Tronsoft Games presents
Call the play. Beat the film.
Take the headset. Read the defence. Win with the call before the ball is ever snapped.
Every tendency becomes evidence.
Every call has an answer.
Game plan
Your game is saved automatically after every snap.
Every snap is one decision each. You call a formation and a play; the defence calls a front and a coverage. The two calls meet, the ratings weigh in, and the chalkboard shows what happened and why.
The defence remembers what you called by situation — 1st & long, 3rd & short, red zone. Once it has three snaps of film on a situation it starts guessing, and a good guess is worth ten yards of blocking. Mix your calls, or make the guess wrong on purpose: a draw against a pass blitz and a counter against a run blitz both punish the read.
Run blitz stuffs inside runs and dies to play action. Pass blitz collects sacks and gives up screens and draws. Man cover locks up quick throws and loses to crossers and trips. Zone eats deep balls and gives up floods and curls. Prevent gives up everything short. Contain sets the edge and softens the middle.
Runs and in-bounds catches keep the clock moving through the huddle. Incompletions, out-of-bounds, scores and kicks stop it. Hurry-up shortens the huddle; timeouts stop it. Three per half. Halves change ends and possession. Overtime is first score wins.
1–9 call the numbered play on the sheet, T is a timeout, H toggles hurry-up.
Chalk Talk is an original design by Tronsoft Games. Teams, players and cities are fictional.