Building a Game Plan, Week to Week
How a coaching staff turns one finished game into the next week's plan: the self-scout, the opponent study, the practice-week rhythm and how the plan shrinks into a call sheet.
The final whistle blows on Sunday afternoon, and for the players the game is over. For the coaches it is the start of a new deadline. In six or seven days they will face a different opponent with a different defense, different strengths and probably a different set of injuries. A game plan has to be ready by then, and it has to be something the players can actually carry onto the field.
A weekly game plan is not a single document that someone writes in one sitting. It is a process that repeats, and the shape of that process is similar at almost every level of football, even though the staffs, the schedules and the rules differ. This guide walks through it from the first look at the opponent to the call sheet on game day.
What a game plan is
A game plan is the set of choices a team makes in advance about how it will try to win one particular game. It usually has three parts:
- An offensive plan: which formations, run plays and passing concepts to emphasize.
- A defensive plan: which fronts, coverages and pressures to use and who to focus on stopping.
- A kicking plan: how to handle kickoffs, punts, returns and field goals.
It also has the supporting pieces: who plays, what the players are expected to know, which situations the team will practice, and how the staff will communicate during the game.
What a game plan is not is a complete reinvention of the team every week. Most of what a team does stays the same from week to week, because players cannot learn an entirely new system in six days. The plan is a selection from the team's existing playbook, plus a few additions, tuned for one opponent.
The inputs
Four kinds of information go into the plan.
1. Your own game, reviewed honestly
The week starts with a look backward. Coaches watch the last game, grade each player, and sort plays by what worked and what did not. They also do a self-scout, a review of the team's own tendencies. The question is simple: if an opponent studied our film, what would it learn?
Say a team ran the ball on 80 percent of its snaps from one formation. An opponent who noticed would line up for the run when it saw the formation. A self-scout finds that pattern so the staff can either change the formation's use or build a pass play that looks the same. The exact numbers in a real self-scout are specific to a team. The idea is general.
2. The opponent's tendencies
The second input is the opponent. Coaches watch several of its recent games, and often more if the team has changed. They record what it does by down and distance, by formation, by personnel group, by field position and by score. Their questions include:
- What does their offense run on first down?
- What coverage does their defense play on third-and-long?
- How do they respond to motion or to a tight formation?
- Who is their best player, and how do they get him the ball or put him in space?
- How do they play in the red zone?
- What do they do after halftime, and when they are behind?
Our guide to film study goes through what coaches look for in the video. The key point here is that tendencies are probabilities, not certainties. A defense that plays zone 70 percent of the time still plays man 30 percent of the time.
3. Personnel and health
A plan has to be built for the players who will actually be available. A star receiver who is hurt changes the passing plan. A backup guard who has to start changes the protection. Injury news arrives all week, and a good staff builds options. The league's injury reports show part of this, and the injuries page on this site shows what has been reported, though teams know more than they publish.
Matchups matter too. If your best pass rusher faces a tackle with a record of trouble against speed, the staff may design ways to line him up against that player. If your corner faces a receiver who beats him on deep routes, the staff may plan safety help.
4. Conditions
Weather, the field surface, travel and the schedule can affect the plan. A short week or a long trip can change how much the team practices. Wind, rain, cold and heat can each change which plays and which kicks make sense, and the staff checks the forecast several times during the week.
A typical week
The exact days vary, so treat this as one common pattern and not a rule. It is described for a team that plays on Sunday, which is the usual case in the NFL. Teams that play on Thursday, Friday or Saturday shift the same steps earlier.
| Day | What usually happens |
|---|---|
| Day after the game | Players recover and meet in small groups; the staff reviews the game and starts studying the next opponent |
| Next day | Many teams give players a day off; coaches build the plan |
| Midweek | Install of the basic plan: first and second down, run game, base passes; the heaviest practice |
| Next day | Third down, red zone and other "money" situations; adjustments to the plan |
| Following day | Two-minute, goal line, short yardage and special teams; practice is lighter |
| Day before the game | Walk-through, final meetings, travel if needed |
| Game day | Play the game, using the written plan and the in-game adjustments |
Collective bargaining agreements and league rules affect how much and how hard NFL teams can practice, especially in pads during the season. College teams operate under NCAA limits on how many hours they can spend on required football activities in a week, and the limits can differ between the season and the offseason. High school teams follow state association rules and their own school calendars.
The pattern follows a logic. The early practice days are the longest and most detailed, because that is when players learn the plan. The later days are shorter and sharper, because players need to be fresh for the game. Situational work is spread across the week so it is reviewed more than once. Our article on situational football and game scripts explains why.
Building the offensive plan
An offensive coordinator starts with the team's identity and the opponent's weaknesses. The staff asks a sequence of questions.
- What do we do best? The plan should lean on the team's strengths. A team with a powerful offensive line will still want to run, and a team with a precise quarterback will still want to throw.
- What does the opponent do poorly? If its defense gives up space to certain routes, or struggles against a certain run play, the plan emphasizes it.
- What does the opponent do well? The staff must have an answer for its best plays.
- What can we practice well in the time we have? A play that looks good on the whiteboard but needs two weeks of practice is not a good choice for a six-day week.
From those answers, the coordinator picks a limited number of run concepts and passing concepts for the game. The details vary from team to team, but the principle is the same: fewer ideas, done well, beat more ideas done poorly.
The plan is then organized by situation. A typical call sheet has boxes for first-and-10, second-and-short, second-and-long, third-and-short, third-and-medium, third-and-long, the red zone, the goal line, backed-up positions, two-minute and four-minute situations. In each box are the plays the staff wants to call. During the game, the play caller can look for the right box and choose.
Building the defensive plan
A defensive coordinator goes through a similar process, with different questions.
- What does their offense want to do? Run first, pass first, or a mix?
- Who is their best player? Do we double him, hide a weaker defender away from him, or let him beat us in a controlled way?
- What formations and personnel groups do they use, and what do they run from each?
- How do they handle pressure? Do they have quick throws or draw plays to punish a blitz?
- What are we best at? The best plans rely on the defense's strengths, whether that is a fierce rush, solid coverage or stout run defense.
From those answers, the staff selects a handful of base calls, some pressures, and some coverages for specific situations. The defense also prepares for adjustments it may need if the opponent surprises it.
Special teams
Special teams are easy to forget and matter often. The staff studies the other team's kicker, punter, returners and coverage. Is the kicker consistent from long range? Does the punter kick in a predictable direction? Do the returners favor a side? Are there tendencies on kickoffs? Weather matters here too, and so does field position strategy.
Because special teams have fewer practice periods, coaches pick a small number of items to emphasize.
The scout team and the practice week
Players who are not starters have a special job in a game-week. The scout team imitates the opponent in practice. They run the opponent's plays, line up in its formations, and play its coverages, so the starters get a look at what they will see on Sunday. A backup quarterback may be asked to play like the opposing starter, with the same throwing habits and the same signals. At high school and college levels, younger players often fill these roles.
The better the scout team does, the better prepared the starters are. A team with a weak scout team may be surprised by what the opponent does, because the practice did not look like the game.
Turning the plan into something a player can use
A staff may build a thick plan. The players need a thin one.
The usual solution is to cut. The coordinators reduce the plan to what they plan to call and then spend practice teaching that. The players hear it in meetings, see it on film, walk through it on the field, and then run it at full speed. By the end of the week, they should know their job on each play and the reason behind it. Our guide on football IQ and how players learn a playbook describes the learning side.
The quarterback often gets extra preparation. He memorizes the plan, knows the opponent's likely coverages, and has a mental checklist for adjustments. At some levels, he wears a wristband with coded plays, and at others he receives calls by headset or hand signals.
Game day: when the plan meets the opponent
On game day, the plan is a starting point. It may include a scripted opening, a list of situations, and a list of adjustments. As the game goes on, the staff watches what the opponent is doing. If the opponent changes its approach, the staff changes too. Coaches in the booth upstairs look at the whole field, and coaches on the sideline look at personnel and the clock.
The halftime break is the main chance to adjust. We cover that in halftime adjustments.
After the game, the staff starts again with the review. The cycle continues.
Differences by level
| Item | NFL | College | High school |
|---|---|---|---|
| Staff size | Large, with specialists | Large, with limits on some roles | Small, often part-time and volunteer |
| Practice time | Limited by league agreements | Limited by NCAA rules | Limited by state association and school |
| Film | Exchanged and shared by the league | Exchanged in many conferences | Often shared by coaches through video platforms |
| Plan complexity | Highest | High | Simpler, depends on the program |
| Scout team | Practice squad and backups | Backups and younger players | Backups and sub-varsity players |
Smaller programs scale the process down, not out. A high school coach with two assistants may watch one or two games of the next opponent, pick five or six things to emphasize, and put them on a single page. The principle remains the same: know yourself, know the opponent, choose a few things and practice them.
Common mistakes
- Doing too much. A plan with too many ideas leaves players unsure of what to do.
- Doing too little. A plan that ignores the opponent gives up an advantage.
- Overreacting to one game. One result is a small sample.
- Installing something new on Friday. If it was not practiced, it will be shaky.
- Ignoring health. A plan built for a player who cannot play is a wasted plan.
- Forgetting the self-scout. A team that never looks at its own habits becomes predictable.
The short version
- A game plan is a set of choices for one game, drawn from the team's larger playbook.
- It starts with a review of your own game and the opponent's tendencies.
- Injuries, matchups and conditions shape what is possible.
- A typical NFL week installs the base plan early, builds situational work midweek and sharpens on the days before the game.
- The plan is organized by situation and cut down to what players can learn in a week.
- The scout team imitates the opponent so starters see their looks in practice.
- Smaller programs follow the same pattern with fewer people and fewer ideas.
- You can follow upcoming opponents on the schedule page and see how each team has played on the scores page.