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 — 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 — 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 — 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.
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
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 conceptDeuce Laser Slay— Deuce formation, strong side left, Slay conceptDice 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.
| Position | Route | Details |
|---|---|---|
| Farthest Strong | Vert/Streak | Clear out deep |
| 2nd Strong | Corner | Breaks toward the strong sideline |
| 2nd Weak | Post | Breaks toward the weak/middle |
| Farthest Weak | Vert/Streak | Clear out deep |
| QB | 3-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.
| Position | Route | Details |
|---|---|---|
| Farthest Strong | Slant | Slant toward the weak side |
| 2nd Strong | Wheel | Wheel route |
| 2nd Weak | Flat | Into the flat |
| Farthest Weak | Vert/Streak | Clear out deep |
| QB | Boot L/R | Bootleg 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.
| Position | Route | Details |
|---|---|---|
| Farthest Strong | Slant | Slant toward the weak side |
| 2nd Strong | Slant | Slant toward the weak side |
| 2nd Weak | Slant | Slant toward the strong side (opposite) |
| Farthest Weak | Dig (In) | Crosses back toward the strong side |
| QB | Boot L/R | Fake 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.
| Position | Route | Details |
|---|---|---|
| Farthest Strong | Out | Out to the strong sideline |
| 2nd Strong | Corner | Corner/Flag route to the strong sideline |
| 2nd Weak | Out | Out toward the strong side |
| Farthest Weak | Slant | Slant crossing to the strong side |
| QB | Roll R/L | Arc 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.
| Position | Route | Details |
|---|---|---|
| Farthest Strong | Post | Post toward the weak side |
| 2nd Strong | Wheel | Wheel route toward the strong side |
| 2nd Weak | Flat | Flat toward the strong side (safety valve) |
| Farthest Weak | Vert/Streak | Clear-out deep |
| QB | 3-Step Drop | Stays 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.
Used in: Slay, Hit, Out, Saturn
Drop straight back 3 steps. Quick throw. Get the ball out NOW.
Banana peel — immediately arc out toward the right sideline. Throw on the move.
Banana peel — immediately arc out toward the left sideline. Throw on the move.
Fake left, then plant and sprint right to throw.
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 Name | Also Known As | Description |
|---|---|---|---|
| 1 | Flat | Flat | Short route to the sideline, stays behind the line of scrimmage |
| 2 | Slay | Slant | Quick diagonal cut across the field toward the middle |
| 3 | Comeback | Comeback | Run upfield 10–12 yards, then cut back toward the sideline |
| 4 | Hit | Curl / Hitch | Run upfield 10–12 yards, then turn back toward the QB |
| 5 | Out | Out | Run upfield 5–7 yards, then hard cut toward the sideline |
| 6 | Dig | In / Dig | Run upfield 5–7 yards, then hard cut across the middle |
| 7 | Corner | Corner / Flag | Run upfield, then break at 45° toward the corner of the end zone |
| 8 | Post | Post | Run upfield, then break at 45° toward the goalpost (middle) |
| 9 | Vert | Fly / Go / Streak | Run straight upfield as fast as possible |
| — | Slugo | Slant & Go | Fake slant, then break upfield deep |
| — | Drag | Drag / Crosser | Short crossing route across the entire field |
| — | Highway | Wheel | Swing out to the flat, then turn upfield along the sideline |
| — | Arrow | Arrow / Bubble | Short angled route into the flat, slightly behind the line |
| — | Hitch | Hitch / Stop | Short 3–5 yard stop route, turn and face the QB |
| — | Block | Block | Stay and block for the QB (no route) |
| QB Motions | |||
| — | 3-Step Drop | Drop Back | Straight 3-step drop, quick throw |
| — | Roll Right | Banana Peel R | Arc out to the right sideline, throw on the move |
| — | Roll Left | Banana Peel L | Arc out to the left sideline, throw on the move |
| — | Boot Right | Nike R | Fake left, cut back and sprint right |
| — | Boot Left | Nike L | Fake right, cut back and sprint left |