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Chalkline

Draw the play in chalk. Your five players run it exactly as drawn — including your mistakes.

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You never touch a player. Between possessions everything stops and you chalk the play onto the board — a run here, an arrow to a teammate, a short tick to screen a defender — then hit GO and your five execute it exactly as drawn, mistakes included. A run that crosses a defender ends in a collision; a pass whose two anchor points are never both met never leaves the carrier's foot.

How it plays

  • Draw up to five marks per attacking possession, three when you are defending. Five instruction types are read from the stroke's shape: run, pass, shoot, screen, hold.
  • Marks anchor to each other. A pass drawn after a run points at where that run ends, and the ghost on the board is where the ball will go.
  • Both squads are five generated players splitting 12 points across pace, touch and strength, so the same drawing executes differently depending on who runs it.
  • The opponent has a tendency — presses high, sits deep or man marks — and its defence reads your last three plays, sliding to cover a third you keep attacking. It slides while you are still drawing, so you can redraw.
  • Every broken play leaves a red chalk cross at the exact failure point, named ("RAN INTO A DEFENDER", "INTERCEPTED"), and it stays there for the rest of the match. R replays the last play at 0.6x.

Everything is drawn: slate, eraser arcs, half-rubbed ghosts of older diagrams, chalk with grain and dust.

Plays with KeyboardMouseTouch
Drag from one of your players to draw a mark (mouse or finger — mouse drags are emulated as touch, and the chalk tray is tappable); Space/Enter = GO, Esc or Ctrl+Z = undo, Tab cycles the mark type, R replays the last play at 0.6x; arrows/WASD move a keyboard chalk cursor with F to put the chalk down and up.

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