2MinuteDrill

Game guide

The Two Minute Drill Game: How to Play

The complete guide to the two-minute drill game: all 19 calls, the four grades, and a full drive you can follow decision by decision.

Play today's drill

You are the offensive coordinator with the clock against you. In the two-minute drill game you take over a real NFL late-game situation — score, clock, timeouts, field position — and call the plays until the drive ends. Every decision is graded on win probability, not on whether the ball bounced your way. This page is the reference: the call sheet, the grading thresholds, an annotated drive and the three modes. When you are ready, play today's 2 Minute Drill.

What you are actually doing

Each spot opens with the real state of a 2022–2026 NFL game and hands you one team. The dataset has three categories: 911 two-minute-drill situations, 641 protect-the-lead situations and 323 tied-or-end-of-half situations. The category sets the problem; the score, clock and timeouts set how narrow the solution is. It is the same puzzle as the real NFL two-minute drill.

You call one of the 19 plays, or a special if the situation offers one. The game samples an outcome, updates the clock and score, and hands you the next decision. On defense you choose the look instead of the play. At the end, every call gets a grade. The 41.4% scoring rate on two-minute-drill spots is the backdrop, not a promise: it describes the sample, not your drive.

The call sheet: 19 calls in four families

Nineteen calls, split by what they ask of the defense: seven runs, seven passes, two run-pass options and three tricks.

The 19 play calls in 2 Minute Drill, by family
FamilyCallsCountWhen it tends to make sense
RunOutside left, outside right, off tackle left, off tackle right, inside left, inside right, up the middle7Short yardage, light boxes, clock-burning with a lead
PassQuick left, quick middle, quick right, deep left, deep middle, deep right, screen7Sideline throws stop the clock; deep shots punish crowded zones
RPOLeft side, right side2Loaded box: hand it off or throw behind the linebackers
TrickEnd-around, direct snap, flea-flicker3Change-up when the defense is settled; high variance

Field goal, punt, spike, kneel, timeout, two-point try and onside kick are specials: offered by situation, not counted in the 19. A timeout is not a play, but it can be the most important call. Tricks are callable, but not the safe baseline.

How a call earns its grade

Before the snap, the game estimates win probability for every available option and plays the rest of the game forward many times. The best option becomes the benchmark; your call is scored on the gap to it.

The sampled play is reported separately: it tells you what happened, while the color tells you whether the decision was sound. A perfect call can be intercepted; a red call can be bailed out by a lucky catch. The grade does not move after the snap.

Grading thresholds. A win-probability point is one percentage point of win probability.
GradeWhat it means (cost versus the best call)Glyph
GreenThe best call, or within 0.5 win-probability points of it✓
YellowWithin 2 win-probability points≈
OrangeWithin 5 win-probability points!
RedMore than 5 win-probability points below the best call✗

The top band is tight: half a win-probability point is inside the model's noise, so a call tied with the best still earns green.

One drive, start to finish

This drive is illustrative, not historical: the situation, calls, outcomes and grades are constructed to show how the game works. No NFL team, coach or player is described.

The spot: fourth and 6 at the opponent's 38, 1:52 left, trailing 20–17, one timeout. Five decisions follow: situation, call, outcome, grade.

  1. Fourth and 6, opponent 38 — 1:52. Call: quick pass right. It is the best option on the sheet, and the completion picks up 9 yards. First down at the 29, clock running at 1:43. Grade: green.
  2. First and 10, opponent 29 — 1:43. Call: quick pass middle. Seven yards to the 22, tackled in bounds, 1:31. A sideline throw would have stopped the clock and graded slightly higher; this is within two points. Grade: yellow.
  3. Second and 3, opponent 22 — 1:31. Call: inside run left. Two yards and the clock runs to 1:04. The pass was better; the run traded 27 seconds for a third-down conversion and landed in the orange band. Grade: orange.
  4. Third and 1, opponent 20 — 1:04. Call: quick pass right. Six yards, out of bounds, first down at the 14 with 0:58 left. The clock stopped and the timeout is still available. Grade: green.
  5. First and 10, opponent 14 — 0:58. Call: quick pass left. The receiver reaches the pylon for a touchdown with 0:44 left. The extra point makes it 24–20, and the defense has 44 seconds to hold. Grade: green.

Five calls: three green, one yellow, one orange. The drive scored, but decision three is the one to study. The result was good; the process was not the best available.

Daily, Survivor and Practice

All three modes use the same 19 calls and the same four grades. They differ in what you are playing for.

The three modes in 2 Minute Drill
ModeWhat it isWhat is gradedResets
DailyOne shared spot a dayYour calls, compared with simulated NFL play-callersDaily
SurvivorReal fourth-quarter spots chained togetherEvery decision; first loss ends the runOn a loss
PracticeAny late-game spot, any timeEach decision; daily score untouchedAnytime

Start with Daily: one drive, the same for everyone, so the score means something. Survivor is a streak; Practice is for the calls you keep missing.

Two Minute Drill game FAQ

Six questions that come up before the first snap. For the rules and clock in plain language, see the quick-answer FAQ.

How many plays can I call in the Two Minute Drill game?

Nineteen: seven runs, seven passes, two RPOs and three trick plays. Field goal, punt, spike, kneel, timeout, two-point try and onside kick are specials, offered by situation and not counted in the 19.

What do the green, yellow, orange and red grades mean?

They compare your call with the best option before the snap. Green is the best call or within 0.5 win-probability points, yellow within 2, orange within 5, and red more than 5 below. The result does not change the color.

Do I call the defense too?

Yes. On defense you choose the look: pressure, a loaded box or a softer shell. That choice changes the simulated odds once the ball is snapped.

Does the outcome of the play change the grade?

No. The grade is fixed at the moment of the decision. The game then shows how much win probability the sampled play added or cost, a different question.

Is there a practice mode?

Yes. Practice opens any late-game spot and grades each call without touching your daily score or survivor run.

Is the Two Minute Drill game free?

Yes. Daily, survivor and practice are free, with no account, no ads and no download. It runs in the browser on phone or desktop.

The limits of the grades

Grades are estimates. The model knows the real situation and 144,206 classified plays, but not the weather, the injury report, the protection call or what the quarterback saw. It samples one outcome per snap rather than every branch. Treat a grade as a disciplined second opinion, not a verdict. The data and how we use it are documented in the methodology section.

Play today's drill

One real NFL ending, graded on win probability. Free, no account.

Start today's drive