Two-Minute Drill: how it plays, odds and payouts
Two-Minute Drill in Cashout Arcade: call Run, Pass, Trick or Hail Mary to drive 80 yards. Every yard line has a fixed pay, 97% return, 57.75x touchdown.
On this page
How Two-Minute Drill plays
- Set your bet and kick off from your own 20.
- Call Run, Pass, Trick or Hail Mary. Each card shows its payout and chance.
- A first down moves the chains. Take the points any time after one.
- Reach the end zone for 57.75x.
The rule people miss: A sack or turnover ends the drive and loses the bet. The clock never ends it.
The drive starts on your own 20. Each snap you call a play: Run gains 10 yards and works 60% of the time, Pass gains 20 yards (36%), Trick gains 30 yards (21.6%), Hail Mary goes all the way to the end zone (60% for each 10 yards left, multiplied together).
If the play works, the ball moves and you can take the points; if it fails (a sack or a turnover), the drive ends and the bet is lost.
What you can take depends only on where the ball is (the table below). A touchdown pays 57.75x. Every play is priced fairly for its risk, so every way of playing returns 97%. The game clock is for show and never ends a drive.
Two-Minute Drill is a football game with a push-your-luck core. The ball starts on your own 20 and you have 80 yards to cover. Each snap you call a play card. A play that works moves the ball; a play that fails ends the drive and loses the bet. After any successful play you can take the points instead. Coins are virtual and have no cash value.
How a round works
- Set your bet and kick off from your own 20. The field is eight steps of 10 yards.
- Call a card. Run gains 10 yards, Pass gains 20, Trick gains 30 and Hail Mary goes straight to the end zone from wherever you are.
- If the play works the ball moves. You can take the points at that yard line, or call another play.
- If the play fails (a sack, a fumble or an interception) the drive ends and the bet is lost. Reaching the end zone ends the drive and pays the touchdown.
The result of every snap is decided on our servers when the round starts. The animation, the huddle and the scoreboard are for show.
What each card costs
A play that gains g steps of 10 yards works with a chance of 60% multiplied by itself g times.
| Card | Yards gained | Chance it works |
|---|---|---|
| Run | 10 | 60% |
| Pass | 20 | 36% |
| Trick | 30 | 21.6% |
| Hail Mary | to the end zone | 60% for each 10 yards left, multiplied together |
Near the goal line a card cannot gain more than the yards left, so its chance rises. Cards that would gain the same yards are shown once.
What it pays
The pay depends only on where the ball is, never on which cards got it there.
| Ball on | Take the points | Chance of getting there |
|---|---|---|
| Own 30 | 1.61x | 60.0% |
| Own 40 | 2.69x | 36.0% |
| Midfield | 4.49x | 21.6% |
| Opponent 40 | 7.48x | 13.0% |
| Opponent 30 | 12.47x | 7.8% |
| Opponent 20 | 20.79x | 4.7% |
| Opponent 10 | 34.65x | 2.8% |
| End zone | 57.75x | 1.7% |
Every card multiplies the pot by exactly the inverse of its chance, so every way of playing returns 97% over time.
Worked example
You bet 100 coins, call Run to your own 30 and then Pass to midfield. Take the points and you collect 449 coins. Call a Run instead: a 60% chance puts the ball on the opponent 40 for 748 coins, and a 40% chance ends the drive with nothing.
Max win and limits
The top result is a touchdown: 57.75x the bet, which any path to the end zone reaches about 1 time in 60. The game-wide limits (50,000x the bet, 250,000,000 coins per round) cannot be reached. Volatility is medium.
What matters and what does not
- Where you stop: the only choice that changes the size of a win.
- Which cards you call: they change how many separate risks you take, not the long-run return.
- The clock: it never ends a drive.
For the maths behind this kind of pricing, read how cash-out games work. The published odds are on Odds.
Frequently asked questions
Does the game clock end the drive?
No. The clock is for show. Only a failed play (a sack or turnover) ends a drive, or reaching the end zone.
Is a Hail Mary a better play?
It is a different price, not a better one. It goes all the way to the end zone but works only as often as eight Runs in a row would from the kick-off. Every card returns 97% over time.
Can I take the points right away?
After your first successful play, yes. Cash out is not available at the kick-off.
Do I need to know football?
No. Each card shows its payout and chance, and the pay depends only on how far up the field you are.


