High School Football Preseason Curriculum: 6-Week Install Plan

Football·High School·Ages 14-18·School·6-week season·3× / week·120-min sessions·Phased install with heat acclimatization

By the Practice Plan App Coaching Team · Published August 2026

This is a 6-week, 18-practice preseason plan for a high school program — 3 practices per week at 120 minutes, built for a varsity roster of roughly 35-60 players with a staff of 4-8 coaches. It is written for the coordinator or head coach running the install calendar, not for a single position group: every week names what gets installed, what tempo it is installed at, and what has to be measurably true before the next week starts. Weeks 1-2 follow standard heat-acclimatization progression (helmets only, then shells), first thud contact lands on day 8, and the full base offense and defense are in by the end of week 3 so weeks 4-6 can be spent on situations instead of new plays.

Who Is This Curriculum For?#

Programs that open the season with a defined preseason window — typically 3 practices per week once school-year restrictions or staff schedules are in place. If your state allows 5-6 practices per week in August, compress weeks 1-2 into your acclimatization window (the helmet/shell/pad sequence must still run in order) and keep the week 3-6 install order unchanged. If you run a JV and varsity from one install, teach the same menu to both and cut the situational packages (weeks 4-5) to half-menus for JV.

How Does the Install Pacing Work?#

The pacing rule is base before situations. By the end of week 3 the answer to "what do we have in?" is fixed: 3 formations, 8 runs, and 6 passes on offense; base front, Cover 3, Cover 1, and 2 line stunts on defense; punt and punt return live. Weeks 4-6 add packages on top of that base — red zone (6 plays), third down (8 calls), no-huddle tempo, two-minute, and the remaining 4 special teams phases — and every package deliberately reuses base concepts so players learn situations, not new plays. Two scrimmage checkpoints audit the plan: a 40-play controlled scrimmage on day 9 and a 60-play dress rehearsal on day 16, each with named pass/fail standards.

What Does Heat Acclimatization Require?#

Week 1 is helmets only with tempo-of-practice conditioning; week 2 is shells with bag-and-shield contact only; full pads and the first thud reps arrive in week 3, with live-to-the-ground work capped at 30 contact minutes per player that week. Two water breaks per hour minimum, a WBGT reading before every practice, and one designated staff member owning the acclimatization checklist all six weeks. Check your state association's specific day counts — most 5-day helmet/shell requirements map directly onto weeks 1-2 here, but a few states require additional days before live contact, in which case week 3's day 9 scrimmage slides a week without changing the install order.

Why a Special Teams Period Every Day?#

All 18 practices carry a 10-minute special teams period — 18 total periods that install all 6 phases in priority order: punt (weeks 1-3), punt return (weeks 2-3), kickoff and kickoff return (week 4), field goal and FG block (week 5), then full-operation reps inside the week 6 dress rehearsal. Ten daily minutes beats one weekly hour because ST units are personnel puzzles: daily reps keep the 11-man lists current as the depth chart moves.

The 6-Week Curriculum#

6 weeks · 3 practices per week · 120-minute sessions

Week 1

Helmets Only: Operating System Install

Goal

All 3 practices in helmets only. Install 2 base formations, 4 core runs, and the quick-game package (slant/flat, stick) on offense; base front plus Cover 3 on defense. Team period hits 18 clean snaps by practice 3 with fewer than 3 alignment resets, huddle break in 10 seconds or less, and zero contact reps.

Alignment and assignment rulesHuddle and snap operationQuick game timing on air and vs skeletonPunt unit personnel and alignment (ST period 1 of 18)Heat acclimatization: 2 water breaks per hour, WBGT check before practice

Practices

  • Day 1: First-Day Install and Tempo Standards · 120 min

    Run this 120-minute first-day plan as written — it sets the huddle clock, to-the-line standard, and installs formation rules and the first 4 runs. Insert your 10-minute punt-personnel period in place of the final conditioning block so the special-teams-every-day standard starts on day 1.

  • Day 2: No-Pads Assignment Install and 7v7 Intro · 120 min

    This plan is written for 90 minutes; stretch to 120 by doubling the team-period snap target from 14-18 to 24-28 and adding a 15-minute split-field OL/DL alignment walkthrough after individual. Keep the plan's tag-off, zero-bodies-on-the-ground standard — that is exactly the week 1 contact rule.

  • Day 3: 7-on-7 Skeleton Install (Quick Game vs Cover 3) · 120 min

    A 90-minute skeleton plan — extend to 120 with a 20-minute OL/DL separate-field period (run fits on bags, no contact) and the 10-minute punt period. It is written for beginner-level skill players, so if your 7v7 is clean by rep 10, tighten the completion standard from on-time throws to on-time-and-catchable at 70 percent.

Week 1 is helmets only, no exceptions — this satisfies days 1-3 of the standard 5-day acclimatization window before shells. Conditioning is tempo-of-practice only: no timed gassers, no sprints past the 10 minutes of strides at the end of practice 3. Every practice ends with the same 10-minute special teams period; this week it is punt-unit personnel and alignment on air. Staff assignment: designate one coach as the acclimatization monitor who owns WBGT readings, the water-break clock, and the athletic trainer radio for all 6 weeks.

Week 2

Shells: Position Fundamentals on the Week 1 Base

Goal

All 3 practices in shells (helmets and shoulder pads), contact limited to bags and hand shields. Every position group completes its fundamentals install: OL runs the base-run blocking rules for all 4 week-1 runs, DBs align and pedal in Cover 3 and press-Cover 1, QBs throw the week-1 quick game at 65 percent completions in 7v7. Add 2 more runs (total 6) and Cover 1 to the defensive call sheet. Conditioning ramps to 10 x 40-yard strides at the end of each practice.

OL zone and gap rules on the 6-run menuDB pedal, leverage, and Cover 3/Cover 1 alignmentQB drops married to the quick-game concepts from week 1WR releases and route depths feeding the same conceptsPunt return install (ST periods 4-6 of 18)

Practices

  • Day 4: Offensive Line Rules for the 6-Run Menu · 120 min

    Written as a 90-minute beginner OL install — reach 120 by pairing it with a concurrent skill-side routes-on-air period and a merged 20-minute team run period (16 snaps) applying the OL rules to all 6 base runs. For a competitive varsity room, run the drill progression at half the listed teach time and demand call-outs (combo, climb, ID) on every rep.

  • Day 5: Defensive Back Fundamentals in Cover 3 and Cover 1 · 120 min

    This 90-minute DB install covers pedal, leverage, and both coverages you carry into week 3; extend to 120 with a 30-minute 7v7 period where the offense runs only week-1 quick game so DBs see the exact routes they just drilled. Front-seven players run a parallel block-destruction circuit on shields during the DB individual periods.

  • Day 6: QB Timing Day — Quick Game at Full Speed · 120 min

    A 90-minute QB fundamentals plan built around slant/flat, stick, and Cover 1/Cover 3 identification — the exact menu installed in week 1, now at shells tempo. Stretch to 120 with a 20-minute WR-QB routes-vs-air ladder (every QB throws each concept 6 times) plus the punt-return ST period; hold QBs to the 65 percent 7v7 completion standard before week 3 pads.

Shells legalize bag and shield work, not tackling — the first thud rep does not happen until week 3, day 1. Run practices 1 and 2 as split-field position installs: OL/DL on the far hash, skill on the near hash, then merge for team. The three linked plans below are written as beginner position clinics at 90 minutes; at the competitive level the adaptation is the same for all three — keep the drill menu, cut the teach time per drill from 3 minutes to 90 seconds, and reinvest the savings in the extra team period that gets you to 120.

Week 3

Full Pads: Tackling Certification and Base Install Complete

Goal

First full-pads week. Every defender completes the 5-station tackling circuit with a graded fit-position rep sheet (target: 90 percent fit-position pass rate by day 9). Base install is DONE by end of week: 3 formations, 8 runs, 6 passes on offense; base front, Cover 3, Cover 1, and 2 line stunts on defense; punt and punt return operational. Scrimmage checkpoint 1: 40-play controlled intra-squad with zero busted alignments on the first 20 scripted plays.

Leverage tackling: near foot, near shoulder, wrap and driveInside run period at thud tempo (quick whistle, no ball carrier to ground)Completing the 8-run, 6-pass base menuLive punt operation with rush (ST periods 7-9 of 18)Scrimmage checkpoint 1

Practices

  • Day 7: Defensive Tackling Circuit — First Pads Day · 120 min

    Run this 120-minute varsity tackling-circuit plan as written on the first legal pads day; it stays at fit-and-wrap tempo, which is the correct first-contact progression after two weeks of shells. Offense splits off for a 40-minute pad-level run period (all 8 runs vs bags) while defense circuits, then swap; keep the plan's grading sheet — it becomes your day 9 scrimmage eligibility list.

  • Day 8: Inside Run and Base Offense vs Base Defense (Thud) · 120 min

    No published plan yet — build it as: 20-minute individual, two 10-minute inside-run thud periods (ones vs twos, 8 snaps each), 25-minute 7v7 running all 6 base passes vs Cover 3/Cover 1, 25-minute team thud period mixing the full 8-run 6-pass menu against called fronts and stunts, 10-minute live punt-vs-rush ST period, 10-minute conditioning (first week of timed 110s: 6 reps at position standard).

  • Day 9: Scrimmage Checkpoint 1 — 40-Play Controlled Intra-Squad · 120 min

    No published plan yet — script the first 20 plays (10 offense-first, 10 defense-first, base menu only) and free-call the last 20; live to the ground except QBs, spot-and-play officiating by staff, film everything from end zone and sideline. Pass standard: zero alignment busts on the scripted 20, 90 percent tackling-circuit graduates make first contact inside 5 yards. Punt team takes the field on every 4th down — this is ST period 9.

Contact ramps inside the week: day 7 is circuit tackling at fit-and-wrap tempo, day 8 introduces thud in inside run (2 periods, 10 minutes each, quick whistle), day 9 scrimmage is live to the ground for ball carriers only, QBs off-limits in red jerseys. Track contact minutes per player — no player exceeds 30 live-contact minutes this week. By Friday of week 3 the answer to "what do we have in?" must be: full base offense and defense plus 2 special teams phases. Everything after this week is situational packaging, not new base.

Week 4

Situational Packages I: Special Teams Priority and Red Zone

Goal

Layer the first situational packages onto the completed base. Kickoff and kickoff return join punt/punt return (4 of 6 ST phases operational). Red zone offense installs a 6-play inside-the-20 menu; red zone defense reps goal-line front for the first time. Measurables: KO coverage lanes graded on 10 live-tempo reps per practice, red zone offense scores TDs on 4 of 8 scripted low-red-zone snaps in Friday's situational period, week-3 scrimmage corrections re-repped and cleared on film.

Punt and punt return polish, KO/KOR install (ST periods 10-12 of 18)Red zone offense: 6-play menu using week 1-3 base conceptsGoal-line and short-yardage defenseCorrections period from scrimmage checkpoint 1 film

Practices

  • Day 10: Punt and Punt Return Full Install · 120 min

    Run this 120-minute varsity punt/punt-return plan as written — it converts the alignment work from ST periods 1-9 into a full operational phase with rush, return calls, and fake-alert rules. If your roster is under 40, two-platoon the units (starters both ways) and cut the listed rep counts by a third to control legs in week 4.

  • Day 11: Red Zone Offense Install (Inside the 20) · 120 min

    This 120-minute varsity red zone install is the exact fit for the week — it packages a compressed-field menu and end-zone-line rules on top of an existing base, which is where this curriculum sits after week 3. Keep the daily ST period by trimming the plan's final team period from its listed snap count by 4 snaps and inserting 10 minutes of KO coverage lanes.

  • Day 12: Goal Line, Short Yardage, and KO/KOR Live Reps · 120 min

    No published plan yet — structure as: 15-minute film-correction individual, 20-minute goal-line defense install vs heavy sets (bags then thud, 12 snaps), 25-minute red zone offense vs goal-line defense competitive period (8 scripted low-red snaps — the 4-of-8 TD standard lives here), 20-minute KO and KOR at live tempo (10 graded coverage reps), 15-minute team situational (plus-territory calls), 10-minute punt polish, 15-minute conditioning (8 x 110s).

The Monday staff meeting sets the week: every position coach brings 3 scrimmage-film corrections, and those become the first 10 minutes of individual period all week. This is also the week special teams gets a full practice, not just the daily 10 minutes — day 10 below is a dedicated 120-minute punt/punt-return session. Red zone install deliberately reuses base concepts (stick becomes the goal-line answer vs man; the 2 lead runs become the plus-2 calls) so players are learning situations, not new plays.

Week 5

Situational Packages II: Third Down, Tempo, and Two-Minute

Goal

Complete the situational call sheet. Install the 8-call third-down menu (4 for third-and-short, 4 for third-and-6-plus) and the no-huddle signal system, then run the two-minute operation end to end. Measurables: offense converts 5 of 10 scripted third downs vs live pressure, no-huddle snaps the ball inside 18 seconds from previous whistle on 80 percent of tempo reps, and both two-minute units finish their drives (score or turnover-on-downs) inside 90 seconds of game clock with zero procedure penalties. Field goal and FG block install completes the 6-phase special teams menu (ST periods 13-15 of 18).

Third-down offense and pressure defenseNo-huddle signals, tempo, and sideline operationTwo-minute offense and defense with clock rulesFG/FG block installPlayer-load management: cut conditioning volume 25 percent from week 4

Practices

  • Day 13: Third Down and Pressure Install · 120 min

    Run this 120-minute varsity third-down pressure plan as written; it is a two-sided install, so script the offensive menu to be your 8 third-down calls and grade the 5-of-10 conversion standard during its competitive period. Swap its conditioning block for the first FG/FG-block teaching period (operation and get-off times, no rush).

  • Day 14: No-Huddle Signals and Tempo Operation · 120 min

    This 120-minute varsity no-huddle install (signals, tempo, RPO, protection) drops in cleanly at week 5 because the base menu it calls at tempo was finished in week 3. If your offense does not carry RPOs, replace that segment with tempo reps of the 6 base passes; hold the 18-second snap standard on 80 percent of reps before you leave the team period.

  • Day 15: Two-Minute Drill Under the Clock · 120 min

    Run this 120-minute varsity two-minute plan as written — it assumes an installed quick game, tempo system, and third-down menu, all of which are now in. Add your FG unit to every drive ending in field-goal range so the new phase gets game-speed reps; grade drives against the 90-second, zero-procedure-penalty standard.

All three linked plans this week are 120-minute varsity sessions — run them at full length and protect the daily ST period inside each (the FG/FG-block install replaces the listed conditioning block on days 13 and 14; field goal is the lowest-leg-cost phase, which fits the week-5 load taper). Coordinate the week so day 13's pressure looks become day 15's two-minute defense: the point of the sequence is that tempo (day 14) plus third-down answers (day 13) are the two-minute drill (day 15).

Week 6

Game Week Simulation: Dress Rehearsal and Taper

Goal

Convert the full install into a game-week rhythm. Scrimmage checkpoint 2: a 60-play dress rehearsal with full game operation — coin toss, ST units on every change of possession, sideline signals, clock. Pass standard: under 4 procedure/alignment penalties across 60 plays, all 6 ST phases execute at least twice, two-minute unit scores or flips the field in its scripted end-of-half drive. Days 17-18 taper: total live-contact minutes for the week under 20, conditioning replaced by tempo, every player can state his assignment on the top 10 offensive and top 10 defensive calls when quizzed.

Dress-rehearsal scrimmage with full game operation (ST periods 16-18 of 18)Opener script: first 15 offensive calls, first defensive menuWalkthrough standard: clean, fast, quietTaper: legs fresh, mental reps up

Practices

  • Day 16: Scrimmage Checkpoint 2 — 60-Play Dress Rehearsal · 120 min

    No published plan yet — run a full game simulation: 15-minute pregame warm-up exactly as it will run on Friday nights, then 60 plays in quarters with running clock, all 6 ST phases live (QBs and specialists protected), a scripted end-of-half two-minute drive, and staff in game-day roles (box, headsets, play cards). Film from both angles; the under-4-penalty standard and ST execution counts come off this film Saturday morning.

  • Day 17: Game-Week Tempo Practice on the Opener Script · 120 min

    This 60-minute varsity game-week plan is intentionally shorter than the preseason 120 — run it as written to teach the in-season tempo, then use the remaining hour for a 30-minute position film session on the dress-rehearsal cut-ups and a 20-minute special teams personnel confirmation for all 6 phases. Script its team periods with your opener's first 15 calls.

  • Day 18: Thursday-Style Walkthrough and Situational Lock-In · 120 min

    Run this 75-minute helmets-only varsity walkthrough as written — its 2-point chart, backed-up, and victory situations are the final items on the install checklist. Close the remaining 45 minutes with a 20-minute team meeting (assignment quiz on the top-10 calls each side) and a 15-minute mock pregame timing rehearsal; players leave on fresh legs 48 hours before the opener.

This week teaches the weekly rhythm the staff will run all season: heavy early, sharp late. Day 16 is the last live contact of preseason. Days 17 and 18 intentionally run shorter than the 120-minute standard — that is the taper, not lost time; use the recovered minutes for position meetings and the opener film install. Publish the depth chart after day 16 film review, not before: the dress rehearsal is the last audition.

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What You'll Need#

  • 1 game ball per QB plus 12-ball team supply
  • 10 stand-up blocking dummies and 12 hand shields
  • 2 five-man sleds or equivalent chute/board setup for OL
  • 40 flat cones and 4 sets of colored pinnies (scout and unit ID)
  • Kicking blocks, 2 kicking cages or nets, and a long-snap target
  • Play cards and wristbands for scout teams (weeks 3-6)
  • WBGT meter, 2 water stations per field, and immersion tub on site
  • End zone and sideline camera setup for both scrimmage checkpoints
  • Whiteboard and printed install checklist per position group

How Should Staff Divide the Install?#

Assign ownership on day 0: one coordinator owns each side's install calendar, one assistant owns all 6 special teams phases (with the 18-period schedule taped inside his call sheet), and one staff member — trainer or assistant — owns heat acclimatization: WBGT readings, the water-break clock, and the per-player contact-minute log in week 3. In the Sunday staff meeting each week, the only agenda items are: what is in, what tested below standard, and what gets the correction periods Monday.

How Do You Track the Weekly Standards?#

Every week in this plan has numeric gates — 18 clean team snaps in week 1, 65 percent 7v7 completions in week 2, 90 percent tackling fit-position pass rate in week 3, 4-of-8 red zone TDs in week 4, 18-second tempo snaps in week 5, under 4 penalties in 60 plays in week 6. Assign one coach per period to count, not coach: a manager with a card can tally alignment resets and completions while position coaches teach. If a gate fails, the fix is the first 15 minutes of the next practice's team period, not an extra practice.

What If Your Roster or Staff Runs Smaller?#

Under 35 players: two-platoon nothing — starters go both ways, so cut every listed rep count by a third and hold the standards, not the volume. Under 4 coaches: collapse the split-field weeks (2 and 3) into sequential periods instead of concurrent ones and accept a 6-run menu instead of 8. The install order never changes; only the menu size does.

How Do the Scrimmage Checkpoints Feed the Depth Chart?#

Day 9's 40-play scrimmage produces the first honest depth chart draft — grade every player on assignment (right place), effort (finish through the whistle), and contact (tackling-circuit carryover). Day 16's 60-play dress rehearsal is the final audition; publish the depth chart after that film review, not before, and tell the roster that timeline in week 4 so the competition stays live.

What Carries Into the Season?#

Week 6 is a template, not a finale: heavy-sharp-light is the in-season weekly rhythm, day 17's 60-minute tempo practice becomes your Wednesday, and day 18's walkthrough becomes your Thursday. The 10-minute daily ST period continues all season. Keep the preseason grade sheets — the tackling-circuit and scrimmage grades are your week 1 injury-replacement plan.

Frequently Asked Questions#

How many practices are in this preseason plan, and how long is each?

18 practices across 6 weeks — 3 per week at 120 minutes each, for 36 total hours. Days 17 and 18 intentionally run shorter on-field time (60 and 75 minutes of practice plus meetings) as the pre-opener taper.

When do players go into full pads?

Week 3, day 7. Week 1 (days 1-3) is helmets only, week 2 (days 4-6) is shells with bag-and-shield contact only, the first thud reps come on day 8, and the first live-to-the-ground work is the day 9 scrimmage — with QBs protected and each player capped at 30 live-contact minutes that week.

How much offense and defense is installed by the end?

Base by end of week 3: 3 formations, 8 runs, and 6 passes on offense; base front, Cover 3, Cover 1, and 2 line stunts on defense. Weeks 4-6 add a 6-play red zone menu, an 8-call third-down menu, no-huddle tempo, the two-minute operation, and all 6 special teams phases.

When are the scrimmages?

Two checkpoints: day 9 is a 40-play controlled intra-squad with the first 20 plays scripted (pass standard: zero alignment busts on the scripted 20), and day 16 is a 60-play dress rehearsal with full game operation (pass standard: under 4 procedure or alignment penalties and all 6 special teams phases executing at least twice).

Does this plan meet state heat-acclimatization rules?

It follows the common national pattern — helmets before shells before pads, no contact before day 6 at the earliest, conditioning ramped weekly, WBGT monitoring and 2 water breaks per hour. State day-counts differ, so map weeks 1-2 onto your association's specific windows; if your state requires more helmet-only days, slide the day 9 scrimmage back a week without changing the install order.

How is special teams scheduled?

Every one of the 18 practices carries a 10-minute special teams period, plus one full 120-minute punt/punt-return practice on day 10. The phase order is punt, punt return, kickoff, kickoff return, then field goal and FG block in week 5, so all 6 phases are operational before the day 16 dress rehearsal.

Can a smaller roster or staff run this curriculum?

Yes — under 35 players, cut every rep count by a third and keep the numeric standards; under 4 coaches, run the week 2-3 split-field periods sequentially instead of concurrently and trim the run menu from 8 plays to 6. The helmet/shell/pad progression and the base-before-situations install order stay fixed.

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