Gameplay

During a game of Retro Bowl, it is important you know how to play. This article lets you know all the features of a game you play.

**Rules**

Each game is consists of 4 quarters. Quarters can be adjusted in the options menu.

You have 4 downs to get the ball across the 1st down line.

You have 2 or 3 timeouts per half depending on the length of the quarter. If you are playing on one or two minute quarters you have two timeouts per half, but if you are playing with three minute quarters you have 3 timeouts per half.

The team with the most points wins. See Scoring for more information.

Weather can also affect gameplay, rain and snow can negatively affect speed of certain players and increase chances of fumbling the ball. The wind can also affect where the ball lands in a PAT or field goal.

**Before you hike**

Before you hike, there are options you can do. During a normal play, you may call a timeout, which stops the clock whether or not it's running. You may also call an audible, which completely changes the play. This is only recommended when you think a play is very bad.

**Throwing**

To throw the ball, move your finger backwards. This will determine how far you go. The farther back your finger goes, the farther the ball goes. Note that QB arm strength deteriorates the more you play depending on the QB's stamina. To throw the ball, you have to release your finger.

While you are about to throw, you can put a second finger on the screen to toggle between a bullet throw and a regular throw. A bullet throw is like a regular throw but it is very fast and is usually low. Bullet throws are not recommended as if you are not fully aware of everything going on, the opposing defense could get an easy interception.

**Controlling the carrier**

When you're controlling the ball carrier, you may swipe up or down to move in the specified place. This is mainly important when you're running as a QB or a RB. This is also useful in kick returns, as you can easily dodge the opposing defense. This is especially useful as an eligible carrier, where you can dodge DB's right before they reach for a tackle. This will cause them to dive and create a larger burn.

You can also swipe forward to dive, which is useful trying to get first downs or touchdowns, or you can swipe backwards which usually makes a taunt or stops a run for a small period of time.

When you're using a console controller (e.g. Xbox), you can control the ball carrier's fully and can even go backwards or

**Options**

You may handoff to the running back by clicking the blue circle.

You may rush with the quarter back by attempting to throw backwards.

You may throw the ball to an eligible receiver.

Examples of eligible receivers are:

* Wide Receivers (WR). They are the main receivers that are always lining up on the sidelines and always attempt to run downfield.
* Tight Ends (TE). They are secondary receivers that either contribute to the O-line's block, or they act as a WR but near the center of the field.
* Running Backs (RB). Sometimes if they make it past the D-line they can keep on running and is eligible for a pass. It is mostly recommended when nobody is open.
* Kick Returners (KR). This is a kickoff exclusive receiver, as he can be either a WR, RB, or DB, and is the person responsible of returning the ball to the endzone in kickoffs.