78DAYS Up Next · Week 1 Hampton SAT, SEP 5 · SECU STADIUM
Terps
2026 SeasonB1G
THU, JUN 18, 2026 Analytics
SHELL
Print format Download PDF DEMO · SAMPLE DATA DC sheet Data
DEMO CALL SHEET — every call below is sample data showing the format. Upload your offense/defense call logs on the Data page and this page rebuilds from your real calls. The decision aids (go chart, 2-point, kneel) are REAL — engine-generated.
SHELL

OC CALL SHEET · MARYLAND vs DEMO TEAM

SAMPLE 2026-06-18 13:54
STAFF CALL LOG + OPPONENT CHART
DEMO SHEET — every call below is SAMPLE DATAUpload your call log on the Data page and this becomes yoursTOP 8 PER SITUATION · MATCH = score vs their charted mix RUNPASS

First down

1st & 10

BALANCED
THEY: SAMPLE · Over front Cover 3 58% · box 6.4 · allow 46% run / 43% pass success
#CALLMATCH
1Duo12 personnel vs Over Front 84
2Run-Pass Option — Glance11 personnel vs single-high 80
3Play Action — Driftoff the Duo look 76
4Weakside Zonejet window 72
5Stick11 personnel quick 68
6Counter — Guard & Tackle Pullchange-up 64
7Smokevs soft corner 58
8Bootleg — Throwbacktight end delay 52

Second down

2nd & short (1-3)

LEAN RUN +9
THEY: SAMPLE · box 7+ at 62% · zero-high 38% — shot window when they load
#CALLMATCH
1Quarterback Sneak — Wedgeauto at 1 yard 96
2Duo12 personnel 88
3Counter — Guard & Tackle Pull 80
4Shot: Play Action — Deep Crossthey bite 72
5Weakside Zone 64
6Shot: Y Pop Passvs zero-high 58
7Run-Pass Option — Glance 52
8Bootleg — Keepedge crash 44

2nd & medium (4-6)

BALANCED
THEY: SAMPLE · Cover 3 / Cover 1 split 48/33 · pressure 22%
#CALLMATCH
1Counter — Guard & Tackle Pullvs Over Front 84
2Stick11 personnel quick 80
3Duo 74
4Meshvs Cover 1 70
5Tunnel Screenvs soft edge 64
6Run-Pass Option — Glance 60
7Daggerif two-high 54
8Jet Sweepedge stress 48

2nd & long (7+)

LEAN PASS +6
THEY: SAMPLE · drop-eight 31% · rally underneath — screens are dead
#CALLMATCH
1Daggervs Cover 3 Buzz 82
2Mesh — Railvs man 74
3Stick — Nodsticks rule 68
4Drawvs drop-eight 64
5Flood — Z Receiverthree-level stretch 60
6Weakside Zonesteal-back 52
7Shot: Yankee (Deep Post-Cross)one shot 46
8Tunnel Screenbreaker only 38

Third down

3rd & short (1-2)

LEAN RUN +12
THEY: SAMPLE · all-out front · zero-high 68%
#CALLMATCH
1Quarterback Sneak — Wedge 96
2Duo — Nudge12 personnel 88
3Counter — Guard & Tackle Pull 76
4Shot: Y Pop Passvs zero-high 68
5Weakside Zone 60
6Bootleg — Keep 52
7Run-Pass Option — Glance 46
8Mesh 40

3rd & medium (3-6)

LEAN PASS +5
THEY: SAMPLE · Cover 1 49% · nickel pressure 38% — hot rules live
#CALLMATCH
1Stick — Nodbeats Cover 1 86
2Meshrub vs man 78
3Run-Pass Option — Glancevs late rotate 70
4Flood — Z Receiver 64
5Dagger 58
6Drawvs nickel fire 52
7Rail — Swing Checkback on a linebacker 46
8Quarterback Drawspy check 40

3rd & long (7+)

THROW PAST STICKS
THEY: SAMPLE · pressure 58% (mug double A-gap) · screens die here
#CALLMATCH
1Daggerhot-adjusted 84
2Flood — Z Receivervs zone fire 78
3Stick — Nodpast the sticks 70
4Rail — Swing Checkback on a linebacker 64
5Mesh — Rail 58
6Drawvs all-out only 50
7Shot: Yankee (Deep Post-Cross)max protect 44
8Tunnel Screen-and-Gobreaker 36

Red zone

High red (20-11)

BALANCED
THEY: SAMPLE · single-high 81% · they bend here — 3.1 points per opportunity allowed
#CALLMATCH
1Counter — Guard & Tackle Pull 84
2Glance — FadeX receiver one-on-one 76
3Duo 70
4Bootleg — Throwbacktight end delay 64
5Stick 58
6Weakside Zone 52
7Meshrub 46
8Jet Sweepedge 40

Low red / goal line (10-1)

LEAN RUN +8
THEY: SAMPLE · Bear front 54% inside the 5 · edges crash hard
#CALLMATCH
1Duo — Heavy Package13 personnel 84
2Quarterback Sneak — Wedge1 yard 80
3Sprint Out — Z Receivervs crash 72
4Y Pop Passonce a game 64
5Counter — Guard & Tackle Pull 58
6Fade — Smoke 50
7Weakside Zone 44
8Bootleg — Keep 36

Situations

Backed up (own ≤10)

GET ROOM
THEY: SAMPLE · pin-rush with a safe shell behind
#CALLMATCH
1Weakside Zonebest look 78
2Duo 70
3Play Action — Smokebreather 62
4Counter — Guard & Tackle Pull 54
5Bootleg — Keep 46
6Quarterback Sneakroom 40
7Stick 34
8Jet Sweep 28

Gotta-have-it · 4th down

KNOW THE CHART
THEY: SAMPLE · sneak window at 1 · full dropback at 4+
#CALLMATCH
1Quarterback Sneak — Wedge4th and 1 96
2Duo — Nudge4th and 2 84
3Stick — Nod4th and 3-5 74
4Meshrub vs man 66
5Dagger4th and 7+ 58
6Y Pop Passgoal line 50
7Counter — Guard & Tackle Pull 44
8Rail — Swing Checkvalve 36

Decision aids

ENGINE-GENERATED · NEUTRAL GAME STATE · COLLEGE-AVERAGE KICKER

4th down · go chart

OWN 20-4040-50OPP 45-38OPP 37-30FG RANGEOPP ≤10
4th & 1GOGOGOGOGOGO
4th & 2GOGOGOGOGOGO
4th & 3GOGO*GOGOGOGO
4th & 5PUNTPUNTPUNT*GOGO*GO
4th & 7PUNTPUNTPUNTPUNT*FGGO
4th & 10+PUNTPUNTPUNTPUNT*FGFG
* = THE CALL FLIPS INSIDE THE ZONE; USE THE GAMEDAY CALCULATOR AT THE EXACT SPOT · DASH = IMPOSSIBLE STATE (DISTANCE EXCEEDS YARDLINE)

2-point chart

DOWN 2GO 2
UP 1GO 2
DOWN 5GO 2
UP 4KICK
DOWN 8GO 2
UP 5GO 2
DOWN 10GO 2
UP 12GO 2
DOWN 13GO 2
UP 14KICK
DOWN 16GO 2
UP 19GO 2
DOWN 18GO 2
ALL OTHERSKICK
SCORE-ARITHMETIC TABLE, LATE 4TH QUARTER · DIFFERENTIAL = AFTER THE TD, BEFORE THE TRY · EARLIER IN THE GAME: KICK UNLESS CHASING

Kneel-down chart

THEIR TOs1ST DOWN2ND DOWN3RD DOWN
0≤ 2:00≤ 1:22≤ 0:44
1≤ 1:22≤ 0:44≤ 0:06
2≤ 0:44≤ 0:06RUN IT
3≤ 0:06RUN ITRUN IT
40-SECOND PLAY CLOCK, ~2s RUNOFF PER SNAP · KNEEL ENDS IT WHEN THE CLOCK IS AT OR UNDER THE SHOWN TIME · RUN IT = A KNEEL CANNOT FINISH THE GAME, CALL A REAL PLAY
▸ MATCH = the call scored against this opponent's charted mix (hierarchical: call×look → call×situation → call overall). The sheet carries decisions; success rates, samples, and risk live on the coach brief. Go chart: SHELL win-prob engine, 946,889 college plays. SHELL · 0 LOGGED SNAPS · 0 CHARTED