Chalk Talk — how it plays

How to begin

Open the game and choose Single game for an exhibition or Seven-week season to coach one franchise through the complete league schedule. Choose the matchup or franchise, quarter length, computer coordinator's skill and weather, then begin. Saved games and seasons receive separate continue buttons.

Controls

Everything is a button: use one of the recommended complete calls under Coach's read, or tap a formation tab and then a play card. Keys 1–9 call the visibly numbered play on the sheet, R repeats your last offensive or defensive call when it is available in the current situation, T calls a timeout, and H toggles hurry-up. The whole interface works with a keyboard, a mouse or a finger.

Turn order

Each snap is one decision each. When you have the ball you pick a formation and a play; the computer picks a front and a call at the same time. When they have the ball you pick the front and the call. The two meet, the result is drawn on the football field, and the situation updates. After a touchdown you choose a kick or a two-point try.

The game screen

The left sidebar contains your team information, possession, weather, live statistics, drive tracker, play-by-play and scouting. The right sidebar holds play calls, timeouts, hurry-up, Save & menu and camera controls. The center is the football field, with both teams and the ball. Desktop sidebars scroll separately so the field stays visible.

Full field shows both end zones; Follow play zooms around the ball; Routes shows or hides route overlays during the animation. On tablets the field sits above the panels; on phones the controls and information stack below it.

Let the staff coach

The Coaching staff panel on the right provides four decision makers. All roles begin assigned to Staff, with automatic coaching paused. Staff: next decision commits one action; Run assigned phases continues through assigned situations. Staff calls commit directly, even if manual previews are enabled.

Open Staff assignments & philosophy and set any role to You. Automatic coaching stops when that role is needed. The clock manager acts only on staff-controlled actions; manual play calls preserve your clock choices. Delegate all assigns every role; Take full control assigns them to you.

Pause staff or Esc stops the loop after the already-resolved snap. A manual call, formation/front change, clock control, assignment change, replay, menu exit or hidden browser tab also pauses it. Returning to the tab or a save never restarts automatic coaching. At a final, you still record the season result yourself.

The left sidebar shows staff decisions and reasons. These coaches use game situation, team ratings and scouting, with no hidden rating boost or access to the opposing call. Preferences save with the game and carry into later weeks of your franchise.

Preview your call

Turn Preview before snap on in the right sidebar. Selecting a call now stages it. Cyan lines show planned routes or defensive assignments against a generic alignment; they do not predict the result or reveal the opponent's call. Press Snap ball to commit, or Cancel / Esc to clear it. Formation/front tabs update the staged call. Special plays show a summary rather than a route diagram. The mode starts off, preserving one-click calls.

Replay and playback

After a run or pass without a penalty, press Replay last snap below the field. It changes no game state or saves. Choose Return to live or Esc to resume coaching. Playback offers 0.5x, 1x and 2x speed for the next animation or replay. Reduced-motion settings display a still replay frame. Special plays and penalties are not replayed.

Drive tracker

The left sidebar tracks your current drive and all completed drives, newest first. Each entry shows the club, starting spot, plays, net yards, result, quarter and end clock. Net drive yards include penalties and are capped at the goal lines. Interception air yards and return yards are excluded. Older saves may lack an end clock.

Movement

You coach each snap rather than steering an individual runner. Players and the football animate on the green field using actual yardage. The line of scrimmage is blue and the first-down target is gold. Team-color jerseys show offense and white jerseys show defense; the gold ring follows the football. The offense always drives right, and the field reorients when possession changes.

Scoring

Touchdown six, extra point one, two-point try two, field goal three, safety two. Field goals are attempted from the spot plus seventeen yards; the kicker's rating and the wind decide the odds.

Clock management

A running clock spends 38 seconds in a normal huddle or 14 seconds in hurry-up before the snap. If that uses up the remaining time, the period ends without a play. A timeout prevents the huddle runoff. A warning beside the clock controls tells you when the huddle would end the period. The computer also manages its own hurry-up and timeouts in late scoring situations. Late recommendations account for the score, available timeouts and kicking range; any displayed kick percentage comes from the game model. A play snapped with time remaining can finish after the clock reaches zero.

Winning

Lead when the fourth quarter ends. If tied, overtime is one period, first score wins.

Losing

Trail when the fourth quarter ends, or concede the first score in overtime. If overtime ends still tied, the game is a tie.

Saving and restarting

The game autosaves after every snap into this browser's local storage under the key tronsoft_chalk_talk_save. Reopen the game and press Resume saved game. Quit to menu keeps your progress in either mode. Exhibition games and weekly season matchups have separate save slots, so starting an exhibition does not replace your saved league game. New game after an exhibition final starts fresh.

The film

The scouting tables show what the defence has on you by situation. Once a row reaches three snaps the coordinator uses it. Keep every row near half and half, or make its guess wrong on purpose.

Season and league play

A season is seven weeks: every one of the eight clubs plays every other club once. Play your scheduled game, record the final, and the league simulates the other three fixtures. Standings rank clubs by win percentage, point differential and points scored. League standings are saved under tronsoft_chalk_talk_season; the weekly game uses tronsoft_chalk_talk_season_game. Older weekly saves migrate automatically in the same browser. Starting another season asks before replacing your campaign.