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90’s Rice Veer TABLE OF CONTENTS Gece pe foo ee Terminology}. see es AG bbb aoc: bee General Offensive Information .... 2.2... oo Formations 5 eee eee Alignments 6 ee eee te eee eee Definition of Count System... eee eee eee Secondary Designation Defensive Front Recogni Defensive Stunt Recognition .....- feo oe Goalline Defensive,Recognition ....-... hoon Coverage Recognition =. 2... es pioooocG Two Minute Offense... . foo 0b ctsoaosco Kicking Game... 2 oe Boob od sooo dce Quarterback Manual and Techniques 6... go05 Offensive Backfield Techniques... +. 0-- 2-4 Move fedalyes 2 Offensive Line-Techniques se ee eee ee Passing Game 7 ee ee ee 6 ge ooo. Pass Protection ©. eee ses eee ees Godacco Passing Trees eee ee eee Five Basic Patterns (60's - 70's). ee eee ee ee Ol geo cb Gee hee h oc oee Play Action Passes. Running Gane. Goalline Offense - 2 - 6 - 36 “47 -6 - 65 “7 - 76 - 80 - 83 f RICE OWL OFFENSIVE OBJECTIVES L Average 4 yards per rush 2 Average 5 yards per throw 3 Average 10 yards per catch 4, Break one 30 yard run 5. Make 60% third down situations 6. Sustain one drive of 4S yards for @ score 7 Nake necessary yardage on all short yardage si tuations 8. Have a consistency of making 4 yards 75% of time on Ist down situations. 9. No turnovers 10, No sacks scone ( score score SCORE SCORE SCORE A, Formation Terns: 1, Strong Side, = 2. Weak Side 3. x - hou - 5. Y - 6 2 - 7. Full 8. Half 9. Near - to. 9 - 1. Wing - 12. Trips - 13. Spread - 14. Nasty - 15. Taylor - 16. Wide - 17. Tight trips - 18. Wing back - 19. Switch - 20. Over - 21. Close - 22. Slot Play Terms: 1. Onside - 2. Offside or Backside ~ 3. Flow : 4 counter = 5. Point of AttacKPOA) ~ 6. Automatics - Blocking Terns: over - 2. On : Inside Gap - On Gap Gap Stack - OFF Gap - Hinge - wore = Fullback lines up + Halfback lines up in strong Halfback position = Wingback Ali OFFENSIVE TERMINOLOGY, side toward the Y side. away from the ¥ the weak side or split end X end moved into a tight positi the strong side or tight end the flankerback or slotback Halfback position, toward ¥ Fullback in weak Halfback position the Halfback lines up in the Halfback position toward the Flanker the Fullback renains behind the Center The Fullback Vines up normally behind the center, the Halfback directly behind the Ful Iback weak Back lines up in Wingback position the strong Back lines up in a slot towards the ¥ conbination of Triple and Wing a4 foot split of the X End a3 yard split of the Y End a 6 yard split by Y or Wing strong Back split 3 yards or less from tight End Back positioned between offensive tackle and Split End Exchange of personnel between X and Y positions X-Z line up on same side, X on L.S., Z outside and off L.S. ngback Alignment for Z'on strongside yrment for Z on weakside the side of Center to which play is to be run the side away from which play is directed direction in which most offensive Backs move ball carrier running opposite flow spot where ball crosses line of scrimmage audible call to change plays at line of scrimmage defensive man on or off the line whom you would hit if you fire straight out defensive man within one yard of the line of scrimmage positioned as above area between you and adjacent lineman towards the ball = area between you and adjacent lineman towards hole being run fone defensive man lines up behind another in an offensive gap Area between you and the adjacent man away from the hole Technique used by offensive linenen. Take a short lateral step to the onside gap protecting onside gap, nothing shows then drop step with the off foot looking to pick up offside rush OFFENSIVE TERMINOLOGY 8. disnond = stack over the offensive center. IIL Drive Block one-on-one block with option of taking defensive nian in any direction. 12. Double-team block consists of i =a. Post blocker = executed same as drive block - inside man of double-team. : = b. Drive-smashing shoulder block ~ outside man of double-team. Must use inside step first. : 13. Seal block ~- driving across hole and stopping pursuit | Is! Scranble- block not at point of attack, point of aim is the onside hip. 15. Trap = a pulling inside-out Block. 16. Peal block - a block used when coming back on defensive man in ‘open field with position between him and runner. 17. Fill block ~ replacing an area vacated by a pulling linenan (used primarily by our tackles) 18. Influence = to cause defensive man to react to your ‘movenent, 50 that he is vulnerable to block by a teanmate. 19. Spot = exact spot on defensive man's body that blocker aims for and strikes. D. Blocking Combinations for Linemen 1. tan = count or nunbered blocking assignemnts. @: 2. Wedge = play where all blockers converse or drive toward a ; @: given point called the Apex. No individual assignennts. 3. Gap = all onside Vinenen block down on first man to inside 4 Gut = cross block between guard and tackle, with guard going first. : 5. Fan = Tackle and Guard block Ist down lineman over outside. : 6: Log = cross block between Center and Guard. Center goes first. ns = onside guard pull. 8. Even > type blocking where tackle blocks over, and both guards pull. Center must block onside. 9. Round ~ type block where tackle blocks (8 and Center mst block onside. Can be a call 10. exit = Influence by end on man over him, so that he can be kicked out V1. Y Block = a controlled type of block by the "Y"' End, where he takes his man in or out. 12. Slow block = momentary block by "Y", then slips into 1 pass route ee eee eg | rien amas in OQ eee 23. Ace = Oouble-team between Center and guard. OFFENSIVE TERMINOLOGY ~ (Continued) 2k, Left and Right - gap call on traps. Overcedes all other calls. 25. Scrape ~ techniques used by the tackle, guard, and Y. combination block on down Tinenan and LB 26. Tackle influence pull by tackle and then takes first support or seals. 27. Swap = on guard and tackle change assignments on 2 Trap. 28. Fold = cross block between center and guard with guard going first. 29. Switch = Genter and on guard exchange assignment on man blocking. 30, Line = conbination used on lead plays in which you disregard 5's when onside guard and tackle has man on, 31. Hoot = First man to onside is designated as 0, other nunbers adjust accordingly. 32, Lucky or Ringo = call made by center to designate side to which he will block 33. Under = onside guard and tackle blocking combination. Blocking Terns for Backs: 1. Load = Onside back blocks end man on LOS. 2. ed = onside Back blocks man in End's area. 3. Lead = onside Back blocks onside Linebacker. None, block guard-tackle gap. 4. Rip = onside Back replaces a pulling linenan. §. Junction = block utilized by lead back on option. &: Gone = Call made by Back when End drops on 80 protection. Blocking Terms for X, ¥ 1, Stalk = type block used by X, Y or Z by driving defender off coming under control, butting him in numbers, maintaining contact. 2. InsideStalk ~ Stalk block by X or Z defender and ball carrie jetting inside position between 3. Frame = aggressive downfield block by X,Y or Z when blocking mid 1/3. AL Crack = block used by X or Z when onside blocking inside support. ‘ jon Terns: 1. Strong = Safety toward Z Safety | Weak Safety - Safety away from Z | Strong Corner = Corner toward Z Weak Corner = Corner away from Z = Man in force position outside our end lineman Linebacker or End stacked behind and defensive lineman Walk-away man in flat half-way out toward split receiver Walk-away man 2/3 way out. Can be in several adjusted positions walk-away or flat coverage man lined ‘up, over X + walk-away or flat coverage man lined up over Z = defensive man positioned inside our end man with no force to his outside = weakside LB Inside offensive tackle San IInebacker over guard = Wille linebacker over guard = Willie in F position (3 point stance) and Ends sunk inside offensive tackle Stack - Sam stacked bel ind defensive end in tackle area uw GENERAL OFFENSIVE INFORMATION uddle 6 A. Conter must set up huddle 7 hards back to the ball. HURRY! 8. Keep lines of huddle straight. C. Don't be the last man to form the huddle, D. Don't tean on the other man in the huddle, Front Line - Place your hands (not elbows) on knees. Back Line - line up facing QB with hands on hips. Look at QB. E. QB remains outside of huddle until play to be run is decided. F. No talking in the huddle, except by QB. All other listen! 08 must talk straight out = not up in air or down at ground. G. When information is sent in, get it to the QB. Don‘t leave sidelines unless you fully understand the Information to be sent in. H. If you don't hear play in huddle, holler "Check", Don't be a habitual "checker"! LISTEN. Keep your head up and watch Q8's lips. "See what you hear. QB. Call of Plays in the Huddle A. QB will step to huddle directly in Front of Y. B. He will give the play once quickly and clearly in the following order: 1. Formation = (ex) Full "Right"! 2. Play ~ (ex) = 8 OPT (and special instructions) 3. Snap-Count (ex) ~ "Set"? Breaking the Huddle ‘A, On command of "Ready Break" clap hands, sprint to line of scrinmage. At Line of Scrimmage A. Linemen line up Immediately in proper alignment. Backs line up in proper alignment. 8, On command "down" start play if called on down. QB Setting the Team in Action at Line A. Man-in-motion begins with the QB heel flip GENERAL OFFENSIVE _|NFORMAT!ON (Continued) wd QB calls starting count. €. Ball can be snapped on: DOWN - SET - 2 - 88, 2 - 88, HUT ~ HUT - HUT VI. Automatic System A. Live or Dumny audibles - If QB is on the line, repeats snap given in huddle and gives a new play - it is “Live check-off"'. This call will be made after the count of Set. Any other call given would be dummy The snap count remains the same as the one aiven the huddle. VIL. Position of Backs A. Backs! heels 4g yards from the football. Series or assignments of play may cause position of backs to vary. a Oo OO0'O0O0 ; Os et 0 uP VIEL. Defi A, Strongside is side toward ¥ Weakside is side away from Y ° ooM00®0 > @ io ' 6 Weak side A. Stang side GENERAL OFFENSIVE INFORMATION 1X. Terminology and Location of Ends and Flankers A. X = (split end) - wide receiver always on the LOS and away fron Y. B. Strong or Tight End is designated as "Y", C. Z= (flanker) = wide receiver always set off the LOS to or away fron Y. ' ' ® oon0O0® @oon00 ® 3° O° t i ® © i © @ | 1 1 1 X, Signal System A. Holes are numbered through the offensive lineman, 8. All plays ending in even numbers go to the right. €. All plays ending in odd numbers go to the left. 90000090 7 7 6 3 to 2 4G a XI. Running Plays A. Our running game is called with digits and descriptive words. 8. The first number indicates the series to be run. The second number indicates the hole to be run. C. Words can be added to alert other blocks. @ GENERAL OFFENSIVE INFORMATION - (Cont'd) XL. Number System A. Single Digit - Specials oO oOo Oo0o°0 oo © © oo Oo C. 20's = Counter Series OoDlooo ° D, 30's = Cross Buck Series O° Ooo09000 E, Mots - Belly & Flow O° OoOoD000 AX ° oon ogo Oo Ad 8. xu, GENERAL OFFENSIVE INFORMATION - (Cont'd.) Passing Series A. c 60's =-Drop Back (Flood) 70's = Drop Back (Flair control) 80's - Sprint out 90's - Quick Passes Play Pass ~ Play Action Run Pass - Play Action Boot EXAMPLE A - 60 Lt f. on so | EXAMPLE ¢ - 80 / sagead r 9° FORMATIONS : A. We base Formation Variations from T Formation 1, Term "Rt or "U" designates normal Flanker to Right or Left. Weak side, End splits out when "R" or "LI is expanded to "Right" or "Left". Variations from normal width of Flankers are designated by a term such as "Close". Backfield variations are designated by terms: Full, Half, Near. Unusual formations are designated by names added to the above system. Examples: Triple, Spread Switch: change of position between X and ¥ ape oo0n000 ° Oo © 0 mo ( ®o00H00®@ @ oO HR ®o00f009e °O ©o — Css 8 @o RicT ® o0no00®9 ©@ “FULL ®@O00D0080°- O° "FULL R ®oeno0o0®e © € « ©. ® © FULL LEFT ©GOO08 OO © © } © ® FULL RIGHT ® ooDb008 ° @® oO é THALF LEFT ®@®O00000 ® 3° THALF RIGHT™ ® oof000 3° € © ® @ © @ aT rane ae © Oo elo oOD00 oon00, 9008 © @ ® © o_ eRe Se T RIGHT ®O00000 ® ® OOD000 eC 6 O é © ® @ ®00000 © ® OOD00®8 ® 3 O @¢ ® @ BONE LEFT ®OO0OD00 © Oo ® af BONE RIGHT. — i FULL LEFT OVER FULL RIGHT OVER ®@poon00 ® Oo © ® ® ® © ® OO0OnO0® Oo A. We approach motion In this manner. 1. Person in notion A. If motion called pertains to 2. 8. HB, TB or FB motion maybe called with RT or LT direction. 2. Direction A. Z Notion is designated by called formation. FULL RIGHT MOTION FULL RIGHT OVER MOTION ®@ oon00e ® oonoo® o oO —_—_ ®@ © ® © FULL RIGHT FB MOTION RIGHT | RIGHT HB MOTION RIGHT ‘@® OO00080 OOo a ® 000 . e. oqo o-—— e 1975 ALIGNMENTS (NORMAL) 1.) FULL & HALF Backs set heels 4 yards from the football. a) FO = Heels lb yards from the football 1B - 15 yards behind FB's heel in upright pos Two point parallel stance. lon. 3.) "WING POSITION Wingback set I yard off LOS and I yard outside tackle; facing downfield. 4.) WISHBONE. FB - set directly behind QB 3} yards from ball, 3 point parallel stance HB - H8's head gear on heels of FB - align directly behind offensive e guard B.XeZ 1.) Ball in middle of field, both wide receivers midway between hash and sideline. 2.) Ball on hash, wide side receiver one yard outside of hash. 3.) As ball moves away from middle of field, one way or another, the normal location adjusts accordingly. cc. LINE, lL. G's = T's -¥ Three foot splits he ues DEFINITION OF COUNT SYSTEM A. Man over Center is always zero. ' e vey Y vey on0o0o oo0o a. inane of ea tan nn sere Vv v OO000 C, First man outside of Center to the onside is the #1 man. Second man outside of Center to the onside is the #2 ma E, A "Hoot! call means that the first man to the onside designated as "zero! (other numbers adjust accordingly). F, Man in on C-G gap, on or off, becomes zero with "Hoot! call. In case of Stack, the front man is zero. y © y V YY vv y D000 gpOd00 Doda G. No "Hoot" call - true count. (Guard can make appropriate call). HK. In any Stack or Tandem, the front man is always the low nusber. y 3 v v 2 Vv v C Exception: When #1 man is over Tackle, he becones #2 y v Yowy 0000 1. A "Switch call means that the Center gets on Gap and guard gets Mike. Can be used vs. 6-1 Mike Dog situation. Boo -15- SECONDARY DESIGNATION s” al | ok. bocce ; a e i si fi ' ' ° 'oon000 ! ° © | ©1110 nr ee eee ansie v3 | mone 1/3 se ' oO 008000 | oO Qo. o —_—- DESIGNATION: ENDS, ROTATED BACKS AND LINEBACKERS e vw ROSETHON MH POSETION H GT _ ° oofo00 B O oO © : kaw Et T waz OOoQ000 O° DEFENSIVE RECOGNITION (TECHNIQUES: © 896754 321 01 23 457698 IY S'eald AY! O © DEFENSIVE RECOGNITION (TECHNIQUES: One Technique - Aman Vined up between guard and center. ‘Two Technique - A man lined up head up with the guard with inside responsibility. Three Technique - Aman shading the outside shoulder of tha Guard. | Five Technique - A man shading the outside shoulder of the tackle. Six Technigue ~ Aman lined up head on the end in normal position. Seven Technique - A man lined up inside shoulder of the end Tn normal position. : Eight Technique - A man lined up outside of end in normal Position, Nine Technique - A man ined up outside shoulder of the end in normal position. aye DEFENSIVE RECOGNITION OKIE NOTE: ALWAYS CALL STRONG SIDE OF DEFENSE FIRST 1, Strongside designated by nunbers 2. Weakside designated by terms. 8 sg 1.59 —£T N TE OoOo0000 & 8 B i TN Te oon000 8 6 ae ‘sotodd - - 6 wap N Tre ] OOn0000 -18- 5.39 Okie ET 6.59 Eagle Nose Off é oT 7.59 Nose Off 8.59 Tuff Ox Oo Oz Os Ox On 9.59 Tuff okie € On 0O® oz Oo Ou Om @ . 10.59 okie tur gE Oe Oa O4 On 11,59 Strong Nose Stack = £ — oono0”o Oo 12,59 Weak Nose Stack & 5 on O 3} 6 Gs 13.59 Double Stack ET wn TeE OO OOo a a Toe 14,39 Eagle Nose OFF a : oon000 8 8 8 15. 5-3 a N Tee OOB0O0O0 16. 3 5-3 DEFENSIVE RECOGNITION (4-3) 1. POSITION OF LINE e A. Nonna eT TE e00000 B. UNDER (AWAY FROM T.E. SIDE) eure QO0D000 ©. OVER (T0 T.€, SIDE) — TqTe OO0000 D, UNDER OFFSET (GAP) On re e. oono E. OVER OFFSET (GAP) O° eT TE OO0000 F. spLiT € Tt re Ooon0”00 2. POSITION OF MIKE 90 70 50 30 40 40 80 OOoO0On000 EXAMPLE: 30 E DEFENSE e . é ° 8 m Te go0O0O Os 2 r 3. POSITION OF SAM oe e 066 8B. T é D006 ev sae s D000 7 Be-- s yards 7 &£ 5006 Par +? a & bodd 4, POSITION OF WILLIE e er? 6000000 BL é 000000 we 8 600000 om gy 600000 ce 6 : 5 000000 fy a. O° Oo0000 DEFENSIVE STUNT RECOGNITION In order to know exactly where the linebackers and linemen are during stunts we letter the gaps of our offensive linemen. OCGA 00 0'D%0%0%0® ‘The linebackers Involved In the stunt is mentioned with the : addgp When Hike is in the 30 position the gap has to be designated as strong or weal EXAMPLE ~ SAM C EXAMPLE - MIKE STRONG B “ M. oe EB Sdnaléé 23+ 59 vogs + Sam B, Willie Strong A eT? Re » Ooffjojoo - - Sam Weak A, Willie Bik Te Ofo]n\o 0 oO . Willie ¢ . TE Roos’ qonooo- E oF Ble ojonco0- B B Bale Po 5 066 DEFENSIVE RECOGNITION OF 4-3 DOGS 1, MIKE STRONG 8 Ww ™M E 3 we M (84s we Te {Qa oo Q WW. M, T ES ob ols O Ww M E Je S Sa QO Ou Qo Ou 2, MIKE WEAK B = WILLIE C O4 Om On 3. MIKE WEAK B, SAM D 4, MIKE STRONG B - WILLIE B . TACKLE Ist LOOP 6. END Ist LOOP wie iA T Tak S fyoa6 ° 7. SAB -WILLIES ow, E\ie ale Hood cGy 8. TWIST 2 ™M Et Es OO T\O oO DEFENSIVE RECOGNITION OF 00GS (Cont'd) 9. STRONG SAFETY BLITZ (ALL LINEBACKERS COME PLUS STRONG SAFETY) S S . 1 . Ss 1 Ww M \ 1 i E\T 5 / o Ojo A|g/O O 6 O70 10. WEAK SAFETY BLITZ (ALL LINEBACKERS COME PLUS WEAK SAFETY) —o 11, WEAK SAFETY 00G (WEAK SAFETY, MIKE AND WILLIE COME) an Alagasé O~--=-0 Oo 12, STRONG SAFETY 00G (STRONG SAFETY, HIKE AND SAM COME) i GOALLINE DEFENSIVE RECOGNITION ! e 1. 19 GOALLINE eis ii s . 6549006 OOO0OR ° ° © o® 2.19 GOALLINE MIKE OVER c Ss M s Cc Ei (ee OOORO000 3-17 GonLuine o ° e Oo. 0 cq M c va & OOOD000 ° O° Oo oO 4, 19 GOALLINE SLANT | a 4 -ZONE GKY OR CLOUD) o— om n— o—> no i = Sy oe] VRS ET ON TE ET. Need © oO ©OOfOOG® Oo Ooon000 ; oO Oo Oo ‘ © © sr O OC. aa i SSN AT OLN mS B B fT al S$ ET N E O° OCOonO0O0 Ooo 06 © ° O° Co o.o cov Oo. oO sky A predetermined rotation strong on snap of ball (on the move) may be determined by FB key on direction of roll. 44 Deep Secondary - Cloud or Sky designated whether corner or safety rotates to short flat zone. 2 LB Defense (Okie) usually accompanied by a pass call by Weak End. Nike's direction may also be determined by F8 key. e 4 MAN G S Ss eje Ss Si Gc i ‘1c. i Toe i i ' 1 I 1 1 Gul fue ai NEB 1 o ododcoo {lo Coals 1 Ag O el Belge On © Oa Ci e a f Fig 8g ; § 1 wi MM 8 i \ 1g B 1 1 \ im W/E |S Et itee NE hee al ! } MB onaqbs | 5 di AdS o | ON O° 1 oO} Oo 6.0 O1 © Han-for Man Coverage Corners over X and Z and cover then Man-for Han Strong safety over Y covers him Man-for-Man Weak safety In area of weak back covers him Man-for-Han deep. If no deep flare he is free to zone middle. Strong backer or Mike Covers strong back on strong flare Man-to-Man Weak backer responsible for second back out weak. 229- peep Basically Man to Man Coverage Corners -have Z and X Han to Man Strong Safety has Y Man to Han Weak Safety usually Vines up deeper than If in & Man Plays deep middle 1/3. Sam covers Strong Back man for man. Willie covers Weak Back man for man. 1. Mike and Sam drop to normal areas if Strong Back stays 2. If Strong Back releases Strong - Mike takes him inside (¥) and Sam will take him outside Y, 3. If Strong Back goes Weak - Hike has him man for man (on Weak Flood with FB flaring also then Willie and Mike switch assignments. ) "S02 ‘4 FREE ef te $ + TV fof boerPa Pre Ht Br Xrest | 1 N ! © 060006 1/0 Bomogo 4 oO | O Onn ° Oo )_) 2 J e s S " $ Gl ¢ SG oa is _ ‘ ™ ! t : B 8 ' ' 1 co a © ol 1 fb Tin © TE 4 ' Oo OO0Of000 '!; 0O0O®D00 0 fi) i oO ° Ou ©) Oo O. © : 4 FREE 44 BANJO STRONG oe t NA a ou a ft B St ' Ler ty Wad of ]f ky OF ES ' 0 Con gd 1lO. ClO DIF ! 10 4 3 Of O © © oo 0. Sam and Hike (3 LB Defense Dog). £. Strong Safety and Weak Safety play inside - outside technique (Banjo) on Strong Back and Y, @ 4 cousa x Ss 3 S a $ Cle Ss Cc \ \ if W i ' 4 8 B \ ‘ MN ‘ ' 7g fee GN Gl ee! Ey eo aeolege 7! ! Oo O@®HO00 t|/0 Aonhodgo i HT fo) § oO Y OV ,7 ° v 1 : \ \s Go O16 J. Same as 4 Free, except Weak Safety and Corner. 2, Weak Safety and Weak Corner conbine to cover X inside-outside for short and long. Ble 3 ZONE o— e— v @ On p— om 2 a O° o4 Oo Of Qo Oo O Of om, oi © O24 ouz 3 ZONE Hike and Willle have Hook zones Sam and Honster have curl-flat areas. Middle Safety normally lines up over ball. 32+ 3 Deep Zone = used primarily by eight man front teams. Both Ends may drop off in pass call If wide tackle team, iN Sem $ ¢ \ SI¢ I r| ! 8 Bp\ gilt & YA ! ' Eau tN! ny ' b Ey tr AT ve t 6 “dodopf ! Agogo ro} ° IOt O Onno 5b é § c|¢ / C 8 ght dt ot ' i EXT We che | Glee 0. 8 offlodd t}]o° odadod ! , OY oO \ Oy oO O10 Qo LNAN Man to Han Corners on X and Z; Safety on Y Sam has FB, Willie has HB Monster and WilTie have Weak Back if one Dogs the other takes him in split defense Sam and Mike have Strong Back man to man if one Dogs the other takes him in split defense. This is a Dog Coverage. Be alert for Dog with Man coverage They will disguise 3 man by running Safety over at last moment to take Y. -33- 5_sHorT — BP BRO a of N \ Lf ‘ i u e O° ° Oa Oo oO Ou— O° if B . fore) O ° Oo OA Om \ — ° \ om, S @ Vk @ M No of | Gy 8 B 1 L Ee ec Ere vo oe OOD000 COOH © 5 ° o C oo @ ©) 5 sHoRT A. 2 Deep Zone -- Safety's go to hash marks 8. 5 Zone underneath can be played according to formation - or Field position. C. The outside short zone men try to funnel outside receivers in (out), using a hard catch and throw technique. a7 ~- ih 2. 3. 4 5. s ¢ c \ woN i : AT AT ES ! O AO DOO b \ O\ On) t t Cc S mM wm 7 t Bev Eo ! O° oguloodg i iO\ ° Co 5 00 Han coverage underneath 2 deep zone by safeties Willie = Weak Back Hike = Strong Back In 30 Sam + ¥ in 30 Corners man on X & Z | om Ss S. G ~~ Ltrpgxy h ff Efe oN ae uo is OOH000 ° OoOnuO00°0 O° O° ° O°} Oo Oo ctoup O° oO sky | A A pre-deterained strong rotation either sky or cloud with | * oth ends. dropping into coverage. |\@ \ , , d \ [ ¢ ¢ f ft t i 2 X 7 S B B B & ! . EXT _N_TE E mon ® (©) ©) [a] (@) (e) ©) O° OON000 = Oo O° O° © t © @ Oo. @ A. 2 Deep Zone 8. 6 Zone underneath €. A Combination between 5 short and & zone -36- ‘TWO MINUTE OFFENSE A most inportant part of any footbatl gane is the last wo minutes renaining at the end of either half. Many games are won and lost during this period of the gone. We must handle Gurselves with complete confidence Knowing exactly what to do, It is @ significant characteristic of @ @ —Shevpicnship: team. Each bal! carrier should think about getting as many yards as possible, but must get out of bounds. Do not take any chances. Get out of bounds. If we need a F.G., play it more conservatively than if we need a touchdown. If we maintain our poise, know the rules and have a system, we can score. A. Know rules concerning clock. I. Each team is permitted 3 free time outs @ half. 2) Time is in with the snap of the ball, a. After a free time out is called. BIA touchback ¢. An incomplete forward pass 4, Alive ball going out of bounds 3. All other time outs the clock starts with the referee's signal. a.” After first down 5! To complete a penalty for @ fou! €. An excess time out B. "Clock Play"! - Method used to conserve time 1, “Receivers stay with formation perviously called, backs go full set. 2. "down! 15 starting count 3. Run 90 out | @ 4. QB will throw ball out of bounds to stop clock C. "Gluten Series 1. QB will call "Clutch", "Clutch", and the play to run 2. Full formation to wide side of field will always be used 3. "Down"! is starting count. 4. We stay "Clutch" unless the clock is stopped and/or Q8 calls huddle. 5. Me will run clutch series: 2. After a first down b. After @ penalty €. When clock is not stopped D. How to conserve tine 1.” Save out time-outs for two minute period 2, Run plays quickly, get lined up quickly as possible 3. Use Mset'" as starting count 4. Utilize "clutch" series 5. Utilize "Clock" play for intentionally grounding ball out of bounds 6. QB must call time-out immediately after runner is down, follow the referee 7. Call time-out only if clock is going B. Ask for measurenent when it is close enough to hold time. Wt measurement Is being made~ E. Waste time 1. No time-outs 2. Keep ball in bounds 3. Use full 25 seconds in huddle e 44. When we punt, keep ball in bounds 5. Make every effort to get First downs on ground uddle. 37+ KICK-OFF RETURN ($1DE) Vee eV I lc 40 50 40 35 30 25 20 15 BLOCK PATTERN: Side Return Count Everyone CENTER - Come back to 30 and block 0 (alternate block is ‘attack 0) G's - Come back to 30. Square in and block outside in on #1 T's = Come back to 30, Turn up Field and block #2 E's ~ Come back to 35. Crack back on #3 from outside FB's - Lead to side of safety who fields ball and block Ist man inside of contain. Should be together in tandem. Stay on feet and execute a running double team. Take him whichever way he goes. SAFETIES - Field ball on your side. Key on lead safety and take daylight. Ball_auav. Protect other safety and lead. Key double team, if big hole inside double team, lead ball carrier through hole, if no hole inside lead e outside of double team and kick out on contain man. COACHING POINT ~ When ball is fielded, FB's and lead Safety and ball i carrier start up field for about 5 yards and then cut to side of return, If the kickoff team crosses men in thelr coverage, you will block the man that dyecomes, your numbered man to block, u es mn Pa KICK-OFF RETURN (MIDDLE) 2 roo 8 2 wy vv vy vy viv 4 BLOCKING PATTERN: Middle Return Do Not Count Safety CENTER GuaRos TACKLES EN0s BACKS SAFETIES Go get 0 and cut down, get up and peel backs to middle and block anyone threatening the hole Cross and pick up #1. Run with him and block inside out at the twenty-five or thirty yard line. Come back to 30 yard line, Turn up fleld and block Inside out on #2 your side. Come back to 30 Turn upfield and block Inside Come back same as side return. Head up field. Check outside for quick threat. No threat keep up middle and block any free man to your side. 1f none lead and look for safeties. Field ball on your side and follow lead safety up gut Ball away protect other safety and lead up gut and block Ist free man. -39- KICK-OFF RETURN LEFT THROWBACK Via VIN VN + i T e \ fee % \ Oo ! Ends - Sprint back to 20 yd line, middle of ield and block in throwing area. FBs - Block straight ahead and protect throwing area Safety ball kicked to: Run for protected wall, throw back to other safety. Other Safety: Start in as to block the middle, ease back out and behind the passer. Run behind the wall forming ONSIDE KICK PREVENT eve Vee S38 oO Oo Coaching Points Front Line ~ 1. Watch ball 2. If ball does not come to you, block. 3. Cover over ball if ball comes to you, 4. Recover, no return. Backs and Ends - 1. Responsible for recovery 2. No return, just cover over the ball Safeties- 1. Down the ball if kicked Into end zone 2. On short kicks, go down 3. May return if line drive to you able 40. 50 45, 40. 35 30 5 20 ELD GOAL, CRITICAL AREAS ALIGNMENT BEFORE SNAP \ ti Coonoco. G00800Q, 2S O 6 O° oO O event of bad snap ° KICKER ’) Concentration on Spot is essential. 'b) Watch the ball on the ground. ¢) Proper timing and follow-through are the secrets of successful Field goal kicking HOLDER ‘2) You are just as responsible for a good kick as the kicker. b) Work with Centers and Kickers as often as possible. e an a) Get a good snap. b) Aim for holder's hand. ¢) Snap must be accurate with zip. 4) On follow-through of snap, hop back to prevent pull out. e) Finish snap with 3-point stance with hoad up. #) Always face line of scrinmage. Never turn body sideways BUARDS -TACKLES a) Take a wide stance, but still maintain balance and mobility b) Take a six inch split. ¢) On snap of ball, set yourself as on pass protection. 4) Your responsibility is: (1) Inside Gap; 2) 00 not be pulled #) bo not turn body sideways 9) Do not move your outside foot! h) 0 not go after defensive man. Let come to you. 'a) Your responsibility is inside gap. b) You must be prepared to black two men w8, e '@) Line up with inside foot slightly to the inside of the End's : outside foot - 2 feet in depth b) Face to the outsid €) Responsibility is inside gap to wutside. 4) You MUST block two me You are located in a critical arco f) Do not be pulled out. 9) Do not turn your body to the side. ~4 on est FAKE FIELD GOAL PASS or SCREEN KICKER HOLDER Pass protect for 3 counts and release for Screen. Pull for most dangerous man to onside. Aggressive pass protection. Block 2 seconds before releasing on corner route. Release for pass into flats Fake kicking and fill for left guard. Throw right If open. If not, pull up and throw Sereen left. 243- PUNT FORMATION AND RULES Ele Gee) cont cc ooo. no oo © © FB O° K 1, Perfect snap 2. Block man over. Force him to run around you. 3 Cover directly to ball, Never cross the hash marks. Center: | Guard and Tackl: 30" split 2. Zone block outside gap; C.F. in outside gap - help inside. Take a six Inch step backward Butt through man or men in out: stop his charge. Release quickly after block. Guards should be five yards from the center and tackles five yards from the guard. Don't follow your own color. Absolutely no threat th outside foot. de gap. You must e Ends: 1. 30" split 2. Zone block outside gap. 3. Take a six inch step backward with outside foot. Butt through man on your outside. If he is removed you must go get him. Release quickly after block. five yards from your tackle. Spread the net, Be You are the contain man. You must always force ball carrier inside. Up Backs : 1. Line up in gap between guard and center. Your toes should be lined up 6" behind quard and center's heels. 2. On snap of the ball you must plug the guard-center gap. Extend elbous to widen blocking surface. Keep Shoulders square to goalline. If two rushers cone you must make contact with both of then Release quickly after block. Cover directly to ball. You are the headhunters. FB. Alignment 6 yards deep behind right upback. Protect from inside out. Block most dangerous man. Never back up. FB. will be safety on right sida after ball is kicked. Nove laterally in front of ball (if ball is on your side) before you move up field. 1 a 3. i Punter: General Points: 1. Alignment ~ 14 yards deep, with punting foot on ball. 2. Rules: ‘2. Stay loose - expect bad snap. b. Must kick ball under all conditions. ¢. Concentrate on catch and punt. 4. Must have high kick at all times, low Tine drive will hurt us. e. Hust kick in 1.3 seconds. Center to kicker 0.7 o Kicker kicks ball J 2 3. Your coverage Is same as F.B. (opposite To execute the punt properly and make it a long ground gainer for us, we must: 1, Get a good snap from center. 2. Get speed in kickin: 3. High kick down thermiddle. 4) Proper contact and release by blockers 5. Speed off the line. 6 7 8, Stay in your lane. Speed to break down point. Form a cup on receiver. Hove in on receiver aggresively and force him to make a mistake. 9. If fair catch is signaled, first man down should go past the receiver and look for a funble. 10. If kicking on third down and a bad pass results, we throw the ball out of bounds and kick on kth down. a5 - 8G ToucH BACK RULE: 1 If ball is NOT handled by safety man. First two coverage men sprint to goal Vine. Turn and face 1d of play. Prevent ball from going into end zone for touch back Late coverage will down the ball. When downing the ball, pick it up and hold until whistle. On bouncing balls in direction of goal line, drive in effort to tap the ball back into the field of play. Prevent the touch back. QUARTERBACK MANUAL AND TECHNIQUES 1 The Quarterbacks IL. Huddle Procedure JIL, Quarterback - Center Exchange Iv. Pivots Mond-offs , = Vi. Quarterback Faking VIL. Points Quarterback Must Stress VILL. Quarterback Must Know and Haster 1K Play Calling X. down and Distance Situattons XL, Percentage Passing e IL. setting to Pass IIL. Timing of Pass XIV, Attacking Defenses XV. Fleld Position Passing XVI. Area Play Calling XVII. Passing Thoughts in the Field UIT, QUARTERBACK EXCHANGE 1, STANCE - A Quarterback's stance must be one to transmit confidence and facility for movement. a. Feet: 1. Feet about the width of the arm pits. 2 Weight balanced on the balls of the feet. b. Hips 1. Lower the hips so that the knees are slightly bent. 2. Lower the hips so that the hands can be placed in the center's crouch wrist deep and also allow the arms to bend at the elbows. ce. Body 1, Stay tall, an erect gorse spins faster. d. Knees 1. The knees must be bent as extension of the legs will facilitate your getting under way faster. | e. Weight 1. “Balanced over the balls of your feet. f. Arms 1, Always keep them slightly bent, relaxed, loose and close to the body. This enables you to (a) Follow the center by straightening the arms. (b) Adjust to the ball in the event that the center does not hit dead center of the top hand. Hinimize the margin for error on the exchange. 9. Hands Right is top hand. 1. 2, In center's crouch, wrist deep. 3. Push palm down. RIGHT HAND 4. Extend, spread, and curl Fingers. 5. Right hand is in dead center of center's crouch. 6. Apply upward pressure, it is the center's target. Make him feel It. 1, Small knuckle of left thunb adjacent to large knuckle of Fight thunb. This is the joining point of hands. LEFT HAND Left hand faces center's right foot. Fingers extended, spread and curled, pointing toward ground. i sie IV. Pivots = a turn of the head, eyes, shoulders and body in the direction of the play side. 1. Techniques a. Reverse pivots - weight shifts to pivot foot on push-off - a quick turn of head and eyes first - if head and eyes are turned first, the body will follow = the hands remain against the center's crotch as the head‘turns. This prevents "pulling out! too soon. b. Opening (sprinting) - weight on foot opposite the turn - turn head and eyes first ~- step off with near foot and push from far foot. 2. Look = see the number of the man to whom you are going to give the ball, This enables you to adjust to the ball carrier. 3. Shift weight - shift your weight to the pivot foot as you spin, never before. 4, Swinging foot (reverse pivot) - keep It close to the ground - point the toe of the swinging foot in the direction you wish to go after the spin (if you look at the ball carrier first, the foot will automatically point in the right direction). 5. Head and Shoulders - Keep head and shoulders out of the way of the ball carrier. Work from a crouched pos Hand-of F 1. Look ~ see the man (his number) quickly to whon you are going to give the ball, This enables you to adjust to the ball carrier. 2. Point of hand-off - This will vary - YOU must make’ the adjustment. 3. Responsibility - hand off 2/3 quarterback giving bal! - 1/3 ball carrier receiving ball. (The ball carrier must look where he is going). 4, Holding ball = hold ball well up in hands - keep both hands on the ball as long as possible. Start with two hands and finish with one ~ "giving hand" slightly under the ball and to the rear. 5. Watch the spot - Look at the spot you intend to place the ball. "Look"! the ball right in the pocket. If you "look" the ball in the pocket, you will automatically make the proper adjustment. 6. Footwork in giving ~ when possible, give with the same hand and foot (left hand, left foot - right hand, right foot), Thesmoothest hand-off occurs when the "giving" foot is on the ground just before the hand-off begins. 7. Placing the ball ~ place the ball against the body Firmly but not hard. Never slam the ball into the receiver. (Be sure the bal! is not placed too high = this causes most funbles). Let the hand "ride with the ball for about six inches after placing it against the body. 8. Fake to keep ~ always fake to keep the ball after hand-off. Pull your hands into your body as you would if you actually kept the ball. Keep low for added deception. Do not look at the man to whom you gave the ball. -52- vi vu Hand-OFF (Con't). 9, Set to pass - Q8 should set up to pass after hand-off or fake the keep unless play calls for other type of fal Quarterback Faking 1. Types a, Two-hand = show the ball - thrust into pocket - ride ball in = pull ball out, using the back as a screen. b. Wrong hand - hold the ball close to your body with one hand - place the empty hands in the pocket as the receiving back folds over it. 2. Look fake in = look the fake right into the pocket just as when giving the ball. Points Quarterback Hust Stress 1, The center exchange: a, Pressure!’ of hand against center's crotch. 8. Get ball well up in groove of both hands. 2. The Hand-oFf: a. Look at pocket of recé 3 back. b, Match until ball touches pocket of receiving back. Quarterback Must Know and Master: The offense thoroughly. The theory of defenses and the abilities of their defensive personnel. The capabilities of his team mates + Certain general rules for play selection. 1. Know your own offense a. Be familiar with every man's assignment against every defense. b. Know how blocking combinations change into varied defenses. c. You must know how our plays fit into series, how they are co-ordinated and made to look alike to the defense so that the success of one play will help another ‘to be good. Example: §2 will help make run pass 52 successful 4. Go through your offense and analyze each play as to type and chances of success under various circumstances. fe. You mist remenber to use the plays that are working. If Particular plays are gaining ground, keep using them until an adjustment is made to stop then, Then call the companion play. $y Quarterback Must Know and Master (Con't) 2 3. Know opponent's defensive sets and coverages as well as their defensive personnel a, You must know how to attack the weaknesses of their total pattern of defense as well as the individuals within the defense. You must know the capabilities of your players. a, Some men are better in one phase of the game than others. You must use the plays which best suit the personne! in the game at any given time. + b. Know the strengths of each ptayer. €. Know the weaknesses of each player. ‘There are certain general rules for play selection. a. Read carefully the basic rules as outlines in play calling section. b. Tactical situation is made up of six itens: Time Down Weather and Field Conditions Score Yardage Field Posit c. Play calling is effected by all of the above six itens. PLAY CALLING Critical situations separate the men from the boys. Goal line or short yardage attacks. i: 2) Long yardage situations. 3. 3rd down situations. 4. deep in own territory. 5. Use of special plays and passes. Football, in any classification, is a percentage gane. A Quarterback who goes against percentages too often will fail. He'll have to be extrenely lucky. No one figures to be that lucky due to so many extenuating circumstances involved in a 22-nan gane. Each week we will decide on an attack to beat that opponent. Generally, to run too much of the time will result in low scoring unless we are definitely superior. To pass too much could mean costly losses as the result of failure field pos with prom Pass Protection with loss of ball possession and ion due to interceptions. To expect perfect passing and protection ‘cuous throwing is unreasonable due to difficulties encountered in Pass Protection against dogging defenses. 1. College Football is a 3-down game. On 4th down, we will punt or kick a field goal, The exception to this rule is 4 down territory. 2. The charmed distance for any running play is 4 yards, or more. If a running play gains 4 yards, it is a great play. We should come back with another running play.” If a running play does not gain four yards, we are off our average and can rely on sone other jine of attack. She DOWN AND DISTANCE SITUATIONS Ist s TEN We must avoid the mistake - loss of po: for loss, We must avoid the 2nd and 15 5: n, possession, or the QB thrown uation. Avoid the loss on Ist down, select the sure fire running plays listed in the Game Plan. If you pass, select the sure fire Pass listed in the Game Plan - Outs, Curls, Quick Pass, Play Pass, Sprint, Draws, are fine first down plays. First and Ten is the time to use the Runs or Passes that have been selected as the best plays to defeat the particular opponent on our ready list. SECOND DOWN What we do on Second Down is governed by what we have gained on the first down. If we gain the charmed figure of four yards, we should run; if not, we can pass. An opponents long yardage defense might, however, affect the above thought. For example, they might go into some type of Prevent Defense which lands itself to fine outside running 2nd AND THREE OR LESS Run = get the first down, It is the best time to get the First down. Third and one is the most difficult time. Do not pass in this situation as the defense plays Pass. Consequently, it is easier to get the first down, also something could happen (pass protection breakdown) to cause a loss. To do something that may result in a possible loss is an unforgivable sin OF generalship in this situation 2-6 OR LESS You "have succeeded in getting our average. We have 2 downs; to get six, you should run again. Follow the ready list for another good Running Play. 2nd_AND MORE THAN 6 - (Expect Dogs) We have not reached our average. You can Run or Pass, If you run, outside might be best unless the Game Pian indicates othervise - sprints and draws are good. THIRD OWN AN) downs are of vital importance, however, victory as against loss can Frequently be pin-fointed to the success of failures of 3rd down situation. Distance to be gained should influence your call. 3rd AND 2 OR LESS - (They will be in Short Yardage Defenses) Never do anything but run. We rust maintain possession. On occasion, we might throw a quick out or slant with as much as two yards to gain. With less than two yards, use our Goal Line Running Plays. -55- THIRD DOWN (Con'e.) ' 3rd AND 3 OR 4,5 - (Will probably use regular defense) These situations are the most difficult situations in Quarterbacking, Run as e@ ageindt Pass will be determined by the nature of the defense we encounter this situation, Some teams play Pass Defense In which case we should. run rd AND MORE THAN 5 - (Prevent Defense Situation) This is definitely a Passing situation, On occasion an outside play is definitely indicated, You can expect a dogging on Prevent Defense. th DOWN ~ (A Kicking Situation) Punt or Field Goal, RICE PASSING GAME XI, PERCENTAGE PASSING T. Our passing attack includes 3 classifications of Passing: a, Short - Quick Outs, Slant, Flats b. Medium - Out, In, Comeback, Curls, ete. c. Deep ~ Post, Un, Corner, etc. 2, Pass Coverage will dictate the passing approach to any game. However, the percentage approach is a mixture of the Short and Medium type passes with the Deep Pass thrown at no greater percentage than one for Four or Five. The Medium length Pass is thrown with greatest degree of consistency. 3. To utilize any one phase of our passing game too Frequently will hurt e us. For Example: to throw deep constantly or to throw short too consistently will hurt us. KIT. SETTING To PASS 1. If you expect protection, you must understand the area we are trying to protect and stay there, a. Width of protection area - from outside hip of one offensive tackle to another. b. Depth of protection area - 8 yards. 2. Setting to pass as fast as possible will aid your completion record, It gives you time to look to your receiver and deliver the ball Properly with the necessary timing. 3. The key to setting to pass with necessary speed is pushing or driving off the proper foot (left). 2. Prevents sitting out. b. Throws body away from line fast. €. Enables you to follow the center on snap. a SETTING TO PASS (Con't.) 4, You must master three methods for setting up on a show pass. a, Normal Dropback - 60's, 70's i b. Sprint Out ~ 80's cc. Short Dropback - 90's 5. Get a feeling for 7 yards - (3 Long, 2 Short). 6. The ball must be held chest high and with two hands while setting. Keep it chest high and In BOTH HANDS; ready to unload quickly. 7. The time for setting to pass at 7 yards must be accomplished under two seconds (1.5). 8. Look the field over as you set to pass but 90 NOT spend time doing so. i Get back quick. The key to good passing technique is to drop off to 7 yards with Intense speed. Set up to pass in a good balanced position. Keep the ball chest high, hold the ball with two hands prepared for quick delivery. Stay in the pocket oblivious to rush and put the ball in the air at the proper time with the proper speed and trajectory. Accomplish this and you have it made. 10. If you are pushed, make your move up and out - never around, This will result in the big loss. You must avoid the big loss. Second and 10 is nothing. Second and 20 kills us. Wandering off and running around e rushers hurts us and more especially you. XI1L, TIMING OF PASS 1, The timing of the delivery is essential. It is the single most important Item to successful pas: ng. Each route has its own distinct timing. As routes and patterns are developed on the field, the exact point of delivery will be emphasized. 3. Take mental notes on the field on timing of the throw. 4, If you cannot co-ordinate eye and arm to get the ball at its intended spot properly and on time, you are not a passer. 5. Keeping the ball in both hands and chest high Is part of the answer. 6. Generally speaking, the proper timing of any Pass is putting the ball in the air before, or'as a receiver goes into his final move. If you wait until the receiver is well into his final move, you are too late. xiv. xv ATTACKING DEFENSES i You must know the theory of all coverages. Without this knowledge you are dead. You are either attacking man for man defense or zone defense Vs. Han for Han Defense, you are beating the Man. Vs. Zone Defense, we are attacking an Area. Not knowing the difference will result in stupid interceptions. Study your coverage sheets so that by merely glancing at a defense you know the total coverage design. Man for Han Defenses Hit the single coverage man. This will keep you in business for a long tine. Stay away from receivers who are doubled short and long. Example: x End with X Backer. . 00 not throw to post if weak safety is free. d. Flare action is designed to hold backers. If backers are loose, HIT flare man. fe. The secret to attacking Man for Man is to attack the single coverage man who is on his own with no help short or to either side. £. You must know the individual weaknesses of our opponents and attack them. g. There are many methods of dropping off by deep secondary men. Each method provides a weakness - know them, Zone Defenses a. To successfully attack zone defense, concentrate on attacking the slots - X-Z, Curl, ¥ Curl, Cross Routes b. Flare action is a must to hold the backers close to the line to help ‘open up the zones behind them c. Running is great vs. Zone with X Backer on weak side Exact knowledge of defensive coverage and the patterns to take advantage of these defenses is a must. FIELD POSITION PASSING 1 This phase of passing is most important. Both in relationship to Plus (+) and Minus (-) areas and hashmark location. Some teams play defense by field position. If they do, most of our passes are best thrown from certain positions on the field in rela~ tion to hashmarks Consideration for each pass according to field position will be taken as the pass play is given to the team. Heed it carefully, it will en= hance Its success. Some passes need a great deal of area to be successful, other passes need proper formation set in relation to hashmarks to be successful. 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ISOU 5) YO!z2¥ B1eL4 JO OSM 49014 “OL swoy asm 02 2494 pue uOYM MOUy 39g +9800] osuajop © sdeoy Apoarussop a1 “uo!aay Aeig “3 IL Ids ‘yoeg ayB)esag asm - uolasy sseq yo sodA} UI UO!IeL4eR asN JsnU MOA “6 (3,009) CSTE SAL WT SINDHOWAL ONTSSVS OFFENSIVE BACKFIELD TECHNIQUES Stance 1. Three point balanced stance. 2. Slight stagger of the feet with a heel and toe relationship and no wider than the shoulders 3. Body weight must be balanced to enable starting in any direction with ease. You must not give away a key as being the dive back with forward body Tean for pitch back responsibility with little or no weight forward. We must not give plays away by leaning, looking, or changing the stance. Start 1. Explode out by concentrating on picking up the hand at the ignition of the cadence and driving off the foot away from your point of aim. All POA's are straight line courses. 2. Do not false step. Exchange 1. Your elbow to the side of the quarterback must be shoulder high, the forearm parallel to the ground. 2. The far arm should be placed across the belt, the palm turned upward. This serves as a shelf for the quarterback to place the ball. 3. The quarterback is responsible for getting the ball placed in the pocket. Do not reach or slow down to receive the ball. 4. Take the ball by feel; cover over the ball and run with authority. Faking 1. All fakes must be full speed. 2, Use the same hand and arm movements when faking as when receiving the ball A good fake helps our blockers. 3. After a good fake think BLOCK. Daylight or Option Running 1, To be most effective you must know defenses so that you will know your running lanes, which defensive linenen to run off of, and you can anticipate stunts used by your opponent. 2. Strive to get to the LOS with your shoulders square and your body under control 3. Concentrate on your point of aim. Your course must always be a straight line and full speed. Bell Carrying Always know down and distance situations. Get the first down before you make @ move to break for a long gainer. 2. Get leveled off for the goalline as soon as possible. Do not change direction £00 often. 3. Keep both hands on the ball until you break through the defensive forward wall, then shift the ball. Once in the secondary, do not exchange the ball from arm to arm, 4, Be 2 determined runner, make the defense pay the price to bring you down. 5. Keep your fingers over one end of the ball and the other end tucked securely under your bicep. 6. Prevent fumbles, Cover over the ball in @ crowd and as you are. going down to protect the bali. 7. Follow your interference. Help set up your blocks. 8. bo not get too close or stay too long with your interference. Run with authority and reckless abandon = make things happen. -62- i. eo Latte + Seated A. LEAD BLOCK - Used on Lead Draw = 14 and 15 1, Take a mental hesitation as you raise up From your stance to read the key of the LB you will block. You are assigned the first LB to show inside or outside of the desiganted hole (lead on the first inside LB to the side of the call). . Aim your forehead for his numbers. Be prepared to blast him straight back or drive him in the direction he goes. Drive straight through the man, do not overextend or throw at the LB. Widen your feet for greater balance and power - dip your hips and deliver a rising blow. B. Junction Block = Used on Lead Option - 8 and 9 Option 1, Lead back widens by sprinting parallel to the line of scrimmage. 2. Turn upfield when you feel you will be able to block the outside leg of the support man. You ust read sky (safety support) or cloud (corner support) to determine defensive man to junction bloc! 3. Blocker should run his head through the out: roll him up. 4. Vs cloud support, attack the corner aiming your forehead at the widest part of his body and drive him back into the sideline. de hip of the support man and €. ED BLOCK = Used on Fullback Screen 1. Drive directly from your stance to the inside hip of Y and collision 43. e 2. Butt him in the nunbers with your forehead for two full counts keeping your inside arm free. 3. You must stalemate the DE to slow his pass rush, keeping good body control and releasing behind the DE and move to the screen area. 4, If #3 drops, block end area for the two counts and move to the screen area. D. LOAD BLOCK ~ Used on Play Pass 8 and 9. 1. Onside back cheat out from normal alignment. 2. POA is outside hip of Y. The angle will give width to set up block on #3. 3. Drive your head in front of #3 to his outside hip. Orive through him and work him up the field, You must not allow any penetration by #3. 4, LF Y stunt occurs, you must be under control to close down on #3 and seal him off to the inside. E. RIP BLOCK ~ Used on 6-7 YO and Run Pass Action 1. The key is a good fake off the run action to set up the block. 2. Blast full speed through the tail of the 0G giving the same arm and body move- ments as when receiving the ball on the run. If 0G is uncovered, blast through the LB with your forehead in his nunbers. If 0G is covered, he will block the down defensive lineman and you will rip up the tail of the guard and seal to the inside and block in the A gap area. If the guard pulls, you will block the down defensive lineman, If you give a good fake, you will be tackled. On pass action the offside back will sprint across and block area immediately outside the offensive tackle. _ . 63 GONE BLOCK - Used in 80 Series Passing Gane Onside back block #3 unless you are to run a route. If #3 drops, give "Gone!" call and turn inside and help OT block #2 who will be containing. Seal #2 off to the inside. Offside back leads up the field. If the onside baék is in the pass route, offside back blocks #3. If #3 drops, give "Gone" call sand turn inside and help OT block #2 who will be containing. DROP BACK PASS PROTECTION ~ Used in 60 and 70 Series 1 Step up and turn out. Give the outside rusher 2 one way lane to the outside. Discourage an inside rush because of your position. When the rusher gets a foot from you strike him with the heels of your fists in the sternum, and bring your helmet through his chin ~ recover and stay in front. Keep your body directly and squarely in the middle of the rusher at all times. Give ground grudgingly. Keep your head up and eyes on the numbers of the defender at all times. a. {f the rush comes over yo 1) Peet him head up, eyes open, toe to toe. 2) Gather yourself by lowering your body. 3) Bend your knees not your waist. 44) Uncoil into the defender. 5) Keep your feet spread and moving 6) Pop and recover - Pop and recover b. If the defender rushes to the outside: 1) Hold inside position until he gets even with you. 2) Then pop him fron inside out. Keep popping him and driving him to the outside. 3) Permit the defensive mans own momentum to take him out of the play. ec. If the defender rushes Inside: 1) Bury him. SPRINT PROTECTION ~ Used in 80 Series 1 QUICK PASS PROTECTION - Used in 90 S. ie 2. Onside back drives for the outside hip of the onside offensive tackle. Block the #l rusher outside the tackle's block unless you are in the pass route Aim your inside shoulder for his outside hip. Drive your helmet through his outside leg. Knock him down, scramble, tie him up, maintain contact. If he works across the LOS getting depth and width, drive him on toward the sideline. Offside back open and sprint for the outside hip of the onside tackle. Drive Straight to a point immediately outside the onside back and clean up on the block of the fl outside rusher. Be alert for a TE or ET charge and pick up the #2 outside rusher. Both backs sprint up to a point inmediately outside the offensive tackle to your side and block the first outside rusher. Block your forehead in the groin area of the defender to keep the pass rush low GENERAL RULES FOR THE PASSING GAME 60 Series - Drop Back FB = No‘blocking responsibility. Release and run called route. Check for "HOT" on certain routes when you are the "HOT" receiver, 18 = Vs. 59 defense block defensive end. Vs. Eagle key LB and block him if he comes. Vs. Split defense key L8 inside out and block the L8 If he. comes. 70 Series - Drop Back 1. FB Key the first L8 from outside in and block if the LB comes. If the LB does not come, FB releases on a route. 2. 78 = Same as 60 series. if defender does not come release on a route. 80 Series - Sprint Out 1, Onside Back - Block #3 unless you are to run a route. 2 Offside Back = Clean up on #3, unless the onside back is in the route, then you are responsible for blocking #3 by yourself. de Back’ ~ Block area immediately outside offensive tackle to your side. 2. Offside Back - Block area immediately outside offensive tackle to your side. Run Pass - Play Action Fakes Play Pass - Play Action Fakes Boot 1. offs le Back - p» FINI for the pulling guard. 2. Onside Back - Block first man outside offside offensive tackle. A NOLVIDUAL TECHNIQUES OF RECEIVERS AND TIGHT ENDS X AND 2: 4, Normal Location (Alignment) a. Ball in middle of field, both outside receivers midway between hash and sideline. b. Ball on hash, wide side receiver one yard outside opposite hash. Receiver into the sideline, midway between hash and sideline. €. As ball moves away from center of field one way or the other, the normal location adjusts accordingly. Stance: ‘arm down, inside foot back both sides. b. Look in at ball if starting signals cannot be heard Release With X Coverage: a. Swing Release: (1) Don't raise up, stay low. Quickness is the key. (2) Lateral lead step with foot to the side you are releasing. (3) Cross over with other foot, ducking shoulder to present small target. (4) Swing the same arm as the foot that crosses vigor- ously upward to ward off defenders hands and arms. (5) Immediately after avoiding "x" defender, level off in your original intended path. Jab Release: (1) Don't raise up, stay low. Short jab and head fake in direction away from your intended release. (3) Now swing release to the intended side, using same techniques: ducking shoulder as you cross over and bringing your arm up. (4) Again quickness is most important. (5) Level off into original path. Veer Release (1) Lateral lead step to the outside. (2) Cross over step with opposite Foot. (3) Lead step and plant. Catching the Ball: a. Look the ball into the hands. b. Don't fight it, relax the fingers. > RECEIVERS ANO TIGHT END TECHN! QUES~CONTINUED (4, Catching the Ball:) ¢, Tuck the ball away immediately, reading the trademark as you do. e d, When catching ball above the waist, keep thunbs together. (1) This enables you to catch the ball out in front and not against your body. (2) This stresses looking the ball into the hands. ‘e. lihen catching the ball below the waist, keep thunbs out. f. On extremely low-thrown balls, cradle the ball in the arms. (1) The ball will not pop out as you contact the ground. g. When the ball Is thrown behind, turn whole body to make the catch. Don't only reach back with arms. Stop if necessary. The catch is most. important. h. On the long pass, don't dive or run with arms extended. Run through the ball and reach for ball on last step. Catch ball at its highest point. 5. Crack Block: a. Objecti e (1) To block nunber two man if play is to inside, b. Approach: (1) don't line up so wide that the defensive man can beat you across the line of scrimmage. (2) Take lead step down the line to lead you where the defensive man will be, not where he is. (3) Don't hesitate, be reckless and agressive, let him absorb the blow not you. cc. Contact: (1) Block above the waist, with head in front. Don't leave your feet. (2) Knock him down. Oon't Feel your way into him but blast him. 6. Frame: 2. Objective: (1) To block in front of ball carrier. Approach (1) Drive off directly for defender. Anticipate his movement. e (2) Get In close before you throw. Contact: (1) Throw recklessly withggntire body. RECEIVERS AND TIGHT ENO TECHNIQUES -CONTINUED (6. Erame:) - ¢. Contact: (2) Put head In direction that defender is facing or running. e (3). Drive the head abd shoulders through the man chest high. (4) AsSault. the defender. EXAMPLES: FRAME ! STALK _ a ' a. Objective: (1) To drive off with the threat of pass. ee re eee e Seren? €. Contact: (1) Butt him in the numbers with your head gear. (2) Stalk him, maintaining contact, stay headup, keeping feet spread and moving. B. YORU: 1, Alignment: a. Normal (1) One yard split from tackle b. Taylor: (1) 2-3 yard split from tackle (there are exceptions) ce. Wide: (1) 5 yard split from tackle Stance: Feet parallel ~ right hand down. _ (1) Having the feet parallel enables us to go left or right. sha Os, ahgitay rare ; iy ee EEE oe Sion Se RECEIVERS AND TIGHT END TECHNIQUES -CONTINUEO (2. Stance: =con't). (2) Having only one hand down, you don't have all your weight r) distributed forward. 3. Releases: a, Swing release and jab release; are the 2 basic releases for the tight end: "| Block: b. Approach: (I) First responsibility is to guard against your man firing to the inside. (2) Don't aggresively attack the man until he conmits himself to a direction of contain, €. Contact: (1) Bute him in the numbers, blocking him in the wants to go. (2) Widen the feet for greater balance and bring up the arms to widen the contact area. (3) You must maintain contact after butting in the numbers. (4) Cut him down only after you feel you are losing contact. rection he e 9. King Block: a. Objective pursue the ball carrier. b. Approach to Contact: (1) Take a course as close to the line of scrimmage as possible; scrape right off the defensive tackle's butt. (2) Aim your shoulder for a spot slightly above the knees, (3) If the Ls dogs, turn upfield for nearest safety. Contact: (1) Gather yourself before contact and drive your head and shoulder ‘through your opponent. (2) Sprint to and through your man. | a. Objective: (1) To prevent opponent From reaching an area covering the outside hips of the tackle to 10 yards deep for 5 seconds. | | | @ : Approact (1) First step back and to the Inside, with the inside foot, bringing the outside foot back and out. RECEIVERS AND TIGHT END TECHNIQUES -CONTINUED (10. Hinge - ) c. Contact: (1) 1f rusher comes over you, deliver a straight away blow. (2) Meet him Ike a man > head up and eyes open. (3) Gather yourself by lowering your body. (4) Bend your knees - gather arms. (5) Uncoil into him. (6) Keep feet at shoulder-width. (7) Pop him and recover ~ again and again. 1. Man Block a. Objective: (1) To drive block (usually the 3-man) away from point of attack. b. Approach: (1) The foot you lead with depends upon the position and distance the defensive man Is from you. c. Contact: (1) Point of aim is the nunbers with the head leading. (2) Slip into shoulder block and wall off by working feet and tail around. (3) Hit on the rise. 12. Double Team Block: a. Object (1) To drive back the defensive man at the point of attack by posting with the offensive tackle and drive blocking with the 'Y" or "U" b. Approach: (1) Must take an inside step with Inside foot to the man's hip. (2) Be alert for stunt and be ready to scrape on LB. cc. Contact: (1) Head outside, driving the inside shoulder for the hip. (2) Hit and drive through the man on the rise. (3) Bontt go down on all fours unless losing contact. (4) Muse get as low as defensive man and root him out. (5) Must make contact simultaneously with offensive tackle. 13. Blocking Force: Objective: (1) To block in front of ball carrier es +70- eg RECEIVERS AND TIGHT END TECHNIQUES-CONTINUED (13, Blocking Force: ) e b. oprah: (1) Use veer release. (2) Key secondary for type of force (sky or cloud) if sky, come under control as you approach safety. . Contact: (1) Butt him in the numbers with your head gear. (2) Stalk him maintaining contact, stay head up, keeping Feet spread and moving. t 5 ¢ ~ o00 oo ° Fights upfield and outside, kick him out and wall him 57 mm n000——*, ne OFFENSIVE LINE TECHNIQUES General Assumption 1, Each ‘man will master his special techniques. 2. We will have a perfect stance each play - no tip-offs, 3, We will quickly jump off the ball each play. 4K We will capture no man's land, 5. We will drive the opponents backward so that we can gain ground, 6. We will take away their ability to pursue laterally, 7. We will have a minimum of broken assignments to take away the possibility of a bad play, Al fgnment 1, We will break from our huddle, sprint up to the line and get In proper stance and align, We can go on first sound, Guards line up with helmet on bottom of center's numbers. The tackles will ITne up with helmet even with the guards, a. This alignment allows for: More momentum A second longer to see stunts More time to set quickly for pass Stance ‘A good lineman must have a good stance In order to complete his assignment. Since this Is true, we will go one step further and have a perfect stance, Precrequisites of a perfect stanc 1, Body must feel Iike a cofled spring. 2. Must be able to fire out, pull, scranbl: your sane exact stance, 3. Weight over balls of feet. 4] Feet staggered no more than toe and Inste Center feet parallel. 5. Both heels off ground, 6. knees straight ahead over feet. Your knees cannot bow In oF out. 7. Hips level with shoulders, 8. Shoulders squared to ground. 9, Right arm contacts ground at right angle with shoulder. 10. Head up so you can see the shoulders of the man in front of you Tf a down lineman and the crotch of a linebacker. and pass protect from Toes straight ahead. 72+ OFFENSIVE LINE TECHNIQUES Continued @ _ teste tenants of Blocking 1a Aapronen a What ste, what tect ou? a. Where's the target or point of ain? bs Hit on rise 3. Follow-through a, After stalemate, we will win by moving feet Types of Blocks 1, Drive Block a, Agressive fire-out face block 1, Used on down man or LB at point of attack 2. Aim for center of target with face mask in the numbers. b. Elements 1. Do not lunge. Explode into man, face Into point of e 21 Step with back foot and explode up and through defender. 3. Deliver blow on rise, head up, eyes open, 4&2 Roll runp on contact; there will be a stalemate and discipline must make you pour on the coal. Thrust ams up to broaden blocking surface. Feet as close to man as possible. Step on his toes, c. Coaching Points 1, Quickness off ball is #1 2. Step with back foot, but don't over stride 3. Hit on rise 42 Rot) rump, 5. Keep legs driving 6. Take him where he wants to go 7. Don't go to all fours 8. Widen base after contact 2, ut Block (Man at point of attack on either shoulder or a man fon the shoulder away From point of attack) a. Elements 1, Uncoil, explode, Aiming point Is now on hip. Deliver on rise, Step with near foot. Head up, eyes open. 3. Thrust arms to broaden blocking surface -13- OFFENSIVE LINE TECHNIQUES Continued Types of Blocks (Cont!nued) e@ 2, Out Block (cont Inved) Coaching Points 1, Neutralize opponent 2. Forearn, head and elbow form vise 3. Step with back foot 42 Drive legs 5. Raise after contact, lift and wall off 6. force defender Into’ chase, Do not let him have direct pursult, 3. Down Block 2, Head across In front of opponent. Used when you have the angle and expect penetration, b, Head to the center of opponent when uncertain of charge, cy Elements I, Step with near foot 2. Explode through him, gather legs under you i 3. Head up, eyes open 4, 1F opponent spins out turn shoulders to boundary and shuffle up-field - Jeg whip If you are loosing him, e 4. coaching Potnts 1, Used when you expect penetration 2) Used to close vacancy created by pulling I!neman 3. Can reverse only after vigorous contact or if Iinenan angles to your outside. 4, If opponent is a reader aim at his middle and then engage with near shoulder. - Hook (or Reach) Block a, Used when assigned to block a man In when located to your outside In direction of play called, b. Elements 1, Man on Shade = Quick first step with near foot. Aiming point Is outside hlp, Get far shoulder in far thigh. 2, Man Removed - Lead with near foot and execute above. ¢. Coaching Points 1. Quick first movement, Reduce distance quickly, 2, Contact must be on outside hip. 3. On contact, bring face up and scranble flercely to tle up opponent, 4, Go to all fours only If you feel you are losing him. e 5. Snock outside leg out from under opponent. The OFFENSIVE LINE TECHNIQUES Continued Types of Blocks (Continued) Double Team - Ace, Deuce, Trey a. Aggressive 2.on I at POA. Object is to blast and drive defender back and/or to create holes and to wall off inside pursuit. b. Elements (Post Blocker) (1) Step with near foot to power, and drive as if you expect no help (2) Be sure to post him str (3) Same as drive block ght c. Elements (Turn Man) (1) Step with inside foot. Use short step (2) Use drive block with point of aim on hip. (3) 8e alert for scrape-off (4) Your responsibility is to turn man d. Coaching Points (1) Do not let defender penetrate the seam. (2) Blockers combine forces against defender and not thenselves. (3) Take anywhere (4) Both Blockers must stay on feet and keep moving © & Petting Linon a. Pull Technique (1) Employ a non-tipping stance. Mentally shift sone weight to off foot. (2) Lead step with near foot. Cross over with off foot. Get depth after sccond step. Drive off far leg, whipping arm across body, throwing head and torso in direction of pull. : (3) Rise on run. Run with forward body lean, swinging arms to provide speed and insure smooth co-ordinated running motion. b. 2 and 4 Trap (1) step with near foot directly at the defender. Continue at his original alignnent assuring an inside out path. (2) Hake contact with helmet in the center of opponent, then slide head toward line of scrimmage. Trapping right use right shoulder. (3) Hit on the rise andwall off moving feet. (4) on 4 Trap pull ore down the line on initial step. OFFENSIVE LINE TECHNIQUES Continued Types of Blocks 9 Continued) 6. Pulling Lineman 4, Coaching Points - applying to all pulls (1) Transfer welght mental ly (2) Legs, arms, torso must move with one co-ordinated effort, (3) Run under control (4) Torso bent forward, rise on run (5) Get as close as possible with position and leverage before unleashing your block. (6) Widen as you hit. (7) Never let a defender cross your face. (8) Never look back. (9) 1F man to be trapped closes Inside - fold him insides -16- PASSING GAME PRINCIPLES OF PASSING GAME A. We throw to the receiver or area with least anount of coverage. 1, Throw to the single coverage man. B. Quarterback,will read the defense and throw to the simle covered man or the man with the least anount of coverage. C. Quarterback calls a Route (example 70), all receivers and backs must run good routes since the Quarterback will throw as the defense dictates. D. Backs must run hard flares to force linebackers to cover close to the line of scrinmage and not enter into the deep coverage. £. The Quarterback must discipline himself and establish exact footwork for each route in the effort to obtain the best possible timing for the particular route. F, Ends must understand and accomplish the proper breaking points to insure proper timing and prevent the necessity of keeping the ball in air too long. Each pass is calculated for length and distance. ntercepting can be eliminated completely if: + All receivers run good routes. AN] receivers observe proper breaking points. Flaring backs run hard to keep linebackers out of deep coverage : If linebackers enter into deep coverage, quarterback will throw to flare action. 5. Quarterback will. follow a definite pattern of a. Read defense before the ball is passed. b. Read the particular area after the snap, designated by the pass called, Use the proper footwork for the pass Set up as fast as possible. See the underneath coverage in the Key area. If additional footwork is necessary, move up in the pocket. Run for daylight if you don't like what you see. -17- Basic Things Each Man Must Be Aware of: set PASS PROTECTION We NEVER want our Quarterback to be hit. Take pride in this. We must be abie to protect the Pass 5 Counts. Type of pass and pattern (Drop-back, Sprint) How much time needed Where passer will throw from How your opponent rushes Favorite Oogs Cover after-ball is thrown Set off the line,Guards stay in front, and Tackles Stay on Inside shoulder of opponent. Use basic three step drop. 1. LB over ~ set a bit deeper 2. Must get weight back to balls of feet before butting Position After Set AL 8 c o. Stay A 8. c . Elbows in Rump down Face up Light on your feet (Think Quick) in Front #1 No Crossovers Make him run over you. Cut only if you are beat or as a change of pace. If you stay in front and do nothing else correct, we can get the pass off. We must master the below techniques Elbows in Keep his hands of f you. Hat under chin, face up. Butt him square. Reset after contact and start cycle again. Don't miss over over-extend, Double-fist him. Quick pop and reset as change of pace, Opponent goes inside - give him a ride. Tackles always respect inside fake. Chop only as last resort. -78- PASS PROTECTION (Continued) 60 Series - Drop Back Rules: Center ~ Responsible for #0 rusher. Make a lucky or ringo call vs uncovered and diamond look. No man over, help. Guards - Responsible for the #1 rusher. a. On Guard - if covered by normal LB take deep drop. If LB comes block him, no LB pick up outside rush. 1f call by center to your side block #2 rusher. b. OFF Guard ~ if covered by normal LB take deep drop. If LB comes block him, no LB help inside. If FAN CALL made block first down Vinenan your side. Tackle s- Responsible for #2 rusher. a. On Tackle = if call by center to your side block #3 rusher, b. Off Tackle = if FAN CALL made block second down lineman to your side. : HB = vs 59 def. block DE. vs eagle key LO & black him If he comes. VS Split look key LB Inside out © block LB If he cones. FB = Release and run called route. No block responsibility. 70 Series Same as 60's for everyone except the FB - he must key the first LE from outside in and block if LB comes. If LB doesn't cone FB re- leases on route. 80 series Sprint out with one or both backs blocking to.side of call. Rules: Center = On gap, over, check of f gap On Guard = On gap, over, check off gap On Tackle ~- On gap, over, help off gap Off Guard ~ On gap, lead step and hinge Off Tackle - On gap, lead step and hinge On Back = Responsible for #3 unless you are to run a route (C.P. ~ if #3 drops give "Gone"' call and help on contain). Off Back ~ Clean up #3 unless on back in route, then you are responsible to block #3 by yourself. (C.P. -if #3 drops give "Gone" cal! and help on contain or lead up field). 90 Series ~- Quick passes block aggressive over area Rules: enter = Over, on gap -79- PASS PROTECTION (Continued) e (90 Series cont'd.) On Guard ~~ Over, On Tackle =~ Over, OFF Guard = Over, OFF Tackle - Over, On Back ~ Block OFF Back 5. Run Pass ~ Play action 6. Play Pass - Play action On Back on gap, off gap on gap on gap on gap outside of Tackles fake with off gap protection fake with on gap protection. Bee ae Center = On gap, over Se) soe e ee ee OFF Guard - Pull & take first free rush ee OFF Back - Rip, fill for pulling guard Block first man outside off tackle -80- up it 7 : ouo 66-67 Oo 66-67 Y Hide 70-71 Oo Th-75, on 6) oo OO 5 oOo 78-79 X-z Up e 6 co CPs "Do not knock 1inemen off their blocks; * Maximum Protestion © Block "Do not give ground 70 Seris sib: a "back into She eB Hf bi6ek Sesponsibiitey arops - mien Help a = "9 PASSING TREE SS > a DO O,4 cross x2 INTERVEDIATE Deep cur! a. Quick out Batre te coeeace o. Shane ° cco gi ie DOO 0oee Oo b. cross h. seam O c. curl 1. out 4. Deep curl j.flat ©. post, veer fy 1 hide d b o|o oncxs fiat 2. circle _ 8. fee team o Have -81 Leo ce 90 ouT “wen ¥P Ayeowch side hi 90 SLANT 90 uP | FULL algyT oP 8 Full Rt. = PP 8 Coaching Points X = Post Slant NM ~ Trey OT = On gop, over 06 - on gap, over € on gap, over 8G ~ On gap, hinge BT - On gap, hinge FB ~ Block end man on LOS HB - Run option route look for pitch } e = Drop step, Key SS Diete. FULL RIGHT PP9 Y= Slam Release Block FS OT ~ On gap, over 0 ~ On gap, over © = On gap, over 8G - On gap, over, hinge BT ~ On gap, over hinge FB ~ Run option route, look for’ pitch #8 = Block End man on LOS @© & - d10p step, red corer fe fut mice P58 Te. ~ Veer. Relt fe ; Ss hook M_in eye ¢c 2, Toye eye CHC ‘ 2 Sede ne Ss Thal y oe meee ooh } Full_rt ~ PP 58 (Note: Coaching Points Run only to Strong Side) x = post fee Y= Veer release = run veer route @ ax - on sav, over 06 = Ace c= Post 8G - On gap, lead step and hinge BT - On gap, lead step and hinge oF - Fake 52, block first off color jersey BB - Run option route - look for pitch QB - Open, Fake 52, look for Y, if covered option OE. C.P, = Read Safety or 0G 8G er FB #8 Cy FULL RIGHT RP_21_X_{NDIVIDUAL Full Rt = RP 21 (Note: Run only to weakside) fun individual route called Post Post over, of f gap over, off gap OFF gap off gap . off gap Sprint to block OE Fake 21, block first off color jersey Pivot out, fake 21, drop 2 steps, hit receiver Coaching Points FULL RIGHT R52 Full Rt. RP 52 Coaching Points Xx) > Curt z - curl @. Scoop = Scoop = POA tail of 0G, fake 52, collision first off color jersey = Run option route, look for pitch = Open, fake to FB, option DE Coaching Points Posbsinae FULL aT = 59 FULL BT = 59 X = Block #1 deep, stalk Z = Block. mid 1/3, frame Y - Release flat across, block first off color Jersey OT - Block #2, under, be alert for man call VS 59 tough, vs 30E & Eagle block LB 06 - Block #1, under © = Block #0, scoop 86 - Scoop 8T ~ On gop, over, seal FB - Run option route, look for pitch HB - POA tail of guard, fake 53, collision First off color jersey QB ~ Open, fake: to HB, option end Coaching Points or 06 8G BT FB 4B FULL RT = 122 TRAP FULL RF - 122 TRAP (ONLY RUN TO Y) Coaching Points Block out: je 1/3, inside stalk Block out le 1/3, inside stalk Block first inside LB, King, vs 30 block #3 Influence & turn out, C,P. vs 30 block first LB inside Ace scrape, C.P, vs 30 influence & turn out Ace, blast Trap first down lineman past center Fill (Back an even defense) Run option route Ball carrier, POA inside leg of guard, (C.P.-| vs even fron'POA in onside leg of center) Reverse out, underneath hand off to HB FULL Rt. = FB Screen FULL RIGHT SCREEN RIGHT TO FO Re, x or os 86 er = Frame mid 1/3 = Run up route = Run drag route = Set, Pass protect and’ sprint to set ~ Set, pass protect and’ sprint to set = Set, pass protect and’ sprint to set for 2 full counts, rel screen protecting outside for 2 full counts, release screen looking up field for 2 full counts, release screen looking to’ inside = Hinge, block #1 on Los = Hinge, block #2 on Los = Ed block DE for 2 full counts keeping inside shoulder free, release behind DE and move to ‘screen area to receive ball, YELL "Go! when ball is caught. = Fake 14 and protect against most dangerous tusher inside = Fake 14, drop for depth, looking downfield initially, find F8 and dump ball to hin. FULL RIGHT SLIP LEFT TO x Full Rt.+ Slip Lt. to x Coaching Points X = Drive off 2 steps and come back to ball Z - Frame mid 1/3 Y = Slam release, flat across, block first off color Jersey OT - Chip through outside shoulder of DE looking for first off color jersey. 0G - Chip through outside shoulder of OT looking for second man from outside. © = on gap BG - Over, on gap ‘BT - Over, on gop FO - Fake 52, rip Sprint to block DE Fake 52 throw to X or 06 8G aT FB FULL R_8 OPT FULL R - 8 OPT. Scoop Run up to the corner of the end zone King unless DE In inside gap then blast Block #2 on LOS Funnel #1 and block Mike LB (Hoot) Block #1 (Hoot) Scoop Scoop Junction first force (monster) unless he is fon LOS then seal inside support Run option route and look for pitch Drop step, option end man on LOS s M C “SUS SEBS) | Goaching Points FULL R= 6 FLIP Ss M Ss ¢ Ss PEAY | WSAAY | O Pree. FULL R- 8 FLIP U_ = Scoop Z = Run an up to corner of end zone Y= Hook end man on LOS OT = Pull and block first force 0G = Pull and block first off color jersey © - On gap 8G - Scoop 8T ~ Scoop FB - Ball carrier, take pitch and run off tackle's block HB - Fake 21, collision first off color jersey QB = Reverse out and pitch to FB or os. 86 BT Fo #8 FULL R21 DIVE FULL R = 21 DIVE Block #3 on LOS = Run up to corner of end zone Block #3 on LOS backside = Block #2 on Los = Log, look up field to backside ~ Log = Block Ist LB backside = Block #2 backside on LOS = Fake 52, POA tail of guard, col off color jersey sion first = Ball carrier, slide step, POA onside foot of guard QB - Counter step, give ball to H8, carry out option fal FULL A - 28 ye MEO || SUS ALLE FULL. Coaching Points U_ = Scoop Z ~ Run up to corner of end zone Y = Veer release, block force - if force ($8) fon LOS block’ #3 on LOS OT ~ Block #2 on Los 0G - (Hoot) Block first L8 from inside-out funnel man on inside gap to center C= On gap (Hoot) 8G - Scoop BT - Scoop FB - Slide step, fake 20, collision first off color jersey HB - Run option route, look for pitch QB - Counter step, fake 20, option end man on LOS FULL R56 MAN 548 CSS ons i FULL R56 NAN Coaching Points U_ = Scoop Z ~ Run up to corner of end zone Y= Block #3 on Los OT = Block #2 on Los 0G - (Hoot) Block first LB from inside-out funnel © = On gap (Hoot) BG - Scoop BT - Scoop FB - Ball carrier, POA outside hip of OT Run option route Open, sprint for mesh, give ball to FB or 06 8G Br FB HB FULL R56 FULL R = 56 Scoop Run up to corner of end zone Trey, unless #3 on LOS inside then blast (make man call) Block #2 on LOS (Post), man call made by TE then drive block #2 on LOS (Hoot) block irst LB inside-out, funnel on gap Scoop Scoop POA outside hip of OT, expect ball Bun op: A route, look for pitch Open, sprint for mesh, read OE Coaching Points FULL R58 a FULL R ~ $8 Coaching Points U_ = Scoop 7 e Z Run up route for corner of end zone Y + Veer release block force, if force (S$) on Los block #3 on LOS OT ~ Block #2 on Los 0G - (Hoot) block first LB from inside-out, funnel © = On gap (Hoot) 86 - Scoop . 8T = Scoop FB - Fake 52 - collision first off color jersey = Run option route look for pitch Open, fake 52, option end man on LOS FULL R ~ 82 or j 06 c 8c er FB FULL R - 82 Coaching Points Reman rush «inside man Hinge fun up to corner of end zone and hook Seon on gap on gap On gap On gap on gap, hinge Sprint flat on LOS and look for ball Sprint to block DE QB = Open, sprint looking for FB : =e — FULL A - AP 52 FULL R - RP 52 Coaching Points uv - curt 2 ~ Slant Y= Drag OT = over, off gap 0G - over, off gap c - OFF gap BG - off gap BT ~ Off gap FB - Fake 52, rip Sprint to block DE Fake 52, set to pass QUARTERBACK MANUAL AND TECHN QUES THE QUARTERBACK Quarterback is the most important position on any football team. If the Player who oécupies this position is not a WINNER, Tt will be extremely difficult for his team to be successful. There are many qualities that go into the making of a winning quarterback, however, the most important quality he must possess is leadership. The ability to lead his teammates and gain their confidence will greatly aid his ability to move the football in the heat of battle. To gain the complete confidence and respect of his teammates the quarter- back must: 1, BE Dep caTeD A. Lead by example as well as by wisdom. B. Must be the hardest worker on the team. ©. Lead the way in practice - first man on the Field - last man off. D. Always spend extra time perfecting his skills and techniques. E. Love the game. HAVE A BURNING DESIRE TO WIN A, Team will reflect his attitude. B. Must be a source of inspiration for his teamnates. 3. HAVE CONFIDENCE A, Self confidence B. Inspire confidence in his tearmates. 4, HAVE AN ABUNDANCE OF CHARACTER A. He must command respect. B. He must earn respect. 5. HAVE COURAGE 6. BE AN AVID STUDENT OF THE GAME Know all assignennts, Understand the running game - passing game ~ kicking game. Recognize and know defensive alighments. Know the theory of all secondary coverages. 7. “POSSESS GREAT MENTAL DISCIPLINE A. Must remain cog! when the chips are down. B. Use common sense and maintain poise all the time. coe . alge Pree Vous HUDDLE PROCEDURE You must work to sell the teem that you know everything about your offense. You must know everything you are asked to learn ~ there must never be Indecision on your part when you go into the huddie. When you go into the huddle the team must believe you know exactly what to do. Always call plays with force and confidence. 1, Never go into the huddle until you have the play to be run. It is not your job to get the huddle formed - that is the center's job. If you go into the huddle before you have your play, you tempt your teammates to stick their two cents Into the act. 2. Don't under any conditions tolerate any talking in the huddle. If you let it start, it will get out of hand. If you want information from someone, get it during a time out or at some other opportunity outside the formal huddle. When you go into the huddle with the play, never doubt for a moment that it Isn't the best possible cail. When you give it to your team, make them think "THIS IS IT, HERE WE GoM. Have poise. No matter how badly things are going don't criti- cize your teanmates or lose your composure. The rougher the going, the more they need your encouragement and leadership. Quarterback will call: Formation Play Starting Count Huddle break A, 8 ic 0. Oklahoma TTigk Option ~ BASIC OPTION PHILOSOPHY [oe LOW leew SeRiS | flay wo: (1-@ This is our double optor Yo Ha SE S10E- om like: 10% pipe ane explode oven cade on CombevaT? ori lena eat : ; 19-18 - Can FLAME gn AA wiv sasiOe sealed FE &. 3s ges 14-15 -3 - OF Pirctt with A SorT secoveney ¢ B Z Bie 4-8-6 - FRH8 ces ON pe -uced when cB woe TO Sto” FE* Abo us. Shar IS hanging (4% ef “SH Role — Same as 15-14 Tedhaigoe— a“ AS ISVY Coady Po.w = ee Ne se Ookwe Ww: wo Reno ky Qs +FR BSN - Role. Syme as IS+1¥ Tech wt E-Same As /S5-/4 Conds; Pout Kuo tha 16-14 13 aulomahii oolsbe Bi wo kero by QEFS TS THNB- Bole Blo *3 Tew po — Same os ste . 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(Ooable Ophds) “SH Role — Same as 15-04 Tedkaigoe— Same as 15614 Coady Posh _ Newow thab 18°74 2 aston ook wih wo emo ky QS FR BSB - Rule Same as ISVe Tedlwiye-Same as 15-/4 Coad Poni — Kwos thal 16-14 13s abhi oolsboe Git. wo revo by Q&FB FSHi3- Rule. Block 22 yoo Sipe Techwigue~ The Laan prt. at ised Foor of OF Inniny with Sdsioe fear ~ Attach 68 St lake lose? powwt of his obsoe ge ths b Shouhe be aw agg reasnle | we, Comin Porc - Ths 7s Fpeall ~ sleet Yarrvase elem). a. evle Take awe fF Tedwigse Cpaw step with ovdoe Ror tahm, Canoes path at #esi0e Foor PP OT, Take Lanoobf ann make Yat0ege waren . Condhing Pot Fed Jo pout oF ateck ber malin ~ out: Tahwigos — Sama as /S2/¥ Conky, Poa b. Spaiwt ow eptiow ours | te |e Aeeoy | BSHB - Bole — Aetaet Hawo-ofF Trak wigve - Take han gab step wa, oPesiog Not teeing shoo tee" wale 6° # back 9, pruot ba oO Coowbey ote, ew path theo FBS For] at S yp tre- Rene Acfause + Recep ball Row of F Fs6's block. Ceadiwe Poi wt- Pi; Assicueo Loe ov, ay t (Ev pts LBs ow Oph Fourgac: Rue: Pewe AT Burr oF Cewreg Strep wird Rout Foor ow (0, LEFT Foor ov \\. Been oF Cewtees Bock. Nore: We Wie Run THs PuAM To THE SHADED Nose swe So BE Reaoa TO cut BA. QB. Wie OPEN Yo CAL SIDE. (QUARTERBACK ‘A running back who can throw. Must be tough, disciplined and durable - cannot miss practice. option aptitude Outstanding athletic ability - Point guard or shortstop Should be creative - Turn the negative or unexpected into a positive "make something happen". Be a leader - Team should root for him. Total football player FULLBACK 1. ‘Tough @isciplined and durable. 2. Outstanding work ethic. 3. Excellent stamina. 4. Fairly quick and strong. 5. Must run line (stay on path). 6. Should desire to get tackled without the ball. Good blocker. 8. Must push pile or leave a trail. 9, Total football player. 10; Wante to win the “Football Six". G)G | gee 6 | ©OOO@e2® HUDDLE ‘Alignment 1. Front line will stend with backs to LOS with « 4" split from one snother. 2. Back Line will stand facing the LOS. : 3. ¥ & QB will stand at each end and face each other. Procedure 1. The huddle leader is the center. Find the ball, yell “Huddle” and set the huddle 7 yards from the Los directly behind the footba quickly possible. 2. ALL players should be standing resting in huddle formation. When the QB enters the huddle he says team’ ali players vill put hands on knees and look directly at the QB. Quarterback Call of Play in the Huddle 1. Quarterback will step into huddle from the side and say "team" before calling play. Give your attention to his lips! 2. Quarterback will call play in the following order a. direction of T.E. - right b. formation - weak a. play - 39 @. snap count - on 1 £. snap count - on I 3. X&Z break the huddle as soon as snap count is given 4£Z 1e split. X and Z need to cross because of formation, Z will go first. If Z is not split, he will break huddle with the team. 4. QB will pause (giving X & Z time to disperse), then repeat She"anep’ count tnd Ureak the huddle with the comand * 3 all clap, hustle to the LOS. All backs will walt and give Y priority next, then the backs will follow in thie order: QB, B, and then the A and Z if he ie not split. Because of our shifting and motion, we must eprint to the LOS. 5. All players will get into their "set position when they Teach their position. ‘Thie means that the lineman wil get in a down position once they reach the LOS. © " DOGOGDG IIE, HOLE NUMBERING SYSTEM A. Holes are numbered over the offensive Linenen. B. ALL plays ending in even numbers (0,2,4,6,8) trek Tighe tle. - ©. ALL plays qading tp odd numbers (1,3,5,7,9) go £0 the left side = * D. It does not matter which way the formation is set. RIGHT FORMATION © ® ® " @0006650° & co) @ ® @ SINGLE DIGITS (Trap and Trap Option) 1-0 9-8 TEENS (Wishbone Option Plays) 1-10 13-12 Ie 15-14 2 17-16 (Seal) (Crease) 19-18 7,8,9,8Switch 6 30's (Counter Series) 33-32 35-34 40's (Power, Off-Tackle) 43-42 47-46 WORD RUNS (QB Sneak, Reverse, Draws) PASS SERIES 50's (53-52) Quick Pass Game---Aggressive Blocking 1,2,9 60's (63-62) Dropback Pass---Turn Protection A Option, K Hide, X Dog, Y Delay 70's (73-72) Dropback Pass-~-Turn Protection ¥ Option, Z Hide, Z Curl, A Option and A Cross out of Trips 80's (83-82). Play Action Pass---Turn Protection Post, Flag, Takeoff, X-Cross, Y Dumpback (85-84) Play Action Pass---85-84 Protection Hook, Out, Stop and Lateral (87-86) Play Action Pass---Turn Protection Post, Flag, Takeoff, HB Circle, FB Cross, Y Post, ¥ Flag 90's (95-94) Play Action Pass~--Turn Protection 6.7.8, Streak, Curl and Wheel out of Twins, Z Deep Cross, Wing Corner, ¥ Corner WORD PASSES (Screens, Boots, Reverse Pass, Counter Pass) SPLITS AND ALIGNMENTS @® doQVSo | @) P B= Reels 5 yds from ball. He's © Rand on B's heels, ® @® ppliting ouceide ip of the guard. Stance = Everyone will be in a three point stance. Splits = Splite will adjust according to the play. Example: 7-6 and 9-8 hole plays and passes, we will cut splite. 1-0, 3-2, and 5-4 hole plays we will widen our’ splite. ® _~COQdC® eo @ ae © ttyl deep Stance = Everyone will be in a three point stance. 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PLAY NO, 19-18 @) Tigi eo: | Same as 13-14 G) OAL: COACHING POINT: il FSNB- le _ Boek Sarewarn Soppant Techwigve a Take slap SH eclsicg Feat ow H path at otsbe frot of YX Abed. 12 Serewenny supp wit lo i esi0E hie oF Ntaoay “ a i 7 oil subsioe Slipper Condes BMF mabe seat poo bene irs boos scar ono be// caer - SAB ~ Role. Tale yoe off + Rid at eohioe hip or. Tahwigoe- Opew thee Sith asdoe foot on e path at colsme Kol of 07. Combing Ponit- Fellows paifitny Sveen se Bae t/ a veck 5 HR Baeit sine (bat uit) se Pull & Play sivé “6 ast Ras +a Bio Fag deine, a Dees Moons ink Qe pred at tet Tale Poth at oy hasle cemten Ba s RsHe- Run % Par ~ Bsn Rud cmer x a7 ‘COACHING POINTS, Gantt, Wz Ltt cleep fo HE i HE one 1 to Ens, Pate pe 2 Keck, out M2 fatlhig Ger? rst Down Bloac re Aull ght Re 18 carrer Base #9 —Seoop ‘No ass Base “/ -Seeo? ast Base “2 y Cleae 43 Dewefiets ® OPEN @ 3n9 Oelnk - Cree rte alip® FS at Mad 40 FS GaP Te RS LB, FB Ovew thossrvee hit CAttor Paru Cube OTS Bled SHG. Run F Comte Cheek LE ™ Wag TH sapry BSVE- OPT Prt A rutae, x Blouc * / COACHING pounTs THB Bole Bll *3 Tedwigo€ — Same os ol Bloclinen | Few gue” Take heen pad lene, wort Teste Casssovey shop at € ae’ VSE SME Ion blood ble) | te MiseE ew phy a we Cy Sohn Pout ane movennat of plage sm | ¢O Sme — 28 he sits ce shes oot bX ki ~ TP he qos or FB sha} 70 teeoo de Pe BF Aled foe ao Py OEE Sia | 8 B&B SSRB~ Qe - Sack as 15-17 Tedwigar- Sane as 1514 Coan Pot Q62.)) seeele oS oF FZ ni be Anoy BSAB- Role _ fetal H1asso- fF Teak wigoe - Tate hare gal step wih eFesiog Moot toenming slevlee & 4e- o~sle, prvot bach. tSp en park threo ra Feel at SF yp fre- Reno defense + feczept bal, Row of Fs6's block. Coad rwe Poi ut- Plog Assicueo Loe Overpume _ Ophidw Foucgack: Ruce: Pewe AT Burr oF CewreR Sree wit Rout Foor ew (0, LET Foor ou Il. BREA oF CewTerS Bock. Nore: WE Wie Run Tus PuaM Te THE SHADED Noc& Sipe So RE Reaou TO cut BACK. QB. Wick OPEN To CAL SIDE. | 5A Rufe Bel #2 Boda, ewigul-Sawe as 4B Coady Pork — This is teow bod regwa less | terse you b #3— "tL Blok" 2 re EMSC WE Step + exossover witl oor wae Fest dv ease of & h ir #3. Ores Her aE le opm BSAB Wie~sare asis-VY Teehnipo - Sane 25 1K ty ofF ee pat QB 2 ure toncky Posh ee COosble ophids) “SH Role — Same as 15-04 Tedkwigoe— Same as IS14 Coady Posh ewors shah 18/4 72 astound, oohse wih wo eno by QB FR BSHS- Role. Same as 1S1Y Tech w) E-SameE as 5-14 Coady Put ~ wos thal 1-14 1S aobwahi oolsboe wy vo ems by QE THB Role Block 73 Teddi go€ — Smee as s+6 : Beds ST oergee Take heen path lencry vss tl TesNe casssouey ste 24'C. 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SYS- Gvle optim Cooese drach Poude> Your pPloavceE aon oper iP erensé Gon FB BSNB— Bole Ophornr Corse Sealigol - opmw step with plese Soe t pro = ow backer Soot poshiny off fw "w Spaiwters elewee - get | yarenlle sith si0e/ we tonic, Pedd- Spanct te Wwhlome #2 FS = weierbe de (se Sye dem Bye wwe) el pe ——— come Block! “0 - Stoop N& 4/7 ee Stoop No ase - Bazan wst-Lalopf 4A eee Bet et 3 at x jaclocde — J i . lock atl Pollak te Lf6, J fog CEES Gen FO a thie Chiboaks Boge ak ak £% , plagots Gawd: Cae eruB- ne ete —Se sine FAKE. bBlout Hie Sit Bane A Pom Sh, | - Bete #/ | ‘COACHING POINTS ) Cee, factonsing. Hegre LOM NEN SERIES | fearvo, 17-Ub Ceease. This 18 bag SE Sie GuTsie veee Thar Allous use. by ndle Baap Yackle. QUMRTCEBALE! 9, rowsants THE Nove WITH A Sher sree at 3 or FV ablock,ctoss over, back +o He FE ov 3° ’srep at Yor §oblecks and execute Read, Gangles 16 cécase PLAY NO. 17-16 Cacase) eS HGH eno: € aoa a eo oa AAS TH Beotw #1 (eae Seip) MM: Ciean #3 Groce cows mew ‘ecuwrque [A PLAY No, 17-16 Crense) eat eyo: BLE Bue @ ML Cuene 43 BLocK Dewweice TECHNIQUE: AIMING port: coms, COACHING POINT:

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