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Offense 2018 Kansas State Wildcats Offense Bill Snyder
Offense 2018 Kansas State Wildcats Offense Bill Snyder
TABLE OF CONTENTS
PERSONNEL GROUPINGS
ILLUSTRATION OF THE HUDDLE 3
MOTIONS (DIAGRAMS) 8
LEARNING FORMATIONS 13
FORMATIONS 14
ATTACHMENTS 26
GAME TEMPO’S 48
KANSAS STATE OFFENSIVE PHILOSOPHY
2. We want to maintain balance in our offensive attack – as to run and pass, as to how we
distribute the football to receivers and how we distribute and attack the field. We always
want to be mindful of getting the ball in the hands of the guys we have that can make big
plays. We must be effective running and throwing the football and be able to use either
as needed in any particular game.
4. We want to present multiple formations and at times combine this with shifts and motion.
a. Tends to reduce the number of fronts, stunts, and coverages utilized against us.
b. Increases defensive preparation.
c. We can best utilize the entire field in our attack.
5. We want to be the last to have the chalk. In other words, we want to call the offensive
attack based on what the defense is in. We want to be in the best possible pass or run to
defeat the defensive front or coverage.
7. We must be able to protect our QB, be blitz sound and yet still release the maximum
number of receivers possible.
8. We want to be able to run the ball effectively with good execution as a result of repetition
through use of gap schemes, zone schemes, man schemes and option using attachments
when possible. We would like to stretch the defense horizontally at times, thereby
leaving open running lanes. We also want the ability to come down hill and attack the
defense directly as well as to have the ability to use misdirection. We would like to use
formations to create situations where the defense is a gap short in their defensive scheme.
We want to present the best possible number situation for our offense.
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9. We want to attack defensive coverage with pass schemes that will stretch the defense
vertically and horizontally and take advantage of mismatch situations by numbers/ or
personnel. We want to utilize play action passes off our most effective runs and be good
with our screen game. We always want the ability to move the pocket when needed.
When facing the blitz, we must protect first and then create big plays. When facing the
blitz, we know consistency decreases but the opportunity for big plays increases. We
need to make defenses pay the price.
10. We want to have a low ratio of turnovers (interceptions and fumbles lost to number of
plays). We want to be particularly aware of not turning the ball over on our half of the
field.
11. We want to have the ability to create “Big Plays” and yet at the same time have the
ability to control the clock when needed.
12. We want to have the ability to score anywhere on the field in a short period of time.
13. We want to be effective on first down with gains of 4 yards or more to prevent 2/L and
3/L.
14. We want to vary our cadence and tempo’s to reduce the effectiveness of the defensive
charge.
16. We want to be a team that plays with great emotion, plays hard and aggressively.
18. We want to tag as much of our run game as possible with attachments to control blitzes
and stretch the field horizontally.
19. We always want the capacity to execute no huddle offense utilizing multiple tempo’s or
two minute (fast break) offense to change the pace of a game and provide defensive
problems.
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PERSONNEL GROUPINGS
0 5 WRs 0 Backs 0 TEs
11 3 WRs 1 Back 1 TE
10 4 WRs 1 Back 0 TEs
12 2 WRs 1 Back 2 TEs
21 2 WRs 2 Backs 1 TE
20 3 WRs 2 Backs 0 TEs
22 1 WR 2 Backs 2 TEs
32 0 WRs 3 Backs 2 TEs
*A Speed tag indicates a change to the personnel; EX: 20 Speed- 2 RB’s instead of a FB & RB in the backfield.
LT LG C RG RT
X W Y F R
QB
1. Center is first man to set huddle, 5 yards deep behind the ball. HURRY!
Everyone is to make eye contact with the QB’s mouth, concentrate and listen.
2. Everyone must HURRY back to the huddle. X, W, & R must not penalize our
team by not getting back to the huddle quickly. We are on a 40 second clock.
3. Take pride in your huddle. The shape and appearance are the responsibility of
each player. (X-W-Y-R) place your hands on your thigh pads and stand
tall.
4. The QB does the talking. All others LISTEN. The QB must talk straight out –
not down at the ground or up in the air. Just prior to the QB entering the huddle
“W” will give the D/D.
5. If you do not hear the signal, the word is CHECK. LISTEN. Keep your head up
and watch the QB’s lips. SEE what you hear.
6. If you are the center break the huddle after the QB gives the snap count and get
set quickly. If you are a wide receiver taking a wide alignment, sprint from the
huddle after the QB gives the snap count. If it involves W and X, W goes in front
and X behind. If it involves X and R, R goes in front and X behind. In other
words, X will always go behind. All others break the huddle on the command of
“Ready Break” with the QB and clap their hands in unison. OL turn inside,
bounce out of the huddle, and sprint to your position. X, W, R, and Z only leave
early if taking a wide alignment. All receivers must align and GET SET
QUICKLY to avoid penalty and give the QB a chance to change the play as
needed. GET SET WITH PROPER ALIGNMENT. NO ALIGNMENT
PENALTIES.
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7. We must be efficient in our huddling. We have 40 seconds to get the play started
after the ball is blown dead on the previous play. Players down field must hurry
back to the huddle to conserve the clock. This is indicative of your physical
condition and your desire to play football. We MUST allow the QB enough time
to effectively change the play at the LOS as needed.
8. In practice QBs re-huddle bad huddle breaks. Take CONTROL of your huddle.
HUDDLE
1. QB calls:
• Formation (Trips) and direction (Right or Left)
• Motion, if needed (Rip or Liz etc.) or a shift (Jump, Trade, etc.)
• Play series and hole number (22-23, etc.)
• Descriptive term for block or backfield maneuver (Scoop, Angle, Power)
2. Example of QB’s call in the huddle:
• Rhino 2 Scoop on cat, ready - break
• Trips Left 65 Everybody Go, on cat, ready – break
3. Break the Huddle
• QB calls the signal
• X, W or R leave the huddle, sprint to their position if they occupy an
outside receiver position.
• QB gives preparatory command to break huddle: “Ready”. As QB says,
“Ready”, he spreads his hands.
• As QB says, “Break”, all players say, “Break” and clap hands in unison.
• Players turn inside and sprint to the LOS. All assume their stance.
LINE OF SCRIMMAGE
1. QB Calls:
• “Ready” – “Ready” (only with motion or a shift)
• “Down”
• “Set”
• “Go” – Snap signal if on Cat.
• If an Audible is needed, it will be iniated by the QB with a live number,
If a play is checked off, the QB will call the play, with abbreviation, two
times at the LOS. The snap count will always be on “Cat” on all
automatics.
4
HOLE NUMBER SYSTEM
1. Each player must be thoroughly familiar with our hole numbering system.
2. The holes are numbered even to the right and odd to the left.
3. Hole locations:
• 9&8 Outside of TE or an imaginary TE (9 to Left & 8 to Right)
• 7&6 Outside shoulder of the TE or an imaginary TE (7 to Left & 6 to
Right)
• 5&4 Outside shoulder of the tackle (5 to Left & 4 to Right.)
• 3&2 Outside shoulder of the guard (3 to Left & 2 to Right)
• 1&0 Outside shoulder of the center (1 to Left & 0 to Right)
9 7 5 3 10 2 4 6 8
O O O O O O O
Y T G C G T Y
SERIES
0-9 One back runs from under the center
10-19 One back runs from Gun
20-29 Two back runs
30-39 One back play action pass
40-49 Two back play action pass
50-59 No back pass
60-69 Drop back pass 6 man protection
70-79 1 & 2 back 7 man pass protections
80-89 Sprint, Throwback & Dash
90-99 Miscellaneous
DEFENSIVE TECHNIQUES
9 6 7 5 4 4I 3 2 2I 1 0 1 2I 2 3 4I 4 5 7 6 9
O O O O O O O
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CADENCE & TEMPO
CADENCE
RABBIT: DOWN (FIRST SOUND FROM QB)
TEMPO
ALL TEMPOS WILL BE A NO HUDDLE TEMPO UNLESS GIVEN THE HUDDLE
SIGNAL
MILK- SLOW NO HUDDLE. O-LINE TO THE LINE, WAIT FOR THE VERBAL
FOR 2 PT. GET DOWN ON THE VERBAL
HUDDLE- WHEN GIVEN THE HAND SIGNAL FOR HUDDLE FROM THE
SIDELINE.
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AUDIBLES
7
MOTIONS
RHINO RHINO
Y X
Y X
R W
R W
F
F
RIP: Motion to the right usually cross LIZ: Motion to the left usually cross motion
motion with a WR but it can be right motion with a WR but it can be left motion with the
with back as well. back as well.
RHINO RHINO
Y X
Y X
W R W
R
F
F
RIDE: Motion to the right that would take the LONG: Motion to the left that would take the
motion man to the widest receiver. motion man to the widest receiver.
RHINO RHINO
Y X Y X
R W R
W
F F
LOPE: WR motion back toward the LOOP: WR motion to the far guard and back
formation but not across the formation. out away from the center of the formation.
Turn toward the LOS on your change of
direction.
RHINO RHINO
Y X
Y X
R W
Fake hand off on snap R W
then continue on path Receive hand off on snap
F
F
Y X X
R R W
W Block inside
out on DE.
F
F
ANCHOR: WR motions to the near G-T
SPEED: Motion by a WR across the
gap and loops back out to the outside
formation, then blocking the first defender
blocking the TE’s assignment. The TE will
outside the Tackle (open side) or TE.
block the near safety.
RHINO RHINO
Y X Y X
R R
W W
F F
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MOTIONS
RHINO RHINO
Y X
Y X
R W W
R
F F
ROCK: Rip motion with the motion man LOCK: Liz motion with the motion man
blocking the first defender outside the blocking the first defender outside the
tackle’s block (open end side) or outside the tackle’s block (open end side) or outside the
tight end’s block if to a tight end side. tight end’s block if to a tight end side.
RHINO RHINO
Y X
Y X R W
R W
F
F
SMASH: Lope motion blocking high on the CLOCK: Loop motion with the motion man
DE to help secure the block and then blocking the first defender outside the
working to the next level. tackle’s block (open end side) or outside
the tight end’s block if to a tight end side.
RHINO
Y X
R W
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MOTION DEFINITION
RIP Motion to the right usually cross motion with a WR but it can be right
motion with a back as well
LIZ Motion to the left usually cross motion with a WR but it can be left
motion with a back as well
RIDE Motion to the right that would take the motion man to the widest receiver
LONG Motion to the left that would take the motion man to the widest receiver
LOPE WR motion back toward the formation but not across the formation.
LOOP WR motion to the far guard and back out away from the center of the
formation. Turn toward the LOS on your change of direction.
ZOOM Speed motion across the formation without faking the exchange.
ROCKET Speed motion across the formation making the exchange to the motion
man.
SPEED Motion by a WR across the formation, then blocking the first defender
outside the Tackle (open side) or TE.
ORBIT WR motion back toward the formation gaining depth slightly as he goes
with the ball snapped approximately 4-5 yards outside the TE. Continue
with a flattened path with speed through the tailback position.
EMPTY Called like motion but is a shift; QB aligns under center and then on
“Ready” – “Ready” shifts to a wide receiver position play side.
ROCK Rip motion with the motion man blocking the first defender outside the
tackle’s block (open end side) or outside the tight end’s block if to a tight
end side.
LOCK Liz motion with the motion man blocking the first defender outside the
tackle’s block (open end side) or outside the tight end’s block if to a tight
end side.
CLOCK Loop motion with the motion man blocking the first defender outside the
tackle’s block (open end side) or outside the tight end’s block if to a tight
end side.
11
FORMATION TERMS (Attached to a formation to alter the formation slightly)
TITE Closest receiver to “Y” aligns a yard by yard to “Y”. Must designate if
you want another WR to do this.
TOOL Is a Tite call plus the next receiver outside. Another word two receivers
will move in a Tite position to “Y”. Must designate if you want another
WR to do this.
FLEX Moves the TE out to a flexed position where a WR would normally align.
TROFF Trips R or L with Y off the LOS and either W or R on the LOS.
JUMP R will move to the formation called from designated formations. Can
indicating another offensive player to do this by tagging the move call
with that player’s letter for example: “X move”
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LEARNING FORMATIONS
RIGHT AND LEFT CALLS TELL “Y” AND “W” TO ALIGN TO THE CALL AND
“X” AWAY FROM THE CALL.
EXAMPLE OF CALLS: PRO RIGHT/ PRO LEFT
SPLIT RIGHT/SPLIT LEFT
PRO RIGHT STRONG/ PRO LEFT STRONG
PRO RIGHT BUNCH/ PRO LEFT BUNCH
TRIPS RIGHT/TRIPS LEFT
TROFF RIGHT/ TROFF LEFT
DOUBLE RIGHT/DOUBLE” LEFT – “U” GOES
OPPOSITE THE CALL
FLANKER RIGHT/ FLANKER LEFT – “U” GOES
OPPOSITE THE CALL
SLOT FORMATIONS TELL “Y” TO GO AWAY FROM THE CALL AND “X”
AND “W” TO THE CALL.
EXCEPTION:
DOUBLE – “Y” AND “W” GO TO THE FIELD AND “X” AND “U” GO TO THE
BOUNDARY. IF IN THE MIDDLE AS DESIGNATED WITH THE BALL BETWEEN
THE TWO GOAL POSTS THEN “Y” AND “W” GO TO THE RIGHT. THE QB WILL
CALL OUT MIDDLE WHEN WE ARE BETWEEN THE TWO GOAL POSTS.
TWINS RIGHT/LEFT– “X” AND “W” GO TO THE CALL AND “R” AND “Z” GO
AWAY FROM THE CALL.
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FORMATIONS
PRO RIGHT PRO LEFT
(21) (21)
X Y Y X
W W
F F
R R
X Y Y X
W W
R F F R
ROT LOT
(21) (21)
Y X X Y
W W
F F
R R
Y X X Y
W W
F R R F
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FORMATIONS
PRO RIGHT STRONG PRO LEFT WEAK
(21) (21)
X Y Y X
W W
F F
R R
LT Y X X Y RT
W W
F F
R R
X Y X Y
U W
F F
R R
2 YDS
X Y Y X
W W
F F
R R
15
FORMATIONS
PRO RIGHT BUNCH PRO LEFT BUNCH
(21) (21)
X Y Y X
F W W F
R R
R Y X X Y
W W R
F F
R R
16
FORMATIONS
REX MOVE TRIPS LEFT X MOVE
(11, 21) (11, 21)
Note: Show PRO LEFT OVER and
move to TRIPS LEFT.
R X
Y R X Y
W W
F F
R X
R Y X
W
F
R
Y X X Y
R W W R
F F
Y RT LT X X RT LT Y
R W W R
F F
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FORMATIONS
RON LOU
(20,11) (20,11)
Z X X Z
W W
F F
R R
Z X X Z
W W
R F F R
Z X X Z
W W
F F
R R
X W W X
Y R R Y
F F
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FORMATIONS
RHINO LION
(11, 21) (11, 21)
Y X X Y
R W W R
F F
R X X R
Y W W Y
F F
X Y Y X
W R R W
F F QB
TREO RIGHT ( Y FLEXED) TREO LEFT ( Y FLEXED)
TROFF RIGHT (TRIPS RIGHT Y OFF) TROFF LEFT (TRIPS LEFT Y OFF)
(11, 21) (11, 21)
(W or R on LOS) (W or R on LOS)
X W W X
Y R R Y
F F
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FORMATIONS
REX LEE
(11, 21) (11, 21)
Y X X Y
R W W R
F F
TWINS RT TWINS LT
(10, 11) (10, 11)
Z X X Z
R W W R
F F
RIN LIN
(10, 11) (10, 11)
Z X X Z
R W W R
F F
DOUBLE DOUBLE
(12, 21) (12, 21)
FIELD RIGHT OR FIELD LEFT
MIDDLE – QB MAKE A
MIDDLE CALL.
U Y U Y
X W X W
F F
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FORMATIONS
DOUBLE RIGHT DOUBLE LEFT
(12, 21) (12, 21)
U Y Y U
W X X W
F F
X Y W U
U W Y X
F F
Y X Y X
U W R U
F
F
(11) (11)
Both receivers outside the TE will come into a Both receivers outside the TE will come into a
Tite position. Tite position.
X Y Y X
W R R W
QB F F
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FORMATIONS
DOUBLE RIGHT TITE DOUBLE LEFT TOOL
(12,13)
(12,13)
U Y Y U
W X X W
R R
U Y Y U
X W W X
F F
U Y Y U
X W W X
F F
DOUBLE U FLEX
(12, 21)
FIELD RIGHT OR
MIDDLE
U Y
X W
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FORMATIONS
RIN SPECIAL LIN SPECIAL
(10, 0, 11) (10, 0, 11)
Z X X Z
F R W W R F
QB QB
Y X X Y
F R W W R F
QB QB
X Y Y X
F W R R W F
QB QB
X W W X
F Y R R Y F
QB QB
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FORMATIONS
FLANKER RIGHT FLANKER LEFT
(22) (22)
U Y Y U
W W
F F
R R
U Y Y U
W W
F F
R R
U Y Y U
F W W F
R R
X W W X
F Y Y F
R R
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FORMATIONS
TOTE RIGHT TOTE LEFT
(21) (21)
X RT LT Y Y RT LT X
W W
F F
R R
U Y Y U
F W W F
R R
Y RT LT X Y RT LT U
W
F W F
R R
Y X X Y
W W
F F
R R
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ATTACHMENTS
Attachment Rules: All attachments will be mirrored unless tagged.
WR must know the difference between all the attachments.
Example: Twins Rt- 13 O Book NOW- Both sides will run a now.
Twins Rt- 13 O Book W NOW- X and W will run now and Z and R will block for the run
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Slot Attachments
NOW
(Slot Sets)
SLOW
(Slot Sets) (Late Attachments) (Front or Backside)
CAN
(3 Rec. Sets) (Now w/ Crack Blocking) (Pre-Snap Attachment)
CASE
(3 Rec. Sets) (Slow w/ Crack Blocking) (Post-Snap Attachment)
Rex QB SS 22 “O” Search Case Rin QB SS 22 “O” Search Case
27
Slot Attachments
SARGE
(3 Rec. Sets) (I/S Rec. Smoke) (Pre-Snap Attachment)
Rex 13 “O” Sarge Rin 13 “O” Sarge
BARGE
( 3 Rec. Sets) (I/S Rec. Poke) (Slow Sarge) (Late Attachment)
Outside/Single WR Attachments
SMOKE
(1 Rec. or Slot Set) (Backside Call) (Blocking Frontside) (Pre-Snap Attachment)
Pro Right 22 Smoke Rot 23 Smoke
POKE
(1 Rec. or Slot Set) (Frontside or Backside) (Post-Snap Attachment)
Troff Right 22 “O” Read Poke Rot 23 Poke
28
Combination Attachments
NOZZLE
(Now Frontside/ Slow Backside)
Twins 12 “O” Slice Read Nozzle Twins 13 “O” Read Nozzle
NOSE
(Slot Sets) (Both Sides) (Now Frontside) (Smoke Backside)
NOPE
(Slot Sets) ( Both Sides) (Now Frontside) (Poke Backside)
29
Running Back Attachments
FLOW
(Running Back “Slow”) (I/S Rec. Leave Overhang)
FORCE
(RB Swing) (I/S Rec. Block Overhang)
30
Downfield Attachments
SLIM
(Post-Snap) (2 or 3 Rec. Sets)
Slant
(Post-Snap) (2 or 3 Rec. Sets)
Flare
(Post-Snap) (2 or 3 Rec. Sets)
31
KANSAS STATE PASS PROTECTION TERMINOLOGY
BIG DUAL: Call used on 50,55, 60/61, SCAT 64/65, SCAT 68/69, 72/73 FLIP,
76-77 FLIP, and 78/79 FLIP by the scheme side (i.e. 60 – Right Side) Guard or
Tackle when they are responsible for DUAL READING the INSIDE LB and DE.
CUB (ALERT): Term used versus ALL GO COVER 0 PRESSURES. Tells the
RB (or a WR called in by the QB on 50 or 55 Protection) to Pass Protect, if
DEFENDER THAT HAS THEM MAN TO MAN COMES, RELEASE
VERTICAL and get EYES AROUND IMMEDIATLEY FOR FOOTBALL.
FAN/BIG/OUT: Call made by the Tackle or Guard. It means they will PUSH
OUT to the #1 and #2 MOST DANGEROUS Defenders, leaving the INSIDE LB.
RB should have eyes on the INSIDE LB, he has him if he comes.
FLIP: Call made by QB vs. an EVEN front on 72/73, 76/77, and 78/79 Protections
that redirects the Center and Playside Guard to Block the Playside LB. FLIP Tells
the Backside Guard and Backside Tackle to BIG DUAL. TE still has 1st thing on
O/S shoulder. The RB has the OUTSIDE Rusher to the Playside. FLIP is used
when the QB expects 4 Off the Playside PRESSURE.
FLOP: Call made by the QB vs. an EVEN front on all 62/63, 64/65, and 68/69
Protections that redirects the Center and Playside Guard to Block the Playside LB.
The TE is still free release. The RB has the OUTSIDE Rusher to the Playside. If
the rusher does not come, the RB still SCANS Backside. FLOP is used when the
QB expects 4 Off the Playside PRESSURE.
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GAP (72/73 62/63): 3 STEP FULL SLIDE QUICK GAP PROTECTION
(LION/RAM). TE stays in on 72/73 GAP and FULL SLIDE protects inside gap
with O-Line.
In 1 Back Backfield, RB blocks 1st DEFENDER off edge to BACKSIDE (Right off
hip of Tackle or TE). If 2 Back Backfield STACKED, both Backs Block 1st and
2nd DEFENDER off edge to BACKSIDE. If 2 Back Backfield SPLIT, both Backs
block off edge to THEIR SIDE.
In 1 Back Backfield, RB lines up to the call side and blocks 1st DEFENDER off
edge to BACKSIDE (Right off hip of Tackle or TE). If 2 Back Backfield
STACKED, both Backs Block 1st and 2nd DEFENDER off edge to BACKSIDE. If
2 Back Backfield SPLIT, both Backs block off edge to their side.
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MOLLY: Call used versus ODD/STACK Fronts. Dual Read by both Guards and
Tackles. Everyone sets vertical keying INSIDE LB, If INSIDE LB STAYS, PUSH
OUT to 2 NEXT MOST DANGEROUS DEFENDERS.
Used with 50, 55, 60/61, 62/63, 64/65, 68/69, 72/73, 76/77, 78/79.
2 Backs – FB has 1 Back Responsibilities. RB take a wide path to the outside leg
of the FB, take 1st Defender to show. If FB takes Defender upfield, turn INSIDE
and look for SCRAPE LB.
Used with 88/89, 88/89 THROWBACK, 26/27 PITCH PASS, and 8/9 FLIP PASS.
On 88/89 THROWBACK QB SETS UP to throw 3-5 yards OUTSIDE the Tackle
Box and 7 yards Deep.
SCAN: Term used with all HALF SLIDE PROTECTIONS. Tells the RB, if NO
PRESSURE from FRONTSIDE Pass Protection Responsibilities, the RB needs to
SCAN – Look Backside for 4 OFF the BACKSIDE (2 2nd level Defenders in
addition to 2 Down Linemen). If 4 OFF BACKSIDE, RB should have OUTSIDE
RUSHER. Alert for BIG/FAN/OUT call by Guard or Tackle PRESNAP which
puts the RB on the INSIDE RUSHER (If BIG/FAN/OUT Call, Guard and Tackle
should be POINTING/WAVING OUTSIDE to ALERT RB).
SOLID: Call made by Center that tells him he is blocking MAN ON and O-Line to
block INSIDE 5. RB needs to take any other defender other than the INSIDE 5.
SORT: Call made by the Backside Tackle on SLIDE PASS PROTECTION vs. an
EVEN Front when his C-GAP is threatened. Tells the Backside Tackle, Backside
Guard, and Center to “SORT out MOST DANGEROUS RUSHERS.”
34
KANSAS STATE RUN GAME TERMINOLOGY
ARC: Term used on the back side of run game calls. Can refer to a TE (Y, U), or
a Back (F, U). Tells them to release to the alley backside and take the 1st defender
on their outside shoulder. A TE on the line and on the backside of any READ
scheme should automatically ARC.
BACKER: Run Term used with the BOOK scheme. BACKER tells the QB to
read the Backside LB in the Box. If the LB buries himself into the zone run
scheme, QB keeps. If LB hangs and scrapes Backside, it is a handoff read.
BLUFF: Term used in the run game that involve READ or QB BLUFF schemes.
Can refer to either a BACKSIDE BLUFF or a SAME SIDE BLUFF. The
“Bluffer” would align away from the Read Key on a BACKSIDE BLUFF and on
the same side as the Read Key on a SAME SIDE BLUFF. The bluffer wants to
step up then take a path using the Aiming Point of the Offensive Guard to the side
of the Read Key. The following scenarios can occur:
1. The Read Key runs STRAIGHT UP FIELD – The Bluffer should avoid the
Read Key - BYPASS, insert inside and look for Scrape LB to High Safety.
2. The Read Key SQUEEZES – The Bluffer should CHIP the Read Key and
work to the ALLEY.
3. The Read Key is IN BETWEEN Scenarios 1 & 2 – The Bluffer should
HAMMER the Read Key and protect for the QB on the keep.
4. There is EDGE PRESSURE (FIRE) to side of read – The Read Key (Usually
DE) will cross the Offensive Tackles face – The Bluffer should block the
Blitzer.
Once the Bluffer has cleared the Read Key, the Bluffer takes the next thing to
show in the ALLEY. The Bluffer’s eyes should always key in the following
sequence:
35
3. HIGH SAFETY – If no outside pressure and no Scrape LB inside, the
Bluffer should look to block the High Safety.
On the majority of our READ schemes, the Bluffer should cross the ball and
execute a BACKSIDE BLUFF. When coming from the same side on a SAME
SIDE BLUFF, the Bluffer should be very patient.
On QB BLUFF schemes, which can be single or double bluff schemes, the play in
its entirety executes at a slower pace. The 1st Bluffer in a DBL BLUFF scheme is
more liberal to clear to the alley, while the 2nd Bluffer is more conservative to stay
on the Read Key to protect the QB.
BOB: Isolation scheme to the Open Side, including QB Bob. The Blocking Back
is assigned to the widest LB in the box. The Blocking Back can line up either on
the front side or backside of the play. Center is targeted to the 2nd LB.
BOOK: Run scheme term similar to READ. BOOK tells the QB to read the
overhang defender rather than the Defensive End. It also tells a Backside TE or
Tackle to cutoff the Backside DE. Can be tagged to any run scheme.
BOOT: Term tagged onto run schemes that tells the QB to fake handoff and then
is the ball carrier to BACKSIDE of scheme.
BOSS: Term that is tagged onto a variety of different run schemes. If a position is
noted in the call with BOSS (i.e. “Y BOSS”), this position has the BOSS
assignment. If no position is specifically noted, the BOSS is talking to a Y/F/U/R
front side, based on scheme.
BOSS rules tell the offensive player that he has the SUPPORT defender in the
Alley, or the 3rd LB vs. a 3 LB Box.
BOX: Term used with Zone READ schemes where the QB and Bluffer read the
Backside LB (2 LB Box) or Middle LB (3 LB Box). If the LB fits towards front
side of run, QB keeps, bluffer sheds DE and protects for keep. If LB scrapes
backside for keep, the QB hands off and the Bluffer stays and cuts off DE.
BYPASS: Term used with the BLUFF technique when the read key comes up
field, the bluffer protects for the handoff and bypasses inside, then looks inside
linebacker to high safety.
36
CHASE: Term used with QB Zone schemes, the RB Fakes zone from the gun to
call side, QB rides mesh. The RB comes off fake and goes to backside cutoff DE.
QB runs QB Zone footwork.
CLIMB: Term used with TED scheme, tells the Climber to line up in a tight wing
position with the TE and the Climber and TE execute a STING block to the Front
side LB.
CRACK: Term used in reference to a split out WR or flexed TE. This tells the
tagged player to block the LB to their inside.
DOUBLE (BOB, TRUCK): Term that tells the offensive line to ID to the farthest
backside LB in the Box (Usually vs. a 3 LB Box).
DRAW: Can be Tagged onto ISO and BOB schemes. Line shows pass set 1st, then
releases to defenders Center is targeted to. Backs involved in scheme in backfield
show pass protection 1st and delay release to blocking assignment. TE releases to
block on schemes tagged with DRAW.
EXIT: Open side run scheme vs. a 3 Technique and DE expected squeeze. Tackle
blocks down on 3 Technique. Guard pulls and cuts the outside thigh of the DE.
FLIP: Misdirection Flip scheme where the RB works for width away. Everyone
else executes Inside Zone (F 22/23) and the FB fakes F 22/23. Backside Guard
and Backside Tackle execute a Swap to the Backside LB. On 18/19 Flip, the RB
and QB both show zone away from the call side for 1 step, then work back front
side for the option-style pitch.
GANG: Call used with OPTION schemes. It is used whenever there is a look
with a MAN ON and MA N OUTSIDE to the option side. Tells everyone to Track
block to the call side and reach to their gap play side and scoop everyone up. The
MAN OUTSIDE is the Pitch Key.
GAT: Stretch run scheme with 2 Pullers. TE has the DE wherever he is. 1st Puller
has the Front side LB. 2nd Puller has next defender to show inside.
37
GONE: Term tagged on to POWER OPTION and RUMBLE schemes. Tells
everyone front side that there blocking assignment moves over one defender
towards front side. It gets the Center on the pull instead of the Guard. It tells the
TE to C Gap Cut-Off the Backside, and the Backside Tackle and Guard to Swipe
to Backside LB – Like Backside of 2/3 Zone.
ISO: Isolation scheme to a TE side. Center is targeted to the Backside LB. Versus
a 3 LB box, FB is inserting on the Middle LB. Versus a 2 LB Box, FB is inserting
on Front side LB. Can be run with QB as well. Blocking Back can align front or
backside.
JET: Misdirection plays where the line will block ZONE (2/3) away from the call
side (i.e. LOFT 18 JET BOSS – Line would block “3”).
JOKER: Any PUNCH or RUMBLE scheme where the TE or Tackle has a MAN
ON and OUTSIDE, a JOKER call is made. Joker call tells the TE or TACKLE to
block MAN ON and Puller to go to END MAN ON L.O.S.
KEEP: Term tagged onto run schemes that tells the QB to fake handoff and then is
the ball carrier to FRONT SIDE of scheme.
MIKE: Can refer to two separate terms in the run game, first as a scheme, second
as an assignment tag:
1. SCHEME – Isolation scheme where the Front side Guard and Center will
push to the Front side LB and the FB will insert on the Backside LB. Versus
a 3 LB Box the FB will insert on the Middle LB.
2. ASSIGNMENT TAG – Typically used with the POWER OPTION scheme –
talks to the TE (Y). A MIKE tag tells the TE to arc release to the MIKE LB,
rather than BOSS to ALLEY.
O: Tagged on any zone schemes that go to an OPEN SIDE, tells the Center to push
to the widest LB in the box (Play side LB).
OPTION: Wide Zone Blocking Scheme leaving one for a Pitch Key to call side.
On 2 Back OPTIONS scheme leaves 2 Front side, one for the Pitch Key, one for
the FB.
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When tagged onto Zone Read schemes, leaves one more defender besides the Read
Key for the Pitch Key.
PUSH: Call given to the center from the QB to let him know we are running to the
open-end side when running 2-3 zone or 0-1.
OUT: Call given by the QB to the OL for them to push out to the next defender
outside the box with their blocking scheme. (Most common in odd man fronts)
PIN: Blocking term attached with a run play that talks to receivers that tells them
to “pin” the first man inside of them.
PITCH: Term attached to POWER schemes where the QB will still reverse out,
but instead of a handoff, will PITCH the ball to the RB. The RB should still stay
tight on the POWER scheme when on path to catching the PITCH.
POWER: 2 Back Gap scheme to a TE side with a combo scheme and a pulling
Backside Guard. The RB’s footwork is slide/scissor and go, reading it A-B-C Gap
out and the puller’s block. FB has the 3rd LB or Overhang. On QB Power with 2
Backs, the 2nd Back has the Safety.
POWER O: Is a Power scheme to an open side. Combo wheel goes to the 2nd LB
in Box. Puller goes to the Front side LB. FB/RB has the 1st Defender Outside the
Tackle Front side. TE Backside has to ARC to 3rd LB whether he is in the box or
out.
POWER OPTION: Is a Power O Scheme, but Puller has to read the Read Key
(usually DE) to find his fit on Front side LB. Instead of blocking the 1st defender
outside the Tackle, the FB or TE Front side has BOSS rules. The RB lines up
backside with QB in the Gun, turns shoulders and goes, QB reads Read Key to
determine whether to keep or hand off.
PULL: Attachment to run game where the tagged position runs a PULL route
rather than executing their normal assignment for the run game scheme.
PUNCH: Power run scheme out of 1 Back sets. Is a Combo scheme with a pulling
Backside Guard. Footwork for the RB is the same as on Power.
39
QB SAME SIDE: Tells the RB to line up and fake a Same Side handoff, staying
on the Frontside of the play (mesh) then execute their blocking assignment after
the fake.
READ: Used with run schemes to leave the 1ST DEFENDER OUTSIDE THE
TACKLE to the BACKSIDE unblocked as a Read Key. In schemes such as “BOB
READ”, the READ takes precedence over the BOB in terms of assignment for a
TE backside. This would tell the TE to ARC rather than block the DE to his side.
RUMBLE: Gap scheme that involves 2 Pullers. Typically the 2 Pullers are the
Backside Guard and Backside Tackle. When a Position is tagged, for example “F
Rumble”, that position becomes the 2nd Puller rather than the Backside Tackle.
The 1st Puller is still the Backside Guard.
Rumbles taken from the home set involves counter footwork by the RB. Rumbles
taken from the Gun (Typically with a READ scheme) involve footwork by the RB
similar to Zone footwork, but at a slower pace due to the involvement of Pullers.
QB Rumbles are taken from the Gun. When there is a tagged position for the
second puller, there can be a FAKE or NO FAKE of the POWER OPTION
mechanics by the tagged puller. In either case, the tagged 2nd Puller (F/U/Y)
should have a wide alignment pre-snap if they are in the backfield. When there is a
FAKE, the Back fakes Power Option, reads the 1st Puller’s fit and reacts
accordingly to find the Front Side LB. When there is NO FAKE, the Back Steps
Up, reads the 1st Puller’s fit, and finds the Front Side LB.
SAME SIDE: Can refer to both a SAME SIDE BLUFF or to a particular run
scheme. When SAME SIDE (SS) is used along with a run scheme, it refers a
shotgun run play and tells the RB where to line up. On zone and punch schemes
from the gun, the RB would typically line up backside in the gun and cross the ball
on the mesh. SAME SIDE ZONE or PUNCH aligns the RB to the frontside of the
scheme in the gun.
40
SCOOP: Term used on OPTION schemes to TE side. Tells the TE to STING with
Tackle to Front side LB. In 2 Back OPTIONS vs. a 3 LB look, tells TE to EAT
with Tackle to Middle LB.
SLICE: Term that implies automatic PISTOL backfield alignment. The QB will
clear for the mesh with the RB with his back TO the call side/front side (i.e. “22
Slice – QB’s back opens to right). The RB, from the pistol set will come downhill,
entering the mesh away from the call side. Upon clearing the mesh, the RB will
“SLICE” (push laterally with square shoulders) to the frontside of the run scheme.
SLIDE: In the run game, a slide call is made by the TE in POWER OPTION
schemes. This call tells the offensive unit that the TE, rather than BOSSing to the
alley to block the overhang will instead block the DE (typically the Read Key) like
POWER and the QB will now read the OVERHANG. The TE wants to make a
SLIDE call in POWER OPTION schemes when the defender he is to BOSS to is
tight to the L.O.S. and he will have to put his body in a bad position to execute the
block.
The WR should stay on the corner if he is the run force (Cov. 2 Look).
LOPE motion implies and automatic SMACK by the WR in motion on run plays.
41
STATUE: Misdirection scheme, can be executed with a RB, WR, or QB.
Blocking for O-Line and WR’s is Convoy Rules. Play side Tackle oversets DE
and invites him inside to pin him. Back in Backfield not getting the handoff,
shuffle-shuffle-pins to play side, chips DE and works to alley.
TACO: Tackle trap run scheme with a pulling backside tackle targeted at the lone
LB in the box (Run only vs. 5 man box, unless it is QB Taco).
TED: Outside run scheme with Fold blocking and 2 pullers. Can be run with the
RB or QB. TE has the DE wherever he is. Play stays on vs. a 9 Technique. 1st
Puller has Force Defender, 2nd Puller has Front side LB.
TRUCK: Isolation scheme with a pulling Backside Tackle. Backside Tackle has
Front side LB. Center targets to the 2nd LB. Can also be run with QB using F
Truck, F blocks like BOB.
WHAM READ: Run Scheme where we will read the first down lineman to the
backside of the center. The WHAM READ concept can also be used with TED
schemes.
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FAST BREAK (TWO MINUTE) OFFENSE
Will be used late in ball game to come from behind or score to break a tie. May
also be used earlier in game in order to begin to catch up if behind by more than 7
points. In either case, the objective is to move the ball into scoring position as
quickly as possible efficiently using as little of the clock as possible. Depending
on the score and time remaining, it is possible that (if we are moving the ball
efficiently and effectively against the clock), we could get into scoring position
with the two minute offense and go into our slow down offense in order to score,
go ahead, and not leave the opponent enough time to come back and score.
3. QB must remind our offense in the huddle that we are in “Fast Break
Offense” and the snap count is on “CAT” and we must hustle at all times.
Kill It is on “DOWN”.
4. QB must eye the bench for signal. If signaler points at QB, the QB will call
the play.
5. Everyone must hustle full speed, unpile quickly, sprint to your alignment.
QB must audible while the offense is getting lined up.
6. All ball carriers must get the ball out of bounds. If you have the ball in the
middle of the field and have or can get the 1st down, that might be the
quickest way to get the clock stopped (stops on 1st down to move chains).
Passes to get the ball out of bounds after a completion: Outs/Flats/Square
Outs/Trail Outs/Unders/Seam Flags
7. Whenever the clock is stopped but will start up when official signals
(example: after a first down, injury, penalty) everyone should be lined up
and the audible called. As soon as the official signals ready for play, the QB
can take the snap.
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8. Always know how many time outs remain. Always look to sideline for time
out signal. Sprint to official yelling and signaling time out. Don’t let time
run off clock while trying to call time out.
11. Anyone can call time out when in “Two Minute Offense.” Coach Snyder can
call time out off the sideline.
12. We will have a receiver – T.O. Sub on the sideline. When designated he
will enter field, call T.O. with nearest official and continue to substitute.
13. QB should tell referee that you want a T.O. immediately after the next play
when that is appropriate. You still must tell him after the play, but now he is
looking for the call.
14. Use “Kill It” to stop clock when the loss of a down will not affect us.
Certainly not on the 4th down. When you do not have time on the clock for
all the remaining downs and one or less timeouts use “Kill Its”.
15. If no T.O.’s left and clock is running out and offense can’t get set in time,
execute “Kill It” even though we’ll get a penalty. Referee will mark off
penalty and start clock. By that time everyone should be set, the audible
called and it should take only 1 second to start the play.
16. The clock will stop and stay stopped when the following things happen:
a. A time out is called by a player on the field.
b. A pass falls incomplete.
c. A ball goes out of bounds (last 2 min. of the half).
d. A time out is called by the referee to control crowd noise.
17. The clock will stop and then start after the referee signals that the ball is
ready for play when the following things happen:
a. A penalty is assessed, except for certain penalties near the end of a
half and then at the referee’s discretion.
b. A first down is made.
c. A player is injured.
d. The referee calls time out for a measurement.
e. The referee calls time out for game administration.
f. A ball goes out of bounds (more than 2 min. left in the half).
44
18. Special Situation: If a third or fourth and short situation arises and we must
go for the 1st down – the QB must know and have practiced in advance what
that play should be.
19. Likewise, the QB should know and have practiced that last play and last two
play sequences.
20. We cannot always force the ball into the boundary. If the secondary rolls up
the secondary to prevent quick outs, etc. we must exploit the middle with Ins
and Verticals because the defense has weakened itself there. The same is
true of checks and convoys. We still can get the ball on the boundary with
seam flags involved with the smash scheme.
21. Time permitting, we want a blend of run and pass (Draws, Shovels, etc).
45
4 MINUTE (SLOW DOWN) OFFENSE
Used to run as much time off the clock as possible without turning the ball over to the
opponent. May be used at any time. Most likely late in game when we are ahead. May
be used earlier when in the lead to shorten the game and give opponent few opportunities.
1. Sideline Signal is arm swing like official indicating to keep the clock moving.
4. QB will take the snap as the 40/25 second clock goes from 2 seconds to 1 second
(therefore, using virtually all the time.) If 40/25 second clock is not working, we
will have a stop watch on the sideline and point to the QB when 5 seconds
remaining on the 40/25 second clock.
5. Regardless of play, no one goes out of bounds (ball carriers) and stay up as long as
possible.
6. Protect the ball with both hands because defense will try to strip the ball. If any
danger of the strip – go to the ground.
7. The officials will start 40 second clock when the previous play is blown dead.
9. QB asks the referee, while the clock is running how many time outs remaining for
the opponent.
We must know how many time outs the opponent has remaining. We then will
determine if we will need a first down to run the clock out. This process will be as
follows (assuming that it is 1st down):
46
If the time on the clock is less than shown for any of these situations, we can run
the clock out without getting a first down.
If the time on the clock is more than shown, we will need a first down.
By executing the process as outlined in 1-9 above we can run off more time than
indicated.
If the time indicates, we can run the clock out without giving up the ball. We
would prefer to run VICTORY (slow to go down) or (Flanker/ Wing) 88-89 Run
(the QB Sweep with two lead blockers) to use up more time on the clock, but
but with lost yardage and a greater risk of fumble (QB must be secure with
ball).
The clock will stop and stay stopped when the following things happen:
a. A time out is called by a player, a coach, or the referee. (The referee’s
time out for crowd noise will keep the clock stopped until the snap).
c. The ball goes out of bounds (last two minutes of the half).
d. When a delay penalty is taken in an effort to run the clock for the full
40/25 seconds after the ball is marked ready for play.
The clock will stop and then start when the referee signals that the ball is ready for
play when the following things happen:
a. A penalty is assessed.
b. A player is injured.
e. The ball goes out of bounds (prior to the last two minutes of the half).
It is important for a QB to know that an official crosses his arms over his head to
signal the clock operator to stop the clock.
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GAME TEMPO
QUICK (CODE WORD – CAT/ SIGNAL – BOTH HANDS WITH INDEX FINGERS
ABOVE THE EYE AND THE SECOND FINGER BELOW– PEER THROUGH)
• AFTER THE PLAY IS OVER (QB-BACKS-TE’s-WR’s) LOOK FOR PERSONNEL
GROUPING
• OL LINES UP
• SIGNAL CALLERS WILL GIVE CAT SIGNAL ; CENTER GIVES TO OL
• LOOK FOR FORMATION & PLAY SIGNALS (SIGNAL FOR WHEN DONE
SIGNALING) NOTE: IF PLAYER MISSES SIGNAL PUT CUPPED HAND TO
EAR AND SIGNAL CALLERS WILL SIGNAL AGAIN.
• QB GIVES O-LINE LIVE NUMBER & PLAY
• SNAP COUNT ON 1 (DOWN-SET-GO)
• AGAIN (QB-BACKS-TE’s-WR’s) LOOK IMMEDIATELY AFTER PLAY IS
OVER TO GET INFORMATION
• O-LINE LINES UP
FAST BREAK (CODE WORD – BREAK/ SIGNAL – BREAKING A TWIG)
• AFTER PLAY OVER (QB-BACKS-TE’s-WR’s) LOOK FOR PERSONNEL
GROUPING
• O-LINE LINES UP
• GENERALLY FAST BREAK INITIATED ON THE SIDE LINE BUT IF
INITIATED ON THE FIELD SIGNAL CALLERS WILL GIVE THE BREAK
SIGNAL; CENTER GIVES TO OL
• (QB-BACKS-TE’s-WR’s) LOOK FOR FORMATION & PLAY SIGNALS – GO
LINE UP
• QB GIVES THE O-LINE THE PLAY ONLY (NO LIVE NUMBER)
• BLOCKING CALL MAY FOLLOW (QB LOOK TO SIDELINE)
• SNAP COUNT ON 1 (DOWN – SET – GO)
• AGAIN (QB-BACKS-TE’s-WR’s) LOOK IMMEDIATELY AFTER PLAY IS
OVER TO GET INFORMATION
• O-LINE LINES UP
NORMAL (FREEZE & A PLAY) – (CODE WORD WILDCAT/ SIGNAL – 4
FINGERS ABOVE THE HEAD WITH THE PALM FORWARD)
• AFTER PLAY OVER (QB-BACKS-TE’s-WR’s) LOOK FOR PERSONNEL
GROUPING
• O-LINE LINES UP
• WILDCAT TEMPO SIGNALLED; CENTER GIVES TO OL
• (QB-BACKS-TE’s-WR’s) LOOK FOR FORMATION & PLAY SIGNALS -GO
LINE UP
• QB GIVES THE O-LINE A LIVE NUMBER AND THE PLAY
• FREEZE (DOWN – SET - GO)
• QB LOOKS TO SIDELINE – (QB-BACKS-TE’s-WR’s) LOOK WHEN QB
LOOKS
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• SIGNAL FOR RUN IT (FORE FINGER WIPE UNDER NOSE)
• DOWN – SET - GO
• OR CHECK SIGNAL AND PLAY
• QB GIVES O-LINE THE PLAY
• SNAP COUNT ON 1 (DOWN – SET - GO)
• AGAIN (QB-BACKS-TE’s-WR’s) LOOK IMMEDIATELY AFTER PLAY IS
OVER TO GET INFORMATION
• O-LINE LINES UP
FREEZE WITH A DUMMY (CODE WORD - DOG/SIGNAL- HAND OPENING
AND CLOSING AS IF A DOG BARKING)
• AFTER PLAY OVER (QB-BACKS-TE’s-WR’s) LOOK FOR PERSONNEL
GROUPING
• O-LINE LINES UP
• TEMPO SIGNALLED; CENTER GIVES TO OL
• (QB-BACKS-TE’s-WR’s) LOOK FOR FORMATION & DUMMY SIGNAL
GO LINE UP
• QB GIVES THE O-LINE A DUMMY NUMBER AND A DUMMY PLAY
• FREEZE (DOWN – SET - GO)
• QB LOOKS TO SIDELINE – (QB-BACKS-TE’s-WR’s) LOOK WHEN QB
LOOKS
• (QB-BACKS-TE’s-WR’s) LOOK FOR SIGNAL FOR A PLAY
• QB GIVES A PLAY TO THE O-LINE (2ND PLAY IS AUTOMATICALLY
LIVE)
• SNAP COUNT ON 1 (DOWN – SET - GO)
• AGAIN (QB-BACKS-TE’s-WR’s) LOOK IMMEDIATELY AFTER PLAY IS
OVER TO GET INFORMATION
• O-LINE LINES UP
• AGAIN (QB-BACKS-TE’s-WR’s) LOOK IMMEDIATELY AFTER PLAY IS
OVER TO GET INFORMATION
• O-LINE LINES UP
49
PASS TERMS
CHANGE Changes scheme route assignments for #2 and #3 receivers.
LUKE/ROGER Slides protection to the left (LUKE) or to the right (ROGER) in no back sets; if
sliding to a defender outside the box tag his number.
FLIP Buys the center to the weak side and puts the back on #4 used with our max
protections (73-72/ 77-76)
FLOP Buys the center to the call side and puts the back on #4 to that side in our slide
protections (65-64/ 69-68).
FORCE Swing by back with one or two blockers at the LOS to throw to vs. 1 on 1 or 2 or
2 situations (For example: zone blitz 9)
NOW Block by the outside receiver and bubble to the inside receiver or block by
the outside and inside receiver and bubble to the middle or #3 receiver.
NOSE Now to the play side and smoke to the back side.
NOZZEL Now to the play side and a slow to the back side.
NOPE Now to the play side and a poke to the back side.
SMOKE Hitch to the outside receiver away from the play. If there is an inside
receiver he will block.
SARGE Thrown to a 3-receiver side with the outside and middle receiver (#3
receiver blocking and the inside receiver running a hitch.
SCAN Puts our back on blocking responsibilities inside to outside play side to back side
#4. (Automatic on 65-64/ 63-62)
(UPDATED 7/17/2018)
AUDIBLES
COLORS
0 SERIES BLACK
10 SERIES BROWN
20 SERIES GREEN
30 SERIES GRAY
40 SERIES GOLD
50 SERIES YELLOW
60 SERIES BLUE/ WHITE
70 SERIES SILVER
80 SERIES RED
90 SERIES PURPLE
OTHER
NO HUDDLE CADENCE’S (CAT, JUNGLE, RABBIT, TURTLE, ICE, FREEZE)
NO HUDDLE TEMPO’S (MILK, NORMAL, BREAK)
AUDIBLES
RUN PLAY
1 OR 0 1 OR 0 ZONE FOLD FROM UNDER CENTER
11-10 11 OR 10 ZONE FOLD FROM GUN
11-10 R 11 OR 10 ZONE FOLD READ FROM GUN
21-20 21-20 ZONE FOLD FROM TWO BACKS
55 DQ 55 QB DRAW
64 STR-Q 64 QB STATUE R
65 STL-Q 65 QB STATUE L
75 STR 75 STATUE RIGHTS
75 STL 75 STATUES LEFT
NO BACK PASS
50 50 PASSES (TAG SCHEME)
55 WL 55 W FOLLOW
55 XL GUM 55 X FOLLOW W BUBBLE
55 ZL 55 Z FOLLOW
55 2-O-L 55 TWO OUT FOLLOWS
55 2L YO 55 TWO FOLLOW Y OUT
55 2L RO 55 TWO FOLLOW R OUT
55 G-ZU 55 EVERYBODY GO Z UNDER
55 2-O-ST 55 TWO UNDER STOP
PERSONNEL
11 STANDING HANDS TO THE SIDE
10 STANDING TWO HANDS BEHIND THE BACK (SHOWING NO HANDS)
12 STANDING WITH TWO HANDS ON THE HIP
13 BENDING OVER WITH TWO HANDS ON THE KNEES
20 STANDING WITH ARMS FOLDED
21 STANDING WITH TWO HANDS IN THE POCKET
22 STANDING WITH TWO HANDS RESTING ON TOP OF THE HEAD
TEMPO’S
RABBIT BOTH INDEX FINGERS POINTED UP NEXT TO HEAD
TURTLE HANDS STACKED WITH THUMBS OUT
FOX 2 HOOK ‘EM SIGNS BESIDE HEAD OUT POINT TO BALL CONT.
SNOW WAVE ARMS UP & DOWN AS IF MAKING SNOW ANGEL
SQUEEZE SQUEEZE HANDS OUT IN FRONT OF CHEST
QUICK USING BOTH HANDS PUT INDEX FINGER ABOVE THE EYE
(CAT) AND NEXT FINGER BELOW THE EYE & PEER THROUGH
FAST BREAK BREAKING A STICK IN FRONT OF YOU (BREAK)
NORMAL NO SIGNAL/ ONE HAND OVER HEAD WITH FINGERS SPREAD
(WILDCAT) PALM TOWARD FIELD
DOG HAND SIMULATING A BARKING DOG
FREEZE RUB HANDS ON ARMS AS IF YOU ARE COLD
F PLACE LEFT ARM OUT WITH THE RIGHT ARM EXTEND ACROSS AND
OUT FROM THE BODY TO FORM THE LOOK OF AN F
Z HAND MAKING A Z
Y RIGHT ARM HIGH OVER HEAD AT SLIGHT ANGLE AND LEFT ARM
STRETCHED HIGH LEFT AT APPROXIMATELY A 45 DEGREE ANGLE
FORMATIONS
PRO R EXTEND THE LEFT ARM OUT TO THE SIDE AND POINT THE
LEFT INDEX FINGER
PRO L EXTEND THE RIGHT ARM OUT TO THE SIDE AND POINT
THE RIGHT INDEX FINGER
RON (SPLIT) EXTEND THE LEFT ARM AND EXTEND THE INDEX FINGER
WITH THE THUMB UP AS TO SIMULATE A GUN
LOU (SPLIT) EXTEND THE RIGHT ARM AND EXTEND THE INDEX FINGER
WITH THE THUMB UP AS TO SIMULATE A GUN
TRIPS R EXTENDING THE LEFT ARM OUT AND THE LAST 3 FINGERS
TRIPS L EXTENDING THE RIGHT ARM OUT AND THE LAST 3 FINGERS
REX TWO HANDS ON TOP OF THE HEAD WITH THE FINGER TIPS
EXTENDED UPWARD
LEE ONE HAND ON TOP OF THE HEAD WITH THE FINGER TIPS
EXTENDED UPWARD
SPREAD R SPREADING BACK AND FORTH WITH ONE HAND OVER TOP
OF THE OTHER HAND AND THEN EXTENDING THE LEFT ARM
AND INDEX FINGER
SPREAD L SPREADING BACK AND FORTH WITH ONE HAND OVER TOP
OF THE OTHER HAND AND THEN EXTENDING THE RIGHT ARM
AND INDEX FINGER
TOTE R OVER POINT AT TOE AND MAKE “R” SIGNAL FOLLOWED BY OVER
SIGNAL
TOTE L OVER POINT AT TOE AND MAKE “L” SIGNAL FOLLOWED BY OVER
SIGNAL
SHIFTS
TRADE SLIDING THE HANDS TO AND AWAY FROM THE BODY WITH
THE PALMS UP
MOTIONS
WHIP LIKE YOU ARE USING A BULL WHIP WITH ONE HAND
BLOCKING CALLS
CRACK BOTH ARMS EXTENDED OUT AND DOWN TO THE SIDE WITH
THE INDEX FINGERS POINTING TO THE BUTT
RUN SIGNALS
KICK ARM OUT, HAND DOWN WITH PALM FACING BODY, WRIST
FLICK UPWARDS
PASS SIGNALS
GET OPEN TWO HANDS PRESSED TOGETHER AT THE PALMS AND THEN
OPENED UP
GLANCE POST SIGNAL WITH ONE HAND
HUNT RIFLE
PLAY ACTION
12/13 DRAW 10
22/23 ISO 11
22/23 BOB 14
22/23 MIKE 17
QB 22/23 MIKE 18
QB 24/25 POWER 22
26/27 REVERSE 37
28/29 BOB 45
22/23 REVERSE 51
[21/22] Gun- slide sprint draw step, Aim BS leg of center, RD 1st DL BS thru to 2nd level
R Pistol- slide sprint draw step, Aim FS leg of center, RD 1st DL PS thru to 2nd level
[11] frontside block MDM/ backside cut-off.
[21/22] Block 1st defender off backside tackle’s or end’s block. (Bob)
F [11/12Gun- slide sprint draw step, Aim BS leg of center, RD 1st DL BS thru to 2nd level
Pistol- slide sprint draw step, Aim FS leg of center, RD 1st DL PS thru to 2nd level
.
Frontside: Zone rules. Possible “Up” call. Backside: C gap cut off
Y Backside of Read: Arc rules
Frontside: base drive. Possible “Stud/Up” call. Backside: C gap cut off
U Backside of Read: Arc rules. **If off the LOS see “F” rules.
Frontside: MDM
Z Backside: Cut-off
Frontside: MDM
W Backside: Cut-off
X Frontside: MDM
Backside: Cut-off
PLAYSIDE Basic Zone 1. Man Over-Base Drive Stud/Up
TACKLE
PLAYSIDE Basic Zone 1. Man On/Inside Cog
GUARD
1. ID Mike Lber
Basic Zone 2. Shaded NG P.S. = “Cog” Cog/Fold/Zone It
CENTER 3. Shaded NG B.S. = “Fold” Bring It
4. Any gray area looks = “Zone It”
BACKSIDE Basic Zone 1. Man On to Mike LB
Swipe
X Frontside: MDM
Backside: Cut-off
PLAYSIDE Basic Zone 1. Man Over-Base Drive Stud/Up
TACKLE
PLAYSIDE Basic Zone 1. Man On/Inside Stud/Up
GUARD
1. ID Mike Lber – Push to furthest LB in Box
Basic Zone 2. Shaded NG P.S. = “Cog” Cog/Fold/Zone It
CENTER 3. Shaded NG B.S. = “Fold” Bring It
4. Any gray area looks = “Zone It”
Open to 5 to Rt/7 to Lt; extension of arm at mesh point is critical. Boot away after
QB exchange. (Slice): QB pistol; open back to the hole.
[21/22] Gun- slide sprint draw step, Aim BS leg of center, RD 1st DL BS thru to 2nd level
R Pistol- slide sprint draw step, Aim FS leg of center, RD 1st DL PS thru to 2nd level
[11] Frontside block MDM/ backside cut-off.
[21/22] 1st defender off backside tackle’s or end’s block.
F [11/12Gun- slide sprint draw step, Aim BS leg of center, RD 1st DL BS thru to 2nd level
Pistol- slide sprint draw step, Aim FS leg of center, RD 1st DL PS thru to 2nd level
X Frontside: MDM
Backside: Cut-off
PLAYSIDE Basic Zone 1. Man Over – Coverlock Tag/Sting/Oscar/Stud
2. Key Onside Defender
TACKLE 3. SCOOP – Tighten A.P.
PLAYSIDE Basic Zone 1. Man Over– Coverlock Scoop/Tag
2. Key Onside Down Defender
GUARD 3. Possible “Bump” vs Gap Nose Playside
1. Man Over – Coverlock Badger/Scoop
Basic Zone
CENTER 2. Key Onside Down Defender Slip/Triple
3. Possible “Bump” vs Heavyset Nose Backside Bring It
BACKSIDE Basic Zone 1. Man Over – Tite Cut - Off Slip/Triple/Swipe
2. Key Onside Down Defender Man
GUARD
1. Man Over – Block “B” Gap Defender
BACKSIDE Basic Zone 2. Key Onside Defender Swipe/Triple/Man
TACKLE 3. Read WLB
2/3 – 12/13 – 22/23 “O” 4
X Frontside: MDM
Backside: Cut-off
PLAYSIDE Basic Zone 1. Man Over– Coverlock Tag/Big/Out
2. SCOOP – Tighten A.P.
TACKLE 3. Versus C -Gap Threat = Bring It Call (only alerted by QB)
PLAYSIDE Basic Zone 1. Man Over– Coverlock Scoop/Tag/Bring It
2. Key Onside Down Defender
GUARD 3. Possible “Bump” vs Gap Nose Playside
Basic Zone 1. Man Over– Coverlock Badger/Scoop/Bring It
CENTER 2. Push to furthest LB in the BOX Slip/Triple
3. If ODD, target BSLB
BACKSIDE Basic Zone 1. Man Over– Cut - Off Slip/Triple/Swipe
GUARD 2. Key Onside Down Defender Man
1. Man Over– Block B-Gap Defender
BACKSIDE Basic Zone 2. Read Will Lber Swipe/Triple/
3. Key onside defender Man
TACKLE 4. Possible “Bump” vs tight 5 tech BS
12/13 – 22/23 “O” Read 5
X Frontside: MDM
Backside: Cut-off
PLAYSIDE Basic Zone 1. Man On– Coverlock Tag/Big/Out/Bring It
2. SCOOP – Tighten A.P.
TACKLE 3. Versus C -Gap Threat = Bring it Call (only when out alerted by QB)
PLAYSIDE Basic Zone 1. Man Over– Coverlock Scoop/Tag/Bring It
2. Key Onside Down Defender
GUARD 3. Possible “Bump” vs Gap Nose Playside
Basic Zone 1. Man Over– Coverlock Badger/Scoop/Bring It
CENTER 2. Push to furthest LB in the BOX Slip/Triple
3. If ODD, slip to BSLB
BACKSIDE Basic Zone 1. Man Over – Cut - Off Slip/Triple/Swipe
2. Key Onside Down Defender
GUARD
BACKSIDE Basic Zone 1. Man Over– Block B-Gap Defender Swipe/Triple
2. Read Will Lber- no man call vs. read
TACKLE 3. Key onside down defender
12/13 – 22/23 Wham Read (“O”) 6
Open with near foot at 45° back. Ride. Eye on read either 3 tech or shade. Make decision by time the
QB ball has reached even with your belt buckle. If pull get downhill in B Gap. Other wise take fake to B
Gap.
[20/21] slide sprint draw step, Aim FS leg of center, RD 1st DL FS thru to 2nd level – execute fake
R if not given ball
[10/11] frontside block MDM/ backside cut-off.
[10,11,12]- ] slide sprint draw step, Aim FS leg of center, RD 1st DL FS thru to 2nd level – execute fake if not given ball
F [20]- Arc technique. When running ball, Slide step hit mesh with pace.
X Playside: MDM
Backside: Cut-off
PLAYSIDE Basic Zone 1. Man Over – Coverlock Tag/Sting/Oscar/Stud
2. SCOOP – Tighten A.P.
TACKLE
PLAYSIDE Basic Zone 1. Man Over– Coverlock Scoop/Tag/Bring It
2. Key Onside Down Defender
GUARD 3. Possible “Bump” vs Gap Nose Playside
1. Man Over – Coverlock
Basic Zone 2. Key Onside Down Defender
Badger/Scoop/Bring It
CENTER 3. Possible “Bump” vs Heavyset Nose Backside Slip/Triple
4. Vs. Odd/Any grey area alert “Zone It”
When zone runner- slide sprint draw step, Aim BS leg of center, RD 1st DL BS thru to 2nd level –
F execute fake if not given ball. When option runner- Bucket step. Get into 5 yd pitch relationship with
QB.
QB open to play side and reach on mesh for handoff. Boot after handoff.
QB
[10/11/12] frontside block MDM/ backside cut-off.
R [21] Gun- slide sprint draw step, Aim BS leg of center, RD 1st DL BS thru to 2nd level
Pistol- slide sprint draw step, Aim FS leg of center, RD 1st DL PS thru to 2nd level
[10/11/12] Gun- slide sprint draw step, Aim BS leg of center, RD 1st DL BS thru to 2nd level
F Pistol- slide sprint draw step, Aim FS leg of center, RD 1st DL PS thru to 2nd level
X Frontside: MDM
Backside: Cut-off
PLAYSIDE Basic Zone 1. Tag Tag/Up
2. Up
TACKLE
PLAYSIDE Basic Zone 1. 3 Tech– Tag to PSLB Uno/Tag
2. Uno to BSLB vs. 1 Tech
GUARD
Basic Zone 1. Slip with NG Backside Uno/Slip
CENTER 2. Uno to BSLB when NG playside
Reverse out footwork; execute exchange to Fullback; after exchange fake Flip away from
QB action.
[10/11/12/20/21/22] slide step, Aim inside leg of Guard, RD 1st DL FS thru to 2nd level
F
Frontside: Zone rules- Base, Sting, Stud, Oscar, Bring It
Y Backside: C gap cut off
Frontside: Zone rules- Base, Sting, Stud, Oscar, Bring It
U Backside: C gap cut off **If off the LOS see “F” rules.
Frontside: MDM
Z Backside: Cut-off
Frontside: MDM
W Backside: Cut-off
X Frontside: MDM
Backside: Cut-off
PLAYSIDE Basic Zone 1. Man Over – Coverlock Tag/Sting/Oscar/Stud
2. Key Onside Defender
TACKLE 3. SCOOP – Tighten A.P.
PLAYSIDE Basic Zone 1. Man Over– Coverlock Scoop/Tag
2. Key Onside Down Defender
GUARD 3. Possible “Bump” vs Gap Nose Playside
Basic Zone 1. Man Over – Coverlock Badger/Scoop
CENTER 2. Key Onside Down Defender Slip/Triple
3. Possible “Bump” vs Heavyset Nose Backside Bring It
BACKSIDE Basic Zone 1. Man Over – Tite Cut - Off Slip/Triple/Swipe
2. Key Onside Down Defender Man
GUARD
1. Man Over – Block “B” Gap Defender
BACKSIDE Basic Zone 2. Key Onside Defender Swipe/Triple/Man
TACKLE 3. Read WLB
12/13 Draw 10
SS FS
C
C
S M W
E T N E
Y X
R W
Slip
F
Q
1 Back Draw Scheme
Seat ball to show pass. Extend ball to far hip of the back coming from the backside.
QB
[10/11] Frontside: MDM
R Backside: Cut-off.
[10/11] Take from backside, show protection first, then slide across mesh and press
F frontside.
Frontside: Release, block F/S LB, Carry and refit.
Y
N/A
U
Frontside: MDM
Z Backside: Cut-off
Frontside: MDM
W Backside: Cut-off
X Frontside: MDM
Backside: Cut-off
PLAYSIDE Basic Lead 1. Man On/outside Big/Insert
2. Pass set – Base drive
TACKLE 3. Alert “Insert” vs Odd front & no C-gap threat
PLAYSIDE Basic Lead 1. Man On/outside Scoop/Uno/Big
2. Pass set – Base drive/wheel
GUARD 3. Be alert for T/E twist
Basic Lead 1. Pass set – drive to MLB/BSLB Scoop/Uno/Slip
CENTER 2. Alert “Ace” vs 2i tech Badger
3. Insert alert = “Uno”
1. Man over
BACKSIDE Basic Lead 2. Pass set – base cut-off
Slip/Swipe/Man
Big
GUARD 3. Alert “Big” on “Insert” call
W M S W M S
E T N E R E N E
Uno
Big Uno (Insert)
3 – 4 STACK ( STACK )
W M S $
E N E
Big Uno (Insert)
22/23 Iso 11
Reverse out to 6; make the exchange; execute Pop Out Pass technique after exchange
QB
[21/22] Slide step downhill with width; Read A-gap
R [11] Frontside: MDM Backside: backside cut-off
[21/22] Block widest LB in the Box vs. 2 LB scheme; MLB vs. 3 LB scheme; same footwork as R
F
Frontside: Zone rules- No Sting. Possible “Up” call.
Y Backside: C gap cut off
Frontside: Zone rules- No Sting. Possible “Up” call. Backside: C gap cut off
U Off line: See F if [12]
Frontside: MDM
Z Backside: Cut-off
Frontside: MDM
W Backside: Cut-off
X Frontside: MDM
Backside: Cut-off
PLAYSIDE Insert 1. Man Over – Base Drive Stud/Up/Oscar
TACKLE
PLAYSIDE Insert 1. Man On/Inside – Base Drive Uno
GUARD
Insert 1. Drive to BSLB Uno/Ace/Slip/Badger
CENTER 2. Alert “Ace” vs 2i Fan
3. Alert “Fan” if BSLB becomes EMOL
BACKSIDE Insert 1. Man on/outside – Base Cut - Off Slip/Big/Fan
2. Inside footwork vs 3 tech
GUARD
BACKSIDE Insert 1. Man on/outside – Base Cut-off Big/Fan/Levels
2. Work levels vs threat of #4
TACKLE
22/23 Iso Draw 12
QB Set ball-show pass; underneath hand off in gun; carry out pass fake after exchange.
R [21] Show pass protection; be patient; work fast across mesh; read frontside A-gap
[21] Show pass protection; be patient; block widest LB in the Box vs. 2 LB scheme; MLB
F vs. 3 LB scheme; same footwork as R
Frontside: Zone rules- No Sting. Possible “Up” call with “draw” technique.
Y
N/A
U
Frontside: MDM
Z Backside: Cut-off
Frontside: MDM
W Backside: Cut-off
X Frontside: MDM
Backside: Cut-off
PLAYSIDE Insert 1. Man Over Stud/Up/Oscar
2. Pass set – Base drive
TACKLE 3. Be alert for T/E twist – set vertical
PLAYSIDE Insert 1. Man On/Inside Uno
2. Pass set – Base drive/wheel
GUARD 3. Be alert for T/E twist
Insert 1. Pass set – drive to BSLB Uno/Ace/Fan
CENTER 2. Uno – look to wheel the NG
3. Alert “Ace” vs 2i tech
BACKSIDE Insert 1. Man on/outside Slip/Big/Fan
2. Pass set – cut-off/wheel
GUARD
BACKSIDE Insert 1. Man on/outside Big/Fan/Levels
2. Pass set – club – work levels vs threat of #4
TACKLE 3. Be alert for T/E twist – set vertical
QB 22/23 Iso Draw 13
3 buzz; show pass; read frontside A gap; plant off back foot and get down hill.
QB
[10/11] Frontside: MDM; Backside: Cut-off
R
[10/11/12] Show pass protection; be patient; block widest LB in the Box vs. 2 LB
F scheme; MLB vs. 3 LB scheme (Read as if you were running the ball)
Frontside: Zone rules- No Sting. Possible “Up” call with “Draw” technique.
Y
See F if [12]
U
Frontside: MDM
Z Backside: Cut-off
Frontside: MDM
W Backside: Cut-off
X Frontside: MDM
Backside: Cut-off
PLAYSIDE Insert 1. Man Over Stud/Up/Oscar
2. Pass set – Base drive
TACKLE 3. Be alert for T/E twist – set vertical
PLAYSIDE Insert 1. Man On/Inside Uno
2. Pass set – Base drive/wheel
GUARD 3. Be alert for T/E twist
Insert 1. Pass set – drive to BSLB Uno/Ace/Fan
CENTER 2. Uno – look to wheel the NG
3. Alert “Ace” vs 2i tech
BACKSIDE Insert 1. Man over Slip/Big/Fan
2. Pass set – cut-off/wheel
GUARD
BACKSIDE Insert 1. Man over Big/Fan/Levels
2. Pass set – club – work levels vs threat of #4
TACKLE 3. Be alert for T/E twist – set vertical
22/23 Bob 14
Reverse out to 6; extend ball to RB; execute Pop Out Pass technique after exchange
QB
[20/21] Slide sprint draw step downhill with width; Read first DL to PS
R [10/11] Frontside: MDM Backside: backside cut-off
X Frontside: MDM
Backside: Cut-off
PLAYSIDE Basic Lead 1. Man on/outside Big/Insert
2. Base drive
TACKLE 3. Alert “Insert” vs Odd front & no C-gap threat
PLAYSIDE Basic Lead 1. Man on/outside Scoop/Uno/Big
2. Base drive
GUARD
Basic Lead 1. Base Drive to MLB/BSLB Scoop/Uno/Slip
CENTER 2. Alert “Ace” vs 2i tech Badger
3. Insert alert = “Uno”
BACKSIDE Basic Lead 1. Man over/outside Slip/Swipe/Man
2. Base cut-off Big
GUARD 3. Alert “Big” on “Insert” call
BACKSIDE Basic Lead 1. Man over/outside Swipe/Swoop/Sup
2. Base cut-off Man/Big
TACKLE 3. Alert “Big” on “Insert” call
22/23 Bob Draw 15
X Frontside: MDM
Backside: Cut-off
PLAYSIDE Basic Lead 1. Man On/outside Big/Insert
2. Pass set – Base drive
TACKLE 3. Alert “Insert” vs Odd front & no C-gap threat
PLAYSIDE Basic Lead 1. Man On/outside Scoop/Uno/Big
2. Pass set – Base drive/wheel
GUARD 3. Be alert for T/E twist
Basic Lead 1. Pass set – drive to MLB/BSLB Scoop/Uno/Slip
CENTER 2. Alert “Ace” vs 2i tech Badger
3. Insert alert = “Uno”
1. Man over/outside
BACKSIDE Basic Lead 2. Pass set – base cut-off
Slip/Swipe/Man
Big
GUARD 3. Alert “Big” on “Insert” call
X Frontside: MDM
Backside: Cut-off
PLAYSIDE Basic Lead 1. Man On/outside Big/Insert
2. Pass set – Base drive
TACKLE 3. Alert “Insert” vs Odd front & no C-gap threat
PLAYSIDE Basic Lead 1. Man On/outside Scoop/Uno/Big
2. Pass set – Base drive/wheel
GUARD 3. Be alert for T/E twist
Basic Lead 1. Pass set – drive to MLB/BSLB Scoop/Uno/Slip
CENTER 2. Alert “Ace” vs 2i tech Badger
3. Insert alert = “Uno”
1. Man over
BACKSIDE Basic Lead 2. Pass set – base cut-off
Slip/Swipe/Man
Big
GUARD 3. Alert “Big” on “Insert” call
Reverse out to 6; extend ball to RB; execute Pop Out Pass technique after exchange.
QB
[20/21] Slide sprint draw step downhill with width; Read FS DL
R
[20/21] Line up Backside, Come downhill and block Backside LB vs. a 2 LB Box, Middle
F LB vs. a 3 LB Box.
Backside: Man over cut off
Y (alert release to Safety w/ Big/Out call)
See F if [12]
U
Frontside: MDM
Z Backside: Cut-off
Frontside: MDM
W Backside: Cut-off
X Frontside: MDM
Backside: Cut-off
PLAYSIDE Basic Lead 1. Man on/outside Big/Tag
2. Base drive
TACKLE 3. Alert “Big” vs. ODD Front, “Tag” vs. Stack
PLAYSIDE Basic Lead 1. Man on/outside Scoop/Big/Tag
2. Base drive
GUARD 3. Work w/C to F/S LB with 1 Tech.
Basic Lead 1. Base Drive to PSLB Scoop/Slip
CENTER 2. Alert “Scoop” or “Slip” to PSLB Badger
3. Alert “Badger” vs. Bear
BACKSIDE Basic Lead 1. Work Swipe w/BST to #3 in the Box Slip/Swipe/Man
2. Tag w/BST vs. Stack to the B/S LB Big/Tag
GUARD 3. Vs. Bear Slip w/C to P/S LB
BACKSIDE Basic Lead 1. Work Swipe w/BSG to #3 in the Box Swipe/Tag
2. Tag w/BSG vs. Stack to the B/S LB Man/Big/Out
TACKLE 3. Vs. Bear Cutoff 3 Tech.
QB 22/23 Mike 18
[20/21] Line up Backside, Come downhill and block Backside LB vs. a 2 LB Box, Middle
F LB vs. a 3 LB Box.
Backside: Man over cut off
Y (alert release to Safety w/ Big/Out call)
See F if [12]
U
Frontside: MDM
Z Backside: Cut-off
Frontside: MDM
W Backside: Cut-off
X Frontside: MDM
Backside: Cut-off
PLAYSIDE Basic Lead 1. Man on/outside Big/Tag
2. Base drive
TACKLE 3. Alert “Big” vs. ODD Front, “Tag” vs. Stack
PLAYSIDE Basic Lead 1. Man on/outside Scoop/Big/Tag
2. Base drive
GUARD 3. Work w/C to F/S LB with 1 Tech.
Basic Lead 1. Base Drive to PSLB Scoop/Slip
CENTER 2. Alert “Scoop” or “Slip” to PSLB Badger
3. Alert “Badger” vs. Bear
BACKSIDE Basic Lead 1. Work Swipe w/BST to #3 in the Box Slip/Swipe/Man
2. Tag w/BST vs. Stack to the B/S LB Big/Tag
GUARD 3. Vs. Bear Slip w/C to P/S LB
BACKSIDE Basic Lead 1. Work Swipe w/BSG to #3 in the Box Swipe/Tag
2. Tag w/BSG vs. Stack to the B/S LB Man/Big/Out
TACKLE 3. Vs. Bear Cutoff 3 Tech.
12/13 – 22/23 Truck 19
X Playside: Man on
Backside: Cut-off
PLAYSIDE Basic Lead 1. Man On/outside Big
2. Base drive
TACKLE
PLAYSIDE Basic Lead 1. Man On/outside Scoop/Uno
2. Base drive
GUARD
Basic Lead 1. Base drive to MLB/BSLB Uno/Scoop/
CENTER 2. Alert “Ace” vs 2i tech Ace/Slip
1. Man over/ outside
BACKSIDE Basic Lead 2. Base cut-off
Slip/Man
GUARD 3. Secure B Gap
W M W M S
E T N E S E T N E
W M S W M
E N T E E N T E S
Uno Ace
W M W M S
R E N E S E N T E
UNO
W M S W M
$
E N E E T N E S
UNO Uno
QB 12/13–22/23 Truck 20
Take snap. Play fake away from call. Read pullers block on PSLB. Take to A Gap defender.
QB
Playside: Block overhang defender.
R Backside: Cut-off
X Playside: Man on
Backside: Cut-off
PLAYSIDE Basic Lead 1. Man On/outside Big
2. Base drive
TACKLE
PLAYSIDE Basic Lead 1. Man On/outside Scoop/Uno
2. Base drive
GUARD
Basic Lead 1. Base drive to MLB/BSLB Uno/Scoop/
CENTER 2. Alert “Ace” vs 2i tech Ace/Slip
1. Man over/ outside
BACKSIDE Basic Lead 2. Base cut-off
Slip/Man
GUARD 3. Secure B Gap
X Frontside: MDM
Backside: Cut-off
PLAYSIDE Super Angle 1. Stop Penetration/build wall Trio/Trey/Duo/Single
2. “Deuce” or “Now” get eyes on I/S # Deuce/Now
TACKLE
PLAYSIDE Super Angle 1. Stop Penetration/build wall Duo/Single/Slam/Seal
2. NG slants away; climb to BSLB Deuce/Now
GUARD
Super Angle 1. Stop Penetration/build wall Back/Single/Badger
CENTER 2. Alert “badger” vs Cub/Bear Slam/Seal/Cat
3. Lightning = single vs tite shade NG
BACKSIDE Super Angle 1. Skip Pull for the Middle or PSLB (1st color playside)
2. Hug the Double Team, Hit it w/ Speed
GUARD 3. Read block of TE/Kick out Block
BACKSIDE Super Angle 1. Fill / Pull, Seal, Wheel Cat
2. “Badger” = cut-off 3 tech
TACKLE 3. Alert “Lightning” if Man on Man Outside
QB 24/25 Power 22
QB Gun: Heels @ 5; take snap; set ball; plant off back foot; hit down hill in A-gap.
[11/12/21/22] Block over hang defender; no over hang block widest LB in box. Block
F 3rd most dangerous defender.
Frontside: Block DE (Trio/Trey/Now) * Tap inside hip to signal FB vs Bear.
Y Backside: C Gap. Fill (3 LB Rule)
If on line – BSCO; If frontside: Block DE where ever he is
U If off line – Block over hang defender; no over hang block widest LB in box.
Frontside: MDM
Z Backside: Cut-off
Frontside: MDM
W Backside: Cut-off
X Frontside: MDM
Backside: Cut-off
PLAYSIDE Super Angle 1. Stop Penetration/build wall Trio/Trey/Duo/Single
2. “Deuce” or “Now” get eyes on I/S # Deuce/Now
TACKLE
PLAYSIDE Super Angle 1. Stop Penetration/build wall Duo/Single/Slam/Seal
2. NG slants away; climb to BSLB Deuce/Now
GUARD
Super Angle 1. Stop Penetration/build wall Back/Single/Badger
CENTER 2. Alert “badger” vs Cub/Bear Slam/Seal/Cat
3. Lightning = single vs tite shade NG
BACKSIDE Super Angle 1. Skip Pull for the Middle or PSLB (1st color playside)
2. Hug the Double Team, Hit it w/ Speed
GUARD 3. Read block of TE/Kick out Block
BACKSIDE Super Angle 1. Fill / Pull, Seal, Wheel Cat
2. “Badger” = cut-off 3 tech
TACKLE 3. Alert “Lightning” if Man on Man Outside
24/25 Power “O” 23
X Frontside: MDM
Backside: Cut-off
PLAYSIDE Super Angle 1. Block 2nd LB in Box Duo/Deuce/Single
2. Stop penetration/build wall
TACKLE 3. “Deuce” or “Now” get eyes on I/S #
PLAYSIDE Super Angle 1. Stop Penetration/build wall Duo/Deuce/Single
2. NG slants away; climb to BSLB Now
GUARD
Super Angle 1. Stop Penetration/build wall Back/Single/Badger
CENTER 2. Alert “badger” vs Cub/Bear Slam Seal
3. Lightning = single vs tite shade NG
BACKSIDE Super Angle 1. Skip Pull & block PSLB
2. Read kick out block
GUARD
BACKSIDE Super Angle 1. Fill / Pull, Seal, Wheel Cat
2. “Badger” = cut-off 3 tech
TACKLE 3. Alert “Lightning” if Man on Man Outside
QB 24/25 Power “O” Search 24
X Frontside: MDM
Backside: Cut-off
PLAYSIDE Super Angle 1. Block 2nd LB in Box Duo/Deuce/Single
2. Stop penetration/build wall
TACKLE 3. “Deuce” or “Now” get eyes on I/S #
PLAYSIDE Super Angle 1. Stop Penetration/build wall Duo/Deuce/Single
2. NG slants away; climb to BSLB Now
GUARD
Super Angle 1. Stop Penetration/build wall Back/Single/Badger
CENTER 2. Alert “badger” vs Cub/Bear Slam Seal
3. Lightning = single vs tite shade NG
BACKSIDE Super Angle 1. Skip Pull & block PSLB
2. Read kick out block
GUARD
BACKSIDE Super Angle 1. Fill / Pull, Seal, Wheel Cat
2. “Badger” = cut-off 3 tech
TACKLE 3. Alert “Lightning” if Man on Man Outside
QB 25 POWER “O” SEARCH
SPLIT WEAK (EVEN) QB 25 POWER “O” SEARCH SPLIT WEAK SWAP (EVEN) QB 25 POWER “O” SEARCH
W M W M S
E T N E S E T N E
Duo Duo
4 – 3 OVER ( MIDDLE) QB 25 POWER “O” SEARCH 4 – 3 STRONG SAM ( EVEN ) QB 25 POWER “O” SEARCH
W M S W M
E N T E E N T E S
Duo Duo
3 – 4 ( ODD ) QB OVER CALL (24 POWER) BEAR ( BEAR ) QB 25 POWER “O” SEARCH
W M M S
E N E S W E N T E
Trey Single
Slam
Seal
W M S
$
E N E
Uno
14/15 – 24/25 Power Option 25
Gun: Heels @ 5 ½; shuffle playside, read D-end’s body demeanor if he can tackle back,
QB hand ball off.
[21] Wide alignment, inside leg on backside tackle’s midline. Rip near shoulder and hit mesh @ full
R speed, if end can’ tackle you will get ball, if not great fake.
[10/11] Block support.
[10/11] (See R)
F [20/21/22] Boss or Double Boss puts you on most dangerous alley defender.
Frontside: Boss call puts you on alley defender – Inside out. “Slide Call” vs. tight
Y overhang defender – Block like Power. Backside: Arc for most dangerous.
Frontside: Boss call puts you on alley defender – Inside out.
U
Frontside: Support rule – Smack call puts you on safety.
Z Backside: Cut-off
Frontside: 1st man on or inside of you.
W Backside: Cut-off
QB Gun: Heels @ 5; take snap; slide and fake to “R” – work away from the fake and pin the 5
technique.
[21] Rip near shoulder and hit mesh @ full speed, take handoff and flip to W on
R Reverse.
X Frontside: MDM
Backside: Cut-off
PLAYSIDE Super Angle 1. Block down, let 3 tech beat across face. Duo
2. Look to peel and clean up backside.
TACKLE
PLAYSIDE Super Angle 1. Release inside and climb tow 2nd LB Duo
2. Be prepared to cutoff Nose vs. ODD
GUARD Let him beat you across face and seal away.
Super Angle 1. Block back on NG, let him beat you Back/ Release to alley
CENTER across face. Release flat down line
and attack alley defender.
BACKSIDE Super Angle 1. Skip Pull for the Middle or PSLB (1st color playside)
2. Hug the Double Team, Hit it w/ Speed
GUARD 3. Read block of TE/Kick out Block
BACKSIDE Super Angle 1. Take angle to BSLB and seal him away from
Play.
TACKLE
14/15 – 24/25 Shovel 27
[20/21 Split] Show pass; step up to 2 yds from LOS; work across Center for shovel;
R if QB keeps = block alley; if QB shovels = catch ball
[20/21 Split] Block alley rule to call side.
F [10/11/12] Show pass; step up to 2 yds from LOS; work across Center for shovel;
if QB keeps = block alley; if QB shovels = catch ball
Frontside: Arc rules
Y Backside: C gap Fill (3 LB rule).
If on line: See Y rules
U If off line: Block alley rules to call side
Frontside: MDM
Z Backside: Cut-off
Frontside: MDM
W Backside: Cut-off
X Frontside: MDM
Backside: Cut-off
PLAYSIDE Super Angle 1. Block 2nd LB in Box Duo/Deuce/Single
2. Stop penetration/build wall
TACKLE 3. “Deuce” or “Now” get eyes on I/S #
PLAYSIDE Super Angle 1. Stop Penetration/build wall Duo/Deuce/Single
2. NG slants away; climb to BSLB Now
GUARD
Super Angle 1. Stop Penetration/build wall Back/Single/Badger
CENTER 2. Alert “badger” vs Cub/Bear Slam Seal/Gone
3. Lightning = single vs tite shade NG
BACKSIDE Super Angle 1. Skip Pull & block PSLB
Gone
2. Read the DE
GUARD 3. “Gone” Call = Block Man On
BACKSIDE Super Angle 1. Fill / Pull, Seal, Wheel Cat
2. “Badger” = cut-off 3 tech
TACKLE 3. Alert “Lightning” if Man on Man Outside
4/5 – 14/15 Punch 28
X Frontside: MDM
Backside: Cut-off
PLAYSIDE Super Angle 1. Block 2nd LB in Box Duo/Deuce/Trio/Trey/
2. Joker alert. Block 1st LB in box Single/Now
TACKLE 3. “Deuce” or “Now” get eyes on I/S #.
PLAYSIDE Super Angle 1. Stop Penetration/build wall Duo/Single/Slam Seal/
2. NG slants away; climb to BSLB Deuce/Now
GUARD 3. Joker alert vs. odd = “Uno”
Super Angle 1. Stop Penetration/build wall Back/Single/Badger
CENTER 2.
3.
Joker alert vs. odd = “Uno”
Alert “Badger” vs. Bear 2 Lber look Slam Seal/Cat
4. Lightning = Single vs. tite shaded NG
X Frontside: MDM
Backside: Cut-off
1. Stop Penetration/build wall
PLAYSIDE Super Angle 2. “Deuce” or “Now” get eyes on I/S #
Duo/Deuce/Single
Switch
TACKLE 3.
4.
“Switch” alert block man on/inside
Arc=Block openside rules
1. Stop Penetration/build wall
PLAYSIDE Super Angle 2. NG slants away; climb to BSLB
Duo/Deuce/Single
Now/Switch
GUARD 3.
4.
“Switch” alert block man on/inside
Arc=Block openside rules
Super Angle 1. Stop Penetration/build wall Back/Single/Badger
CENTER 2. Possible alert “badger” vs Cub/Bear Slam/Seal/Cat/Gone
3. Lightning = single vs tite shade NG
BACKSIDE Super Angle 1. Pull & kick out EMOL
Gone
2. Sweep=log EMOL
GUARD 3. Switch=skip pull for PSLB
BACKSIDE Super Angle 1.
2.
Skip pull & block PSLB
Sweep=look to pull around log block
Lightning
TACKLE 3.
4.
Switch=skip pull for MLB to BSLB
F/Y/U call=Fill
QB 14/15 – 24/25 (F,Y,U) Rumble 30
Show read away from call. Hit down hill and read backside puller.
QB
[21 Split] Arc; alley rules apply
R [11] Frontside: MDM Backside: Cut-off
[21 Split] Block frontside LB if tagged “F” (Switch= MLB to BSLB)..[11/12] Show read away block 1st defender
F O/S BST or TE block unless tagged “F” (Switch= MLB to BSLB). If tagged “Swing” swing away from the call.
Frontside: Rail (Trio, Trey, Now; possible Arc or Switch scheme (man over)
Y Backside: Fill **Y call Y will pull for frontside LB (Switch= MLB to BSLB)
If on line: See Y rules
U If off line: See F rules
Frontside: MDM
Z Backside: Cut-off
Frontside: MDM
W Backside: Cut-off
X Frontside: MDM
Backside: Cut-off
1. Stop Penetration/build wall
PLAYSIDE Super Angle 2. “Deuce” or “Now” get eyes on I/S #
Duo/Deuce/Single
Switch
TACKLE 3.
4.
“Switch” alert block man on/inside
Arc=Block openside rules
1. Stop Penetration/build wall
PLAYSIDE Super Angle 2. NG slants away; climb to BSLB
Duo/Deuce/Single
Now/Switch
GUARD 3.
4.
“Switch” alert block man on/inside
Arc=Block openside rules
Super Angle 1. Stop Penetration/build wall Back/Single/Badger
CENTER 2. Possible alert “badger” vs Cub/Bear Slam/Seal/Cat/Gone
3. Lightning = single vs tite shade NG
BACKSIDE Super Angle 1. Pull & kick out EMOL
Gone
2. Sweep=log EMOL
GUARD 3. Switch=skip pull for PSLB
BACKSIDE Super Angle 1.
2.
Skip pull & block PSLB
Sweep=look to pull around log block Lightning
TACKLE 3.
4.
Switch=skip pull for MLB to BSLB
F/Y/U call=Fill
4/5 – 14/15 – 24/25 (F,Y,U) Rumble “O” 31
Pocket ball; open 5/7 away from call; execute exchange over the top handoff; boot away after exchange
QB **If “Read” heels at 5 yds – read BS DE for give/keep.
If give execute fake; if keep accelerate through C-gap. If called to same side void Read rules
[20/21] Slide step away; plant O/S foot; work to over the top exchange; read puller’s block
R [20/21 Split] If “Read” heels at 6 yds; wait for QB to catch snap; work hard thru mesh; read puller’s block
[10/11] Frontside: MDM Backside: Cut-off
[21/22] Block 1st defender backside unless tagged “F” then pull for frontside LB. (Switch=MLB - BSLB)
F [21 Split] Block 1st defender backside unless tagged “F” then pull for frontside LB.(Arc)(Switch=MLB - BSLB)
[11/12] Slide step away; plant O/S foot; work to over the top exchange; read puller’s block
Backside: Fill (alert 3 LB box) Backside of read: Arc rules
Y **Y call Y will pull for frontside LB (Switch= MLB to BSLB)
If off line: See F rules
U
Frontside: MDM
Z Backside: Cut-off
Frontside: MDM
W Backside: Cut-off
X Frontside: MDM
Backside: Cut-off
1. Block 2nd LB in box
PLAYSIDE Super Angle 2. Stop penetration/build wall
Duo/Deuce/Single
Switch
TACKLE 3.
4.
“Switch” alert block man on
“Deuce” or “now” get eyes in I/S #
PLAYSIDE Super Angle 1. Stop Penetration/build wall Duo/Deuce/Single
2. NG slants away; climb to BSLB Now/Switch
GUARD 3. “Switch” alert block man inside
Super Angle 1. Stop Penetration/build wall Back/Single/Badger
CENTER 2. Possible alert “badger” vs Cub/Bear Slam/Seal/Cat/Gone
3. Lightning= single vs tite shade NG
BACKSIDE Super Angle 1. Pull & kick out EMOL
Gone
2. Sweep=log EMOL
GUARD 3. Switch=skip pull for PSLB
BACKSIDE Super Angle 1.
2.
Skip pull & block PSLB
Sweep=look to pull around log block
Lightning
TACKLE 3.
4.
Switch=skip pull for MLB to BSLB
F/Y /U call=Fill
QB 14/15 – 24/25 (F,Y,U) Rumble “O” 32
X Frontside: MDM
Backside: Cut-off
1. Block 2nd LB in box
PLAYSIDE Super Angle 2. Stop penetration/build wall
Duo/Deuce/Single
Switch
TACKLE 3.
4.
“Switch” alert block man on
“Deuce” or “now” get eyes in I/S #
PLAYSIDE Super Angle 1. Stop Penetration/build wall Duo/Deuce/Single
2. NG slants away; climb to BSLB Now/Switch
GUARD 3. “Switch” alert block man inside
Super Angle 1. Stop Penetration/build wall Back/Single/Badger
CENTER 2. Possible alert “badger” vs Cub/Bear Slam/Seal/Cat/Gone
3. Lightning = single vs tite shade NG
BACKSIDE Super Angle 1. Pull & kick out EMOL
Gone
2. Sweep=log EMOL
GUARD 3. Switch=skip pull for PSLB
BACKSIDE Super Angle 1.
2.
Skip pull & block PSLB
Sweep=look to pull around log block
Lightning
TACKLE 3.
4.
Switch=skip pull for MLB to BSLB
F/Y/U call=Fill
24/25 F Rumble “O” Gone 33
Pocket ball; open 5/7 away from call; execute exchange over the top handoff; boot away
QB after exchange.
[21/22] Slide step away; plant O/S foot; work to over the top exchange; read puller’s
R block.
[21/22] Tagged “F” makes F the 2nd Puller. Step up and read the block by the Center (1st Puller) With
F a “Gone” call, F pulls for the 1st LB frontside vs. a 3 LB Box. Versus a Split Front (2 LB Box), pulling for
the Safety.
When “Gone” is tagged, Backside TE must cutoff “C” Gap.
Y
See rules for F if [12].
U
Frontside: MDM
Z Backside: Cut-off
Frontside: MDM
W Backside: Cut-off
X Frontside: MDM
Backside: Cut-off
PLAYSIDE Super Angle 1. Block 2nd LB in Box Duo/Deuce/Single
2. Stop penetration/build wall Switch
TACKLE 3. “Deuce” or “Now” get eyes on I/S #
PLAYSIDE Super Angle 1. Stop Penetration/build wall Duo/Deuce/Single
2. NG slants away; climb to BSLB Now/Switch
GUARD
1. Read pull and Kickout DE.
Super Angle 2. Stick eyes in Rabbit Hole, force kickout. Gone/Back/Single
CENTER Let his technique force the log. Badger/Slam Seal
3. If 1 Tech backside, Gone call is OFF.
BACKSIDE Super Angle 1. Swipe w/BST up to 3rd LB in Box
Swipe/ Skip Pull
2. If 1 Tech Backside, “Gone” is “Off”. Skip
GUARD pull and block regular Power Option Boss
BACKSIDE Super Angle 1. Swipe with BSG Swipe/ Fill
2. “Gone OFF”, Fill – Skip Pull Hinge
TACKLE 3. Alert “Lightning” if Man on Man Outside
QB 24/25 F Rumble “O” Gone Search 34
Slide step playside and work downhill at the “A” Gap, working inside out; Can slide faking
QB Power Option and then work up at the “A” Gap inside out.
[10/11/21] Tagged “F” makes you the 2nd puller, “Gone” call puts you on 1st LB play side vs. a 3
F LB Box. Step up and read the block of the center.
When “Gone” is tagged, Backside TE must cutoff “C” Gap.
Y
See rules for F if [12].
U
Frontside: MDM
Z Backside: Cut-off
Frontside: MDM
W Backside: Cut-off
X Frontside: MDM
Backside: Cut-off
PLAYSIDE Super Angle 1. Block 2nd LB in Box Duo/Deuce/Single
2. Stop penetration/build wall Switch
TACKLE 3. “Deuce” or “Now” get eyes on I/S #
PLAYSIDE Super Angle 1. Stop Penetration/build wall Duo/Deuce/Single
2. NG slants away; climb to BSLB Now/Switch
GUARD
1. Read pull and Kickout DE.
Super Angle 2. Stick eyes in Rabbit Hole, force kickout. Gone/Back/Single
CENTER Let his technique force the log. Badger/Slam Seal
3. If 1 Tech backside, Gone call is OFF.
BACKSIDE Super Angle 1. Swipe w/BST up to 3rd LB in Box
Swipe/ Skip Pull
2. If 1 Tech Backside, “Gone” is “Off”. Skip
GUARD pull and block regular Power Option Boss
BACKSIDE Super Angle 1. Swipe with BSG Swipe/ Fill
2. “Gone OFF”, Fill – Skip Pull Hinge
TACKLE 3. Alert “Lightning” if Man on Man Outside
QB 24/25 F RUMBLE O GONE SEARCH
SPLIT WEAK (EVEN) QB 25 F Rumble “O” Search SPLIT WEAK SWAP (EVEN) QB 25 F Rumble “O” Search
“Gone” OFF “Gone” OFF
M W W M S
E T N E E T N E
Duo Duo
W M S
W M
E N T E
E N T E S
Duo Swipe
Duo
3 – 4 ( ODD ) QB 25 F Rumble “O” Joker Search BEAR ( BEAR ) QB 25 F Rumble “O” Search
(“Gone” OFF) (“Gone” OFF)
W M M S
R E N E S W T N E $
Joker Uno Single
W M S
$
E N E
Uno
6/7 – 16/17 – 26/27 35
[21/22] By pass 1st defender outside end man on L.O.S.; look for alley threat
F [11/12] Sprint for pitch relationship; 5 yds separation; keep relationship (good 1st step)
Frontside: Seal PSLB (Sting call); leave support defender for QB (pitch key); 2 defenders O/S (Gang call);
Y w/ tight 9 tech “Sam” call makes DE pitch key; w/ wide 9 tech “Thru” call makes DE pitch key
Backside: C Gap rip thru
X Frontside: MDM
Backside: Cut-off
PLAYSIDE Basic Lead
1.
2.
Seal PSLB (Sting)
Be alert for “Gang” call
Outside Sting/Gang/
Tag/Thru
TACKLE 3.
4.
“Thru” call=Seal next LB I/S to far safety
“Sam” call=secure PS C-Gap to MLB
1. Block B Gap to backside
PLAYSIDE Basic Lead 2. Read man over Slash/Scoop/Gang/Triple
3. No penatration
GUARD 4. Uncovered or triple call = TAG
1. Block A Gap to backside
Basic Lead Slash/Scoop/Slip/Triple
CENTER 2. Alert triple vs shaded NG P.S.
3. Slip vs heavy NG backside
BACKSIDE Basic Lead 1. Man over-grease cut-off Swipe
2. Key P.S. Defender
GUARD
BACKSIDE Basic Lead 1. Man over-grease cut-off/levels Swipe/Levels
2. Block B-gap threat
TACKLE 3. No B-gap threat-work levels
6/7 – 16/17 – 26/27 (Open Side) 36
[20/21] Sprint for pitch relationship; 5 yds separation; keep relationship (good 1st step)
R [10/11] Frontside: MDM Backside: Cut-off
[20/21/] By pass 1st defender outside end man on L.O.S.; look for alley threat; (Bob call block frontside LB) (Load = DE)
F [10/11/12] Sprint for pitch relationship; 5 yds separation; keep relationship (good 1st step)
X Frontside: MDM
Backside: Cut-off
1. Seal PSLB
PLAYSIDE Basic Lead 2. Tight 5 Tech or wide LB – Loop (Skip pull) Tag/Loop/Gang
3. Alert Gang Call vs C-gap threat
TACKLE 4. 26/27 vs middle open = seal PSLB, middle open = MLB to near Safety
[20/21] Sprint for pitch relationship; 5 yds separation; keep relationship (good 1st step); carry
R out relationship of option on fake.
[20/21] By pass 1st defender outside end man on L.O.S.; look for alley threat.
F [10/11/12] See Rules for R.
Frontside: Seal PSLB (Sting call); leave support defender for QB (pitch key); 2 defenders O/S (Gang call);
Y w/ tight 9 tech “Sam” call makes DE pitch key; w/ wide 9 tech “Thru” call makes DE pitch key
Backside: C Gap rip thru.
X Frontside: MDM
Backside: Cut-off
1. Seal PSLB
PLAYSIDE Basic Lead 2. Tight 5 Tech or wide LB – Loop (Skip pull) Tag/Loop/Gang
3. Alert Gang Call vs C-gap threat
TACKLE 4. 26/27 vs middle open = seal PSLB, middle open = MLB to near Safety
Frontside: Zone rules. No Stud (Base reach) (PST uncovered= “Wide Sting”).
Y Backside: C Gap rip thru
Frontside: Zone rules. N Stud (Base reach) (PST uncovered= “Wide Sting”).
U Backside: C Gap rip thru
Frontside: MDM
Z Backside: Cut-off
Frontside: MDM
W Backside: Cut-off
X Frontside: MDM
Backside: Cut-off
PLAYSIDE Basic 1. Reach man over Tag/Sting/Bring It
2. Uncovered=wide sting
TACKLE Zone 3. Covered=reach
PLAYSIDE Basic 1.
2.
Reach man over
Uncovered=wide Tag
Slash/Scoop/
GUARD Zone 3. Covered=Reach Tag/Bring It
4. Sting call = Alert Slash
X Frontside: MDM
Backside: Cut-off
PLAYSIDE Basic 1. Reach man over Tag
Zone 2. Scoop=Tighten A.P.
TACKLE
1. Reach man over
PLAYSIDE Basic 2. Uncovered=wide Tag
Scoop/Tag/Bring it
GUARD Zone 3. Covered=Reach
[10/11] Lead Open toe step. Aiming Pt is 2 yd outside T. Read EMOL to 2nd Level
F [20/21] If Boss, block support
U
Frontside: MDM
Z Backside: Cut-off
Frontside: MDM
W Backside: Cut-off
X Frontside: MDM
Backside: Cut-off
PLAYSIDE Basic 1. Reach man over Tag/Big/Base
Zone 2. Scoop=Tighten A.P.
TACKLE
1. Reach man over
PLAYSIDE Basic 2. Uncovered=wide Tag
Scoop/Tag/Zone It
GUARD Zone 3. Covered=Reach
QB receive snap attack apex of 3 yds out side and 1 yd behind end blocker. Plant off
QB outside foot, attack it downhill.
[10,11] Playside. Man over. Backside: Cut-off anything that crosses your path
R [20,21,31] Block high safety. By pass over hang
Block alley rules.
F
Playside: Zone rules with no stud.
Y Backside: C Gap rip thru.
Playside: Base reach man over.
U Backside: Cut-off
Frontside: MDM
Z Backside: Cut-off
Frontside: By pass over hang and block man on.
W Backside: Cut-off
X Frontside: MDM
Backside: Cut-off
PLAYSIDE Basic Zone 1. Pull & Block Force/# 3 - No Force look Inside Gat/Snatch
2. Run to Reach
TACKLE 3. 3 Tech Alert Gat
PLAYSIDE Basic Zone 1. Covered Reach # 1 Cog/Triple
GUARD 2. Uncovered pull for PSLB Gat/Snatch
3. “Gat” Pull for Force/# 3
Basic Zone 1. Pull & block the MLB/PSLB Cog/Triple
CENTER 2. Reach Tight NG – Alert “Triple” Slip
3. If LB Blocked Turn Inside
BACKSIDE Basic Zone 1. Man over-Grease Cut – Off Slip/Swipe
GUARD 2. Tight Shaded NG Alert “You” & cut NG Triple/Me
1. Man over-Grease Cut – Off/Levels
BACKSIDE Basic Zone 2. Block B-gap threat
Swipe/Triple
TACKLE 3. “You” call pull for BSLB
QB 18/19 – 28/29 Ted 43
Step back with near foot to handoff – slide – fake to back and work for width, reading
QB blocking scheme.
X Frontside: MDM
Backside: Cut-off
PLAYSIDE Basic Zone 1. Pull & Block Force/# 3 - No Force look Inside Gat/Snatch
2. Run to Reach
TACKLE 3. 3 Tech Alert Gat
PLAYSIDE Basic Zone 1. Covered Reach # 1 Cog/Triple
GUARD 2. Uncovered pull for PSLB Gat/Snatch
3. “Gat” Pull for Force/# 3
Basic Zone 1. Pull & block the MLB/PSLB Cog/Triple
CENTER 2. Reach Tight NG – Alert “Triple” Slip
3. If LB Blocked Turn Inside
BACKSIDE Basic Zone 1. Man over-Grease Cut – Off Slip/Swipe
GUARD 2. Tight Shaded NG Alert “You” & cut NG Triple/Me
1. Man over-Grease Cut – Off/Levels
BACKSIDE Basic Zone 2. Block B-gap threat
Swipe/Triple
TACKLE 3. “You” call pull for BSLB
28/29 Ted U Climb Wham Read 44
Step back with near foot to handoff, slide; Read 1st DL Backside of center; If Read chases
QB F, pull and hit downhill backside, if Read attacks you, hand off exchange, boot away.
X Frontside: MDM
Backside: Cut-off
PLAYSIDE Basic Zone 1. Pull & Block Force/# 3 - No Force look Inside Gat/Snatch
2. Run to Reach
TACKLE 3. 3 Tech Alert Gat
PLAYSIDE Basic Zone 1. Block down on 1 Tech “COG” Cog/Triple
GUARD 2. Uncovered pull for PSLB/Safety Gat/Snatch
3. “Gat” Pull for Force/# 3
Basic Zone 1. Pull & block the PSLB/Safety Cog/Badger
CENTER 2. Reach Tight NG
3. If LB Blocked Turn Inside
BACKSIDE Basic Zone 1. Jab and Read up to 2nd Lb in Box Jab and Read
GUARD
BACKSIDE Basic Zone 1. Work Man/Base on DE Man/Base
TACKLE
29/28 TED U CLIMB WHAM READ
W M S W M S
E T N E C E N T E C
W M S W M
C R E N E S C
E N T E
Jab&Read Slip
Jab&Read Gat
Sting
M S
W E N T E C
Badger
Gat
Sting
28/29 Bob 45
X Frontside: MDM
Backside: Cut-off
PLAYSIDE Basic Lead 1. Reach man on Tag
2. “Slash” = Tighten A.P.
TACKLE
PLAYSIDE Basic Lead 1. Reach man over Tag/Slash/Bring it
GUARD 2. “Triple” = Tag area
3. “Slip” = Tighten A.P.
Basic Lead 1. Reach to MLB/BSLB Slash/Slip/Triple
CENTER 2. Tight NG; P.S. alert “Triple” Bring it
3. Possible “slip” vs heavy set NG B.S.
BACKSIDE Basic Lead 1. Man over – Grease cut-off Slip/Swipe/Triple
2. Cut
GUARD
1. Man over – Grease cut-off/levels
BACKSIDE Basic Lead
2. Block B-gap threat
Swipe/Triple
TACKLE 3. Cut
8/9 – 28/29 Gat Boss 46
QB open to 4/7 o’clock – make exchange; setup for pass after exchange.
QB
Lead Open toe step. Aiming Pt is 2 yd outside T. Read EMOL to 2nd Level. Read puller’s
R blocks
BACKSIDE Cut-off
GUARD
BACKSIDE Cut-off any B gap threat, no B gap threat work levels.
TACKLE
QB 28/29 Gat Boss 47
BACKSIDE Cut-off
GUARD
BACKSIDE Cut-off any B gap threat, no B gap threat work levels.
TACKLE
8/9 – 18/19 Flip 48
[20/21/22] Slight hesitation; flat step away; work for width & speed; secure catch.
R [10/11] Frontside: MDM Backside: Cut-off
[20/21/22] Fake F 2-3 *19/18 Flip: (Gun) Fake Zone 1 Step away, then work for width.
F [10/11/12] Slight hesitation; flat step away; work for width & speed; secure catch.
Frontside: Execute zone blocking
Y Backside: Execute zone blocking
If on line: See Y rules
U If off line: Fake Belly; unless frontside then execute zone blocking away from flip
Frontside: MDM
Z Backside: Cut-off
Frontside: MDM
W Backside: Cut-off
X Frontside: MDM
Backside: Cut-off
PLAYSIDE Basic Zone 1. Man Over – Coverlock Tag/Sting/Oscar/Stud
2. Key Onside Defender
TACKLE 3. SCOOP – Tighten A.P.
PLAYSIDE Basic Zone 1. Man Over– Coverlock Scoop/Tag
2. Key Onside Down Defender
GUARD 3. Possible “Bump” vs Gap Nose Playside
Basic Zone 1. Man Over – Coverlock Badger/Scoop
CENTER 2. Key Onside Down Defender Slip/Triple
3. Possible “Bump” vs Heavyset Nose Backside Bring It
BACKSIDE Basic Zone 1. Man Over – Cut - Off Swap/Slip
2. “Swap” vs. 3 tech
GUARD
1. Man Over – Seal BSLB
BACKSIDE Basic Zone 2. “Swap vs 3 tech. Swap/Triple/Man
TACKLE 3. Man on man outside = Jab & Read the 5 tech
8/9 – 18/19 Rocket 49
Z Backside: Cut-off
**if designated could be ball carrier; hit w/ speed; slight depth after exchange; read EMOL block; could go inside of outside
Frontside: MDM
W Backside: Cut-off
**if designated could be ball carrier; hit w/ speed; slight depth after exchange; read EMOL block; could go inside of outside
Frontside: MDM
X Backside: Cut-off
**if designated could be ball carrier; hit w/ speed; slight depth after exchange; read EMOL block; could go inside of outside
Speed sweep with line blocking zone away. (Diagramed with “Boss” call. Without “Boss”
call back fakes away.
Time up motion so receiver can hit with speed. After exchange make fake to F unless
QB (“Boss” call). If “Boss” fake zone after fake.
Reverse
from
Zone action.
2 back or 1 back reverse off zone action
Fake zone play; hand ball off to designated WR; exchange should happen quickly after
QB fake at 7 yds depth; after exchange set up for pass.
[20/21/22] Slice 1st defender backside; if defender squeezes by pass to alley rules
F [10/11/12] Fake zone play to call side
To Reverse: C Gap seal.
Y Away from Reverse: Execute zone blocking
If on line: See Y rules
U If off line: Slice 1st defender backside; if defender squeezes by pass to alley rules
Frontside: MDM
Backside: Cut-off
Z **If designated ball carrier; work flat; then deepen to 7 yds; take exchange quickly after zone fake
Frontside: MDM
Backside: Cut-off
W **If designated ball carrier; work flat; then deepen to 7 yds; take exchange quickly after zone fake
Frontside: MDM
X Backside: Cut-off
**If designated ball carrier; work flat; then deepen to 7 yds; take exchange quickly after zone fake
X -7- Y
Swipe Q Tag W
F Badger
R
F
Fake 23; execute exchange to X; belly back to lead into alley for 1st defender to show.
QB
[20/21] Fake 23 and block alley rules.
R
[20/21] Line up in weak set tight to line, block B/S DE, let see first reverse, then pin for
F second reverse.
Block 22 rules
Y **Slow levels
N/A
U
N/A
Z
Reduce split slightly; work back with depth; catch pitch from X; accelerate up field after
W catch
Reduce split to 7 yds from Tackle; QB will hand you reverse quickly after fake; run
X reverse; give soft under hand toss to W
W M W M S
E T N E S E T N E
W M S W M
E N T E E N T E S
W M M S
R E N E S W E N T $ E
Slip Tag
Swipe Badger Oscar
3 – 4 STACK ( STACK )
W M S
$
E N E
Slip Tag
DROP BACK PROTECTIONS
50 1
55 2
61-60 3
63-62 4
65-64 5
69-68 6
67-66 7
SCAT 69-68 8
70 9
75 10
73-72 11
77-76/79-78 12
50 1
PLAYSIDE Basic 1.
2.
Block inside 5
Roger/Luke to – Find and slide to designated LB Fan
TACKLE 3.
4.
Solid = Find big dual threat
Molly = Sort
PLAYSIDE Basic 1.
2.
Block inside 5
Roger/Luke to – Find & slide to designated LB Molly
GUARD 3. Alert “Molly” vs. Odd (sort)
BACKSIDE Basic 1.
2.
Block inside 5
Roger/Luke away Alert “Big Dual” Big Dual
TACKLE 3.
4.
Solid = Find big dual threat
Molly = Sort
55 2
PLAYSIDE Basic 1.
2.
Block inside 5
Roger/Luke to – Find and slide to designated LB Fan
TACKLE 3.
4.
Solid = Find big dual threat
Molly = Sort
PLAYSIDE Basic 1.
2.
Block inside 5
Roger/Luke to – Find & slide to designated LB Molly
GUARD 3. Alert “Molly” vs. Odd (sort)
BACKSIDE Basic 1.
2.
Block inside 5
Roger/Luke away Alert “Big Dual” Big Dual
TACKLE 3.
4.
Solid = Find big dual threat
Molly = Sort
61-60 3
6 man protection
Quick game – back protects.
Under center : quick 3 step drop.
QB From “Gun” : stab – grab & throw timed up routes. 3 buzz all others.
Let QB identify Mike LB. Protection – Have 1st threat to your side of Mike LB and out at
R 2nd level. Stay in and find work if no threat comes.
Let QB identify Mike LB. Protection – Have 1st threat to your side of Mike LB and out at
F 2nd level. Stay in and find work if no threat comes.
Execute scheme called.
Y
Execute scheme called.
U
Execute scheme called.
Z
Execute scheme called.
W
X Execute scheme called.
Let QB identify Mike LB. Protection – Have 1st threat to your side of Mike LB and out at
R 2nd level. Execute scheme route if no threat comes.
Let QB identify Mike LB. Protection – Have 1st threat to your side of Mike LB and out at
F 2nd level. Execute scheme route if no threat comes.
Execute scheme called.
Y
Execute scheme called.
U
Execute scheme called.
Z
Execute scheme called.
W
X Execute scheme called.
Quick 3 Step Drop From Under Center. From “Gun” – Stab – Grab & Throw.
QB ** Possible “Flip” Call.
Appropriate Drop.
QB ** Possible “Flip” Call.
PASS SCHEMES
TABLE OF CONTENTS
SLANTS, ARROWS 3
HOOK 4
FADES/GO/FIRES/Q OUT 5
MAN BEATERS 6
75/77-6 OUTS 9
SPOTS 10-12
PULLS 13-14
STICK 15-16
OPTION 17-18
LEFTY/RIGHTY 19
SMASH 20-21
STAIRS 22
STEPS 23
LOOP IN 28
FOLLOWS 29
EVERYBODY GO 31-32
G ANGLE/ANGLE OUT 34
CURL 35
UPDATED JULY 17, 2016
SQUIRREL IN 36-37
MIDDLE 38
RETURNS 44
OVER 48
FORKS 49
SQUARE OUTS 50
STAR 53
RATS 54
TAMPA 55
FS FS
(5 Steps) (5 Steps) (5 Steps) (5 Steps) (5 Steps) (5 Steps)
C C C C
M W SS SS M
S E N T E E TW N E S
(3 Steps)
FS (5 Steps) (5 Steps) FS
C (3 Steps) C
C C (3 Steps)
SS (3 Steps)
M W SS M
S E N T E E TW N E S
TWINS LION
62 STOP 42 COV. 3 63 X STOP-SLANT 43-7 COV. 3
MAN
TWINS LEE
62 X STOP 42 COV. 3 73 STOP 50 MF
63-2 (73-2) (70) STOPS/SITS/SHORTS/OUTS 2
(5 Steps) (18-22)
SS FS(5 Steps) SS FS
(5 Steps) C
(12) (5 Steps)
C C
S M W
W M S C
E T N E E N T E
RHINO LION
72 STOP & GO 42 COV. 4 73 STOP 42 COV. 4
FS (5 Steps) (5 Steps) FS
(5 Steps) (8/6Steps)
C SS
C
C SS S M W W M S
C
E T N E E N T E
FLIP By QB
TRIPS L
72 OUT 43 MFT (Soft to X) LOT 73 STOP 42 COV. 4
QB
LOU SPLIT TRIPS RIGHT
70 STOP QB 43 MF 63 SPACE 42 COV. 3
(7 Steps) FS (7 Steps)
C
S M W SS
E N T E
RHINO
SCAT 68 SIT UNDER COV. 3
63-2 (73-2) (70) SLANTS/ARROWS 3
Common Elements: Backside: Outside Receiver – Mirror playside
Playside: Outside Receiver 3 step slant Inside: Bubble; If All Slant or if the playside is tagged; 3 step
Inside: Bubble; If All Slant called: 3 slant.
step slant.
Middle: Hot Under
*Arrow – 5 step slant
(3 Steps)
(3 Steps) FS (3 Steps) (3 Steps)
FS (3 Steps)
C C C
C
S M W SS SS W M S
E T N E E N T E
RHINO LION QB
72 QUICK SLANT 43 COV. 3 63 X SLANT 43-7 COV. 3
(Take Lid Off) (3 Steps)
FS FS (3 Steps)
(3 Steps)
SS (Man – run under) C C
C C
S M W SS W M S
E T N E E N T E
RHINO LION
62 ALL SLANT 43-7 COV. 3 73 SLANT & GO 43-7 COV. 3
(5 Steps) (5 Steps)
FS
C
C
M SS
S W
E T N E
RHINO
62 ARROW 43 COV. 3
60-61 HOOK 4
Common Elements: Backside: Single WR- Out
Playside: Outside Receiver Conversion Go Two WR- Flat
Inside: Outside Hook
Middle: Hook OTB
**Tagged WR/TE Runs Hook Over The Ball
FS FS
SS
SS
C
W M C W M S C
S
C
E T N E E T N E
QB
TRIPS RT TRIPS RT TITE QB
42 COV. 4
60 Y HOOK 60 U HOOK 42 COV. 4
FS SS FS
C SS
C
W M C W M S C
S
E T N E E T N E
QB
RIN QB RHINO TITE
60 W HOOK 42 COV. 4
42 COV. 4 WIDE OPEN 60 Y HOOK
FADES/GO/FIRES/Q OUT 5
(1 HIGH)
SS SS
C FS (2 HIGH) C
FS W M C W M
C S
E T N E S E T N E
(2)
(1)
QB QB
RHINO RHINO
62 FIRE 42 OVR COV. 1 62 FADE 42 OVR COV. 1
SS FS
MIDDLE OPEN
(12)
(14-16) (14-16)
C C
S M W SS
C FS W M C
S E T N E
E T N E
QB QB
RHINO RON SPLIT
76 W Q OUT 42 OVR COV. 1 75 CHOKE & GO 43-7 COV. 3
(1 HIGH)
SS
C FS (2 HIGH) C
W M
S
E T N E
QB
RHINO
76 GO 42 OVR COV. 1
MAN BEATERS 6
SS SS
FS W M S
C S C C FS W M
C
E T N E E T N E
(1) (1)
(2) (2)
QB QB
RHINO RHINO
62 PAT 42 OVR COV. 1 62 POUT 42 OVR COV. 1
FS SS
W M SS FS W M
C S C C S
E T N E E T N E
(1) (2)
(2) (1)
QB QB
TRIPS RT RHINO
63 PUTT 42 OVR COV. 1 62 WRANGLE
GET OPEN SCHEMES 7
Common Elements:
73-72 Backside: Outside Receiver has Fade Stop @ 1
Called receiver has Get Open Route (Post @ 8, Flag @ 8, Inside: pass protection unless Twins then run flat.
Fade)
Playside: Outside receiver has Read Stop
Inside: Has get open unless middle receiver called on Get
Open then under.
Middle: Has Hot Under, or Get Open if called.
FLIP BY QB FLIP BY QB
W/X/R
X/W/R
LION RHINO
73 W GET OPEN 42 WILL FIRE 0 72 W GET OPEN 42 WILL FIRE 0
FLIP BY QB
W/X/R
W/X/R
LEE REX
73 W GET OPEN 42 WILL FIRE 0 72 W GET OPEN 43 MAN FREE
X One Free Z
W R
FLIP BY QB
R/X W/X/Z/R QB
LEE TWINS
73 R GET OPEN 42 WILL FIRE 0 89 W GET OPEN 61 JET 0
GET OPENS 8
(7) (10)
FS (8) SS
C
C
(4-5) W M
E T N E S
QB
W/X/R Throw on 3rd Step
LION
73 W GET OPEN SPL UND MONSOON X 0
77-76 OMAHA (75) 9
Common Elements:
Playside: Outside receiver 12 yd. Out Backside: Outside Receiver mirror 12 yd. Out unless
Inside Receiver Middle tagged then 3 step slant.
Middle Receiver work in front of playside LB Inside Receiver 12 yd. Stop unless playside tagged then 3
and split the difference between the two LB’s @ 12 step slant.
yds.
*Versus Press – 12 yd. Pivot Out
2 DEEP MIDDLE FS 2 DEEP MIDDLE
(12) FS (12) (12) (12)
(12) (12)
C C C C
S M W SS SS W M
E T N E E T N E S
RHINO LION
76 OMAHA 43 COV. 3 UNDER COV. 3
77 OMAHA
2 DEEP MIDDLE 2 DEEP MIDDLE
(12) (12) (12) (12) FS (12) (12)
FS
C C C
SS C SS
W M S S M W
E N T E E T N E
FS
FS (10-12) (3 Steps)
SS (10-12)
(3 Steps) C C
SS
W M S W S M C
(2-3)
(2-3) E N T E
E N T E
C
X/F
SPOT TO SHOOT
W/X/F
RON Z PRE-SNAP READ LOFT X LOPE QB
63 X SPOT SCAN QB 43 COV. 3 61 W SPOT 42 COV. 6
(3 Steps) FS
SS FS C (3 Steps) (10-12)
(10-12)
SS
C
C(4) W M (2-3)
S M W N C
E T N E E N T E
Y/R/F
W/X/F X PRE-SNAP
REX LION FLEX F RIP QB READ
63 X SPOT SCAN QB 42 EVEN COV. 2 60 R SPOT 42 MF
FS FS
SS (10-12)
(10-12) C
C C SS C
S M N (4) S M
N
(4)
E N T E E N T E
W/X/R X/W/R
REX BUNCH LION STACK R LIZ QB
63 X SPOT SCAN QB 42 UND 1 62 X SPOT 42-6 EVEN/MF
SS FS (3 Steps) FS
(10-12)
(10) C (3 Steps)
SS
C
M S W W M C
(4) C N (2-3)
E T N E E N T E
Y/R/F
Y/R/W X PRE-SNAP
ROOF W LIZ QB LOFT QB READ
63 R SPOT Y FOLLOW 42-6 COV. 2 60 R SPOT 42 MF
SPOTS 11
FS SS
(3 Steps) FS
C (10-12) C (10-12) (3 Steps)
C
SS C
B W M (2-3) W M S
S
E N E E T N E
R/Y FIELD
W/X/F
QB PRE-SNAP TO X QB
TROFF R Y LOOP TWINS
SCAN
63 R SPOT 34 SAM/3 61 X SPOT 41 COV. 2
(10-12) (3 Steps)
FS FS
SS C (10-12)
(3 Steps) C SS
C (3 Steps)
B W M S (4) W M S C
E N E E T N E (2-3)
R/Z/F
W/X/F X/R FIELD X PRE-SNAP
RIN SPECIAL QB TWINS QB READ
50 X SPOT 32 COV. 6 60 Z SPOT 41 COV. 4
FS FS (3 Steps)
(3 Step)
C (10-12) C C (10-12)
SS C
S M W (4) (2-3) SS S M W
E T N E E T N E
W/F
W/X/Y X PRE-SNAP
R PRE-SNAP READ
ROOF Y RIP SCAN QB READ SPLIT LEFT FLEX QB SCAN
63 X SPOT 43/MF 62 W SPOT 43 COV. 3
FS FS
SS SS (3 Steps)
(10-12)
C
(10-12)
C C
(2-3)
W M S C S M W
E N T E (2-3) E T N E
W/X/F
QB Z PRE-SNAP W/F
RON SCAN READ PRO LEFT BUNCH
63 X SPOT W POST 42 COV. 2 62 W SPOT SCAN 43 COV. 4
SPOTS 12
CHANGE-UPS
FS
SS
(8)
C
C
(2-3) S M W
E T N E
QB
TREO L 60 R SPOT-SPOKE SCAN 42 COV. 6
13
PULLS
Common Elements:
Outside Receivers: Conversion/Comeback (Unless tagged for motion and Pull). Backside Inside receiver: Seam
Playside Inside receiver: Tagged with Pull unless back pull then puller. F: Check Swing
Playside – First Receiver inside pull: Puller (Pull Compliment).
FS
(16) FS (8) (16) (16)
C SS C FIELD SS
C M W C
W M S N
E N T E E T N E
W/Y/X/F W/X/F
QB QB
TROFF R R LOPE LOFT W RIP
69 W PULL R FLAG 43/MF 69 W PULL 42-6/MF
FIELD
W/Y/X/F W/R/Z/F
TROFF R QB 42-6 OVER TWINS “R” LIZ QB
69 W PULL COV 4 68 W PULL 42 UNDER/MF
(16) (16) FS
SS
FS C
C
SS C
C W W M S
M S FIELD
E N T E E N T E
R/Y/F R/Y/F
RHINO QB QB
42-6 COV. 4 LEE R RIP
68 R PULL 43 COV. 3
69 R PULL
(16) FS (16)
(18-22) FS (18-22)
SS
SS
C C
C M W S C S M W
E T N E E T N E
W/Y/X/F W/Y/X/F
TRIPS RIGHT QB TRIPS LEFT W LOOP QB
69 W PULL 42-6 COV. 2 68 W PULL 43 MF
PULLS 14
(16)
(16) (16) SS (16)
FS
FS
FIELD C
C C
SS C
N M W W M S
FIELD
E T N E E N T E
W/F/Y/X F/W/Z/R
LION FLEX W RIP QB RON QB
SCAT 68 F PULL 42-6/MF 69 F PULL 42-6 COV. 4
SS (16)
FS
C
C
W M S
FIELD
E N T E
QB F/W/Z/R
RON
68 R PULL 42-6 COV. 4
Y STICK 15
Common Elements:
Playside: Outside Receiver Conversion/ Go Backside: Outside Receiver – Slant
Inside Receiver 5 yd. Stick Inside Receiver – Bubble/ If 3 receivers Slant
unless 3 receivers your side then Flat @ 6 Middle Receiver - Bubble
Middle Receiver – 5 yd. Stick
FS FS
C SS
C SS C
(5 Steps)
(5) (5) (5 Steps)
W M S S M W C
E N T E E T N E (4)
QB QB FLIP BY QB
2 High: Stick Side 2 High: Stick Side
1 High : Slant – Bubble 1 High: Slant – Bubble Side
LION Side RHINO
60 Y STICK 42 COV 4 OPEN 61 Y STICK 42-6 COV 4
(5 Steps)
FS
FS SS
SS (3 Steps) (5)
(5)
C (3 Step Slant)
C W M S C W M C
E N T E E T N E S
FS SS FS
C
C (5 Steps)
(5) (6) SS (6)
(5 Steps) C (5 Steps)
C
W M S W M S
(5)
E N T E E N T E
BS OS Receiver
Stop.
2 High: Stick Side
1 High: Slant – Zip Side
QB QB
FS
(5 Steps) FS SS C (5 Steps)
C (5) (6) (6)
C (5) C
W M M D
S SS N
E N T E E N T E
SS (5 Steps)
FS
FS
(6) (6)
(5) C (5) C
C M
C N M D SS N D
E N T E E T N E
SS FS SS FS
(6)
C (6) C
(5) (5) (5)
C N D M C N M D
E T N E E T N E
SS FS
C (6) C
(5) (5)
N M D
E T N E
ACE
LIN SPECIAL
QB
QB 55 DRAW STICK 40 COV 4 OPEN
17
Y OPTION OR INSIDE RECEIVER OPTION
Common Elements: Backside: Outside Receiver Steps - Short In @ 5 unless you are single
Playside: Outside Receiver Conversion/Go receiver then Hunt @ 14
Inside Receiver Option Route @ 8-10 Inside Receiver Hunt In @ 14
unless 3 receivers your side the Flat @ 6 If 3 Receivers BS: Stairs
Middle Receiver Option Route @ 8-10
*Steps side: Safety sits heavy on Hunt, NOTE: IF OPTION NOT TAGGED MIRROR BOTH SIDES (RHINO 68
attack downhill inside. OPTION)
FS SS (8-10) FS
STEPS (8-10) (8-10)
(14)
(5)
C
C C W M S C S M W SS
E N T E E T N E
Y/F/W/X Y/R/F/W/X
QB QB
LEE RHINO
68 Y OPTION 42 COV.2 69 OPTION 43 OVER MF
W/Y/X/F W/R/Y/X/F
DOUBLE QB TRIPS R QB
69 U OPTION UNDER BROWN 69 Y OPTION 42 UNDER COV.4
STEPS (14)
FS (14) SS (8-10) SS (8-10)
FS
(5) (6)
W M S W M S C
C C C
E T N E E T N E
FIELD
(SCAN) W/Y/X
F/X/W/R/Z
QB QB
TWINS TRIPS R
68 W OPTION 41 UNDER COV.2 69 Y OPTION 42 UNDER FD SMACK/3
Y/W/X/F
F/W/Y/R
QB TRIPS R QB
RHINO
68 W OPTION 42-6 COV. 2 69 W OPTION 42 UNDER COV. 4
OPTION ROUTES 18
SS (14)
FS FS
SS (8-10) (8-10)
C C C
C
S M W W M S
(2-3)
E T N E E N T E
W/R/Z
Y/F/W
RHINO QB LOU SPLIT QB
68 OPTION Y POST 42-6 COV. 4 75 W OPTION 42 UNDER COV. 2
(14)
FS SS (14)
FS SS (8-10)
(8-10)
C
C C
C
W M W M S (2-3)
(2-3)
E T N E S (2-3)
E N T E
QB
F/Y/X
Y/R/X
QB
PRO R STRONG SPLIT L FLEX
UNDER COV. 4 75 Y OPTION 42 UNDER COV. 2
42 POP Y OPTION
LEFTY OR RIGHTY 19
Common Elements:
Playside:Outside Receiver: Read Stop Backside: Outside Receiver: post @ 16 yds.
Inside Receiver: Fade Inside receiver for 2X2: Under-Over 2 yds. inside
Middle Receiver: Under-Over 2 yds. the far hash @ 15 yds.
inside far has @ 15 yds. Inside Receiver for 3X1: Replacement Under
Middle Receiver: Under-Over
1 SAFETY: R
2 SAFETIES: W/F MF: Y OR X
RHINO QB LION QB
64 LEFTY COV. 2 65 RIGHTY COV. 3
FS (15) SS (16) FS
(15)
SS
(7/5 Steps)
C C
W M S C C
W M S
E N T E
E N T E
2 SAFETIES: W/Y
(7/5 Steps)
QB CONVERSION TO
X VS. ROLLED 2 SAFETIES: Y/W
TRIPS R
QB CORNER TREO R SPEC. QB
65 LEFTY COV. 4 55 LEFTY COV. 4
SMASH 20
Common Elements:
Playside: Outside Receiver run Read Stop Backside: Outside Receiver run Read Stop if balanced 2X2
Inside Receiver run Seam Flag @ 8 If single receiver run Quick Post, if middle closed
Middle Receiver runs Hunt If middle is open (2 Deep) - Corner
F Check down & work away from the under unless 68-69, then run Shoot
NOTE: IN 3X1 SMASH IS ALWAYS TO THE 3 RECEIVER SIDE.
Note: Can switch assignments of the inside and middle receivers with “Change” attached to the call. Can tag any individual
receiver.
(12) (14)
FS FS
(7/5 Steps) (8) (12)
(8)
(4) (7/5 Steps)
C
C SS C C
W M S SS N W M
E N T E E N T E
C SS FS C FS SS
(7/5 Steps) (8) (7/5 Steps) (12)
(8) C (8) C
(7/5 Steps)
(4) (4)
W M S S M W
E N T E E T N E
Look off FS to R
Y/W X/W/Y
If middle closed Check Down
LION QB X/W/F RHINO QB
65 SMASH Y POST 42 4 OPEN 64 SMASH W GET OPEN 42 COV. 4
FS SS
C SS (8) FS (8) C
(8) C (8)
(7 Delay)
(4)
C
W M S S M W
T E (7/5 Steps)
E N E T N E
W/X/Y
Check Down X/W/Y
QB Check Down
LION QB RIN SPECIAL
69 SMASH X SLUGGO 42 COV. 4 55 SMASH 42 COV. 4
C FS SS
(7/5 Steps) C
(8) (8)
S M W
E T N E
QB
TWINS
SCAT 64 SMASH F MIDDLE 42 COV. 4
22
STAIRS
Common Elements:
Playside: Outside receiver Short In @ 5 “Mini” Backside: Outside Receiver – If 3X1 Comeback @ 16 - Conversion
Inside Receiver – If 2X2 Hunt In @ 14 Inside Receiver - Bubble
If 3X1 Short In @ 5 “Mini”
Middle Receiver – Hunt In @ 14
*Safety sits heavy on Hunt, attack
downhill inside.
(14) (14) FS
(16) FS (16)
(5)
SS (5) (5) SS (5)
C C C
C W M S
W M S
E N T E E T N E
(16/14) (16/14)
FS FS
(Rub Off) (6) (8)
C (8) (6)
(4)
SS C
W M S
C C SS W M S
E N T E E N T E (4)
QB QB
Shoot/Possible
Shoot/Possible
X/Y/R/W
R/W/X/Y
LION LION
68 HAC (Y HOOK W CROSS) 43-7 COV 3 69 HAC (W HOOK Y CROSS) 43-7 MF
Shoot/Possible
Shoot/Possible
R/X/W/Y
QB QB X/W/R/Y
Shoot/Possible Shoot/Possible
X/W/R/Y X/Z/Y/R
QB QB
(10) (10)
(18-22) (18-22)
FS SS FS
FOLLOW FOLLOW
C SS (6) C
(6) C C
(4) D M N (4) W M S
E N T E E N T E
Z X
R W
QB QB
Y/R/W/X/F
W/X/R/Z/F
TWINS LION
69 W FLAT-FOLLOW 41 COV. 2 69 Y FLAT-FOLLOW 42 COV. 8
FIELD
W/X/R
W/X/R/Z
QB
LION 42 SAM FIRE TWINS
73 W FLAT-FOLLOW 41 COV. 2
COV. 0 68 W LOOP OUT-FOLLOW
FS
(10) FOLLOW (18-22)
SS
(6) SS
FS C
C (6)
C S M W (4) W M
S C
E N T E E N T E
FLIP BY QB
R/X W/R/Y/X/F
QB
SS FS FS SS
(6)
(6)
C C C
W M S C M S
W
E T N E E N T E
FLIP BY QB
FLIP BY QB
R/X/W
W/X/R
REX LEE 42 FD SMACK
72 W FLAT 42 FD SMACK COV. 0 73 R FLAT COV. 0
(10) FOLLOW
(10) FOLLOW
(6) (6)
FS C FS SS
SS C
C C W M
W M
E T N E S E T N E S
W/X/R W/X/R
3 Step Roll Away From
Take Two QB
QB
LION 42 UNDER BD MONSOON LION 42 UNDER BD MONSOON
73 W FLAT CROSS COV. 0 89 W FLAT CROSS COV. 0
X Z Z X
W R R W
W/X/R/Z One Free Off Edge BOUNDARY W/X/R/Z
If Mike comes
FIELD QB go to Hot Under
QB
TWINS 43 JET MIKE GO TWINS
41 BLITZ OS MAN
89 W FLAT COV. 0 69 W FLAT-FOLLOW
FLAT (LOOP OUT) 27
(18-22)
FS FOLLOW
(10) FOLLOW FS SS (10)
SS (8)
C
C (6) (6)
(4) C
S M W C S M W
E T N E (4) E N T E
R/F/W/Y/X
F/X/W/R QB
RHINO TRIPS LEFT
78 W LOOP OUT 42 COV. 4 OPEN 69 W LOOP OUT 42 SWITCH COV. 2
(18-22) (18-22)
FS (10) FOLLOW FS SS
(10) FOLLOW SS C
C
(8)
C (6) (6)
C
W M S (4) (4) W M S (4)
E T N E E T N E
F/X/W/Z/R
QB F/X/W/R/Z QB
RIN RON
68 W LOOP OUT 42 SWITCH COV. 2 75 W LOOP OUT 42 UNDER COV. 2
FS (10) FOLLOW
SS FS
(5 STEP) (5 STEP) (8)
(6) C
C (4)
C C (4)
SS M W
W M S
S E N T E
E T N E
F/W/Y/X/R
FS FS
(6) (6)
(6) (6) C
C SS S C SS S
W M W M
E T N E E T N E
QB QB
TWINS TWINS
62 LOOP OUT INSIDE 42 COV.1 62 LOOP OUT OUTSIDE 42 COV.1
LOOP IN 28
Common Elements:
Playside: Outside Receiver – Conversion/Comeback. Backside: Outside Receiver – Conversion/Comeback
Inside Receiver – Called on Loop In or if “G” is Inside Receiver - Loop In. If opposite side called
tagged, run G scheme. Loop In, run Loop Out; If opposite side called Loop
Middle Receiver - Hot Under unless called on Loop Out, run Loop In. If “G” is tagged, run G scheme.
In. If “G” is tagged, run G scheme.
(Hash +3)
FS SS FS (Bender) (16)
SS C
(18-22) (18-22)
C
HOT UNDER
C
C D M N D M N
E N T E E N T E
QB “Roger” QB “Roger”
QB QB
RIN SPECIAL RIN SPECIAL
55 W LOOP IN 40 COV 2 55 G R LOOP IN 40 COV 4 OPEN
(Bender) (16)
FS SS
(18-22) C
C D M N
E N T E
QB “Roger”
QB
RIN SPECIAL
55 R LOOP IN 42 COV 4
FOLLOW CALLED
FIRST RECEIVER INSIDE FOLLOW HAS HOT UNDER. FOLLOWS 29
OUTSIDE RECEIVER AND INSIDE RECEIVER TO THE SIDE AWAY FROM THE FOLLOW HAVE LEFTY & RIGHTY.
REMAINING RECEIVER HAS POST WITH OUTSIDE RELEASE UNLESS WE CALL A ROUTE SUCH AS BUBBLE.
FADE POST FS
FS FADE FOLLOW
FADE FOLLOW FADE (10)
STOP
(10) C STOP HOT UNDER
HOT UNDER SS SS
C D M N D M N C
C
E N T E E N T E
NO CALL BY QB NO CALL BY QB
W/X/R BUBBLE
QB R/W/X QB
RIN SPECIAL Pre-Snap Z/F RIN SPECIAL Pre-Snap Z/F
55 W FOLLOW 55 X FOLLOW R BUBBLE
FADE FS
FADE POST
(10) FOLLOW FS FADE
POST FADE FOLLOW
STOP (10)
STOP
C HOT UNDER SS C
HOT UNDER
D M N C C D M N SS
E N T E E N T E
NO CALL BY QB QB “Luke”
Z/F/R R/W/X
Pre-Snap W/X QB QB Pre-Snap Z/F
RIN SPECIAL RIN SPECIAL
55 Z FOLLOW 55 W FOLLOW
FADE FADE
FS SS FS
(10) FOLLOW
(10) FOLLOW FADE SS FADE
POST
STOP STOP
C HOT UNDER HOT UNDER C
D C C
M N M N
D
E N T E E N T E
QB “Roger” QB “Luke”
Z/F/R R/Z/F
BUBBLE
Pre-Snap W/X QB QB Pre-Snap X/W
RIN SPECIAL RIN SPECIAL
55 Z FOLLOW 55 Z FOLLOW F BUBBLE
POST
FS
(10) FOLLOW (10) FOLLOW (10) FOLLOW (10) FOLLOW
HOT UNDER
C FS C C
D M SS D M N SS
N C
E N T E E N T E
QB “Roger” QB “Luke”
Either Side – Work Either Side – Work
2 on 1's Loop Out QB 2 on 1's Hot Under QB
To Follow To Loop Out/Follow
TREO R SPECIAL TREO R SPECIAL
55 2 FOLLOW Y OUT 55 2-OUT FOLLOW
WRAPS (AND WHEEL) 30
Common Elements:
Playside: Outside Receiver – Tagged Wrap Backside: Outside receiver – Fade
Inside Receiver – Stop (capture Defender); Inside receiver – Stick or Flat if detached.
If Wheel called run Wheel
Middle Receiver – Angle (Capture Middle Safety)
FS FS
SS SS
C C (6) W
M W (6) N C C N M
S E N E E N E S
MAN X/W
X/W MAN
REX LEE
76 X WRAP 50 MF 77 X WRAP 50 MF
C
FS SS
FS C S
W M
SS
E T N E
C
M W (6) N C
S E N E
X/W MAN
QB
C
(Clear LB Drop)
(4)
C (4) C
SS W M C M
S W
E T N E S E T N E
Read FS – Y/W
To CBs W/R/Y
QB N/T Check Down
LION RHINO
65 EVERYBODY GO UNDER COV. 3 64 EVERYBODY GO 42 COV. 2
(Bender) (18-22)
(16)
FS
SS FS
(Choke 14-16) (Choke 14-16)
C
(4)
SS W M S C C C
S M W
E N T E E T N E
Read FS – Y/W
Over-play by corner could
Go to R/X W to Check Down
N/T Check Down
LION 43 COV. 3 RHINO 42 COV. 2
65 EVERYBODY GO LOCK 64 EVERYBODY GO F GET OPEN
(18-22) (Run as 2 Deep Middle) (18-22)
(20 x 3) SS
(16)
FS FS
(Choke 14-16
Hash +3) (16) (Choke 14-16)
(4) (4)
C C C C
W M S SS W M S
E N T E E N T E
C
(Field) (Boundary)
C C
SS S M W C W M S
E T N E E N T E
Look Off to Y
W on Post to F
RIN BUNCH RHINO
42 4 42 COV. 2
64 G CHANGE W MIDDLE 64 EVERYBODY GO FLASH
FS FS
SEAM SEAM
SEAM SEAM
CB (16) CB (16) CB (16) CB (16)
SS UNDER SS
C D M UNDER C D
N C M N C
E N T E E N T E
NO CALL BY QB NO CALL BY QB
F/Y/R
QB QB Y/W/F
RIN SPECIAL TREO R SPECIAL
55 EV. GO R UNDER 55 EV. GO F UNDER
NO CALL BY QB
NO CALL BY QB
F/R/W QB QB R/W/Z
RIN SPECIAL RIN SPECIAL
55 EV. GO W UNDER 55 EV. GO Z UNDER
NO CALL BY QB NO CALL BY QB
Soft – Take Stops
QB R – Read off LB’s & take QB Press or Rolled – Field
TREO R SPECIAL 2 on 1 Flat to Curl TREO R SPECIAL Under to Other Under
55 CURL 55 TWO UNDER STOP
FADE FADE
FS STOP (10) FOLLOW (10) FOLLOW
(10) FOLLOW
SS
C FS SS
HOT UNDER
C C HOT UNDER C
D M N D M N
LOOP OUT (5) LOOP OUT (5) LOOP OUT (5)
E N T E E N T E
NO CALL BY QB NO CALL BY QB
FIELD
QB QB
Y/F/R/W/X W/X/F/R/Z
LION TWINS
68 F ANGLE 42 COV 4 OPEN 69 F ANGLE 42 COV. 3
(16) (18-22)
(18-22)
FS SS (16) FS SS
(6)
C (3-4)
(3-4) S M C
W M C W
C E T N E S E T N E
Y/F/W/X/R
Y/F/R/W/X
QB
SPLIT RIGHT RHINO
75 F ANGLE UNDER BROWN 69 F ANGLE 42 COV 2
Y/F/R/W/X Y/R/F/W/X
QB QB
LION RHINO
42 COV. 4 42 COV. 2
68 F ANGLE OUT 69 F ANGLE OUT
CURL SCHEME 35
Common Elements:
Playside: Outside Receiver – Curl Backside: Outside Receiver – Curl
Inside Receiver – Flat Inside Receiver – Hook Over the Ball
Middle Receiver – Hook Over the Ball
F or FB – Zip *Versus Press Man – Curl stays on. Versus Press Man
RB Zip Inside, can change to a Bubble.
**Versus Cov.2 – Question Mark Curl.
FIELD
Y if open
QB W if open
QB
Read LB’s and go to Read LB’s and go to
side that LB takes side that LB takes away
SPLIT LEFT away and read flat RON and read flat player –
75 CURL player – Curl/Zip OVER COV. 3 75 CURL Curl/Zip 43 COV. 3
Y if open
Read LB’s and go to
QB Y if open QB
side that LB takes away
and read flat player – Read LB’s and go to side
Curl/Zip that LB takes away and
RHINO TRIPS LEFT read flat player – Curl/Zip
69 CURL UNDER COV. 3 68 CURL 43-7 COV. 3
R if open R if open
Read LB’s and go to Read LB’s and go to
side that LB takes away
QB side that LB takes away QB
and read flat player – and read flat player –
Curl/Zip Curl/Zip
RIN LIN
42 COV. 3 42 COV. 3
69 CURL 68 CURL
SQUIRREL IN 36
Common Elements:
Playside: Outside Receiver – Squirrel In @ 14 Backside: Post vs. 1 safety (middle closed)
Inside Receiver – Flat @ 6 Cover 2 Corner vs. 2 safeties (middle open)
Middle Receiver – Hunt @ 14 F check down under PSLB unless called on shoot or
Note: Draw, Zone & Green Fakes good. in two backs then check zip.
*Short – Squirrel In @ 12.
(12)
(14-16) (14) FS (12-14)
FS SS
(16)
(6) C
(4) (4) (6)
SS S M W C W M
C S C
E T N E E T N E
Vs. Press 12
(12-14)
(14) (14-16) (14-16)
FS FS (14) SS
C
SS
(4) N C (6) C C (4)
M W W M (4)
E T N E E T N E S
QB W/X/R/F F/W/Y/R/X
W/X/F/R QB
F/X/W/R
RHINO
76 SQUIRREL IN LION
43-7 COV. 3 43 MF
(Draw Fake) 79 SQUIRREL IN
SQUIRREL IN 37
(14-16) FS
(14) (12) (14)
SS FS
(8-10)
(6)
M W N C (4)
C SS S M W
E T N E E T N E
(6)
(6) (6) (6)
C C C C
W M S S M W
E N T E E T N E
Read Sam – Y/W If Sam runs with Y and Read Sam – Y/W If Sam runs with Y and
To R/X off of FS/SS QB M locks onto W go to F To R/X off of FS/SS QB M locks onto W go to F
To Check Down on Check Down To Check Down on Check Down
LION RHINO
65 Y MIDDLE 42 COV. 2 64 Y MIDDLE 42 COV. 2
(6) (6)
(6) C (6)
C C SS C
W M S W M S
E N T E E N T E
Read Will – W/Y If Will runs with Read Sam – W/Y/F If one on one coverage
To R/X off of FS/SS W and M locks If flat player sits on W, can go directly to CB’s.
To Check Down
QB QB
onto Y go to F take CB
LION on Check Down LION
64 W MIDDLE 42 COV. 2 65 Y MIDDLE 43 COV. 3
Middle Closed
(16) (14-16) (16) (16) (14-16)
FS FS (16)
Middle Closed
SS (6) C C (6)
C SS
M W W M S C
S
E T N E E N T E
Y/W
R/W QB QB Boundary CB/Swing
Boundary CB/Swing Swing with CB Swing with CB
your side your side
LIN TRIPS RIGHT
42 COV. 3 43 COV. 3
68 R MIDDLE 69 Y MIDDLE
OUT & IN (CROSS) 39
Common Elements:
Playside: Outside Receiver – In Route – 14 yds. vs. Man, 16 Backside: Outside Receiver – Conversion/Comeback
yds. vs. zone. Inside Receiver – Post Arrow, work to get over top of
Inside Receiver – Pivot Out – 10 yds In route by Playside Outside Receiver.
(16)
(16) (16) (16)
FS SS SS FS
C C
(10) C C (10)
(4) (4)
W M S S M W
E T N E E T N E
QB
LION QB RHINO
65 Y OUT R IN 42 COV. 4 OPEN 64 Y OUT R IN 42 COV. 4 OPEN
(14) FS SS
C
(10) C
(4)
W M S
E T N E
LION QB
65 Y OUT W CROSS 42 COV. 4 OPEN
UNDER & IN SCHEMES 40
Common Elements:
The Under & In will be called and involves two receivers. The closest WR to the In route will run the Post Arrow and the
remaining WR will have a Conversion/Comeback.
Note: If you have the Post Arrow and they are bracketing you, run a Corner route unless the Under is coming to you, then run
a Conversion.
(16) FS
SS FS (16)
(16)
(4)
C (6) C (4) (6) C
(4)
C
W M S S M W SS
E N T E E T N E
M TO SCAN
CHECK MIDDLE QB R/X/W/F/Y Y/X/W/F
QB
Read Under & across Read Under & across
the board the board.
TROFF R R LOPE RHINO
66 R UNDER W IN 42 COV. 2 65 Y UNDER W IN OVER COV. 3
(16) FS
SS FS
(16)
S TO SCAN Y/X/R/W/F
CHECK MIDDLE QB Read Zip-Under & F/X/R/W/F QB
Read Zip-Under & across
LOFT X LOPE across the board.
LOFT X TIT the board.
66 X UNDER R IN 42 COV. 2 66 X UNDER W IN 42 COV. 3
(16) (16)
SS FS FS SS
(4) C (4)
C (6) C (6) C
W M S (4)
S M W
E N T E E T N E
M TO SCAN S TO SCAN
R/X/W/F/Y Y/X/R/W/F
CHECK MIDDLE QB CHECK MIDDLE
Read Zip-Under & QB
Read Zip-Under &
across the board. across the board.
TROFF R R LOPE ROOF X LOPE
42 COV. 2 42 COV. 2
66 R UNDER X IN 67 X UNDER W IN
UNDER & IN SCHEMES 41
(18-22) SS (16)
FS FS SS
(14) (14)
C (6)
(6) C C C
(4) (4)
W M S W M (4)
E N T E E T N E S
Y/X/W/R
W/R/Y/F
Read Zip &
QB
Across the
board.
LION PRO R STRONG
69 W UNDER Y IN 42 COV. 2 42 POP Y UNDER X IN UNDER COV. 4 OPEN
(16)
SS FS
FS SS
(14)
(6) C (6) C
C (4) C (4)
W M S W M
E N T E E T N E S
M TO SCAN Y/X/W/R
CHECK MIDDLE QB Read Zip &
Read Zip-Under &
across the board. Across the board.
TROFF R PRO R STRONG
66 W UNDER X IN 42 COV. 2 42 POP Y UNDER W IN UNDER COV. 4 OPEN
(16) (16)
SS FS SS FS
(4) C (4) C
C (6) C (6)
W M S (2-3)
(2-3) W M S
E T N E E T N E
R/W/X/Y R/X/Z/W
QB Read Zip-Under & QB Read Zip-Under &
across the board. across the board.
SPLIT R FLEX W LOPE RON X LOPE
75 W UNDER Y IN 42 UNDER COV. 4 75 X UNDER W IN 42 UNDER COV. 4
UNDER & IN SCHEMES 42
PRO R STRONG 42 ISO PASS Y UNDER X IN PRO L STRONG 43 ISO PASS Y UNDER X IN
RETURNS/IN & OUTS 43
FS SS FS SS
C
C
(5-6)
C (4) W M S C W (5-6)
M (4) S
E T N E E T N E
QB QB
RHINO TRIPS RT
SCAT 65 Y RETURN 42 OVR COV. 4 SCAT 64 Y RETURN 42 OVR COV. 4
TWO UNDER SCHEMES (MESH) 44
Common Elements:
Both Inside Receivers – Have Unders or Mesh (Mesh Receiver to call side is on top). If run from a Trips look, the single
receiver will tighten and run Under and be a part of the Mesh. May be called on another route such as a flag – next receiver
out takes Under. One of the remaining receivers will be called on an In route and the other receiver will run a Post Arrow
unless bracketed and then run a Conversion.
When we call Two Under Post Flag or Comeback, both Outside Receivers run the route called. It is mirrored.
(16)
SS FS FS
(16) (14)
(16)
QB QB
F/R/W/X/Y F/Y/X/R/W
LION LION
68 TWO UNDER X IN 42 COV. 2 69 TWO UNDER R IN 43 MF
(16) (14)
FS FS
(16) (16)
QB F/U/W/X/Y QB F/Y/W/X/U
FIELD
DOUBLE DOUBLE RIGHT
68 TWO UNDER X IN OVER COV. 3 69 TWO UNDER W IN UNDER MF
(14)
FS SS FS
(12-14) (12-14)
(6) (6) (6) (6)
C SS C C C
(4) S M W (4) W M S
E T N E E N T E
QB QB
F/X/R/W/Y F/R/W/X/Y
TRIPS LEFT LION
43 MF 42 COV. 2
69 TWO UNDER R IN 69 TWO UNDER POST FLAG
TWO UNDER SCHEMES (MESH) 45
FS (16) FS (16)
(14) (16)
QB F/X/R/W/Y
QB F/X/Y/W/R
FS
FS (16)
(4)
(8-10) (8-10)
SS Let Mesh
(6) (6) (6) (6)
Clear First
C SS C C (4) C
W M S S M W
E N T E E T N E
6 YDS. 8 YDS.
F/R/Y/X F/Y/X/W/R
QB
TRIPS RIGHT PRO L STRONG W LOPE
68 TWO UNDER Y FLAG 43 MF 43 POP TWO UNDER Y FLAG 43 MF
FS SS FS
(14) (16)
(4)
(8-10)
Let Mesh
C (6) (6) (6) Clear First (6)
C SS (4)
W M S (4) C S M W C
E N T E E T N E
6 YDS.
QB
F/R/W/X/Y F/Y/X/W/R
LEE PRO L BUNCH
68 TWO UNDER X IN 43-7 MF 43 POP TWO UNDER Y FLAG 43 COV. 2
TWO UNDER SCHEMES (MESH) 46
FS (14) FS
(8)
(6) (6) SS SS (6) (6)
C C (4) C C
W M S (4) S M W
E N T E E T N E
6 YDS. 6 YDS.
M TO SCAN #4 #4 M TO SCAN
CHECK MIDDLE QB Y/X/W/R/F Y/R/X/W/F CHECK MIDDLE
Read Shoot-Flag
QB
#3 SCAN Read Under & across #3 SCAN
the board Across the Board
TROFF RIGHT R LOPE TROFF LEFT R LOPE
66 TWO UNDER W IN 43 MF 67 TWO UNDER R FLAG 43 MF
FS (14) (14) FS
#4 #4
Y/X/W/R/F Y/X/W/R/F
Read Shoot-Under & Read Shoot-Under &
#3 SCAN QB QB #3 SCAN
across the board. across the board.
ROOF X LOPE LOFT X LOPE
67 TWO UNDER W IN 43 MF 66 TWO UNDER W IN 43 MF
FS
FS
(4)
(8-10) (8)
Let Mesh SS SS
(6) (6) (6)
Clear First C (6)
C C
W M S (4) C S M W (4)
(4)
E N T E E T N E
6 YDS.
F/Y/X/W/R F/W/X/Y/R
QB
TROFF R R R LOPE 66 TWO UNDER R FLAG TROFF L R LOPE 67 TWO UNDER R FLAG
TROFF R R LOPE 66 TWO UNDER W IN TROFF L R LOPE 67 TWO UNDER W IN
ROOF X LOPE 67 TWO UNDER X FLAG LOFT X LOPE 66 TWO UNDER X FLAG
ROOF X LOPE 67 TWO UNDER W IN LOFT X LOPE 66 TWO UNDER W IN
ROOF TIT 67 TWO UNDER W FLAG LOFT TIT 66 TWO UNDER W FLAG
SPLIT R FLEX W LOPE 75 TWO UNDER W FLAG SPLIT L FLEX W LOPE 75 TWO UNDER W FLAG
SPLIT R FLEX W LOPE 75 TWO UNDER Y IN SPLIT L FLEX W LOPE 75 TWO UNDER Y IN
RON SPLIT X LOPE 75 TWO UNDER X FLAG LOU SPLIT X LOPE 75 TWO UNDER X FLAG
RON SPLIT X LOPE 75 TWO UNDER X IN LOU SPLIT X LOPE 75 TWO UNDER X IN
PRO R STRONG W LOPE 42 IP TWO UNDER Y FLAG PRO L STRONG W LOPE 43 IP TWO UNDER Y FLAG
PRO R BUNCH 42 IP TWO UNDER Y FLAG PRO L BUNCH 43 IP TWO UNDER Y FLAG
FS
(14)
(8-10) FS SS
C
(4)
C (16)
(6)
SS
W M S (6) (8) C
W M S
E N T E C
E N T E
#4
F/R/Y/X
QB
#3 SCAN QB
TROFF RIGHT R LOPE TRIPS RIGHT 42 COV. 4
43 COV. 3 68 2 UNDER W-IN F-WHEEL BRACKETS
66 TWO UNDER R FLAG
OVER SCHEMES 48
Common Elements:
Playside: Thin Post @ 16. Backside: Called Over @ 18-22.
If Outside receiver not called on Over, run In.
Note: Like off play action.
(18-22) (18-22)
FS FS
(16) SS SS (16)
C C
W M S C C S M W
E N T E E T N E
X/W/Y X/W/Y
To Check Down To Check Down
PRO RIGHT STRONG W LOPE PRO LEFT STRONG W LOPE
49 WAGGLE W OVER 43-6 COV. 3 CLOUD 48 WAGGLE W OVER 43-6 COV. 3 CLOUD
(18-22) (18-22)
FS (16) SS SS (16) FS
C C
(16) (16)
C C
(4) (4)
W M S S M W
E N T E E T N E
#4 #4
R/W/X R/W/X
To Check Down QB QB To Check Down
#3 SCAN #3 SCAN
LOFT ROOF
66 W OVER 42-6 COV. 4 67 W OVER 42-6 COV. 4
(18-22) (18-22)
FS FS
(16) (16)
SS C C SS
C C
W M M W
E T N E S S E N T E
X/W/F
Common Elements:
Playside: Outside Receiver – Thin Post @ 12. Backside: Outside Receiver – In @ 16 vs. zone and @14 vs.
Inside Receiver – Square Out @ 12 to 22 on the Man.
boundary; If man or ¼ coverage square off @ 12.
FS SS SS FS
(16) (16)
(12) C C (12)
C C
W M S (2-3) (2-3) S M W
E N T E E T N E
#4 #4
QB R/W/F/X QB R/W/F/X
#3 SCAN #3 SCAN
TRIPS RIGHT TRIPS LEFT
66 FORK 42-6 COV. 4 67 FORK 42-6 COV. 4
FS FS
(16)
(12) C
C (12)
(4) C (4)
SS
C S M W SS M W
(2-3) (2-3)
E T N E S E N T E
#4
X/W/F W/Y/F/X
FS FS
(16) (16)
(12) (12)
C C C C
M W SS (2-3) SS W M
S E N T E E T N E S
QB QB
X/W/R/F X/W/R/F
RHINO LION
UNDER COV. 3 UNDER COV. 3
78 FORK 79 FORK
SQUARE OUT 50
Common Elements:
Playside: Outside Receiver – Inside Go Backside: Outside Receiver – In @ 16 vs. zone and @14 vs.
Inside Receiver – Square Out @ 12 to 22 on the Man.
boundary; If man or ¼ coverage square off @ 12.
FS SS SS FS
(16) (16)
(12) C C (12)
C C
W M S (2-3) (2-3) S M W
E N T E E T N E
#4 #4
QB R/W/F/X QB R/W/F/X
#3 SCAN #3 SCAN
TRIPS RIGHT TRIPS LEFT
66 W SQUARE OUT 42-6 COV. 4 67 W SQUARE OUT 42-6 COV. 4
FS FS
(16)
(12) C
C (12)
(4) C (4)
SS
C S M W SS M W
(2-3) (2-3)
E T N E S E N T E
#4
X/W/F W/Y/F/X
FS FS
(16) (16)
(12) (12)
C
C C C
M W SS (2-3) SS W M
S E N T E E T N E S
QB QB
X/W/R/F X/W/R/F
RHINO LION
UNDER COV. 3 UNDER COV. 3
78 W SQUARE OUT 79 W SQUARE OUT
DOUBLE POSTS 51
Common Elements:
Playside: Outside Receiver – Star Backside: Outside Receiver – Conversion/CB @ 16.
Inside Receiver – Post Arrow across near deep safety.
Middle Receiver – Shallow (Occupy far corner)
(16) SS FS FS SS (16)
(12)
C (8)
(6) (6)
C C
W M S S M W
E N T E E T N E
Y/W or X Y/W or X
To Check Down To Check Down
PRO R STRONG PRO L STRONG
42 POP DOUBLE POST 44 COV. 3 43 POP DOUBLE POST - WPF UNDER COV. 3
FS FS
(8) (8)
(6) C C (6)
SS SS
M W C C W M
S E N T E E T N E S
W/X or Y W/X or Y
To Check Down To Check Down
ROT STRONG LOT STRONG
43 POP DOUBLE POST UNDER COV. 3 42 POP DOUBLE POST UNDER COV. 3
(16)
FS FS (16)
SS SS
C C C C
(6) (6)
M W W M
S E N T E E T N E S
QB W/X or R W/X or R QB
To Check Down To Check Down
RHINO LION
UNDER COV. 3 UNDER COV. 3
76 DOUBLE POST (CROSS FAKE) 77 DOUBLE POST (CROSS FAKE)
DOUBLE POSTS 52
(16)
FS FS
C C C C
(6) SS SS (6)
S M W W M S
E N T E E T N E
W/X W/X
QB To Check Down QB To Check Down
RON SPLIT LOU SPLIT
75 DOUBLE POST 43 COV. 3 75 DOUBLE POST 43 COV. 3
(16) FS FS
C C
C C
(6) SS SS (6)
S M W W M S
E N T E E T N E
W/R #4 #4 W/R
To Check Down #3 SCAN #3 SCAN To Check Down
QB QB
TROFF RIGHT TROFF LEFT
66 DOUBLE POST 43 COV. 3 67 DOUBLE POST 43 COV. 3
STAR 53
Common Elements:
Playside: Outside Receiver – Star Backside: Outside Receiver – Steps
Y - #4 to Zip. Inside Receiver – Steps
Y - #4 Check Down & work to the Star.
F - #3 Check Down & work to the Star.
FIELD FIELD
(14) FS FS (14)
SS SS
C C C
C
(5) (5)
(4) S M W W M S
E T N E E N T E
#4 #4
QB QB
#3 SCAN #3 SCAN
ROOF 42 COV. 4 LOFT 42 COV. 4
67 R STAR BOUNDARY 66 R STAR BOUNDARY
FS (14) (14) FS
SS SS
C C
C C
(5) (5)
W M S S M W
E N T E E T N E
#4 #4
QB QB
#3 SCAN #3 SCAN
TROFF RIGHT TROFF LEFT
66 X STAR 42 COV. 4 STAR 67 X STAR 42 COV. 4 STAR
C C C C
(5) (5)
(2-3) W M S SS SS S M W (2-3)
E N T E E T N E
QB QB
RON SPLIT LOU SPLIT
43 COV. 3 43 COV. 3
75 Z STAR 75 Z STAR
RATS 54
Common Elements:
Playside: Outside Receiver – Conversion/CB @ 16. Backside: Outside Receiver – In
Inside Receiver – Rats (Opposite break as Star).
Y & F – Check Downs
#4 #4
QB QB
#3 SCAN #3 SCAN
LOFT ROOF
67 W RATS 42 COV. 4 66 W RATS 42 COV. 4
(16-14) (16-14)
FS SS (16) (16) SS FS
C C
(4) (4)
C C
W M S S M W
E N T E E T N E
#4 #4
QB QB
#3 SCAN #3 SCAN
TROFF RIGHT TROFF LEFT
66 W RATS 42 COV. 4 67 W RATS 42 COV. 4
C C
S M W W M S
E T N E E N T E
QB QB
SS FS SS FS
(14) (14) (14)
(14) (14) (14)
C S M W C C S M W C
E N T E E N T E
QB “Luke”
QB QB
LIN LIN SPECIAL
68 TAMPA 41 COV. 2 TAMPA 55 TAMPA 40 COV. 2 TAMPA
DBL CLOUD BEATERS 56
WS FS SS WS FS SS
(DEPTH NEEDED)
(DEPTH NEEDED)
C W M S C W M S
C C
E N E E N E
QB QB
RIN SPECIAL 55 R OVER 31 DBL CLOUD RIN SPECIAL 55 G F UNDER W HUNT 31 DBL CLOUD
FS
WS FS SS SS
(14) (14)
C W M S C C M W C
S
E N E E N T E
QB
QB
LIN 68 TAMPA W-POST
RIN SPECIAL 55 2 FOLLOW R OUT 31 DBL CLOUD 41 COV. 2 TAMPA
X-STOP & GO
WS FS SS
W M S
C C
E N E
QB
Open 4 to right & 8 to left – extend ball early – boot on 4th step – set-up from guard to
QB guard. Execute scheme.
U See F
R Two backs – Secure playside Tackle look for outside pressure. Work to flat late.
PLAYSIDE AGGRESSIVE Full line slide to the callside (Rio/Lobo). Sell the run. “Fan” only when
there is an immediate cCgap threat. Low Hat read.
TACKLE
PLAYSIDE AGGRESSIVE Full line slide to the callside (Rio/Lobo). Sell the run. Low Hat.
GUARD
AGGRESSIVE Full line slide to the callside (Rio/Lobo). Sell the run. Low Hat.
CENTER
BACKSIDE AGGRESSIVE Full line slide to the callside (Rio/Lobo). Sell the run. Low Hat.
GUARD
BACKSIDE AGGRESSIVE Full line slide to the callside (Rio/Lobo). Sell the run. Low Hat. No B Gap
threat – Hold space w/ TE.
TACKLE * Try hard to get two DBL team blocks. i.e. C/PSG - BSG/BST.
33-32(43-42) Naked @ 8/9 3
Play action pass faking the inside zone and the
QB rolling opposite.
R Two backs: Fake running play called & then look for outside pressure
PLAYSIDE Two zone steps & block any C-Gap threat. Run to sideline, don’t go downfield.
TACKLE
PLAYSIDE Two zone steps, reach next man over & flatten out. Run to sideline, don’t go downfield.
GUARD
Two zone steps, reach next man over & flatten out. Run to sideline, don’t go downfield.
CENTER
BACKSIDE Two zone steps, reach next man over & flatten out. Run to sideline, don’t go downfield.
GUARD
BACKSIDE Two zone steps, reach next man over & flatten out. Vs. man on man outside, chop &
settle down, be ready to blade defender across face
TACKLE
43-42 POP 4
Play action pass faking the power, utilizing slide protection
w/ both backs having pass protection responsibilities.
Reverse out to 6 – Execute fake – 3 step drop after fake – execute scheme called.
QB
Execute scheme called.
Playside
OR
Playside Execute scheme called.
IR
Playside: Execute scheme called.
Y Backside: Execute 76/77 protection.
Backside Execute scheme called.
IR
Backside Execute scheme called.
OR
Two backs: #4 defender to your side – if defender drops run zip.
F
R Two backs: Inside LB to # 4 defender off the backside – check down.
Reverse out to 6 – Execute fake – 3 step drop after fake – execute scheme called.
QB (Gun) Power Option Pass – Heels @ 5 ½ show power option – setup tight inside guard.
R Two backs: Block first defender outside PST unless there is a stay call. Then block first defender
outside Y. (Gun) Power Option Pass – Same rules (F Call we run zip) – Line up backside.
Reverse out to 6 – Execute fake – Then sprint to break contain – Pass/Run option.
QB
Playside Conversion go (outside release) or scheme called
OR
Playside Flag or scheme called.
IR
Playside: Step inside – Flag @ 10-12 yds or scheme called. Y Call – Stay in & block.
Y Backside: Slide opposite of call. Responsible for D Gap.
Backside Under or scheme called.
IR
Backside Single receiver: Under or scheme called.
OR Two receivers: In @ 16 zone/14 man or scheme called.
Two backs: Free release zip. F Call – Stay in & block.
F
R Two backs: Block first defender outside PST unless there is a Y call. Then block Most Dangerous
Defender.
(Gun) Heels @ 5 ½, one slide step to play side, Tebow Fake, step back, setup to throw.
QB
Playside Scheme Called.
OR
Playside Scheme Called.
IR
Scheme Called.
Y
Backside Scheme Called.
IR
Backside Scheme Called.
OR
Align wide away from call side. Fake Power Option to call side, then have Inside-
F Outside-Scan pass protection.
R Scheme Called.
PLAYSIDE Super 1. Block inside B-Gap 4. Awareness goes to the Backside LB.
Angle 2. Hold space/Don’t chase 5. Be alert for Joker situation, Block DE.
TACKLE 3. Stay square/Be firm
PLAYSIDE Super 1. Block inside A-Gap 3. Hold space/Don’t chase
Angle 2. If no A-Gap def., work B-Gap w/T, 4. Stay square/Be firm
GUARD awareness to Backside LB.
Super 1. Block backside A-Gap 4. Vs. Odd, work w/ PSG to Backside LB.
CENTER Angle 2. Hold space/Don’t chase 5. Vs. Bear, Single Call.
3. Stay square/Be firm
BACKSIDE Super 1. Read Pull flat down line, kick EMOL.
Angle 2. Be alert for Joker Call.
GUARD
BACKSIDE Super 1. Lazy fill, secure B-Gap and wheel.
Angle
TACKLE
33-32 Quick Pass 8
Play action pass from the inside zone.
This is an aggressive protection PS & BS.
Open to 5 to right & 7 to the left – 3 step drop 7 read scheme inside out.
QB
10 yd stop - Conversion
Playside
OR
Playside 3x1: outside release – go
IR 2x2: Dump or short seam.
Playside Middle Dump or short seam – widen 3 steps & then turn up.
Receiver
Reverse out to 6 – Execute fake – 3 step drop after fake – execute scheme called.
QB
Execute scheme called.
Playside
OR
Playside Execute scheme called.
IR
Frontside: Man over. * Push call from tackle moves you out to widest rusher.
Y
Backside Execute scheme called.
IR
Backside Execute scheme called.
OR
Block inside LB playside. Work to flat.
F
R Block widest rusher to weak side scan. Clean up any mess
Backside: Must have a good fake. If no blitzes check spot.
PLAYSIDE Insert 1. Man over- Sell Run
Stud/Up/Five
Luke/Roger 2. Low hat read
TACKLE
PLAYSIDE Insert 1. Man on/inside- Sell run
Luke/Roger 2. Low hat read Heavy
GUARD
Insert 1. Slide to BSLB- Sell run
CENTER Outside/Five
Luke/Roger 2. Low hat read
Reverse out to 6 – Execute fake – 3 step drop after fake – execute scheme called.
QB Gun – Power option fake.
Under - Tight outside zone fake, set up 8 yards deep inside play side tackle.
QB Gun - Power option fake, set up 8 yards deep inside play side tackle.
Playside OR Execute scheme called.
[11] Under – Aiming point: inside leg of tackle – Good fake, Edge pressure to backside
F overhang . Gun – Line up backside show Ted action, same blitz responsibilities.
[21] Run route called.
[21] Under – Aiming point: inside leg of tight end – Good fake, edge pressure to backside
R overhang. Gun – Line up backside show Ted action, same blitz responsibilities.
[21] run route called.
PLAYSIDE 1st puller, block PSLB, have awareness to TE’s block to backside. 2nd puller, block BSLB,
TACKLE
awareness to backside blitzer. Vs. 3 tech, PST alert “GAT” – come down flat & square.
PLAYSIDE
GUARD Vs. 1 tech center alert “COG”, PSG come down flat & square. Vs. Odd, center will alert
CENTER “BADGER”.
BACKSIDE Block man on, #1 on LOS, vs. a 1 tech B.S., center will alert “PIN”, BSG will pull for BSLB
GUARD
BACKSIDE Block man on/outside. #2 on LOS.
TACKLE
MOVEMENT PASS
87-86 1
87-86 DASH 2
87-86 THROWBACK 3
89-88 4
89-88 THROWBACK 5
Sprint action w/ OL blocking inside gap
& backs blocking the end man on LOS.
87-86 1
Execute sprint technique. Under center throw on 7th step to the right & 8th step to left.
QB Gun: Throw on 5th step to right & 6th step to the left.
R Two backs: Set a path on the outside hip of FB & block the first defender to show
outside. If the FB takes his defender up field, turn inside and look for scrape LB.
PLAYSIDE Gap 1. Gap/Stack/Awareness
Rio/Lobo 2. Hold space/don’t void
TACKLE
PLAYSIDE Gap 1. Gap/Stack/Awareness
Rio/Lobo 2. Hold space/don’t void
GUARD
Gap 1. Block B.S. A-Gap
CENTER Rio/Lobo
Under center: Take a 5 step drop. Gun: take a 3 step drop – pause and then sprint outside w/ a
QB slight bubble. Once you break contain work to boundary. Set when ready to throw.
Start the same path you would w/ 86-87 or 88-89 pass but continue to a depth 7yds
QB 3-5 yds outside the tackle box and pull up, set, and throw the scheme called.
R
Two backs: Set a path on the outside hip of the FB eyeing the backside. Should a defender come free block him. If not continue on
your path & block the first defender outside the FB’s block. Look for scrape LB. If nothing there seal the defender the FB is blocking.
Execute sprint technique. Under center throw in 7th step to the right & 8th step to left.
QB Gun: Throw on 5th step to right & 6th step to the left.
R Two backs: Set a path on the outside hip of FB & block the first defender to show
outside. If the FB takes his defender up field, turn inside and look for scrape LB.
PLAYSIDE Frontside Gap 1. Reach #2, EMOL – stay square to L.O.S. – A.P. Inside #. “Hard”
Sara/Sally 2. If #2 is too far outside – hinge back
TACKLE 3. Openside- Man on/outside – alert “Hard” Reach EMOL
Start the same path you would w/ 86-87 or 88-89 pass but continue to a depth 7yds
QB 3-5 yds outside the tackle box and pull up, set, and throw the scheme called.
R Two backs: Set a path on the outside hip of the FB eyeing the backside. Should a defender come free block him. If not
continue on your path & block the first defender outside the FB’s block. Look for scrape LB. If nothing there seal the
defender the FB is blocking.
PLAYSIDE Frontside Gap 1. Reach #2, EMOL – stay square to L.O.S. – A.P. Inside #. “Hard”
Sara/Sally 2. If #2 is too far outside – hinge back
TACKLE 3. Openside- Man on/outside – alert “Hard” Reach EMOL
65/ 64 CONVOY 1
55 JAIL LT/RT 3
5 Step drop – pause – 2 more steps – Look off – Throw convoy. If blitz is on 7 step drop
QB without pause. Throw away. Must be behind the LOS.
Run everybody go scheme. Outside release. Vs. 1 high MF run off. Vs. 1 high Cov.3 –
Playside
Push and block corner.
OR
IR Run everybody go scheme – Push and block near safety with 2 high and run off with an
outside release vs. 1 high.
Playside Middle Run everybody go scheme. 1 high block FS. 2 high block far safety.
Receiver
Backside N/A
IR
Backside N/A
OR
Show Pass – Get inside hip relationship w/ PSG. Leave when he leaves – Work 5x2
F relationship. Let QB take you to grass.
R
PLAYSIDE Block 60 1. Set Deep & Invite DE Upfield. “Pin” DE if He Goes Inside.
Protection
TACKLE Rules
PLAYSIDE Block 60 1. Punch defender and put him on his heels
Protection 2. 1001-1002-Go- Work to release defender away from screen. “Block force”
GUARD “Force” 3. “Hewy”- Come out flat and in formation w/ Louie & Dewey. Attack up field
Block 60 1. Punch defender and put him on his heels Roger/Luke
CENTER Protection 2.
3.
1001-1002- Go- Work to release defender away from screen- Block “Alley”
“Dewey” Come out flat & in formation w/ Hewy & Louie. Attack up field.
Molly
“Alley” 4. Vs. “Odd” Alert Molly (Quick Set)
BACKSIDE Block 60 1.
2.
Punch defender and put him on his heels
1001-1002 – Go – Work to release defender away from screen – “Peel” – Pick-Up Trash.
Protection
GUARD “Peel” 3. “Louie” Come out flat & in formation w/ Hewy & Dewey. Attack up field.
3 Buzz, drop and get the ball out to the break receiver as wide as you can. Vs pressures,
QB stab and grab and throw.
Playside Middle Blocking first thing on outside shoulder, unless you are catching the Jail.
Receiver
BACKSIDE Block 60 1.
2.
Quick Pass set away from technique.
Club shoulder and release for BSLB.
Protection
GUARD “Peel” 3. If no BSLB shows up, look for PSLB to Safety.
3 Buzz, drop and get the ball out to the break receiver as wide as you can. Vs pressures,
QB stab and grab and throw.
Playside Middle Blocking first thing on outside shoulder, unless you are catching the Jail.
Receiver
BACKSIDE Block 60 1.
2.
Quick Pass set away from technique.
Club shoulder and release for BSLB.
Protection
GUARD “Peel” 3. If no BSLB shows up, look for PSLB to Safety.
C M W
S
C
E T N E
3 Step Drop; Eyes on PS DE. Throw Swing unless DE Peels. If DE Peels throw the Tunnel.
QB
Playside Block 1st LB in the box
Outside WR
Inside WR N/A
Backside Middle
Receiver Tunnel
R
PLAYSIDE Block 60 1. Influence set DE (1001. GO) Come out flat to block the
Protection corner.
TACKLE Rules
PLAYSIDE Block 60 1. Punch defender and put him on his heels (1001. GO)
Protection 2. Try to deliver defender inside.
GUARD 3. Come out flat to block alley, to inside.
Block 60 1. Quick Pass set away from Technique. Roger/Luke
CENTER Protection 2.
3.
Club shoulder and release for PSLB.
If no PSLB shows up, turn up for Safety.
Molly
W M W M S
$ $
E T N E S C E T N E
W M S W M
C
$
E N T E C E N T E S
W M M S
F/S
$
R E N E S C W E N T $ E
3 – 4 STACK ( STACK )
W M S
$
E N E
28/29 O Boss Z Train 5
FS SS
C C
W M S
E N T E
Z X
R Q F
GUARD
1. Sell reach for 3 steps, then redirect
Jailbreak
CENTER Rules
2. Come flat down LOS for BSLB, to PSLB
BACKSIDE Jailbreak
1. Sell reach for 3 steps. Then redirect
2. Come flat down LOS for alley, to inside
GUARD Rules
R W
Q
F
X If press man, run off defender. If soft, block defender over you.
PLAYSIDE Jailbreak
1. Flash set and club DE upfield
2. Come flat down LOS to kickout Force Defender
TACKLE Rules
PLAYSIDE Jailbreak 1. Flash set and club 3 tech, if no 3 tech set away from NG.
2. Come flat down LOS for alley to inside.
GUARD Rules
26 PITCH PASS 1
88 THROWBACK Y HIDE 6
88 THROWBACK U HIDE 7
STATUE 8
QB STATUE 9
55 HAL 15
WILLIE SPECIAL 17
26 Pitch Pass 1
QB Execute speed option – pitch ball to RB quickly. Look Playside to Backside for leakage.
R Execute option, sell run, pull up outside Tight End’s block, throw ball to receiver.
Z
W Stalk & Go – Be Patient
X
PLAYSIDE
TACKLE
PLAYSIDE
See Sara – Sally Protection
GUARD
CENTER
BACKSIDE
GUARD
BACKSIDE
TACKLE
9/8 Flip Pass 2
R Take flip – sell run, once the safety commits, throw ball to X.
F Fake 22/23 F
PLAYSIDE
TACKLE
PLAYSIDE
See Sara – Sally Protection
GUARD
CENTER
BACKSIDE
GUARD
BACKSIDE
TACKLE
33/32 Naked F Trail Y 3
QB Go thru cadence – make sure no pressure; if no pressure – switch with the RB – Make
fake, then run trail route.
R Vertical
F If no pressure, switch with QB after 1st cadence. Fake to QB, roll to call side; if trail is
open throw trail, if not – throw roll scheme or run.
Tagged Y, Stay In and block.
Y
U
Z
W Attack zip.
X Over route.
PLAYSIDE
TACKLE
PLAYSIDE
See 33/32 Naked Protection
GUARD
CENTER
BACKSIDE
GUARD
BACKSIDE
TACKLE
13/12 “O” Pitch Back To QB X Crack & 4
Go
QB Handoff zone play – then receive pitch back from RB – stay tight, look for post to corner
route.
R 18 yard Comeback/Conversion.
F Take hand off, show run, then flip ball back to QB & then clean up any messes.
Z
W
X Show crack be patient – Read safety’s eyes, then run post.
PLAYSIDE
TACKLE
PLAYSIDE
See Waggle Protection
GUARD
CENTER
BACKSIDE
GUARD
BACKSIDE
TACKLE
28 Toss Throwback To The QB 5
QB Pre-snap, check for Man Coverage. Reverse out and execute 28 Toss to the RB. After Toss
widen to backside and take vertical. Keep grass on outside for throw from RB.
R Execute 28 Toss and sell run first. Find grip on ball as you are selling run. If QB is
covered, abort pass and run.
PLAYSIDE
TACKLE
PLAYSIDE
See Sara – Sally Protection
GUARD
CENTER
BACKSIDE
GUARD
BACKSIDE
TACKLE
88 Throwback Y Hide 6
QB Roll to the play side 5 Steps, setup & throw ball to Y – make sure you look ahead of the
throw.
R Read Stop.
Block C gap, eyeball LB’s, when their eyes leave you, leak out to backside flat.
Y
U
Z
W Seam Flag.
PLAYSIDE
TACKLE
PLAYSIDE
See Sara Protection
GUARD
CENTER
BACKSIDE
GUARD
BACKSIDE
TACKLE
88 Throwback U Hide 7
QB Roll to the play side, setup & throw ball to U – make sure you look ahead of the throw.
Progression is Zip to U.
R Protect edge outside of Fullback’s block. If nothing shows, turn back and clean up any
defender that shows from the backside.
Z
W Motion to right, run a Zip route to right flat and get eyes around.
X
PLAYSIDE
TACKLE
PLAYSIDE
See Sara Protection
GUARD
CENTER
BACKSIDE
GUARD
BACKSIDE
TACKLE
Statue 8
QB 3 Step Drop, show pass, pump fake and pivot towards play side for handoff to Running
Back.
R Show pass protection, delay for a count, pivot out and trace path behind QB on drop
back. Take handoff and get outside pin by the Fullback.
F Shuffle-shuffle and pin to secure DE with the PST. Work to second level.
Y
U
Z Convoy rules.
W Convoy rules.
X Convoy rules.
PLAYSIDE Overset Defensive End to invite inside, the Pin DE inside. Try not to allow too much
upfield penetration. Eyeball Inside LB for blitz.
TACKLE
PLAYSIDE
GUARD
CENTER
BACKSIDE
See Convoy Rules
GUARD
BACKSIDE
TACKLE
QB Statue 9
QB 3 Step Drop, show pass, pump fake and pivot towards play side for handoff to Running
Back.
R Convoy rules.
F Shuffle-shuffle and pin to secure DE with the PST. Work to second level.
Y
U
Z Convoy rules.
W Convoy rules.
X Convoy rules.
PLAYSIDE Overset Defensive End to invite inside, the Pin DE inside. Try not to allow too much
upfield penetration. Eyeball Inside LB for blitz.
TACKLE
PLAYSIDE
GUARD
CENTER
BACKSIDE
See Convoy Rules
GUARD
BACKSIDE
TACKLE
43/42 Pop Pass F (U) Seam 10
QB Reverse out to 6 – Execute fake – 3 step drop after fake – Throw to Fullback after he clears
LB level. Watch backside Safety.
F Run downhill at LB, selling an isolation run block, duck and clear LB and get width on a
vertical; get eyes around for ball.
Y
U If U Seam - Run downhill at LB, selling an isolation run block, duck and clear LB and get
width on a vertical; get eyes around for ball.
Z Hash Corner.
W Seam Flag @ 8.
X Read Stop.
PLAYSIDE
TACKLE
PLAYSIDE
See 65/64 Protection
GUARD
CENTER
BACKSIDE
GUARD
BACKSIDE
TACKLE
QB 42 Bob Pass Slow & Go 11
QB Slide one step to play side, Tebow fake, setup to throw. Keep tight in “A” Gap.
R Sell run block downhill, take any defender to show outside of Tackle’s block.
Backside of 72 Protection.
Y
U Backside Sara-Sally Blocking
Z
W Run Slow Attachment.
PLAYSIDE
TACKLE
PLAYSIDE
See 72 Protection
GUARD
CENTER
BACKSIDE
GUARD
BACKSIDE
TACKLE
44 Power Option Pass Stalk & Go 12
QB Execute speed option – pitch ball to RB quickly. Step up and then look Backside for
leakage.
F Get width, take any defender to show outside of Tight End’s block.
X Rocket motion, get depth and motion to backfield and take handoff from QB. Find grip
while selling outside run. Setup and throw. If covered, pull down ball and run.
PLAYSIDE
TACKLE
PLAYSIDE
See 44 Power Option Pass Protection
GUARD
CENTER
BACKSIDE
GUARD
BACKSIDE
TACKLE
44 Power Jump Pass 13
R Execute 24 Power and take handoff from the QB. Stop before LOS and jump to pass the
ball to the Tight End.
Block C Gap, Delay and release vertical, get eyes around for throw from Running Back.
Y Get best release based on DE’s alignment.
Z
W Vertical.
X
PLAYSIDE
TACKLE
PLAYSIDE
See 44 Power Pass Protection
GUARD
CENTER
BACKSIDE
GUARD
BACKSIDE
TACKLE
QB 44 Power Jump Pass 14
QB Execute QB 24 Power, stop before LOS, jump and pass ball to Tight End. Be prepared to
take a TA.
R
F Block 1st defender outside U’s Block.
Block C Gap, Delay and release vertical, get eyes around for throw from Running Back.
Y Get best release based on DE’s alignment.
Z
W Vertical.
X Vertical.
PLAYSIDE
TACKLE
PLAYSIDE
See 44 Power Pass Protection
GUARD
CENTER
BACKSIDE
GUARD
BACKSIDE
TACKLE
55 HAL 15
QB Drop back, read normal progression for X Follow R Bubble (Hot Under – Follow – Bubble), and
throw. Leak out to backside, keeping depth. If R throws ball to you it must be a backwards pass.
F Run a crossing route, throttle in space in front of W on Hot Under or X on Follow, ready
to get pitched ball. Be prepared to throw it back to R on Bubble.
Y
U
Z Position yourself for a pitch from W if W can’t get pitch to F.
PLAYSIDE
TACKLE
PLAYSIDE
See 55 Protection
GUARD
CENTER
BACKSIDE
GUARD
BACKSIDE
TACKLE
87/86 Dash Last Play 16
QB Take a 3 Step Drop – Sprint with a slight bubble to break contain and then work to the sideline. When
ready to throw, set your feet and execute throw. To the left take a 3 Step Drop and Reverse out.
Y
U
Z Line up with enough width from Tackle to get a good release. Run an Over route setting
up just inside the Goal Line prepared to tip ball up.
W Vertical, get inside the Goal Line and set up 5 yards deep.
PLAYSIDE
TACKLE
PLAYSIDE
See 87 Dash Protection
GUARD
CENTER
BACKSIDE
GUARD
BACKSIDE
TACKLE
Willie Special 17
FS
SS
C
W M S
C
E N T E
R X
Y W
QB Fly motion W. Once W is set, go to line as if making a check, reset behind right tackle, give cadence.
Once ball snapped, pause a count as if blocking, then run zip route to the flat. Look for throw from W.
F Catch snap. Take outside zone track, light toss to W on his path back behind.
On snap of ball, come back across the formation making it look like split zone/naked.
Y Protect off of right tackles hip; inside-out.
U
Z
W Fly on QB’s command to Troff Lt. On snap of ball, come back across formation similar to orbit motion.
Catch toss from F, once in position look to throw to QB on zip. If covered look to X on Hook.
X Hook OTB. If not viable, work back to sideline where you came from.
PLAYSIDE
TACKLE
PLAYSIDE
See 33/43 Naked Protection
GUARD
CENTER
BACKSIDE
GUARD
BACKSIDE
TACKLE