- Drills
- American football
- Two-minute drill
American football · Decision-making · Team plays & schemes
Two-minute drill
The offence drives against the clock with timeouts, sideline throws, a no-huddle line-up and a spike, while the defence plays to keep everything in front.
Start / 5
- Time
- 15 min
- Players
- 22–50
- Age
- U16+
- Area
- Full field
- Equipment
- 50 helmets and shoulder pads6 footballs1 game clock or large stopwatch1 down marker and chains1 red no-contact jersey for the QB
Setup
- Contact level: thud. Ball carriers are wrapped up at thud and stay on their feet; the whistle ends the play. The QB in the red jersey is never touched.
- Full helmet and shoulder pads, and a coach watches every snap. Count the thud time towards the week's full-contact limit.
- 11 on 11. One coach runs the clock, another acts as the referee and spots the ball, and a third keeps the down marker.
- Start: 1:30 left, two timeouts, ball on the offence's own 25, down by 2 points. A field goal wins it.
- The diagram shows the receivers and the coverage only; the lines are left off.
How it runs
- The offence calls two plays in one go before the first snap, then runs no-huddle with signals from the sideline.
- The clock runs and stops as it would in a game. An incomplete pass or a ball carrier going out of bounds stops it. First downs stop it in some competitions (college and high school) but not in the NFL.
- When the clock is running after a tackle in bounds, line up fast and either run the next play or spike it.
- Spike: the QB takes the snap under centre and throws the ball straight into the ground. It stops the clock but uses a down, so never spike on fourth down.
- Use a timeout when the clock is running and the offence can't line up in time, or to save time for the field goal. Keep one for the kick if you can.
- The drive ends with a touchdown, a made field goal (the kicker kicks from where the drive ends), a turnover or the clock hitting zero. Then the second group goes.
Coaching points
- Throw outside the numbers early: receivers catch and get out of bounds.
- In the middle of the field, catch, gain what you can and get down; then everyone sprints to the ball.
- QB: know the clock, the timeouts and the down before every snap. Check down rather than take a sack.
- Linemen: hurry to the ball and set fast. A false start in the last minute can mean a 10-second run-off in the NFL.
- Defence: keep everything in front, tackle in bounds and don't give up the sideline.
- Coaches: ask the QB 'Clock? Timeouts? Down?' at random snaps.
Common mistakes
- Spiking the ball on fourth down.
- Ball carriers cutting back inside when they could step out of bounds.
- Burning a timeout early when a spike would have done.
- Huddling after a tackle in bounds and losing 20 seconds.
Say it: “Clock, timeouts, down. Out of bounds or get down and hurry.”
Make it harder
- Start with 0:58 and one timeout.
- Down by 5, so only a touchdown wins.
- The defence may disguise coverages and bring a pressure.
Make it easier
- Walk the first drive through with the coach calling each clock decision.
- Start with 2:00 and three timeouts.
Reviewed by the Sportdify coaching team.