THE GAME PLAN
Coach the final moments.
You coach HAWKS through the final moments. Finish ahead at the final whistle to win. Everyone gets the same dated starting situation.
How this version works
- Choose Run, Pass, RPO or Trick before the snap. On passes, edit the five eligible receivers’ routes, pick a primary target and choose straight drop, play action or a rollout. Only Snap the ball commits the call.
- RPOs read run support and choose their packaged run or pass automatically. Trick plays execute their full exchange sequence automatically. Routes and catch estimates use an original authored simulation, not real NFL play data.
- Think as long as you need. When the game clock is running, the chosen tempo spends 6, 14, or 36 seconds before the next snap. A stopped clock has no setup cost.
- Four downs to gain ten yards. Incomplete passes, successful out-of-bounds plays, timeouts, and changes of possession stop the clock. Reaching a first down does not stop it.
- A play snapped before zero can finish. A touchdown is six points; choose an untimed one-point kick or two-point attempt when the result can matter.
- Kickoffs and safety free kicks are simplified to an automatic touchback at the receiving team’s own 30. Missed field goals change possession at the kick spot or the receiving team’s own 20, whichever is better.
- You coach both sides of the ball. Opponent plays and conversions are automatic. The opponent can spend timeouts to preserve its comeback chance.
- The higher score at 0:00 wins. A tied game ends as a tie; this daily challenge has no overtime. There are no penalties, fumbles, kick returns, or onside kicks in this version.
- Situations and probabilities are authored for this game, not sampled from real games. Every date uses one seeded simulation. Replay results are stored separately from the first attempt.
Your decisions
Use the planning board to choose Run, Pass, RPO or Trick. On passes, each eligible receiver has an editable route; choose a primary target and passing style. Editing never advances the clock. Snap the ball to commit your plan and watch automatic 3D execution. RPO and trick sequences need no further input after the snap. When the Wolves have the ball, choose a defense. Replay speed and skipping affect only the presentation.
Your daily record
The first completed attempt stays in your browser’s record. This expanded playbook starts a separate daily record; saves from the earlier rules version remain stored separately. You can replay the challenge; cards show the actual attempt number. Saves are local to this browser, with no global leaderboard or cross-device sync.
The challenge changes at midnight in America/New_York. A game already in progress keeps its original date. Shared links open that same dated challenge.
Take the headset →