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PLAY PACKAGING

Andrew Coverdale – Assistant Football Coach – Trinity High School Coverdale@thsrock.net http://savefile.com/projects/808596579 (donkey2)

CONCEPTS for

ZONE & REACH BLOCKING

PHILOSOPHY
Field General! Why behind the what – connect players to why Play “downhill” Limit the number of things each play practiced against Answers defensive unpredictability and change Frees up/allows for multiplicity, in turn leading to “vanilla” Percentages – Heavy first down emphasis Allows you to have good plays while you get a sense of what the opposing DC’s thoughts are

1. 2. 3. 4. 5. 6.

7. 8.

ZONE & REACH BLOCKING

OVERVIEW
A. B. C. D. E. Run/Run Checks Run/Run “Motion” checks Run with built-in “JUKE” Run/Quick game “Basic Check”

I. MODES of PLAY PACKAGING

II. TOOLS to DO THE JOB A. Checkers B. Cadence C. Movement

ZONE & REACH BLOCKING

RUN/RUN CHECKS
A. Attitude plays: “Find a way to run it!” B. Allows you to never run at an “overhang” C. Can get directed away from best blockers, into boundary, etc. D. “A Side/B Side” driven

I. Dictate the play – choose a side

II. Dictate the side – choose the play A. Fits more multiple running games B. Allows you to run behind your best people C. Can be forced into running at overhangs D. Edge driven

ZONE & REACH BLOCKING

DEFINING “OVERHANG”
EXAMPLE 1: Player B is an overhang; no blocker available B
V V V V V V V V

Standing DE or LB outside the box for whom we do not have a receiver & cannot block. Most often, we want to check AWAY from Overhang players. EXAMPLE 3: B is not an overhang; a blocker is available
V V V V B

EXAMPLE 2: Player B is not an overhang; a blocker is available B
V V V V V V

EXAMPLE 4: B is an overhang; no blocker is available
V V V V V V B

ZONE & REACH BLOCKING

DEFINING “OVERHANG”
Safety rotation to a particular side is considered the same as an “Overhang” aligning to that side!

S V V V V V V V

S V V

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DEFINING “A” and “B” SIDES
“B SIDE”
Side of the ball where there is a DL within half a man of the “B” gap; in other words, a DL in a 2, 3, 4, or 4i. Called “B” side because DL closest to the Center on that side is likely responsible for “B” gap.

EXAMPLE 1: 3 on left, 2i on right *Left side is a “B” side, Right side isn‟t

EXAMPLE 2: 5 on left, 4i on right *Right side is a “B” side, Left side isn‟t

V

V

V

V

V

ZONE & REACH BLOCKING

DEFINING “A” and “B” SIDES
“A SIDE”
Side of the ball where there is no DL within half a man of the “B” gap; in other words, it is NOT a “B” side, there is NO 2, 3, 4i, or 4. It is called “A” because the DL nearest the Center to that side is likely an “A” gap defender.

EXAMPLE 1: 4i on left, 5 on right *Right side is an “A” side, Left side is “B”

EXAMPLE 2: 2i & 6i on left, 3 on right *Left side is an “A” side, Right side is a “B”

V

V

V

V

V

V

ZONE & REACH BLOCKING

A/B SIDE: TYPICAL PREFERENCES
Runs typically preferred to “A SIDE”
•Inside Zone (Under center) •Dart (Tackle Wrap) •Inside Veer •Long Trap

Runs typically preferred to “B SIDE”
•Inside Zone (Gun) •Power O •Midline •Inside Trap

ZONE & REACH BLOCKING

A/B SIDE: TYPICAL PREFERENCES
Runs typically preferred to “A SIDE”
•Inside Zone (Under center) •Dart (Tackle Wrap) •Inside Veer •Long Trap

Example: INSIDE ZONE to an “A” Side – Creates two double teams

ZONE & REACH BLOCKING

A/B SIDE: TYPICAL PREFERENCES
Runs typically preferred to “B SIDE”
•Inside Zone (Gun) •Power O •Midline •Inside Trap

Example: POWER to “B” Side – Double team at P.O.A.

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DEFINING “Tight” & “Wide” EDGE
A “WIDE EDGE” refers to a side of a defense where the widest player on the Line of Scrimmage is in an outside shade (5 or 9 technique)

ZONE & REACH BLOCKING

DEFINING “Tight” & “Wide” EDGE
A “WIDE EDGE” refers to a side of a defense where the widest player on the Line of Scrimmage is in an outside shade (5 or 9 technique)
. .

Example: COUNTER TREY to “WIDE EDGE” – Easier kick-out angle for BSG

ZONE & REACH BLOCKING

DEFINING “Tight” & “Wide” EDGE
A “TIGHT EDGE” refers to a side of a defense where the widest player on the Line of Scrimmage is in a head-up or inside technique (4-4i / 6-6i)

ZONE & REACH BLOCKING

DEFINING “Tight” & “Wide” EDGE
A “TIGHT EDGE” refers to a side of a defense where the widest player on the Line of Scrimmage is in a head-up or inside technique (4-4i / 6-6i)

Example: STRETCH to “TIGHT EDGE” – Easier Reach angle at Point of Attack for T/TE

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EDGES: TYPICAL PREFERENCES
Runs typically preferred to “WIDE EDGES”
•Gap runs (Counters, Power) •Interior Zone runs •“G” Scheme runs

Runs typically preferred to “TIGHT EDGES”
•Outside Zone/Stretch •Perimeter Options •Tosses/Sweeps

ZONE & REACH BLOCKING

MOTION CHECKS: “IF Motion”
“IF” tells tagged receiver to motion across formation and block Overhang if an overhang exists to call side…QB will trigger by lifting heel. Otherwise, block normal backside rules.

H
Example: Call is “H IF – 4 Power Solid” QB Sees Safety rotation strong, thus an Overhang strong Lifts heel to Motion H over to block rotating Saf

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MOTION CHECKS: “SKATE Check”
From “I” formation, tells FB to “Skate” into position needed to do his basic job on the play based on where QB checks the play

Example: Call is “Skate Check – 24/25” FB‟s job on 24/25 Inside Zone is to CHIP backside EMOL – will “Skate” opposite the QB‟s call

Example: Call is “Skate Check – 18/19” FB‟s job on 18/19 Stretch is to LEAD to the Overhang player…will “Skate” to the QB‟s call

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MOTION CHECKS: “BOUNCE Check”
From a balanced formation, used to put TE or inside receivers on alert that the one away from the checked call will motion to the call will motion across the formation to be a kickout or bonus blocker. Typically used against defenses that do not make a major adjustment to motion, allowing us to “Gain numbers” at the point of attack. Runs typically used in conjunction with “Bounce check” are Power and Stretch QB makes check based on normal A Side / B Side criteria for those plays

ZONE & REACH BLOCKING

MOTION CHECKS: “BOUNCE Check”
From a balanced formation, used to put TE or inside receivers on alert that the one away from the checked call will motion to the call

TE

Example: Call is “Bounce Check – 4/5 Power” QB checks play to B Side (“4”) – TE on left steps off on cue, resets, „Bounces‟ to Frontside to kick out

ZONE & REACH BLOCKING

MOTION CHECKS: “PEEL Check”
From a balanced formation, used to put TE or inside receivers on alert that the one away from the checked call will motion to the call will motion across the formation and back to seal the backside edge. Runs typically used in conjunction with “Bounce check” are Inside Zone and Counter Trey

QB makes check based on normal A Side / B Side criteria for those plays

ZONE & REACH BLOCKING

BASE RUNS with “JUKE”
Tag telling BS receiver to run a 1-step “JUKE” route. QB has option to abort the run – without a check – and throw the “Juke” if CB is 7 yards or deeper in alignment. (May check protection if run involves a puller)

ZONE & REACH BLOCKING

BASE RUNS with “JUKE”
Tag telling BS receiver to run a 1-step “JUKE” route.

Example: Call is “25 JUKE” Outside WR on right runs “Juke” Inside Zone play (25) proceeds as normal if CB 6 or tighter QB takes 1 step, deals to the “Juke” without a check if CB 7 or deeper

ZONE & REACH BLOCKING

RUN/QUICK CHECKS: Individual
Check that pairs a Core Run with an “Individual” quick throw. CRITERIA for QB‟s DECISION can be:

1. 1 safety (Throw) or 2 safety (Run)
2. Off Corners (Throw) or Press/Cloud Corners (Run) 3. Overhang player width: Throw v. Tight / Run v. Walked off (Generally used against known 1-safety defenses)

ZONE & REACH BLOCKING

RUN/QUICK CHECKS: Individual
Check that pairs a Core Run with an “Individual” quick throw.

INDIVIDUAL ROUTES can be:
1) Dictated by the coach in the call 2) Initiated by the coach with freedom to hand signal

3) Just called as “Indy,” requiring a hand signal by QB/WR
RUNS can be:

1) Dictated by the coach in the call
2) Built in as their own “Check,” telling the QB to use his A Side/B Side criteria, should the defensive structure direct him to run

ZONE & REACH BLOCKING

RUN/QUICK CHECKS: Individual
Check that pairs a Core Run with an “Individual” quick throw. PROCEDURALLY, can: 1) Assume run with an option to check throw (“24 Check Indy”) (“Zone Check Indy”) 2) Assume pass with an option to check to a known run (“80 Double Quick Out Check 24”) (“80 Double Hitch Check Zone”) (“80 Double Indy Check Zone”)

ZONE & REACH BLOCKING

RUN/QUICK CHECKS: Individual
Check that pairs a Core Run with an “Individual” quick throw.

Example: Call is “80 DOUBLE QUICK OUT CHECK 4” Criteria for call is # of safeties Single safety look tells QB to check 80

ZONE & REACH BLOCKING

RUN/QUICK CHECKS: Individual
Check that pairs a Core Run with an “Individual” quick throw.

Example: Call is “80 DOUBLE QUICK OUT CHECK 4” Criteria for call is # of safeties Two safety defense tells QB to check 4 Power

ZONE & REACH BLOCKING

RUN/QUICK CHECKS: Individual
Check that pairs a Core Run with an “Individual” quick throw.

Example: Call is “ZONE CHECK INDY” Criteria for call is width of Overhang players Walked off Overhangs tell QB to check run; “A Side” to left tells him to check 25

ZONE & REACH BLOCKING

RUN/QUICK CHECKS: Individual
Check that pairs a Core Run with an “Individual” quick throw.

Example: Call is “ZONE CHECK INDY” Criteria for call is width of Overhang players TIghtened Overhangs tell QB to check pass; Depth & Leverage of CB tell him to signal “Hitch”

ZONE & REACH BLOCKING

RUN/QUICK CHECKS: Concepts
Check that pairs a Core Run with an “Concept” throw in the Quick Passing Game (e.g., Turn, Spacing, Fade/Flat) CRITERIA for QB‟s DECISION can be: 1. 1 safety (Throw) or 2 safety (Run) 2. Safety rotation

3. Alignment of a specific defender who must not be allowed to defend run and a Quick route structure (most often Overhang LB/Nickel Player)

ZONE & REACH BLOCKING

RUN/QUICK CHECKS: Concepts
Check that pairs a Core Run with an “Concept” throw in the Quick Passing Game (e.g., Turn, Spacing, Fade/Flat)

Example: Call is “80 TURN CHECK 18” Criteria for call is number of safeties Single safety look tells QB to check “80 Turn”

ZONE & REACH BLOCKING

RUN/QUICK CHECKS: Concepts
Check that pairs a Core Run with an “Concept” throw in the Quick Passing Game (e.g., Turn, Spacing, Fade/Flat)
?

Example: Call is “25 CHECK 80 SLANT” Want to run 25 to a clean surface weak; QB knows Slant/Arrow is his check if safety rotates into it

ZONE & REACH BLOCKING

RUN/QUICK CHECKS: Concepts
Check that pairs a Core Run with an “Concept” throw in the Quick Passing Game (e.g., Turn, Spacing, Fade/Flat)

?

Example: Call is “25 or 80 FADE/FLAT” Make the Overhang wrong: If he covers down the Slot, run Zone at a good bubble underneath him; If he creeps down, he gives up leverage on the Flat route

ZONE & REACH BLOCKING

RUN/QUICK CHECKS: Concepts
Check that pairs a Core Run with an “Concept” throw in the Quick Passing Game (e.g., Turn, Spacing, Fade/Flat)

Example: Call is “80 TURN CHECK 18” Criteria for call is number of safeties Two safety look creates good leverage for the Stretch; QB checks 18

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BASIC CHECK
Expansion of “Run/Quick Check” that adds the following priorities that supercede a Run or a Quick: 1. Check to a Bubble Screen versus an “Uncovered” look 2. Check to an Alley Screen v. 0 Safety or possibly 5-man pressure looks (depending on game plan) If neither of those present themselves, QB goes through Run/Quick thought process based on whatever criteria he would normally use (# of safeties / CB leverage / Overhang)

ZONE & REACH BLOCKING

BASIC CHECK

Example: Call is “BASIC CHECK” LB structure does not cover down to all three receivers Check Bubble Screen

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BASIC CHECK

Example: Call is “BASIC CHECK” Defense shows Zero Safety, Pressure look Check Alley Screen

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BASIC CHECK

Example: Call is “BASIC CHECK” Defense covers down, One high safety Check to built in Quick Concept – “Spacing” in this example

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BASIC CHECK

Example: Call is “BASIC CHECK” Defense covers down, Two high safeties Check to built in run – Zone Read to the “B” Side (left)

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MAKING it WORK: “CHECKERS”
• • • • • • • • • • • • Jeff Tedford / Rick Neuheisel / Homer Smith Key component of QB‟s training! Eliminate bad reps on the field – work out problems before! Create a lot of scenarios in a short period of time Helps him see the “Why” being manipulated in front of him Safe forum to ask questions Use in summer install, periodic review pre-season Ideally use after Monday practice and Thursday after practice review in-season Make him call play in huddle just as you‟ll give it to him Make him manage CLOCK Make him rehearse CADENCE Create worst-case scenarios

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MAKING it WORK: CADENCE
“HOW WE GET THE LAST WORD”
Varying CADENCE serves three fundamental purposes for us: 1. Creates rhythm for US, disrupts the ability for THEM to get off the ball fast 2. Gather information / force defense to tip their hand! 3. Draw defense offsides – Get a free 5

ZONE & REACH BLOCKING

MAKING it WORK: CADENCE
OVERVIEW
Play is on… Have play? Type When cadence concludes… Other

NORMAL
FALSE FAST FAST FALSE DUMMY

Yes
No Yes No Yes

Normal
Fake Normal Quick Fake Quick Fake Normal

Run the play!
Check to a play Run the play! Check to a play Allow for adjustments Check, or “We‟re Good,”, then “Down, SetHIT”

Nothing said

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MAKING it WORK: CADENCE
BEST USES
Cadence Why / when featured

NORMAL
FALSE FAST

Create / maintain rhythm versus non-disguise teams
Safely gather information and disrupt DL “get-off” Exploit simple plays versus teams that show late; discourage late rotations/disguises; Change the tempo; Perimter plays and/or unusual formations Safely gather info and exploit threat of Fast cadence

FAST FALSE

DUMMY

To pre-call more sophisticated, wordy pass calls, but be able to identify protection problems

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MAKING it WORK: MOVEMENT
Movement can also help us see things and have the final word because… A) Movements force adjustments, which typically means defenders moving to their final alignment B) In Shotgun, our QB will flash his hands in the same way he would for a snap, which is also, at times, a trigger for defenses to show C) Often, if they do not move when you move, it is just as telling: ex: 2i & 3 tech don’t flip when TE trades – Zone Dog to 2i side is likely!