The code we built together for calling a route at the line — no huddle, no wristband, just numbers. Every call starts the same way and branches from there. This page is both the rulebook and the keepsake.
The grammar
Every code starts with one digit: how many steps off the line before anything happens. What comes after decides the route. Two ways to build the rest:
Same digit
D1 = D2
Straight up the field. No break.
e.g. 22 · 88
Consecutive digit
|D1 − D2| = 1
Increase → chair. Decrease → button. Break direction still by parity: even second digit → toward QB, odd → away.
e.g. 23 · 76
Any other digit
|D1 − D2| ≥ 2
Even second digit → toward the QB. Odd → away.
e.g. 28 · 39
Repeated triple
4111 / 4222
Deeper break. Same even/odd rule, longer route.
e.g. 3111 · 5222
Coming soon
Color calls — a color word stacked on a number, for a layer the defense can't hear. Not designed yet: does it set tempo, personnel, or a second route, and how many colors before it's more to remember than it's worth at Cullen's age?
Reading one, start to finish
47
4 — four steps off the line.
Compare digits: 7 − 4 = 3. Not consecutive, so skip chair/button.
7 is odd → break away from the QB.
Result: out-cross — four steps, then a hard cut away from the QB toward the sideline.
The calls
route lineQBDiagrams face upfield, QB at bottom left — a break toward that corner is "toward the QB," a break the other way is "away."
The keepsake
The diagrams above are drawn for accuracy. This one's for the wall — one hand-drawn chalkboard illustration with a handful of the routes together.