PCH0
HEN0
Q12:00
1st & 10PCH 10
backyard rules
Go for one or two?
Timeout
Somebody has to tie a shoe.
graphics trouble
The 3D fell over
backyard football · seven on seven · in 3d
Fourth & Bedtime
The Porch Lights against the Hendersons from next door. Real plays, real routes, a dog that is not on either team. The game ends when the porch light comes on.
Opponent
Difficulty
Game
Camera
Tilt
Graphics
Controls
| Keyboard | Controller | |
|---|---|---|
| Run | WASD / arrows | Left stick |
| Sprint | Shift | RT |
| Hike | Space | A |
| Throw | 1–5, hold to lob | A B X Y RB |
| Onside kick | Q at kickoff | X |
| Hot route | 1–4 before the snap | tap a name |
| Juke · spin | Space · E | A · B |
| Stiff arm · dive | R · Q | Y · X |
| Tackle · jump ball | Space · E | A · B |
| Switch kid | Tab | LB |
| Camera · pause | C · Esc | Back · Start |
On a phone: a thumb stick on the left, buttons on the right that never move (gray means not right now), and tap a receiver's name to throw. Turn it sideways.
How it works
- Block Party. A three-game season: the Hendersons, then the Garcias, then the Okafors. Your record and stats carry over, you can stop between games and come back, and going 3–0 wins the Porch Light Cup. Seasons have their own wall.
- New here? Hit Practice on the title screen: six short drills on the real field, one control at a time, with the buttons for whatever you're playing on.
- Call a play. Every down you pick from the playbook: almost sixty plays out of nine formations, from quick slants to a zone read to the Philly Special, plus kicks. On defense you pick from twenty-two coverages and blitzes. The diagram shows who goes where, the bars show what each call is good and bad against, and the strip up top shows your last few calls and what the other coach likes to call here. Filter a tab by formation, and ♡ Star your favorites (G) to keep them under Mine.
- Throw by button. After the snap, each receiver gets a number (or a controller button) over their head. Tap it for a bullet, hold it for a lob over the top. Lead them; the ball goes where they're headed.
- Hot routes. Before the snap, press a receiver's number (or tap their name) to change their route: go, slant, out, curl, drag, or stay in and block.
- Run like you mean it. Once you have the ball, juke, spin, stiff-arm or dive. Sprint has momentum, so cutting at full speed costs you.
- Defense is you too. You start at safety. Switch to whoever is closest to the ball, then tackle, dive, or jump the route.
- Three families. The Hendersons play it straight. The Garcias are fast and throw it everywhere. The Okafors are big and run it right at you. Beat all three.
- Kicks. Every half starts with a kickoff, and so does every score. Receiving, get under it (you catch it automatically) and follow your blockers. Kicking, chase down the returner. Kicking off, Q (or Onside) tries an onside kick. Punts work like kickoffs. Field goals: hold to power up, let go above the green line with the needle centered.
- The clock. Late in a half, the playbook has Spike (stop the clock, lose a down) and, when you're ahead, Kneel (run it out).
- Backyard rules. Extra point: one from the 3, or two from the 10. Tie after four? Next score wins.
- The wall counts your points and win margin, and more on harder difficulty.
Top ten
- loading the wall…