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Two-player play lab
Armchair Quarterback
OMEGA0
Q1
ALPHA0
Player sign-in
Enter the locker room
Sign in once on this device. New players choose a permanent team name and receive a randomly assigned team color.
Your account
Armchair coach
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Waiting for another signed-in player…
Your active games
Choose an opponent
LEVEL-UP POINTS AVAILABLE
Team Development
Every new rating begins at 50 and is capped at 100. A level costs 1 point through 75, 2 points from 76–90, and 3 points from 91–100. Winners receive 5 points, losers receive 3, and tied teams receive 4 each.
Flip for opening possession
Which team starts?
The team color that lands face-up starts on offense.
Winner receives the opening possession
Account Created
Your Team has been assigned
Armchair Quarterback
Game Play Rules
Game Format
Every game has four quarters.
Each team receives two possessions per quarter.
Each possession is limited to 12 plays. Reaching the limit ends the possession.
A 50/50 coin flip decides the opening offense. The other team kicks off.
Downs and Possession
The offense has four downs to gain 10 yards.
Gaining 10 yards resets the series to first-and-10.
On fourth down, the offense may go for it, punt, or attempt a field goal.
Failing to convert on fourth down gives the opponent possession.
Interceptions and lost fumbles immediately change possession.
Scoring and Kickoffs
A touchdown is worth 6 points. The ball must pass the goal line.
A safety is worth 2 points.
After a touchdown, the scoring team chooses either a 1-point kick or a 2-point conversion play from the 2-yard line.
On a two-point attempt, the offense and defense secretly select normal plays. A score earns 2 points; a stop or turnover earns none.
Conversion attempts are untimed, do not count toward the 12-play possession limit, and are followed by a kickoff.
Turnovers during a conversion end the try immediately and are not returned.
Accepted offensive or defensive penalties replay the conversion from the enforced spot. Offsetting penalties also replay the try.
A successful field goal is worth 3 points. Distance, Kicker rating, and tap accuracy determine whether it is good.
The kicking player stops the accuracy marker once. Better kickers receive a wider forgiving target.
Play Calling
The offense selects and locks its call first.
The defense cannot see that call and chooses after the offense locks in.
Once both calls are locked, either player may watch the shared result.
Ratings, matchups, fatigue, penalties, turnovers, and field position influence the outcome.
Penalty Decisions
Obvious penalty decisions are handled automatically so routine flags do not interrupt the game.
Pre-snap, dead-ball, and offsetting penalties do not require a choice.
When accepting or declining creates a meaningful strategic tradeoff, the fouled team chooses after comparing both results.
The game marks the recommended option, but the player may choose either legal result.
The opponent sees a waiting notice while the decision is made.
A penalty decision has a 24-hour clock. If time expires, the recommended option is used automatically and the game is not forfeited.
24-Hour Play Clock
The offense has 24 hours to lock in its play.
After the offense locks in, the defense has 24 hours to respond.
Exceeding the play clock forfeits the game.
The forfeiting team receives no level-up points. The waiting team receives 5 winner points.
Team Development
Every team begins at level 50 in Runners, Receivers, Quarterback, Defense, and Kicker.
Ratings are capped at 100 and influence future game outcomes.
Winners receive 5 level-up points, losers receive 3, and tied teams receive 4 each.
One rating level costs 1 point through level 75, 2 points from 76–90, and 3 points from 91–100.
Earned points are assigned before the next game, and those upgrades apply in that game.
Play not ready
Waiting for other player
The result will be available after the other player locks in.
Accept or Decline?
The recommended option is used automatically if the 24-hour decision clock expires.
Waiting for Penalty Decision
The fouled team is deciding whether to accept or decline the penalty.
OMEGA POSSESSION1ST & 10BALL ON 50
0 OF 10 YARDS24:00:00 TO SELECT
Fourth-down decision
Kick, punt, or go for it?
Choose field position or keep the offense on the field for one more play.
Extra point
Line up the kick
└──┴──┘
Waiting for the kicking team.
After touchdown
Choose the try
Kick for one point or run a play from the 2-yard line for two.
Waiting for the scoring team to choose.
Defense
Waiting for offense
The offensive play call is still being selected.
Fourth down
Omega punts
BALL SPOTPUNT
TOUCHDOWN
TOUCHDOWN
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PUNT RESULT
Opening kickoff
Alpha kicks to Omega
OPENING POSSESSIONKICKOFF
TOUCHDOWN
TOUCHDOWN
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RETURN COMPLETE
Tackled at the receiving team’s 20-yard line
Omega team
Call the offense
Choosing
VS
Alpha team
Call the defense
Waiting
Both coordinators are locked in
The call is coming down from the booth.
The matchup and result stay sealed until the film starts.
Live play
vs.
TOUCHDOWN
TOUCHDOWN
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+0YARDS
PLAY RESULT
The defense closes quickly.
Confirm both players viewed the result:
↻
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