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Patch notes

Everything new on the site, newest first.

Update 46 Latest

Wednesday, November 11, 2026

Head to Head: pick the field

  • When you challenge someone, pick where you play: The Stadium, Hancock Stadium or Wildcat Blacktop.
  • Wildcat Blacktop plays its house rules live: throw-offs, a touchdown is 7, four downs to score, 7 on 7 with no rush before 7 banana on the small field, and one game clock with a last play.
  • At Wildcat Blacktop you choose the field (small or big) and tackle or two-hand touch. The crowd is always out.
  • The banana count and the LAST PLAY clock show on both players' screens.
  • Your Head to Head results show where each game was played.
  • A ball over the fence isn't fetched in Head to Head; play just goes on.

Update 45

Wednesday, November 11, 2026

A real crowd at The Stadium, the 12:35s everywhere

  • The crowd at The Stadium no longer looks like static. Every fan is now a whole person, sitting, standing or slumped, in team colours. Hancock already had this fix.
  • Team Pedon is the 12:35s everywhere, including the game recaps, the Midweek Recap and the Analyst.

Update 44

Wednesday, November 11, 2026

Bigger team logos

  • The new 12:35s logo now fills its spot everywhere (scoreboards, the schedule, team pages, cards). Before, it showed at about half size.
  • Logos uploaded in Admin > Teams are trimmed to fit their square automatically, so any logo with empty space around it shows full size.

Update 43

Wednesday, November 11, 2026

Wildcat Stadium and Wildcat Blacktop

  • MFL games are now listed as played at Wildcat Stadium: on the schedule, game pages, the calendar, the footer and the recaps.
  • In 3D Blitz the Metcalf field is now called Wildcat Blacktop, on the setup screen, in a run's next-game settings and in the Lineup's 7 on 7 note.
  • Career mode says Wildcat Stadium too.

Update 42

Tuesday, November 10, 2026

Hancock Stadium rebuilt, as close to 1:1 as we can get

  • Hancock Stadium is rebuilt part by part from aerial imagery, building plans and hundreds of real photos, and checked side by side with them from the same spots.
  • The field: the real Redbird at midfield, REDBIRDS in both end zones, State Farm on the 25s, and the real stripes, numbers and red team areas.
  • East side: the 2013 grandstand with its 8 red chair-back sections, the tunnels, the club seats and glass, the press box with ILLINOIS STATE UNIVERSITY REDBIRDS, the canopy light bank, and the brick front on Main Street with its arch and HANCOCK STADIUM.
  • West side: 32 rows of aluminium bleachers with five red tunnels, the old press box on top, Horton Field House's white roof behind it, and the South Campus towers.
  • North end: the new 2026 video board on its posts (JAY & LORI BERGMAN FIELD on top; it shows the game), the black windscreen and pines, the Kaufman Football Building, and the white indoor practice dome.
  • South end: the Touchdown Terrace berm and tent in their real spot, the small scoring tower, the camera tower and fences, plus all the light poles where they really stand.
  • The crowd: a Redbird red-out. The student section stands and bounces in the west bleachers, and the band sits to the south of them.
  • Lighting: the real sun position for a fall game at Hancock, and a dark night sky under the lights. You can also see Watterson Towers, the water tower and Redbird Arena.

Update 41

Tuesday, November 10, 2026

Hancock Stadium: the real field

  • The Hancock field now has its big Redbird at midfield, facing the main grandstand.
  • REDBIRDS in the end zones is now white with a black outline, like the real field.
  • Still the real layout: red end zones, green stripes alternating every 5 yards, and solid red team areas from 25 to 25.

Update 40

Tuesday, November 10, 2026

Continue your Double game, no rage quits

  • If you leave a Double or Nothing or Double or Double game in the middle (close the tab, refresh, your phone kills the app, a site update), the 3D Blitz page shows "Continue game N". It picks up right where you left off: score, clock, down, distance, timeouts and stats.
  • Playing other Arcade games in between doesn't end it. Starting a new run does, and it asks you first. A game stays saved for 7 days, and time away doesn't count toward the time limit.
  • No rage quits: if you leave during a play, that play finishes without you, with nobody on the controls. A pick is still a pick and an incompletion is still an incompletion.
  • If the page gets cut off before it can finish the play, the play counts the worst way: a ball in the air is intercepted, and anything else is no gain with the down used. Leaving during one of your defensive snaps gives the CPU a first down.
  • A quit during the CPU's drive can't re-roll it: you get the same result when you continue.
  • In a run game the โœ• button now says FORFEIT?, because quitting that way is still a loss.

Update 39

Tuesday, November 10, 2026

3D Blitz: Hancock Stadium

  • New place to play: Hancock Stadium, Illinois State's stadium right here in Normal. Pick it under "Where" in 3D Blitz, or in a run's next-game settings.
  • It plays exactly like The Stadium: 100 yards, kickoffs, punts, field goals, and always tackle.
  • Built from aerial photos: the red east grandstand with the press box and canopy lights, the aluminium bleachers on the west in front of Horton Field House, the Touchdown Terrace and video board in the south end, the north scoreboard and the Kaufman Football Building, plus the light poles.
  • Outside the stadium you can see the water tower, Redbird Arena, Main Street and campus.
  • The field: two-tone stripes, red end zones with REDBIRDS, serif yard numbers, red team areas and white goal posts. There is no logo at midfield.
  • Every time of day and weather works there. The usual look is a clear night under the lights.

Update 38

Tuesday, November 10, 2026

Runs wait for you

  • A Double or Nothing or Double or Double run that is waiting on your choice (cash out or play on) now stays waiting while you play other games. Playing a coins game in between no longer cashes it out.
  • Pick it back up any time on the 3D Blitz page with "Decide now".

Update 37

Tuesday, November 10, 2026

Metcalf big field: 11 on 11

  • On the big field at Metcalf it is now a full 11 on 11: your whole Lineup plays, and the defense has its full line.
  • There is no 7 banana count on the big field: the pass rush comes at the snap, the same as at the stadium.
  • The normal-size Metcalf field is unchanged: still 7 on 7, and nobody rushes until 7 banana.

Update 36

Tuesday, November 10, 2026

3D Blitz: Xavier's dance

  • When Xavier Davenport scores a touchdown, he always does his own dance, and it lasts a full 7 seconds. Knees bent, bouncing, and his ankles stay together the whole time.
  • A few times a game, when the clock is stopped, he just starts dancing. The camera pans to him: "what is he doing?" A second later: "why is he kinda saucy with it tho ๐Ÿ˜ฏ".
  • You can skip it after 3 seconds. Otherwise it runs 10 seconds, then the game picks up right where it left off.

Update 35

Tuesday, November 10, 2026

3D Blitz: no more pass interference

  • Once the ball is in the air, defenders can no longer block your receiver and stop him from getting to the ball.
  • Defenders can still play the ball, jump for it and pick it off, but they have to go around your receiver, not through him.
  • Your receiver keeps his speed all the way to the catch. This works the same at the stadium and at Metcalf, and when you are the one on defense.

Update 34

Tuesday, November 10, 2026

3D Blitz: more time to throw

  • Passing is easier in all of 3D Blitz, at the stadium and at Metcalf. The CPU defense is still there, just a step slower.
  • The pass rush takes longer to get off blocks and wins fewer hand fights, and edge rushers have a harder time turning the corner. On All-Pro you get about half a second more before the pressure arrives.
  • The stadium defense blitzes less often.
  • Defenders trail receivers a little more and break on the ball a little later, so receivers come open a bit more. Hall of Fame and All-Pro ease up the most.
  • Throws into a crowd still get picked. In testing, the same throws were picked off less often than before.
  • When you play defense, your own defenders are unchanged.

Update 33

Monday, November 9, 2026

Blackjack in the Arcade

  • New in the Arcade: Blackjack. Bet any amount from 100 to 150,000 coins a hand (up to what you have) and play the dealer to 21.
  • A win pays 1:1, a blackjack pays 3:2 and a push gives your bet back. Double down on any first two cards, and split pairs once.
  • Six decks, shuffled fresh every hand. The dealer stands on all 17s and checks for blackjack with an ace or a ten showing.
  • Leaving or refreshing mid-hand never costs you: the hand is still there when you come back, and it is played out as a stand when you deal the next one.
  • Blackjack hands show in your coin history and on the Earn coins page. They do not count toward daily challenges or the Arcade Champ Pack.

Update 32

Monday, November 9, 2026

Metcalf: close games

  • Metcalf: the CPU offense is toned down, and how good it plays now depends on the score: when it's ahead it eases off, when it's behind it pushes harder. Games should stay close at every level.

Update 31

Monday, November 9, 2026

Metcalf: the original defense, a really good CPU offense

  • Metcalf: the CPU defense is back to the easier one from when Metcalf first came out. All the later defense changes are gone.
  • The CPU offense at Metcalf is really good now: a sharp, accurate quarterback who finds the open man, faster receivers and backs, and drives that move the ball.

Update 30

Monday, November 9, 2026

Injured reserve

  • Injured reserve: the admin can put a player on IR (with the injury and an expected return date). He gets a red IR badge on the rosters, his player page shows the injury, Pick'em has no props on him, and he's marked as not playing when a game is scored.

Update 29

Monday, November 9, 2026

Metcalf: old defense back, tougher CPU offense

  • Metcalf: the old CPU defense is back (the newer one smothered everything); it just plays deep balls smarter: deep defenders stay with the receiver, find the ball sooner and close on it.
  • The CPU offense at Metcalf is a lot better: sharper, more accurate quarterback and quicker receivers and backs.
  • The Metcalf crowd stands still now: no more stepping in place or rushing in after a touchdown.

Update 28

Monday, November 9, 2026

3D Blitz: real faces at Metcalf

  • Every league player now has their own 3D head at Metcalf, made from their player photo: the real face on the player in the game. (At the stadium everyone still wears a helmet.)
  • The Metcalf CPU defense is eased a lot: it was smothering every throw. Corners play off more, coverage only tightens late in a play, and it wins fewer jump balls.

Update 27

Monday, November 9, 2026

Metcalf: real defense, close games

  • Metcalf: the CPU defense covers much tighter. No free hitches against soft zones, the running back is covered, corners line up closer, deep safeties come down on short routes, and defenders break on the ball sooner. Runs and catches get swarmed with better angles and surer tackles.
  • The Metcalf CPU defense learns what you run: deep shots get two deep safeties, quick throws get press man, holding the ball gets a blitz on 7 banana, and a lot of runs gets a stacked box.
  • Close games at Metcalf: the comeback logic works there now. Whoever is behind gets a lift that grows late in the game, and a big lead gets harder to keep, so games stay closer and swing more.
  • The CPU offense at Metcalf picks plays that beat the defense you called and gets more aggressive late when it's behind.
  • Fixed: a harder level was making your own defenders better at interceptions on Metcalf key plays. Now the harder level helps the CPU, not you.

Update 26

Monday, November 9, 2026

Metcalf: a real CPU, and change the setup between run games

  • Double or Nothing and Double or Double: after each win you can change the next game's setup right on the win screen: where you play (The Stadium or Metcalf), the big field and two-hand touch at Metcalf, the time of day and the weather. It starts from your last game's choices; the crowd is always on at Metcalf in a run.
  • The CPU offense at Metcalf is a lot better: its quarterback sees the defender you're controlling and goes elsewhere, checks down or throws it away instead of forcing it, and throws more accurately. On defense you'll get picks far less often (they were coming almost every drive); a hand on the ball is usually a breakup now.
  • The CPU defense at Metcalf covers deep for real: deep balls on the small field get the full deep-coverage rules (counted in the yards you see, 5 per dash), and since nobody rushes before 7 banana, coverage tightens the longer you hold the ball.

Update 25

Monday, November 9, 2026

Metcalf: 7 on 7, 7 banana, one clock

  • Metcalf is 7 on 7 now: your QB, RB, WR1-3, TE and OL1 (the center) play, and the defense has one lineman, two linebackers, two corners and two safeties. Metcalf has its own playbook for it, and the Lineup page marks which spots play at Metcalf.
  • No rushing the QB at Metcalf until 7 banana (4.75 seconds). The count fills in at the top of the screen, then RUSH!
  • Metcalf plays one 8-minute clock (no quarters, no halftime). When time runs out, the team with the ball gets one last play, then the game is over.
  • At Metcalf every red dash on the side of the field is 5 yards, so spots, distances, gains and the box score read like a 100-yard field.
  • The CPU offense at Metcalf actually scores now, more often the higher the level.
  • Players at Metcalf are drawn at their real listed heights (they were too tall), and the black fences are chin-high like the real ones.
  • The big Metcalf field is a true zoom of the real place: the playground, buildings, trees, hoops and cars scale up with the field instead of looking mini.
  • A packed crowd on the big field (rows several deep all the way around, about 1,800 fans), and more fans on the true-size field. With the crowd on, Metcalf is loud: almost as loud as the stadium. Fans behind the goal lines no longer look like they're walking in place.
  • Double or Nothing and Double or Double at Metcalf: pick the true-size or the big field and two-hand touch if you want. The crowd is always on.

Update 24

Sunday, November 8, 2026

3D Blitz: Metcalf for real, crowds, weather, tougher defense

  • Metcalf fixes from your list: the field is now just the real football field (the west one, with the red yard ticks on both sidelines), the fence between the blacktop and the parking lot is the real black fence, and everything north and south of the blacktop was rebuilt from the aerial photos: the big grass field with its curved path, the pads, the trees, College Ave, the real campus buildings, the parking lots with real cars, and a flat-town skyline instead of hills. Things that aren't really there were removed.
  • At Metcalf nobody wears helmets or uniforms: everyone plays in a plain T-shirt in their team's color, with their own sweats, joggers or shorts, sneakers, and real hair and faces.
  • Cars, buses and trucks drive by on Main Street and College Ave, with engine and tire sounds. People walk by on the sidewalks.
  • Throw the ball over a fence at Metcalf and everyone lines up at the fence yelling for someone walking by to get it; they toss it back and the game goes on. Skip it after 3 seconds.
  • New Metcalf settings: Crowd (a ton of people all around the field and across the blacktop and playground, cheering like a real stadium crowd, with the pulse to match), Big field (the whole map scaled up so the field is a full 100-yard field) and Two-hand touch (two hands on the ball carrier ends the play, no tackles; Dive becomes Touch on defense).
  • On the true-size Metcalf field there are no first downs: you get four downs to score from wherever the drive starts. The big field has normal 10-yard first downs.
  • Double or Nothing and Double or Double can be played at Metcalf now, always with the crowd and the big field on and tackle football.
  • Pick the time of day (morning, noon, sunset, night) and the weather (sunny, partly cloudy, overcast, rain, thunderstorm, snow, fog) in every mode, at both venues. Snow covers the grass and roofs, rain makes everything wet, storms have lightning and thunder, and Metcalf at night has its real streetlights.
  • Catching it short and sprinting no longer outruns the whole defense: after a catch every defender runs to the ball, takes an angle to cut you off, breaks down in front of you and can arm-tackle you. Jukes, cutbacks and great cards still break big plays.
  • Deep balls into tight or double coverage are now the hardest throw in the game: defenders find the ball and play it, and two defenders on it usually means broken up or picked. To win one you need the ball put away from the defender AND a well-timed jump; a bad jump says so (JUMPED TOO SOON / TOO LATE / NO JUMP). The CPU's quarterback stops forcing deep balls too.
  • Onside kicks are much harder (a perfect tap works about 1 in 3 at Rookie and 1 in 7 at the top level) and the onside bar now has the green in the middle with a TAP! prompt and a PERFECT/GOOD/OK/MISS flash. CPU onside kicks land at realistic rates.

Update 23

Sunday, November 8, 2026

Admin panel on all your devices

  • Log in to the admin panel once while signed in to your account and it shows up on every device signed in to that account. Each device still asks for the 4-digit admin PIN before the panel opens.
  • Logging out of the admin panel takes it off all of that account's devices.

Update 22

Sunday, November 8, 2026

3D Blitz: play at Metcalf

  • New on the 3D Blitz setup screen: Where. Play at The Stadium like before, or at Metcalf: the real Wildcat Blacktop, rebuilt life size from measurements, aerial photos and pictures of the school.
  • Every painted mark is where it really is: the field lines and red goal lines, the red ticks, the white box with its corner squares, the three four-square courts, the hopscotch, the target, both basketball keys with their hoops, and all 17 Wildcats paw prints, worn the way the real paint is.
  • Around it: the brick wing, the red shed, the blue two-story wing and the hedge, the roofs and skylights, the black fence and brick pillars on Main Street, the streetlights, the Wittenberg Lutheran Center across the street, the parking lot with its arrows, the new playground and the trees. Lunch-time sun and schoolyard sounds instead of a stadium crowd at night.
  • It plays on the real field: about 30 yards goal line to goal line, 2-yard end zones and 24 yards wide, 11 on 11. Formations, routes, coverage, the play art and the cameras are fitted to it.
  • Metcalf house rules: throw-offs instead of kickoffs, no punting, no field goals, a touchdown is worth 7 (no extra point), and you go for it on 4th down. First downs are still 10 yards. A pick or fumble downed in your own end zone is a touchback at your 4, and a runner who falls over the goal line scores.
  • Metcalf games pay the same as the stadium. Double or Nothing, Double or Double, Head to Head and Career are played at the stadium for now.
  • Small fixes in every game: "Your ball at your 3" instead of "at the your 3", the CPU drive card's result fits on one line, and after a score the bottom line says whose ball is next.

Update 21

Sunday, November 8, 2026

3D Blitz: kickoff coverage has safeties

  • Kickoff returns for a touchdown are rare now. The kicking team keeps two safeties back behind the wave of tacklers as the last line. They stay in front of the returner and come up to make the tackle once the returner gets close. Before, the slow kicker was the only one back, so a fast returner who got through the first wave usually scored.
  • Great returners still get good field position: about 31 yards a return with a top lineup in our tests, against about 24 for an average one. Touchdowns went from about 1 in 7 kickoffs (Rookie, top lineup) to about 1 in 100.

Update 20

Sunday, November 8, 2026

Coin history: runs say what really happened

  • Double or Nothing and Double or Double games now say what happened in your coin history. A game you won with the cash-out still waiting says "win ยท cash out โ€ฆ waiting on the 3D Blitz page", a game you won and played on says so, and a game with no result yet says "in progress". Before, all of these showed as a loss because their coins were negative: a run's win pays nothing until you cash out, and playing on puts more at risk.

Update 19

Sunday, November 8, 2026

3D Blitz: the switch on the throw keeps him running

  • When you're switched to the defender covering the receiver the ball is thrown to, he keeps running the way he was going, after the ball, instead of stopping or following the direction you were already holding for your old player. Move the stick somewhere new, let go and press again, or jump or dive, and he's yours.

Update 18

Saturday, November 7, 2026

3D Blitz: no more wide-open receivers

  • Fixed receivers being left wide open with nobody near them. In zone coverage, each corner and outside linebacker had a zone on a fixed side of the field. When a play was flipped, both corners ran across the field at the snap and left the outside receivers alone. Now everyone covers the zone on their own side. In our tests, a receiver alone with 7+ yards of space went from about 1 in 4 pass plays to about 1 in 20.
  • Same fix for a disguised Cover 3: the strong safety now lines up on the tight end's side instead of always on the right, so the flat on the other side isn't left open.
  • This also fixes your own defense on live snaps and in Head to Head, which had the same problem.

Update 17

Saturday, November 7, 2026

3D Blitz: no more slow motion

  • The game never slows down anymore. It used to drop into slow motion whenever a rusher grabbed your quarterback. Now you still get a split second to get the throw off, but in real time, and the window is a little longer to make up for it.
  • The Slow-Mo card perk no longer slows the whole game: it slows every defender near the player instead.
  • Instant replays play at normal speed (they were half speed).
  • On a slow device, a frame that takes too long now catches up instead of playing in slow motion.

Update 16

Saturday, November 7, 2026

3D Blitz: the defense fights back

  • The go route can't be thrown every play anymore. The CPU remembers your deep shots, whatever play you call or hot route you use. Go deep a few times and they switch to two deep safeties, the corners back off and stay on top, and a safety rides over the receiver you keep going to. You'll see THEY'RE SITTING DEEP when it happens. Then the short stuff is open, and going underneath cools them off.
  • Contested deep balls are harder to come down with, the longer the throw the harder, and more of them get picked or broken up.
  • If you catch it with a defender right on you, you're usually going down. The catch costs you speed (most of all on a leaping grab), you can't juke or spin for a split second while you tuck it away, and the defender on you drives right through the catch. Defenders near you no longer freeze when you catch it.
  • A juke fakes out the defender it's aimed at, not everyone around you. Anyone you didn't fool can still tackle you mid-cut, a second defender only bites on a perfect juke by a clearly quicker runner, and a juke is now a sharp cut that costs a little speed instead of a burst.
  • The defender who loses a jump ball only gets knocked down on a real highlight catch, where you both went up and you had no business winning it. Otherwise that defender is right there to tackle you.
  • Interception returns: everyone chases you now, the quarterback and the linemen too, and they tackle like defenders even at the easy levels. Fewer pick-sixes from nobody touching you.
  • On defense, the moment the ball is thrown you're switched to the defender covering the receiver it's going to.
  • The start screen has a Defense slider (None to Full) instead of the instructions. The voice commentary checkbox is gone: commentary is on by default.
  • New gear button in the game: change how much defense you play, and turn sound and voice commentary on or off.

Update 15

Saturday, November 7, 2026

3D Blitz: shorter games, you pick how much defense

  • Pick how much defense you play live on the 3D Blitz setup screen: None (their drives are simulated), Quick (clutch time and goal-line stands), Medium (1-2 snaps a drive plus those, the new default), High (2-4 a drive, how it was) or Full (every snap). It remembers your pick.
  • Live defensive snaps are quicker: the snap comes 1.5 seconds after you line up (was 3.4), and the next play comes 1.5 seconds after the whistle (was 2.5).
  • Running clock on defense: after a play that ends in bounds, the clock keeps running while you call the next one, the same as on offense. Call a timeout to stop it (the T/O button on the call card, or T).
  • Three timeouts a half instead of two.
  • Games are a lot shorter: in our test games Medium ran about a third shorter than before, and Quick or None are back near the old length.

Update 14

Saturday, November 7, 2026

3D Blitz: drive plans and a defender who matters

  • On defense, the guy you play makes plays: press JUMP or DIVE with the ball in the air and he goes after it with a much bigger reach. Get a hand on it and it is at least a breakup, and a clean one is often a pick. A dive at the ball carrier is a real tackle.
  • Drive plans: when they get the ball you pick a plan for the whole drive instead of one play: Bend Don't Break, Bring the Heat, Lockdown, Run Wall, Ball Hawk or Mix It Up. Every snap runs the call from your plan that fits the down, and key plays open on your plan's calls.
  • Simulated drives play out on a little field on the drive card: the ball, the line to gain, each play and the call it ran against. It takes no longer than before.
  • You can see the down on defense: the scoreboard shows their down and distance and where the ball is.
  • Stadium pulse on kicks: the place gets loud for your field goals and extra points (louder for long ones and late in a close game), and a loud crowd makes the kick meter harder. Kickoffs and punts get the crowd going too.

Update 13

Saturday, November 7, 2026

3D Blitz: the realism update

  • Smarter defense: safeties stay over the top, corners turn and run with deep routes, defenders read the quarterback and break on the throw, and they play deep balls at the highest point. Linebackers carry seams and wall off crossers, and tacklers take real pursuit angles.
  • The line: the pocket forms and collapses, pass rushers win with bull rushes, speed rushes, swims and rips, and run plays have pulling guards and double teams. Running backs read the hole and cut back.
  • Routes: receivers slow into their breaks and drive out of them, and when the QB scrambles they work back to him.
  • Throws and catches: arm strength sets how fast the ball gets there, and accuracy depends on the QB's accuracy and his feet (set, on the run, under pressure). Receivers catch at the chest, high-point it, catch over the shoulder or lay out, and good hands matter. Breakups are real swats, and most picks come from bad throws.
  • Physics: players build up speed, hard cuts cost speed, tackles depend on momentum and angle, runners keep their forward progress, and falls look real.
  • All-new animations: running with no sliding feet, backpedals, jukes, spins, stiff arms and hurdles, a real throwing motion, hands catches, diving catches, wrap-up tackles and linemen fighting hands.
  • Great cards play great: 90+ players are faster, stronger and shiftier, and 95+ cards get a 3D Blitz ability for their spot (Pocket Presence, Freight Train, Ankle Breaker, Deep Tracker, Brick Wall). Your players wear their OVR in the game, superstar plays get a callout, and the game shows your Lineup overall against the other team before kickoff. Card backs show the ability.
  • Live defense: your AI teammates read and react like a top defense at every difficulty, so getting a stop is more up to you.

Update 12

Saturday, November 7, 2026

3D Blitz: returns get tackled, clutch defense

  • Interception and fumble returns: the other team tackles you when they get to you now. Before, they could be right on you and not even try.
  • Clutch time and goal-line stands: in the last minute of a one-score 4th quarter or in overtime, and whenever the CPU is inside your 10, you play every defensive snap yourself (CLUTCH D and GOAL LINE STAND).

Update 11

Saturday, November 7, 2026

Every card has its own overall

  • Every card now has its own overall (OVR), the big number on the front, and it's the number that says how good the card is. The better the card, the higher it is: one player's Base card might be a 79 and the same player's Zenith a 98. Better players are higher at every rarity, and Season 1 cards and 1 of 1s beat the other cards of their rarity.
  • Card fronts are cleaner: just the overall, the name, the card, its perk and its rarity. The multiplier and the rating changes moved to the back (tap โ†ป to flip any card, now on the Season page too).
  • In the Arcade, a card plays at its overall: a 95 card plays like a 95 in 3D Blitz, Modern Bowl and Career. The back shows every rating the card plays at.
  • My Cards, the Lineup picker, auto-pick and collections all sort by overall now, best first.

Update 10

Saturday, November 7, 2026

Season 1 card names

  • The Season 1 cards are named after the Season 1 packs now: Tabaka Welcome, T-Time, Momma P's Cookies, Full Extension Essentials, CT Team Chemistry, Carson Charles Tabaka, Tabaka Time, Season 1: Carson Tabaka 1/1 and Carson's Filet Dinner 1/1, plus Carson's own Cover Athlete and BigBoyCT 1/1. Cards you already have keep everything but the old name.
  • Every Season 1 card now says SEASON 1 near the bottom, in the Season 1 lettering.

Update 9

Saturday, November 7, 2026

Skill over luck

  • More live defense: 2 to 4 of every CPU drive's snaps are played live now (3rd and 4th downs, the red zone and the two-minute drill always).
  • A defensive playbook at the bottom of the screen, just like the offense: tabs (Suggested, Zone, Man, Blitz, Special) and play art for every call, showing where everyone lines up, the zones, the man assignments and the blitzers. Same in Head to Head.
  • Your call decides the simulated snaps too: each one is the CPU's kind of play (run, quick pass, deep shot, screen, play-action...) against your call. Cover 4 shuts down deep shots but gives up runs, Stack the Box stuffs runs but play-action burns it, and so on. Keep making the same call and they start running what beats it. The drive card shows what they ran.
  • Jukes, spins, stiff arms and hurdles are timed now, not rolled: hit the move just before the tackler gets there for a PERFECT move that beats him for sure. Too early and he adjusts, too late and the hit is on.
  • Catches, picks and breakups are decided by where the ball is thrown and who is open, not by dice: a good ball to an open receiver is caught, a ball on the defender's side can be picked. Throws go where you aim them; on the run they drift the way you are moving, and with a man in your face they sail.

Update 8

Saturday, November 7, 2026

Play defense in 3D Blitz

  • Key defensive plays: 2 to 4 times a game the CPU's biggest snaps are played live instead of simulated (3rd and 4th downs, the red zone, the two-minute drill, a one-score game late).
  • You call a real defense (Cover 2, Cover 3, Cover 4, Man, Man Blitz, Zone Blitz, All-Out Blitz, Disguise, Prevent, Press Man, QB Spy, Stack the Box), then play a defender yourself: arrows or drag to move, SHIFT to sprint, SPACE to jump for the ball, X to dive at a runner or a pass, Q to switch to the defender nearest the ball. Leave the stick alone and he plays his assignment.
  • The CPU runs a real play against you: its quarterback reads the field and throws to the open man, scrambles or throws it away, and its runners juke and spin. A stop, a sack or a pick goes straight back into the drive.
  • Your defenders are your own Lineup players, and a defender you steer reads the ball better than the AI: time your jump and the pick is yours.
  • Head to Head: on defense you now play a defender live too, with the same buttons, on top of calling the play.

Update 7

Saturday, November 7, 2026

Bigger packs, pack boxes

  • Every pack has more cards now: at least 3 and up to 15 (Standard 5, Premium 8, Mega 15, the free Daily Pack 3). Same prices.
  • Chase packs like Dark Matter, The GOAT Hunt and Carson's Filet Dinner got extra cards too. The big chance is still on one card, the hit, and it is always the last one you flip.
  • Pack boxes: buy 5, 10 or 20 of the same pack for 5%, 10% or 15% off. They open back to back: flip the pack, press Next for the next one, and see the whole box at the end.

Update 6

Saturday, November 7, 2026

Full Extension Essentials

  • New Season 1 pack: Full Extension Essentials - CT. 6 Season 1 cards with a Legend or better guaranteed, for 90,000 coins.

Update 5

Saturday, November 7, 2026

Season 1: Full Extension

  • Season 1 is here: Full Extension, with Carson Tabaka (#23, BigBoyCT) on the cover. See everything on the new Season 1 page (Cards, then Packs or My Cards, or go to /season).
  • Nine new cards for every player, all named for Carson: T-Time, Twenty-Three, Cars, Team Chemistry, One-Hand CT, Tabaka Grab, Big Boy Mode, Cover Shoot 1/1 and Full Extension 1/1. Each one beats the older cards of its rarity.
  • Carson's own two: the Cover Athlete card and the BigBoyCT 1/1, worth 6x fantasy points with every skill maxed.
  • A new top rarity, Zenith, above Dark Matter: 5x points, every skill maxed and perk level 7. Every Zenith is a 1 of 1.
  • Season 1 packs, from the free Season 1: Carson Tabaka - Welcome Pack (two free cards for everyone) through Season 1: Carson Tabaka, T-Time, Momma P's Cookies, CT Team Chemistry, Carson Charles Tabaka and BigBoyCT, up to Tabaka Time and Carson's Filet Dinner, the best pack in the shop and a coin flip for a Zenith. Season 1 cards only come from Season 1 packs.
  • The Cover Athlete Pack: only cover athletes' cards, starting with Carson. It stays in the shop for good, and every new season adds its cover athlete.

Update 4

Saturday, November 7, 2026

New pack prices, score panel

  • Pack prices now match how many coins are going around: a Lineup earns most players 30,000 to 40,000 coins a game, so a 1,000-coin pack was pocket change. Most packs cost 10 times what they did (Standard 10,000). The Rookie Rack and Snack Attack Single are 1,000, so a brand-new account can still buy one. The chase packs are 150,000 to 400,000 (Dark Matter 400,000). Packs you already bought keep the price you paid.
  • Score panel: the commissioner can let people score games. Scorers get a Score link in the menu to enter results, plays and who didn't play, and every save is logged with their name.
  • The admin panel now needs a PIN as well as the password.

Update 3

Saturday, November 7, 2026

Lineup pays 100 coins a point

  • Lineup players now pay 100 coins per fantasy point instead of 250. It counts for every past game too, so Lineup coins from earlier games went down to match.

Update 2

Saturday, November 7, 2026

Coin history on every profile

  • Every profile now shows where that account's coins came from (Pick'em, Lineup, Arcade, packs and the rest) and a coin history: every change, newest first, with the balance after it.
  • Nov 6 rollback: coins handed out from the admin panel on Nov 6 were removed, and every pack, pick, card sale, trade and Lineup change made after 10:55 AM that day was undone, site wide. Coins spent on those packs and picks came back. If your Lineup changed back, set it again before the next game.
  • The admin password was reset and every admin login was signed out.

Update 1

Friday, November 6, 2026

Your player, bigger payouts, patch notes

  • Your player: the commissioner can link your account to your real MFL player. Every win pays 50,000 coins, plus coins for your stats: 125,000 per TD you score, 75,000 per TD pass, 50,000 per interception, 25,000 per pass breakup, notable catch or notable play, minus 25,000 per interception you throw or penalty you get. Past games count, and a popup shows what you earned after every game.
  • Lineup players pay way more: 250 coins per fantasy point.
  • Pack prices are up 1.5ร— to 2ร— (the most on the top packs) now that coins come easier.
  • New page: every way to earn coins. Find it as Earn coins in the News menu and at the bottom of every page.
  • New: these patch notes, and a popup like this one whenever there's an update.
  • Fair play: every pick on the Nov 6 game was voided and interception picks are off, after players threw interceptions on purpose.