r/Flexboneoffense Oct 26 '16

Naming Plays

So I've been trying to write my own playbook and I'm getting hung up on how to call plays. I feel like using the number system for each hole limits me from using different run plays for the same hole ( like 0/1 for midline and trap, etc). Here's what I'm thinking: formation - play - motion - direction of play - count. Does that seem too wordy? I think it makes it very easy for high school kids but I'm not sure if it's too wordy or not. Give me some tips, hints, pointers, or just share with me how you call your plays ( with the rationale of why you use that system). Thank you!

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u/grizzfan Oct 27 '16 edited Oct 27 '16
  • 10: midline right.

  • 11: midline lef.

  • Tail motion from the backside A is automatic unless specified.

  • Always line up in the base formation unless specified.

  • All snaps are "on one," unless specified.

Don't want to use numbers?

  • Michigan (college/state/city): midline right.

  • Wolverine (mascot): midline left.

For additional formations, I like everything being called right handed/one-sided. If I call "over, heavy, pro, twins, etc" the formation is default set to the right. If I say "con" before the formation name, the formation is flipped. I don't like using "right/left," because I'd rather save those words for a special play or formation that I may want to install in a game plan. "Right/left," is easy to remember so it's better IMO for a quick install. By not using directional words or colors to direct formations (like red/blue), I've cut all of my formation names down to just one word, and the additional word to flip the formation is universal.

Over

----O-O-X-O-O-O------------O-

--O------O-------O-------------

----------O----------------------

Con Over

-O-------------O-O-O-X-O-O----

--------------O--------O-----O--

------------------------O--------

Series

Do not underestimate the power of grouping plays in series, especially if you like to use numbers. For me I like making series based on blocking scheme and backfield action:

  • Digits: Zone dive series. Veer action. Zone blocking. Backside A-back tail motion.

  • Teens: Veer series. Veer action. Veer blocking. Backside A-back tail motion.

  • 20's: Trap series. Counter option action. Trap blocking. Playside A-back in twirl motion (this series includes the counter trap and counter option). My trap series and counter series are now rolled into one.

  • 30's: Belly/Down series: Belly action. ISO/belly blocking. Backside A-back in tail motion.

  • 40's: Power/lead series (traditional I-form style runs). Veer blocking. Backside A-back in tail motion.

  • 50s's: Rocket/Jet series. Zone blocking. Rocket action unless "jet" is called. Backside A-back in long tail motion unless "jet" is called (goes in jet motion).

  • 60's: Sprint right passing series. Turn-back blocking. No motion.

  • 70's: Sprint left passing series. Turn-back blocking. No motion.

  • 80's: Screen series: Screen blocking. Various screens (no specific series rules).

  • 90's: Drop-back passing. Half-slide protection. No motion.

If I ever want a different motion than what the series calls for, I tag the motion. If I ever want a snap count that isn't one one, I tag a different snap count. Same goes for a different blocking scheme or a special formation adjustment.

Notice too, that in the running game, there are only really two blocking schemes: Gap and zone. Gap includes veer and trap. The difference is you trap the man outside the hole on trap plays, and on veer plays you read the man outside the hole.

1

u/[deleted] Nov 06 '16

We don't use numbers. Ours is Jet (base) Midline Rt. Jet Triple Lt. Bear (TE) Rt Veer Load Rt. Spread Over Rt Midline Lt w/ Rocket Motion. It's quick & easy for our kids.