Every run and pass is a real play call: the offense picks a concept, such as Inside Zone or Mesh, and the defense picks a coverage, such as Cover 3 or a blitz, before the snap and without seeing the other's call. The Watch tab shows both under the scoreboard ("Shotgun Mesh vs Cover 3"), and the play-by-play and the film room name them too.
The coaches call plays the way NFL teams do: outside and inside zone are about half of all runs, play action about a quarter of passes, screens about one pass in ten. Defenses play Cover 0, Cover 1, 2-Man, Cover 2, Tampa 2, Cover 3, Cover 4 and Cover 6; a blitz sends extra rushers, and Cover 0 always does. A team's game plan tilts its defense toward man or zone and one or two deep safeties, and its run and pass lean, deep shots and heavy sets change the offense's mix.
No play is best against everything. Against the league's usual mix of coverages every play comes out about even; what changes is the matchup. Good and weaker here mean next to the other runs, or the other passes, against the same coverage. Runs: Inside Zone: the line steps together and the back reads the first down lineman for a hole between the tackles; good against 2-Man, Cover 4 and Cover 6, weaker against Cover 0, Cover 1 and the blitz. Outside Zone: the line reaches to the sideline and the back presses the edge, cutting back when the defense overflows; good against Cover 0 and Cover 2. Duo: double teams on both interior defenders, the back running downhill at the linebackers; good against Cover 4, weaker against Cover 0 and Cover 2. Power: a gap scheme: the backside guard pulls and leads through the hole the down blocks open; good against Cover 1 and Cover 3, weaker against Cover 0, 2-Man, Cover 2, Tampa 2, Cover 4 and Cover 6. Counter: a false step one way, then two pullers lead the back back against the flow; good against Cover 0, Cover 1, Cover 3 and the blitz, weaker against 2-Man, Cover 2, Tampa 2, Cover 4 and Cover 6. Draw: it looks like a pass: the line sets, the rush runs upfield, and the back takes a delayed handoff under it; good against Cover 4, Cover 6 and the blitz, weaker against Cover 0 and Cover 1. Toss: a pitch to the back to get him to the edge fast, with the line and receivers sealing inside; good against Cover 0, Cover 1, Tampa 2 and the blitz, weaker against Cover 4.
Passes: Slants: quick three-step slants: the ball is out before the rush gets home, into the window inside the corner; good against Cover 0, Cover 4 and the blitz, weaker against Cover 2 and Tampa 2. Mesh: two shallow crossers rub past each other underneath, with a sit route and a back in the flat; good against Cover 0, Cover 1, 2-Man and Cover 4, weaker against Cover 3. Screen: the rush is let through and the ball goes behind the line to a back or receiver with blockers in front; good against Cover 0, Cover 1, 2-Man, Cover 4 and the blitz, weaker against Cover 2 and Cover 3. Smash: a hitch outside and a corner route over it: the corner in Cover 2 cannot take both; good against Cover 2, Tampa 2, Cover 4 and Cover 6, weaker against Cover 0, Cover 1, Cover 3 and the blitz. Flood: three routes at three depths to one side, a clear-out, an out and a flat, overloading the zone there; good against Cover 2, Tampa 2 and Cover 3, weaker against Cover 0, Cover 1, 2-Man, Cover 4 and the blitz. Four Verts: four receivers go deep, stretching the deep zones; the back checks down underneath; good against Cover 2 and Cover 3, weaker against Cover 1, 2-Man, Tampa 2, Cover 4 and the blitz. Play Action: a run fake pulls the linebackers and the safety in the box forward, then the throw goes behind them; good against Cover 3, weaker against Cover 0, Cover 2, Cover 4 and the blitz. A quarterback sneak is for third or fourth and 1.