Program Brain
28 concepts · 70 source pagesThis is the part of Coach Ready that does not come from data. It is the program's own playbook material, terminology and coaching rules, structured so the system can reason in the staff's language: what the call is for, when it gets called, who is responsible for what, what a player reads, what beats it, and where the rule stops applying. Every concept keeps the original wording and the page it came from, and nothing is treated as settled until a coach says it is.
11 defense · 17 offense
Ontology layer
28 awaiting review
Inferred, not stated in source
A screen is no excuse
also called ball-screen first principles
Guard the ball one-on-one until the coverage is called, then execute the call immediately and force a second pass.
Blitz
also called trap
Trap the ball off the screen and rotate behind it, taking the ball out of an elite handler's hands.
Show hi-lo
also called hard show
Hard show to stop the handler's momentum while keeping one big high and one big low against the roll.
Sac
also called contact show
Give a contact show while the on-ball defender always goes under, conceding the pull-up over the paint.
Soft
Play the screener's defender at the free-throw line in ball-defender-basket line, then treat the resulting action like a blitz rotation.
Drop
Keep the screener's defender at the dotted line, protecting the rim and conceding the jumper.
Weak
also called automatic weak
Force every straight-on high pick to one side so the screener cannot change his angle and confuse the coverage.
Versus spread pick-and-roll
also called spread left / spread right
Influence a spread pick-and-roll to the crowded side and default to Soft if we cannot.
Versus roll and slide
Take away the pocket pass and the strong-side duck-in when the screener rolls and slides.
Switch same size
also called switch 1-2, 2-3, 3-4, 4-5
Switch like-sized matchups on occasion as directed by the scouting report, and kill the possession late clock.
"2" versus high pick-and-roll
also called automatic 2
Negate the high pick-and-roll entirely by going into an automatic 2.
11
also called eleven
Set the screen at an angle so the 5 is a threat to slip rather than actually screen, and get the ball centered above the nail going downhill.
Single
also called single x · single elbow
Beat the defense before it matches up, with the 5 as the release valve and decision-maker.
Ear
Run it before the defense sets and exploit confusion between the two big defenders; if the first screen is covered, the 5 takes the ball weak.
Motion
also called motion x · motion down
Start in early-offense dive action and evolve into a high-post read, with split action as the change-up.
Thumb down
Show motion, then go quickly into a middle pick-and-roll.
Four step
also called four
Use early misdirection to move the 5's defender slightly out of position before a dribble hand-off above the arc.
Stack
Get our best wing scorer reading the defense from an alignment the defense must react to.
Shoulder
Get a quick catch-and-shoot opportunity for one of the wings.
Strong (elbow quick)
also called strong elbow quick · strong double · strong flex
Attack the elbow with our shooter in catch-and-shoot mode.
Weak
also called weak roll · weak hold · weak deny · weak elbow
Make the defense guard elbow split action, with post options if the matchup is favorable and misdirection variants against pressure.
Pistol
also called pistol down
Attack the paint in early offense before the defense has a chance to get set.
Loop series
also called loop trips · loop 3 rub · loop quick · loop elbow · loop post
Give our best shooter momentum through multiple screens and punish any switch behind them.
45
also called 54
A higher, tighter Horns look that pulls a big into high help and opens a clean path to the rim.
Sprint pick-and-roll
also called knee / thigh visual
Have the 5 sprint into the pick-and-roll so his defender cannot arrive in time to provide help.
Moving without the ball
also called late-action movement
Be most dangerous as the original play call is completing — keep moving, cut hard, share the ball.
Down-hill, north-south
also called center the ball above the nail
Center the ball just above the nail and attack down-hill.
ATO timing principle
also called after-timeout themes
Move all five players at the same time, with a two-man action on one side and something else on the other.
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