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Learn · The language of plays

How to read a play call

A numbered call has two parts: the number tells you where the play starts; the next word tells you what movement to run.

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Start with the positions

1 – 2 – 3  |  3 – 2 – 1

Count from either sideline towards the centre: a wing is 1, a link is 2 and a middle is 3. The numbers then mirror across the other half of the field.

1

Wing

2

Link

3

Middle

3

Middle

2

Link

1

Wing

The number is the address

Where 32 and 33 happen

The two digits name the positions on either side of the rollball or launch point. The same setup can be mirrored to the left or right.

32Middle–link
3 · M
Roll
2 · L

The rollball or launch point sits in the seam between a middle and the adjacent link.

33Middle–middle
3 · M
Roll
3 · M

The rollball or launch point sits in the central seam between the two middles.

The next word is the action

Put the full call together

33+Scoop

Start between the two middles; the scooping 3 picks up and runs past the touching defender, as in the club’s Scoop lesson.

33+Quickie

Start between the two middles; return quickly to the player who rolled.

32+Peel / Rooster

Start between middle and link; then run the team’s Peel pattern.

33+Sweeper

Start in the middle; use the sweeper movement as the finish.

Team variations

Check the running lines

Teams may use different running lines and options for the same call. Ask your coach which version you’re playing.