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Two-Point Conversion Decisions

By 4Football Staff · · 10 min read

When coaches kick the extra point, when they go for two, and the simple arithmetic behind both choices, with worked examples and the differences between levels.

A team scores a touchdown to cut a deficit to eight points, and the coach sends the offense back onto the field instead of the kicker. Some fans groan. Others nod. Both reactions come from the same question: is one point now worth more than a chance at two?

The two-point conversion decision looks like a gamble, and in a way it is. But it is also a piece of arithmetic that coaches can do in advance, and the answer often follows from the score, the time left and how many scores the opponent needs. This guide walks through the logic, so you can make sense of the call the next time it happens, and see why the "right" answer changes from one game to the next.

The choice in front of the coach

After a touchdown, the scoring team gets a try, also called a point-after-touchdown or conversion. It has two options:

  • Kick the extra point, which is worth one point.
  • Run or pass a two-point conversion, which is worth two points.

Where the ball starts depends on the level. In the NFL, the two-point attempt is snapped from the 2-yard line, while the extra point kick is snapped from the 15-yard line. College and high school football generally use the 3-yard line for both plays, though high school rules are set by each state association, so confirm locally. Our guide to the two-point conversion covers the rules in detail, and extra point rules covers the kick.

The kick is far more likely to succeed than the run or pass. That is why the choice is a real one: a nearly certain single point against a risky double. How risky depends on the level, the offense and the opponent, so this article uses hypothetical numbers, not claimed statistics.

The break-even idea

The first piece of arithmetic is the break-even rate. Imagine a team that makes 94 of every 100 extra points. Going for two instead is worth it, in raw points, only if the team converts more than 47 of every 100 attempts, because 47 times two is 94.

The general rule is simple. Divide the kick success rate by two, and that is the conversion rate needed for a two-point try to match the kick in average points. If your kicker is 90 percent, you need 45 percent. If your kicker is 80 percent, you need 40 percent.

Two things follow from this.

  1. A team with an unreliable kicker has a lower bar to clear. That is common at lower levels of football. At youth and high school levels, extra point kicking can be much less dependable than it is in the NFL, and some teams go for two much more often as a result.
  2. The break-even rate treats every point as equal. It is a starting point, not the answer. The score, the time and the opponent can change what a point is worth, as the next sections show.

Why the score matters more than the average

A point is not always a point. Whether a team needs one, two or neither depends on the margin. Here is a table of hypothetical margins right after a touchdown and before the try.

Margin after the touchdown After a kick After a successful two Why it matters
Trailing by 2 Trailing by 1 Tied Only the two ties the game
Trailing by 1 Tied Leading by 1 The two puts the team ahead
Leading by 1 Leading by 2 Leading by 3 A field goal would tie at 3 but not win
Leading by 2 Leading by 3 Leading by 4 At 4, a field goal no longer ties
Leading by 5 Leading by 6 Leading by 7 At 6, a touchdown and kick wins; at 7 it ties
Leading by 6 Leading by 7 Leading by 8 At 8, a touchdown and kick leaves the opponent short

The arithmetic in each row is the whole story. A coach looks at the margin, then asks what the opponent must do to tie or take the lead. If a two-point attempt changes the answer, the case for going for it gets stronger.

Take the leading-by-6 row. With a 7-point lead, the other team needs a touchdown and a kick to tie. With an 8-point lead, it needs a touchdown and a two-point conversion to tie, or two scores to take the lead. The second case is harder for the opponent, but not impossible.

Trailing by 14, 15 and 8

Some situations come up so often that coaches have names for them. Three are worth knowing.

Trailing by 8 after the touchdown

Say a team is trailing 8-0 before a touchdown, so after it scores, it trails 8-6. A kick makes it 8-7, still behind by one. A successful two-point conversion makes it 8-8, tied. When time is short, the tie is much better than still trailing, which is why teams go for two in this spot. If the conversion fails, the team is still behind by two, and a field goal would put it ahead.

Trailing by 14, then scoring a touchdown

This one has more branches. If a team trails by 14 and scores, it is down eight before the conversion. A successful two-point conversion makes it six behind, so a touchdown and a kick later would win. A kick makes it seven behind, so a touchdown and a kick would tie. Either way, the team needs another touchdown. The question is whether the extra point of room it earns by converting a two is worth the risk of failing and staying eight behind.

Many coaches decide this in advance, using a printed chart that tells them whether to kick or go for two based on the margin and the time left. The charts date back decades and have become more aggressive over time as analysts have refined them.

Trailing by 9 after the touchdown

Say a team trails 9 right after it scores, before the try. A kick leaves it eight behind, which means a later touchdown and a two-point conversion would tie. A successful two leaves it seven behind, which means a later touchdown and a kick would tie. The second is easier to arrange, so the two-point try has real value even though it cannot tie the game on its own. A failed attempt leaves the team nine behind, where a touchdown alone is not enough and a touchdown plus a field goal would win.

The "one-possession" idea

The shorthand that coaches use is one-score or two-score game.

  • A game with a margin of 8 or fewer points is a one-score game: a touchdown and a two-point conversion can tie it.
  • A margin of 9 to 16 points is a two-score game, because even a touchdown with a conversion does not tie it.
  • A margin of 17 or more is usually described as three scores, because a touchdown plus a field goal does not tie it.

The reason coaches care is that a two-point attempt can move a game from one category to another. If a team leads by 7 and scores a touchdown, the margin becomes 14 with a kick or 15 with a two. At 14, the opponent can tie with two touchdowns and two kicks. At 15, it needs two touchdowns and a successful two-point conversion to tie, or a field goal on top of two touchdowns to take the lead. Neither case is easy for the opponent, but they are different.

Should you go for two early?

For many years, the common wisdom was that you should kick in the first half and save two-point attempts for the end of a game. The reasoning was that early in a game, nobody knows which points will matter. That view has weakened, and some coaches now go for two early in particular spots.

There are two arguments for waiting. One is that the information value is higher later: you know the score, and the two-point decision can be made against a known need. The other is that early two-point attempts can fail, and a failed conversion early can have large effects on the later chart. A team that starts the game with an extra miss is a point behind its chart for the rest of the game.

There are two arguments for going early. One is that a successful attempt now gives you information about what the chart will tell you later. The other is that if you plan to go for two in the fourth quarter anyway, having a feel for what works against this defense is useful.

Neither view is absolute. The honest summary is that coaches differ, and that the right choice depends on how good the offense is near the goal line and how reliable the kicker is.

Who is on the field and what they run

A two-point attempt is a short-yardage play from the 2-yard line or 3-yard line. Offenses commonly use one of these types.

  1. A quarterback run or sneak. Because the distance is short, a strong run may work.
  2. A pass play with quick routes. Receivers run to the corner of the end zone, or a back slips out for a short throw.
  3. A play-action pass. The defense expects a run and the quarterback lifts the ball over it.
  4. A designed run by a back. Offensive linemen create a gap.
  5. A trick play. Teams save these for specific situations.

Defenses know the goal line is short and typically bring an extra defender or tighter coverage. The less room there is, the more every detail matters. Our article on goal-line offense describes the same short-yardage ideas.

What happens if the defense takes the ball

The end of a failed attempt is not always the end of the play. In the NFL and in college football, if the defense intercepts the pass or recovers a fumble on the try and returns it all the way to the other end zone, the defense scores two points. At the NFL level, this has been allowed since a rule change in 2015. College football has allowed it for longer. High school rules vary by state, and in many states the try ends the moment possession changes. Check your state association's rulebook.

The risk of giving up two points is real but small. It matters mostly in a close game, when a lopsided swing could decide the result.

The tie and overtime factor

Late in a game, a two-point attempt can be the difference between playing overtime and not. A team that trails by one after a touchdown can kick to tie or go for two to win. Which is better?

The kick leads to overtime, where the outcome depends on the rules at that level and often involves a coin toss for the first possession. The two-point attempt ends the game if it succeeds and loses it if it fails. Coaches who go for two in this spot are betting that the offense has a better than even chance to convert, or that its chances in overtime are not much better than 50-50. Those who kick are betting that they are better off with a fresh start. For a deeper look at the overtime formats, see how overtime works at each level.

A rough rule: if your team would be an underdog in overtime, a two-point try looks better. If your team would be a favorite, the kick looks better. This is only a rule of thumb, and it depends on information the coach has and the fans do not.

Common mistakes

  • Treating the chart as law. A chart is a guide based on averages. A coach who knows his offense struggles or thrives near the goal line can adjust.
  • Forgetting the kicker. If the kicker is injured, hurt by the wind, or not trusted, the break-even rate drops.
  • Ignoring the clock. A two-point decision with a minute left is not the same as one with ten minutes left.
  • Judging by the result. A failed attempt does not mean the decision was wrong. A decision is good or bad based on the odds when it was made.
  • Confusing levels. High school and youth rules differ, and so do kicker accuracy and the cost of failure.

Watching for it yourself

You can learn to anticipate the decision. After a touchdown, check the score and the clock. Compute the margin before the try, and then each possible margin after it. Ask what the opponent needs to tie or take the lead after each outcome. If the two-point attempt changes the answer, expect the coach to think hard about it.

Live scores display the score and clock, and college and high school pages show how the same decision looks at those levels.

The short version

  • A kick is worth one point and succeeds far more often than a two-point try.
  • Divide the kick success rate by two to find the conversion rate that makes going for two break even.
  • The margin matters more than the average: look at what each result does to what the opponent needs.
  • A one-score game is 8 points or fewer; going for two can push a game across that line.
  • Teams with unreliable kickers, common at lower levels, have more reason to go for two.
  • In the NFL and college, a defense that takes the ball away on the try and returns it can score two points.
  • Rules, distances and kicker accuracy vary by level, so check the rulebook for your league.

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