Two-Minute DrillPatch notes

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Every change to the game, newest first. New updates are added here as they go live.

A fixNew

  • An interception no longer hangs in the air waiting for the defender: he takes it where he can get to it.

Honest odds, pass protection and one-tap pass plays

  • A receiver's catch % is now how often that pick is caught on the snap: sacks, scrambles and throwaways count, and so does calling the same route again and again.
  • Rollouts fixed: a rollout to a receiver was mostly ending in a scramble, sack or throwaway. Now it is at most 15%.
  • Pass protection: Standard, RB in or Max protect. More blockers mean less pressure and fewer sacks, but the men who stay in can't catch a pass.
  • 📋 Plays: nine one-tap pass concepts (Four Verticals, Smash, Flood, Mesh, Slants, Stick, Dagger, Post-Wheel, Sideline), each drawn from your formation with what it beats. The one that fits the situation comes first, and you can still change any route after.
  • Phones: the pass and run screens fit with no scrolling. Receivers two to a row, the options as small chips, the big buttons kept big.
  • The tackler is on screen from the moment he goes for the ball carrier.
  • Defenders no longer run right by the ball carrier without making the tackle.

Sacks, penalties, run blocking and motion

  • A pass to a receiver you picked can be sacked, or end in a scramble or throwaway, at the real-life rate.
  • Penalties: accept or decline them.
  • Calling the same pass over and over gets worse: the defense sits on it, and the game tells you after the second time.
  • Run blocking: Zone, Power, Counter, Duo or Trap, each better against a light box, a loaded box or a blitz.
  • Motion: swipe a receiver, tight end or back sideways. Against man coverage, his defender follows him; against zone, the linebackers and safeties slide.
  • Empty and two-back formations are real: plays come from real plays run from that set.
  • The stats page counts Survivor games and Pro drives in the drives played.
  • Kicks line up as a real kicking unit.
  • A fumble recovered out of bounds is shown going out of bounds.
  • Checkerboard end zones.
  • A quick throw nobody could get to that falls incomplete is shown as a drop.

Challenges, fanbases, replays and rules fixes

  • Challenge a friend from the daily's end card; see how rare your calls were against the crowd; pick your team and see how its fans did.
  • Who you called it like: the real offensive and defensive play-callers your calls matched.
  • Replays, the 10-second runoff, pre-snap motion, a weekly Survivor board, and Thursday's featured daily.
  • A shorter end card, with the details behind See the breakdown.
  • Who plays: pick the quarterback too. Swapping one player for another at his position keeps the same grouping.
  • Passes look like what happened: a catch in his hands, and each miss as it was charted.
  • Rules from player reports: offside is not an automatic first down, punts into the end zone, timeouts where they belong.
  • Punt return touchdowns happen at the real rate.
  • Every kick can be blocked, at the real-life rate.
  • False starts are back, at the situation's real rate.
  • Punts land on whole yard lines.
  • A personnel grouping draws from enough real plays, so the same few results no longer repeat.
  • Survivor's best run follows your account to every phone.

Build a scenario

  • Pro: build a scenario with any two team-seasons from 2001 to 2026, in any situation.
  • Pro: title your scenarios and post them to Community scenarios, with plays and wins.
  • Get out of bounds is set route by route.
  • This week's featured dailies.
  • Teams go by their city everywhere.
  • If something breaks, the game says so with a Reload button.

Fair scores, start over and draw any play

  • A fairer daily score: every call graded the same way, and luck counts for nobody.
  • Start over: restart a drive mid-play.
  • Draw the play in every mode: runs, RPOs, the quarterback's drop, your defense and kicks.
  • The Snap button is always in reach at the bottom of the calls.
  • A Home screen: today's drive, Survivor, Pro and your stats in one place.
  • Featured days get a title. Daily No. 8: Arizona at Los Angeles, pick your side.
  • The computer plays smarter: defensive timeouts, untimed downs, a late hurry-up, fourth downs and onside kicks.
  • Matchups measured on real plays; every Pro try gets fresh dice.
  • Pro: historic drives use the real drive's lineup and their era's overtime rules; playoff runs end on a loss.
  • Pro: lost your code? Enter the email you paid with and it is emailed to you.
  • Faster loading, and play offline after your first visit.
  • A reload in the middle of a play picks up right away.
  • Play the whole game from the keyboard, with better contrast.
  • Every player and the ball stay on the field on a short field.

Badges, leaderboards, friend challenges and the broadcast view

  • Badges, and streak freezes that save a missed day.
  • Daily and weekly leaderboards by name, and practice drives after the daily.
  • Friend challenges: your share link carries your score.
  • Share my week: a picture of your last seven dailies.
  • A first-drive tour, and Add to Home Screen.
  • The daily's intro shows today's players, the typical score and the one to beat.
  • Phones: the broadcast view, with the field filling the screen, the scoreboard on top and the calls in a sheet you can drag down.
  • Draw a receiver's route on the field; it plays as the closest real route at the depth drawn.
  • Your defense lines up on the field as you pick it.
  • A simple-defense switch, and quick-call descriptions on screen.
  • One-tap quick pass and real screens; get out of bounds shown up front late.
  • A real pocket in pass protection, breakups at the ball, and punt coverage that runs.
  • Ball speed by the throw: line drives, lofted deep balls and soft tosses.
  • Ball carriers stay in bounds unless you ask them out. Catch-and-runs follow the route, and runs head for open grass.
  • A called kick always gets off, and a timeout never ends the half. Their timeouts are shown before your call, and no snap happens at 0:00.
  • Stands, cheerleaders and a mascot behind each end zone.
  • One brag number on the card: outcalled X% of today's players.
  • Faster loading.

Pro, accounts and the end card

  • Pro: famous historic drives with A-to-F grades, playoff runs, and the archive of past dailies.
  • Pro: a just-played drive from the latest real game, marked with a badge.
  • The Gauntlet: a one-night contest on the historic drives.
  • Accounts: sign in with Google or an emailed link. Your stats follow you, your username goes on the boards, plus friend leagues and an optional daily email.
  • The end of the game: why each call was graded as it was, the real coach by name, a picture to share, and a daily reminder.
  • The score is mostly your calls, partly the result.
  • Anticipation throws: the ball meets the receiver as he comes out of his break.
  • Running backs no longer wait to be tackled.
  • Spots start from the score before the snap.
  • No defensive call when the other team kneels out the clock.
  • Saturday's daily: a college classic, with college overtime.

Overtime, personnel, coach match and the 28–3 comeback

  • Coach match: your calls compared with 144 head coaches since 1999, each in his own era.
  • Personnel: pick 11, 12, 21 or 13. Backups come in, players jog on and off, and plays come from real plays with that grouping.
  • Overtime in the daily drive, the two-minute warning, realistic long kicks, and a clearer clock.
  • Run it down: burn the clock to 0:03, call timeout, then kick.
  • Call the play on a two-point try, trick plays included.
  • Each kick's make chance shown on its button.
  • Your score is measured against real play-callers of every skill level.
  • Your stats: how you call it, with a running tally of your calls against real play-callers in the same spots.
  • Featured days with their story. Sunday: the 28–3 comeback.
  • Spots from any season since 2012.
  • Player ratings blend several seasons of play.
  • A Screen button on the pass screen.
  • Incompletions show why they failed, with a defender at the ball. Loss call-outs say how big the loss was.
  • Tackles look real: the right defender makes the tackle at the right spot.
  • Stay in bounds when leading late.
  • The 2MD logo at midfield.
  • On wide screens the calls sit beside the field; compact receivers on phones.
  • A fumble after crossing the goal line is a touchdown. A field goal is allowed on any down late.

One drive a day

  • One drive a day, the same for everyone, and a stats page with everyone's results.
  • Jersey numbers on the players, and name tags before the snap.
  • Trick plays revamped.
  • Simpler screens and a faster first snap.
  • Share opens your phone's share sheet, and shared links show a preview.
  • A welcome screen, your streak on the results, and a share that asks back.
  • Your score is measured against real play-callers who read the defense's look.
  • Fixes: Survivor no longer freezes at the end of a game; the first half ends after a try at 0:00.

Launch: Two-Minute Drill

  • Call the plays in a real pro football late-game drive. Every snap is a real play of your call, from the same kind of situation.
  • A playbook of runs, passes, RPOs and trick plays, built from 160,000 real snaps.
  • Every snap animated on the field at real game speeds, with players moving like real players.
  • The real teams and lineups of that game, with our own player ratings.
  • Every call graded on win chance, and you against the real coach.
  • Tempo control: no-huddle, huddle, spike or kneel.
  • Defense: read their look and make the call when they have the ball. Kickoffs: onside, deep or touchback.
  • Pick a receiver and change any route by tapping him on the field, with each receiver's odds shown.
  • A defense that adapts to your tendencies.
  • The snap goes at once; your call is graded while the play runs.
  • Survivor: win each random real game to keep going, with its own leaderboard and overtime.