Interior run
42 Dive
The simplest teaching diagram on this page: a handoff, a back's track through the hole, and the whole line blocking with terminals. Install this one first and the numbering system explains itself.
Open 42 Dive and press playTackle Football Playbook
A tackle football playbook has to communicate what all eleven players do. The ball carrier is one job. The other ten — who blocks, where they go, who pulls, who fakes, who releases — are the play. Football Playbook is a tackle football play designer built to draw those jobs, animate them on one clock, and get them to your staff and your players.
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That is the whole difference between drawing tackle football and drawing a passing concept. Five arrows describe what a quarterback is looking at. They do not describe a running play, because a running play is mostly the ten people without the ball.
Most play-diagram tools were built for routes. Everything on the field gets the same arrow, so a guard's down block and a receiver's post look identical on paper, and the coach fills in the difference out loud. That works in a meeting and fails on a printed install sheet, in a group chat at 9pm, and with a position coach who wasn't in the room.
This page uses real plays coaches published to Discover — not demos — because the argument only holds if you can look at the diagram and answer four questions: who has the ball, where is it going, who is blocking, and where are those blockers going.

Written and reviewed by Matt Sullivan, flag football coach and founder of Football Playbook · Updated September 2026
A published 11v11 sweep, broken down by position group. Every line below is read off the drawn diagram beside it — nothing here is added description.
The play
67 Sweep
Read straight from the published play. Watch it animate to see the order these jobs happen in — the exchange, then the edge, then the turn upfield.
Blocking
Assign a block and the path ends in a short perpendicular bar — the terminal every coach already draws on a whiteboard. In tackle formats the five interior linemen default to blocking when you draw them, and blocking concepts (base, drive, reach, down, trap, pull) are one tap, then fully editable, because your down block and mine are not the same block.
Everything stays a real path, so a pull is drawn the way you teach it: behind the center, around the edge, up to the target — not a straight line with a label.
Published 11v11 run plays where the blocking is genuinely drawn — every lineman assigned, the exchange recorded, and the ball carrier's path separate from everyone else's.
Interior run
The simplest teaching diagram on this page: a handoff, a back's track through the hole, and the whole line blocking with terminals. Install this one first and the numbering system explains itself.
Open 42 Dive and press playCounter · pulling guard
A guard pulls about ten yards across the formation while the back's path counters the other way first. Watch it animate and you can see whether the pull arrives before the ball does — the only thing that makes a counter work.
Open 65 Pitch Counter and press playMisdirection · pitch
The dive fake and the pitch are separate recorded actions in sequence, so the quarterback's fake happens before the ball leaves. Misdirection is a timing concept, which is why it is hard to teach off paper.
Open 46 Fake Dive Pitch and press playSame family, different hole: 46 Dive runs the same blocking with the back hitting a different gap — which is how a numbered run series is supposed to install.
Pass concepts are where routes-only diagrams look most convincing and cost the most. Underneath every one of these is protection, a backfield action and somebody blocking a defender the receiver never sees.
Rollout · protection
Seven drawn blocks under a moving pocket. The quarterback's path travels roughly thirteen yards across the field, which means the protection is not a wall — it is a set of assignments that has to move with him.
Open Rollout Pass and press playMotion · screen
Pre-snap motion, then a block from the player who moved, then the screen. Motion runs before the snap on its own clock, so the animation shows whether the mover is actually set when the ball comes back.
Open FB Motion Return Screen and press playPlay action
A back's fake is its own action type, sequenced ahead of the routes it sells. Play action is a lie told in a specific order — the order is the diagram.
Open Split Back - Play action, Flat Right and press playThree questions a tackle install has to answer. The first two are a drawing problem. The third is why these plays move.
Alignment is information. Split, depth and the extra tight end change the play before anyone moves, so the diagram opens in a real formation on a real field — including the wider Canadian field for 12v12.
Block, route, run, fake, motion — different actions, drawn differently, one per player. Nobody on the field is left as 'and the rest of them block'.
Sequence, delay and speed live on each action, and everything plays back on a single clock. Assignments that are all correct and badly timed still lose.
The mover has to be set. Motion runs before the snap on its own clock.
The ball leaves the center and the play clock starts for everyone at once.
The exchange only completes if the two players are genuinely close enough.
The puller either gets to his target ahead of the ball or he doesn't.
Blocks finish at their terminals while the carrier chooses his lane.
Animate
With five players, an animation is a nice extra. With eleven, it is the only way to see the things a static sheet hides: two assignments crossing the same grass, a puller who arrives late, a back and a quarterback who are never actually close enough to exchange the ball, a motion that hasn't finished at the snap.
Every visual runs off one playback clock, and you can scrub it, so you can stop the play at the mesh and ask a room what should be happening at that exact frame.
Two published defensive calls, eleven defenders each, with pressure and movement drawn — because half of installing an offense is showing the front it is being run against.
A front with all eleven defenders placed and two of them bringing pressure — the picture your line is being asked to block.
Pressure from two defenders with a robber sitting underneath, and the rest of the movement drawn rather than described.
You can also drop a front and coverage onto any offensive play, so the install sheet shows the look, not just the call.
Same eleven assignments, different amount of information on the page.
A ten-year-old lineman does not need the whole install — he needs his job, in the same picture, every time. That usually means fewer plays, bigger labels, and the assignment on something he can hold. The youth football playbook guide is written for that problem specifically, including wristbands and printing.
A staff needs one version of the install that a position coach can teach from without a phone call — protections, pulls and adjustments included. That is what the rest of this page is about: density on purpose, and a shared team workspace so the coordinator's version is the version.
Honest about where the published examples are: every diagram on this page is 11v11, because that is where coaches have published tackle plays so far. The editor supports the rest today.
| Format | On the field | What changes |
|---|---|---|
| 11v11 AmericanFive-man line, quarterback, backs, receivers | Five-man line, quarterback, backs, receivers | The full install. Every example on this page is an 11v11 play published by a coach. |
| 12v12 CanadianTwelve a side on the wider Canadian field | Twelve a side on the wider Canadian field | The extra player and the real field width, so splits and motion are honest rather than squeezed. |
| 9v9 tackleNine-player tackle football | Nine-player tackle football | Supported in the editor with the same blocking tools. No coach has published a public 9v9 example yet, so there is nothing to show you here — only the format to start from. |
The workflow a tackle staff actually runs, from a blank formation to the headset.
Open a formation, block the line, draw the backfield action and the routes, and record the exchange. Nobody is left unassigned.
Play it at speed or scrub to a frame. Pull timing, mesh distance and converging paths show up here or not at all.
Group plays into packages in teaching order, tag the situation, export PDFs, and share a private link with your staff and players.
Game Mode locks a playbook into a read-only sideline view; wristband printing puts the calls a player needs on his arm.
Organize
Keep the base run install, the third-down package and the red-zone calls in separate playbooks, ordered the way you teach them. Situation tags mark down, field position and intent, and a team workspace keeps coordinators and position coaches on one version.
Trips Right — Smash
5v5
Mesh Concept
6v6
Goal Line Slant
5v5
Flood Right
7v7
Game day
Game Mode turns a playbook into a locked sideline view: one big diagram, oversized navigation, starred quick calls and a scoreboard. Read-only by design, so nothing changes at 34-31 in the fourth.
Trips Right — Smash
Mesh Concept
Goal Line Slant
Color protection, run track and route concept separately so a dense diagram stays readable when it is projected or printed.
Rename a player for your terminology without losing his positional identity, so a lineman still behaves like a lineman.
Align once, save the play, and start the next concept in the family from it instead of rebuilding the formation.
Install sheets, call sheets and anything your staff still wants on paper.
Send a playbook to your staff or players with a private link — no account required to view it.
Print play lists to wristband size with an optional cover sheet, for the positions that need one.
Open an 11v11 formation, block it up, draw the concept and press play. It takes less time than sketching it twice on a legal pad.