Meadow Touchdown

Meadow Touchdown game artwork

Read the routes, pass into space, then dodge the defenders to reach the end zone.

Game guide

Read the routes, pass into space, then dodge the defenders to reach the end zone.

Flag footballLead passingSports strategy

Read the field

You have four downs to advance 10 yards. Reaching the yellow line earns a fresh set. Carry the ball over the far end line to score. An interception ends the drive.

Controls

Before the snap, choose any unlocked playbook and read the three routes. Tap Snap, drag the centre pad to aim ahead of a teammate, then release to pass. A tap without a drag cancels the throw.

On a keyboard, Space snaps and passes; arrows aim. After a catch, A/D or the left/right arrows change lane. Space stops safely at your current spot. The side buttons offer the same actions on touch screens.

Downs and defense

A flag pull ends that down at the runner’s position. An incomplete pass, a late throw or a flagged quarterback spends a down without gaining yards. The clock freezes while choosing a play or opening a menu.

Six cups

Five-stage cups introduce man marking, zones, quarterback pressure, wind and coverage switches. Read the red coverage cues; the white passing arc includes the wind, while the coloured paths show receiver routes.

Stage 5 needs catches by two different teammates. Stage 10 alternates the open half of the end zone. Stage 15 locks the last successful playbook for one down. Stage 20 reverses wind mid-flight; Stage 25 lets an aim across the centre lure defenders into swapping.

Stage 30 has two drives. Each needs one backward or sideways lateral before the touchdown. After the catch, use Lateral when its supporting teammate is in range. The highlighted line shows the target; a defender can intercept it.

Permanent collection

Clear stages to save medals and unlock six free playbooks and six pennants. Three medals reward a clear, avoiding fourth down, and avoiding incomplete passes or quarterback failures. Replays improve records; each stage grants its shared block reward only once.

The Aurora kit costs 18 diamonds and Twilight stands cost 24. Both are permanent cosmetics. Inspect their preview and confirm before buying. Every stage and playbook can be completed or earned without diamonds.

Player and save information

Progress and appearance choices are saved in this browser. Clearing browser data may remove them. This single-player game has no account requirement or cloud-save feature. Leave confirmation discards only the current drive; completed stages stay saved.

Design note

We designed short drives around visible routes and predictable defenders. A short pass can protect a first down; waiting can open a longer route but gives the blitz time to reach Leo. The same field, timings and collisions apply to touch, mouse and keyboard.

Questions

Why did the pass miss?
Aim where the runner will arrive, not where they are now. The white arc shows the ball’s flight, including wind. A defender can reach a low pass first.
Does a flag pull end the whole stage?
Usually it ends one down. You keep the gained ground, and crossing the yellow line resets the down count. Interceptions, expired time and a failed fourth down end the stage.
How do I unlock new plays?
Clear Stages 5, 10, 15, 20 and 25. Each adds a free permanent playbook. Select it in Playbooks or before a snap.
Why is Stage 30 still asking for a lateral?
Each of the two drives needs its own completed lateral. A forward pass does not count; use the Lateral action after catching, before crossing the end line.
Do diamonds improve the team?
No. Diamonds buy a jersey palette or stand decorations. Speed, catch ranges, routes and defense remain identical.