·

-,

.,

. -x

\~~

LAYBOOK 2001

/

FALL 2001

BOISE STATE UNIVERSITY OFFENSIVE INSTALLATION

8/4/01

practices

2

2 MONDAY 13-Aug

2 TUESDAY 14-Aug

1, tm bldng WEDNESDAY 15-Aug

2 THURSDAY 16-Aug

SUNDAY 12-Aug

SUB GROUP Bronco Cowboy Qk Bronco
Fins Jax
Falcon
Jets
FORMATIONS Slot No.JSo. Deuce Trey Slot Hawk Tandem
Deuce Cowboy Open Cock
Trey Trump
Double
Trio
Ace
Triple
On
SET I Split Weak Change
Near, Far
Strong
Gun
MOTIONSI Shift, Bounce Fake Hoof Seal Bump Zoom
SHIFT Hoof Fire/Flame Line up in it T
Zing, Zip, Full
X,Z
SITUATIONI Red Ball Chk. Ted Chk Counter Choose Cut Pkg
STRATEGY Chk Zone Chk. Speed Chk Bully
Scramble rules
RUN 22/23 Zone 26/27 Stretch 24/25 Counter review 23/22 Cut
22/23 Zone Fit 26/27 Ted 25/24 Bull 22/23 Ice
22/23 Rim 16/17 Speed 24/25 Bully package bob Islip
FLYI 48/49 Sweep 48/49 Sweep 48/49 Sweep 48/49 Sweep Give
PIA Play Pass Cobb Zone Boot rt 3xl Ctr nkd Ute P.P. Dbl Post Slide Pass
Play Pass Flood Zone Boot rt 2x2 Poker, Dig, 787 Slide Pass zls. Loop
Play Pass Press Stretch Pass Throwback,989 Naked Ute
Naked Slide
SCREEN Slide Sally/Sara F-Line Rip Sally P.P. Sally Base Sally, Sara
Qk Screen
PASS Streak Y/Z 11 (& Go) Smash(Y read) 48 Flare Dagger
Curl Y Go Big 11 Out (& Go) 88 648 Ring
5 Layer 3 S tick, Look 1 Press, Thwbk X-Over 383 Spot(mof)
9 Curl, 9 Choice 1 Run Grid, Y-Delay 33, 38 404 Flat, 787 fit
9 Texas 99 Layer 3 Bronco 848 Swing
X-Over Bronco Stop Flood Flat
989 Under
PASS PRO Play Pass Zone Boot Ctr nkd Max Base
Slide Stretch Pass Rip/Liz Slide Pass
Slam Smoke
MISC. P.P. F-Seam Sucker Pass dbl It 24 ctr X rev It Hwk rt 48 Swp Rev Cut Package FALL 2001

BOISE STATE UNIVERSITY OFFENSTVEINSTALLATION

8/4/01

practices

2 FRIDAY 17·Aug

1, scrim SATURDAY 18-Aug

2 SUNDAY 19·Aug

,

If H20 world MONDAY 20-Aug

2

-
SUB GROUP 30 Giants
R
E
FORM..4...TIONS V
I
E
W
SET Stack
&
MOTIONS/ X-In S I
SHIFT
C
SITUATION/ Choose Draw Pkg R Goalline Bear (5 Call)
STRATEGY 30 Pkg Red Zone
.. .I
RUN Rip Draw 28/29 Toss 27/26 Reach 22123 Zack
20121 Draw M 32/33 Belly S.Y./G.L.
33/32 Pitch QB Sneak
FLYI 30: 48 sweep M
cut-go 23 Zone ft
PIA Dive Pass Flood A Iso Pass Ctr Boot
Grid, Dig,
G
SCREENI Wide Screen E Dual Screen Fast Screen
PASS Choice Z Cobb R.ed Smash/Corner
Choice Swing Cobb (Slot) Keep Pass
H Follow Stutter S.P. Cross
Sting 22, Look G.L. Pass
Floss Sluggo Roll Rub
29 Mouse Roll XlZ Loop
Roll Z. Arrow
PASS PRO Hot Dash Roll
MISC. Detour Sweep Pass TUESDAY 21·Aug

FALL 2001

BOISE STATE UNIVERSITY OFFENSIVE INSTALLATION

practices 2 2

·~DNESDAY THURSDAY

1, Scrim.

FRIDAY 24-Aug

22-Aug

23-Aug

SUB GROUP
FORMATIONS
SET
MOTIONS/
SHIFT
SITUATION/
I STRATEGY
RUN S
I 0
FLY C
A
I PIA R
0
I L
I
SCREEN N
A
I PASS
P
I L
A
- N
'I
I PASS PRO
1 MISC. 8/4/01

ophmist,l SATURDAY 25-Aug

Day: Man, Aug 13

RUNGAME

8/4/01 Practice # 3, 4

BOISE STATE BRONCOS INSTALLATION 2001

SWEEP

I ,__ __ 26_/_2_7_Sir_e_tch_. _ ..... 11 ,__ 2_6/_2_7_T_e_d __ ...a1 I 16/17 Speed/ Arc

1 (B) Near rt 26 Stretch 1 (Fi) Deuce rt Olk Ted [] IT) Triple rt 16 Speed

2 2 (F) Trio. rt 16 Speed

I I 48/49 Sweep 1 (Pi) Deuce rt X 48 Sweep

2 (F) Shit Trio rt Fk Hf 26 Stretch

3 (Fi) Deuce rt Hoof 26 Stretch 3 [] rh (F) Dbl rt Flv 27 Stretch 4 @]rh (C) Near It Y-In 27 Stretch PLAY ACTION

I

3 (Fi) Deuce rt Chk Speed 4 (B) Near rt 16 Arc Option

2 m Acert X 48 Sweep

6 (F) Full Trio rt 26 Stretch

I Zone Boot 3xl

1 (F) Trio rt Fake Hoof Zone Boot rt Flood 2 (F) Trio rt Zone Boot rt Cobb

3 (Fi) No. Deuce Zone Boot rt Grid

4 SCREENS

I F-Line/ Qk Screen I

1 (B) Far It Slot 23 Zone F-Line rt

2 (Pi) No. Deuce QkScreenrt

3 (F) Trio rt Qk Screen rt

4 (F) Gun Dbllt23 Zone Qk Screen rt

3

Zone Boot 2x2 or Weak I

I

Stretch Pass

1 (Fi} Deuce rt Zone Boot rt H Wheel 1 (Pi) Deuce rt S.P: rt X Over
2 (Fi) Deuce rt Zone Boot rt H Grid 2 . (Fi) Deuce rt S.P. rt Db! 7
3 (rh)(B) Near It Zip Zone Boot rt Prong 3 (Fi) Deuce rt S.P. rt Press
4 (rh)(C) Lt Zip Zone Boot rt Prong Z 4
SPEGAL PROTECTIONS
I . Sucker Pass I Smoke
1 {B} Gun Split rt Sucker Pass rt Zone Boot
.
2 Stretch Pass PASS GAME
I l1/Big11 Lookl 3 Stick 1 Run 99
1 (F) Dbllt 1 (F) Dbl It 1 (F) Trio rt 1 (F) Trio rt 1 (J) Ace rt 99
Smoke It 11 Smoke It Look 1 Smoke rt 3 Stick Smoke rt 1 Run
2 (F) Trio rt 2 m Ace It 2 (F) Full Trio rt 2 (F) Full Trio rt 2
Smokertll Smoke It Look 1 Smoke rt 3 Stick Smoke rt 1 Run
3 (Fi) Deuce rt 3 (F) Bounce Dbllt 3 3 3
Smoke rt Big 11 Smoke It Look 1
4 m Gun Acert 4 4 4 4
Smoke rt Big 11
5 (Fi) Deuce rt 5 5 5 5
Smoke rt 11 & Go
6 6 6 6 6 BOISE STATE BRONCOS INSTALLATION 2001

1 (Fi) Deuce rt Chk Counter II] (B) Cock rt X 25 Bull

2 (F) Dbllt Chk Ctr alert Seal 2 (B) Near It Zing 24 Bull

3 (Fi) se Deuce rt X 25 Ctr 4

5

PLAY ACTION

3 (Fi) Trey It Slot 24 Bull 4

1 (C) Far rt 24 Bullv 2 (C) Rt Chk Bully

3

4

1 (B) Cock rt X

48 Sweep (muff)

2 (F) DblltZ 48 Sweep

3

I

Counter Naked Ute

I

I

. 1 (F) DbI rt Fake Hoof 25 Ctr Nkd Ute 2

3

4

1 2 3 4

1 2 3 4

. SCREENS

SPECIAL.

PROTECTIONS

. -

2

Rip Sally

I Ctr Reverse

Rip/Liz

1 (F) Trio rt Fake Hoof Rip Sallv

1 .(F) DblIt Fake Seal 25 Ctr Z Reverse

Counter Naked

4
?ASSGAME
Smash (Y-Read) Out (& Go)jPress Throwback, Grid, Over Layer 3 Y-Delay
1 (F) Trio rt 1 (F) Shift Trio rt 1 (F) Train rt 1 (F) Dblrt 1 (Fi) Deuce rt Xi
Rip Smash Rip Out Rip Throwback Rip Layer 3 RipY~

..!. (Fi) No. Deuce 2 (C) Nearrt 2 (Fi) No. Deuce 2 2
Rip Smash Rip Out Rip Grid
(8) Far It Slot 3 (F) Trio rt 3 (F) Shift Trio rt 3 3
Rip Smash Y Read Rip Out & Go RiP X-Over
4 (Fi} No. Deuce 4 4 4
Rip Press
5 (F) Train rt 5 5 5
Rip Press
6· 6 6 6 6 Day: Wed, Aug 15 RUN GAME

BOISE STATE BRONCOS INSTALLATION 2001

8/4/01
Practice # 7 pads
SWEEP
I 1 48/49 Sweep I
1 (E) Trio rt On X
48 Sweeu (Muff)

2 (QB) Bm£! Hwk It T
48 Sweep

3
I
1
2
3
4
PROTECTIONS
Max ~: _REVIE_W . .--11 ~ _,.___,'Ill ~ _ _,jI

1 2 3 4 5

PLAY ACTION

1

1 2 3 4

2

3

4

I Play Pass

I

Play Pass (Slot)

I

4 SCREENS

1 (B) Lt Slot Play Pass rt DbI Post 2 (B) Lt Slot Play Pass rt Poker

3 (B) Lt Slot Play Pass rt Dig

4 (C) Rt Play Pass rt Dagger

SPECIAL

1 (B) Rt Play Pass rt 787 2 (B) Rt Play Pass rt 989

3 (B) Rt Play Pass rt Throwback

I

I

1 (B) Rt Play Pass rt Sally

1 (B) Bump Hawk rt Z 48 Sweep Rev

I P.P. Sally/Sara

I Reverse

2 (B) Rt Play Pass rt 989 Sally

2

3

4

PASS GAME

33,38,88,77

48 Flare

X-Over Look! Bronco/Bronco Stop
1 (B) Far rt 1 (QB) Bump Hawk It 1 Trio rt On Exit
Max It X-Over Smoke It Look 1 Rip Bronco
2 2 2 Trio rt On Exit
Rip Bronco Stop
3 3 3
4 4 4
5 5 5
6 6 6 1 (B) W-eakrt 1 (B} Weakrt
Max It 88 Max It 48 Flare
2 (B) Weakrt 2
Max It33
3 (B) Weak rt 3
Max It 38
4 (B) Far rt 4
Max It 77
5 5
·6 6 Day: Thurs, Aug 16 RUN GAME

BorSE STATE BRONCOS INSTALLATION 2001

8/4/01 Practice 'it 8,9

SWEEP

22/'23 Cut (Str)/ Zac!c I 'w1 __ T_e_d_Al_er_t C_tr __ ... 1 I Sweep Give

1 (B) Lt Z

'23 Cut Give

I

~ '23 __ /_22_C_u_t __ · __ ~1 I

1 u Slot 22 Cut Slip 1 (B) Lt Slot 23 Cut 2 (B) It Slot Fk Zing 22 Cut 2 (F) Dbilt 23 Zack

3 fF) Trio rt On X 22 Cut 3

4 (F) Wk Dbllt Z 22 Cut 4

5 (F) Dbllt v'v'22 Cut Package PLAYACITON

1 (Fi) No. Deuce

2 26 Ted Alert 25 Ctr

3 4

2 (F) DblltZ 25 CtrGive

3

Slide Pass I

Naked I Naked Ute I
1 (B) Far ItZlNaked 1 (Fi) Deuce It 27 Naked Ute
2 2
3 3
4 4
SPECIAL. PROTECTIONS
I i Slide Pass
1 Naked
Base
2 1 ax) Lt Slide Pass rt(mof)

2 (B) Far It Tandem ~p S.P. rt Z Loop 3 ("8) Far It Zoom S.P. rt X Loop

4

SCREENS

Base Screen

I

1 (C) Change rt Base rt Sara

2 ("8) Far rt BaSe rt 989 Sara

3

4
PASS GAME
Dagger 648 Ring/ Flood Flat ; 408 Flat 787 Flat/ 383 Spot . 848 Swing! 989'Under
1 ("8) Splitrt 1 (B) Splitrt 1 (C) Gun Split rt 1 (B) Splitrt 1 ("8) Far rt
Base It Dagger Base rt 648 Ring Base rt 408 Flat Base rt 787 Flat Base rt 848 Swing
2 (C) Splitrt 2 (C) Gun Split rt 2 2 (C) Splitrt 2 (B) Splitrt
Base rt Dagger Base rt 648 Ring Base rt 787 Flat Base rt 989 Under
3 (F) Wk Dbllt 3 (C) Splitrt 3 3 (B) Split rt 3
Slam rt Dagger Base rt Flood Flat Base rt 383 Spot
4 4 4 4 4
5 5 5 5 5
6- 6 6 6 6 Day: Fri, Aug 17

RUN GAME

BOISE STATE BRONCOS INSTALLATION 2001

8/4/01
Practice # 10,11
SWEEP
I I 30 Package :1
1 (30} SEIit rt On X
48 Sweeu
2 {30} Split rt On X
22 Cut Go
3 {30} Near rt On X
23 Zone Fit 20/21 Oraw(pm) II ~ __

,"-I _Ri_·p_Dra_w(_~_) .....iiI I

1 (C) Rt vv' Draw Pkg 2

3

1 IE) Far It Slot Rip Draw 2 (C) Near rt Rip Draw

3

4

5

PLAY ACTION

1 2 3 4

4

I Dive Pass Flood/Dig

I

I

Dive Pass Prongj Grid

1 (F) Bounce Wk Dbl It Z Dive Pass rtFlood 1 (F) Wk. Dbl It Z Dive Pass rt Grid 2 (QB) Bump Wk Hawk ItT Dive Pass rtDig2 (OB) BmoWk Hawk ItTD.P. rtProng

3

4

SCREENS

3 4

SPEGAL

I Wide Screen

I

I Wojo

I

1 (F) Gun Obi rt Wide Screen rt

·1 (QB) Bump Hawk rt Slide rt Wojo

2 (QB) Bump H~wk rt Wide Screen rt 2

3

Dive Pass Goner

I

1 (Fi) Str Deuce rt X D.P. rt Goner 2

3

4

PROTEcrIONS

Dive Pass

Hot

4
PASS GAME
I Hot Choice HotHFoliow Hot or Slam Sting Floss
1 (B) Nearrt 1 (F) Trio rt Fk Hoof 1 (C) Far rt Zip 1 (C) Change rt Zip 1
Hot rt Choice Hot rt H Follow HotrtSting HotrtFloss
2 (F) Trio rt 2 2 (F) DblIt X-In 2 (B) Split rt Zip 2
Hot rt Choice" Slam rt Sting HotrtFloss
3 (F) Dbllt 3 3 3 3
Hot It 81 Choice Swing
4 4 4 4 4
5 5 5 5 5
·6 6 6 6 6 BOISE STATE BRONCOS 8/4/01
Day: Sat Aug 18 INSTALLATION 2001 Practice # 12, 13
RUN GAME SWEEP (Scrim)
I REVIEW I 1 I I I I I
1 1 1 1
2 2 2
3 3 3 2
4 4 4
5 3
/PLAY ACTION
REVIEW I I I
1 1 1
2 2 2
3 3 3
4 4 4
3CREENS SPECIAL· PROTECTIONS
I REVIEW I I I

1 1·
._ 2 4
'ASS GAME
I REVIEW
1 1 1 1 1
2 2 2 2
3 3 3 3
4 4 4 4
~ 5 5 5 5
6' 6 6 6 6 Day: Sun, Aug 19

RUN GAME

Practice # 14, 15 SWEEP

BOISE STATE BRONCOS INSTALLATION 2001

8/4/01

.._: _28_/29_To __ ss --.ill I 1 (B) Far rt Fire 28 Toss

2 ax) Rt 28 Toss

32/33 Belly I I 33/32 Pitch
1 (B) Rt 32 Belly 1 (B) Lt Slot 33 Pitch
2 2 (F) Dbllt X 49 Pitch
3 3
4 4 L__, ....... I I Sweep Option 1

1 (Fi) Str Deuce rt X

17 Speed

3 (Fi) No. Deuce On Hoof 2B Toss

2

4 5

PLAY ACTION

3

I

I Iso Pass (& Go)

I

I

1 (Ix) Rt Iso Pass rt 2 (B) Rt Iso Pass rt

3 (B) Rt Iso Pass rt & Go 4

SCREENS

1 2 3 4

1

2

'3 4

SPECIAL

PROTECTIONS

I

I ~ _---oil

2 (F) Dbl rt SlofDuai Screen rt (rh)

2

1 (Fi) So. Deuce Dual Screen rt (rh)

Dash

I Dual Screen

Iso Pass

1

3

4
PASS GAME
Dash Cobb Dash Stutter Smoke 22, Look, sluggo Mouse
1 (Ix) Near rt 1 (B) Shift Near rt 1 (Fil Deuce rt 1 m Tri£lert 1
Dash rt Z Cobb Dash rt Z Stutter Smoke rt"" Smoke rt 29 Mouse
2 (B) Near rt 2 (B) Far It Slot 2 m Acert 2 2
Dash rtZ Cobb Dash rt Stutter Smoke rt Look
3 (B) Far It Slot 3 3 (F) Dbllt 3 3
DashrtCobb Smoke It Sluggo
4 (B} Shift Far It Zoom 4 4 4 4
Dash rt Cobb Switch' '"
5 5 5 5 5
'6 6 6 6 6 Day: Mon, Aug 20 RUN GAME

SWEEP

BOISE STATE BRONCOS INSTALLATION 2001

8/4/01 Practice #: 16

.._: _27_/2_6 R_each_ .... 1 I

L-._1_7/_1_6_Ar_C_O_p_ti_O o_n_ ... 11 Sweep/Spinner

28/29 Toss/chk Bull ]

I

1 (B) Far It Zing 26 Reach

1 (G) Near rt Fake Zing 28 Toss

1 (G) Near It Fire 16 AIr. Option

1 (B) Cock rt X

2 (B) Far it Slot Fk Zng 26 Reach

2 (G) Rt chk Bull

48 Sweeu 2 (G) Far rt Zing 17 Arc Option

4 5

PLAY ACTION

4

3 4

2 (QB) Hawk ItT 48 Spinner

3 (C) Near rt Fk Fly 26 Reach 3

3

I

I

I

1

2

3

4 SCREENS

1

1 2 3 4

2

3 4

SPECIAL·

PROTECTIONS

I

I

2

Roll

I Detour

Goalline Pass

1

1 (Fi) Deuce rt X In 27 Naked Detour

Keep Pass

'1

4

'ASS GAME

I Smoke Red Smash Slide Pass Cross

Goalline Pass

Keep Pass Roll Rub/Loop
1 {G} Near It Zing 1 (F) Wk Dbilt X-Stack
25 Keep Pass rt Roll rtRub
2 2 {Fi} Wk Deuce It Zm
Roll rt Rub
3 3 (El Wk Dbllt Slot
X-StackRolI rt X Loop
4 4 (F) Trey It Slot Hoof
Roll rt Z Loop
5 5 {Fi} Str Deuce rt
Fk Zng: Roll rt Z Arrow
6 6 (Fi) WkSo Deuce X-It
Roll rt X Arrow 1 (F) Trio rt 1 (lx) Strong rt Ziu

Smoke rt Red Smash Slide Pass rt Cross

" (F) Trio rt 2

Smoke rt Red Comer

1 (G) Rt

Goalline Pass It

2

m Dbllt

Slide It DbI Smash

3

3

4

4

5

5

5

6

6

6

BOISE STATE BRONCOS INSTALLATION 2001

1 2 3 4 5

PLAY ACTION

1 2 3 4

1 2 3 4

2

3

I Counter Boot

I

I

I

1 (B) Near rt Slot Ctr Boot rt Pin 2 (n) Lt Slot Or Boot rt Flood

3

4

1 2 3 4

1

2

3 4

SCREENS

SPECIAL

PROTECTIONS

I

I

1 (F) Trio rt Fast Screen rt

1 (QB) Hawk It T Sweep Pass rt

I Fast Screen

1 Sweep Pass

Counter Boot

2

2

3

4
PASS GAME
I REVIEW
1 1
2 2
3 3
4 4
5 5
·6 6 1

1

1

2

2

2

3

3

3

4

4

4

5

5

5

6

6

6

r. .. --- .. -'. ~ .- -. .-. \ .-.. . ....,_ ,.-,. --, Ii ,\ I L
J It ; .-:." ._ " , ) \ Dr\
/', " . , . ~ i \
_.,.._,. . ..._, '-' _,' - ~ ...... OFFENSIVE TERMINOLOGY

,

2 by 2 Set - 2 eligible receivers (including TE & RB) aligned on each side of the center.

3 x 1 Sets - 3 eligible receivers aligned to one side of center and 1 eligible receiver aligned to the other side (includes TE & RB).

Aiming Point - Reference point on the l.O.S. or defensive player toward which an offensive player will run/move from his alignment. This aiming point determines the player's path.

Ace - Playside center and guard double team vs a shade noseguard to a backside lB.

Anale Release -Inside slant release at a 45° angle at a depth of 3-5 yards before getting into the seam.

Base - 7 man Big on Big protection used in 2 back formations where the off. line is responsible for the 4 def. lineman and the MlB. QS front caH will direct the center and RB's. RB's are responsible for Ol.B's.

Blitz - Defensive back rushing through a gap.

Box - The area from the bottom of the numbers to the sideline. "Save the box." Also refers to the area inside offensive tackle to offensive tackle.

Bull - Back up on lB. Used on counter plays where the H/F are pulling to block the lB. Tag word

for counter.' .

Bull Pull - Pulling technique used by lead blocker on Bull plays. Run course into L.O.S. with enough depth to see your lB. Turn up for lB when in position.

Cadence - A combination of words and numbers used by the OB in a non-rhythmic count in order to get the ball snapped.

Caae - Center and backside guard combo vs a noseguard to a backside lB.

Check Release - Technique used by TE, H or RB to check his protection rule in the passing game and if his responsibility does not Dog or Blitz, release in the pass pattern.

Chip - Double team 'between center and guard on a noseguard to backside DE.

Cloud - The corner back rotates up (off the lOS) to force the run or play the flat coverage in zone. Cover 2 structure or 3 deep roll.

Clutch Series - Our two-minute offense.

Cobra - Refers to a corner blitz.

Contain - Responsibility given to a defender to keep the play from going wide.

Convov - Backside receiver technique blocking a secondary defender.

COP - Defensive End covering TE in dog/blitz situations.

Depth - The number of yards from the L.O.S.

Deuce - Double team between guard and tackle on a DT to a backside LB. Also formation with 2 TE on LOS and 2 WR off LOS.

Diaable - Defender in position for WR to block from an outside position and working to the inside number of the defender.

Dime - Refers to 2 defensive backs replacing LB's or linemen in coverage (6 DB's)

Dog - LB'er rushing through a gap.

Down - Tells an off. lineman that he must block the defender in his gap alone because the adjacent off. lineman is doing the same.

EM LOS - End man on line of scrimmage.

Even - Call by OB at L.O.S. to alert that Center is covered by a Mike LB and both Guards are covered.

Face - True double team between a center and guard on a noseguard.

Five Call - Call by O.L. where all 5 are covered and they will block the 5 down linemen. Signal will be 5 fingers held up.

Flash & Go - Technique used by an off. lineman in which he shows pass, influencing a def.

lineman up the field, then releases to his LB. .

Fold - Back block by an off. lineman on a DT with the adjacent lineman pulling around to a LB.

Foot - Pass protection call by 2 adjacent off. lineman to a def. lineman with a stack linebacker. Both off. linemen step together foot to foot to handle any blitz by the linebacker.

Freak - Refers to a free safety blitzing.

Gut - Playside off. tackle down block to a 3 or 4i technique with playside OG gap pull to a playside LB.

Help - Backside combination block between a center and backside tackle. Center blocks down on a 3 or 4i technique and chips to a backside LB while the OT cuts off the 3 or 4i technique.

Hot - Designated receiver who must look for the quick pass from OB when #4 or outside defender blitzes on the side of the double read.

Jam - Technique used by defender to hold up receivers on the L.O.S.

L.O.S. - Line of Scrimmage

Left Uo - Alignment of ball between hash and middle of field.

Left/Riant - Call used for full OL to designate the direction on a full turn protection.

Line Him Up - Attacking defender's inside eye to make defender turn his hips. In other words, get him out of his back pedal.

Lock - Backside slide protection call by the center, guard and tackle to indicate that there are only 3 potential rushers.

Lucky/Ringo - Call used by Ol to designate the direction on a slide protection.

M.O.F. - Middle of Field

MOM - Most dangerous man.

Man - Used to take off a zone scheme and, instead, base block the two defenders.

Moon - Backside tackle and tight end (or fullback) combo vs a 5 technique to a folding OlB.

Moose - True double team between a guard and tackle on a DT.

Nickel - Refers to one extra defensive back replacing LB or lineman in coverage (5 DB's).

"0" Call - Call made by frontside tackle to inform others that he is blocking out on DE. Pullers will

understand that they will lead into the hole for appropriate lB's. .

Out - Call used by tackle and tight end (or guard and tackle) to single block two defenders on the line. This term is used on the backside of slide protection to declare that the third defender is out of the box.

P.O.A. - Point of attack.

Pin Call - Call by off. linemen or tight end to tell the RB he is blocking down inside. RB will block 1 st defender outside person making the call. Signal will be slapping the hip.

Post - Call by TE to alert that he will block defender aligned on him.

Power Cut - Push vertical and break coming back to QB slightly. (QB Friendly)

Pre-Snao Read - Defensive appearance prior to snap of the ball.

Press - Defensive back aligned dose to wide receiver preparing to play tight man to man coverage (Bump & Run).

Push - Full speed. Everything looks like a takeoff! Take his cushion.

Q - Designated receiver who must look for the quick pass on the side of the single read on an

inside linebacker blitz. •

Rake - H in protection.

Rav/lou - Calls by OB at L.O.S. to determine the 4 man side.

Red Zone - Plus 25 to Plus 4 yard line.

Red Ball - Our no huddle offense, not a hurry up situation.

Rock - TE in protection.

Rub - Offensive player bumping a defender upfield while completing his route. Also a pass pattern run by two WR's.

Sally - Screen left.

Sarah - Screen right.

Scoop - Backside guard and tackle combo on a DT to a backside LB.

Seoarate - Depending on route called, you should be in a position to separate from the defensive back. Go get the ball.

Sift - Technique used on the backside by a T.E. or tackle to block on outside aligned def. end, then working to the next level folding Ol.B or strong safety.

Sight Adjust - Designated receiver on the split end side who must look for the quick pass when a corner, or 4th defender blitz from that side.

Slide - 6 man protection called to the strength of formation. Playside off. lineman have "Big" on "Big" responsibility. We will slide weak from the 1st call side uncovered off. lineman (center or guard).

Smoke - Aggressive 3 step drop turn protection called to the strength of the formation.

Sort - Backside slide protection call used by the center, guard, and tackle to indication that there are 4 potential rushers.

Speed Cut - Push vertical and break hard gaining ground slightly. Run through the break.

Split - Width of alignment of receiver, OL or TE from nearest offensive player.

Split End - Refers to wide receiver away from Y (X).

Stem - Receivers path or stem, as in come back down the stem. Also stem route (5).

Strong Side - Side on L.O.S. towards the Y for runs. The side with 2 or more WR's in the passing

game.

,

Tag - Playside tackle and guard double combo on a DT to a playside LB.

Talking - You/Me calls used by the OL and TE/H to determine who has the inside and outside rushers in pass protection.

Ted - TE down block to a 7 or8 technique with a tackle lead pull to a linebacker.

Tim - TE and tackle combo on a DE to a LB inside the TE.

Tom - TE and tackle combo on a DE to a LB outside the TE.

Trev - T.E. and tackle playside double team vs a DE to a backside LB. Also formation.

Turn (Rip/Liz) - Sprint out pass protection in which each off. lineman and TE is responsible for a BS gap away from the sprint out direction call.

Vice - Used to identify TE tightly covered and man in attack position outside.

Weak Side - Side on L.O.S. away from the Y for runs.

You/Me - Pass protection call by two adjacent off. lineman declaring responsibility for a LB.

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Hole Numbering and Position Identifica~on

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1. Numbering System

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A. The numbering system is based upon assigning a number to the space occupied by the offensive linemen and tight end(s.}

B. Holes to the right of the center are even (0, 2, 4, 6, 8.)

C. Holes to the left of the center are odd (1, 3, 5, 7, 9.)

II. Position Identification

A. Our linemen are referred to as Right Guard and Tackle, Left Guard and Tackle, and Center.

B. Our running backs are referred to as Fullback, known as "3" in the running game and "F" in the passing game and Tailback, designated "2" in the running game and "T" in the

passing game.

C. The quarterback is the number "1" and the letter "Q."

D. The split end is "X," the flanker is "Z," and the tight end is "Y."

E. The second tight end or third wide receiver is referred to as "H" when replacing X/T IF.

Line of Scrimmage Prncenures

III. Huddle Formation

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A. The center forms the huddle with his heels at five yards facing away from the football. Everyone must hustle into the huddle as soon as possible to avoid problems with the play clock. Do your resting in the huddle, not on your way to it.

B. The linemen will form a wall at five yards standing up and facing the QB. The receivers, backs, and tight ends will form the front row, with the X and Z receivers forming a tunnel on the ends. Stay in the huddle until someone replaces you!

N. Huddle Procedure

A. The center will put his hands above his head and give the command "Huddle." The offensive personnel will then take their positions in the huddle.

B. When the QB enters the huddle, all eyes are focused on him.

C. The QB will do ALL the talking in the huddle. Any information that can be helpful should be relayed to the QB outside the huddle or through coaches on the sideline.

D. The QB will call the formation, play, and snap count.

E. If you don't hear the call, call "CHECK"; QB will repeat call.

F. The huddle call sequence is as follows:

. 1. Movement/Strategy (Shift, Gun, Freeze)

2. Backfield Set (Far, Change, Strong)

3. Formation (Double, Deuce, Ace)

4. Strength (Right/Left)

5. WR Variations (Slot, On, Tight)

6. Motion (Zing, X, Hoof)

7. Play (22 Zone)

**NOTE: We will align in the formation called and motion out of the formation. (Examples in formation section.)

a. Run (2 digits)

1. Hole (22)

2. Tag term indicating blocking scheme (Zone)

b. Pass

1. Protection and direction (Slide RT)

2. Digits and/ or tag words(s) (989 jFlood)

5. Snap count

6. Ready ... Break (Clap hands on break.)

Example Run:

Example Pass:

Far Right Slot

22 Zone On one

"Ready" - Break

Shift

Trio

Right Smoke Left 11

On one

"Ready" - Break

BREAKING THE HUDDLE:

All players will hustle to the LOS and assume their positions in a minimum amount of time.

REMEMBER: We only have 25 seconds to snap the ball after the ball is ready for play.

"LINE UP IN IT": If we have a motion or a shift called, and 8 seconds or less is left on the 25 second clock, the QB will yell "Line Up In It". All players will quickly align to the position they would have assumed after their motion or shift.

PROCEDURE AT THE LOS:

If shifting, designated players will come to the LOS in a formation other than the one called in the huddle.

All players assume their positions immediately (Y stay in 2-point when shifting.) If a "gun" formation is used, the line shall play out of a two-point (also by designated play or game plan situation.)

Motion is initiated by the QB's heel, the nod of his head, or in relationship to the snap count.

Cadence

The cadence is a combination of words and numbers used in anon -rhythrnic count.

The cadence must be used as a weapon by the offensive team: The QB can NEVER allow the defense to time our cadence.

A. Our cadence will be:

Front call - alerts team as to what type of front we are facing Set

Color - Number - Dummy calls unless "Live" color (Green/Blue) is used to change play Color - Number - QB should use 20s, 12/13 as dummy calls often

Hut (non-rhythmic)

Hut (non-rhythmic)

B. Our possible starting counts will be on:

Set - Lou-Set One - Hut

Two - Hut - Hut (used on all checks/ chooses and alerts) Freeze - Hut - Hut - Hut - Hut, Hut, Hut ... Set, Hut

C. Freeze:

A "Freeze" count will be used when we are deliberately trying to draw the defense offsides. The QB will proceed through his cadence and use as many "huts" as he feels is necessary to get the defense offsides. The only 2 players that should be "keyed-up" are the QB and Center. All other players should be in good looking stances, but relaxed. If a Dvlineman jumps offside, the Center should snap the ball and the QB should quickly take a knee. If no defensive player jumps offside after

5 or 6 "huts", the QB will pause and then say "set, hut" and we will then run the play called in the huddle.

D. 1 Bob: Is a silent count that will be used when we are having trouble hearing the QB's cadence. It will primarily be used in Shot Gun, but can be used from under the Center as well. The QB will lift his foot (in the gun) or pat Center's butt (direct snap). The Center will look through his leg to see QB lift his foot and then will look up at the D-line, pause one second, then snap the ball.

E. 2 Bob: Is the same concept as 1 Bob, but now Center will look through his legs and bob his head twice (instead of once) and then snap the ball.

F. No snap

QB may call formation and "no snap." This alerts team that we will attempt to draw the defense offside. If we are unsuccessful the QB will be instructed to either use a time out or take the delay penalty. We will not snap the ball under any circumstance.

Automatic/Check Off - Two Plav Offense

We will have several ways to get into another play at the LOS. These will be tied into our snap count, as well as not allowing the defense to catch on to what we are doing.

A. Live Colors

1. Green - used as live audible only. Snap count is on one (Possible "Easy" call for quick count plays.)

2. Blue - used on all checks and alerts. Snap count automatically is 2.

B. Live Audibles

·12/13 - directional number for any pass play ·16/17 - Speed Option

·20/21 or 30/31 - Trap

·22/23 - Zone unless prefaced by: ''Wham, Rim, Slice, Iso, Blast, or Paint" -24/25 - Power unless preface by: "Bull, Counter"

·26/27 - Stretch

C. We will automatic or check our offense in the following ways:

1. Color system/live audible - will be used if the QB has not alerted the team in the huddle. All "Live Audibles" are on 1.

EX: in the huddle QB calls 24 Power on "I"; at the LOS the QB calls "Lou, Set, Green 26, Green 26," the play will be 26 Stretch on "1."

2. "Alert" at the LOS-This is used to take advantage of defensive team's

. alignment and allows us to choose between two different plays. All "Alerts"

are on 2.

EX: In the huddle QB calls "26 Stretch, Alert 17 Speed" on "2." At the line the QB calls "Ray, Set, Blue 17, Blue 17, Hut, Hut." Play will be 17 Speed Option.

3. "Check with Me" - This is used to take advantage of defensive team's . alignment to choose between the same type of play (Run to run, Pass to

pass.) All "Checks" are on 2.

EX: In the huddle QB calls "Check Zone on two." At the LOS the QB calls "Ray, Set, Blue 22, Blue 22, Hut, Hut." Play will be 22 Zone on 2.

4. "Choose Package" - package of 3 plays, usually 2 runs and 1 pass. All "Chooses" are on 2.

EX: In the huddle QB calls "Choose Stretch Package" (26/27 Stretch, 16/17 Speed, or Smoke R/L 11); At the LOS QB says "Blue 12, Blue 12," the play is Smoke Right lIon 2.

*NOTE - 12/13 is used as the directional for all pass plays.

*NOTE - The QB will always turn head to the play side first ... this will help to allow callside OL to make calls, combat crowd noise, etc.

_'

Red Ball

Red Ball as a No Huddle Offense

NOTE: This is not a "hurry up" situation .

. 1. QB calls out "Red Ball, Red Ball," and gives a Formation call "Trio Right" or "Trio Left"

a. Offense alerted to no huddle situation. Align at LOS.

b. Base formation is Trio to the field, but can vary by game plan.

c. Snap count is always on "Set, Hut" (No dummy calls.)

d. Receivers must start inside the tick mark, then expand to final split depending on play (by rule.)

e. Center read defense for front call.

2. QB will look to the sideline for play call. or make the call himself based on the game plan.

a. Call out entire play call to each side of formation. (I.e. "Slide 12 Streak. Slide 12 Streak)

b. Front call

c. Begin snap count with "Set." followed by a short pause, "Hut." ball is snapped

3. EXAMPLES: (QB LOS call = Play) a. Dropback Passes

• Smoke 12. 11 = Smoke Right 11

• Otto 13. Flood = Otto Left Flood

• Slide 12, Streak Z = Slide Right Streak Z b. Screens

• Bob 12 = Bob Right

• Base 13 Sally = Base Left Sally

• Dual 12 = Dual Screen Right c. Action Pass

• Sprint 12. Cobb = Sprint Right Cobb

• Sprint 13. Smash = Sprint Left Smash d. Runs

• Any term 16 = 16 Speed Option

• Any term 23 = 23 Zone

• Zack 23 = 23 Zack

• Any term 24 = 24 Counter

• Bull 24 = 24 Bull

• Any term 27 = 27 Stretch

• Ted 27 = 27 Ted

• Blast 22 = 22 Blast

NOTE: When 12/13 is used, first word is "live."

NOTE: QB must allow sufficient time for OL to make appropriate calls and WR to get set for one full count before snapping; football. (Center responsible to make front call.)

NOTE: QB will again make the call to the play side first to aid communication and combat crowd noise. etc. QB will use hand signals to aid the WR if needed.

NOTE: Sigrlal for RED BALL is arms forming a circle over the top of head.

TWO MINUTE OFfENSE

"Clutch Series"

One of the most important parts of a football p;ame is the two minute period just prior to the completion of each half. Many games are won and/or lost during this vital time period. It is not only imperative for the QB to know when time is legally out, and whether the clock starts with the snap or the referee's signal, but each player on the field should also know. It is essential that we do not waste a time out prior to this period, and use whatever time outs available very wisely.

This time period may give us the opportunity to go into half-time with either a score or psychological advantage. Field position, remaining time, down and distance, and the score are all factors that must be taken into account before assessing the two minute offense.

The following points are important and should be noted during the two minute period. This is the same procedure as RED BALL, except that we are now trying to save time:

1. It is the responsibility of the QB to know how much time is remairuna. It is important to know how many time outs you have remaining.

2. The clock is not started after a score until the KO is legally touched. The clock does not start on a change of possession until the ball is snapped.

3. A time out in excess of three is a foul unless for an injured player, who must be removed from the ,game. Time continues at the referee's signal. Excessive time outs bear a 5-yard penalty, and the clock starts with the referee's signal. . You can call a time outimmediately after a time out without a snap.

4. Officials \ViU notify the Captain and Coach of the number of time outs remaining.

5. Automatic time granted upon Captain's request for measurements of first down yardage or Injury. will not be charged against the legal three time outs. Clock starts on the referee's signal.

6. When all ball carriers are tackled from the hash mark to the sideline. they will run the ball to the hash mark and/or give it to the nearest official.

Controlling the clock is vital at this time. If you are ahead. you want the clock to keep running, and if you are behind. you want the clock to be stopped on every play. and in every way possible. It is the responsibility of the signal caller to control the clock and to keep the rest of the team advised. It is important that the team know what is expected and how we intend to execute our plan.

Champions are people who can do their best in emergencies which unnerve the ordinary player. The "Clutch" offense requires poise, hustle, proper execution. confidence, communication, and the ability of a team or individual to make the critical run or pass go all the way. The perfect utilization of this offense has an important bearing on the final outcome of any contest.

"Clutch as a Catch-Up Offense"

In the "Clutch" offense, other than in the huddle, all plays should be called from audibles on the LOS. The QB should always check sideline for play Signal.

While in this offense, time becomes our opponent. therefore. we Will eliminate motion and shifting to conserve valuable time.

It should be noted that when the QB calls an audible. the backs must shift in to the appropriate alignment. Linemen Will be down in a three point stance for run and a two point stance for pass.

1. 2:00 to 1 :00 remaining:

a. Emphasis must be placed on hustle, poise. execution, communication, and confidence.

b. Do not call time out unless absolutely necessary.

c. All plays must be executed in 15 seconds or less.

d. Ball carriers and receivers should try to get as much positive yardage as possible after making the first down (clock

will stop.)

e. No timeouts except after a sack. 2. Less than 1 :00:

a. Utilize time outs.

b. Stop clock whenever possible. Ball carriers must get out of bounds.

c. Use quick pass and-sprint out series.

d. NO sacks!

3. "Spike Play":

a. Used to stop the clock when we are out of, or don't want to call timeout

b. QB calls "Spike" to both sides of the ball.

c. OL/TE assume tight splits and protect inside gaps. NO penetration.

d. All TE;wR align quickly on the LOS and do not release downfield.

e. QB take 1 step back & immediately spike the ball forward to stop the clock. Eyes must remain down.

f. Ball must not touch a lineman on the way down.

When the clock stops, the QB Will signal and yell "Huddle" and we will call our plays in the huddle. When the plays are called in the huddle, we will have the ability to use the entire system including regular snap count. When the clock is not stopped, we will call the plays on the LOS using our no-huddle cadence the same as in RED BALL. The ball will be snapped on the "HUT" command. For example, "Sprint 12 Cobb, Sprint 12 Cobb. Set. Hut."

The Clock is stopped and we will huddle when: -Offtcials time out

=Players time out

-Incomplete pass

-Ball carrier out of bounds

-Injury

-Change of Possession

The clocks stop but we will align on LOS: -Markoff of all penalties

-Measurement for a first down

-Resetting the chains after a first down

The clock starts when:

-The ball is legally touched on a KO

-The ball is snapped

-Referee's whistle indicating ready-far-play after:

-Ftrst down measurement, chains set, administering a penalty

Four Minute Offense

In "Four Minute Offense" we want the clock to run, however, we still need to make at least one first down. The QB will receive the play call later then normal from the sideline (after' official has marked the ball ready for play.) QB will hold team at LOS while watching the 25 second clock and not snap the ball until play clock is inside three seconds.

KEEP CLOCK RUNNING: ·s tay in bounds .NO time out calls

-Use all of 25 second clock

-Ball carrier stay on the ground and make official take ball from you

• Do not ask for measurement on 1 st or 2nd down e No foolish penalties (be prepared for cheap shots) • Injured players get off the field on their own -Use a simple snap count

• Make sure of all ball handing

• Be prepared for stunts and blitzes

• Remember that one first down will usually win the game

Victorv Offense

When we are in a situation where we are leading or want to kill the clock with less than 2 minutes remaining in the game or half (depending on field position and number of time outs remaining by our opponent) we will call "Victory." This call will serve as both the formation and the play call. Victory formation has no strength call; thus remains constant (see diagram.)

Victory:

-Lineman, Y, and H, cut splits to foot-to-foot and execute wedge blocking.

Pre-align in 3-point stance.

·T and F align one yard .deep behind guards and serve as personal protectors forQB

-Z align directly behind QB at 10 yards. Serve as the safety man.

eQB will secure snap then drop 1-3 yards and touch one knee down; thus downing the ball. QB then gets up quickly and hands the ball directly to the referee.

NOTE: Remember that the defense may advance a fumble!

QB reminders in Victory:

-Use all of the 25 second clock

-Take delay of game penalty after each snap if clock remains running.

·JAX group

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Substitution Group Terminolo!IV

BRONCOS - regular personnel - 2 WRs, 1 TE, 2 REs

Qtrick Bronco - same as above, but another TB for the FB is substituted.

Signal: Both fists together extended in front of body.

CHIEFS - Z and FB out, 2 TEs in (H & Z) - 1 WR (X), 3 TEs (y, H, Z) and a TB.

Signal: Palm over mouth.

COWBOYS - Y out, WR in (Y) - 3 WRs, 0 TE, 2 REs Signal: Six shooters with both hands.

*FALCONS - FB out, WR in (H) - 3 WRs, 1 TE, 1 TB

Signal: Both fists in air with arms at 90 degree angles.

*FINS - FB out, TE in (H) - 2 WRs, 2 TEs, 1 TB

Signal: Straight hand, extended out on top of forehead.

GIANTS - X and Z out, 2 TEs in (H and Z) - 0 WRs, 3 TEs, 2 REs Signal: Both arms flexed downward.

JAX - X out, TE in (H) - 1 WR (2),2 TEs, 2 REs Signal: Open hand, shaking up in the air.

*JETS - FB and TE out, 2 WRs in (H and Y) - 4 WRs, 0 TE, 1 TB Signals: Both arms extended outward. '

ZEBRA - Z out, TE in (H) - 1 WR (XL 2 TEs, 2 REs Signal: Drawing stripes down chest.

*NOTE: The word "BIG" may be inserted in front of Falcons, Jets, or Fins to insert a Fullback for the Tailback.

Motion Terminology

Z Motion:

·ZIP - Z inside toward the ball. Short motion. Leave on 2nd color. ·ZOOM - Z over the ball. Long motion. Leave on 1 st color.

·ZING - Z over the ball to wing position. Leave on 1st number.

-Full - Z will start in backfield then motion to his alignment. Leave on l st number.

H Motion:

·HOOF - H across the formation to same alignment on opposite side. Leave on 1st color or 1st number depending on how far you have to go. ·BANG - Short motion after the 2nd color-number (wham play)

·SEAL - Motion to the Backside Tackle and cut off the 1st man outside the T.

YMotion:

·FLY - Y across the formation to same alignment on opposite side. Leave on 1st number.

T Motion:

·TEAR - TB motion right (let play "be guide as to when you leave.) ·TAIL - TB motion left (let play be guide as to when you leave.)

F Motion:

·FIRE - FB motion right (let play be gUide as to when you leave.) ·FLAME - FB motion left (let play be guide as to when you leave.)

**NOTE: All motion snap counts are on one!

**NOTE: It is the motion man's responsibility to get where he needs to be when the ball is snapped. The QB will try to help. Motion should be at a crisp pace (3/4 speed.)

It is OK to tUTIl shoulders toward the LOS and shuffle after crossing the center.

**NOTE: The tenn "FAKE" can be added to any motion. This tells the motion man to cross the center to the offside "A" gap, then reverse himself to original alignment.

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6. SCA'ITER - Pre-determined game plan shift where multiple shifts are made. (I. e., Scatter Double Right)

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7. OUT - Formation in which TB pre-aligns-af an outside wide receiver position based

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*BUMP - Same as OUT, only TB will start in backfield and shift to WR position. *BOUNCE - Z will start aligned in backfield and will shift to his position.

NOTES:

All shifts will be executed on the front call and carried out within a silent 3 count. • Motion can be added to the end of any shift.

-The in line TE should not put his hand on the ground.

-The TE is responsible for making sure the receiver is orr/off the LOS when

necessary.

• WR adjust onl off LOS by vision of TE on your side.

Wide Receiver Alignments

B. Tandem

C. Stack

D. North-

. Refers to both the X and Z ahgning opposite of the Rt/Lt call. The Z aligns as the inside receiver off the LOS and splits the difference between the tackle and X. The X receiver aligns on the LOS. For some route combinations, the X and Z will "flop" with the Z aligning on the LOS and the X off the ball. This can be done at any time to put us in the most advantageous position by specific play.

Same as Slot, except X and Z switch alignments - X inside and Z outside. X and Z both go opposite the Rt/Lt call with Z aligning directly behind X. Both X and Z align to the right with the Z as the inside receiver and X as the outside receiver with both off the ball (will be used with "Deuce.") NOTE: 'Zip to North' would start Z outside of X and short motion inside.

A. Slot-

E. South - Both X and Z align to the left with the Z as the inside receiver and X as the outside receiver with both off the ball {will be used with "Deuce.")

F. Deuce - Term used with two tight formations. If simply "Right/Left Deuce," Z will align to the call side with X. opposite. Both will be off the ball.

NOTE: Term 'deuce' always indicates both WR off the LOS.

G. East - X and Z align to the right side in a Slot alignment. Will be used with unbalanced formations. (X on LOS, Z off LOS)

H. West - X and Z align to the left side in a Slot alignment. Will be used with unbalanced formations. (X on LOS, Z off LOS)

I. Tite - Refers to the X receiver aligning on the LOS with a split of 1 yard from the tackle just like a TE, opposite of the call side.

J. Squeeze -X = 5 yds from OT. Z split by play.

NOTE: Receivers must memorize what terms put them on/ off LOS and/or on the same side of formatton.

• Both receivers off LOS -Deuce

-North/South

• Both receivers on LOS -Fly (Y motion)

-Trips

-Open

• Both receivers on same side of formation -Slot/Tandem

-North/South

-East/West

Running Back Alignments

A. I 1. FE - Foot to Foot on Center, 3-point stance, toes 5 yards from nose

of ball.

2. TE - Foot to foot on Fullback, 2-point stance, toes 7 yards from nose of ball.

B. Split 1. FE - Align so that the inside foot of the Strongside Tackle splits you

down the middle; 3-point stance, toes 5 yards from the nose of the ball.

2. TB - Align so the inside foot of the Weakside Tackle splits you down the middle, 3-point stance, toes 5 yards from the nose of the

ball.

C. Change 1. FE - Same as split, except FE goes to weakside 2. TB - Same as split, except Tb goes to strongside

D. Weak 1. FE - Same as Change to weakside 2. TE - In 'Q' Alignment

E. Strong 1. FB - Same as Split to strongside 2. TB - In 'Q' Alignment

F. Far 1. FB - Same as Split, but away from TE 2. TB - Align in the "I"

G. Near 1. FB - Same as Split 2. TB Align in the "1"

NOTE: The alignments above are general split alignments. At times the play will call for the backs to align in an adjusted position to better aid the structure of the play.

'0 1. FB - In "Doc" alignment, 1 yard off, 1 yard wide of weak tackle

2. TB - In "Q"alignment .

1. FB - In "Trey" alignment, 1 yard off, 1 yard wide of tight end

2. TB - In "Q" alignment

J. Deuce (or "Single/Q" alignment):

1. FB/TB - Align foot-to-foot on Center, 2-point stance, toes at seven

H. Doc

r. Trey

K. Out

1. TB - Formation in which TB pre-aligns out of the backfield to an outside wide receiver position based on game plan (I. e., Trey Right Out).

1. TB - Formation in which TE shifts out of the backfield to an outside wide receiver position based on game plan (I.e., Bump Slot Right)

NOTE: Term "flip" can be added to any formation to allow REs to flip/trade alignments " and assignments (I.e. Trey Rt Flip, TB in Trey, FE in Q.)

L. Bump

Y Alignments

A. YO _ Align 1 yard behind the LOS and 1 yard wide at the tackle to the call side

. This can be used in conjunction with any formation when Y normally is on . LOS. Fly motion is an automatic YO.

B. OPEN _ On or off ball depending on route play. Split the difference between the tackle and Z to the call side

C. TRUMP _ Align in a YO position to call side

D. TRIPS _ Align in a YO position to call side

E. FLEX _ Align on the ball, approximately five yards from the tackle (split will depend on the play called.

F. TOY _ TE align as outside receiver to the strong (call) side.

NOTE: It is the Tight End's responsibility to check with the outside receiver to make sure they are on/ off the LOS whenever Y is in a YO position or whenever TE is shifting.

H Alignments

A. TREY _ align 1 yard away and 1 yard deep from the TE, toward the . call

B. DOC ._ align 1 yard away and 1 yard deep from the weakside tackle

C. TRIO _ align off the LOS, splitting the difference between the Z and the TE

D. DOUBLE _ align off the LOS, splitting the difference between X and the weakside tackle

E. DEUCE _ align on the LOS opposite of the call with a "normal" split from the tackle

F. TRUMP _ align on the LOS with approx. 3-5 yard split from the tackle to the call side. The Y will be off the ball between the tackle and the H.

G. TRIPS _ align in normal trey alignment. Y will be off the LOS.

H. TRIPLE _ align off the LOS, splitting the difference between the TE and the Z to the

call side (trio) .

I. OPEN _ align off the LOS, splitting the difference between the tackle and Z to the call side.

J. SQUEEZE _ align on/off the LOS by play, 3 yds from OT.

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Bacllfield Alignments

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F = Far, Weak, F = I F = Near, Split, Strong

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Y Alignments

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Boise State Football - Formations

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Defensive IdentificaUon

D

e

B

A

A

B

e

o

DEFENSIVE ALIGNMENT AND GAP DESIGNATION

Techniques will be designated by using a number system. A "head-up" alignment on the center is defined as a "0." Shades on the center will be called simply "Shade Strong or Shade Weak." A "1" technique is an inside eye relationship by the defensive tackle on the guard, a '~2" technique is a head-up alignment on the guard, and a "3" technique is an outside eye alignment on the guard. This continues in a systematic fashion down the

~e. .

A "loose" technique refers to the defensive player being aligned with his inside foot on the offensive lineman's outside foot, while a "gap" player is squarely aligned within a gap.

Gaps are designated by letters ... the Center-Guard gaps are "A" gaps, G-T gaps are "B" gaps, T-TE gaps are "C" gaps, and the gap outside the tight ends are "D" gaps.

DEFENSIVE PERSONNEL RECOGNITION

In a "four down" defensive scheme, the inside two defensive down players will be referred to as "tackles" (T) while the outside two down players will be referred to as "ends" (E.)

In a "three down" defensive scheme, the defender aligned over the center will be termed the "nose guard" (N) and the remaining two down players will be "ends."

Defensive Recognition

We will refer to the Linebackers in the following way:

·Mike (M) ~ The Middle linebacker in a 4-3 scheme or the Weak Inside backer in a 4-4 and an Odd scheme.

·Sam (S) - The strongside outside backer in a 4-3 and an Odd scheme or the strongside inside backer in a 4-4 scheme.

·Will (W) - The weakside outside backer.

-Backer (B) - The strongside inside backer in an Odd scheme.

W

M S

SS

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Example: 4-4 Scheme

w

M B

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Example: Odd Scheme

OB Front Calls

The first word in the cadence will be the QB's identification of the front. There are six possible descriptions:

-Ray/Lou - Right/Left strength indication of the four-man side. If two four-man sides

exist, the front call will be made to the offense's weak side.

-Odd - indicates the center being covered and both guards being uncovered.

=Even - indicates the center being covered by a middle backer and both guards covered. - Bear/Double - indicates a Bear or Double Eagle defense {Bear is an 8 man front.

Double is a 7 man front, center and both guards covered.}

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E T T E E T T E E T T E
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B

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"Double"

Cover 0

Cover 1

Cover 2

Cover 3

Cover 4

Cover 5

Cover 6

Cover 7

Cover 8

Cover 9

Identification of Secondary Coverages

Blitz coverage, Man to Man with no help and middle' open (6 or more rushers.)

Man coverage with a free safety. Usually 5 man rush. but could be a 4 man rush with a free LB.

Two deep zone coverage (Can add "Man" indicating two deep, man under.) COITler Force.

Three deep zone coverage rolled strong, can be Sky or Cloud force (also Three Man)

Quarters coverage, safeties and corners responsible for one-quarter of the field. Safety force on both sides.

Three deep zone coverage rolled weak, can be sky or cloud force (same concept as Cover 3.

Quarter-Quarter-Half zone coverage. Strongside corner and safety playing quarters, with weak safety responsible for the deep half (can sometimes be rolled "weak." called "Six weak. ")

Two deep coverage with three DBs playing over two receivers to the strong side. Backside corner has the deep half weak (same concept as Cover 2.) ,

Man coverage with FS doubling to the strongside, usually out of a nickel look.

Man coverage with FS doubling to the weakside, usually out of a nickel look.

NOTE: Nickel coverages will be double digit calls. Strongside first, then weakside. (Two deep zone on both sides = 22.)

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Cover 8 is identifiable by a double team
by the Free Safety to the strong side. It
can be on any receiver, tight end, or back
to the strong side. It is still Cover 8
whether the doubler is a corner. a safety,
or a linebacker. Cover 9

FS and C double X fS

C / S~anony

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Cover 9 is identifiable by a double team by the Free Safety to the weak side. It can be on any receiver, tight end, or back to the weak side. It is still Cover 9 whether the doubler is a corner, a safety, or a linebacker.

Identification of Stunts, Dogs, and Blitzes

,

A stunt is any game involving the down defensive linemen. Some of the more common stunts we will, see are:

W M S W M S W M S
~o~ E~o~oJ \o~o~
Double IE IE STE
~ *Stunts are identified tram strong (marked'S') to weak. Weak stunts (ex. TE, are not marked with any other identification other than which players are stunting.

W M S W M S W M S
~G)'~ ~~eo~ ~®~~
TES-a ETS DouhlefT

W M S W M S W M S
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ET ETS-TE Slant

W M' S SS W M S W M s
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W M S SS W M W :is
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Double Pinch Pinch Strong STSPY *A stunt involving defensive linemen dropping is termed a "spy." The lineman will be identified followed by the term "spy." They are usually accompanied by another stunt, a dog or a blitz (not identified in this section)

, .
I ~ M S (/ " w M E~~~Ef
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t Double ESPY ESPY-Angle Double TSPY Identification of Stunts, Dogs, and Blitzes - Cont

A dog is a rush by any linebacker. We will identify dogs by C,.alling the position from which he is' dogging and identifying the gap to which he is blitzing. When identifying dogs and blitzes. the strongside gaps will remain A, B, C, and D, while the weakside gaps will be X, Y, and Z.

W M~ \\ M S w~
\o~o ~~ ~~o~oJ \0 ~ 0 ~ l
Sam@A WiIl@Z Mike@B .,_ ....

*Wewill identify some combination dogs with words. If all three backers come, this is termed "ALL." If one backer comes off of each edge, this is termed "JET." If two inside backers dog on the inside, this will be called a "FIRE" followed by the letters of the gaps to which they dog.

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ALL . JET (also a double pinch) AreAl Blitzes are any pressures by secondary players and will be identified similarly to dogs. The Free Safety will be called the "FREAK" and the Strong Safety will be called "STORM."

If the blitzer is a single blitzer corning off of his edge (FS weak, SS strong.) this will simply be identified 9Y calling the player (first two diagrams.) A comer blitz is a "COWBOY." '

8
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Defensive front Identincation

Our fronts will be determined by recognition of 5 basic and balanced fronts. If the front is not balanced it will be recognized by calling the strongside first followed by the weakside.' The 5 basic looks to recognize are 30, 40, 60, 80, 50/70.

M

B

w E

M

s

WEN E S

oo@ooo

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W E

T

T E S

T

T

E

oo~ooo

oo@ooo

W M W M
E T T E S E T T E SS S
0 0 @ 0 0 0 0 0 ~ 0 0 0 "50"

W M S S5

E T T E

oo~ooo

"80"

M B

WEN E S

oo@ooo

"34"

w

M B

E T T E

oo®ooo

SS

M M
E T T E SS S E T T E S
0 0 @ 0 0 0 0 0 ~ 0 0 0
, "11"

We will determine linebacker walk off with "soft" for stronside and "off' on the weakside. We will use the term "tight" for a reduced 80 front.

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ET T E

OO~OOO

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S M B

WEN E S

oo~ooo

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w

M S

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W M

E T T E S

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"40 Off"

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TABLE OF CONTENTS:

SundaY. Aug 12

Pg.l 22/23 lONt (FIT) 22123 RThf

Pg.2 .+8/49 SWEEP

Mondav. Aug 13

Pg.3 26127 STRETCd PgA 16/'27 TED

Pg.S 16117 OPTION/ARC Pg.2 48/49 s\VEEP

o

Tuesdav. Au!! 14

Pg.6 24125 COlT~TER (STR) Pg.7 24125 COL~TER (WK) Pg.8 241'25 BLLl(Y)

Pg.2 ';'8149 S\vEP

s

Wednesday. Aug 15 R.c_CVIEW

Pg.2 48/49 SWFF?

Thursdav. Aug 16 Pg. ? _ 22123 err

Pg.2 -+&'49 SWEEP (GIVe)

Fridav. Aug 17

Pg.IO RIP/LIZ DR.. -\ W Pg.ll BASE 20 DRAW

Saturday. Aug 18 REvlEW SCRIMlvlA.GE

SundaY. Aug 19 Pg.12 28/29 TOSS

Pg.13 32'33 BELL Y(pITCH)

A

Mondav. Aug 20

Pg.14 26117 REACH Pg.8&12 TOSS/BELL Pg.5 16117 OPTION(ARC)

Tuesdav, Aug 21 Pg.15 2:;23 7 \CK HA.\~!E~

22-23 Zone

Pg.l

1

PST

cw: O(l.)C!. DOSS. "T.-\G" ',vIG

Unc: base combo - "TL\-C;r "TOM" '.vIT':::

PSG

c

SSG

aS7

COy: base. pass. ··R.-\ Y. LOC. or EVE2'i" ».C Unc: base combo - "TAG" WIT

COy: base. poss, "CAGE" '),/8SG or "TRIO".\'/ 3SG anu 8ST. pass. "RA y, LOU. or EVE~" w/PSG

Unc: base combo - "RA Y. LOU. or E'iEN".V/ ::lSI:

Coy: slam A gap, pass. "Scoop". ··Adios'·. "8'.,. Unc: 85 combo - "CAGE" '.viC cr cutort iCI0 wf'E'V'EN" call

CUV: siam B gap poss. "Scoop' cr ... Adios" t'nc: 85 combo - "SCOOP.)r .-\DiOS" .... ,C

Varied split. PS-iJloc:-.: :,ID.\I vs ~ :::.:.:-: front, #=1 'IS 8 man [rom. 3S - convc. :::'':::;.

',1,'/ -= l'

l';:~O 0

z

Varied split, PS-block \-ID\[ vs 7 ::::':':-. trent. #1 vs S man franc SS - convc .ec:i.

FB

Backside cutoff on E:\iLOS. "PIGG'~-" call with TITE

1B

J course to POA. Aiming point is ;nsic.e leg of PST. Read lst down lineman frcrr; "0" nose. over. Press LOS.

I

QB

Ooen at 5:0017:00. handort:o TB.

. .

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Y. . ss

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to

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accelerate out of exchange. boot ;l\V:':'::.

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Zone Frontside- TE's & H's

,

frontside Responsibilitv: fronts ide is essentially a double team with the tackle. Stay on the first level as long as possible. Do not come off until! the second level defender penetrates first level. Be alert for "OUT" call vs tight or blitzing 9 technique.

W ..... \M . ~.. SS

....... ~~~~

"TOM" "~O~·8"ZONE" "CUTOFF" 0

o

Frontside Technique: Tom fUsed with OT vs

7 & 8 technqiue & seeana level LB or S 40 BOW-Rav/lou

'* Base Drive technique. Gap step with outside foot (6" x 6"), bring l-- ..;:O~ ...,

second step with inside foot vertical to inside leg of defender.

Aim for v of the neck (inside arm pit vs off defender). Think double team and maintain leverage. If LB walks up to LOS on OT-man rules apply.

s

w

wI

Frontside Technique: Tim iUsed with OT vs Even defense

o

Vs Even there is 110 defender to TOM to. Therefore- II:'-L Same technique as TOM. 'out with inside arm pit aiming point IfLB walks up to LOS on OT-man rules apply.

40-EVEN

o

I=rontside TecnniQue: Cnmbo rusea with TE and H inTrev alignment]

TE must take inside arm pit position and H wi.ll take outside arm pit position. Combo first level to second level outside. Stay on first level and think double team. Unless second level

o

Frontside Technique: Out [used with tight 9 teeaname (blitz or BEAR]

40 OVER

TE must make "our call to tackle to let the OT know he is on his own. TE must drop step to inside arm pit position and block man.

~{~/ l~~}dct~

"OUT' "CUTOFF"

oJ

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Frontside Technique: Man {used vs 5 &9 tech] p ~echnqiUe {blitz Dr BEAR]

Base Drive technique. Same as Tom with inside arm pit aiming point.

BEAR

Wi N~ WI ¥
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E~[J.~15"nd9 0 I
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Backside Technique: Cutoff [ TE us 7 or 8 tech,

H SwooP, Flexed rEne triple i- ___;;:O;..._ __ ...;;;o.x.. 40B;,uI:Oc.&.L-W_---o,

Drop step with inside foot, cross over with outside foot, dip outside shoulder to ground and shoot outside elbow through.Sink hips. Get hat on defenders inside arm pit. Regain hands to· breast IPlate. Hinge back outside, Point butt at ball carrier and turn butt as ball carrier moves up, into. and beyond the point of attack

Backside Res~onsibilitv: Backside is the most important, Zone IS a cutback play. Must hold the backside. so the running back may cut back through the backside A or 8 gap. If unable to secure inside position. throw outside flipper under defenders arm pit and push by the backside A or 8 gap. Play is checked to 1 technqiue side. Knowing Ray/Lou call helps to determine if sift is needed. If Even-stay on first level

Backside Technique: Sift (used with H Trev Position_]= IE -Sift H-SWoop

Initial Cutoff Technqiue. Get outside hand on breast plate and allow H to get inside position. Sift up to second level if Ray/Lou Front call (Cut off second level defender as in cutoff' of first level defender).

'ackside Tecnnique: Piggy (used with fB on

Backside]= n-sm

Initial Cutoff Technique. Get outside hand on breast plate and

allow FB to get inside position. Sift: up to second level if Ray/Lou From call- \ Cutoff second level defender as in cutoff of first level defender)

Backside Technique: Moon (TE vs 5 technique

IDroP step with inside toot, cross over with outside foot. dip outside shoulder to ground and shoot outside elbow through inside arm pit of five technique.Sink hips. Get hat on defenders inside

larm pit. Regain hands to breast plate. Hinge back outSid. e. Point butt at ball carrier and rum burt as ball carrier moves up. into. and beyond the point of arrack,

o

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Lv[ S CSS

f~\fo~

"TOM" .) U ~ '-0 "SWOOP"

o

'J

I.

~~J~)Jo,T

'"MOON" "\L\N vs o and 9 0

vs backside 5 [echn~llc

Ovl

60 UNDER BOSS

o

40 BOW

o

"SIFT"

c ~w wI S

fIr d<YQ®O~

"PIGGY" \ 0 "TOM"

o oJ

40 OVER

"Triple Formation"

. N~ / l-

VIr. 6~iJ6 E

o

"CUTOFF"

(must have inside foot back in stance)

oJ

DOUBLE

w-,-

o

"YfAN" vs 5 and 9

60 BOSS

To one receiver <

48-49 Sweep

Pg.2

DE Reachable: reach-cut. pass. ·"f...\G" wiG or ''TITE'' wlTE

DE not reachable: veer release [0 LB level

W '\.\':-1. If'S 5S

-+ -+ ~T

00\00

<f- .r:': - --0

~- O---L/

80

CR-\CK

.c.

!

o

Stalk ~l (C) or Crack =!=2 iOLB or WSi. i(jii:z

by OLB or WS redirect to corner i----------------II-l0-U-l'--!

. S!\ !

f ~~1~,y~\TS 1 S I

l----.-~ ---!/\\ __ \b O __ 8 ~-~-<?-----o b "

Run Cobb to set up boer '\

1 0 aa

VEER SWITCH 'IS non re:li.;~abit! DE :md rast [10w LB l

'tool' I

o • \~~~~SdSS ~ \

'--- 1_------------0 I

8:1 I

I

PST

Reach and cut. get to LBs if possible

PSG

Reach and cur. zet (Q LBs if possible

- ,

BSG

Reach and cut. get to LBs if possible

STALK

40

Cur DE

BST

Best available release- run through FS

Lead co Comer on Crack. OLB on Si::lik.DE

fB on switch, Corner on influence

Go in motion on second number, speed under

H control. Slightly loose ground on snap. Get :0 outside hie of lead block. Read Def Kev

Snap ball when motion is near outside leg or OT QB Open to ball carrier with back parallel :0 LOS Fake boac after hand off (or bv clav.)

o

I

48-49 Sweep

"tau"

Xi\V~~ \yI,\ S 1 ss

:; \ T \ ~ \ ~ \1

t-- __ · .. ..... O O\-~ · 0 8_ ~-~-?----_o

Go in motion on second number. speed under '\ _-

Z control. Slightly loose ground on snap. Get :0 0 - - - 83

outside hip of lead block. Read Def Kev

DE Reachable: reach-cut. pass. "TAG" wiG

PST or 'lITE" IN ITE

DE not reachable: veerrelease co LB level

Reach and cur, get to LBs if possible

PSG

Reach and cut. get to LBs if possible

c

Reach and cut. get to LBs if oossible

aSG ~,

Cut DE

SST

2x2 ser, block with H:: :0 -+: if #2 is in hard

X .sky position, block :vI:D:vr i.1--+)

y Run Cobb [Q set up boot

FB

Lead to Comer on Crack, OLB on Staik.Df on switch, Comer on influence

H

Double ream with X 2 to -+. If #2 is in hard sky position. block #3.

Snap ball when motion is near outside leg of OT QB Open to ball carrier with back parallel to LOS Fake boot after hand off (or bv nlav.)

1

P6' 2 cont.

o

M~ S

~ ~ ~~E~·---O

o 50

-- "Lou"

L ~~ \: IT ~ss

o "06\8 0 ~

o t/-',.---------O

~- 0---

ao

CRACK

»> "!venJ1

r: s~Yv..'0, Y~l" S \ ss

I - .E. ITT ,,~>

I "\~,, ~

o 0 0 0 8 ~,~-------o

"T .... " _

.. 't':"", - --:.;::. '-'r"

~- ::'''It..:..'1

ST .. \LK

40

VEER SWITCH 'is non reachable DE and fast flow LB

83

"Dod"

T .;

o ! o

30

26-27 Stretch

Pg.3

Cov: reach, pass. ·L.-\G··!liG

Unc: reach combo - "TITE" w/TE. pass .: 'TED "

PSG

C.lV: reach. pass. "EVE~ or '·B.-\C(SIDE",v/C

Unc: reach combo - "TAG" wIT unless "E"!E~" '.VIC

c

COY: reach, poss. "CAGE" ',v/BSG or "TRIO" '",BSG and SST

Unc: reach combo - "EVE~ or BACKSIDE",v,PSG

SSG

Cov: cutoff. pass. "SCOOP" wIT

Unc: BS combo - "C.-\GE·' '.viC or cutotf soia w/"EVEN" call

BS7

Cov: cutorf, pass. "SCOOP" WIG or ":v[CON" ,viTE Unc: BS combo - "SCOOP" wIG

Varied spiit-Bf convoy. PS-:vIDM '':S -: man front/s I 'is S man

lIB

as-. sirL or possible "~IOO:;" with 3ST ':s5/9 or Stack cur derenders on BS. PS "'TITE" vs 8 -ossiole '''TED'' ", - (only): vs 9 Reach:

z

Varied split, PS-MD::VU#L bused on trent.

fB/H

Arc release to outside number of force defender. Kick out or log.

TB

Angle course to POA .. -\iming; point is : yards outside TE. Read 2nd down lineman from "0" i10SC. over.

QB

Onen at -1-:00/8:00. handoff La TB, droobacx

~ . . .

after Boomer tuck

o

URav'

o

I

o

34

80

o

UEven"

o

'"
~~~E "Bear'
0 0
"TITE" "TRIO" SIFT
~ 50
W I :vl l' ~Ba'"
E T) ~E S \
.>: zr: -r-
0 ··S~O~ ~A~ SEAC:t 0 0
~ 84 26-27 Ted

Pg.4

PST

Cov: reach, pass. "TAG"' 'vlC I Stretch ruies.:

Unc: lead pull [or near L3

o

PSG

Coy: reach. pass. "RAY. LOu. EV"E:-I and/or "BACKSIDE" '.VIC

Unc: reach combo - "TAG" ·.vIT unless "::'iE'i"" wiC

Cov: reach. pass. "CAGE" .... IBSG or "TRIO" ·.viBSG;md BST

Unc: reach combo - "R.-\. Y. LOC. ::VE:'-i end/or BACKSIDE" wiFSG

o

~

t~ 'i'S_ ~ ~~)~Lo~ S5

'"TED" J,.scoopn SIFT' .. U"

~

o

80

BSG

BSl

x

Y/H

COy: cutotf, pass. "scoOP" ·.v/T ll.a.£: BS combo - "C;'CE" '.ViC

COy: cutorf, pass. "SCOOP":V/G or "~IOON" '.VIE Uric: 3S combo - "SCOOP" '.viG

Varied split-Bf convoy. ?S-.:vill\[ ':s 7 man. fronr/s 1 vs 3 man

ps- Vs 8 -TITE , vs 9 reach. vs " "TED" BS- SIFT- cur on second [eve!

.-

-

o

I

I

I i

0'

40

t

Varied spi i L PS - y[D0ir/;::: 1 oused on from:

North/South Deuce block rorce.

o

T8

QB

Angle course to POA .. Aiming point is 2 yards outside TE. Read 2nd down lineman from "0" nose. over.

Open at 4:00/8 :00, handorf to TB, dropback after Boomer tuck

30

o

~E

o

o

I

vV { ~I {

E-r;Lr ~;:>";t; s 000800~

"SCOOP" \ ··T.':"'C"

~

"Ray"

lvI

w j:'

~O

34

"TED"

"our

~o

sn

TED -TE's & H's

frontside ResponsibililV: Base Drive technique. Aiming point is outside ann pit Vs 7 and 8 technique-must gap step outside. Vs 5 technique step with inside foot. In each case, assume the DE will rock outside. Vs 5a nd 9 technique-l'Man' call. If DE rocks inside- expect inside tackle to loop outside, get to outside ann pit of defender looping outside. DE will usually have gap side foot back in stance.

Frontside Technique: Base DriVe (TED]

G'ap step with outside foot. Second step right at DE. Aiming

point outside arm pit. A void hopping to position. V s 5 and 9 echnique, make "Man" call. Reach Drive= Gap step, second step to crotch, hands to breast plate. Wide base. Can "Man" if IrED is not beneficial. Possible to "TIM" a stacked LB. VS Even Ired to inside LB, vs ray/lou Ted to outside LB or S

Backside Technique: Sin and Cut

Drop step inside. throw the shoulder through and cross over with outside foot. Get through to second level. cut the backside (there is no cutback). Get the defender off his feet to slow him down for later plays

Backside Technique: Moon vs 5 ami 9 tech

Drop step inside. crossover, throw elbow through co inside arm pit of 5 technique. Cut 5 technique

o

°

/ <, "Loul'

M S ss

~ 40 BOW

, ,¥( ~I ~ ~ l-z \ ~"" E

OOOobuo

o "TIM" /0

Can Tim in rrio

ifH can dig out ~/

#4 defender "-0 40

"SIFT"

o

o

o

o

o

~~ SGs E uBear"
0
"TED" - C5 "SIFT" 0
:0. BEAR .1~ ~ ~60~U~ND~E~R~BO~SS~ ~ 6~O_B_OS_S __

°

16-17 Speed

PST

Tizht End side - "Tire or "TaCT"

~ ~

Open end side - veer release to PSLB

PSG

Q2y: reach. pass. "EVEN or BACKSIDE .. ·.'1iC Unc: reach combo - "T AG"' wiT unless "EVEN"' w/C

e

CQy: reach. pass. "CAGE" w/BSe or "TRIO" ·.vl BSG & SST

Unc: reach combo· "EVEN or BACKSIDE" ·.viPSe

o

aSG

Co v: cutoff [JOSS. "SCOOP" »r:

Unc: bs combo - "CAGE" w/C or cutoff solo w/"EVEN" call

BST

COy: cutoff, pass. "SCOOP" wiG or "MOON" w/TI

Unc: bs combo - "SCOOP" wiG

Normal split. YillM. BS-~onvov.

Y/H

PS . "REACH" '/s 9. 'lITE"','; 7 Of 8, vs 5 J: 9 "RE . .l,C~" .)f·T'TE·' if wide I). IF OPE:-<· .ncst J:ll1~:::Uus defender i'<!JC 'J;} ,;1 inside 3S . "SIFT" 'IS 7,3.9 or "\IOOi'f',:s 5 &9·cu! on second i~'.'e:. ,); 7?.:::{· 1-1. ';:W0()P

o

I. W r Y\_ S ~ . ~~ \-=l IT lE 0000000

"TITE" ~SCJOP" SIP

I

01

I

!

!

I

i 01

~ 30
H Wideout in trio, block FS
'\' NI'! S IIBear"
To open side: open step co sideline. keeping
W5b~i~'b
TB relationship ~ yds deeper and ~ yds wider than QB 0
To. TE side: stretch footwork to oitch relurionshic
, . 0
To open side: quick three step oackout drop. attack downhill. ~ SWOOP
QB option E:VIOL
To TE side: I step buccour, attack rorce man: Check: :. Numbers ~ 70
(see FSl 2. Parh ufT:'TE 3. I tech: 7 vs. ',) tech.
Et~~:~s "Rai' I J- M~ "1Iai' I
i
0 l'"oON"" 0 bSo~~
0 0 ,
0 0 ~
I', "MOON"
, . .,.- '. ,---_. "BACKSIDE"
" ~\... ...... ,-,c. ~ 84 I
'- . 34 I z

Normal split. BS-~onvoy, PS-0iill'CYL

NIS Deuce - block FS or 3rd level derencer.

~ 40

o

SPEED TE & H

Veer release to 1 st PS ILB IE Side - possible "TIM" call

o

o

Ol----Jf

40 BOW

o

o

'vV '1'- Nl~' E\ ~ , jE O~O 0

"DEU~ "scoop"

.0 0

PST

PSG

Covered - drive reach

Uncovered - "DEUCE" call with center to second level: possible "ZONE" call

o

UEven"

40 OVER

o

o

o

c

Covered - drive reach, possible "DEUCE" call with PSG

Uncovered - zone to LB level

Covered - drive reach, cut off

SSG Uncovered - zone piggy back to 2nd level possible "SCOOP" call with BST

Covered - drive reach, cut off SST Uncovered - "MOON" call with IE Solit side "CHIP" to 2nd level.

Normal split. MDM. BS-convoy.

x

PS-drive reach, possible ~'';\No "TOM") BS-"MOON," cutoff

Normal split. BS-convoy. PS-ivIDM.

t

H

BS-cutoff, "MOON" call if on LOS PS-drive, reach, possible "'T1\11"

If wideout in trio. block FS

6080SS

o

TB

Open step to sideline, keeping relationship 4 yds deeper and 4 yds wider than QB

QB

Quick three step backout drop, attack downhill, option force man.

"Rav"

o

W j\;f

E L-.T -t Ji: s oo s 050

o

"Y{OON"'

60 UNDER BOSS

SPEED - TE's & H'~

Frontside Re~ponsibiIi11l: SAME AS STRECTCR.

TTIv[ with OT, Must anticipate fast scrape by [LB, Get off first level early enough to get to outside arm pit of scraping LB.

o

o

~o~~~l~' SS"lO~'

"TIM" "SIFT' -cur backside 0

c

·~--o

o

Frontside Technique: OPEN ALIGNMENT

ue, triple]

Must block first man head up to inside Y's alignment. run otT ':5 man

coverage (key defenders eyes focus for man key), [f inside LB is

assignment. force him to go over the top. Do not allow him La duck under ·~---'O 40

block. Be alert to DE alignment which will determine If tackle can gee l-------------.....;~-----__1 through to LB. [f LB blitzes or dissappears. redirect to safety,

Backside Technique: Sift and Cut

Same as Backside rules as TED and STRETCH. Drop step inside, throw ihe shoulder through and cross over with outside foot. Do not waist time with first level .Ger through ro second level, cut the backside (there is no cutback'), Ger the defender off his feet to slow him down for later plays

"Ellen"

o

o

o

Bacxside Technique: Moon vs 5 and 9 tech

Same as backside rules for TED and Speed Drop step inside. crossover, throw elbow through to inside arm pit of 5 technique. Cut 5 technique

ss

40 OVER

Y -Head up to inside

"RavJI

o

0--+

o

o

I.

0,--. 60 UNDER BOSS

"SIFT' 0

"TIM"vs BEAR

o

"l\!fAN"vs tight 9

O~~l> 6080SS

24-25 Counter (Strong)

Pg. 6

PST

l tech: "0" c::111 - base block

3 tech: "T.-\G" call - double down wiG, DOSS. "DOWN"

PSG

a

On, Inside

Cov: Drive 'IS 2/3 tech. "Tag" with PST Unc: block down

SSG coy: block down solo

SSG unc: block man ruB or "FACE" if FSG is also unc,

, .., "10u1l

W ivI f L ss

F T/ I,TI, ,E.!

6~6

CUTOFF ,''T" ,I G"

HINGE ~ t."'\.

10

CHIP

80

aSG

BST

"0": lead pull for PSLB

"DEUCE": Kickout pull for playside End

Lead pull for #2 LB

Varied split. PS-:'vIDM 'IS 7 man rronu'#:l- 'IS

X 8 man: BS-convoy

V/B

BULL RuLES-.:,'tce;Jt no 9 cail 3S- Cutorf runge-Must sur up [0 LB in even ami double. PS· "CHIP" vs DE':CE., Release to safety 'IS 9, "0" 'is, "our cail vs Beer

I
I
I
I
gO I
I
uEvenJl
I z

Varied split, BS-convoy: PS- in SiOE, block force/ :VIDM 'IS 7 man rront/s L \/s S man

fB/H

1B

QB

Assignment.

Counter steps opposite the call. Attack downhill to playside A gap. S[JY on pulling tackle's backside hie.

Open opposite at 5:30/6:30. hand over [he top, accelerate into boot.

40

wI S

w r,E~~>F ~vO

"DOWN" OL:T

"OOWN'1o .

"Bear'

50

IvV :v'f

E ;~ ~") f- iO~OO ~

"ilay'

30

34

r 24-25 Counter (Weak)

PST

1 tech: "0" call - base block

3 tech: "TAG" call - double down wiG. OOSS: "DOWN,"

PSG

On, inside

COy: Drive 'IS 2/3 tech. "Tag" with PST Unc: block down

e

BSG coy: block down solo

BSG unc: block man on or "FACE" if FSG is also unc.

BSG

"0": lead pull for PSLB

"DEUCE": Kickout pull for playside End

aST

Lead pull for :¢2 LB

x

Varied split. PS-;\tIDM 'IS 7 man rronr= l ·':S. 8 man: BS-convoy

llH

BS- CULOrl l1inge""{us( sirt up [Q LB in even arid ccuoie.

z

Varied split. BS-convoy; PS- in sloe. clock force/ ::VillM vs 7 man fronr/s l 'is S man

FB/H

Assignment.

18

Counter steps opposite the call. Attack downhill to playside A gap. Stay on pulling tackle's backside hio.

I

QB

Open opposite at 5:30/6:30. hand over the top, accelerate into boot.

_5i ~ y[ "Hay'
E~ >T E S
0
. CCTOFF
··DE~.:C~\ HINGE
34
~ "lou" ss

HIi'iGE

80

40

'vV I 011

~ 1Gi -f S o WRy ~D

I \ ( I

CCTOFF

~CE" HINGE

"UOD"

30

iv1 r W~-~E T ~~ E

Ie o· 00 0

1

SIFT

CCTOFF

50

24-25 'Bull

Pg.3

PST

l tech: "O"::lll - base block, TE side - poss, "TOM'" 3 teen: '-T:lg"'~ail - double down wiG. poss. "DOW?,!"

PSG

On, Inside

COy: Drive vs 213 [echo "Tag with PST Unc: Block down

o

lv~I S

'vV -,..-

E T· 'AT E

b -/ !foob

'-+-"':- v-'

ss

CCTOFF HINGE

ao

o

e

BSG COy: 213 tech. - "HELP" -.v/BST to most BSL3 I tech. - block down solo ('SOLO" 'IS Bear)

BSG unc: block man on or "FACE" if FSG is also unc.

~t.O"

BSG

"0": lead pull for PSLB

"DEUCE": Kick-out pull for playside End

SST

COy: "\l100N" wiTE

Une: 2/J tech - "HELP" wiC :0 most BSL3 or ;;~~ ''-5. cecr ("SOLO" tram CI I tech. - block most 8SLB soio

[f no TE backside. B-.z:lo hinze

Varied split, PS-\IDM 'is 7 man rronr/s 1 \'5 8 man; BS-convoy

l/H

BS- Cutorf hinge. "\fQON" "S 5i9, PS - "CHIP" ';s DELeE. "9" call 'IS 9, "0" vs , "OUT call ''-S Bear

- .

z

Varied split. BS-convoy: PS- in slot. clock force/ yIDyI vs 7 man ::rom/# 1 vs 8 man

FB/H

Jab step. bull pull for # I LB

1B

Counter steps opposite the call. Attack downhill to playside A gnp. Stay on pulling zuards backside hip.

QB

Open opposite at 5:30/6:30, hand over the top. accelerate into boot.

o

34 sart

40

o

o

o

o

o

a

'"'fA.G'

"\lrOON"

"GO"

E2s T ollfo do

84

o

BULL-TE & H

rontside Technique: CHIP lY vs 7 or 8 tech]

Similar to REACH DRIVE. Gap step with outside foot. Second step to !--------------------~ outside leg of DE. Throw inside fore arm. Keep shoulders square. [fOE rocks outside. get hands to breast plate and take Man. If DE maintains or rocks inside work up to inside arm pit of LB or SS. In "0" technique arch out rather than chipping.

frontside Responsibility: Same frontside rules as ower except no trey vs 5 and 9(0 call y or h block out to 9 tech) "0" call arch to 9 tech. do not chip on 7 or 8 tech. Y base rules re Vs 7 or 8 teen- chip to SS/OLB.(must take stacked player if ay/Lou) vs even arch to SS or CB. vs 9- inside release and seal ackside ILB (or :VILB in evernif'Lls dissappears inside work to ffside LB. When in motion, must bluff five technique before rching out.

Frontside TechniqUe: 9 (V or H vs 9 tech]

Make 9 call. Release inside and aim for outside arm oir of backside insidej LB vs Ray/Lou- MLB vs Even. Vs flex treat flexed ]'tech as backside LBj Seal LB. 'lf9 rocks inside across your face lock on and drive him down I inside. If LB disappears down inside work to offside LB.

s

"lou"

o

ss

"Hinge"

40 BOW

o

Frontside Technique: nut [y vs Bear]

Vs Bear make out call. Base Drive to inside arm pit of 9 tech. Keep ide

J er eennmue. ac slim vs 1 een

. Frontside LB vs 3 teen

ust read 1 or 3 tech to determine which LB to block and path

o LB-be alert to movement either way-must take tight path to LB. With 3 tech get depth to run around. Block SLB (even) or frontside ILB. Vs 1 tech be alert to running around 5 tech on lam inside Block :VILB (even) or backside ILB. From Doc or rey align with depth and drop step. Vs 6 man front if LB is picked up run through to FS

Backside Technique: Hinge vs 1 or Sand

blitzing 9 Moon Hinge vs 5 and 9 0

Must hinge to most dangerous defender. Do not allow LB run

through. Vs Bear step inside and hinge out for wide 9 penetration V s 5 and 9 Drop step inside. crossover. throw elbow through to

I inside arm pit of 5 technique work to hinge back out In trey swoop.

ss

"'0"

"Pull to backside LB vs 1 tech (~I in even"

o

40 BOW

o

"HINGE"

vs 1 tech (M in even"

40 OVER

1'1

s

"Bear"

w "Rav" w .7---.. N[ "Rav"
~ S CB
/'{, .'
E T ..... T\E S
0 6~voop. ~"HfNGE" 0
"CHIP"
I ~ ~
60 UNDER BOSS 60 BOSS 22-23 Cut

Pg.9

PST

Coy: Base block EMOL Onc:

PSG

Coy Drive. pass. Ray/Lou with Center Unc. Ray/Lou with Center

e

Base nose to directional call. Ray/Lou or E·:en.

o

SSG

Cov Cut off. pass. Ray/Lou with Center Unc. Ray/Leu with Center poss. "Cage"

liST

Cov. Cut off

Unc. "Foot" or "Tom"

x

Varied split. PS-block ~IDM vs -: man front. ~l vs S man franc. BS - convoy teen.

o

o

l/H

C:l11 to you = out

Call away = Backside cutorf

z

Varied split. PS-block ~[DM '/S -; man front. ~l 'IS 3 man front. BS - convoy .eca,

FB

Lead block on PSLB. With directional call to the play block OLB. With Even call block OLB.

o

W -:VI R

I - -.

~ .r, ~.~) 0°8°00

~

84

18

J course (Q POA. Aiming point is insicie leg of PST. Read l st down lineman from "0" nose. over. Press LOS.

UB

Open ;.J.[ 5:0017:00. handoff co TB. accelerate out of exchange. boot away.

Nl S

~ J" ~ ~ 06800

-+-...-0 -----

o

vV

o

o

48 off

o

"Hal'

o

84soit

o

34

Rip/Liz Draw

, "Hay'
PST PSG COY: -,set for 1 count and work to PSLB
69]rdoY-
PSG Unc: block ENrOL S ~\

COy: influence, reach J tech.
PSG Unc: set for 1 count block PSLB 0 0
/:) 0\
\\
COy: influence, reach head up to piayside nose. 80
C block bade on backside nose ~
Unc: work with PSG [0 Mike Linebacker "Even"

SSG CQy: block back on 3 tech. For BST raid S I lvJ_ 'vV . R
Unc: set for 1 count work to Mike. poss. fold ~~ \ I --
qo6~-7r~ \
COy: hinge and cut off E?vfOL 0 0
BST ;D l_J .
Unc: fold for PSLB ~
40
X Block man on I
«'Udd"
N0\.. \V
S 1 i __R_
! Hinge and cut off first man outside ~oW-JV I
- , 0';60 '. 0 d , 0
0
Z Block rnun ani :YIDM
..... 30

PSG COy: influence seal End
FB "Double]'
PSG Unc: block first player outside box
NI ;(~ R
C
Attack RiplLiz course and set on inside leg E sS~~~ 6
T8 of Tackle, aiming point is inside of first
backside D-Linernan
~ OB Open at 5 o'clock. Get ball deep [0 running ~ 70
back. Sell Rip/Liz drop
I
I "Loul' 1'1 . 'vV "lou"
NT 'vV C c
I s E i}~ T~E I S E ~8TL T
\--r- -, I Q<) 0 I 0
000 'd I 0 ?~
I " ~~ V
.: 34 84
d Pg.11

Base 20 Draw

On-outside. pass. "OFf" wiG

Base protection rules: LOU/RA Y away

y check :';'4 - run post through FS: poss.

l-- __ "_SI_G_H_T_"_v_s._-+_s_tro_n_2:_w_IR_.-\_V_l.-/_1._O_C_J._\V_';}_v _ ... 0 0 0 ~ 9 9 0

o~

o~

PST

On-over-QB's call. pass. "ROCK/LeG"

PSG

On-over-QB's call, pass. "ROCK/LeG"

c

On-over-QB's call, pass. "ROCK.:L CG"

BSG

On-outside, pass. "OlIT" wiG

BST

Block '.71

x

Block s l

z

FB

Check Base pro rules. Set and sell pass. Lead through to LB

ss

ao

ss W. M S

~E +8S\T~

01000

o \ ~ ~

o I

I

C--" 40

o

30

"Double"

iYl

W J

~

o

1B

Check Base oro rules. Set and sell DilSS. Lead

, ,

through to LB 0

"Hau"

~ M I W M

~o~\ ~ 8+-~ 66S 0 E _db 1~ J cf

o~ 0 "-l \~.L

'IL ~_~ -~I_" 34 ~---------O-~-I-------84------

Fi ve quick drop, sell pass with eyes - hit

aB fifth step and read leverage of rush - get vertical.

o

50

o

o

28-29 Toss

P6·12

PST

Same J.S 26127 Stretch

PSG

Same as 2617..7 Stretch

Same as 261'27 Stretch

80

o

SSG

Same as 26/27 Stretch

Same us 26/'27 Stretch

aSi

Varied split. BS-Convoy tech. PS-~vffiM '.'S

I. 7 man front. block s l vs 3 man :roll[

y

STRETCH RULES-8S-, sirt. or :Jossible "\IOO2'i" ',vlcn SST vs 5i9 or Stack cut defenders on 8S, ?S'-:-ITE",s S. possibl~ 'TED" vs 7 (only); vs 9 Reach:

z

Varied split. PS-block :VIDM 'IS 7 man front!# L 'IS S man from: Trio-block force

o

40

0'

o

FB

Arc release to outside number of force defender.

o

"1Jdd"

30

IB

Open steo and run [0 sideline. Kev FE and

.. .. .

stay on his outside hip.

o

50

o

QB

Reverse pivot at 5:0017:00, pitch to TB, boot.

\V i 011 { "Hay' E;} i1 d- tHai'
~J6 ~d-<f 0 0
0 -sccor 8 "T . .l..G" REACH 0 -sccor- 8 "TAG" REACH
~ 34 ~ 84 32-33 Belly

Pg.13
utou"
S5
E
0
CuTOfF PST

COy: base. pass. ''1' AG" '.v/G

Unc: base combo, ''TIM''x "TOM" '.vITE

PSG

Cov: base. poss. "R..-\ Y. LOU. Of E";E)i" '.V/C fJnc: base combo ' "T.-\G" '.'lIT Of "SVE2'I"' '.v/C

c

Cov: base, pass. "C.-\GE" WIBSG or "TRIO" .VI SSG and BST. pass. "R.'; Y. LOU. or EVEN" ,-"iPSG

Une: base combo, aRA Y. LOU. Of EV~Y' '.VI PSG

o

o

BSG

J/H

COy: cutoff. pass. "scoOP or .-\DIOS" WIT Unc: as combo, "CAGE" '.v/C Of curorf soia w/"EVEN" call

ps: 'IS 5 &9 -drive. Vs hen or S[acK,'-:-I:\-i":s KaY/LQu "TO:VI" with PST, vs -; orS :': . .1U hard ,),"OC-::"

as: Cumrf. 'is 5&9 "\100N·· with 3S~. "Ol"T":s 60

o

z

Varied split. PS-block Y[D:\-I \'5 -: man front. # 1 vs 3 man from. BS - con vov .ech.

. .

fB

1B

QB

Backside cutoff on E2vlLOS. "PIGGY" call with T/TE

J course co POA. Aiming point is inside leg of PST. Read l st down lineman from "0" nose. over. Press LOS.

Open at 5:001,:00. handoff to FE. accelerate out of exchange. boot away.

UHay"

o

o

o

o

o

50

\V

o

Pg.14

26-27 Reach

PST

COy: reach E:vrOL. poss. Through or TJ.g

PSG

COy: reach, poss. "EVEN or "BACKSIDE" \ViC Unc: reach combo - "TA.G··

e

COy: reach. poss, ··c..~GE .. w/SSG or 'iRIO"vIBSG ami SST

Une: reach combo - ··EVE.'i or 8ACKSlDE'·.v/PSG

SSG

~: cutoff, pass. "SCOOP" wIT

Unc: BS combo - "CAGE" w/C or cutoff solo wI"EVEN" call

aST

COY: cutoff, pass. "SCOOP" -'VIG or "\:rOON"v/'E Unc: BS combo - "SCOOP" .v/G

x

liB

BS-, sirt.Jr possible "~vlOON" .vtth SST;; :.'9 cr S,:'CK cut dcrenders 011 3S.

Varied split. BS-Backside Convoy.

z

FB/H

ivl S

Wlb ~ ss

\. E T IT E

o \LJ Ox bo --0

~;

o

80

o

o

40

°1

o

I

o

30

Guard uncovered A,RC release for force player. Guard covered hunt PSLB.

TB

Angle course to POA .. Aiming point is : yards outside PST. Read EvIOL

flB

10

Open at -+:00/8:00, handoff [0 TE. dropoack after Boomer tuck

} \V ~ :vf o

"Ray'

ss

o

o

o

0'

34

o

34

22-23 Zack

Pg. 15

PST

Coy: base. pass. ·'T,-\.G"· ',VIG

Unc: base combo- '"TIM" Dr '"TOM" w/TE. poss. "TAG" wiG

PSG

CuV: base. pass. "RA y, LOu. or EVEN" '.VIC Une: base combo - '"TAG" w/T or "EVEN" wiC

e

COy: base. pass. "CAGE" w/SSG or '"TRIO" wi BSG and 851'. pass. '"EVEN" w/PSG

Une: base combo - "EVEN" '.viPSG or "'RA Y/LOC" wi BSG

w

o

80

o

SSG

COy: cutoff. flOSS, "SCOOP or ADIOS" WIT. poss, "RA Y/LOU" '.v/C

Une: BS combo, "CAGE" w/Cor cutoff solo wi 'EVE.'!'" call

SST

COV: cutoff. poss. -sccor- wiG or '"y[OON" ',v/TE Unc: BS combo - "SCOOP" wlGor '"TO:Vl",v/TE

Varied split. PS-block yIDM 'is 7 man from, ~l 'IS 8 man front. BS - convoy teen.

o 0

"60" wI = ,.

'''0 ~o ~

lIB

ps: Base drive. 'Is Even or Double ,'"T1:-'I" with PST. ';5 7 or 8 and hard 9 "Ol.T"

SS: cutoff or 'IS :5 &9 '""lOON" '.VHh 3ST. ':QCr 'IS 60

z

Varied split. PS-bloc:( :,-IDM vs 7 man front, ~l vs 8 man front. BS - convoy tech.

FB

Arc release to outside number of force defender (like stretch).

\V

T

o

40

o

30

1B

J course to POA. Aiming point is inside leg of PST. Read l st down lineman fram "0" nose. over. Press LOS.

OB

Open ut 5:0017:00, handorf to TB. accelerate out of exchange. boor away.

o

M ... ,._ S

woijtlc

o ''TRIO "TIM"

"Double"

o

SWOOP

oJ

50

ULou"

v'll Nt "1 ss

~ 1\ E ~

;1 o..

o

34

ao

· .

.. ..._.

8i\ i I

r-. l.__

-,

-.-

Sunday. Aug 12

Pg.l PASSING GAlVfE STRUCTURE Pg.2 PLAY PASS

Pg.3 SLIDE

Pg.4 SLAl"f

Monday, Aug 13

Pg.5 SMOKE

Pg.6 BOOT PRO. Pg.7 STRECTHPASS

Tuesdav. Aug 14 Pg.8 RIP/LIZ

Pg.9 COUNTER NAKED

Wednesday, Aug 15 Pg.IO WfA.X

Thursdav, Aug. 16 Pg.ll SLIDE P.ASS

Pg.12 STRETCHNAKED Pg.l3 BASE

Fridav, Aug 17 Pg.14 DIVEPASS Pg.15 HOT

Saturday, Aug 18 REVIEW SCRIlvllvfAGE

SundaY, Aug 19 Pg.16 ISO PASS Pg.17 DASH

Mondav, Aug 20 Pg.18 ROLL

Pg.19 GOALJNE PASS

Tuesdav, Aug 21 Pg.6 BOOT PRO.

s

Huddle Call Structure

Passing Game Structure

Pg. 1

The Huddle Call consists of a combination of words and/or words and numbers. The first word is the protection, and the next words/numbers are the route combinations.

The protections:

·Smoke - 3 step quick game, aggressive turn protection

-Base - 5/7 step big on big protection. No hots, sights vs weak Cowboy/Freak

-Hot - 5/7 step base protection rules with one back. Hots/Q's by

route structure.

·Otto - 5/7 step 7 man protection. Possible siaht based on front call. -Rip/Liz - full turn pro. No hots/no sights.

• Dash - same rules as sprint with QB breaking contain and both backs protecting strong.

-Slide Pro - 5/7 step 6 man protection. Hot/Qs by route. Sight vs. 4 weak. Back double-read to call side.

·Slam - 3/5 step 5 man slide pro. Built-in HotlQ and sight by route.

-Play Pass - play action slide protection. Strong fake - 7 man pro 'with possible sight. weak fake - 8 man pro with no sights. No Qs.

-Ma'C - 8 man slide protection. Same rules as Plav Pass ·Dive Pass - play action slide protection strong fake - 1 back protection with same TIlles as slide.

·Slide Pass - Same as play pass with FE free releasing

- Roll Pass - Aggressive gap hinge protection. Line is responsible

for gaps. .

-Iso Pass - play action max pro based on turn rules. No hots/no sights.

·Goal Line Pass- play action goal line pass with Iso Pass rules. ·Stretch Pass - Stretch blocking rules, 8 man protection. Can not block 4 weak.

·Boot pro - 6 man pro off of play action by backfield. "Boot" will be preceded in the huddle call by the run play to be faked (e.g .. Zone Boot Left)

-Naked - 6 man pro off of play action by backfield, Can be Bull Naked or Stretch Naked.

The second part of the pass play call consists of words/numbers.

Numbers indicate the route to be run (see passing trees) while words indicate the route combination to be run. Tag words can also be added to modify routes and/or add the running back routes.

Examples:

-Base Right 383 Spot (Base right is the protection. 383 is the route combination from X Y, to Z. and Spot is the route the REs are to run.

·Slide Right Streak (Slide Right is the protection and Streak is the tag word for the route.)

~'PL.LL\ y P ASS~~

~:.tsed on Sli_de Rules:.7 man pro. Possible sight weak depending on I rormanon. ~o "FI\ t: call. Pg.2 I

Block #2 DL (on-outside) except vs. Bear.

PST vlake :.l "PL"{,' call vs. Bear and block B gap. (Use i umn set. ')

Block #L DL (.\[a1' choose to "P[),"" J. LB in PSG .-\ gap (Be right.') (Lse jump set.)

BS A gap to LB. pass. ·'LOCK. SORT. or

C Oui"

B gap [0 LB; poss. "LOCK. SORT, or Ol,T"

BSG

SST

C gap extended. pass. "LOCK. SORT. or OCT"

Rome by call.

'fIB

Base rome middle 3. or bv olav call.

• l _

H (Jax): Check #"4 if Play Pass away :0 route.

1

Rome by call.

, I
"loull I
M S
w \ .ss
0 ~-iglct<f
0 I
·'SORT' f
oj 80 '4 Eve nil !

i !

o

o

43

!
,
!
1
i
i
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i
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i
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I
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I
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I
I
I
I
!
I
I
I
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I
I
I
I
! B <.

-,

-,

o

o

30

FB

Power course. Check 2nd LB from inside our. s-----------------~ to route .. Alert for "PI::-;-" calls.

1B

Blast Fake. Check l st LB from inside out. middle checkdown. If '"Pl'T" call, dual read inside/our.

o

o

QB

Walsh fake blast deep. dropback. Set up behind ansi de guard.

"LOCK"

"PIN"

10

~

-, nrc

<, '(L.;J

~~~~J-6

-r.oc ..... \(.'1

~.:-o. !

0< .

\.y

34

o

.483V'·

v ~I t

~ ~ +- ~i~

·Oog<pO/O

·LOC}.- Y

o

o

84

"SLIDE" Pro. Six-man drop-back protection

Pg.3

o

PST

Block #2 pL (on-outside), pass. "PIN" from G

PSG

c

Block #1 DL. May choose to "PIN" a LB in A gap (Be rightl)

BS A Gap to LB, pass. "LOCK, SORT, or OUT"

BSG

BST

x

YIR

B gap to LB, pass. "LOCK. SORT, or OUT"

C gap extended, pass. "LOCK, SORT, or OUT"

Route called. Possible sight in 3xl set.

PS- Route called possible Q off ILB. BSmust check #4 to flag

o

o 0'

40

o

t---- ..... ---------...-..! 0

z

Route called.

Route called. Possible sight in 2x2 set.

I

TB I

Check, release - dual read strong from MLB over. Vs. Bear, read weak to strong.

517 drop by route. Q vs 4 strong. Sight vs 4th weak defender blitz. Point at sight blitzer to alert receiver.

Q

w ~... ~I

...... \ Q

········.E ~l E S

·~Of{59~' 0

"OUT" (

o

LYIQ SQ

~t~\~6

"FIVEr o

30

··Double"

o 0

51

I w Q M URay"
, Q
I 0 E T \~t s 0
~~'B / ....... 6
:/ ......... 0 0
: .. '
I .. "LOCK'" .:
34
0 o 0

"SLAl\1" P

ro. Five-out drop-back protection. Hots/Sights are built-in.

o

PST

Block #2 DL (on-outside.) May choose to save the hit on QB vs. LB in B-gap (Be rishtl)

PSG

Block #1 DL. May choose to "PIN" a LB in A gap (Be rightl)

e

BS A Gap to LB, poss. "LOCK, SORT, or OUT"

SSG

B gap to LB, poss. "LOCK, SORT, or OUT"

SST

C gap extended, poss. "LOCK, SORT, or OUT"

X Route by call.

Y/B

Route by call. Possible Q or Double Q. If backside-must check #4 to route

"SORT"

80

"Even"

vV

o 0

o

~ - ~o

z

Route by call.

H

Route by call.

TB

Route by call.

QB

51

3/5 step drop, HotlQISight by route,

o

0/ QNI

l Q

E T~ T :F- S

~0'800 0

"LOCK'

o

34

30

o

o

40

o

o

"FIVE"

o

o

"LOCK"

84

o

I "SMOKE"

Aggressive turn protection. "RIGHT/LEFf" calls. No "five" calls. No hots, No sights.

Pg . .:;

Bs A gap, pass. "LOCK" - no "SORT"

B gap, pass. "FOOT' wiG (when PST "RA Y/LOU" is to you.)

I

A gap, pass. "FOOT" wiT (when I PSG "RAY/LOU" is to you.)

Ie

w

lVI S

E T T

"Lou" ss ).,

~

B gap, pass. "LOCK" - no "SORT"

I

BST I

I I

40 I

1-------

I

I

Set & cut C gap rusher - no "SORT"

I

Route

Any 3xl set: Inside check down, unless

f Y mouse (run arrow)

_____ 2_x_2_:R_o_u_te ~O

I z

Route

I

H

o

o

o

Route by formation rule

Cut first defender outside of Tackle's hip to call side.

3 or 5 Quick drop based on route.

80

w

rvI

o

S

o

E T

'() o

T VSS

10 I

W lVI

o

"LOCK"

W Iyr s

E········ -, T i E

O '068&0

"FO • "LOCK"

E T Edl'

o~

o

30

o

aasan

iYI S

IIDoubleJl

o

o

51

o

BOOT PRO.

l tech or G LIne: on-outside - "0" call ')/3 tech: B gap - "DECCE" call

w

ss

l tech or une: block #1 DL - "0" call 213 tech: A gap - "DEl:CE" call

o

tyr s

E i ··k E 9J 006

~D="

80

PSG

BSG eov: block down solo, pass. "DO\VN"

BSG une: 8S A zao. DOSS. "ACE"

e

Boot pull and block ylDNl @ PS C gap - listen to PS call. See any LB run-through

SSG

s

o

BS1

B gap hinge

Route by call.

X BS - over.

"Ddd"

! 'f/H PS-51ow pin arrow in zone boot or cutoff II arrow if naked. Inside release nag on Ctr

I Boot. BS-Over unless rome chanze

~------~··------------~------~~O

E ·······60·· .E.~

I / I

9<1~.' 00

"0"

~ ..

o

Z FB/H

Base route is t100d concept, Recei vers must know where they are in the formation and if thev are fromside or backside .

.J

30

s "Doublel'

wJl 50~c5

~w~ "DOWL"

~~' -

o

Fake play opposite [he call and protect C

IB gap. Zone or counter path depending on call.

o

Play fake/drop by play call (Zone or counter.)

OB Zone=:' step turn Counter=J steo turn

50

iVl

W E \

'9<1

~

o

\V yl

E T E_S

~ 306 o

~.o. >-

o

o

o 0

o

+ f !S 000

"0"

-

84

34

Pg,6

I
I
!
I
I
.!
I
i
I
I
I
i
i
I
I
I
I
I
I
\
I Pg.7

Stretch Pass R/L

~ PST

PSG

Same as Stretch. If uncov., scan LBs from playside to backside.

Same as Stretch. If uncov., scan LBs from playside to backside.

,M

S -.

Wi···. ,'" SS

oj 1J-- (J-- 67;

"SCOOP" "~CKSI~ ~ lITE"

o 0

c

Same us Stretch. If uncov., scan LBs from playside to backside.

80

BSG

SST

Same as Stretch. If LB does not rush, take oyer DT to free up BST.

Same as Stretch. If uncov, And LB does not rush, pick out for edge blitzer or help TE.

x

Take 1 as base route - or by call.

FS: Post

Y 19 BS: Cutoff

Versus Bear: SS or zameolan

If off Zing motion, check 4th to Over.

Z Route by call.

FS: Post H BS: Cutoff

Versus Bear: SS or zarnenlun

IIBear"

C

T8

QB

I

I

Stretch fake to call side. Sell fake, block #4 if he comes - late bench route.

Exaggerated Boomer fake on Stretch - set up behind inside leg of IE - progression - shot olav.

IIRan" C SS J

M S

W ~r+-\"""",SSf OJ~0<50orq

"SCOOP~

10

c

o 0

o

"RIP !LIZ"

FuU tum protection. "RIGHTILEFT' calls. Possible "POST" call by tight end. Two man combo routes strong. Backside route by rule. No Hots. No sights.

Pg.8

PST

B gap (No gap threat - check psLB. DL, bsLB)

o

PSG

A gap (No gap threat - check psLB, DL, bsLB"

iv1 s "lou"
W1E T SS
T .... 6······
.' 0 0
"POST"
................... 80 e

Bs A gap

o

o

o

EW T M T i 00

"Even" SS

~ ....

t.···.... 0

"POST'

B gap

SSG ~

BST

C gap

01"'-- .

R

x

Route

BS-Over FS-Route called

M WETTSE

"PlN"

··_········11

y

FS "PIN" vs C gap threat. no C gap threat"POST' . Y Delay = 2.5 count and release to under. BS check #4 to over, unless route called

Route called

z

H

Route by call

If "PIN" by TE, block 1st defender outside

S8 the TE. If "POST' by TE, check C gap to outside the TE.

QR

Step on 6:00, cross over and sprint to break contain. Pull up by route or pressure.

'YV

1'1

o

34

o

M

W

S E o

••• u ••• •••••••

40

.0 0

83 Soft

·'Bear" SS

o

o

84

o

o

o

"COUNTER NAKED"

Pg.9

I Block counter ,
PST Mb "lou"
w· . SS
1- ~""IT" E

Block counter CJ'C<2~~F~
PSG


Begin down block, then wheel out to ~ 80
C protect QB
W lvI~. "lou"

aSG Pull and cut every time w/"DEUCE" and SS
every time possible w/"O"
.. ~
Pull and cut when possible
SST
LQ
Must outside release 9 route 80
X
W"~ SS '~Evenlf
PS- Cutoff arrow (Y)/pi vat (H) based on C;;~
Y/B alignment. BS-Drag '(<2 Q:,~~
.'
8 route
Z Lo
40
Route by call.

FB/H "Bear"
M~l
Quick counter steps. Block backside C gap. c:?ffi~SS E
TB
O· -,.
\_ "_~N"
Open opposite at 5:30/6:30, hand over the "DOWN"
QB top, boot. Lo 10
~~s "Bav" ~dd"
w
~~~,S
Q" 0 0
o . 0
~ "0"
"CHIP"
"DOW~" "0" Lo
?o 84 30 "WIAX" Pro.

Based on Slide Rules. 8 man pro. Possible sight weak depending on

formation, Pg. 10

- ··100"
PST Block #2 DL (On, Outside). "Five" call vs. M S
Bear front. W SS
E T IT E ,
PSG Block #1 DL (On, Inside). "Five" call vs. 0 <: ?,g?\<& ~f
0
Bear front.
0\
C BS A gap to LB, pass. "LOCK". 80
"Even"

B gap to LB. "LOCK" W M S
BSG ... SS
E T T/ E .. ...-
C gap extended. ·'LOCK" 0 -s <t\& ~.'G «xl 0
BST
0,\
Route by call. 0 40
X

W B tvI ··Odd"

Check #4 and run route.
l/H E T E S
.' 0 ~~~\~~\
Route by call. 0
Z
30

FB Power course. Check 2nd LB from inside out,
to route. Alert for "PIN" calls. ivI S '·Bear'
Blast Fake. Check lst LB from inside out, W E T T SS E
TB middle checkdown. If "PIN" call, dual 0 >\~\9A<t\~
read inside/out. 0
QB 5 or 7 step drop dependant on route.
10
W 0/1 "Ray" w tv1 "Rar'
E T Ti E S E T T E s
~~~R~\ 0 ~&~~~ 0
0
84
0 34 0 "SLIDE P SS" Pg.11

~ 2 back play action. FE has a free release. Same as slide rules. I

o

PST

Block #'2 DL (on-outside), pass. "PIN" fromG

PSG

Block #1 DL. May choose to "PIN" a LB in A gap (Be right')

e

BS A Gap to LB, pass. "LOCK, SORT, or OUT"

,

s~···············stl 1; 'tou"

w \ ! ~~

o ~8~~~

......

"SORT"

o

80

BSG

B gap to LB, poss. "LOCK, SORT, or OUT"

BST

C gap extended, pass. ;;LOCK. SORT, or GUT"

x

Route called. Possible sight in 3x 1 set.

o

o

Y'8

~ ~o

z

PS- Route called possible Q off ILB. BSmust check #4 to flag

Route called.

FB

Free release run route called.

QryI

w

.....

-, E ~ E

~~O~ .

"OUT' 0 o

30

o

18

Check, release - dual read strong from NILB over. Vs. Bear, read weak to strong.

517 drop by route. Q vs 4 strong. Sight vs 4th

OB weak defender blitz. Point at sight blitzer to

alert receiver.

o

51

o

I 0 I· .

o

o o

o

VV NIQ

E T \ Ii. .. 5Q Q_ 0 '(-) 0 .0 .. ····· ~~ '\j 0 f·

"'J .:_ ....

84

o

34

"LOCK"

o

o

"26/27 STRECTH NAKED" Pg.12
PST Full bucket and run - give TE room to clear iVI "lou"
Full bucket and run
PSG 0 0
Full buc ker and run 80
C

"Even"

Full bucket and run
BSG SS

BST Full bucket and run, earhole technique 0 0
40
Normal split. 9 route, must outside release ..
X
Backside N/S Deuce, Over route.
"Odd"
PS-Cutoff arrow. BS- Jab release, Drag.
Y/B Width vs Zone, Depth vs Man (get behind
backside LB.)
Normal split. 8 route. 0
Z
Backside N/S Deuce, 8 route. 30
H: Pin/Sift-Arrow
FB/H FE: Cutoff-Arrow
18 Stretch track, fake and continue on
course. Carry out your fake or block #4.
0
4 step tum, DeB erg fake, gain depth as you
QB roll. Attack corner and pull up to get to last 10
option or tuck and run
vV "Rar' "Ra1' o

o

34

"Big on Big" protection. Called TO Y. No Hots, sights vs weak Cowboy or Freak.

"B AS E" Strongside "sight" if Y flexed vs 4- strong. Pg. 13

On - outside, poss. "0 lTT" wiG

PST

PSG

On - Over - QB's Call

c

On - Over - QB 's Call

On - Over - QB's Call

BSG

On - Outside, poss. "OUT" wiG

BST

x

Route. Possible sight vs Cowboy, Freak

y

Route called. Must check #4 blitz if Lou/Ray away.

Route.

z

FB

Check base rules, route. "FIVE" call - check ILB to TE side. Always dual read.

TB

Check base rules, route. "FIVE" call - check ILB to split end side. Always dual read.

QB

5 or 7 quick drop based on route

,~ ~:.1 s '"

V1.. 58

-, E T IT E .-f ...

..... -s,. ~ ir r: ..'

\ ~ - o/U 00· ....

"( ~ e->

o

o

o

o

80

"RaJ"

w ryr

~~\~~-~

\'0········

o

o

o

34

o

jllEven"

0/. M.: S

! " SS

~\~ g l q) __ r 0

\\O:~: .... - ...... ~

~·"""·""···O 40

B WI

o\Y""~~ 8 -1 u:

...•. ,,'

............... ~.:::.::.: .. ~

~· ·o

o

30

o

~I 7. t t

W ET fTS$E

O(\~{)id

\j "FIVE"

o 70

Y will run dlruugh tlUC defender hused ou gomepl"'"

o

Vi M

~\~gt .. ~-gJ

\0········ .... o

84

o

Y/B PS- Route called possible Q off ILB. BS-
must check #4 to flag
0
Route called.
Z
H Route called. Possible sight in 2x2 set.
Chec k, release - dual read strong from :MI..B
TB over. Vs. Bear, read weak to strong. 0
5/7 drop by route. Q vs.:1- strong. Sight vs 4th
QR weak defender blitz. Point at sight blitzer to
alert recei ver. "D IVE PASS" One back play action. Same rules as Slide protection. Pg.14 Block #,2 DL (on-outside), poss. "PIN" from G·

PST

PSG

Block #1 DL. May choose to "PIN" a LB in A gap (Be rightl)

c

BS A. Gap to LB, poss. "LOCK SORT, or OUT'

o

aSG

B gap to LB, poss. "LOCK, SORT, or OUT"

80

o

o 0

BST

C gap extended, poss. "LOCK, SORT, or OUT"

40

x

Route called. Possible sight in 3xl set.

Q

W ~... 1)'1

....... <, 1 Q

·········· -, E ~ E S

~~08~~' 0

.:

o

"OUT"

30

o 0

51

o

o 0

o

V:! o/IQ

~Q~ ~ bL~6sQ 0

"LOCK" ;-

o

34

84