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Gridiron Blitz

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C2C ORIGINAL · SPORTS

Gridiron Blitz

Arrows / WASD move · Z snap / pass / stop the kick meter · X change play / juke · C field goal · V playbook page / receiver / switch defender

Full eleven-a-side formations: five linemen in front of the quarterback (under center or in the shotgun), backs, receivers and tight ends; the defense fields a 4-3, 3-4, nickel or dime front with corners over the receivers and safeties deep. A ten-play offensive playbook: five runs (a sweep, a fullback dive, a toss, a delayed draw and a shotgun inside zone) and five passes (slants, four verticals, a trips flood, a play-action post and a mesh) with real route trees. On phones and tablets the playbook opens as big tappable cards over the field; tap a play, then SNAP. You have a 25-second play clock to call the play and snap, or it is a delay of game (five yards). Receivers running routes wear numbers: tap one on the field (or press TARGET) to throw to them, and SNAP throws. Run plays hand off to the called back and attack its lane; CHANGE jukes during a run. Touchdowns are six, then an extra-point kick. Every kick uses a power meter: it sweeps back and forth and SNAP stops it; stop it in the green and the ball sails through the uprights, too low falls short, too high hooks wide. FIELD GOAL calls a kick from the opponent's 45 or closer (the green shrinks with distance). On defense the Foxes line up and you get five seconds to pick your front and the defender you steer (you start on a linebacker): tap any Comets defender on the field or press TARGET to cycle, before or after the snap. Big plays, house calls, jukes, sacks and first-down streaks pay bonuses; the two-minute drill is called late in each half.

Match setup

Landscape gives more room for multi-button play. Keyboard and controller controls stay available.

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FREE GUEST PLAY · NO ACCOUNT NEEDED · PRESS ENTER TO START

Arrows / WASD move · Z snap / pass / stop the kick meter · X change play / juke · C field goal · V playbook page / receiver / switch defenderFull eleven-a-side formations: five linemen in front of the quarterback (under center or in the shotgun), backs, receivers and tight ends; the defense fields a 4-3, 3-4, nickel or dime front with corners over the receivers and safeties deep. A ten-play offensive playbook: five runs (a sweep, a fullback dive, a toss, a delayed draw and a shotgun inside zone) and five passes (slants, four verticals, a trips flood, a play-action post and a mesh) with real route trees. On phones and tablets the playbook opens as big tappable cards over the field; tap a play, then SNAP. You have a 25-second play clock to call the play and snap, or it is a delay of game (five yards). Receivers running routes wear numbers: tap one on the field (or press TARGET) to throw to them, and SNAP throws. Run plays hand off to the called back and attack its lane; CHANGE jukes during a run. Touchdowns are six, then an extra-point kick. Every kick uses a power meter: it sweeps back and forth and SNAP stops it; stop it in the green and the ball sails through the uprights, too low falls short, too high hooks wide. FIELD GOAL calls a kick from the opponent's 45 or closer (the green shrinks with distance). On defense the Foxes line up and you get five seconds to pick your front and the defender you steer (you start on a linebacker): tap any Comets defender on the field or press TARGET to cycle, before or after the snap. Big plays, house calls, jukes, sacks and first-down streaks pay bonuses; the two-minute drill is called late in each half.
MOVE

· PAUSE WITH ESC / P · Touchdowns, field goals, first downs, big plays, sacks, jukes, completions and tackles

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