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Spread Punt

81FT·G6IN.~6IN·GIFr0
~6IN. 6IN~
~ ~

o 14yardsbehindC I

00- (GUNNERS)- 2 PT. STANCE. OUTSIDE FOOT FORWARD. EYES ON THE BALL.
BASE ALIGNMENT: BALL IN MIDDLE- OUTSIDE EDGE OF THE NUMBERS.
BALL ON THE NEAR HASH- 2 YARDS OUTSIDE THE NUMBERS.
BALL ON THE FAR HASH- INSIDE EDGE OF THE NUMBERS.
NOTE: ALIGNMENT MAY VERY BASED ON THE DIRECTION OF PUNT OR THE
SCHEME OF THE RETURN TEAM.

~2 PT. STANCE. INSIDE FOOT FORWARD. HANDS ON THE TOP OF THE THIGH PADS. EYES ON THE BALL.
~BASE ALIGNMENT: INSIDE FOOT 6 INCHES FROM THE OUTSIDE FOOT OF THE TACKLE. ASSUME A
DEPTH WHERE YOU CAN REACH AND TOUCH THE HIP OF THE TACKLE.

@@-2 PT. STANCE INSIDE FOOT FORWARD. HANDS ON THE TOP OF THE THIGH PADS. EYES ON THE BALL.
BASE ALIGNMENT: INSIDE FOOT 12 INCHES(1 FT.) FROM THE OUTSIDE FOOT OF THE GUARD. TOES OF
INSIDE FOOT EVEN WITH THE HEELS OF THE CENTER.
@@-2 PT. STANCE INSIDE FOOT FORWARD. HANDS ON THE TOP OF THIGH PADS. EYES ON THE BALL.
BASE ALIGNMENT: INSIDE FOOT 6 INCHES FROM THE OUTSIDE FOOT OF THE CENTER. TOES OF
INSIDE FOOT EVEN WITH THE HEELS OF THE CENTER.

@ASSUME PROPER SNAPPING POSITION. ALWAYS CHECK TO MAKE SURE THE PUNTER IS IN POSITION
BEHIND YOU. SNAP WHEN YOU ARE READY AFTER YOU HAVE HEARD THE "SET' CALL FROM
THE FULLBACK.

1fi\-2 PT. STANCE. FEET SQUARED-UP WITH HANDS ON THE TOP OF THE THIGH PADS.
v- SCAN THE FIELD TO IDENTIFY THE PUNT RUSH.
BASE ALIGNMENT: 6 YARDS DEEP DIRECTLY BEHIND THE GUARD.

0-STAGGER STANCE WITH ARMS EXTENDED AND HANDS OPEN.


BASE ALIGNMENT: 14 YARDS DEEP DIRECTLY BEHIND THE CENTER.
PUNT
THE OBJECTIVES: FIRST AND FOREMOST, WE MUST GET THE PUNT OFF CLEANLY.
SECONDLY, WE MUST TACKLE THE MAN WITH THE BALL, KEEPING HIM TO A MINIMAL GAIN.
PHILOSOPHY: A GREAT PUNT, A FAIR CATCH, A PUNT DOWNED INSIDE THE 20, A GREAT
HIT ON THE BALL CARRIER, OR A TURNOVER IS, SIMPLY, A BONUS IN REGARDS TO OUR
OBJECTIVES.
A FOOTBALL GAME IS, LARGELY, DETERMINED BY FIELD POSITION AND TURNOVERS, AND
THE PUNT IS THE SINGLE-MOST EFFECTIVE WAY TO GAIN THE EDGE IN THE BATTLE FOR
FIELD POSITION.
COMPONENTS OF THE PUNT: THE PUNT IS BROKEN DOWN INTO 3 PARTS.
1. THE EXECUTION OF THE SNAP AND PUNT
2. THE PUNT PROTECTION
3. THE PUNT COVERAGE

(1)-THE EXECUTION OF THE SNAP AND PUNT- THE LONG SNAPPER MUST DELIVER THE
BALL TO THE PUNTER IN .8 SECONDS. THE PUNTER MUST CATCH THE BALL AND PUNT IT
IN 1.3 SECONDS, FOR A TOTAL GET-OFF TIME OF 2.1 SECONDS. THE SNAP AND GET-OFF
MUST BE EXECUTED PERFECTLY EVERY TIME.
(2)-THE PUNT PROTECTION- PROPER TECHNIQUE AND PATIENCE ARE THE KEYS TO THE
PUNT PROTECTION. THE CENTER, GUARDS, TACKLES, WINGS, AND FULLBACK MUST
WORK TOGETHER TO MAINTAIN THE INTEGRITY OF THE PROTECTION. JUST AS AN
OFFENSIVE LINE FORMS A POCKET FOR THE QUARTERBACK TO THROW, WE MUST FORM
A POCKET FOR THE PUNTER TO KICK. THE BALL IS GENERALLY PUNTED 9 TO 10 YARDS
FROM THE LINE OF SCRIMMAGE. WE CANNOT ALLOW PENETRATION INTO THE FACE OF
THE PUNTER.
THE SET-IN PUNT PROTECTION, WE ARE -BUYING TIME" FOR THE PUNTER TO GET THE
BALL OFF. YOU CANNOT GET BEAT BY A RUSHER UNTIL THE RUSHER GETS TO YOU. THAT
IS WHY THE SET IS SO IMPORTANT. KEY THE BALL, EXPLODE STRAIGHT BACK OFF THE
LINE OF SCRIMMAGE WITH 3 QUICK KICK/SHUFFLE STEPS, GETTING AS MUCH
SEPARATION FROM THE RUSHER AS POSSIBLE (NEVER CROSSOVER). BE A KNEE BENDER,
NOT A WAIST BENDER. KEEP YOUR HEAD AND CHEST UP AND YOUR ASS DOWN. BE
PATIENT! LET THE RUSHER COME TO YOU, DO NOT GO AFTER THE RUSHER. ALSO, LET
THE RUSHER MAKE THE FIRST COMMITMENT. STAY ON TRACK (STRAIGHT BACK) AND
MAINTAIN A GOOD HITTING POSITION. WHEN YOU MUST TAKE A STAND AND PUNCH TO
STOP THE CHARGE OF THE RUSHER, SINK YOUR ASS AND PUNCH UP THROUGH THE TOP
OF THE NUMBERS. KEEP YOUR HEAD UP AND DO NOT LUNGE OR GET OVER-EXTENDED.
KEEP YOU SHOULDERS AS SQUARE AS POSSIBLE AND NEVER OPEN UP TO WHERE YOUR
SHOULDERS ARE PARALLEL TO THE SIDELINES. IF YOU ARE QUICK WITH YOUR FEET, YOU
WILL NEVER GET CAUGHT IN THAT POSITION.
(3)-THE PUNT COVERAGE- SPEED, AWARENESS, PROPeR ~IJR~IJ~\ p..~~\..£.~ P\WD ~OO'D
TACKLING TECHNIQUES ARE THE KEYS TO GOOD PUNT COVERAGE. GREAT PUNT
COVERAGE IS CRITICAL TO KEEPING THE RETURN YARDAGE TO A MINIMUM, BUT ALWAYS
TAKE CARE OF YOUR PROTECTION RESPONSIBILITIES FIRST BEFORE GETTING INTO THE
COVERAGE.
SPEED: ONCE YOU HAVE DONE YOUR JOB IN THE PROTECTION AND THE BALL IS AWAY-
RUN! THE GREATEST ADVANTAGE YOU HAVE IN THE PUNT COVERAGE IS THE FACT THAT
YOU ARE BASICALLY STARTING OUT EVEN WITH THE OPPONENTS THAT WILL ATTEMPT TO
BLOCK YOU. YOU CANNOT BE HELD UP OR KNOCKED OFF YOUR FEET. GET OFF THE
BLOCK AND HAUL ASS. YOU MUST OUTRUN THE OPPONENT AND CLOSE TO THE BALL
AHEAD OF THE BLOCKER WHERE HE HAS NO OPPORTUNITY TO LEGALLY BLOCK YOU.
AWARENESS: HAVE PRE-SET AWARENESS OF WHERE THE PUNTER IS ATTEMPTING TO PLACE
THE BALL. ONCE THE BALL IS PUNTED, BE AWARE OF THE DIRECTION CALL AND READ THE
POSITION AND INTENT OF THE RETURNER. DISTINGUISH THE TYPE OF RETURN AND BE AWARE
OF ANY OPPONENT SETTING YOU UP FOR A BLOCK. BE AWARE OF WHERE YOU ARE ON THE

PG.l
PUNT
POSITION AND INTENT OF THE RETURNER. DISTINGUISH THE TYPE OF RETURN AND BE
AWARE OF ANY OPPONENT SETIING YOU UP FOR A BLOCK. BE AWARE OF WHERE YOU ARE
ON THE FIELD. YOU MUST KNOW IF WE ARE TRYING TO DOWN THE BALL INSIDE THE 10-YARD
LINE. NEVER ASSUME THAT THE RETURNER IS NOT GOING TO FIELD AND RETURN A PUNT,
BUT BE AWARE OF SITUATIONS THAT WOULD INDICATE THAT HE MIGHT ALLOW THE BALL TO
HIT AND GO INTO THE END ZONE. ALSO, NEVER ASSUME THAT THE RETURNER IS GOING TO
FIELD THE PUNT CLEANLY. AS YOU CLOSE THE CUSHION TO THE RETURNER, BREAK DOWN
AND BE IN POSITION TO MAKE THE TACKLE OR RECOVER A MUFFED PUNT.
PURSUIT ANGLES: PROPER PURSUIT ANGLES ARE CRITICAL, NOT ONLY AFTER THE
RETURNER HAS THE BALL IN HIS HANDS BUT ALSO AS WE "FILL THE LANES" IN OUR
COVERAGE. UNLIKE THE KICKOFF COVERAGE WHERE WE START TOGETHER AT FULL
SPEED AND HAVE LANES THAT ARE DESIGNED FOR INDIVIDUALS, THE PUNT
COVERAGE IS SIMILAR TO A FAST BREAK IN BASKETBALL WHERE WE HAVE TO BE
AWARE OF WHERE OUR TEAMMATES ARE AND FILL THE LANES AROUND THE
RETURNER. NEVER PURSUE DIRECTLY BEHIND A TEAMMATE. FIND AN OPEN LANE AND
FILL IT. ONCE THE RETURNER HAS FIELDED THE BALL AND STARTED HIS RETURN,
ADJUST YOUR PURSUIT ANGLE TO WHERE YOU ARE IN POSITION TO MAKE THE
TACKLE IF HE CONTINUES TO RUN.
THE KEY TO GREAT PURSUIT IS THE PROPER ANGLE AND FULL SPEED EFFORT. NEVER
ASSUME THAT ANOTHER TEAMMATE WILL MAKE THE TACKLE. GET TO THE
BALLCARRIER AND BREAKDOWN INTO A GOOD HITIING POSITION TO EITHER MAKE
THE TACKLE, STRIP THE BALL AFTER A TEAMMATE HAS WRAPPED HIM UP, OR
RECOVER THE BALL IF IT IS FUMBLED. REMEMBER: (1) NEVER TRAIL A TEAMMATE, (2)
BUST YOUR ASS UNTIL THE RETURNER IS DOWN, AND (3) NEVER ASSUME THAT
SOMEONE ELSE WILL MAKE THE TACKLE.
TACKLING TECHNIQUE: MOST BIG RETURNS ARE A RESULT OF MISSED TACKLES. TO
BE A GREAT COVER TEAM, WE MUST BE A GREAT TACKLING TEAM. A GREAT TACKLE

- DOES NOT NECESSARILY MEAN A GREAT HIT. AS A MATIER OF FACT, YOU WILL VERY
SELDOM GET A BIG HIT ON A BALLCARRIER IF HE SEES YOU. OUR OBJECTIVE IS TO
TACKLE THE MAN WITH THE BALL. BIG HITS WILL COME, BUT WE DO NOT WANT TO
TAKE A CHANCE OF MISSING THE TACKLE IN AN ATIEMPT TO MAKE A BIG HIT. BEING A
GOOD TACKLER HAS NOTHING TO DO WITH SIZE, SPEED OR TOUGHNESS. IT IS SIMPLY
A MATIER OF TECHNIQUE AND DESIRE. USE YOUR SPEED TO GET AHEAD OF THE
BLOCKERS AND CLOSE THE CUSHION TO THE BALL CARRIER. YOU MUST READ THE
RETURNER TO KNOW WHEN YOU MUST BREAK DOWN AND GET INTO GOOD TACKLING
POSITION. GENERALLY, WE WANT TO BREAK DOWN 5 YARDS FROM THE RETURNER. IF
THE RETURNER IS RUNNING FORWARD TO CATCH A SHORT PUNT, YOU MUST BE
PREPARED TO BREAK DOWN A L1TILE SOONER SO THAT YOU DO NOT RUN BY THE
RETURNER. IF THE RETURNER BACKING UP TO CATCH A LONG PUNT, KEEP RUNNING
AND CLOSE THE CUSHION AS MUCH AS POSSIBLE BECAUSE YOU KNOW HE IS GOING
TO HAVE TO GATHER HIMSELF TO CHANGE DIRECTION AND COME FORWARD, ONCE
HE CATCHES THE BALL. THE KEY IS TO RUN FULL SPEED UNTIL YOU MUST BREAK
DOWN IN ORDER TO MAKE THE TACKLE. DO NOT START TO EASE UP TOO EARLY. YOU
ARE SIMPLY SETIING YOURSELF UP TO GET BLOCKED. ONCE YOU BREAK DOWN INTO
POSITION TO MAKE THE TACKLE, KEEP A GOOD SHOULDER-WIDTH BASE WITH YOUR
FEET, GET YOUR ARMS OUT WIDE TO HELP "GATHER THE BALLCARRIER IN", KEEP
YOUR HEAD UP WITH YOUR EYES ON YOUR TARGET, PUT YOUR CHEST ON HIM WITH
YOUR HEAD ACROSS THE BOW OF THE BODY, WRAP HIM UP, HANG ON, AND GET HIM
ON THE GROUND.
WE WANT TO GET AS MANY PEOPLE TO THE BALLCARRIER AS POSSIBLE FOR THREE
REASONS. (1) PUNISH THE BALL CARRIER, (2) HAVE PEOPLE IN POSITION TO MAKE THE
ND RD TH
TACKLE IN CASE OF A MISSED TACKLE, AND (3) LET THE 2 , 3 , 4 GUY THERE STRIP
THE BALL FROM THE BALLCARRIER. .
ST
WE WANT THE 1 MAN TO SECURE THE TACKLE AND THE NEXT MEN TO THE BALL CAN
GET THE BIG HITS AND CAUSE THE TURNOVERS.

PG.2
PUNT
IMPORTANT RULES FOR THE PUNT TEAM

(1)-ALL ELIGIBLE PLAYERS WHO DO NOT HAVE ELIGIBLE JERSEY NUMBERS AND
ALL INELIGIBLE PLAYERS WHO HAVE ELIGIBLE JERSEY NUMBERS MUST REPORT
TO THE REFEREE BEFORE THE HUDDLE.

(2)-ONL Y THE END MEN ON THE LINE OF SCRIMMAGE ARE PERMITTED TO GO


BEYOND THE LINE OF SCRIMMAGE UNTIL THE BALL IS KICKED.

(3)-ONCE A PUNT TEAM MEMBER HAS CROSSED THE LINE OF SCRIMMAGE, HE MAY
USE HIS HANDS TO WARD OFF, PUSH, OR PULL AN OPPONENT TRYING TO BLOCK
OR OBSTRUCT HIS RELEASE AND COVERAGE.

(4)-TO DOWN A PUNT, THE RECOVERING TEAM MUST STAY WITH THE BALL UNTIL
THE WHISTLE BLOWS. IF HE TOUCHES THE BALL BUT FAILS TO DOWN IT, THE
RECEIVING TEAM CAN NOW TRY TO ADVANCE IT AT NO RISK TO THEMSELVES.

(S)-A MUFFED PUNT IS A FREE BALL BUT CANNOT BE ADVANCED BY THE PUNT
TEAM.

(6)-A FUMBLED PUNT IS A FREE BALL AND CAN BE ADVANCED BY THE PUNT TEAM.

(7)-A BLOCKED PUNT, BEHIND THE LINE OF SCRIMMAGE, CAN BE ADVANCED BY


EITHER TEAM

(8)-A PARTIALLY BLOCKED PUNT THAT GOES ACROSS THE LINE OF SCRIMMAGE IS
TREATED THE SAME AS A PUNT.

(9)-A PLAYER ON THE PUNT TEAM THAT GOES OUT OF BOUNDS MAY NOT TOUCH
THE BALL BEFORE IT HAS BEEN TOUCHED BY THE RETURN TEAM.

(10)-ON THE LAST PLAY OF A PERIOD, IF A PLAYER ON THE PUNT TEAM TOUCHES
OR DOWNS THE BALL (CALLED AN ILLEGAL TOUCH), THE OPPONENT MAY CHOOSE
TO EXTEND THE PERIOD.)

(11)-PUNTS CAN BE RUN OUT OF THE END ZONE. THE BALL IS LIVE UNTIL BLOWN
DEAD.

(12)-PUNT COVERERS CANNOT INTERFERE WITH THE FREE MOVEMENT OF THE


RETURNER IN HIS EFFORT TO CATCH THE BALL.

(13)-THERE IS NO BLOCKING BELOW THE WAIST BY EITHER TEAM ON A KICKING


PLAY.

(14)-A PUNT THAT HITS IN THE END ZONE AND BOUNCES OUT INTO THE FIELD OF
PLAY IS STILL A LIVE BALL FOR THE RETURN TEAM. IF THE BALL IS NOT TOUCHED
BY THE RETURN TEAM, IT IS A TOUCHBACK.(MAKE SURE THE BALL IS DOWNED)

(1S)-A PUNT CAN BE BATTED FROM THE END ZONE BACK INTO THE FIELD OF PLAY
AS LONG AS THE BALL HAS NOT HIT THE END ZONE OR THE COVERER IS NOT
CONTACTING THE GROUND IN THE END ZONE.

(16)-AFTER A FAIR CATCH BY THE RETURNER, THE OPPONENTS CAPTAIN MUST


CHOOSE EITHER (A)IF, WITH TIME REMAINING ON THE CLOCK, A SNAP FROM
SCRIMMAGE, OR (B)AT THE END OF A PERIOD, IF TIME HAS EXPIRED, A FAIR CATCH
KICK(DROP KICK OR PLACE KICK WITHOUT "TEE") FROM THE MARK OF THE CATCH.

PG.3
PUNT
(17)-IF TIME HAS EXPIRED AT THE END OF A PERIOD, AND THERE IS A PENALTV
AGAINST THE PUNT TEAM DURING A FAIR CATCH ATTEMPT, THE OPPONENT CAN
CHOOSE EITHER A FAIR CATCH KICK OR A SNAP FROM SCRIMMAGE AFTER THE
ENFORCEMENT OF THE PENALTV.

(18)-IF A PUNT IS BLOCKED BEHIND THE LINE OF SCRIMMAGE, IT IS LEGAL TO DOUBLE


PUNT, RUN OR PASS THE BALL. COVERERS CAN BE DOWNFIELD AT THE TIME OF THE
SECOND PUNT.

(19)-DURING A PUNT, IF A MEMBER OF THE PUNT TEAM GOES OUT OF BOUNDS


VOLUNTARILY (WITHOUT BEING CONTACTED) IT IS A FOUL RESULTING IN A 5 YARD
PENALTV FROM THE PREVIOUS SPOT.

(20)-AN UNSPORTSMANLIKE CONDUCT PENALTV WILL BE CALLED AGAINST THE


PUNTER IF HE SIMULATES BEING ROUGHED OR RUN INTO.

NOTE: WE WANT TO BE THE MOST AGGRESSIVE, BUT LEAST PENALIZED, TEAM IN


THE NFL.

PG.4
PUNT
HUDDLE

WE WILL HUDDLE 10 YARDS FROM THE BALL. THE CENTER WILL SET THE HUDDLE. THE
HUDDLE WILL BE WITH OUR BACKS TO THE BALL, FACING THE PUNTER.

LT LG C RG RT
LE LW FB RWRE
P

PUNTER-COUNTS HIS PEOPLE AND MAKES THE PUNT DIRECTION AND PROTECTION
CALL. EXAMPLE: PUNT RIGHT-BASE-READY BREAK
FULLBACK-CALLS OUT THE FRONT-MAKES ANY CHECK IF NEEDED-GIVES "SET" CALL.
EXAMPLE: 6 MAN EVEN-SET

IF WE WANT TO CHANGE A DIRECTION OR A PROTECTION CALL AT THE LINE OF


SCRIMMAGE, THE FULL BACK SAYS:"CHECK, CHECK, CHECK" AND THEN MAKES THE
NEW CALL. FOR EXAMPLE, IF WE HAVE FB HOT CALLED AND WE HAVE AN 8 MAN
FRONT OR OVERLOAD, THE FULLBACK WILL SAY: "CHECK, CHECK, CHECK"-BASE. THIS
WOULD GET US OUT OF FB PROTECTION AND GET US INTO BASE PROTECTION.
NOTE: WE MIGHT CHECK FROM FB HOT TO BASE BUT NEVER FROM BASE TO FB HOT.
FB HOT WILL ONLY BE A HUDDLE CALL AND IT STAYS ON VS. A SIX-MAN FRONT(OR
LESS)
IF WE WANT TO CHANGE THE DIRECTION OF THE PUNT BECAUSE OF AN OVERLOAD TO
THE SIDE OF THE ORIGINAL CALL, WE WOULD SAY: "CHECK, CHECK, CHECK:-
ROGER(RIGHT), LOUIE(LEFT), MOLLY(MIDDLE). WHEN WE CHANGE DIRECTIONS, THE
FULLBACK WILL NOT ONLY MAKE A VERBAL CALL, BUT HE WILL ALSO GIVE A HAND
SIGNAL TO THE PUNTER AND BOTH GUNNERS.
ROGER- FULLBACK WILL TAP THE RIGHT SIDE OF HIS HELMET WITH HIS RIGHT HAND.
LOUIE-FULLBACK WILL TAP THE LEFT SIDE OF HIS HELMET WITH HIS LEFT HAND.
MOLLY-THE FULLBACK WILL TAP BOTH SIDES OF HIS HELMET WITH BOTH HANDS.

WE COULD POSSIBLY HAVE A CHANGE IN BOTH DIRECTION AND PROTECTION. FOR


EXAMPLE, THE HUDDLE CALL WAS: PUNT RIGHT-FB HOT-READY BREAK. WHEN WE
LINED UP, WE HAD AN OVERLOAD RIGHT. THE FULLBACK WOULD SAY: OVERLOAD
RIGHT-"CHECK, CHECK, CHECK: -LOUIE-BASE-SET.

IF WE HAVE A FB HOT CALL ON, THE GUARD, TACKLE AND WING WILL TAKE THEIR
ST ND
NORMAL AREA PROTECTION AND PICK UP THE 1 , 2 , AND 3RD RUSHERS AS THEY
TH
SHOW. IF A 4 RUSHER COMES LATE FROM THE DIRECTION SIDE, THE FULLBACK
PICKS HIM UP AND, THEREFORE, HE IS NO LONGER HOT.

IF WE WANT TO CALL OFF A FAKE, THE FULLBACK WILL SAY "OMAHA".

IF A GUNNER IS LEFT UNCOVERED, AND WE WANT THE PUNTER TO THROW IT TO HIM,


THE PUNTER WILL SAY "GREEN" AND THE UNCOVERED GUNNER WILL SAY "GREEN".
THERE WILL BE SITUATIONS WHERE WE WILL NOT THROW IT EVEN IF THE GUNNER IS
LEFT UNCOVERED. THIS SITUATION WILL BE DISCUSSED WITH THE COACH. IF IN
DOUBT, GO AHEAD AND PUNT IT.

PG.5
PUNT
BLOCKING RULES FOR PUNT PROTECTION

PROTECTION: BASE
DESCRIPITION: AREA BLOCKING
KEYS TO PROTECTION: -MOVE ON THE BALL
-EXPLODE STRAIGHT BACK AS QUICKLY AS POSSIBLE
-THREE QUICK KICK/SHUFFLE STEPS(NO FALSE STEPS)
-STAY ON TRACK (STRAIGHT BACK)
-LET THE RUSHER COME TO YOU
-KEEP YOUR HEAD AND CHEST UP AND ASS DOWN
-PUNCH THRU THE TOP OF OPPONENTS NUMBERS
-TAKE A STAND AND HOLD YOUR GROUND
-ALWAYS PROTECT FIRST, COVER SECOND

Q _Q -RESPONSIBLE FOR BLOCKING THE AREA FROM YOUR INSIDE FOOT OUT. STAY ON
V V TRACK AND DO NOT GO OUT AFTER A WIDE RUSHER. DO NOT LET THE OUTSIDE
RUSHER BEAT YOU UNDERNEATH.

Q _G -RESPONSIBLE FOR BLOCKING THE AREA FROM YOUR INSIDE FOOT TO THE INSIDE FOOT
V V OF THE WING. PUSH BACK HARD OFF INSIDE FOOT.

Q Q -RESPONSIBLE FOR BLOCKING THE AREA FROM YOUR INSIDE FOOT TO THE INSIDE FOOT OF
V -V THE TACKLE. PUSH BACK HARD OFF INSIDE FOOT.

o
V
-MAKE SURE THE SNAP IS PERFECT FIRST. WORK STRAIGHT BACK INTO THE HOLE AS
QUICKLY AS POSSIBLE. GET "BIG" AND HELP AS MUCH AS POSSIBLE IN BOTH "A" GAPS.

t::'\-RESPONSIBLE FOR THE MOST DANGEROUS RUSHER FROM THE INSIDE OUT. MAKE SURE
~YOU BLOCK THE MOST DANGEROUS "A" GAP RUSHER. IF THERE IS NO THREAT IN THE "A" GAPS,
THEN YOU CAN SCAN INSIDE/OUT. NEVER BACK UP AND DO NOT ALLOW PRESSURE IN
THE PUNTER'S FACE.

- RROTECTION: FB HOT
DESCRIPTION: AREA PROTECTION VS. A 6 MAN FRONT (OR LESS) CAN BE CALLED
WITH A DIRECTIONAL PUNT. DESIGNED TO LET THE FULLBACK RELEASE HOT IN THE
DIRECTION OF THE PUNT.
KEYS TO PROTECTION: THE GUARDS, TACKLES, AND WINGS ARE RESPONSIBLE FOR THE 1ST, 2ND,
AND 3RD RUSHERS FROM THE CENTER OUT. THE FULLBACK IS RESPONSIBLE FOR
ANY LATE 4TH RUSHER TO THE SIDE OF HIS RELEASE.

@) - E)-KICK/SHUFFLE STRAIGHT BACK AND YOU ARE RESPONSIBLE FOR THE 3RD RUSHER

0- e
FROM THE INSIDE.

-KICK/SHUFFLE STRAIGHT BACK AND YOU ARE RESPONSIBLE FOR THE 2ND RUSHER
FROM THE INSIDE.

Q _Q-KICK/SHUFFLE STRAIGHT BACK AND YOU ARE RESPONSIBLE FOR THE 1ST RUSHER
V V FROM THE INSIDE. BE AWARE THAT YOU MUST BLOCK ANY RUSHER IN THE "A" GAP
TO YOUR SIDE, BECAUSE THE FULLBACK IS HOT.

(;:\ -MAKE SURE THE SNAP IS PERFECT FIRST. WORK STRAIGHT BACK INTO THE HOLE AS QUICKLY
~ AS POSSIBLE. GET "BIG" AND HELP THE GUARDS INITIALLY BEFORE RELEASING IN COVERAGE.

e -CALL OUT THE FRONT. IF THERE IS MORE THAN 6 PEOPLE IN THE RUSH, CHECK THE
FB PROTECTION BACK TO BASE. IF THERE IS NO MORE THAN 6 RUSHERS, YOU HAVE
A "HOr' RELEASE TO THE OUTSIDE IN THE DIRECTION OF THE PUNT. YOU ARE RESPONSIBLE
FOR BLOCKING ANY LATE 4TH RUSHER TO YOUR SIDE, HOWEVER.

PG.6
PUNT
PUNT COVERAGE

DIRECTION: PUNT MIDDLE


PROTECTION: BASE

@E-(GUNNER)TAKEBESTPOSSIBLERELEASEANDSPRINTTOTHE
THE RETURNER
BALL. KEEPING LEVERAGE ON

G -YOU ARE THE LEFT CONTAIN MAN. LANDMARK IS 1 YD. OUTSIDE THE NUMBERS.
~ AS YOU START TO SQUEEZE IN TO THE BALL, KEEP A 5 YARD RELATIONSHIP WITH YOUR TACKLE.
BECAUSE YOU ARE THE CONTAIN MAN, BE ALERT FOR ANY REVERSE OR THROWBACK. YOU CANNOT
LET THE BALL GET OUTSIDE YOU.IF YOU ARE NOT THREATENED IN YOUR PROTECTION, AND YOU
GET INTO COVERAGE AHEAD OF YOUR TACKLE,YOU AND THE TACKLE CAN SWITCH RESPONSIBILITIES
(THE TACKLE WILL THEN CONTAIN). THE WING WILL CALL"SWITCH" AS HE RELEASES INTO COVERAGE.

flT\ -LANDMARK IS 3 YDS. INSIDE THE NUMBERS. AS YOU START TO SQUEEZE INTO THE BALL,
~ KEEP A 5 YARD RELATIONSHIP WITH YOUR GUARD. ADJUST WITH THE RETURNER AND ALWAYS
KEEP HIM TO YOUR INSIDE. IF THE WING IS NOT THREATENED IN THE PROTECTION, AND HE
CALLS "SWITCH" AS HE RELEASES AHEAD OF YOU, YOU WILL BECOME THE CONTAIN MAN.

flG\ -LANDMARK IS 1 YARD OUTSIDE THE HASH. AS YOU START TO SQUEEZE IN TO THE BALL,
~ KEEP A 5 YARD RELATIONSHIP WITH YOUR CENTER. ADJUST WITH THE RETURNER AND
ALWAYS KEEP HIM TO YOUR INSIDE.

o
~
-LANDMARK IS THE MIDDLE OF THE FIELD. ADJUST DIRECTLY TO THE BALL. YOU ARE THE
POINT MAN. BREAK DOWN DIRECTLY IN FRONT OF THE RETURNER. IF THE FULLBACK GETS
AHEAD OF YOU IN COVERAGE, HE WILL BECOME THE POINT MAN AND YOU WILL READ THE
RETURN AND COVER TO THE RETURN SIDE.

. tfB\ -READ THE RETURN AND COVER TO THE RETURN SIDE. IF YOU GET AHEAD OF THE CENTER
'-Y IN COVERAGE, YOU BECOME THE POINT MAN AND YOU GO DIRECTLY TO THE BALL AND BREAK
DOWN IN FRONT OF THE RETURNER.

fRG\ -LANDMARK IS 1 YARD OUTSIDE THE HASH. AS YOU START TO SQUEEZE IN TO THE BALL,
~ KEEP A 5 YARD RELATIONSHIP WITH YOUR CENTER. ADJUST WITH THE RETURNER AND ALWAYS
KEEP HIM TO YOUR INSIDE.

rRf\ -LANDMARK IS 3 YDS. INSIDE THE NUMBERS. AS YOU START TO SQUEEZE INTO THE BALL,
~ KEEP A 5 YARD RELATIONSHIP WITH YOUR GUARD. ADJUST WITH THE RETURNER AND
ALWAYS KEEP HIM TO YOUR INSIDE. IF THE WING IS NOT THREATENED IN THE PROTECTION,
AND HE CALLS "SWITCH" AS HE RELEASES AHEAD OF YOU, YOU WILL BECOME THE CONTAIN MAN.

Q -YOU ARE THE RIGHT CONTAIN MAN. LANDMARK IS 1 YD. OUTSIDE THE NUMBERS. AS
~ YOU START TO SQUEEZE IN TO THE BALL, KEEP A 5 YARD RELATIONSHIP WITH YOUR
TACKLE. BECAUSE YOU ARE THE CONTAIN MAN, BE ALERT FOR ANY REVERSE OR
THROWBACK. YOU CANNOT LET THE BALL GET OUTSIDE YOU.IF YOU ARE NOT THREATENED
IN YOUR PROTECTION, AND YOU GET INTO COVERAGE AHEAD OF YOUR TACKLE,YOU AND THE
TACKLE CAN SWITCH RESPONSIBILITIES(THE TACKLE WILL THEN CONTAIN). THE WING WILL CALL
"SWITCH" AS HE RELEASES INTO COVERAGE.

fRE\ -(GUNNER) TAKE BEST POSSIBLE RELEASE AND SPRINT TO THE BALL. KEEPING LEVERAGE ON
~ THE RETURNER.

fP\ -YOU ARE THE SAFETY. STAY EVEN WITH THE BALL, 15 YARDS BEHINDTHE COVERAGE
\!:...J TEAM. STAY ALERT AND "ALIVE" AND GET A HOLD ON THE RETURNER AND HANG ON, IF HE
BREAKS THROUGH THE COVERAGE. GIVE GROUND, IF YOU MUST, BUT STAY UP AND IN
FRONT OF THE RETURNER.

PG.7
PUNT
PUNT MIDDLE- BASE

. -
PUNT COVERAGE

DIRECTION: PUNT RIGHT


PROTECTION: BASE

flE\ -(GUNNER) ALIGN INSIDE THE NUMBERS. RELEASE INSIDE AND SPRINT TO THE BALL, KEEPING
\J LEVERAGE ON THE RETURNER.

tlVV\ -YOU ARE THE LEFT CONTAIN MAN. LANDMARK IS 3 YDS. INSIDE THE NUMBERS. AS YOU START TO
\!::J SQUEEZE IN TO THE BALL, KEEP A 5 YARD RELATIONSHIP WITH YOUR TACKLE. BECAUSE YOU
ARE THE CONTAIN MAN, BE ALERT FOR ANY REVERSE OR THROWBACK. YOU CANNOT LET THE BALL
GET OUTSIDE YOU.IF YOU ARE NOT THREATENED IN YOUR PROTECTION, AND YOU GET INTO
COVERAGE AHEAD OF YOUR TACKLE,YOU AND THE TACKLE CAN SWITCH RESPONSIBILITIES
(THE TACKLE WILL THEN CONTAIN). THE WING WILL CALL "SWITCH" AS HE RELEASES INTO COVERAGE.

fjJ\ -LANDMARK IS 1 YD. OUTSIDE THE HASH. AS YOU START TO SQUEEZE INTO THE BALL, KEEP
~ A 5 YARD RELATIONSHIP WITH YOUR GUARD. ADJUST WITH THE RETURNER AND ALWAYS KEEP
HIM TO YOUR INSIDE. IF THE WING IS NOT THREATENED IN THE PROTECTION, AND HE CALLS
"SWITCH" AS HE RELEASES AHEAD OF YOU, YOU WILL BECOME THE CONTAIN MAN.

G -LANDMARK IS THE MIDDLE OF THE FIELD. AS YOU START TO SQUEEZE IN TO THE BALL, KEEP
~ A 5 YARD RELATIONSHIP WITH YOUR CENTER. ADJUST WITH THE RETURNER AND ALWAYS KEEP
HIM TO YOUR INSIDE.

o
~
-LANDMARK IS 1 YD. OUTSIDE THE HASH, TO THE DIRECTION OF THE PUNT. ADJUST DIRECTLY
TO THE BALL. YOU ARE THE POINT MAN.BREAK DOWN DIRECTLY IN FRONT OF THE RETURNER.
IF THE FULLBACK GETS AHEAD OF YOU IN COVERAGE,HE WILL BECOME THE POINT MAN AND YOU
WILL READ THE RETURN AND COVER TO THE RETURN SIDE.

IfB\ -READ THE RETURN AND COVER TO THE RETURN SIDE. IF YOU GET AHEAD OF THE CENTER IN
\.2V COVERAGE, YOU BECOME THE POINT MAN AND YOU GO DIRECTLY TO THE BALL AND BREAKDOWN
IN FRONT OF THE RETURNER.

f'RG\ -LANDMARK IS 3 YDS. INSIDE THE NUMBERS. AS YOU START TO SQUEEZE IN TO THE BALL, KEEP
~ A 5 YARD RELATIONSHIP WITH YOUR CENTER. ADJUST WITH THE RETURNER AND ALWAYS KEEP
HIM TO YOUR INSIDE.

tR-f\ -LANDMARK IS 1 YD. OUTSIDE THE NUMBERS. AS YOU START TO SQUEEZE INTO THE BALL, KEEP
~ A 5 YARD RELATIONSHIP WITH YOUR GUARD. ADJUST WITH THE RETURNER AND ALWAYS KEEP
HIM TO YOUR INSIDE. IF THE WING IS NOT THREATENED IN THE PROTECTION, AND HE CALLS
"SWITCH" AS HE RELEASES AHEAD OF YOU, YOU WILL BECOME THE CONTAIN MAN.

~ -YOU ARE THE RIGHT CONTAIN MAN. LANDMARK IS HALFWAY BETWEEN THE NUMBERS AND
~ THE SIDELINE. AS YOU START TO SQUEEZE IN TO THE BALL, KEEP A 5 YARD RELATIONSHIP
WITH YOUR TACKLE. BECAUSE YOU ARE THE CONTAIN MAN, BE ALERT FOR ANY REVERSE OR
THROWBACK. YOU CANNOT LET THE BALL GET OUTSIDE YOU. IF YOU ARE NOT THREATENED
IN YOUR PROTECTION, AND YOU GET INTO COVERAGE AHEAD OF YOUR TACKLE, YOU AND THE
TACKLE CAN SWITCH RESPONSIBILITIES(THE TACKLE WILL THEN CONTAIN). THE WING WILL CALL
"SWITCH" AS HE RELEASES INTO COVERAGE.

iRE' -(GUNNER) ALIGN 2 YDS. OUTSIDE THE NUMBERS. RELEASE TO THE OUTSIDE AND SPRINT TO THE
~ BALL, KEEPING LEVERAGE ON THE RETURNER.

tp\ -YOU ARE THE SAFETY. STAY EVEN WITH THE BALL, 15 YARDS BEHIND THE COVERAGE TEAM. STAY
~ ALERT AND "ALIVE" AND GET A HOLD ON THE RETURNER AND HANG ON, IF HE BREAKS THROUGH
THE COVERAGE. GIVE GROUND, IF YOU MUST, BUT STAY UP AND IN FRONT OF THE RETURNER.

PG.8
PUNT
PUNT RIGHT- BASE

..... -~
/ - ..... ,J

o:::r=:J
V
PUNT COVERAGE

DIRECTION: PUNT LEFT


PROTECTION: BASE

@E-(GUNNER)ALlGN2YDS.OUTSIDETHENUMBERS.RELEASETO
KEEPING LEVERAGE ON THE RETURNER.
THE OUTSIDE AND SPRINT TO THE BALL,

r[W\ - YOU ARE THE LEFT CONTAIN MAN. LANDMARK IS HALFWAY BETWEEN THE NUMBERS AND THE
~ SIDELINE. AS YOU START TO SQUEEZE IN TO THE BALL, KEEP A 5 YARD RELATIONSHIP WITH YOUR
TACKLE. BECAUSE YOU ARE THE CONTAIN MAN, BE ALERT FOR ANY REVERSE OR THROWBACK. YOU
CANNOT LET THE BALL GET OUTSIDE YOU. IF YOU ARE NOT THREATENED IN YOUR PROTECTION,
AND YOU GET INTO COVERAGE AHEAD OF YOUR TACKLE,YOU AND THE TACKLE CAN SWITCH
RESPONSIBILITIES(THE TACKLE WILL THEN CONTAIN). THE WING WILL CALL"SWITCH" AS HE
RELEASES INTO COVERAGE.

flT\ -LANDMARK IS 1 YD. OUTSIDE THE NUMBERS. AS YOU START TO SQUEEZE INTO THE BALL, KEEP
~ A 5 YARD RELATIONSHIP WITH YOUR GUARD. ADJUST WITH THE RETURNER AND ALWAYS KEEP
HIM TO YOUR INSIDE. IF THE WING IS NOT THREATENED IN THE PROTECTION, AND HE CALLS "SWITCH"
AS HE RELEASES AHEAD OF YOU, YOU WILL BECOME THE CONTAIN MAN.

W -LANDMARK IS 3 YDS. INSIDE THE NUMBERS. AS YOU START TO SQUEEZE IN TO THE BALL, KEEP
~ A 5 YARD RELATIONSHIP WITH YOUR CENTER. ADJUST WITH THE RETURNER AND ALWAYS KEEP HIM
TO YOUR INSIDE.

o
\J
-LANDMARK IS 1 YD. OUTSIDE THE HASH, TO THE DIRECTION OF THE PUNT. ADJUST DIRECTLY
TO THE BALL. YOU ARE THE POINT MAN. BREAK DOWN DIRECTLY IN FRONT OF THE RETURNER. IF THE
FULLBACK GETS AHEAD OF YOU IN COVERAGE,HE WILL BECOME THE POINT MAN AND YOU WILL READ
THE RETURN AND COVER TO THE RETURN SIDE.

~ -READ THE RETURN AND COVER TO THE RETURN SIDE. IF YOU GET AHEAD OF THE CENTER IN
'.::::J COVERAGE, YOU BECOME THE POINT MAN AND YOU GO DIRECTLY TO THE BALL AND BREAK DOWN
IN FRONT OF THE RETURNER.

fRG\ -LANDMARK IS THE MIDDLE OF THE FIELD. AS YOU START TO SQUEEZE IN TO THE BALL, KEEP A 5
~ YARD RELATIONSHIP WITH YOUR CENTER. ADJUST WITH THE RETURNER AND ALWAYS KEEP HIM TO
YOUR INSIDE.

tRf\ -LANDMARK IS 1 YD. OUTSIDE THE HASH. AS YOU START TO SQUEEZE INTO THE BALL, KEEP A 5 YARD
~ RELATIONSHIP WITH YOUR GUARD. ADJUST WITH THE RETURNER AND ALWAYS KEEP HIM TO YOUR
INSIDE. IF THE WING IS NOT THREATENED IN THE PROTECTION, AND HE CALLS "SWITCH" AS HE RELEASES
AHEAD OF YOU, YOU WILL BECOME THE CONTAIN MAN.

~ '- YOU ARE THE RIGHT CONTAIN MAN. LANDMARK IS 3 YDS.INSIDE THE NUMBERS. AS YOU START
~ TO SQUEEZE IN TO THE BALL, KEEP A 5 YARD RELATIONSHIP WITH YOUR TACKLE. BECAUSE YOU ARE
THE CONTAIN MAN, BE ALERT FOR ANY REVERSE OR THROWBACK. YOU CANNOT LET THE BALL GET
OUTSIDE YOU.IF YOU ARE NOT THREATENED IN YOUR PROTECTION, AND YOU GET INTO COVERAGE
AHEAD OF YOUR TACKLE,YOU AND THE TACKLE CAN SWITCH RESPONSIBILITIES(THE TACKLE WILL
THEN CONTAIN). THE WING WILL CALL "SWITCH" AS HE RELEASES INTO COVERAGE.

fRE\ -(GUNNER) ALIGN INSIDE THE NUMBERS. RELEASE INSIDE AND SPRINT TO THE BALL, KEEPING
~ LEVERAGE ON THE RETURNER.

tp\ -YOU ARE THE SAFETY. STAY EVEN WITH THE BALL, 15 YARDS BEHIND THE COVERAGE TEAM. STAY
\.::J ALERT AND "ALIVE" AND GET A HOLD ON THE RETURNER AND HANG ON, IF HE BREAKS THROUGH THE
COVERAGE. GIVE GROUND, IF YOU MUST, BUT STAY UP AND IN FRONT OF THE RETURNER.

PG.9
PUNT
PUNT LEFT- BASE

I- - , I- ""!!!.=.....1-- ' s
=
'" - '"

c:r=ll
V
PUNT COVERAGE

DIRECTION: PUNT LEFT


PROTECTION: FB HOT

flE\ -(GUNNER) ALIGN 2 YDS. OUTSIDE THE NUMBERS. RELEASE TO THE OUTSIDE AND SPRINT TO THE BALL,
~ KEEPING LEVERAGE ON THE RETURNER.

fl:W\ -YOU ARE THE LEFT CONTAIN MAN. LANDMARK IS HALFWAY BETWEEN THE NUMBERS AND THE
\!::J SIDELlNE.AS YOU START TO SQUEEZE IN TO THE BALL, KEEP A 5 YARD RELATIONSHIP WITH YOUR
TACKLE. BECAUSE YOU ARE THE CONTAIN MAN, BE ALERT FOR ANY REVERSE OR THROWBACK. YOU
CANNOT LET THE BALL GET OUTSIDE YOU.IF YOU ARE NOT THREATENED IN YOUR PROTECTION, AND
YOU GET INTO COVERAGE AHEAD OF YOUR TACKLE,YOU AND THE TACKLE CAN SWITCH
RESPONSIBILITIES (THE TACKLE WILL THEN CONTAIN). THE WING WILL CALL "SWITCH" AS HE
RELEASES INTO COVERAGE.

@T-LANDMARKIS1YD.OUTSIDETHENUMBERS.ASYOUSTARTTO SQUEEZE INTO THE BALL, KEEP


A 5 YARD RELATIONSHIP WITH YOUR GUARD. ADJUST WITH THE RETURNER AND ALWAYS KEEP HIM
TO YOUR INSIDE. IF THE WING IS NOT THREATENED IN THE PROTECTION, AND HE CALLS "SWITCH"
AS HE RELEASES AHEAD OF YOU, YOU WILL BECOME THE CONTAIN MAN.

flG\ -LANDMARK IS 3 YDS. INSIDE THE NUMBERS. AS YOU START TO SQUEEZE IN TO THE BALL, KEEP
~ A 5 YARD RELATIONSHIP WITH YOUR CENTER. ADJUST WITH THE RETURNER AND ALWAYS KEEP
HIM TO YOUR INSIDE.

o
\:::..J
-LANDMARK IS 1 YD. OUTSIDE THE HASH, TO THE DIRECTION OF THE PUNT. ADJUST DIRECTLY
TO THE BALL. YOU ARE THE POINT MAN.BREAK DOWN DIRECTLY IN FRONT OF THE RETURNER.
REMEMBER, THE FULLBACK WILL NOT BE COVERING THE MIDDLE.

rfB\ -AS SOON AS THE BALL IS PUNTED, YOU HAVE A FREE RELEASE DIRECTLY TO THE BALL. RELEASE
~ OUTSIDE YOUR WING TO THE DIRECTION OF THE PUNT.

fRG\ -LANDMARK IS THE MIDDLE OF THE FIELD. AS YOU START TO SQUEEZE IN TO THE BALL, KEEP
~ A 5 YARD RELATIONSHIP WITH YOUR CENTER. ADJUST WITH THE RETURNER AND ALWAYS KEEP
HIM TO YOUR INSIDE.

fRT\ -LANDMARK IS 1 YD. OUTSIDE THE HASH. AS YOU START TO SQUEEZE INTO THE BALL, KEEP A 5
~ YARD RELATIONSHIP WITH YOUR GUARD. ADJUST WITH THE RETURNER AND ALWAYS KEEP HIM
TO YOUR INSIDE. IF THE WING IS NOT THREATENED IN THE PROTECTION, AND HE CALLS "SWITCH" AS
HE RELEASES AHEAD OF YOU, YOU WILL BECOME THE CONTAIN MAN.

~ - YOU ARE THE RIGHT CONTAIN MAN. LANDMARK IS 3 YDS. INSIDE THE NUMBERS. AS YOU START
~ TO SQUEEZE IN TO THE BALL, KEEP A 5 YARD RELATIONSHIP WITH YOUR TACKLE. BECAUSE YOU
ARE THE CONTAIN MAN, BE ALERT FOR ANY REVERSE OR THROWBACK. YOU CANNOT LET THE BALL
GET OUTSIDE YOU.IF YOU ARE NOT THREATENED IN YOUR PROTECTION, AND YOU GET INTO
COVERAGE AHEAD OF YOUR TACKLE,YOU AND THE TACKLE CAN SWITCH RESPONSIBILITIES(THE
TACKLE WILL THEN CONTAIN). THE WING WILL CALL "SWITCH" AS HE RELEASES INTO COVERAGE.

fRE\ -(GUNNER) ALIGN INSIDE THE NUMBERS, RELEASE INSIDE AND SPRINT TO THE BALL, KEEPING
~ LEVERAGE ON THE RETURNER.

tp\ -YOU ARE THE SAFETY. STAY EVEN WITH THE BALL, 15 YARDS BEHIND THE COVERAGE TEAM.
~ STAY ALERT AND "ALIVE" AND GET A HOLD ON THE RETURNER AND HANG ON, IF HE BREAKS
THROUGH THE COVERAGE. GIVE GROUND, IF YOU MUST, BUT STAY UP AND IN FRONT OF THE
RETURNER.

PG.IO
PUNT
PUNT LEFT- FB HOT

-
PUNT COVERAGE

DIRECTION: PUNT RIGHT


PROTECTION: FB HOT

flE'\ -(GUNNER) ALIGN INSIDE THE NUMBERS. RELEASE INSIDE AND SPRINT TO THE BALL, KEEPING
~ LEVERAGE ON THE RETURNER.

- YOU ARE THE LEFT CONTAIN MAN. LANDMARK IS 3 YDS. INSIDE THE NUMBERS. AS YOU
START TO SQUEEZE IN TO THE BALL, KEEP A 5 YARD RELATIONSHIP WITH YOUR TACKLE.
BECAUSE YOU ARE THE CONTAIN MAN, BE ALERT FOR ANY REVERSE OR THROWBACK. YOU
CANNOT LET THE BALL GET OUTSIDE YOU.IF YOU ARE NOT THREATENED IN YOUR PROTECTION,
AND YOU GET INTO COVERAGE AHEAD OF YOUR TACKLE,YOU AND THE TACKLE CAN SWITCH
RESPONSIBILITIES(THE TACKLE WILL THEN CONTAIN). THE WING WILL CALL "SWITCH" AS HE
RELEASES INTO COVERAGE.
I'jJ\ -LANDMARK IS 1 YD. OUTSIDE THE HASH. AS YOU START TO SQUEEZE INTO THE BALL, KEEP
~ A 5 YARD RELATIONSHIP WITH YOUR GUARD. ADJUST WITH THE RETURNER AND ALWAYS KEEP
HIM TO YOUR INSIDE. IF THE WING IS NOT THREATENED IN THE PROTECTION, AND HE CALLS
"SWITCH" AS HE RELEASES AHEAD OF YOU, YOU WILL BECOME THE CONTAIN MAN.

flG\ -LANDMARK IS THE MIDDLE OF THE FIELD. AS YOU START TO SQUEEZE IN TO THE BALL, KEEP A
~ 5 YARD RELATIONSHIP WITH YOUR CENTER. ADJUST WITH THE RETURNER AND ALWAYS KEEP
HIM TO YOUR INSIDE.

o -LANDMARK IS 1 YD. OUTSIDE THE HASH, TO THE DIRECTION OF THE PUNT. ADJUST DIRECTLY
~ TO THE BALL. YOU ARE THE POINT MAN. BREAK DOWN DIRECTLY IN FRONT OF THE RETURNER.
REMEMBER, THE FULLBACK WILL NOT BE COVERING THE MIDDLE.

tfB\ -AS SOON AS THE BALL IS PUNTED, YOU HAVE A FREE RELEASE DIRECTLY TO THE BALL.
~ RELEASE OUTSIDE YOUR WING TO THE DIRECTION OF THE PUNT.

tR(i\
-LANDMARK IS 3 YDS. INSIDE .THE NUMBERS. AS YOU START TO SQUEEZE IN TO THE BALL,
~ KEEP A 5 YARD RELATIONSHIP WITH YOUR CENTER. ADJUST WITH THE RETURNER AND
ALWAYS KEEP HIM TO YOUR INSIDE.

tRf\ -LANDMARK IS 1 YD. OUTSIDE THE NUMBERS. AS YOU START TO SQUEEZE INTO THE BALL,
~ KEEP A 5 YARD RELATIONSHIP WITH YOUR GUARD. ADJUST WITH THE RETURNER AND
ALWAYS KEEP HIM TO YOUR INSIDE. IF THE WING IS NOT THREATENED IN THE PROTECTION,
AND HE CALLS "SWITCH" AS HE RELEASES AHEAD OF YOU, YOU WILL BECOME THE CONTAIN MAN.

tRW" -YOU ARE THE RIGHT CONTAIN MAN. LANDMARK IS HALFWAY BETWEEN THE NUMBERS
~ AND THE SIDELINE. AS YOU START TO SQUEEZE IN TO THE BALL, KEEP A 5 YARD
RELATIONSHIP WITH YOUR TACKLE. BECAUSE YOU ARE THE CONTAIN MAN, BE ALERT
FOR ANY REVERSE OR THROWBACK. YOU CANNOT LET THE BALL GET OUTSIDE YOU.
IF YOU ARE NOT THREATENED IN YOUR PROTECTION, AND YOU GET INTO COVERAGE
AHEAD OF YOUR TACKLE,YOU AND THE TACKLE CAN SWITCH RESPONSIBILITIES
(THE TACKLE WILL THEN CONTAIN). THE WING WILL CALL "SWITCH" AS HE RELEASES INTO COVERAGE.

fRE\ -(GUNNER) ALIGN 2 YDS. OUTSIDE THE NUMBERS. RELEASE TO THE OUTSIDE AND SPRINT
~ TO THE BALL, KEEPING LEVERAGE ON THE RETURNER.

tp'\ -YOU ARE THE SAFETY. STAY EVEN WITH THE BALL, 15 YARDS BEHIND THE COVERAGE
~ TEAM. STAY ALERT AND "ALIVE" AND GET A HOLD ON THE RETURNER AND HANG ON, IF HE
BREAKS THROUGH THE COVERAGE. GIVE GROUND,IF YOU MUST, BUT STAY UP AND IN FRONT
OF THE RETURNER.

PG.ll
PUNT
PUNT RIGHT- FB HOT
TIGHT PUNT

WE WILL CALL A TIGHT PUNT IN THESE VARIOUS SITUATIONS:


(A) WE ARE "BACKED UP" AND CONCERNED ABOUT GETTING THE BALL OFF.
(B) THE OPPONENT IS COMING WITH AN ALL-OUT BLOCK AND WE DON'T WANT TO
CHANCE THROWING THE BALL TO AN UNCOVERED GUNNER.
NOTE: IN THIS SITUATION, WE WILL SUBSTITUTE 2 ENDS IN PLACE OF THE GUNNERS. IF WE HAVE OUR
GUNNERS IN THE GAME, THEY WILL COME BACK IN TIGHT TO BLOCK.

THE CALL WILL, GENERALLY, BE TIGHT PUNT MIDDLE-BASE. WE CAN TIGHTEN OUR SPLITS DOWN
SLIGHTLY AND, BASED ON THE SITUATION, THE PUNTER MAY NEED TO QUICKEN HIS GET-OFF TIME.

THE PROTECTION IS BASE AND WE WILL BLOCK THE SAME WAY IN TIGHT PUNT AS WE DO IN SPREAD
PUNT. THE ONLY DIFFERENCE IS THE ENDS ARE IN TIGHT AND THEIR RESPONSIBILITY IS TO
BLOCK THE OUTSIDE MAN ON THE LINE OF SCRIMMAGE BEFORE RELEASING AND GOING
DIRECTLY TO THE BALL.

I 3F I. FROM 1ACRLE

@ 16 YDS. DEEP I

o 115 YDS. DEEP I

PG.12
PUNT
TIGHT PUNT- TAKE A SAFETY (FAST OR SLOW)

THE OBJECTIVES: WE CAN TAKE A SAFETY IN A SITUATION WHERE WE NEED TO


GET THE OFFENSE OUT OF BAD FIELD POSITION WHEN POINTS WON'T BEAT US AND/ OR
IN A SITUATION WHERE WE DO NOT WANT TO TAKE A CHANCE ON GETTING A PUNT
BLOCKED.

PROCEDURE: WE WILL ALIGN IN OUR TIGHT PUNT FORMATION AND GIVE THE
PUNTER MAXIMUM PROTECTION. USE BASE BLOCKING RULES AND MAINTAIN YOUR
BLOCK AS LONG AS POSSIBLE. DO NOT COVER AND DO NOT GET A PENALTY.

PUNTER: IF WE NEED TO USE UP AS MUCH TIME AS POSSIBLE BEFORE TAKING


THE SAFETY--- WE WILL TAKE A SLOW SAFETY. WITH A SLOW SAFETY THE PUNTER
WILL SPRINT TO THE BACK OF THE END ZONE AS FAST AS POSSIBLE AND RUN ALONG
THE BACK LINE UNTIL YOU MUST STEP OUT OF BOUNDS TO AVOID BEING TACKLED.
PROTECT THE FOOTBALL AND DO NOT LET YOURSELF BE TACKLED. IF WE WANT TO
TAKE A SAFETY, BUT PRESERVE AS MUCH TIME AS POSSIBLE--- WE WILL TAKE A FAST
SAFETY. WITH A FAST SAFETY THE PUNTER WILL STEP OUT OF THE BACK OF THE END
ZONE AS QUICKLY AS POSSIBLE.

PG.1
TIGHT PUNT-TAKE A SAFETY

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