Play Designer
Draw plays, watch them run, and see how they look against different defenses — then save them to your playbook.
Overview
Open it from Playbook → Design a play or Play Designer in the menu. Start from one of 60+ base formations, grouped in the picker: Shotgun (Doubles, Spread, Twins, Wing, Double Stack, Split Backs, compressed sets), Shotgun Trips and Trey, Bunch (including TE bunches from gun, pistol and under center), Empty, Pistol (Trips, Trey, Wing, Strong, Diamond), Singleback (Ace, Doubles, Trey, Wing, Trips), I-Form and Strong/Weak I (Pro, Twins, Tight, Wing), Pro Set, Full House, Wing-T, Heavy (Goal Line, Jumbo) and Unbalanced. Then pick a concept: quick game (Stick, Slant-Flat, Hitch-Flat, Spacing, Snag), high-lows and combinations (Smash, Curl-Flat, Corner-Flat, Levels, Mills, Scissors, Post-Wheel, Hitch-Seam and more), full-field calls (Four and Three Verticals, Mesh, Y-Cross, Drive, Dagger, Brindlecross, Shallow Cross, All Curls, Yankee), double moves, PA Boot and screens, runs (Inside/Outside Zone, Split Zone, Duo, Power, Counter, Trap, Dive, Iso, Off Tackle, Toss, Crack Toss, Jet Sweep, End Around, Draw, Speed Option, Read Option, QB Power/Counter/Draw/Sneak) and RPOs. Concepts are written by role (#1/#2/#3 receivers, the tailback, the TE) so the same concept works from any formation.

Designing a play
New to the designer? Tap ? How to at the top of the page for a 7-step walkthrough that opens each panel as you go. It shows once automatically on your first visit.
Pick the field
Pick a formation
Pick a concept
Adjust by hand
Set the reads
Check it against defenses
Play it
Save
Flag football
Turn on the flag formats your team plays in Settings → Tackle & flag formats: 5-on-5, 6-on-6, 7-on-7 and 8-on-8. Each has its own formations (Spread, Trips, Bunch, Stack, Twins Back, Quads…) with an eligible center and the QB in the gun, drawn on a narrower field with sidelines. Leagues differ, so each format’s field width, length, end zone and rush distance can be changed there.
- Concepts are limited to ones that work without blocking: pass concepts and outside handoffs (sweep, toss, jet).
- Defenses are how many rush (none, 1 or 2, from the rush line) and a coverage: Cover 0/1 man, 2-Man, or 2, 3 and 4-deep zone.
- Gaps, holes, techniques and blocking labels are hidden — they come from the offensive line.
- With no-run zones on, the 5 yards before midfield and the goal line are shaded.
Labels
Gaps (A / B / C / D / E)
Lettered outward from the center, one per space between linemen: A (center–guard), B (guard–tackle), C (tackle–TE, or outside the tackle with no TE), D outside the TE, E outside a wing. Computed from where your linemen actually stand — move a tackle and the gap moves with him.
Hole numbers
Default: numbers in the gaps, odd to the left and even to the right (A = 1/2, B = 3/4, C = 5/6, D = 7/8), 0 over the center. Programs differ, so a team owner or admin can change it for the whole staff under Settings → Play Designer: numbers on the players instead (C = 0, G = 1/2, T = 3/4…), or the even side on the left. Every play relabels to match.
Techniques
Each down lineman is numbered by the shoulder he aligns on: 0 head-up the center, 1 shade, 2i / 2 / 3 on the guard, 4i / 4 / 5 on the tackle, 7 / 6 / 9 on the TE (some staffs say 6i instead of 7 — change it in Numbering conventions). With no TE, 6 means head-up a "ghost" TE and W9 is a wide 9.
Blocking terms
The line’s assignments are worked out from the scheme and the defense in front of it: Base / Drive, Zone, Reach, Combo → linebacker, Double, Down, Back, Pull-Kick, Pull-Lead, Trap, Kick, Lead, Climb, Cutoff, Slide, Man, Release. Tap a lineman to see the full term and his target, or override it.
Reads & ball path
Numbered circles show the QB’s progression; the gold route is the primary. The dashed brown line shows where the ball is thrown and caught — the ball is thrown to where the receiver will be when it arrives.
Strength
Strength is the side of the attached TE, then the side with more receivers, then the offset back; balanced sets default to the right (field). You can switch the rule to receiver count. Defenses set their front to the strength.
Moving defenders to match an opponent
Defenders line up automatically for the front and coverage you pick, but real opponents cheat: the Sam walks out, the Will creeps up, the end kicks inside to a 4i. Drag any defender (finger or mouse, like your own players) and every label follows — his technique number, the gap labels and the line’s blocking assignments are all worked out from where he now stands, and the animation starts him from there. A small red dot marks a moved defender.
Tap a defender
Drag him
Change his job (optional)
Reset

In the Opponent looks panel, Save current stores the front, coverage and your defender tweaks as a reusable look (“Central Eagles — 4-3 Over, Cover 3 roll”), with the opponent, tags like “3rd & long” and notes. Apply puts a saved look on the play you are drawing. Looks are the building block of game plans.
Your own terminology
In the Terms tab, add your own names on top of the base library: call Shotgun Trips Right “Trey Rt”, name Mesh “Lion”, add protections, routes or tags. Terms that map to a base item show next to it in the pickers and are used to build the play name (“Trey Rt Lion”). Flipped plays flip Rt/Lt automatically. Save current alignment as a custom formation stores your exact alignment so you can reuse it.
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