↻ Rotate your phone — the board plays best sideways
A vibrating-gridiron simulation
Est. 1970 · Buzz Circuit
User0
1ST & 10
Q1 · 3:00 · USER BALL
YOUR ATTACK · 0 PASS / 0 RUSH
0CPU
BURST
SNAP
OffenseDefenseBall carrier↻ twirler (dud base)⚡ speed player / super pursuerpursuer
House rules
RUNNING CLOCK — stops on incompletions, out of bounds, scores & turnovers until the snap · whistle when swarmed with no forward progress (2.4s · 4.5s under the wand) · open-field failsafe 25s · 3:00 quarters · breakaway posse: super ⚡ (the CPU's hunts you at 2.0× the carrier; yours hunts the CPU at 1.5× — NEITHER ever gasses) hunts alone on 1st down, joined by a pursuer on 2nd & 3rd · deep balls are a gamble against Prevent or a lurking safety — Cover 2 parks a safety over each fence but leaves the deep middle seam honest · linemen can't burst · PASS-RUSH legs are pinned per front for EVERY rusher, linemen and blitzers alike (Prevent 3.3 · Cover 2 4.6 · Base 5.4 · Goal Line 5.9 · Blitz 6.8, both teams, no difficulty boost — full legs return once the ball is out or the QB takes off) · an end-zone pick is a TOUCHBACK · a runner driven back across his own goal line keeps his FORWARD PROGRESS (spotted at the 1; sacks excepted) · CPU strength LOCKS at the first snap · the burst only burns while YOU steer · a pressured QB throws hot · a passer who crosses the line TUCKS IT — the throw is off (you'll see the flash) · the defense SCOUTS your tendencies (last 8 calls)
Set the Play
0°
locks at the first snap
Play-by-Play
Est. 1970 · Buzz Circuit
Buzz Football
An Electric Football Tribute
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