Designing a Playbook From Scratch
How a coach builds a playbook from a blank page, from philosophy and personnel to terminology, formations, concepts and the discipline of keeping it small enough to teach.
A new coach with a free weekend and a stack of graph paper faces a temptation that has ruined many seasons: copy a famous team's entire offense, all two hundred pages of it, and hand it to a squad of teenagers who have met each other three weeks ago. By the second practice, the players are confused, the coaches are repeating themselves, and the playbook is an expensive binder that nobody opens.
A playbook is not a collection of plays. It is a teaching document that holds an organized system, the language that goes with it, and the rules that tell players what to do when the picture changes. This article explains how to design one from nothing, starting with decisions that have nothing to do with diagrams, and ending with a document that players can actually learn.
Begin with who you are, not what you want to run
Every sound playbook starts with three questions about your own situation.
- What are your coaching beliefs? Do you want to control the ball and shorten the game, or play fast and spread the field? Do you value a physical running game, a passing attack or balance? Your answers set the direction. If you have not yet put them in writing, our article on writing your coaching philosophy is a good first step.
- Who will you coach? A team with a strong, mobile quarterback and quick receivers can run things a team with a young, pocket-style passer and big linemen cannot. A small school with 28 players will usually need a simpler scheme than a large one with three deep at every position.
- How much time will you have? A college staff has many hours with its players. A youth coach may have two practices per week for an hour. A system that takes 30 hours to teach cannot live in a program with 10.
The best playbooks fit their players. A famous system that does not match your personnel is a poor choice, however well it worked somewhere else. The reverse approach, finding a system that suits what you have, tends to produce better results with less teaching time.
Choose a foundation
You do not need to invent football. Most coaches adopt a core structure and adapt it. Here are the main questions that define a foundation.
Run-first, pass-first or balanced
Your answer shapes the base formations and the installation order. A run-first team builds around blocking schemes and a few reliable runs, with a small group of play-action and short passes. A pass-first team builds around a few core passing concepts, with a basic run game to keep defenders honest. A balanced approach tries to give both equal weight and typically takes more teaching time.
Under center, shotgun or both
Where the quarterback lines up changes the run game, the passing timing and the snap mechanics. Many modern teams use the shotgun for most plays; others prefer under-center formations for certain run and play-action looks. Some use a pistol alignment, in which the quarterback is a few yards back with a running back behind. Pick the alignment that fits your quarterback and your snappers.
A family of schemes
Most offenses draw from a handful of families: the West Coast approach with its short, timed passing game; spread systems built on space; option-based attacks; power-run, pro-style systems; and others. You can study how they work, and our piece on the West Coast offense is an example of the kind of system you might borrow from. Study the principles behind a system, not only its plays. Principles transfer to your players. Isolated plays often do not.
Build the playbook in layers
A practical way to design from scratch is to build in layers, with each layer relying on the one before it. If you run out of time, you can stop at any layer and still have a coherent offense.
| Layer | What it contains | Why it comes first |
|---|---|---|
| 1. Foundation | Philosophy, base formation, terminology rules, snap count | Everything else is expressed in this language |
| 2. Core run game | Two or three blocking schemes and the plays that use them | A reliable run game helps every other part |
| 3. Core pass game | Protection rules and a few passing concepts | Gives you ways to attack different coverages |
| 4. Complementary plays | Play-action, screens, a trick or two | Punishes defenses that overreact |
| 5. Situations | Short yardage, goal line, red zone, two-minute, backed-up | Handles the moments that decide games |
| 6. Adjustments | Tags, motions and changes that alter a base play | Lets you vary the look without learning new plays |
If you take one idea from this article, take this: depth beats breadth. A small number of plays executed by players who understand them well will outperform a large number executed halfheartedly.
Design the language
Terminology is the part of the playbook that coaches underestimate and players feel most. A clear language lets you say a lot in few words, and a muddled one forces a quarterback to recite a paragraph in the huddle.
Naming approaches
There are two broad styles.
- Verbose, descriptive names. A single call includes the formation, the motion, the blocking scheme and the route for every receiver. This gives precise control but needs more words and more memory. Some well-known systems work this way.
- Concept-based names. A short name stands for a full idea, so that "the call" tells everyone their job without describing each part. A system often associated with coaches Ron Erhardt and Ray Perkins is the classic example of building an offense around concepts, with names that mean the same thing no matter what formation the play is called from.
For a smaller team, concept-based naming is usually easier to teach, because players learn a concept once and apply it from many formations. For a team with lots of meeting time, a more detailed language can offer more variety.
Rules for good terminology
- One word, one meaning. If "Left" means a formation strength in one place and a direction in another, you will have mistakes.
- Short words for common things. The calls you use most should be the quickest to say.
- Avoid sounds that blend. In a loud stadium, two similar-sounding words get confused. Choose names that sound different.
- Be consistent across the whole playbook. Use the same word for the same technique in the run game, pass game and special teams.
- Write a glossary. Include every term, with a diagram. New players should be able to look things up.
If you want players to speak the same language, it helps if the terms match the game's general vocabulary where possible. Our glossary articles can serve as a reference for standard terms, and you can build your own list on top of them.
Build the run game
Pick a small number of blocking schemes and learn them deeply. Common choices are inside zone, outside zone, power and counter, along with a gap scheme or two. Our article on gap versus zone blocking explains the difference. Each scheme comes with rules for each lineman about whom to block depending on how the defense lines up. Those rules matter more than any diagram.
For each run play, the playbook should record:
- the formation or formations it can be run from
- the blocking assignments, expressed as rules, not just as arrows
- the running back's path and what to read
- the tight end or fullback's job
- the quarterback's job, including any handoff or fake
- common defensive fronts and how the play should be adjusted against each
- the coaching points that make the play work, such as steps, aiming points and timing
A team might begin with only two or three runs from a single formation and add variations through motion, alignment changes and tags. That gives more looks for the defense without more learning for the offense.
Build the pass game
The pass game has two halves: protecting the passer and getting receivers open.
Protection
Decide how you will account for rushers. Options include slide protection (the line blocks in one direction while backs handle the other side), man or "big on big" protection, and hybrids. Your protection should be simple enough that the quarterback and center can identify the threat and make a call. Remember to assign responsibilities for running backs, tight ends and the quarterback's own hot reads.
Routes and concepts
A concept pairs routes from two or more receivers so that they work together against a coverage. Rather than designing dozens of isolated routes, pick a handful of concepts that attack different parts of the field: a quick game for short throws against blitzes and tight coverage, an intermediate concept, a deep concept, and a way to beat both man and zone.
For each concept, document:
- the route for each position, with depth and break points
- the quarterback's progression, which receiver to look at first and where to go next
- the protection that goes with it
- the coverage it is designed to beat, and how to adjust if the defense does something else
- the timing: how many steps in the drop and when the ball should come out
Add situations and special teams
An offense is judged on specific moments: third down, the red zone, the goal line, backed up near your own end zone, and the final two minutes of a half. Good playbooks give each of these a short, dedicated section. Choose a limited number of plays you trust in each situation rather than a new set of plays that players have never practiced.
Do not forget the kicking game. Kickoffs, punts, returns and field goals involve a large share of every game and need to be in the document, with assignments and diagrams like any other unit.
If you also coach defense, build its playbook with the same layered approach: foundation, base fronts and coverages, pressure, situations and adjustments. The principles are the same.
Make it teachable
A playbook that cannot be learned is just a binder. A few design choices make a big difference.
- Limit the volume. Count the number of plays players must master, and set a ceiling. For many school and youth teams, that ceiling is well below what staffs first imagine. An experienced coach will tell you that it is easier to add than to subtract.
- Use repetition by design. Put similar plays into families so that learning one teaches the next. A running play that looks like a pass for the first two steps is easier to teach if players already know the pass.
- Include diagrams, not just text. Players differ in how they learn. Pair diagrams with short written coaching points.
- Provide position-specific sections. A guard does not need to read about the receiver's routes in detail. Give each position its own pages with its job, technique and responsibilities.
- Give a learning order. State which plays are installed in week one, week two and so on. Our article on installing an offense with teaching progressions offers an approach to sequencing.
- Use quizzes and walk-throughs. Ask players to explain a play without the diagram. If they can say it, they know it.
Test, trim and revise
No playbook survives first contact with a season unchanged. Plan to evaluate and prune.
- Track usage. Note which plays you call and how they work. Plays you never call are candidates for deletion.
- Listen to your players. A play that confuses the quarterback every time has a design or teaching problem.
- Watch film for patterns. Look for whether defenses are consistently stopping a concept, and prepare a counter.
- Revise in the offseason. The best time to make major changes is when you have time to teach them. In-season edits should be small.
- Version your document. Date each revision and keep an archive. Over the years, the history teaches you something about your own evolution.
Protecting your playbook
Playbooks contain information that opponents would like to see. Programs at every level take reasonable steps: numbering copies, collecting them at the end of the season, and reminding players not to post diagrams publicly. Digital playbooks should be shared through controlled channels and updated as needed. Common sense goes a long way, and the rules may differ by league or school policy.
Mistakes first-time designers make
- Copying a system without understanding it. The principles matter more than the plays.
- Building for the best team you can imagine. Design for the players you have.
- Too many formations. Every new formation multiplies what players must learn.
- Fancy terminology. If you cannot say a play in a few seconds, simplify it.
- No answer for common defenses. Your plays need rules for how to adjust against different fronts and coverages.
- Ignoring the kicking game. It is a third of the game's phases and often decisive.
- Never testing in practice. A play that works on paper but fails with real players should be changed or cut.
If you are looking at the teams in our teams section and wondering how their systems differ, remember that every staff solves these same design problems in its own way. Recreational coaches can find simpler formats through our play section, and school coaches can see the programs around them in the high school directory.
The short version
- Start with your philosophy, your players and your available practice time, not with plays.
- Build in layers: foundation, run game, pass game, complementary plays, situations and adjustments.
- Choose a clear naming system, keep it consistent and write a glossary.
- Pick a few blocking schemes and passing concepts and teach them deeply; depth beats breadth.
- Document assignments as rules, with diagrams, coaching points and answers to common defenses.
- Give players their own position pages and a clear installation order.
- Track what works, trim what does not, and revise mainly in the offseason.