CALL THE PLAY. TAKE YOUR CHANCE.

Football Sudden Death

Name your team. Pick your players each down. Take the field on both sides of the ball.

Rules and keyboard help

Game rules

Name both teams and call heads or tails. The coin-flip winner chooses offense or defense first. The computer chooses randomly if it wins. The first team starts at its own 25-yard line, first and ten. Each team gets one offensive drive, unless a safety ends the game early. After both drives, the higher total score wins; equal scores are a tie. There is no clock.

Cards and substitutions

Before every regular down, each side secretly selects exactly two different featured players from four and exactly three different calls from six. All cards are reusable, and selections reset each down. Both teams can use the same players from their respective pools.

  1. Reveal both sides’ two players and three calls together.
  2. Each side secretly keeps everything, replaces one player, or replaces one call. You cannot replace both.
  3. Reveal both updated selections together.
  4. Each side secretly chooses one final call from its updated three.
  5. Reveal both final calls and resolve the play.

The computer commits its initial selections, substitution, and final call before seeing your corresponding choices. Its choices are random. Player cards add one for their matching offensive play or subtract one against it. Add the offensive player bonus to the play matchup modifier, subtract the defensive player bonus, and cap the result between minus three and plus three. The resulting band determines yardage and risks. Runs and completed passes use weighted yardage tables. Passes may be incomplete, intercepted, or sacked. A sack loses two six-sided dice in yards. Eligible runs, completions, and sacks may fumble, with a 50 percent chance of recovery by each side. A touchdown or safety takes effect before a fumble check. There are no turnover returns; interceptions occur at the previous line of scrimmage, while fumbles occur at the play’s resulting spot.

Drives and field position

Four downs to gain ten yards. A touchdown scores six, followed by an extra-point attempt: roll three six-sided dice, with a total of six or higher scoring one point. There are no two-point conversions. A successful field goal scores three. Following a touchdown or successful field goal on the first drive, the second team starts at its own 25.

After a turnover or failed fourth down, the second team starts at the resulting ball position, going the opposite direction. After a punt it starts at the punt’s resulting position; a punt reaching the end zone is a touchback at the receiving team’s own 20. No returns are played. A safety awards two points to the defense and immediately ends the entire game. Compare the total scores to determine the winner or tie. No safety kick follows.

Punts and field goals

Punts use three six-sided dice: totals of 3 through 7 yield 30 net yards, 8 through 13 yield 40, and 14 through 18 yield 50. Punting ends the drive.

Field goal distance is the distance to the goal line plus 17 yards. A three-dice total must meet or exceed six for kicks up to 39 yards, eight for 40 through 49 yards, ten for 50 through 59 yards, and thirteen for 60 through 65 yards. Longer kicks are unavailable. A missed field goal gives the opponent possession at the kicking spot, seven yards behind the line of scrimmage, or its own 20 if that is farther from its goal line. No blocked kicks or field goal returns are simulated.

You may kick before any regular down, before revealing cards. On fourth down the computer attempts a field goal within 65 yards and punts otherwise. It does not go for fourth down. Kicks end the current offensive possession; after the second possession, compare the scores.

Keyboard and screen-reader help

Tab and Shift+Tab move between controls. Space toggles checkboxes; arrow keys select radio options. Enter activates buttons. On touchscreens, use your screen reader’s usual swipe and double-tap gestures. Heading navigation reaches the current decision, computer calls, rosters, and game log. Each new decision receives keyboard focus. Use Read score and situation for an announcement. Selection counts are announced as you choose cards.

Card details start collapsed; activate Details for a play to read its statistics and matchups. Card previews use band zero; actual results apply matchup and player bonuses. The Explore play cards and bands dialog lets you inspect every band without changing the game. Escape or Close reference closes the dialog and returns focus. The game works offline with all files kept together. Refreshing or closing it resets the game; progress is not saved.

Play card and band reference

Choose any offensive or defensive play and an offensive outcome band. For a defensive card, also choose the offensive play whose yardage and risks you want to inspect. This reference does not change the game. Press Escape to close.