Draw a Play: Route Cards and a Rotating Quarterback
Before each play every receiver draws a card with their route, and the quarterback of the turn only finds out by watching the team run. It forces real-time route reading and puts everyone at quarterback.
How to play
- Introduce the cards: out, hook, slant, go and quick out routes (4 min).
- 3 vs. 0 walk-through: two receivers draw cards and the quarterback reads their routes and throws (5 min).
- 4 vs. 4 game; the quarterback rotates every possession following a list (10 min).
- Extra rule: if the receiver runs the exact route and catches it, the team gains five more meters (4 min).
- Wrap-up: which route was easiest to read and to defend (2 min).
Rules
- No one shows their card to the quarterback.
- The quarterback can't run with the ball; only pass or hand off.
- Stop the carrier by pulling a flag, no contact.
- Cards go back on the pile after each play.
Variations
Easier
Only two route types and the defense starts 3 m back.
Standard
Five routes and normal defense.
Harder
Each receiver draws two cards and secretly picks one.
Adaptations
- Deaf or hard-of-hearing students: cards with a large route drawing and no text.
- Students with low vision: a partner reads the card quietly and their route is always short.
- Students unsure about throwing: as quarterback, they may hand the ball off instead of passing.
Learning goals
- Run specific receiving routes.
- Read receivers' movement to choose the pass.
- Take turns in the quarterback role.
Equipment for a class of 25
- flag belts: 30
- flag footballs: 6
- pinnies: 30
- cones: 16
- route cards: 24
Teacher tip
Laminate the cards or slip them into sleeves. Common mistake: the quarterback stares at one receiver; ask for a count of three before throwing to see both routes.
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