Two Minute Drill Game Scoring: Grades, 100% and Coached Like
Two-Minute Drill game scoring explained: what green, yellow, orange and red mean, why you can beat 100% of NFL play-callers, and what Coached like is based on.
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The viral daily game at nfl2mindrill.com grades every call by win chance: before showing you the result, it plays out the rest of the game many times for every option you had and checks how much win chance your call gave up against the best one. Green means you made the best call or came within half a point of it. Your daily score is a percentile against simulated NFL play-callers, which is why a sharp drive can show better than 100%. Coached like names the NFL head coach whose calling habits look most like yours.
This page explains each of those in plain words, lists what the game does not publish, and ends with how scoring works in our own game, Two Minute Drill Game, which you can play right now.
Independent guide. twominutedrillgames.com is a separate, fan-made site. We are not affiliated with nfl2mindrill.com, its developer, or the NFL. Everything below about their game comes from their public pages (How it works, About, the home page and the Stats page) as we read them on October 17, 2026. The game changes quickly, so check those pages if something here no longer matches.
What the green, yellow, orange and red grades mean
Each call is compared with the best option you had in that spot, measured in points of win chance (one point is one percentage point of your chance to win the game).
| Grade | What it means |
|---|---|
| Green | The best call, or within half a point of win chance of it |
| Yellow | Close: within 2 points of the best call |
| Orange | Costly: within 5 points of the best call |
| Red | A big miss: more than 5 points worse than the best call |
Three things trip people up:
- The grade ignores what happened on the play. It is fixed before the result appears. The how-it-works page puts it simply: "a good call that didn't work is still a good call." So a red grade on a completed pass means another call had a better chance, not that the pass was a mistake in hindsight.
- The big number after each snap is something else. That is how the play itself moved your win chance. A green call can still drop that number if the real play it drew went badly.
- The grade is an estimate. The game says it simulates the rest of the game hundreds to thousands of times per option, and that a model cannot see what a real coach sees, like injuries, film or the weather.
What "Better than X% of NFL play-callers" means
At the end of the day your drive gets a percentile. According to the game's own pages:
- You are compared with 4,000 simulated NFL coaches facing the same spots, not with the other people who played.
- Each simulated coach picks plays about as often as real NFL play-callers do in that situation, and each one reads the situation with a different level of skill. That spreads the scores from 0 to 100, with a typical player near the middle.
- The home page adds that the percentile counts your calls and the result, because each simulated coach also plays the game out. It says the calls matter most: winning lifts the same set of calls by roughly 15 to 20 points, and reaching 90 takes sharp calls.
Your rank among everyone who played that day is shown separately, along with how your win chance compares with a typical play-caller.
Why people see 100%
A score of 100 means your drive finished ahead of essentially every one of the 4,000 simulated coaches. Because the comparison is with simulated play-callers rather than with other players, many people can reach 100 on the same day. When we checked the public Stats page on October 17, 2026, the best score of the day was 100 and every name in the top ten had 100.
What the game does not publish: how the percentile is rounded, how ties with simulated coaches are counted, or how much a win versus a loss moves the score on a given drive beyond the rough 15 to 20 point figure. So we can't tell you the exact cutoff between 99 and 100.
What "Coached like" is based on
The results screen names the NFL head coach your calls look most like. The game lists four inputs for this:
- how often you throw
- how often you go deep
- how often you go for it on fourth down
- how often you go for two
That is all it publishes. It does not say which coaches are in the pool, which seasons their tendencies come from, how the four inputs are weighted, or how a single short drive (sometimes with no fourth down or two-point try at all) is turned into a match. Treat it as a style label, not a grade: it says nothing about whether your calls were good.
Practical tips for the original game
These come straight from features the game describes on its own pages.
- Tap a receiver to change his route. On a pass, every receiver shows a route on the field. Tap one to change it, then tap a name to throw to him. Many players miss this and only ever throw the default routes.
- Use the optional pass switches. Play action, a rollout and "get out of bounds" can be turned on for a pass. The last one matters when you need to stop the clock.
- Know when the clock stops. Per the game, it stops on incompletions, on timeouts, at the two-minute warning, after scores, and when a runner goes out of bounds in the last two minutes of a half or the last five minutes of the game.
- Pick your tempo. You can go no-huddle, huddle or milk the clock, and you can run it down to three seconds, call timeout and kick.
- Read the defense's look. The game says matchups move the odds the way they do on Sundays: quick throws and screens beat a blitz, play action and deep shots beat a loaded box, and runs work against a soft defense.
- Optional extras. You can choose personnel (11, 12, 21 or 13) and who plays, and after a touchdown you decide whether to kick or go for two and call the play from the 2.
- Judge yourself by the grades, not the highlight. One real play is drawn from many, so the same call can work one day and fail the next.
Questions the public pages don't answer
To be clear about the limits of this guide, these are not explained anywhere public that we could find:
- The exact formula and weights behind Coached like, and the list of coaches it can return.
- How the daily percentile is rounded and how ties are handled, and so exactly what separates 99 from 100.
- How many simulations a given option gets (the game only says hundreds to thousands).
- The best call for any given day's drive. We don't publish answers to their daily puzzle.
If the developer adds these details, their How it works page is the place to look.
How our game grades differently
Two Minute Drill Game is our own daily NFL play-calling game. It uses a real 4th-quarter drive each day and grades every call on win chance too, but the details differ, and we publish all of them in How to Play.
| nfl2mindrill.com | This site | |
|---|---|---|
| Calls | 27 on offense, plus defense | 8 on offense, or 5 on defense |
| Simulations | Hundreds to thousands | 400 per option |
| Green | Within 0.5 points | Within 1 point |
| Yellow | Within 2 points | 1 to 4 points |
| Orange | Within 5 points | 4 to 10 points |
| Red | Over 5 points | Over 10 points |
| Daily score | Percentile vs 4,000 simulated coaches | Drill Score, 0 to 100 |
| Compared with | Simulated coaches, then other players | Other players, and the real coach's drive |
| Coach match | Coached like | None |
Our Drill Score works like this: each call scores 100 minus 6 for every point of win chance it gave up (never below 0), and the Drill Score is the average over the drive.
A few consequences of how we score:
- A perfect Drill Score of 100 needs every call within 1 point of the best one. Giving up 5 points on a single snap makes that snap worth 70.
- Your score depends only on your calls, never on whether the drawn play worked, so a lucky touchdown doesn't raise it and an unlucky interception doesn't lower it.
- After the drive you see how the real coach's drive ended, its real play-by-play, and what share of today's players you outscored.
Ready to try it? Play today's drive or read the full rules in How to Play.