Games won 0
Games lost 0
Games tied 0
Best score, this length 0
How well the computer plays
Game length
You and the computer trade the ball. Whoever has more points when the four quarters run out wins. You can win, lose or tie, and you can always play again.
When you have the ball, pick a play: run left, run right, a short pass or a long pass. On fourth down you can also kick a field goal when you are close enough, or punt.
On a run, tap the field where you want the runner to go. Tap again to change your mind. On a pass, the receivers run their routes by themselves. A dashed orange ring means a receiver is open. Tap a receiver (or press 1 to 4) to throw. Wait too long and the quarterback is sacked. After the catch, tap the field to run.
When the computer has the ball, you pick a defense before each play: guard the run, guard the pass, blitz, or deep cover. The computer picks its play, so you are guessing. Then one of your defenders is picked for you, with a heavy orange ring. Tap another defender to pick him, and tap the field to send the picked defender there. On a pass, a dashed mark shows where the ball is going, so move a defender there to break it up.
Gain ten yards in four downs for a new set of downs. If you fail, or throw an interception, the computer takes the ball where the play ended.
Your record is saved on this device only. A game in progress is not saved.