How to use Teach Playbook

Everything you need, from signing in to building your team’s playbook.

On this page
  1. Getting started
  2. Watching a play
  3. Trying changes and saving your own version
  4. Coaches: building plays
  5. Coaches: defense
  6. Team owners: codes, roles and co-owners
  7. Who can do what
  8. Programs
  9. Team pass: free trial, paying and renewing
  10. Refer a coach
  11. Need help?

1. Getting started

Sign in (this also creates your account)

Go to teachplaybook.com and choose Sign in. Enter your email and choose Email me a sign-in link. You’ll get an email from Teach Playbook with a Sign in link and a 6-digit code: click the link, or type the code. There’s no password. The first time, check your spam or promotions folder.

Players under 13 use Teach Playbook through a parent’s or guardian’s account, with them.

Join your team

Your coach will give you a team code like ABCD-2345, or an invite link. After signing in, choose Enter team code (on the welcome screen, or ⚙ Account & teams → My teams → + Another team → Join a team if you’re already on a team), type the code and choose Join team. If you got a link, open it, sign in, and the code is filled in for you.

Find your plays

At the top left, the Playbook menu switches between your teams and My personal plays. Pick your team, then choose a play from the play list — it opens straight away.

Tap Play to choose a play. Plays are grouped by formation family (I formation, Spread, Double Wing, Beast, your saved formations), with each opponent’s plays in their own group; only the current play’s group starts open. Search by name, turn Run (gold) and Pass (blue) on or off, pick which formations and opponents to show, and switch between List and Mini (small diagrams). To mark a play as an opponent’s (to scout a team you’ll face), choose Opponent’s and their name when you save a new play, or use Play actions ▾ → Opponent’s play… on a saved one.

The play list also has an Examples group with ready-made plays anyone can open, even before signing in.

2. Watching a play

3. Trying changes and saving your own version

This is where Teach Playbook helps players learn: move things and see what happens.

Players and parents can’t change the team’s plays, but they can keep what they tried: Save my variation saves a private copy only you can see. Switch to team’s play takes you back to the coach’s version.

4. Coaches: building plays

Start a play

Give each player a job

Save and share

Import plays from a PDF (beta)

Already have your plays drawn? Turn your playbook PDF into plays your team can run. Importing comes with a Team pass; owners and coaches can use it. It works for every game format, tackle and flag: the players drawn fill your format’s spots and get its usual defense, so check each play, especially if the PDF was drawn for a different number of players.

  1. Choose your team, then Import from PDF.
  2. Choose your PDF (up to 100 pages and 25 MB). The PDF stays on your device. Plays on paper? Scan them into a PDF with your phone first: on iPhone, Notes or Files → Scan Documents; on Android, Google Drive → Scan.
  3. Pick the pages with plays. Pages that are mostly text (introductions, terminology, rules) start unticked, so you don’t use your allowance on them.
  4. Convert. Each page takes about 30 seconds. You can cancel; plays already converted are kept.
  5. Check each play. Open shows it on the field with your page above it, so you can compare and fix anything, then go back to the list. Plays with a warning, such as “ball carrier unclear”, start unticked. If a play has the same name as one already in your playbook, choose Keep both or Replace.
  6. Save the plays you want. Nothing is saved until you do.

Tips: a full page for each play converts better than a page of small thumbnails. Defenses drawn on your pages aren’t imported yet, so each play gets your format’s standard defense; change it in the play. Each team can import up to 100 plays each pass year, all imports together (not per PDF); the import window shows how many are left. A single PDF can be up to 100 pages: if yours is larger, use Print → Save as PDF in your PDF viewer and keep just the pages with plays. Need more imports, or something didn’t convert well? Email support@teachplaybook.com.

5. Coaches: defense

6. Teams: your name, team details, codes and roles

Tip: post the viewer code in your team’s group chat, and send the coach code privately to your coaches.

7. Who can do what

The team’s playsThe teamPrograms
Team ownerBuild and change themDetails, codes, members and the Team passStart a program, ask to join one, take the team out
CoachBuild and change themSee who’s on the team; set jersey numbersIn a program: view every program team’s plays and the program playbook
Player / parentWatch the plays coaches share; try changes and save your own version——
Program ownerOnly teams they’re onOnly teams they’re onProgram playbook, terminology, invite codes, join requests, adding teams and owners
Program coachOnly teams they’re onOnly teams they’re onView every program team’s plays and the program playbook; add plays to teams they coach

Everyone who coaches or owns a team in a program is a program coach, and so is anyone who joins with a program’s coach invite code. One person can hold several roles, like owner of a program and owner of its 10U team. Titles such as “Head coach” or “President” are labels only: they don’t change what anyone can do. Owners can’t remove or demote each other; each owner can step down, and every team and program keeps at least one owner.

8. Programs

A program is a club, association or high school with the teams that feed it. Open ⚙ Account & teams → Program.

9. Team pass: free trial, paying and renewing

Free trial

Every new team starts with a free trial: 14 days for your first team, and 3 days for any more teams you create. No card is needed. Owners see a banner with the days left.

Getting a Team pass

Founding price

Teams that get their first pass while the founding offer is open (until March 1, 2027) are founding teams: 35% off for as long as they keep renewing. The discount stays with the team, even with a new coach. Whoever pays for a founding team becomes a founding coach and gets 35% off other teams they pay for, on up to 3 teams at a time (counting the founding team). Running more teams than that? Ask us about a program pass at programs@teachplaybook.com.

Managing and renewing

When a trial or pass ends

When a free trial ends, the team’s playbook becomes read-only. When a paid pass ends, you get 7 more days to renew first (for example, if a card expired). Read-only means everyone can still open and run the team’s plays and read every position’s job, but nobody can save or add team plays, make access codes or add members until an owner gets a pass. Nothing is deleted, and personal plays aren’t affected.

10. Refer a coach

11. Need help?

Email support@teachplaybook.com and tell us what you were trying to do and what you saw.