Know Your Plays Privacy Policy
Last updated: October 14, 2026
Formerly published as PlayLock. Same app, same developer, same policy — only the name changed.
The short version
Know Your Plays has no accounts. Your playbook images, cards, quiz history, streaks and settings live
on your device. Data leaves it only in these cases: a deck you share yourself; a
team code you create or join (see Team codes below); a
"Was this read right?" vote you tap in the simulator; a message you send from
Send feedback in Settings (see Send feedback below); Pro purchase
checks through RevenueCat; and a small settings file the app downloads (see Feature flags).
What stays on your device
- Playbook images and cards — pages you scan, photograph or import, and the
cards you make from them, are stored only in the app's private storage on your device.
- Study data — quiz results, spaced-repetition scheduling, streaks and stats
are computed and stored on-device.
- Screen Time selections — the apps you choose to lock are handled by Apple's
Family Controls framework. Apple's design means Know Your Plays never learns the names of the apps you
select; it holds only opaque tokens, on your device.
Deck sharing
Sharing a deck creates a file on your device that you send yourself (AirDrop, Files, etc.).
It contains that deck's cards and images — not your quiz history, streaks or settings. Nothing
about a shared deck is uploaded to us.
Team codes (optional)
A coach can create a six-character team code and players can join it. Joining is a choice
you make on a screen that says exactly what is shared, and you can leave at any time.
- What a player's phone sends: the team code, the display name you choose (a jersey
number or a first name — never your full name), and for each of the team's plays one of three words:
not yet, learning or ready (stored as
new, learning,
mastered). No quiz answers, no scores, no device identifiers, no location.
- What a coach's phone sends: the team name and sport the coach types, the names of
the plays the coach publishes, and the next game date if the coach sets one. These are stored with
the team.
- Timestamps: the server records when a team was created and when each player
joined and last updated, to the second, so the board stays in sync. The coach's board shows only
the day.
- Your IP address: our server uses it only to rate-limit team requests (to stop
someone guessing codes). It is held as a counter that expires within an hour and is never stored
with a team or a player record. Cloudflare, which hosts our server, also keeps short-lived request
logs to operate it.
- Access keys: creating or joining a team gives your phone a random key that
proves it is the coach or that player; the server keeps only a one-way hash of it.
- Who sees it: the coach who holds the team code, on a board that lists the
team's players and which plays each one has mastered. Players never see each other's data.
- What it never includes: whether you use the app lock, which apps you lock,
or any Screen Time data. Coaches cannot see or control the lock.
- Removing and reporting: From version 1.6.0, coaches can remove a player from the team and players can report the team from the Team screen; reports are kept for 90 days and read by a person. On earlier versions, email support to report a team or to have a player removed. A report holds only the reason you type, whether a coach or a player sent it, and when.
- Retention: team records expire 200 days after they were last updated.
Leaving a team erases your record immediately; a coach deleting the team erases the team and every
player record (a report already sent is kept for its 90 days, so it can still be reviewed).
"Was this read right?" (optional)
Under the simulator's throw, a coach can tap thumbs up or thumbs down to tell us whether the read
was right, and add a one-line note. Nothing is sent unless you tap.
- What a vote sends: up or down; which library play it was (or, for a play you
drew, a one-way fingerprint of the drawing, never its name or the drawing itself); the defense and
level you picked; what the simulator showed (the receiver, the rating, the read); and the app and
engine versions. No device identifiers, no team code, no location.
- The note: only what you type, up to 200 characters. It is read by a person
at Know Your Plays to improve the simulator and is never shown to anyone else.
- Your IP address: used only to rate-limit votes, as a counter that expires
within an hour; it is never stored with a vote.
- Retention: each vote and its note are deleted after 90 days; only running
up/down totals per play and defense are kept longer.
Send feedback (optional)
Settings has a Send feedback screen for reporting a bug or suggesting an idea. Nothing
is sent unless you tap Send.
- What it sends: whether it is a bug, an idea or something else; the message you type,
up to 1,000 characters; and the line shown under the message before you send it: the app version and
build, the iOS version, the device model (for example "iPhone13,4", never your phone's name) and your
language and region setting. It also says which screen you sent it from. No device identifiers, no
team code, no location, no contacts.
- No email address: the screen does not ask for one, so we cannot reply to a message
sent this way. If you want a reply, the same screen can open an email to us in your own mail app
instead; that email reaches us like any other, with the address you send it from.
- Who reads it: it is read by a person at Know Your Plays to fix bugs and decide
what to build next, and is never shown to anyone else or used for advertising.
- Your IP address: used only to rate-limit messages, as a counter that expires
within an hour; it is never stored with a message.
- Retention: each message is deleted after 180 days.
Purchases
Payments are processed by Apple. To activate Know Your Plays Pro across reinstalls, the app uses
RevenueCat to check subscription
status; RevenueCat receives a random app-scoped identifier and purchase receipt data from Apple.
Know Your Plays sends it no personal information, and we do not use it for analytics or advertising.
What we don't do
- No tracking, no ads, no analytics SDKs.
- No accounts, no email collection, no contact upload.
- No selling or sharing of data. The only data we hold is the optional team-code record
described above (plus the short-lived rate-limit counters and any report), used for nothing but
that team's board and reviewing reports; any "Was this read right?" votes you choose to send,
used for nothing but improving the simulator; and any message you send from Send feedback, used for
nothing but fixing and improving the app.
Feature flags
On launch the app may fetch a small configuration file from our server to disable a
malfunctioning feature. That request carries no identifiers or personal data.
Deleting your data
Deleting a deck deletes its cards and images. Deleting the app deletes everything on the
device. If you joined a team code, leave the team first (Lock ▸ Settings ▸ Team ▸ Leave the team; the Settings screen is called Gate settings before version 1.6.0) to erase your record on
our server, or it expires on its own after 200 days.
Children
Know Your Plays is designed for student athletes, including minors. The app has no accounts and no
messaging. For a player, the optional team code sends only a chosen display name and per-play mastery words,
which is why it asks for a jersey number rather than a name. Purchases on a child account go
through Apple's Ask to Buy.
Contact
Questions: tomnguyentpm@gmail.com