Screenplay Beat Sheet Board
Blake Snyder's 15 story beats mapped as a visual board — every beat, its page number, and how the acts connect, on one shareable canvas.
Act Two — Confrontation Pages 25 to 85: the upside-down world
Act Three — Resolution Pages 85 to 110: synthesis
THE BEAT SHEET Blake Snyder's 15 story beats · three acts · one canvas
The Page Math Beat targets on a 110-page screenplay — scale proportionally for yours
Act One — Setup Pages 1 to 25: the world before the story breaks it
110 pages, 15 beats
Structure is rhythm, not formula
The payoff
Structure the audience feels but never sees
FADE IN:
Every structure starts on page one
The long middle
Act Two is where scripts are won or abandoned
11 · All Is Lost — p. 75 The opposite of the Midpoint, with a whiff of death: something — a mentor, a dream, an old self — dies here.
10 · Bad Guys Close In — pp. 55–75 External enemies regroup and internal doubts fester. The team frays. Pressure from both directions.
6 · Break Into Two — p. 25 The hero chooses to act and steps into the antithesis world. It must be a decision, not an accident.
13 · Break Into Three — p. 85 Thanks to the B story and the theme, the hero finds the real solution — and chooses to fight with new knowledge.
7 · B Story — p. 30 The love story, the mentor, the friendship — a new relationship that carries the theme while the A story carries the plot.
4 · Catalyst — p. 12 The telegram, the firing, the diagnosis, the knock on the door. Life as the hero knows it ends here.
Where this comes from The 15 beats are from Blake Snyder's Save the Cat! (2005), the most-used beat sheet in working screenwriting. Treat the page numbers as rhythm markers, not law — every great script bends them.
Image credits — Unsplash: Jorge Salvador, Waldemar Brandt, Seyed Amir Mohammad Tabatabaee, Miguel Alcântara, Clay LeConey · Pexels: Polina Zimmerman, Maria Mileta, Abdulvahap Demir, KoolShooters, Bence Szemerey
12 · Dark Night of the Soul — pp. 75–85 The hero sits in the wreckage and finally absorbs the theme stated on page five. The lesson lands only after the loss.
5 · Debate — pp. 12–25 Can I really do this? The hero resists the call. The debate sharpens the stakes before the leap.
14 · Finale — pp. 85–110 Five steps: gather the team, execute the plan, the high tower surprise, dig deep down, execute the new plan. The hero proves the change.
15 · Final Image — p. 110 The mirror of the Opening Image. Proof, in one frame, that transformation happened.
8 · Fun and Games — pp. 30–55 The promise of the premise. The trailer moments. The reason the audience bought a ticket.
9 · Midpoint — p. 55 A false victory or a false defeat. Stakes are raised, the clock starts, and fun and games are over.
1 · Opening Image — p. 1 A single frame that captures the hero's before state. It will be mirrored by the Final Image, so choose something that can transform.
3 · Set-Up — pp. 1–10 Plant every character, tic, and flaw that pays off later. Show the six things that need fixing in the hero's life.
2 · Theme Stated — p. 5 Someone tells the hero the lesson of the movie, usually in passing, usually dismissed. The rest of the script argues the point.