Coventry Playbook

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Club Mixed Indoor Nationals
Player Pack

This booklet contains everything you need to know for Club Mixed Indoor Nationals (CMIN...yes, it's real y
cal ed that!). It's easier to have to have it self-contained, rather than in various messages on Facebook! In this booklet,
I'll detail team selection, sleeping arrangements, give you al the address/postcode details, transport information, list
things you need to bring, team philosophy, and of course, a smal list of plays/tactics you need to learn, with diagrams.
We'll go through things on the day, but I want us al to be reading from the same book. Any questions, please contact
me and I'll be happy to go over things. If you need to cal me at any point and lack my number, it's 07759766960.
You must also al be rostered members of the UKU  Search for 'Black Magic' and join.
The venue is the Alan Higgs Centre (; a 3G
artificial turf (think astroturf, but longer, like fake grass) field used by Coventry City Footbal Club. It's probably the best
indoor venue we have, but it is absolutely freezing inside, so take sideline clothing with you! Additional y, your
footwear choice may need to be considered. I like American footbal astro cleats (they're like rubber blades), but
regular cleats work also. If you're stuck or unsure, take several pairs and try them out during warmups. Please be
aware that the venue wil not al ow metal studs at al . There are not many facilities within walking distance of the
venue, so take everything you'll need for each day. The address is:
Al ard Way
West Midlands
Schedule & Meeting Times
The schedule has not yet been released, but I have requested a late start for both teams. This is likely to be
2:00pm. Sorry those of you who booked trains to get in earlier! EVERYONE MUST BE AT THE VENUE ONE HOUR PRIOR
Make sure you're changed and ready to go please. We'll be meeting in the café/bar area on the
ground floor, and going over tactics to make sure everyone is happy with the arrangements, then warming up together.
If people are sensible and keep the middle of the hal clear of bags, there's a fair bit of space there to warm up, and if
not, we'll make them move their stuff against the wal s and stop being idiots! :P Either way, we'll need that hour, so get
there on time please. After we're nice and warm, expect a nice loud psyched up huddle. Ideal y, we're doing this
before every game. More on this later. Sunday wil see us meet up one hour prior to the first game also.
Please make sure you support the other BM team if at al possible (ie unless you're playing a game), instead of
wandering off. As soon as the schedule is released, I'll pass it on to you al . Someone print it please (I don't have printer
access!), and if someone could bring a printed copy of this booklet, that'd also be helpful!
We'll be staying at Nuneaton Bedworth Travelodge, appx 15mins north of the venue by car. Rooms are family
rooms, and sleep 3 people in each room. They al have bath/shower facilities, a double bed and a pul -out sofa bed. To
my knowledge, Maddox, Marius, Hayley, Bruin and Buck don't require accommodation, but everyone else does. I
assume you're al grown up enough to be able to sort who you're sharing with on Saturday/beforehand, and not fight
over it when we get there, and have to force me to al ocate rooms! :P As soon as we're al cleaned up, we'll go
somewhere to get food together (somewhere cheap), play Yaniv (you'll learn what that is) and chat etc. After that,
before people go to bed, I'd like to speak to each of you individual y to discuss what you did wel , and give you advice
on what could be improved upon. Those who aren't at the hotel wil get this before you leave or first thing Sunday
morning. Don't fret over it, those who played last year wil tel you it's not as big a deal as it sounds. The address for
the hotel is:
A444 Southbound
CV10 7TF

Tom Jackson, Kat Haswel and Hannah Webb are getting the train. We'll arrange someone to pick you up from
the station in Coventry when your trains get in, hopeful y! Tommo wil be taking Hannah Randles and Coddy (Lola,
decide what you're doing!) from Huddersfield. Dan Peet wil be taking BSR and Powlay from Chester. Bruin wil be
taking Buck and Hayley. Adam Crouch wil be taking Hannah Boddy from Cambridge. Maddox wil be taking myself,
Kate, Steph and Rodes from Leeds. Marius wil be driving on his own cos he has no friends :P Likewise Ben Lewis. That
should mean everyone gets there easily enough. Any problems, please let me know, but otherwise sort things out
Don't Forget...

Shirt & Shorts (if you've ordered new kit, I'll bring it. If you don't have kit, please ask someone who does, and
is not playing, if you can borrow it. As a last resort, please bring as plain a black T-shirt and shorts as you can

A white alternate shirt

Underwear (both for playing in and for Saturday/Sunday night!)

Cleats/Astro boots

Sideline clothes (tracksuit etc) to keep warm

Snacks & sports drinks (I recommend protein shakes!)


Shoes/trainers etc for Saturday/Sunday night

Clothes for Saturday/Sunday night

Money for food on Saturday night and for petrol money

Painkil ers etc

Your A-Game!
Black Magic has a reputation for being a physical, fast, talented and aggressive team. We wil cheer every
score, every time we get a D, and just about anything else. We're not going to be sheepish about celebrations – hel ,
the bigger and more brash the better. If it psyches you and/or your teammates up, bring it to the table. I wanna see
chest-bumps, fist pumps, OTT celebrations – just about anything that makes you feel good and your teammates feel
good about what you're doing. We're going to be loud - if you have any voice left after the weekend, I'll be surprised.
This team is about doing everything in your power to support your teammates. A strong talented team who believes in
themselves and one another wil do better than a team who relies solely on talent and lacks chemistry and passion.
To conclude this booklet, there are several songs/chants I want you to learn and be ready to break out in any
huddle. If teams hear us before a game, they'll fear us. They'll be intimidated by us, and if we're in their heads before
we've set food on the field, we're already at an advantage. We'll wear our hearts on our sleeves and be loud and in
everyone's faces early and often.
However, there is a fine line between being pumped up and loud, and being unspirited. We as a team should
never be drawn into long arguments with players – if someone makes a bad cal , and you've discussed it for more than
15 seconds, let the issue drop. Especial y if it's you who is making the cal and your teammates disagree with you
(Maddox!). Remember, you can ask the captain to intervene if you're unsure. Take the moral high ground. Politely
remind your teammates (even me!) of this if a debate ensues fol owing a cal . Last year, there were incidents of
physicality and aggression that went beyond acceptable levels and got into our own heads. That is not who we are.
After a game, we'll shake hands and be polite and courteous to al opponents, irrespective of how they
behaved towards you individual y, or us as a team, regardless of the result. Get on your high horse and stay there :P
We wil discuss the game afterwards, and say what they did wel and what they could work on, but we wil not play sil y
little games – we're athletes, not children. Rather than having just one person talk after the game, I'd like for individual
successes by the other team to be highlighted by individuals on our team – if someone gave you a hard time cos they
were fast, or never made a mistake, post-game is when to tel them that. Likewise, during a game, if someone does
something real y good, tel them that. A, “Nice bid”, or an, “Awesome grab”, goes a long way in helping how teams
perceive us. Additional y, I'd like for us as a team to elect one of the other team an MVP for each game. We wil not be
bottom of the spirit results again. Whilst we don't go to win spirit, I do not ever want to have us be discussed by the
UKU for behaving poorly again.

Rules For The Weekend

We wil approach every game, regardless of the opponent, with the belief that we are the best team in the
game, and with the confidence that we wil win every individual matchup.

Believe in yourself. If you feel down, seek help.

Believe in your teammates. If someone looks down, help them out.

We wil scream and shout before every game to get pumped up.

We wil celebrate every score and remain pumped up during each game.

Support one another, win or lose, and never blame eachother for mistakes.

When one team is playing, the other wil be there to help on the sidelines for support.

When playing defence (especial y zone), one person on the sideline every point wil be your buddy and you
should listen to what they're tel ing you. Buddies won't be tel ing you about their week...hopeful y! They'll be
shouting out positional changes, and things to be aware of.

Those sideline people not shouting and cheering, or being a buddy should count passes when we're on D. do
this regardless of what kind of defence we're running, as it causes confusion with the other team.

Know your playbook.

Know the force, the defence, and the play cal ed at al times. If in doubt, ask.

If we're playing man, it's almost definitely backhand. Don't bite on fakes, don't try to get a pointblock...hold
your force, no matter what you have to do – step back if you have to.

Likewise, if a force is strong, upfield markers only have one side to guard. Do your job, and don't let openside
passes out. If the mark does his or her job properly, there is no need to bite on your man's breakside fakes.

Lines wil rarely be cal ed, so don't be afraid to sub on and get pitch time. Likewise, don't hog pitch time – as a
general rule, if you've played 2 points, try to sub, and take no more than 3 in a row. Teams are big, so stay
fresh and healthy, and don't stand on the sidelines for too long.

Should a line be cal ed, don't take it personal y. It may be that we need a certain skil -set to get a particular
point (eg if a team is short, we'll want to maximise the number of tal people on at once. If a team has weak
girls, we'll want to play 3 ladies, and so on).
• If you have a problem with any aspect of the weekend whatsoever, please speak to me one-on-one. Bitching
about the issue, or whining to a group of people probably won't fix it – talking to me just might. Especial y if
I'm the problem! :P

Eat wel of an evening (Friday and Saturday). That means avoid takeaway pizza if possible, and try to get a
good mix of carbs and protein to replenish your glycogen levels, and to feel less sore the day after! If you want
to play like an athlete, you have to eat like one, too!

Stay hydrated.

Stay warm.

Dream big.

Team Selection: Black Magic
Name: Scott Anthony Martin
Name: Ben Powlay
Phone: 07759766960
Phone: 07939602776
Teams: n/a
Teams: Vision, Ocelots
Name: John Maddox
Name: Hannah Randles
Phone: 07872923036
Phone: 07969643334
Teams: Leeds University, LLL
Teams: Huddersfield Uni
Name: Tom 'Tommo' Martin-Hal
Name: Hannah Boddy
Phone: 07411740345
Phone: 07511915885
Teams: Huddersfield Uni, Vision
Teams: n/a
Name: Matthew 'Coddy' Codd
Name: Kate Farmer
Phone: 07749438336
Teams: Manchester Uni Halcyon,
Teams: Edinburgh Uni
NC Hammer
Ro Sham Bo
Name: Benjamin Lewis
Name: Steph Burningham
Teams: Leicester Jesters
Teams: Leeds Uni
Name: Tom 'Rodes' Roden
Phone: 07756084367
Teams: Leeds Uni

Team Selection: Even More Black Magic (Captain - Buck)
Name: Marius Hutcheson
Name: Ben Bruin
Phone: 07793281060
Teams: Birmingham Uni UBU,
Teams: Sheffield Uni Phat 'Eds,
Name: Adam 'AC' Crouch
Name: Hayley Nicklin
Phone: 07890225163
Phone: 07779230188
Teams: n/a
Teams: Sheffield Uni Phat 'Eds,
Name: Dan Peet
Name: Lola Denham
Phone: 07959784129
Phone: 07799190831
Teams: n/a
Teams: York University
Name: Tom 'TJ' Jackson
Name: Kat Haswel
Phone: 07932540539
Phone: 07804042968
Teams: Liverpool Uni, Vision
Teams: Liverpool Uni, MXU
Name: Sean 'Buck' Colfer
Name: Hannah Webb
Phone: 07955725854
Teams: Sheffield Uni Phat 'Eds,
Teams: Liverpool Uni, MXU
Name: Ben 'BSR' Smith-Richards
Phone: 07984198983
Teams: Vision, CUT

Key - Gold stars are offence, red lines are defence, blue dots are discs, and green lines are cutting paths
Basic Iso:
This offensive system is designed to isolate the middle
man, to al ow a big gain from one pass. Played wel , you
can score in two passes and save energy. The two endzone
players become active after the disc has been caught by
the iso player. The iso player does not move until the disc
is thrown. The iso player wil almost always be the tal est
or best jumper on the field. Ideal y, they should also be
fairly physical, and have decent enough throws to make
the assist after the catch. The handler wil assess where
the space on the field is (it may be to the left, right, infront
or behind the iso man), and wil throw accordingly. Often,
you're forced forehand for some stupid reason, and that
leaves the hammer open (in this case, the left side of the
field). Should the force be backhand (and good teams wil
force backhand), then the scoober is the safest option to
the right side of the field. If the endzone defenders are
stupid and both mark on one side, as if it's a stack, a
hammer or blade to the break side of the endzone wil give
you a one-throw score 9 times out of 10. If the stal
reaches 7, jack it deep and hope someone comes down
with it – it is never acceptable to try to force the dump on
stal 7 and turnover near our own endzone! Turn over the
other end of the pitch if you have to, but never in our own
Iso Defence:
An effective iso defence is almost a hybrid zone. You man-
mark the players, but poach a little in some cases, to give
the appearance of a zone. The man on the disc is being
forced forehand – the only reason the handler not on disc
is on the openside, not breakside (as he should be!), is
because the disc is on the sideline. But notice how he's
slightly behind him, rather than at 90 degrees.
If you mark the iso one-on-one, and you're not
bigger/faster/springier than them, you won't stop the iso,
and you'll lose points. To counter this, we guard the iso
underneath with his man, but without turning your back
on the disc – stand at an angle that al ows you to see both.
Be physical when marking the iso – don't let him move you
from your spot. The free handler's mark wil drift 3 steps
off, to cover any forehands, should the iso manage to fake
his man and get open that side. You al ow the lateral pass
between handlers, but never al ow the forward pass – you
can't stop both. The two endzone defenders don't mark a
man, they mark a side of the endzone each. If the endzone
men cut out, they pick up a man and man mark as normal.
If the endzone players remain relatively stil , the defenders
on either side can afford to poach underneath a bit,
covering the hammer/blade to the iso player, and thereby
helping the iso's marker. Should the handler try a deep
shot to the endzone, you should be close enough to get
the pass deflection, and not give up the score. Usual y, once a team stops an iso, the other team gives up on it pretty

Cutting From An Iso Formation – Falcon Play:
Should we come up against a decent iso defence, as
discussed above, cutting wil be needed. If the handler on
disc sees a defence they dislike for a regular iso play, they
wil shout “FALCON”, to audible to this set play. Cutting
paths are in lime green, and should be done like so...
The other handler becomes active on stal 4 (earlier, if you
identify that the defence is too good – initiated on eye
contact with the other handler). As soon as the endzone
players see the other handler become active, they begin
their cuts.
The idea is to overload one of the markers to one side. The
newly active handler in this case could get a break backhand
or hammer over the top, and could then look to make a
completion to the iso player (who may want to start slowly
moving deeper to move his man – not cutting! Just moving
out of the way!)
The back endzone man needs to move slightly earlier than
the other one, in order to drag the defender on that side
wider, to make room for the front man to cut underneath.
As the active handler has moved out of the way, this
presents an openside pass option, assuming the breakside
handler didn't get the disc. If the remaining endzone
defender now has not moved, there is an open man in the endzone (back right, in this example). If he goes with the
endzone man, the iso now has positional advantage going deep to the back left corner. If you're confused right now,
don't worry – we'll go over this before we play if you ask me to :)
The gist is that you always have options, and once you break the containment of the defence, there should be a man
free deep for an easy score – as a result, even if a team can guard against iso, it's worth running this play to confuse
them – people rarely expect cuts from an iso. Of course, iso is not our only weapon on offence (though it wil be our
main one)...
23 Offence:
Otherwise known as a two-handler vertical stack. It's cal ed
23 because there are 2 handlers, 3 cutters...2-3...23. Simple!
(Likewise 14 is one handler, four cutters) You should al be
able to play this already, but I'm drawing it anyway, just to be
I've set the defence up as they're likely to be against this
offence. That also means, should we come up against a 23,
we'll do the same as il ustrated (but with a backhand force),
assuming we're not playing zone. The deepest man doesn't
guard behind his man, like you often do outdoors, because it
gives up an easy underneath pass indoors. Instead, he plays
almost flat, ready to cover deep if needed. The other stack
defenders guard underneath, and play physical y – put your
body in the way, and do NOT let your man simply run around
you. Get to the space first. The defence, like a good iso
defence, al ows lateral handler passes, and does not al ow
forward progressions. It al relies on not being broken. A
hammer can happen, because you cannot stop everything,
but under no circumstances can we get broken or give up
openside passes, and expect to win. Upfield defenders cover
openside as tightly as possible, and leave breakside to your
force. Trust your teammates and do your job. Hold your

force, and don't go for a pointblock, ever, except on a break attempt. This is real y critical to good man defence, and
the sideline wil be there to help you at al times.
23 Offence - Patriot Play:
23 offence wil run this play as the default play, unless told to
play organical y (ie with no set plays). It's cal ed, “PATRIOT”.
The first thing you'll notice is that the handler not on disc has
gone breakside, at 90 degrees, so that his man cannot poach
the openside. Should his man do this anyway, the handlers
can work it themselves, but we'll assume the defenders are
better than that.
The front man of the stack walks his man towards the open
side, before cutting sharply back the direction he came from,
on the break side. The idea is to get a hammer on the left in
this situation.
The back man simply lines up facing his man, and turns and
runs to the corner, looking for the pass from the front man (or
the handler) for an easy score. The middle man runs his man
back to the sideline, then cuts towards the handler for an
openside pass. A good defender wil be al over this, so it's
real y the last read, unless the cutter has total y lost his man.
The final thing (not il ustrated), is that as the middle man cuts
towards the handler, the inactive handler cuts deep, from
where he is, to the back right corner of the pitch, hoping for a
huge gain, beating his man in a foot race.
Endzone Offence:
We wil never have more than 2 men in the endzone at one
time. That means the remaining three should form an
arrowhead shape to give support and al ow disc movement
outside the endzone. The idea on offence is simply to keep
possession until an opening occurs in the endzone. Take no
risks, and keep it moving, to tire out the defence. They can't
score if we have the disc!
The diagram il ustrates a common offensive setup – if you
look at the above diagram, it's as if the front of stack received
the hammer from the handler, and is now on disc, whilst the
two handlers push round for support, and the remaining
cutters stack in the endzone.
If a team plays honest man defence, we play organical y, like
you're used to playing. If they're a bit more clever and set up
a defence similar to the one to the left (as we wil if we play
man in that situation), then it is important to guard the
endzone halves, rather than man mark the endzone players. If
a team does this, we need to be more intel igent in our cuts...

Endzone Offence – Packer Play:
Should a team mark as il ustrated, we may choose to cal ,
PACKER”, and run the play to the left.
The far side handler is active and cuts to the opposite side of the
endzone, as the back man cuts to the side the handler is cutting
from. As soon as there is room, the front man in the endzone cuts
outward, and the rear handler moves to take the wide handler's
position. I realise that sounds/looks complicated, so let me
The first read is a hammer to the farside handler for a score. The
back endzone man only moves to drag the right defender to the
right of the endzone, leaving the left defender trying to cover the
front endzone player, as he cuts straight forward. This should be an
easy open pass to reset the stal , and the person who made the
pass now goes to the endzone.
Should both those options be stopped, you run it again. In essence,
the farside handler is an up-the-line dump, whilst the front endzone
player is a backwards/lateral dump. Much easier than it looks! If
you're not sure, please ask on the day :) It's unlikely many teams
wil play defence like that, so don't worry too much if you don't
understand completely.
Zone Defence:
The zone defence we wil run is a 2-2-1 force sideline. Ie there is a
chase who is always the chase, a wal /cup who is always the
wal /cup, a deep who is always the deep, and two wings. The force
is always to the nearest sideline.
The job of the wal /cup is not to stop the line pass, but rather to
funnel the disc down the line, where the wing can get a block. The
chase and wal /cup wil always be girls. This leaves the
tal er/faster/more aggressive men to play the wings and deep. This
type of defence relies on getting turnovers more than forcing them
to make hundreds of passes. Good teams may break it, but it wil
cause problems for most teams, so it wil be our base defence. So
we only play man D if cal ed – otherwise it's zone.
The chase takes away lateral passes. The cup/wal takes away the
I/O (inside-out). You al ow a backwards pass, aiming to force them
to move backwards or take risky shots over the top/down the
Wings play with their back to the sideline, watching incoming
crashers, and cal the “CRASH”. When someone crashes the cup, the
cup/wal fol ows them in in a straight line, then drops off to their
position, as normal. Listen to the wings. Wings wil be shouted at by the deeps and by one player each on the sideline
nearest to them. Don't ever leave a wing without a buddy on his sideline! If the disc is on one sideline, the opposite
wing can afford to bite inwards a bit, to stop overheads. If you play win, be prepared to lay for things. Our base
defence is a gambling one – that means that, we'll take chances going for pass deflections and interceptions, because
that's what wins us games. If you think you have a shot, take it. We'll win games by making opposing teams second
guess themselves, because they don't know who wil bid next. Wings may also be cal ed back when two or three
cutters attack upfeild.
Deeps control the wings, and cover the deepest man. If, like in the diagram, the offence is set up shal ow, you can
afford to pinch in and stand just deeper than the deepest man. Expect a lot of 50/50 stuff to come your way, and
expect to go and take it down. Deeps wil have sideline support also, in terms of a buddy.