Playbook Guide

Everything you need to know about our play-calling system

1. Formations

We run a 5v5 offense with 5 eligible players: QB, C (Center), and 3 pass catchers (X, Y, Z). Each formation changes where these players line up before the snap.

Trips

3 receivers on one side of the field. X, Y, and Z all line up together on the strong side.

C
X
Z
Y
QB
(Trips Rocket shown)
  • C — Center (snaps the ball)
  • X — Inside receiver (closest to Center)
  • Z — Slot receiver (middle)
  • Y — Outside receiver (furthest out)
Deuce

2 on each side. X is the weak-side WR, Y is the strong-side WR, and Z (Halfback) lines up on the line next to C on the strong side.

X
C
Z
Y
QB
(Deuce Rocket shown)
  • X — Weak-side receiver
  • C — Center (snaps the ball)
  • Z — Halfback (on the line, strong side)
  • Y — Strong-side receiver
Dice

1 WR each side + RB in the backfield. X is the weak-side WR, Y is the strong-side WR, and Z lines up as a Running Back behind the QB.

X
C
Y
QB
Z
(Dice Rocket shown)
  • X — Weak-side receiver
  • C — Center (snaps the ball)
  • Y — Strong-side receiver
  • Z — Running Back (backfield, strong side)
Stable Coming Soon

2 in the backfield + 1 WR on the strong side. Heavy backfield formation.

C
Y
X
QB
Z
(Stable Rocket shown)
Stable formation plays are still being designed. The two-back alignment requires specialized route logic.

2. Rocket vs Laser (Strong Side)

Every formation can be run Rocket (right) or Laser (left). The call tells everyone which side of the field is the "strong side" — the side where most of the action happens.

ROCKET (Right)

Strong side is to the right. Trips Rocket = 3 receivers stacked to the right.

LASER (Left)

Strong side is to the left. The entire formation mirrors. Every route flips direction accordingly.

3. Play Naming Convention

Every play follows a simple three-part naming structure:

[Formation] [Side] [Concept]
Formation

Trips, Deuce, or Dice

Side

Rocket (right) or Laser (left)

Concept

Slay, Hit, Out, Saturn, Nissan, Navigator, Subaru, Honda

Examples:

  • Trips Rocket Honda — Trips formation, strong side right, Honda concept
  • Deuce Laser Slay — Deuce formation, strong side left, Slay concept
  • Dice Rocket Saturn — Dice formation, strong side right, Saturn concept

4. Quick Game Concepts

The "One-Syllable" Rule

If the play name is one syllable (Slay, Hit, Out), it means: 3-step drop, get the ball out NOW. Quick 5–7 yard play. No deep shots, no fancy motions.

Slay

Posts outside, Flats inside.

  • Farthest Strong → Post
  • 2nd Strong → Flat
  • 2nd Weak → Flat
  • Farthest Weak → Post
  • QB → 3-step drop
Hit

Hitches outside, Verts inside.

  • Farthest Strong → Hitch
  • 2nd Strong → Vert
  • 2nd Weak → Vert
  • Farthest Weak → Hitch
  • QB → 3-step drop
Out

Outs & Vert.

  • Farthest Strong → Out
  • 2nd Strong → Vert
  • 2nd Weak → Out
  • Farthest Weak → Out (Trips: Dig)
  • QB → 3-step drop

5. Car Concepts

Car concepts are multi-syllable play names. These are designed plays with specific route combinations and often include QB movement.

Saturn

Verts outside, Corner/Post inside. Outside receivers streak deep. Inside receivers run Corner and Post in opposite directions so they never cross.

PositionRouteDetails
Farthest StrongVert/StreakClear out deep
2nd StrongCornerBreaks toward the strong sideline
2nd WeakPostBreaks toward the weak/middle
Farthest WeakVert/StreakClear out deep
QB3-Step Drop
Nissan

Farthest strong slants in, 2nd strong runs a Wheel, 2nd weak runs a Flat, farthest weak streaks deep. QB bootlegs to the strong side.

PositionRouteDetails
Farthest StrongSlantSlant toward the weak side
2nd StrongWheelWheel route
2nd WeakFlatInto the flat
Farthest WeakVert/StreakClear out deep
QBBoot L/RBootleg to the strong side (Boot Right for Rocket, Boot Left for Laser)
Navigator

Two slants toward the In runner, one slant goes opposite. Farthest weak runs a Dig (In) back toward the strong side. QB bootlegs weak.

PositionRouteDetails
Farthest StrongSlantSlant toward the weak side
2nd StrongSlantSlant toward the weak side
2nd WeakSlantSlant toward the strong side (opposite)
Farthest WeakDig (In)Crosses back toward the strong side
QBBoot L/RFake strong, cut back to the weak side (Boot Left for Rocket, Boot Right for Laser)
Subaru

Everyone attacks the strong side. QB rolls out toward the strong sideline. Outs, Corners, and Slants all going toward the strong side.

PositionRouteDetails
Farthest StrongOutOut to the strong sideline
2nd StrongCornerCorner/Flag route to the strong sideline
2nd WeakOutOut toward the strong side
Farthest WeakSlantSlant crossing to the strong side
QBRoll R/LArc to the strong sideline (Roll Right for Rocket, Roll Left for Laser)
Honda

Post deep, Wheel + Flat strong side, Vert backside. Farthest strong runs a Post, 2nd strong runs a Wheel, 2nd weak runs a Flat, farthest weak streaks deep. QB stays in pocket.

PositionRouteDetails
Farthest StrongPostPost toward the weak side
2nd StrongWheelWheel route toward the strong side
2nd WeakFlatFlat toward the strong side (safety valve)
Farthest WeakVert/StreakClear-out deep
QB3-Step DropStays in pocket

6. QB Motions

Every play includes a QB motion that tells the quarterback what to do after the snap. Roll and Boot each have a Right and Left version so direction is always clear.

3-Step Drop

Used in: Slay, Hit, Out, Saturn

Drop straight back 3 steps. Quick throw. Get the ball out NOW.

Roll Right

Banana peel — immediately arc out toward the right sideline. Throw on the move.

Roll Left

Banana peel — immediately arc out toward the left sideline. Throw on the move.

Boot Right

Fake left, then plant and sprint right to throw.

Boot Left

Fake right, then plant and sprint left to throw.

7. Route Tree Reference

These are all the individual routes a player can run. Each has a number, a name used in our system, and a description.

#Route NameAlso Known AsDescription
1FlatFlatShort route to the sideline, stays behind the line of scrimmage
2SlaySlantQuick diagonal cut across the field toward the middle
3ComebackComebackRun upfield 10–12 yards, then cut back toward the sideline
4HitCurl / HitchRun upfield 10–12 yards, then turn back toward the QB
5OutOutRun upfield 5–7 yards, then hard cut toward the sideline
6DigIn / DigRun upfield 5–7 yards, then hard cut across the middle
7CornerCorner / FlagRun upfield, then break at 45° toward the corner of the end zone
8PostPostRun upfield, then break at 45° toward the goalpost (middle)
9VertFly / Go / StreakRun straight upfield as fast as possible
SlugoSlant & GoFake slant, then break upfield deep
DragDrag / CrosserShort crossing route across the entire field
HighwayWheelSwing out to the flat, then turn upfield along the sideline
ArrowArrow / BubbleShort angled route into the flat, slightly behind the line
HitchHitch / StopShort 3–5 yard stop route, turn and face the QB
BlockBlockStay and block for the QB (no route)
QB Motions
3-Step DropDrop BackStraight 3-step drop, quick throw
Roll RightBanana Peel RArc out to the right sideline, throw on the move
Roll LeftBanana Peel LArc out to the left sideline, throw on the move
Boot RightNike RFake left, cut back and sprint right
Boot LeftNike LFake right, cut back and sprint left