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2 MINUTE PACKAGE

• Our 2 minute package is designed to be used to stop the clock and advance the
ball during the closing minutes of the first half or during the closing minutes of the
game. Our primary goal is to preserve the clock and score points (field goal or
touchdown).
• Each offensive player’s knowledge of the rules and our system as they apply to the
game clock is a critical part of the 2 minute offense.
• What we must stress to our players about the 2 minute drill is the importance of
mental focus and concentration. We must keep our poise and finish even though
we are mentally and physically drained.
• THE CLOCK
• It is important for every player to know the conditions by which the offense stops
the clock for a huddle situation.
– Clock Stops (Huddle)
– 1. Time out
– 2. Ball out of bounds
– 3. Incomplete pass
– 4. Change of possession
– 5. Penalty on defense
• The following conditions stop the clock, however, the offense must NOT re-huddle.
The play will be called from LOS.
– Clock Stops (resumes on referee’s signal)
– 1. First down
– 2. Meeasurement
– 3. Injury
– 4. Equipment
– 5. Penalty on Offense
• REMINDERS
• Every offensive player who has the potential to touch the ball must know the down
and distance on each play.
• Every player advancing the ball must realize whether a FG or Touchdown is in the
plan.
• Ball carriers must get as many SURE yards and then get the first down or get out of
bounds.
• If ball carrier can get first down, before going out of bounds, GET IT.
• Qb must NEVER take a sack.
• All fourth downs or last play of game are MUST situations. Never
surrender the ball by a tackle in this situation. Always get a position to
lateral.
• When qb needs to kill the clock, the call is “KILL”. The qb will signal to
his throat to alert offense of spiking the ball in the ground. Always
throw the ball down and forward in behind the center. Spike ball to the
ground by not hitting the back of the center’s legs.
• Call Timeout BEFORE any 4th down plays.
• Qb must keep his eyes on Coach for visual signals after every play.
• If calling a timeout to set up winning field goal, allow game clock to run
down to 4 seconds before signaling timeout to the official.
• RULES:
– 1. Qb yells “JAGUAR”, Immediately find sideline for formation / play (band #)
– 2. Snap count – “Set – Go”
– 3. Efficiency & execution is the key
– 4. Ball Carriers get yardage, then get out of bounds.
• SITUATIONS TO COVER:
• Measurement for a 1st Down
• Incomplete pass (Normal Routine)
• 1st Down advancement
• 3rd & Long play selection
• Kill – spike ball (Normal Routine)
• 4th Down – no timeouts
• Administration of Penalty (Offense & Defense)
• Sack – use Timeout to stop clock (Normal Routine)
• Ball out of bounds (Normal Routine)
• Injury Timeout
• Team Timeout
PRACTICE SET-UP:
A coach to set the ball, wind clock, and enforce Timeouts –
A coach to provide info and run the clock –
A coach to signal formations & play (band #) –
A coach to check alignments & spacing –
2 MINUTE PACKAGE
• GAME PLAN FORMAT
• 1. Sideline passing game
• 2. 3rd & Long package
• 3. Short – yardage plan
• 4. Running game
• 5. Red Zone package
• 6. Last 3 plays (Cheetah package)
• 7. Must-win package
4 MINUTE PACKAGE
• With the game clock under four minutes and the offense is attempting
to preserve the win, all offensive players must know:
• MAIN OBJECTIVES:
– Use up the clock
– Get a first down
• REMINDERS:
– 1. Do not call a timeout
– 2. Use full 20-22 seconds prior to the snap
– 3. Stay in bounds
– 4. Ball carriers over protect the ball
– 5. No penalties
– 6. If injured, attempt to get off field on own accord. (exception: qb)
– 7. Unpile slowly
– 8. Expect stunts and blitzes on every down
– 9. An incomplete pass is worth 20-25 seconds to the opponent
– 10. Prepare for VICTORY

• If game clock is under 25 seconds and offense has a full 25 seconds


on play clock, NO SNAP

VICTORY

Foot to Foot

A Y

P & F TILT TOWARD


P F QB @ 3 YARDS DEPTH

T T @ 10 YARDS DEPTH