What the game counts
And where each number comes from, so you can decide how much to trust it.
On a single drive
| Number | What it means | Where it comes from |
|---|---|---|
| Grade count | How many of your calls came back green, yellow, orange and red. | One row for every snap you called: 200 simulated runnings of the rest of the drive for each option you had, and the gap between your call's win rate and the best one. |
| Decision quality, 0 to 100 | Your whole drive in one figure. Each of your calls is measured between the worst and the best option in that spot, then the drive is averaged. Call the best play on every snap and it reads 100. Call the worst one every snap and it reads 0. | The same simulation win rates, including the open option table that sits under every result. |
| Better than N% of callers | Where that score sits against a crowd of simulated callers. | 1,455 simulated drives: every one of the 97 real drives played through by five different kinds of caller (one who picks at random, one who takes whatever is first on the screen, two who lean on the graded best, one who leans on it hard), each snap graded with the same engine calls this page uses. Every drive is averaged, and the set is cut into 21 quantiles. |
| You vs the coach | Your final score against the score the real coach's team produced. | That game's real result, next to the one you just played out. |
| Coaching style | The coach whose habits your calls came closest to. | How often you ran, passed, went deep, used play action, ran a screen or tried a trick, over the snaps you called, against the same habits for 43 fourth-quarter coaches. |
Your numbers so far
Nothing saved in this browser yet — play a drive and this fills in.
The strip is the reference curve, worst caller on the left and best on the right; the marker is your best drive so far. Crowd: —.
Between visits
| Streak | Days in a row you played the drive on its own day. It counts back from the last day you actually played, so it survives a day off and breaks when you miss one. |
| Best streak | The longest run so far. It only goes up, obviously. |
| Best score | Your highest decision quality on a drive you played on its own day. Replay an old drive beautifully and it will not land here. |
| Drives played | How many days have a saved result at all, including drives you went back and played after their day had passed. |
The archive is the calendar view of this: one drive for every day since 1 January 2026, the days you played filled in, today ringed, and any day clickable if you want to go back and coach it. Solid means played. Nothing else is recorded about the day.
Where the record lives
In your browser's local storage, under one key, tmd.daily.v1. One line per day you played, plus two running bests. It looks like this:
{
"v": 1,
"days": {
"2026-10-17": {
"r": "won",
"my": 27,
"you": 24,
"q": 61.4,
"plays": 9,
"on": "2026-10-17"
}
},
"best": 4,
"bestScore": 61.4
}
The day key in days is the drive's own date; on is the date you played it, and the two are compared before anything counts toward a streak. q is that drive's decision quality.
What is not tracked
- No account, so nothing follows you between two devices or two browsers. The record is per browser and stays that way.
- No leaderboard and nobody else's numbers. The only comparison the game makes is you against the simulation and against the coach who really called the drive.
- No season-long tally of your grade colours yet. The figures above are worked out live from the drives saved in this browser — nothing is sent anywhere — but a month-long green / yellow / orange / red count is not built.