every option you had.

The 4th Call: a play drawn on a football field, a corner route against the defense, 17 to 20 with 0:48 left on 4th and 2.

Controls

Phone and tablet

  • Tap a tab (Run, Short, Deep, RPO, Trick) and tap a play card.
  • On a pass, tap a receiver on the field to throw to him. Tap him again to change his route.
  • Press and hold a player to see his overall rating.
  • Tap Snap to run the play.

Keyboard

  • 1–9 pick a play in the open tab
  • R S D O T switch offense tabs
  • Z M B G switch defense tabs
  • Enter snaps the play (or calls the defense)
  • Hover a player for his full ratings

Calling plays on offense

The playbook has 27 calls in five tabs: Run, Short pass, Deep pass, RPO (run-pass option) and Trick. Each card shows the play drawn on the field, its formation (Shotgun, Gun Trips, I-Form, Pistol…) and how risky it is. Field goals, punts and kneel-downs appear when they matter, and on fourth down they sit right at the top.

Managing the clock

When the clock is running between plays, you also choose how fast to get to the next snap. The tempo starts on the usual choice, so you can snap in one tap:

No-huddle

Snap fast, about 13 seconds. The default when you're behind or under two minutes.

Huddle

Normal pace, about 27 seconds.

Milk it

Snap as the play clock expires, about 38 seconds. The default with the lead.

Or stop it: Timeout (you have up to three), Spike (stops the clock, costs a down) or Kneel when you lead. Near the end, Run it down lets the clock run to 0:03 and then calls timeout for a last kick.

Calling the defense

When they have the ball you pick from 19 defensive plays in four tabs, Madden style:

Zone

Cover 3, Cover 2, Cover 4 Quarters, Tampa 2, Prevent. Keep everything in front.

Man

Cover 1, 2-Man Under, Press Man, Cover 1 Robber. Tight coverage; rubs and crossers get open.

Blitz

Cover 0, Fire Zone, Mike, Corner and Safety blitzes. Sacks and hurried throws, but someone is left open.

Goal Line

Goal Line 6-5, Goal Line Blitz, Goal Line Man, Bear 46, Run Blitz. Stop the run.

Every defense stops something and gives something up; none is best against everything. You also decide when to burn your timeouts to save clock for your own drive.

How calls are graded

Before the result is shown, the game plays out the rest of the game thousands of times for every option you had, and compares your call's win chance with the best one. A good call that fails still counts as good, and a bad call that works still counts as bad.

Your Performance score (0–100) is 55% Decisions (how much win chance you gave up over the game) and 45% Result (a win scores 75–100, a loss 0–25, higher inside its band the harder the spot). The Daily score goes on the leaderboard.

Game modes

Daily

One game a day, the same for everyone, new at midnight UTC. The situation rotates: a two-minute drill, a goal-line stand, a fourth-down call, closing out a lead…

Survivor

Random late-game spots back to back. Win to keep going; one loss ends the run.

Practice

Build any spot (score, clock, field position, timeouts, weather) and play it with Coach mode, which shows every option's win chance first.

How to run a two-minute drill

The two-minute drill is the hurry-up offense at the end of a half: move the ball fast while saving the clock. The same principles win in the game.

1. Know what stops the clock

2. Use the sideline and the middle differently

Outs, comebacks and the Sideline signal get the ball out of bounds and stop the clock, for fewer yards. Digs and crossers over the middle gain more but keep the clock running, so pair them with a timeout, a spike or a no-huddle snap.

3. Save timeouts for the end

A timeout is worth most when the clock is running late in the drive, or to set up a field goal. Spiking early saves a timeout but burns a down you may need on third or fourth.

4. Play for field-goal range when a field goal wins or ties

Down by three or tied, you don't need the end zone. Get into range, run the clock down, and kick with as little time left for the other team as you can.

5. On defense, don't play soft too early

Prevent stops the deep ball but gives up easy yards underneath and lets them work the clock. Mix coverage with pressure, and keep your timeouts if you might get the ball back.

Try it in today's game

FAQ

Is The 4th Call free?

Yes. It's free in your browser on phones and computers, with no account and no download.

Does everyone play the same daily game?

Yes. The Daily is the same game for everyone, new at midnight UTC, so scores compare on the leaderboard. Your own plays are saved only in your browser.

Are the players real?

Teams and rosters are real NFL teams and players, with ratings computed from season statistics (nflverse). The game situations are made up.

Is it affiliated with the NFL?

No. The 4th Call is an independent fan game, not affiliated with or endorsed by the NFL, its teams or the NFLPA.