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Offensive Playbook

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Table of Contents
Page -- Procedures Page -- Formations Page -- Formation Tags Page -- Formation Shifts Page -- Motions Page -- Option Series Page -- Zone Series Page -- Trap Series Page -- Play Action Pass Series Page -- Sprint Out Series Page -- Sceen Series Page -- Quick Package Page -- Gadgets Page -- Glossary

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Procedures
Position Identification Play Series Personnel Groups Huddle Communication

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Position Identification: R = Running Back F = Full Back H = Heavy Back Y = Tight End X = Split End Z = Slot W = Split End 2 U = Tight End 2 QB = Quarterback

Personnel Groups: Pro = 2 Backs(R,F); 3 WR(X, Y, Z) Spread = 1 Back(R); 4 WR(X, Y, Z, W) Heavy = 3 Backs(R, F, H); 2 WR (X, Y) Money = 5 WR (X, Y, Z, W, U) Tight = 1 Backs (R); 2 Tight Ends (U, Y); and 2 WR (X, Z)

Series Identification: The number identified in the play call indicates the type of play which is called. 0 = Quarterback run plays 10 = R-Back run plays 20 = F-Back run plays 30 = WR run plays 40 = Play-action pass plays 50 = Sprint out pass plays 60 = Quick pass plays 70 = Screen plays 80 = Drop-back pass plays 90 = Whoa! plays

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Position Explanations Quarterback: The QB in this offense has to be athletic, smart, and tough. The QB will be expected to call the plays, execute the plays, pass, handoff, and run. The QB will be prepared mentally and physically on the field or he will not play. He will have to make reads in the pass game and in the option game. He will be asked to check out of potentially bad plays and into the better ones. Running Back: The R-back will be the true running back in this offense. He, along with the QB, will get the most touches in the offense. The R needs to be able to run between the tackles with authority, but also have the ability to get to the edge and make defenders miss. He will also need to be able to be a solid receiver and good blocker. Full Back: The F-back is one of our hybrid players. The F-back will be asked to perform several tasks. Number one, he will be a blocker, he will be asked to lead block, kick-out, open-field block, and pass protect. He needs to be athletic like a running back, but skilled like a guard. There will be a number of times the F-back will also be given the ball on handoffs and occassionally asked to run routes in the passing game. X: The X receiver is a our truest receiver. He needs to possess the agility to run great routes and have excellent hands. The X will also need to be able to block corners, safeties, and OLB's with stalks and cracks. The X will be counted on to make the catch when the ball is thrown his way. Y: The Y receiver is our strongest blocker of the receivers. He needs to possess similiar skills as the X, but will be asked to block more often as we he will usually be on the frontside of the runs. He at times will also be asked to align closer to the OL and will need to block linebackers and occassionally a DL. The Y will need to have great hands and possess strong route running skills as well. Z: The Z receiver is most closely related to a running back, yet he will typically align split out from the LOS (as a WR). He is one the quickest skill players. Typically the Z receiver will be involved in the offense by receiving handoffs on sweeps and pitches on the option. The Z receiver will have to be a receiver as well though and must have strong routerunning ability as well as good hands. W: The W receiver is a our 2nd X wide receiver. The W needs to possess similar skills sets as the X. U: The U is our 2nd Y. When the U is in the game, we are asking to have a 2nd Y, therefore he needs to possess those skill sets. Half-back: The H-back is most closely related to the F, yet he will receive very few touches. The H's primary responsibility is blocking. We bring the H in the game to add a sixth and seventh blocker for our run plays.

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Hole Identification:
We are a left and right side offense. Meaning we will identify holes and plays based on a numbering system which is paired up with the left and right sides of the offensive line. Each hole will be assigned a number. Even numbers to the right and odd numbers to the left.

0 7
LTE

5
LT

3
LG

1
C

2
RG

4
RT

6
RTE

7 Hole = Outside leg of the left TE to sideline 5 Hole = Inside leg of the left TE to outside leg of left tackle 3 Hole = Inside leg of the left tackle to the outside leg of the left guard 1 hole = Inside leg of the left guard to the left leg of the center 0 hole = Midline of the center 2 hole = Right leg of the center to the inside leg of the right guard 4 hole = Outside leg of the right guard to the inside leg of the right tackle 6 hole = Inside leg of the right tackle to the inside leg of the left TE 8 hole = Outside leg of the TE tothe sideline

We will identify a play using a numbering system. This numbering system will alert us of two things. The first number tells us what series the play is being called from. The second number will alert us to where the ball is being run to or play-actioned to. Example: 14 14 - 1 alerts us that it is a teen series play, where the R-back is receiving a handoff 14 - 4 alerts that we are attacking the hole between the outside leg of the RG and the inside leg of the RT

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Huddle: C sets up huddle 5-6 yards from ball; huddle forms as seen below leaving an opening for the QB to come and make play call in center.

LT X

LG F

C RG RT QB R Y Z

This huddle is with the Pro personnel Center: Forms the huddle 5-6 yards from the ball, directly behind ball, by putting hands up shouting "HUDDLE-HUDDLE-HUDDLE" OL: Shoulder to shoulder, at the same alignment as you would be at the LOS. This allows you to break the huddle turn around and sprint to you position. Which ever tackle is away from our sideline during the series, will need to step up and turn in slightly to close the his side of the circle. The tackle to our sideline will need to do the same once the QB enters the huddle and takes a knee. X, R, F, Y, Z: Form a second row facing the OL. F always will align facing the LG, R facing the C, Y facing the RG, Z facing the RT. Leave about 2 yards for the QB to come inside the middle of the circle. After the QB enters the huddle, Z will need to close his side of the circle by stepping up an turning slightly in. X will align next to the LT, closing his side of the circle. QB: Get signals and play from the OC; come in to the middle of the huddle, say "NOW" (everyone stops talking and listens) and take a knee. Call the formation, play, and snap count once (C, and any receivers leave now and sprint to the LOS). Call the formation, play and the snap count a second time. Say "Ready" everyone else says "Score" and sprint to your alignment. Personnel Adjustments: Spread: Everyone who remains in the game stays the same. The W will replace the F's position in the huddle. Heavy: Everyone who remains in the game stays the same. The H will replace the Z's position. Money: Everyone who remains in the game stays the same. The W will replace the R's position in the huddle, and U will replace the F's position. Tight: Eveyone who remains in the game stays the same. The U will replace the F's postion.

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Communication and Line of Scrimmage Procedure


"Communication is the key to success and efficiency." :06 Rule Every position with in the offense will go through a pre-play procedure. This is known as the six-second rule. These six seconds are the most important of any play. It is the time after the play is called and before the play is executed. Each position will have a simple checklist they will work making the most of this six seconds, which allows the player to be prepared and play fast. Basically we are reading the defense pre-snap. Post-play call procedure 1. After the huddle breaks we all sprint to our alignment now. All positions need to get to their readystance (stance players are in prior to the ready for play signal from the QB) and begin their :06 rule. 2. Quarterback will intiate the beginning of the play by calling "color & number/word," and then repeat it. These colors and numbers can either be live or dummy words. The quarterback may also use hand signals to communicate. 3. Quarterback will pause, then either give the silent snap count signal or continue through the cadence. Snap Counts

1. On One -- The ball will be snapped on "Hike." Example: "Green 15, Green 15, Set-Hike" and ball is snapped on "Hike." 2. On First Sound -- The ball will be snapped on the first sound the quarterback gives. If this snap count is given, then all positions need to get into the go-stance (stance a player is in right before the ball is snapped) immediately upon arriving at the L.O.S. Example: "Green-11" and ball is snapped on "Green." 3. On Silent Count -- Players will get to the L.O.S., as with the procedure above. The quarterback will go through the intial cadenance with "color & number/word," Quarterback will then pause and give a non-verbal cue (leg raise) to the center. Center will then snap the ball on and shout "Hike." 4. No Play -- "No play" is just as it sounds. All players will go through normal procedures as if the snap count was on one. Quarterback will make all verbal calls, when the quarterback says "Hike" no one comes out of the stance. Ideally the defense jumps. If the defense does not jump the quarterback will check with the sideline for whether to audible or call the timeout. Example: "Gold 27, Gold 27, Set-Hike-Hike" and ball is not snapped.

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Audible Communiucation: Hot Colors, Check with me, & Easy Change Throughout a game we may need to change the play. The quarterback will have the ability to do this at any time unless th situation dictates otherwise. There are couple of ways we can do this. The main way we will do this is to use hot colors, meaning when you hear this color there is a change associated with the play called. The other way we can do this is with t Check system, which is explained below. We can also change an entire player with easy change. Hot Colors: 1. "Black" -- Black alerts the offense to flip the play as called. For example if we have called 18 Falcon, and the Quarterback says "Black 12, Black 12..." then the play changes automatically to 17 Falcon. Again "Black" flips the play. The QB will not use black in any other way. 2. "Color of the Week" -- Each week we will use a color as our play changer. When the quarterback uses the color in the cadenance then the offense will relax and listen to the following numbers as the new play is given. Let's say the color is red. The quarterback says "Red 11, Red 11..." This tells the offense that the play has been changed to 11 Gorilla and to run that play on one. All audibles will be run on one, once the play is changed. If the play needs to have a play word added, the quarterback can do that. Don't worry about giving it away the other team will never figure it out. For example, the QB comes to the LOS and says "Red 61 Denver, Red 61 Denver" he is telling the offense that we are running 61 Now. We have to say now because 61 may also be a slant, a hitch, speed out, etc... Check System: 1. If in the play called ends with a "check," then that alerts the offense that playside has not been determined. For example, if the quarterback calls "Giraffe-Check," as the play then the offense will get to the LOS knowing that they are running Giraffe to either the 6-hole or 7-hole. The quarterback will start his cadenance and the number given will indicate to which side the play will be run. "Green 6, Green 6" will now indicate that the play is going to be 6 Giraffe. The play will then be carried out on the snap count given. Easy Check:

1. We have to be able to change the play at any point in the game. This includes when the snap count is on first sound. we run into a bind with a audible system, therfore we have to have another way to check. If the QB says "Easy, Esay," the will change the play with the hot colors. We have to remember now that "Easy" will be an audible, and not to move out of stance.

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Formations
System Explanation 2-Back Formations 1-Back Formations 0-Back Formations Tags

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Formation System: Our formation system is designed to keep things as simple as possible to improve execution of the plays. Our system is designed so that each position only has to learn a few key words to know where to line up in our formations. There are a few absolutes with in this system. - The formation words will always indicate the strength of the formation. (Ex: "Right" = Right side is strength) - The Z Receiver will typically be the strength indicator of the formation as well as the position we move within the formation on a regular basis. The word used to position the Z, alerts the rest of the skill players of the formation. - The X Receiver needs to go away from the strength. X is listening to the formation words for which side of the ball he will align to. IF he hears a "R" word he goes to the left. IF he hears a "L" word he goes to the right. (Ex: "Right" = X aligns to the left) - The Y Receiver needs to go with the strength of the formation. (Ex: "Right" = Y aligns to the right) Basic Concept As we said at the top of the page, formations are created with a few short words in each play call. Each position only has to learn a few words that apply to their position. There are four basic spots in the formation that positons can align in (excluding the absolutes and the backs in the backfield). These four spots are can be aligned with the F, R, Z, W, or U. The X and Y can be moved but their alignments are slightly different. The four spots shown below with the Z. Each position has their own words to put them in the positions below, but these are the four positions they will align to.

X Z Z QB R F Z Z

Shotgun vs. Undercenter: We will assume we are going to align in a shotgun formation unless otherwise told. If we want to place the QB under center, we will tag the formation with the "under" tag.

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2-Back Formations: - In the 2-back formations we are aligning two-backs in the backfield. If we are in shotgun our base alignment for the two backs will be split next to the Quarterback. The F will align to the strength directly behind the Guard, 5 yards away from the LOS. The R will align away from the strength, directly behind the Guard, 5 yards away from the LOS. There will not be a formation word to align us this way, it is automatic unless otherwise called. - If we are under center, then the two backs will align in an I formation directly behind the quarterback. The Fback will be 3 yards from the Center, the R-back will be 6 yards from the Center.

Right

X QB

Right

X QB F R Z

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- The F-Back can align in two places in our 2-back formations. By calling either King or Queen we move the Fback, and the F-back only. - King = F-back aligns to the strength of the formation, in the gap between the Guard & Tackle, 3 yards from LOS whether we are in shotgun or under center - Queen = F-back aligns away from the strength of the formation, in the gap between the Guard & Tackle, 3 yards from the LOS whether we are in shotgun or under center.

King Right-Under

X QB F R Z

King Right

X Z F R QB

Queen Right-Under X QB F R Z Y

Queen Right

X Z F R QB

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- The R-Back can align in two places in our 2-back formations. By calling either Strong or Weak we move the Rback, and the R-back only. - Strong = R-back aligns to the strength of the formation, in the gap between the Guard & Tackle, 3 yards from LOS whether we are in shotgun or under center - Weak = R-back aligns away from the strength of the formation, in gap between the Guard & Tackle, 3 3 yards from the LOS whether we are in shotgun or under center.

Strong Right-Under

X QB F R Z

Strong Right

X Z R QB F

Weak Right-Under

X QB R F Z

Weak Right

X Z R QB F

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- Z-Receiver can align in four places in all of our formations. The words Z needs to know are "Right," "Row," "Ros," and "Rog" for right side strengths and "Left," "Low," "Los," and "Log" for left side strengths. - Right = Z will align on right side of the formation, off the LOS. He will split the distance between the widest receiver and the EMLOS. IF he is the widest receiver he splits to the numbers. If there is a third receiver to his side he aligns as #2, splitting the distance between #1 & #3. - Row = Z will align on the right side of the formation, off the LOS. He will split in a wing alignment off the EMLOS. The wing alignment is finger-tip to finger-tip. If there is a second wing, then Z is always the widest. (Row = Right Wing) - Ros = Z will align on the left side of the formation, off the LOS. He will split in a wing alignment off the EMLOS. If there is a second wing, then Z is always the widest. (Ros = Right Slot) - Rog = Z will align on the left side of the formation, off the LOS. He will split the difference between the EMLOS and the X receiver. IF he is the widest receiver he splits to the numbers. If there is a third receiver to his side he aligns as #2, splitting the distance between #1 & #3. Right

X QB F R

Z QB

Row

X QB F Z

Z QB

R R

Ros

Y QB F R

Z QB

Rog

Y QB F R

Z QB

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- All of the words that begin with the letter "L" the Z-Receiver will align the same as their R counterpart, just with the strength to the Left. - Z-Receiver can align in four places in our 2-back formations. The words Z needs to know are "Right," "Row," "Ros," and "Rog" for right side strengths and "Left," "Low," "Los," and "Log" for left side strengths. - Left = Z will align on left side of the formation, off the LOS. He will split to the numbers on the field. Same rules of alignment apply as they do for Right. - Low = Z will align on the left side of the formation, off the LOS. He will split in a wing alignment off the EMLOS. If there is a second wing, Z is always the widest. (Row = Right Wing) - Los = Z will align on the right side of the formation, off the LOS. He will split in a wing alignment off the EMLOS. If there is a second wing, Z is always the widest. (Ros = Right Slot) - Log = Z will align on the right side of the formation, off the LOS. He will split the difference between the EMLOS and the X receiver. Same rules of alignment apply as they do for Rog. Left

X QB F R

Z QB

Low

Y Z QB F

Z QB

F
R

Los

Y QB F R

Z QB

Log

Y QB F R

Z F QB R

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One-back formations: In these formations, there will only be one back in the backfield with the QB. Remember we can move any position to any part of a formation with the position only having to know a few words. The base formation rules apply here as well, in regards to the Receiver alignments when no formation word is provided. The back in the backfield will align with his normal strength alignment, at a depth of 5 yards. F-Back Alignments: The F-back alignments are designated with four letters; "A," "B," "C," & "D." The F-back formation ID's work left to right across the formation. Right A: This aligns the F-back to the left of the formation, splitting the distance between widest receiver and the EMLOS. IF there are 3 receivers to this side (wings don't count), then the F will align at the midway point between the EMLOS & # 2. If the F is the widest receiver, split to the numbers.

X F R QB Z

Right B: This aligns the F-back to the left of the formation in a wing off the EMLOS. If there is a second wing, F is the tightest to the EMLOS.

X F R QB Z

Right C: This aligns the F-back to the right of the formation in a wing off the EMLOS. If there is a second wing, F is the tightest to the EMLOS.

X QB R Right D: This aligns the F-back to the right of the formation, splitting the distance between the widest receiver & the EMLOS. IF there are 3 receivers to this side (wings don't count), then the F will align at the midway point between the EMLOS & # 2. If the F is the widest receiver, split to the numbers. F Z

F QB

Y Z

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One-back formations: R-Back Alignments: The R-back alignments are designated with four animal words; "Ant," "Bat," "Cat," & "Dog." The R-back's alignments work from left to right of the formation.

Right Ant: This aligns the R-back to the left of the formation, splitting the distance between widest receiver and the EMLOS. IF there are 3 receivers to this side (wings don't count), then the R will align at the midway point between the EMLOS & # 2. If the R is the widest receiver, split to the numbers.

X R QB F Z

Left Bat: This aligns the R-back to the left of the formation in a wing off the EMLOS. If there is a 2nd wing, then R is the closest to the EMLOS.

Y Z R QB

Right Cat: This aligns the R-back to the right of the formation in a wing off the EMLOS. If there is a second wing, then R is the closest to the EMLOS.

X QB F Rog Dog: This aligns the R-back to the right of the formation, splitting the distance between the widest receiver & the EMLOS. IF there are 3 receivers to this side (wings don't count), then the R will align at the midway point between the EMLOS & # 2. If the R is the widest receiver, split to the numbers. R Z

X Z QB R

F F

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One-back formations: W-Receiver Alignments: The W-Receiver alignments are designated with four words; "Ann," "Beth," "Cary," & "Daisy." The W-receiver may be on the LOS or off LOS depending upon who is on his side. The W-receiver's alignments are labled working left to right across the formation.

Right Ann: This aligns the W to the left of the formation, splitting the distance between the widest receiver and the EMLOS. IF there are 3 receivers to this side (wings don't count), then the W will align at the midway point between the EMLOS & # 2.

X W QB Z

Right Beth: This aligns the W to the left of the formation. W aligns in a wing off the EMLOS. If the W is the widest receiver to his side he must be on the LOS. If there is a second wing, W is the closest to the LOS.

X W QB

Los Cary : This aligns the W to the right of the formation, in a wing off the EMLOS. If the W is the widest receiver to his side he must be on the LOS. If there is a second wing, W is the closest to the LOS.

Y QB W Z

Row Daisy: This aligns the W to the left of the formation, splitting the distance between the widest receiver and the EMLOS. IF there are 3 receivers to this side (wings don't count), then the W will align at the midway point between the EMLOS & # 2.

X Z R QB F W

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One-back formations: U-Receiver Alignments: The U-Receiver alignments are designated with four words; "Al," "Ben," "Carl," & "Dan." The U-receiver may be on the LOS or off LOS depending upon who is on his side. The U-receiver's alignments will be labled left to right of the formation.

Right Al: This aligns the U to the left of the formation, splitting the distance between the X and the EMLOS. If there are 3 receivers (wings don't count), then U aligns splitting the distance between #2 & the EMLOS.

U QB

Right Ben: This aligns the U to the left of the formation. U aligns in a wing off the EMLOS. If the U is the widest receiver to his side he must be on the LOS. If there is a second wing, U is the closest to the LOS.

X U QB

Los Carl : This aligns the U to the right of the formation, in a wing off the EMLOS. If the U is the widest receiver to his side he must be on the LOS. If there is a second wing, U is the closest to the LOS.

Y QB U Z

R Row Dan: This aligns the U to the right of the formation. U splits to a distance of 6 yard from the EMLOS or if there is a wider receiver split to the middle between the widest receiver and the EMLOS. If there are 3 receivers (wings don't count), then split the distance between #2 & the EMLOS. F

X Z QB U

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H-back formations: There are certain formations and packages that we want to have an extra blocker in the game. Because the Hback may replace the Z in the personnel group, we will lose our strength identifier. Therefore the H-back will move in the formation with "L" & "R" words, and their formation word will be used as the strength identifiers. H-Back Alignments: The H-Back alignments are designated with four words; "Rip," "Rap," "Liz," & "Lap." The H-back will always be off the LOS, in the backfield. The "R" words puts him on the right. The "L" words put him on the left.

Rip: This aligns the H to the right of the formation in a wing alignment off of the EMLOS. If there is a second wing, H becomes the tightest to the EMLOS (this overrides the R & F rules). Note there is no Z in the personnel group yet we still have an "R" word to determine a strength call.

X H R QB F

Rap: This aligns the H to the right of the formation in the gap between the Guard and Tackle. H will be at a depth of three yards.

X H R QB F

Liz C : This aligns the H to the left of the formation, in a wing off the EMLOS. If there is a second wing, H is the closest to the EMLOS.

Y F H QB

R Lap D: This aligns the H to the left of the formation in the gap between the Guard and Tackle. H will be at a depth of 3 yards.

Y H QB F

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One-back formations: Y-Receiver Alignments: There are times when we will want to adjust how far the Y-Receiver is from the EMLOS. When this occurs we will use four words; "Ray," "Ringo," "Lay," & "Lucky." The Y-receiver goes with the strength of the formation. The "R" words puts him on the right. The "L" words put him on the left. If we want Z to align in a "Right" or "Left" formation and we have using a Y formation word, we will not say Right or Left, the Z will just know to align in that manner. Ray: This aligns the Y to the right of the formation, at the LOS. He will align next to the right tackle using the OL split distance of 2 feet, in a three point stance.

QB

Ringo: This aligns the Y to the right of the formation. He splits the distance between the widest receiver and the EMLOS. If there is not wider receiver, Y splits to 5 yards from the EMLOS.

QB F

Low Lucky: This aligns the Y to the left of the formation, splitting out to a distance of 5 yards from the EMLOS. Or if there is a wider receiver then he splits the distance between the him and the EMLOS.

Y Z QB F R Log Lay: This aligns the Y to the left of the formation, at the LOS. He will align next to the right tackle using the OL split distance of 2 feet. F Y Z R QB F X

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Empty Formations: Our empty formations are formations where there are no backs in the backfield. These formations will have use three formation words for us to align, yet the all rules still apply. The formations below are a few examples. There are potentially more alignments then below.

Right Ant Daisy

Ray B Dog

R QB

Y W Z

X F

Y R Z

QB

Left Ann Dan


Y Z W QB X Z W

Lay Ann Cary-On

U X QB

Left Ant B
Y Z R X

F QB

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As we said earlier, the number of formations we can create are near endless. Remember also that we want to keep our formation calls as short as possible. There are are few formations that we create which we will make some exceptions for. These formations can be created with the system in place, yet we would begin to use three and even four formational words to identify these. Therefore, when we have some of these we will use formation specific words. Here are some examples. Lunch Bat
Y X X W QB F R QB

Brunch Cary
Y Z

When Lunch is called, our strength is to the left (Lword). The Y will split 3 yards from the LT, the Z will align to the left of the Y 1 x 1 yards away. We will use our other position words to align the #3 receiver, who will align 1 x 1 to the inside of Y. Lex Cat
Y R QB F X Z

Brunch is the same as Lunch, just now the formation strength is to the right.

Rex B
X Z F QB R Y

When Lex is called, our strength is to the left because the X, who goes weak, is the center of the formation. The X will split 3 yards from the RT, the Z will align to the outside of the X 1 x 1 yards away. We will use our other position words to align the #3 receiver, who will align 1 x 1 to the inside of Y. Lay Rex B

Rex is the same as Lex, just now the formation strength is to the right, because X always goes away from the strength.

Brunch C Ant
Y X R QB Y F Z

X Z F QB R

Lunch B Ant

Y R Z F QB

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Tags: Occassionally we will need to adjust our formations to create the most ideal look and setup for a given play. This may not be able to be accomplished via the formation call, so we will use formation tags. These tags apply to either specific positions or are identified by how they are called. Left King Over

Over: This tag applies only to the R-back. When the Over tag is added to the end of the formation call, it alerts the R to align to the strength of the formation and not away from the strength. The call will look like this: "Left King Over."

X F R QB

On: This tag can be used with any position in the offense. On alerts the positon to step up onto the line of scrimmage. This tag will be added on the end of the positions formation word, which alerts which position to step up onto the LOS. When On is used, the X or Y to that receiver's side (who is usually on) has to know to step off the LOS. The call will look like this: "Lap C-On."

Lap C-On

Y H QB R

F X

Left B

Y Z F QB R

Lucky C

Z QB

X F R

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Motions
Why do we motion? 1. Create personnel advantages & mismatches with our skill players & the defense. 2. Force the defense to change their run support & coverages. 3. Create movement in the secondary allowing the QB to better read the coverage. 4. To create stress on the defense forcing them to make changes from the play-call. 5. Prohibit the defense from getting comfortable & familiar with the offense. 6. Force the defense to spend time practicing against our potential movements. 7. Create multiple looks for the D, while still being able to run our offensive plays.

Motion Format

Motion destinations are identified by numbered zones. These numbered zones are a continuation of our hole numbering for play calling. To send a player in motion we will identify the player and the zone that player we be going to. For example if we want to send Z to the slot area away from him, we will say Z-9 in the play call. (Right Queen, Z-9). All motion will begin with a cadence signal from the QB, at that time the receiver moving will do get his destination, timing it so that he arrives on the snap of the ball. How fast you have to get there is determined by how far you have to go. Any skill player (X,Z,R,Y,F,W,U,H,QB) is available to motion.

11 X

1 0 2

10 Y Z

12

QB

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Common Formations: These formations are going to be the primary formations we will use on a weekly basis. Yet there is always the possibility that we will use more.

King Right/Left; Rog/Log Queen Right/Left; Rog/Log; Rap/Lap Right; B; C; Ant; Bat; Cat Row; Ant; Bat; Daisy; Ben; Carl Ros; Ant; Cat; Ann; Ben; Carl Rog; Ant; Dog; Daisy Left; B; C; Bat; Cat; Dog Low; Bat; Cat; Dog; Ann; Ben; Carl Los; Bat; Dog; Ben; Carl; Daisy Log; Ant; Dog; Ann Right Ant Daisy Lay Ann Cary-on Lunch Brunch

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Blocking Schemes
Zone To Zone Away Man

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Blocking schmes: We are going to block all of our plays using one of three different schmes: Zone To, Zone Away, or Man. Every play we run will work through these schemes. We either will block our zone to the play call, away from the play call, or a man. When we are blocking zones we are blocking certain areas and any defender that comes into that area. When we block man, we are blocking assigned specific defenders. Zone To The zone we are looking to protect is the area from our nose to the playside shoulder of our playside teammate. We will block anyone who comes into this zone. We work from the 1st level defenders to the 2nd level defenders. Below shows our zones. Each box represents the zone that the blocker is responsible for. X Zone LT Zone LG Zone C Zone RG Zone RT Zone Y Zone (Play is going to the right) Arrows indicate zone direction

X LT LG C RG RT Y
Note: The two ends on the OL do not have to be the Y and X, it could very easily be the U or F as well. Plays that are Zone To: Bronco, Bear, Colt, Jaguar, Falcon, Raven, Seahawk, Eagle, Play-action, 50 & 60's passes. Zone Away The zone we are looking to protect is the area from our nose to the shoulder away from the playside of our teammate away from the playside. We will block anyone who comes into this zone. We work from the 1st level defender to the 2nd level defenders. Below shows are zones. Each box represents the zone that the blocker is responsible for. X Zone LT Zone LG Zone C Zone RG Zone RT Zone Y Zone (Play is going to the right) Arrows indicate zone direction

X LT LG C RG RT Y
Note: The two ends on the OL do not have to be the Y and X, it could very easily be the U or F as well. Plays that are Zone Away: Giraffe, Gorrila, Gator, Griffin, Play-actions Man When we use the man scheme, we are blocking a specific defender, no matter where they are on the field. In our man scheme we will typically identify who we are blocking by a count system. We will count from the center out on both sides. The 1st DL past the Center is #1, the 2nd man past the Center is #2 and so on. If there is a man over the center he is #0. #3 #0 #1 #3

B
#2

B
C

#1

B
#2

E
LT

T
LG

N
RG

E
RT

Plays that are Man: Sneak, 70's & 80's passes

Page 29

Play Families All of our plays will be put into families. This means that you will need to know what plays fit into category, which allows each of us to easily remember our assignments on those plays. The different names used indicate an adjustment that one or a few players may have to make, while the remainder of us maintain the same responsibilities that the family indicates. When we listen to the play call the only other thing we need to know is the direction of the play. The second number in the play call indicates the direction of the play. All even numbers go to the right, and all the odd numbers go to the left. Zone To Run Plays: All of our zone to run plays will be identified with an NFL mascot (Eagle, Bronco etc...). If the mascot is a bird or something that flies, than we know it is an option play, which tells the call-side T and/or EMLOS to release the man on, and block our zone at the next level.

Option Series Triple = Eagle Speed = Falcon Flip = Seahawk Load = Raven

Zone Handoff Series Inside Zone = Bronco IZ Lead = Bear Stretch = Colt Jet = Jaguar

Zone Away Run Plays: All of our zone away run plays will be identified with a word that begins with the letter G (Giraffe, Gorilla, Gator, Griffin). Zone Away Run Plays Counter = Giraffe Inside Trap = Gorilla Power = Gator Passes: The majority of our pass plays will be identified with NFL cities. We will identify the backfield action (Dropback, quick, sprint out, or play action) with the play number called. 50 plays are sprint out plays. If we want run a play-action play, we will just tag the pass play to the end of the run play (Eagle-Denver).

Philadelphia Atlanta Baltimore Bronco Indianaoplis Jacksonville

Screens: Our screen passes will use weather words.

Quick Passes = Thunder = Lightning = Tornado = Storm = Blizzard

Page 30

Run Game

Zone To: Handoffs Option

Zone Away: Handoffs

Page 31

Zone To Runs
(Handoff Runs)

Bronco Bear Colt Jaguar

Page 32

Our Zone To run plays are divided into handoff runs and option runs. In the handoff runs, the ball carrier receives the football directly from the quarterback and then runs through the designated area based on the read of the defense. We have four basic zone to handoff runs. 1. Bronco: Bronco is our inside zone play. The ball carrier will be reading the first defensive lineman past the center, to the call-side. This is our most basic run play. All the blockers on the line (OL and any additional skill players like the F, H, or Y) will use the zone to rules as described on the next page. All our zone to plays are designed around this play being the root of the rest. Bronco can be a 0,10,or 20 play whereas the QB, RB, or FB can all run the ball. 2. Bear: Bear is the same play as Bronco, but instead of just a single ball carrier going through the hole, we are sending the F-back through as well, as a leader blocker. Everything remains the same as for blocking, except the F who is looking for the bubble in the DL, in which he goes through and lead blocks onto the PSLB. If there is an LB who appears now (before getting to the PSLB), we must lead on him. This play can be excuted as well as a 0-play with QB running it with the F leading. 3. Colt: Colt is our outside zone. Here the ball carrier is moving his read to the outside. The ball carrier will be reading the box player. The box player on defense is typically the OLB or a strong safety. who is responsible for contain (he forces plays to go back to the inside). The OL will block zone to rules here, with a little more emphasis of getting to the next level sooner than on Bronco and Bear. The F (usually) will block the box player. Ideally we can pin him inside, but we do not have to force it. If the box plays wants to continue to be outside, kick him out. The ball carrier will make his cut based on this block. If the box player is pinned in, get to the numbers and fly down the sideline. If the box player is kick out, cut inside off of the block, and then get back to the numbers ASAP. Colt can be a 0,10, or 20 play. 4. Jet: Jet is essentially the same is Colt. The difference on this running play is the the handoff occurs immediately at the snap from a motion man (Z or another player) with little movement from the QB. The ball carrier is looking to get outside to the numbers now. There will be a lead blocker on the box player and the ball carrier will make his cut off that block just like in Colt. The OL will block zone to, with a major emphasis of covered players getting to 2nd level defenders now. We will use the rip-run for covered OL and reach-overtake for uncovered. Jet is a 30 series play primarily, but a 10 series play if the RB is split out of the backfield. Note: On all of the Zone to handoff plays, we will typically will send a man in motion establishing a option look with the Quarterback. If there is no motion on the play, the Quarterback will need to naked away from the handoff.

Page 33

Zone To OL Rules
(Bronco & Bear)
All blockers: Protect Playside Zone using Covered/Uncovered rules 1. 1st level is most important 2. Create Vertical push, using double teams 3. When in double team, ONLY come off when LB threatens your zone, use the vault technique 4. Listen to Front calls & make double team calls accordingly 5. Use the 90-50-10 Rules

Covered Rules: Covered means if any part of you body is covered by DL Steps: 1. Lead step w/ near foot to Defender 2. 2nd step into crotch/Aiming point is playside number/armpit 3. Shoulders have to stay square Create Vertical Movement

Uncovered Rules: Uncovered means if any part of you body is not covered by DL Steps: 1. Zone step w/ playside foot to Defender 2. 2nd/3rd step into crotch/Aiming point is playside number/armpit. Catch up w/ covered Mate NOW!! Create Vertical Movement EVEN Front (Playside is to right) Deuce Call
Deuce Ace Trey

Blocking Calls & Front Identification: EVEN front Center will always identify the front based whether he is covered or uncovered IF he is uncovered he will identify the front as EVEN EVEN call alerts the OL to their double teams calls (these calls may alter based on game plan) EVEN front double teams = "Trey" : Y & RT to Backer "Ace" : C & RG to Backer to Backer "Deuce" : BSG & BST Double DT to Backer

B E T LT LG

T E RG RT Y

Blocking Calls & Front Identification: ODD front Center will always identify the front based whether he is covered or uncovered

ODD Front (Playside to Y) Ace & Trey Call

Ace IF he is covered he will identify the front as ODD ODD call alerts the OL to their double teams calls (these calls may alter based on game plan) ODD front double teams = "Deuce" : PSG & PST Double DT to Backer "Ace" : BSG & C Double N to backer Page 34

Deuce

B E T LT LG

B N T E C RG RT Y

Bronco Ball Carrier Rules

Shotgun Footwork: 1. Upfield slide to heels of QB with near foot 2. Hammer step with playside foot towards the LOS, making good pocket 3. Roll to aiming point Aiming Point: Midline of PSG Read: 1st DL past C (playside): Slow to-Fast Through 1. IF he goes outside cut underneath 2. IF he goes inside cram in hole Only allowed to make one cut = @ the LOS

Under Center 1. Open step to play-side 2. Crossover Step 3. Roll to aiming point Aiming Point: Midline of PSG Read: 1st DL past C (playside): Slow to-Fast Through 1. IF he goes outside cut underneath 2. IF he goes inside cram in hole Only allowed to make one cut = @ the LOS Footwork:

Read Slants inside Cram into hole

Read Slants outside Cutback to A gap

Page 35

Log King, Z-6, 13 Bronco


FS SS

E
Y F

E
X Z

QB R

Pro Personnel

QB: Pivot on foot away from call, stepping with callside foot to 6 o'clock. Extend ball deep into back's pocket and ride to belt buckle. Carry out option run.

PST: Listen to Front call; ID double team/solo (make calls); Zone to rules

R: Proper footwork to mesh, good pocket now; Aiming @ crack of PSG; make read; make one cut & GO F: Play-side: Listen to Front call; ID if EMLOS & you have double team, use Zone to rules. Backside: KO DE/Overhang player Y: Attack 1st high defender.

PSG: Listen to Front call; ID double team/solo (make calls); Zone to rules

C: Make EVEN (or ODD) call; ID double team/solo (make calls); Zone to rules

BSG: Listen to Front call; ID double team/solo (make calls); Zone to rules

Z: Motion to spot, snap of the ball work to get into pitch relationship execute option look. If able to, pick the Corner. If there is no motion attack 1st high threat.

BST: Listen to Front call; ID double team/solo (make calls); Zone to rules; if solo = Sift through zone

X: Attack 1st high defender

Notes: Play can be run with any back (QB or F) all that changes is the play number: 3 Bronco (Q Run) or 23 Bronco (F Run). IF this happens the only change is the R (if in the backfield), who now chips BSDE Page 36

Log Dog, Z-6, 23 Bronco


FS SS

E
Y

E
X R Z

QB F

Pro Personnel QB: Pivot on foot away from call, stepping with callside foot to 6 o'clock. Extend ball deep into back's pocket and ride to belt buckle. Carry out option fake.

PST: Listen to Front call; ID double team/solo (make calls); Zone to rules

F: Proper footwork to mesh, making a good pocket now; Aiming @ crack of PSG; make read; make one cut & GO R: Callside: Listen to Front call; ID if EMLOS & you have double team, use Zone to rules

PSG: Listen to Front call; ID double team/solo (make calls); Zone to rules

C: Make EVEN (or ODD) call; ID double team/solo (make calls); Zone to rules

Y: Attack 1st high defender.

BSG: Listen to Front call; ID double team/solo (make calls); Zone to rules

Z: Motion to spot, snap of the ball work to get into pitch relationship execute option look. If able to pick the Corner. If there is no motion attack 1st high threat.

BST: Listen to Front call; ID double team/solo (make calls); Zone to rules; if solo = Sift through zone

X: Attack 1st high defender

Notes: Play can be run with any back (QB or F) all that changes is the play number: 3 Bronco (Q Run) or 23 Bronco (F Run). IF this happens the only change is the R (if in the backfield), who now chips BSDE Page 37

Bronco vs. Additional Fronts

W E

M N T F QB R

S E E

W T N

M E S

F R UNDER (ODD) Calls: Ace QB

OVER (ODD) Calls: Ace, Fat

W E T N

M B E S

W E

M N

S B E

F F 50 (ODD) Calls: Ace QB R 3-5 (ODD) Calls: Ace, Deuce, Fat QB R

M W E N T

S E

W E

M N

S T F E

SS

F QB DOUBLE EAGLE (ODD) Calls: Deuce, Fat R 4-4 (EVEN) Calls: Deuce, Ace QB R

Arrow indicates play direction

Page 38

Left Queen 13 Bear


FS SS

B E

B N

B T E

Y Z F

QB

Pro Personnel

QB: Pivot on foot away from call, stepping with callside foot to 6 o'clock. Extend ball deep into back's pocket and ride to belt buckle. Carry out option run.

PST: Listen to Front call; ID double team/solo (make call); Zone to rules

R: Step on the near toes of the QB, making a good pocket now; Aiming @ crack of PSG; make read; make one cut & GO. Use the F as part of your read. F: Find bubble, work through to PS ILB. Block him with man rules.

PSG: Listen to Front call; ID double team/solo (make call); Zone to rules

C: Make EVEN (or ODD) call; ID double team/solo (make call); Zone to rules

Y: Attack 1st high defender.

BSG: Listen to Front call; ID double team/solo (make call); Zone to rule

Z: Attack 1st high defender

BST: Listen to Front call; ID double team/solo (make call; Zone to rules

X: Attack 1st high defender

Notes: Play can be run with any back (QB or F) all that changes is the play number: 3 Bear (Q Run) or 23 Bear (F Run).

Page 39

Left Queen, 3 Bear


FS SS

B E

B N

B T E

Y Z F

QB

Pro Personnel

QB: Flash open to playside, siming Falcon. Aiming @ crack of PSG, make read on, one cut & go. Use the F as part of your read.

PST: Listen to Front call; ID double team/solo (make call); Zone to rules

R: Simulate Falcon

PSG: Listen to Front call; ID double team/solo (make call); Zone to rules

F: Find bubble, working through to PS ILB. Block him with man rules.

C: Make EVEN (or ODD) call; ID double team/solo (make call); Zone to rules

Y: Attack 1st high defender.

BSG: Listen to Front call; ID double team/solo (make call); Zone to rule

Z: Attack 1st high defender

BST: Listen to Front call; ID double team/solo (make call; Zone to rules

X: Attack 1st high defender

Notes: Play can be run with any back (QB or F) all that changes is the play number: 3 Bear (Q Run) or 23 Bear (F Run).

Page 40

Bear vs. Additional Fronts


W E M N T F QB OVER (ODD) Calls: Ace R UNDER (ODD) Calls: Ace R QB S E E W T N M E S

W E T N

M B E S

W E

M N

S B E

F F 50 (ODD) Calls: Ace QB R 3-5 (ODD) Calls: Ace, Deuce QB R

M W E N T

S E

W E

M N

S T F QB E

SS

F QB DOUBLE EAGLE (ODD) Calls: Deuce, Fat R 4-4 (EVEN) Calls: Deuce, Ace R

Page 41

Quick Zone To OL Rules (Colt & Jaguar)


All blockers: Protect Playside Zone using Covered/Uncovered rules 1. Create angled-vertical push (1st down marker) 2. We want to get to 2nd level defenders sooner than on Bronco & Bear. (this is why we call it quick zone to rules) 3. Use front calls/double teams 4. Use 90-50-10 Rule

Covered Rules: "Rip-Run" Covered means if any part of you body is covered by DL Steps: 1. Zone Step to outside half of DL 2. 2nd step into crotch/Ripping through playside number 3. Run through reaching up to 2nd level IF defender stretches out, keep running

Uncovered Rules: "Reach-Overtake" Uncovered means if any part of you body is not covered by DL Steps: 1. Wide-Zone step w/ playside foot to Defender 2. 2nd/3rd step into crotch/Reaching playside number & overtaking the block 3. Force mate off IF on 3rd step no contact has been made, rolll up to 2nd level defender

Blocking Calls & Front Identification: EVEN front Center will always identify the front based whether he is covered or uncovered IF he is uncovered he will identify the front as EVEN EVEN call alerts the OL to their double teams calls EVEN front double teams = "Trey" : Y & RT to Backer "Ace" : C & RG to Backer to Backer "Deuce" : BSG & BST Double DT to Backer

EVEN Front (Playside to Y) Deuce Call


Deuce Ace Trey

B E T LT LG

T E RG RT Y

Blocking Calls & Front Identification: ODD front Center will always identify the front based whether he is covered or uncovered IF he is covered he will identify the front as ODD ODD call alerts the OL to their double teams calls ODD front double teams = "Deuce" : PSG & PST Double DT to Backer "Ace" : BSG & C Double N to backer Page 42

ODD Front (Playside to Y) Ace & Trey Call

Ace

Deuce

B E T LT LG

B N T E C RG RT Y

Colt Ball Carrier Rules


Shotgun Footwork: 1. Open step to play-side, at the toes of the QB 2. Crossover step, stepping on the QB's toes 3. Full speed through the mesh to your aiming point, QB will get you the ball Under-Center Footwork: 1. Slide Step to playside 2. Crossover step 3. Go now to the aiming point

Aiming Point: 3 yards outside last man on LOS & 1 yard deep Read: Box defender; setup the block by hugging the inside hip of the man responsible for blocking the force defender (usually F). Get outside and only cut up if a wrong colored jersey crosses your face; if that happens then cut up and get back outside.

Hug Hip of F Set up block & Go up the sideline


R QB F

Aiming Point

Box defender crosses Cutback Underneath Then get back outside


F R QB
Page 43

B E

Right B, F-6, 18 Colt


FS SS

E X F

E Y Z

QB

Pro Personnel QB: Drop-step with playside foot, opening slightly away from playside. Extend ball out into R's pocket, riding to playside hip, naked away. PST: Listen to Front call; ID double team/solo (make calls); Zone to rules (Quick)

R: Open-Go, sprint through mesh to Aiming point. Hug hip of F; get to read & get up and out

PSG: Listen to Front call; ID double team/sol (make calls); Zone to rules (Quick)

F: Lead off-edge onto Box player; take him where he wants to go

C: Make EVEN (or ODD) call; ID double team/solo (make calls); Zone to rules

Y: Attack 1st high threat (box player does not count). If to a multiple receiver side and Y is the widest, stalk man-on. Z: If inside receiver, and no motion, attack 1st high threat.

BSG: Listen to Front call; ID double team/solo (make calls); Zone to rules (Quick)

BST: Listen to Front call; ID double team/solo (make calls); Zone to rules (Quick)

X: Attack 1st high threat. Page 44

Right Ant C, Z-6, 8 Colt


FS SS

E X R

E Y F Z

QB

Pro Personnel

QB: Drop-step with playside foot, opening slightly to playside. Get now to aiming point & make read.

PST: Listen to Front call; ID double team/solo (make calls); Zone to rules (Quick)

R: Zone to rules, (man-on cut-off)

PSG: Listen to Front call; ID double team/sol (make calls); Zone to rules (Quick)

F: Lead off-edge onto Box player; take him where he wants to go Y: Attack 1st high threat (box player does not count). If to a multiple receiver side and Y is the widest, stalk man-on.

C: Make EVEN (or ODD) call; ID double team/solo (make calls); Zone to rules

BSG: Listen to Front call; ID double team/solo (make calls); Zone to rules (Quick)

Z: Motion to wheel route

BST: Listen to Front call; ID double team/solo (make calls); Zone to rules (Quick)

X: Attack 1st high threat. Page 45

Right Queen, Z-6, 37 Jaguar


FS SS

E X F

E Y Z

QB

Pro Personnel

QB: Catch snap and extend to Z, ride to playside hip and finish handoff. Carry out fake.

PST: Listen to Front call; ID double team/solo (make calls); Zone to rules (Quick)

R: Zone to rules, double through box player to next threat. If in the backfield, cheat out slightly.

PSG: Listen to Front call; ID double team/sol (make calls); Zone to rules (Quick)

F: Lead off-edge onto Box player; take him where he wants to go

C: Make EVEN (or ODD) call; ID double team/solo (make calls); Zone to rules

Y: Attack 1st high threat (box player does not count). If to a multiple receiver side and Y is the widest, stalk man-on. Z: Motion to call, arc back on snap to infront of QB, make pocket, flashing numbers to the defense. Get to the edge and turn up field, trust your speed.

BSG: Listen to Front call; ID double team/solo (make calls); Zone to rules (Quick)

BST: Listen to Front call; ID double team/solo (make calls); Zone to rules (Quick)

X: Attack 1st high threat.

Note: Defensive tackles are not major threats to this play, we want to get to the second level defenders now.

Page 46

Zone To Runs
(Option Runs)

Eagle Falcon Raven Seahawk

Page 47

Our Zone To run plays are divided into handoff runs and option runs. In the option runs, the quarterback will read a designated defensive player and make descions on whether to give the ball to a ball carrier, pitch the ball to a pitch man, or keep the ball himself. The option will be the heart of our offense, we will run it roughly 60% of the time. We have four basic zone to option runs. All of our options are can be identified as any number series of run plays, the first number will indicate the pitch man (10 = R-Back Pitchman; 20 = F-Back Pitchman; 30 = WR pitchman, which is determined based on motion or most inside WR playside). 1. Eagle: Eagle is our base play with in the entire offense. Eagle is our triple option. Through our formation alignment we will setup an option read for the quarterback. The quarterback will either give the ball to a back in the backfield or run a pitch-option. The quarterback will read the first DL past the 3-tech for the give-pull between the dive man and the quarterback (the dive-man is running Bronco). If the QB gets a pull read, then he attacks the pitch key, making a read to keep or pitch. 2. Falcon: Falcon is our double option. It is a speed option, where the quarterback is making one read on a pitch key, and either keeping the ball or pitching it. 3. Seahawk: Seahawk is also a triple option. Seahawk flips the responsibilities of the dive-man (typially R) and the pitchman. When we call Seahawk, a man will come in motion, simulating the look on Eagle, yet he will get into a postion to mesh with the QB on the dive, then the QB may carry the option out with R. The QB will go through the same reads and use the same keys as in Eagle. 4. Raven: Raven is a double option with a lead blocker. Looks very simliar to Falcon, just add a blocker in front. Note: We have the capability to tag an option read on to any of our run plays. If we want to do this we will tag "Read" to the end of the play call (Colt-Read). This alerts two positions to change the duties slightly. The Quarterback will execute the run play as called, but make the same read as he does in Eagle on the backside DE. The pitch man will either be a man put into motion or the nearest skill player split to the backside. Flash: The flash

Page 48

Zone To OL Rules
(Option Runs)
All blockers (excluding PST): Protect Playside Zone using Covered/Uncovered rules (run Zone to rules) 1. 1st level is most important 2. Create Vertical push, using double teams 3. When in double team, ONLY come off when LB threatens your zone 4. Listen to Front calls & make double team calls accordingly (we will use the same as the Zone to handoff runs. 5. Use the 90-50-10 Rules PST rules (Eagle, Falcon, & Seahawk): 1. Do not block DL on you! 2. Release to the PSLB, taking the best path available (inside or outside) determined by the DL's alignment. 3. If there is a DL-tech to your inside that the guard would block (2 or 3 tech) then give a "Hand Check" to vault off of to work to PSLB. 4. Zone to PSLB (if possible keep inside) working through your zone, if LB disappears work to FS

B E N LT LG C

B T E RG RT

B T LT LG

B N T C RG RT

Page 49

Reads for the Quarterback: Give-Pull read - this is the choice the quarterback makes on whether to give the running back the ball or keeping it and run the pitch. There are two parts to being successfull in this part of the option: 1) the mesh & 2) the read. Mesh: The mesh is the action where the dive man and the QB are in the handoff phase of the option. 1. Dive-man a) Dive-man will take a up-field lateral step towards the QB with the inside foot, with eyes on the read (same read as on Bronco). Keep the shoulders square to the LOS. Form the pocket with both arms, the ball will be placed in it, moving full speed. b) Dive man will make a minor adjustment on his pocket and arm placement, from the normal handoffs. The dive man will always assume he is getting the ball. Do not clamp down on the pocket until you have passed the QB's front foot. Be sure to leave the bottom hand open until you clamp down. Know that the decision will be made by the quarterback by the time you get to the front leg. If the ball has been pulled, continue on the track, rolling shoulders and jamming up into the line. 2. QB a) QB will receive the snap and focus on the read as soon as the snap is secured. b) Take a short half-step towards the read with the callside foot. As that foot hits the ground, swing the backside foot towards the LOS. Weight should be on the back half of your body. Reach the ball back with both hands and arms extended, to the dive back, on the track which is at the belt buckle. c) Ride the ball across the track, with eyes on the read, NEVER look at the back. As the ball begins to cross your belt buckle you, should take one shuffle to the LOS. d) If you get a Give read, put pressure on the ball with your front and slide the back hand out of the mesh. Slam it into the gut of the dive man, finishing the handoff. Then explode off your front foot and fake pitch phase.. e) If you get a Pull read, pull the ball out of the mesh with both hands on into your gut. Explode of your front foot into pitch phase. Read: The read is the decision the quarterback makes on whether to give or pull the ball. The read begins as soon as the snap is secured and ends in the mesh. WE WILL GIVE UNLESS... a) The QB will read the first DL on or outside the PST. He is reading what this defender does at the snap of the ball. b) If the QB cannot see the outside shoulder, the QB will give. c) If the QB sees the outside shoulder and the read is squeezing down the LOS to tackle the dive, then he pulls. d) If in doubt give.

Page 50

Reads for the Quarterback:

Pitch read - this is the choice the quarterback makes on whether to pitch the ball to the pitch man or keep it and get upfield There are two parts we need to understand: 1) the read & 2) the pitch relationship. Read: 1. The QB will read the first man past the handoff read, whether on or off the LOS. This changes only on Raven and by game plan. 2. The QB will attack the outside half of the pitch read. Reading what he does. He will hold the ball with both hands, chest high. We want to have our playside fingers on the laces of the ball. 3. If the read attacks the pitch man, and we don't see his near number coming at us, we plant and get upfield. 4. If the read shows us his numbers and attacks us, we close on the pitchman, executing a thumb-down flip to the pitch man. The key is to pitch the ball heart-to-heart (ours to his) and follow your pitch.

Pitch Relationship: The pitch relationship is what we call the seperation between the QB and the pitch man. 1. The pitch relationship is the responsibility of the pitch man. 2. We want to get into a relationship of 1 x 4/5. Meaning we want to be just slightly behind the QB (at about 1 yard), and 4 5 yards away. 3. Maintain the integrity of the relationship by adjusting with the QB. 4. As soon as we go into pitch relationship, our hands need to be up and ready, waiting for the pitch. 5. When we get the pitch, we tuck the ball and get outside of the numbers. Circle the defense! 6. Stay in pitch relationship until a whistle is blown or the QB has clearly turned up and kept the ball. Who and How: Any of our skill players with in the formation (excluding the diveman and the QB) can be a pitch man, and we can get into pitch relationship in a multitude of ways.

Who Determination: 1. Motion man to the play side: Any player coming in motion to the playside will get to his destination point and at the snap ball get into pitch relationship immediately. Pitch Man Pitch Man X F R QB Z QB R Y X F Y Z

2. Inside split: If there is no motion or the motion is going away from the play side, then the first skill player to the play side who is split out. If this happens then this play will simply backpedal, until the QB gets at a distance for pitch relationship. The wider he is, the more lateral movement that needs to occur in the backpedal. Note you will want to cheat your split in slightly to help with getting into pitch relationship.

Pitch Man

Pitch Man

X F QB R Z

X F QB R

Y Z

Page 51

Eagle Position Rules: QB: Determine who the read keys are on the defense. Execute cadeance and snap. Work through read progression executing give-pull and pitch as applies. Dive Back (R or F): Step to the toes of the QB, forcing the shoulders to stay square. Create good pocket, leaving lower hand open until passed the QB's front hip. If given the ball make reads just like Bronco. If the ball is pulled, then give good fake hard into LOS. Non-Dive Back: If we are in a two-back set, and you are not the dive man. Use Zone to rules. Pitch Man: Work to get into pitch relationship based on formation and motion called. If motion called, go through motion and get into pitch relationship. If no motion called or if you are the nearest player to the option side, backpedal and work to get into pitch relationship as QB gets out in front. #1 Playside: Assuming you are not the pitch man, stalk man on. #2 Playside: Assuming you are not the pitch man, attack 1st high threat (not pitch key) Backside Wideouts: If not in motion, attack 1st high threat, work to get to his playside half and force redirection. PST: Best release to PSLB to PS Safety. If there is a heavy PS shade on the Guard, then handcheck vaulting into PSLB. PSG: Zone to Rules C: Zone to Rules BSG: Zone to Rules BST: Zone to Rules

Page 52

Right C, Z-6, 37 Eagle


FS SS

E
X

E
Y F Z

QB R

Pro Personnel QB: Determine who the reads are with :06 rule, turn to playside with option footwork working through reads, execute the give-pull read. Then, if applies, pitch read. If give occurs, carry out option fake hard. R: Proper option footwork, keep shoulders square, full speed through the mesh. Aiming point is crack of guard, go through reads just like Bronco if given ball. If not given the ball roll shoulders for good fake. F: Use Zone to rules, working through 1st level up to LB's.

PST: Take best release to get to PSLB. If there is a outside shade on the G, hand check. If another LB shows up in your release, take him. PSG: Listen to Front call; ID double team/solo (make calls); Zone to rules

C: Make EVEN (or ODD) call; ID double team/solo (make calls); Zone to rules

Y: Stalk man-on

BSG: Listen to Front call; ID double team/solo (make calls); Zone to rules

Z: Motion to spot, snap of the ball work to get into pitch relationship now. Hands ready for pitch.

BST: Listen to Front call; ID double team/solo (make calls); Zone to rules; if solo = Sift through zone

= Dive read X: Attack 1st high defender Page 53

= Pitch read

Left Dog, 37 Eagle


FS SS

E
Y Z

E
X R

QB F

Pro Personnel QB: Determine who the reads are with :06 rule, turn to playside with option footwork working through reads, execute the give-pull read. Then, if applies, pitch read. If give occurs, carry out option fake hard. F: Proper option footwork, keep shoulders square, full speed through the mesh. Aiming point is crack of guard, go through reads just like Bronco if given ball. If not given the ball roll shoulders for good fake. R: Use Zone to rules, working through 1st level up to LB's.

PST: Take best release to get to inside LB. If there is a outside shade on the G, hand check. If another LB shows up in your release, take him. PSG: Listen to Front call; ID double team/solo (make calls); Zone to rules

C: Make EVEN (or ODD) call; ID double team/solo (make calls); Zone to rules

Y: Stalk man-on

BSG: Listen to Front call; ID double team/solo (make calls); Zone to rules

Z: Backpedal at snap of the ball working to get into pitch relationship now. Hands ready for pitch.

BST: Listen to Front call; ID double team/solo (make calls); Zone to rules; if solo = Sift through zone

X: Attack 1st high defender Page 54

= Dive read

= Pitch read

Eagle vs Additonal Fronts


W E M N T S E FS E W T N M E S

QB OVER (ODD) Calls: Ace, Hand Check

QB

UNDER (ODD) Calls: Ace, Hand Check

FS E

W T N

M B E S

W E

M N F

S B E

QB UNDER (ODD) Calls: Deuce

R 3-5 (ODD) Calls: Ace, Deuce

QB

M W E N T

S E E T

W N

M E S

QB DOUBLE EAGLE (ODD) Calls: Deuce, Hand Check

R F 50 (ODD) Calls: Ace

QB

W E

M N

S T E

SS

QB 4-4 (EVEN) Calls: Deuce, Ace Page 55

Falcon Position Rules: QB: Determine read. Secure snap. Open to the play side. Sprint at the outside shoulder of the read. If he shows his numbers and attacks, pitch the ball. If he goes now to the pitch man, plant and get up field. Pitch Man: Get into pitch relationship now, which is determined by formation or motion. Motion Man-Snap of the ball get into pitch relationship, taking path behind quarterback now. Backfield-Drop step and open to playside, get into pitch relationship now Playside Split out-Backpedal until the QB gets in front, work into pitch relationship now. Non-dive back (if applies): If to the aligned to the playside = Block Colt, box player, assuming he is not the read. Double team him with OT to Safety. If he is the read then work to next backer. If aligned away from the playside = Kickout EMLOS #1 Playside (not pitchman): Stalk man-on #2 Playside (not pitchman): Attack 1st high threat Backside widouts (no motion or pitchman): Attack 1st high threats PST: Best release to PSLB thru Safety. PSG: Zone to rules, if there is a heavy shade playside = CUT! If uncovered and there no immediate threats to your zone, check your mates on each side. If Center has a heavy playside shade, handcheck him then get into zone. C: Zone to rules BSG: Zone to rules BST: Zone to rules

Page 56

Right C, Z-6, 18 Falcon


FS SS

B N

E
X

E
Y F Z

QB R

Pro Personnel QB: Determine who the reads are with :06 rule, open to playside and attack the outside shoulder of the read. If his numbers turn to you, pitch. If he goes now to the pitch man, then plant and get upfield. R: Open to the playside, get into pitch relationship now, hands ready for the pitch.

PST: Take best release to get to inside LB. If there is a outside shade on the G, hand check. If another LB shows up in your release, take him. PSG: Listen to Front call; ID double team/solo (make calls); Zone to rules

F: Use Zone to rules, if to the playside. Do not touch the pitch read.

C: Make EVEN (or ODD) call; ID double team/solo (make calls); Zone to rules

Y: Stalk man on

BSG: Listen to Front call; ID double team/solo (make calls); Zone to rules

Z: Motion to spot, snap of the ball work under the QB, simulating Jaguar

BST: Listen to Front call; ID double team/solo (make calls); Zone to rules; if solo = Sift through zone

= Dive read X: Attack 1st high defender Page 57

= Pitch read

Right A, 38 Falcon
FS SS

B N E
Y Z

E
X F

QB R

Pro Personnel QB: Determine who the reads are with :06 rule, open to playside and attack the outside shoulder of the read. If his numbers turn to you, pitch. If he goes now to the pitch man, then plant and get upfield. R: Bubble route

PST: Take best release to get to inside LB. If there is a outside shade on the G, hand check. If another LB shows up in your release, take him. PSG: Listen to Front call; ID double team/solo (make calls); Zone to rules

F: Use Zone to rules, if to the playside, help OT pin the end.

C: Make EVEN (or ODD) call; ID double team/solo (make calls); Zone to rules

Y: Stalk man on

BSG: Listen to Front call; ID double team/solo (make calls); Zone to rules

Z: Snap of the ball, backpedal until QB gets infront. Get into good pitch relationship, hands read for ball.

BST: Listen to Front call; ID double team/solo (make calls); Zone to rules; if solo = Sift through zone

= Dive read X: Attack 1st high defender Page 58

= Pitch read

Rog A Dog, Z-7, 38 Falcon


FS SS

B N E
Y R

E
X Z F

QB

Pro Personnel QB: Determine who the reads are with :06 rule, open to playside and attack the outside shoulder of the read. If his numbers turn to you, pitch. If he goes now to the pitch man, then plant and get upfield. R: Downhill now, attacking 1st defender backside

PST: Best release to PSLB, if he disappears get to safety

PSG: Listen to Front call; ID double team/solo (make calls); Zone to rules

F: Use Zone to rules, if to the playside, help OT pin the end.

C: Make EVEN (or ODD) call; ID double team/solo (make calls); Zone to rules

Y: Stalk man on

BSG: Listen to Front call; ID double team/solo (make calls); Zone to rules

Z: Snap of the ball, backpedal until QB gets infront. Get into good pitch relationship, hands read for ball.

BST: Listen to Front call; ID double team/solo (make calls); Zone to rules; if solo = Sift through zone

= Dive read X: Attack 1st high defender Page 59

= Pitch read

Seahawk Position Rules: QB: Determine who the read keys are on the defense. Execute cadeance and snap. Work through read progression executing give-pull and pitch as applies. Dive Back (Z or motion man): At snap, slide step to the QB, flip hips and get shoulders square to the LOS. Create good pocket, leaving lower hand open until passed the QB's front hip. If given the ball make reads just like Bronco (1st DL passed the Center). If the ball is pulled, then give good fake hard into LOS. Non-Dive Back (If applies): If to the playside = Zone to rules. If away from the playside = Kickout EMLOS Pitch Man: Work to get into pitch relationship based on formation and motion called. If motion called, go through motion and get into pitch relationship. If no motion called or if you are the nearest player to the option side, backpedal and work to get into pitch relationship as QB gets out in front. #1 Playside: Assuming you are not the pitch man, stalk man on. #2 Playside: Assuming you are not the pitch man, attack 1st high threat (not pitch key) Backside Wideouts: If not in motion, attack 1st high threat, work to get to his playside half and force redirection. PST: Best release to PSLB to PS Safety. If there is a heavy PS shade on the Guard, then hand-check vaulting into PSLB. PSG: Zone to Rules C: Zone to Rules BSG: Zone to Rules BST: Zone to Rules

Page 60

Right Queen, Z-4, 18 Seahawk


FS SS

E
X

T
F

E
Y Z

QB R

Pro Personnel QB: Determine who the reads are with :06 rule, turn to playside with option footwork working through reads, execute the give-pull read. Then, if applies, pitch read. If give occurs, carry out option fake hard. R: Open to the playside, work to get into pitch relationship, hands up and ready. PST: Take best release to get to PSLB. If there is a outside shade on the G, hand check. If another LB shows up in your release, take him. PSG: Listen to Front call; ID double team/solo (make calls); Zone to rules

F: KO BS DE

C: Make EVEN (or ODD) call; ID double team/solo (make calls); Zone to rules

Y: Stalk man on

BSG: Listen to Front call; ID double team/solo (make calls); Zone to rules

Z: Motion to spot, snap of the ball work to get into pitch relationship now. Hands ready for pitch.

BST: Listen to Front call; ID double team/solo (make calls); Zone to rules; if solo = Sift through zone

= Dive read X: Attack 1st high defender Page 61

= Pitch read

Right Ant Cary, Z-4, 38 Seahawk


FS SS

E
X R

E
Y W Z

QB

Spread Personnel QB: Determine who the reads are with :06 rule, turn to playside with option footwork working through reads, execute the give-pull read. Then, if applies, pitch read. If give occurs, carry out option fake hard. R: Block man on or overhang player

PST: Take best release to get to PSLB. If there is a outside shade on the G, hand check. If another LB shows up in your release, take him. PSG: Listen to Front call; ID double team/solo (make calls); Zone to rules

W: Backpedal until the QB gets infront, work to get into pitch relationship with hands up and ready

C: Make EVEN (or ODD) call; ID double team/solo (make calls); Zone to rules

Y: Stalk man on

BSG: Listen to Front call; ID double team/solo (make calls); Zone to rules

Z: Motion to spot, snap of the ball work to get into pitch relationship now. Hands ready for pitch.

BST: Listen to Front call; ID double team/solo (make calls); Zone to rules; if solo = Sift through zone

= Dive read X: Attack 1st high defender Page 62

= Pitch read

Raven Position Rules: QB: Determine read. Secure snap. Open to the play side. Get to the edge now. Read will be safety, unless a different color jersey gets in your face. If he shows his numbers and attacks, pitch the ball. If he goes now to the pitch man, plant and get up field. We are trying to get outside quickly. Pitch Man: Depending on position at snap (motion man, backfield, or split to the play side), get into pitch relationship using appropriate movement. Playside back (non pitchman): Lead on box player. Work to get outside leverage immediately, if unable to stretch him to the sideline. #1 Playside (not pitchman): Stalk man-on #2 Playside (not pitchman): Work with non-dive back to block the box player. Want to pin him inside. Backside widouts (no motion or pitchman): Attack 1st high threats PST: Zone to rules PSG: Zone to rules C: Zone to rules BSG: Zone to rules BST: Zone to rules

Page 63

Right King, 18 Raven


FS SS

E
X

N
F QB

E
Y Z

Pro Personnel QB: Determine who the read is with :06 rule, open Dgap and attack edge. Work to circle the defense, if read key fills the alley, pitch off read. R: Open to the playside, work to get into pitch relationship, hands up and ready. PST: Listen to Front call; ID double team/solo (make calls); Zone to rules

PSG: Listen to Front call; ID double team/solo (make calls); Zone to rules

F: Get outside leverage on the box player, try to pin him in.

C: Make EVEN (or ODD) call; ID double team/solo (make calls); Zone to rules

Y: Stalk man on

BSG: Listen to Front call; ID double team/solo (make calls); Zone to rules

Z: Crack the box player unless there is a man on, then stalk.

BST: Listen to Front call; ID double team/solo (make calls); Zone to rules; if solo = Sift through zone

= Dive read X: Attack 1st high defender Page 64

= Pitch read

Left Cary, Z-5, 38 Raven


FS SS

E
Y Z

E
X W

QB R

Spread Personnel QB: Determine who the read is with :06 rule, open Dgap and attack edge. Work to circle the defense, if read key fills the alley, pitch off read. R: Get outside leverage on the box player, try to pin him in.

PST: Listen to Front call; ID double team/solo (make calls); Zone to rules

PSG: Listen to Front call; ID double team/solo (make calls); Zone to rules

W: Crack the box player unless there is a man on, then stalk.

C: Make EVEN (or ODD) call; ID double team/solo (make calls); Zone to rules

Y: Stalk man on

BSG: Listen to Front call; ID double team/solo (make calls); Zone to rules

Z: Motion, on snap get into pitch relationship, hands ready now.

BST: Listen to Front call; ID double team/solo (make calls); Zone to rules; if solo = Sift through zone

= Dive read X: Attack 1st high defender Page 65

= Pitch read

Zone Away Runs

Gorilla Gator Griffin Giraffe

Page 66

Zone Away Blocking Rules


All OL & any man on LOS(if available): Protect zone away from the playside - IF we are covered and there is no immediate threat in our zone away from the play, we must block the man covering us and double team him with our mate through the BSLB (responsible for our zone. - IF we are covered and a LB steps into our zone away from the play, we must alert our playside mate, that we have an immediate threat and he has the man covering us alone.
Blocking Calls & Front Identification: EVEN front Center will always identify the front based whether he is covered or uncovered IF he is uncovered he will identify the front as EVEN EVEN call alerts the playside OL to their double teams calls EVEN front double teams = "Deuce" : Guard & Tackle Double DT to Backer NOTE: There can be adjustments (backside shades on the center)

EVEN Front (Playside Right) Deuce & Ace Calls

B E T LT LG

T E RG RT

Blocking Calls & Front Identification: ODD front Center will always identify the front based whether he is covered or uncovered IF he is covered he will identify the front as ODD ODD call alerts the playside OL to their double teams calls ODD front double teams = "Deuce" : G & T NOTE: There can be adjustments

ODD Front (Playside Right) Deuce Call

B E T LT LG

B N T E C RG RT

Page 67

Our Zone Away run plays typically will have one or two OL pull to other side of the formation where we are attacking a defender. Our zone away plays are our more downhill type runs, where the QB and RB's do not have as much choice on where the ball is going. We are trying to get the ball through one hole and do so by design of the blocking scheme. 1. Gorilla: Gorilla is our inside trap play. We are trying to setup the playside DT to be trapped by the BSG. At the snap the playside of the OL (Tackle, Guard, Center) will zone away block. The BSG will pull to the playside and kick out the first DL head-up or outside of the PSG. The BST sift block through his zone to. The back will receive the ball immediately heading downhill through hole called. We should be scrapping the butt of the pulling guard. This is a quick hitting play. The QB will catch the snap and immediately turn to the playside for the handoff to the back and then execute an option fake. (or a naked) 2. Giraffe: Giraffe is our counter play. Here we are trying to run the ball tackle with the tackle as a lead blocker. The playside OL (Tackle, Guard, Center) will block zone away. The BSG will pull down the LOS and kick the EMLOS, if he squats hook him. The BST will pull down the LOS looking to roll into first daylight, meaning the first open hole, usually this will be right off of the frontside double team between the G & T. Both pullers have to understand we cannot pass defenders up, if we get penetration block the first threat we come across. The back will receive the handoff from the QB, and look to get on tail of the pulling Tackle, led him lead you through the hole. We want to scrape paint as we pass the G & T combo on the frontside. The footwork for the back will be jab step outside, then gather, open and run through the toes of the QB. The QB will secure the snap, open step as if the play were Falcon, and then hand the ball to the back. Note anytime we call a 0-series Giraffe (5 or 6 Giraffe) and there is motion going away from the play call, we will be executing a Jaguar fake. 3. Gator: Gator is our truest zone away play for the OL. All OL will zone away block. We will typically call gator with a heavy set (meaning H is in the game) whereas the H & F will be our lead blockers. In Gator the H & F will perform the same duties as do the BSG & BST on Giraffe. Who does what is determined by alignment. The back aligned closest to the call, will be the kickout. The back aligned the furthest will roll the hole. 4. Griffin: Note: We have the capability to tag an option read on to any of our run plays. If we want to do this we will tag "Read" to the end of the play call (Gorilla-Read). This alerts two positions to change the duties slightly. The Quarterback will execute the run play as called, but make the same read as he does in Eagle on the backside DE. The pitch man will either be a man put into motion or the nearest skill player split to the backside.

Page 68

Right A, Z-6, 12 Gorilla

FS SS

B E N

B T

B E Z

X F R QB

Pro Personnel QB: Secure the snap, open to the playside, extend the ball and ride to the front, executing the handoff. Carry out option look post-handoff. PST: Listen to front. Make double team calls as applies. We are going to block the next level defender (LB now) do not block the end or the DT. PSG: Listen to front. Make double team calls as applies. Zone away rules. EVEN front going to the Mike, ODD front going to the N.

R: Step up and to the QB now, receive handoff. Sprint though the hole off the block of the guard.

F: Crack OLB

C: Make EVEN (or ODD) call; Zone away rules.

Y: Attack 1st high threat BSG: Trap pull to kick out the first defender head-up or outside of the PSG

Z: Motion. At snap get into good pitch relationship. Sell the option!

BST: Sift through zone to.

X: Attack 1st high defender

Page 69

Right Ann Ben, Z-4, 2 Gorilla

FS SS

B E

B N T

B E Z QB

X W U

Money Personnel QB: Secure the snap, extend the ball to the Z, faking Jaguar. As the ball gets to your away hip, pull it back in, get down hill now, going inside of the pulling guard. PST: Listen to front. Make double team calls as applies. Zone away rules.

U: If at the LOS (wing or on) block the end.

PSG: Listen to front. Make double team calls as applies. Zone away rules.

W: Attack man on to 1st high threat

C: Make EVEN (or ODD) call; Zone away rules.

Y: Attack 1st high threat BSG: Trap-pull; kicking-out 1st down head up or outside of the PSG

Z: Motion. At snap, fake Jaguar, flash the defense your numbers in the mesh. Sell it!

BST: Work up to LB now

X: Attack 1st high defender

Page 70

Right B, Z-6, 16 Giraffe

FS SS

B E N

B T

B E Z

X F R QB

Pro Personnel QB: Secure the snap, open and drop step to the playside. Extend the ball and ride across the belt giving to the back. Post-handoff, execute option look. PST: Listen to front. Make double team calls as applies. Zone away rules.

R: Jab-step away, turn back to hole, sprinting on the toes of the QB; Take the handoff and get on the butt of the pulling T. Scrape paint through the hole.

PSG: Listen to front. Make double team calls as applies. Zone away rules.

F: If within the box, then fill for the puller.

C: Make EVEN (or ODD) call; Zone away rules.

Y: Attack 1st high threat BSG: Trap-pull; kicking-out 1st down defender past OT

Z: Motion. At snap get into good pitch relationship. Sell the option!

BST: Roll 6 hole, scraping the double team; look for play-side backer

X: Attack 1st high defender

Page 71

Right Ann Ben, Z-4, 6 Giraffe

FS SS

B E

B N T

B E Z QB

X W U

Money Personnel QB: Secure the snap, extend the ball to the Z, faking Jaguar. As the ball gets to your away hip, pull it back in, turn to the playside, get on the butt of the tackle, scraping paint through the hole. U: If within the box, fill for the puller PST: Listen to front. Make double team calls as applies. Zone away rules.

PSG: Listen to front. Make double team calls as applies. Zone away rules.

W: Attack man on to 1st high threat

C: Make EVEN (or ODD) call; Zone away rules.

Y: Attack 1st high threat BSG: Trap-pull; kicking-out 1st down defender past OT

Z: Motion. At snap, fake Jaguar, flash the defense your numbers in the mesh. Sell it!

BST: Roll 6 hole, scraping the double team; look for play-side backer

X: Attack 1st high defender

Page 72

Rap Ray Dog, 6 Gator

FS SS

B E N F

B T H QB

B E Y

Heavy Personnel QB: Secure the snap, 1-thousand count, get on tail of the wrapper and follow through the hole. PST: Listen to front. Make double team calls as applies. Zone away rules.

R: Attack 1st high threat.

PSG: Listen to front. Make double team calls as applies. Zone away rules.

F: If away from the playside, pull and roll the hole looking for PSLB. If to the playside kick out EMLOS. Y: Zone away rules. Do not block anyone head up or outside.

C: Make EVEN (or ODD) call; Zone away rules.

BSG: Listen to front. Make double team calls as applies. Zone away rules

H: If away from the playside, pull and roll the hole looking for PSLB. If to the playside kick out EMLOS.

BST: Listen to front. Make double team calls as applies. Zone away rules.

X: Attack 1st high defender

Page 73

Pass Game

40 Series -- Play Action 50 Series -- Sprint Out 60 Series -- Quick 70 Series -- Screen 80 Series -- Drop-Back

Page 74

Passing Game: Our pass plays are very dynamic, meaning there is a lot we can do with them through their structure. The routes are determined by the name of the play, which all of our pass route combinations are called by NFL cities (Atlanta, Seattle, etc...). The exception is our screen game which we identify with weather words (Storm, Tornado, etc...). Each position is listening to different key words to determine their jobs for the given pass play. The protection and backfield action is determined by the play number identifying the series. The routes are determined by the play name. Each series will have a slightly different style of protection, yet they are married together through our three blocking schemes mentioned earlier: Zone To, Zone Away, & Man. The only time the OL has to listen to the rest of the play, is if it is a 40 series (play action) pass. Then they have to understand what run we are play actioning off of. The backfield action (for the R, F, and H) will be one of two things. Either the assignment is to protect or to release into a route. The series number will alert what the assignment is. All receivers will have to know all routes and be able to execute these routes. An explanation of each route is explained later on the page with the route tree. The following pages look at each series and how these series are executed for all positions.

Page 75

Play Action Passes: Our play action passes are passes in which we are trying to show run, and then throw a pass. By faking the run we are drawing the defense out of pass coverage, creating advantages for our passing game. The key to accomplishing this is selling the run which involves both the backfield and the OL. PA Pass Blocking: The OL has to sell the run hard. To do this we must keep low hats and pad level. Our blocking will be usually be the same as we do on the sister run play, with the exception of going up field. We cannot go upfield beyond the tackle box, which is 3 yards infront of the ball. We have to secure the first level, and allow 2nd level players to come to us.

PA Pass Backfield Action: We must give good fakes in the backfield, which means that those involved in the sister run mu execute their assignments hard, as if the play were a run. Any handoff fake the ball carrier, must roll his shoulders over the fake handoff, go hard into the LOS. The QB must use proper hand placement on the fakes, and come out of the fakes read throw.

Routes: Our routes in the play action pass game are determined by our alignment in the formation or rather, what numbere receiver we are. ALL RECEIVERS MUST BE ABLE TO RUN ALL ROUTES. Each play action pass play will have set routes unless otherwise determined by tag or weekly gameplan. We ID what our route is by what number we are as shown the diagram below. We will count receivers from the outside in, to each side of the play. The widest receiver will be #1. Th 2nd widest receiver will be #2. The 3rd widest receiver will be #3. If there is a fourth receiver he is #4. It does not matter what position is aligned where, the #er'd receiver determines the route

#1 X #2 R QB F #3

#2 Z

#1 Y

We will also use the playside and backside identification in routes. To determine this we have to understand where the fake going and where the QB is rolling to. Typically the side where the fake is going is the backside, leaving the other side the frontside (which is usually where the QB is rolling out to. The backside routes will be automatic in our play action game. Backside #1 will run a climb route. Backside #2 will run a drag if he is split out, if he is in the backfield then he will help protect the backside.

Backside #1 X #2 R QB F #3

Frontside #2 Z #1 Y

On all of our zone to/away handoff fakes, the QB will roll away from the fake. On all of our option plays the QB will roll to the fake. If it is an option fake, the side to where the QB is rolling to is the frontside.

Page 76

Sprint Out: Our sprint out passes are passes in which we are trying to get the QB out of the pocket and make a quick and efficient throw to an outnumbered side of the defense. Sprint out passes are identified with 50 numbered play calls. The side we are sprint out and throwing to is determined by the second number in the play call. If we want to sprint right, the second number is an even number (just like the hole ID) and if we want to sprint left, the second number is an odd number. Ex: 51 = Sprint Left. Sprint Out Protection: The OL is using the zone to blocking scheme in sprint out protection. What has to be determined though is who is on the playside (side we are sprinting out to) and who is on the backside because the assignments change slightly. The playside of the OL will aggressively protect normal zone to blocking. The backside will execute a zone-hinge. This means that the backside OL, will go through normal zone to blocking rules on an immediate threat in their zone. If there is no immediate threat then we hinge block looking for any backside run throughs. The center's responsibility will vary dependent upon the front (Odd or Even). If we have an ODD front we take man on (normal zone to rules). If we have an EVEN front we check to see if there is an immediate threat playside (shade or 2i technique), if not then we hinge as if we were backside. Sprint Out Backfield Action (RB's): Backs are involved in the protection as well. If we have a two back set, then back to the playside will step up to the LOS and check for immediate pressure playside from a blitzing defender, eyes are working outside in. If the defender blitzes, he is yours. If there is no threat then we help seal the playside edge. The back aligned to the back side will check for blitz run through as well, with eyes quickly looking to the edge cutting off any edge rush. If we are in a one back set, the back protects as if he were aligned play-side.

B T

B N

B T

B E

B N T

B E

QB

QB

Sprint Out Backfield Action (QB): The QB in our sprint out game only has to three options, unless otherwise determined by the game plan. He can either throw primary route, throw secondary route, or run. The QB will receive the snap and immediately sprint the side called. As he sprints out he is getting the ball up ready to throw as well as making his reads as determined by the play call. By his 5th step the decision on what to do with the ball has to be made. IF there is no throw by the 5th step, run! As the QB is sprinting out he is bow his route, meaning he is gain depth then forcing his body to square up so that by the 5th step he is in a position ready to throw to his target, or run downhill. Most of these throws are quick throws, therefore the routes are shorter routes. Routes: Our routes in the sprint game are determiend by our alignment in the formation and the play call. We will use the same numbering rules to determine our routes (see the play action series page). With a minor adjustment. We are looking to throw playside 95% of the time, therefore the backside receiver/s will always be running the same routes to bring them across the field. #1 backside will always run a climb route and #2 will always run a seam (if there is a #2). No matter the play call these are routes are automatic for backside receivers in the 40 series. Even though we are pre-determing that the QB only has two routes he is looking at, it is crucial that our backside receivers run their routes just as if the ball is coming their way. We have to force the defense to respect all of our receivers and also understand there will come a time when we ask the QB to throw a ball to a backside receiver.

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Quick Pass: Our quick passes are pass plays where we are looking to get rid of the ball in 3 seconds or less. The QB back is only taking a 1 or 3-step drop (depending if we are shotgun or under center) and throwing the ball to the open receiver or throwing the ball away. The Quick game is our 50 series plays. We will not predetermine the side we are throwing to with the play call usually. The QB will alert the throw side at the line of scrimmage through his cadenance. IF in the cadenance the QB uses an ODD number we are throwing left, if he uses an EVEN number we are throwing right. Quick Pass Protection: The OL will be aggressively zone to the throw side. We will protect the our zone at the first level by allowing ZERO PENETRATION!!! All OL have the green light to cut the man on, in fact it is preferred by covered OL. We have to communicate through as to ensure that we do create situations that lead to penalties. If we are cutting in our zone, we have to alert our uncovered mate, who typically would be assisting in a double team, that we are cutting and he is to not touch the man being cut (this call will be determined later). A good rule of thumb is to avoid double teams unless absolutely necessary. Quick Pass Backfield (RB's): The RB's are responsible for blitz pickup away from the throwing side and will have a route to the throwing side. If the back/s are aligned away from the throwing side, they will have blitz check. Meaning they are reading the LB's inside-out. If a backer blitzs, the back is responsible for picking up, meet him at the LOS, do not let him cross it. If the a back is aligned to the playside he will run the route determined by the play call. If there are two backs aligned to the playside, the back furthest from the LOS will run the route, and the one closest to the line of scrimmage will stay in for protection. Quick Pass Backfield Action (QB): The QB will determine the throwing side via his :06 rule, and alert the rest of the offense through the cadenance. If we are in shotgun, the QB will catch the snap, flip his hips to the throw side and quickly work through his reads. Remember we are looking to make the throw in under 3 seconds. If the throw is not there then we must throw the ball away. Routes: Our routes in the Quick series will be mirror routes on each side. Wide Receivers will always assume they are on the playside in a 50's play. Therefore they will run the routes that are assigned for those receivers on the playside.

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5-Step Drop: This part of game is our truest pass style. Here the QB is reading the entire field, and taking a 5step drop as he progresses through his pass reads. In our 5-step drop we are trying to stretch the field more vertical and take advantage of the coverages. We will identify our 5-step drop passes with the series number 80. We will typically use this part of game in our obvious throwing situations. 5-Step Drop Protection: In our protection we are trying to create a pocket with our offense line in which the QB back can comfortable sit to make his decisions. This protection is a 6 or 7 man protection scheme which will involve all 5 OL and 1 or 2 backs. We are going to be using our man blocking scheme in this protection, which means we are going to count the defenders at the LOS. We identify the man over the Center as 0 always, by over the top we mean dead-head up, as shade will count as a man outside usually. The first defender at the LOS outside the center is #1, the second defender outside the center is #2.

#3

#0 #1

#3

B
#2

B
#1

B
#2

E
LT

T
LG C

N
RG

E
RT

Our technique for blocking will be the use of the kick-slide. All OL have the green light to cut, but we prefer to avoid it if possible. Are position rules are as follows: Center: The center is always responsible for #0. The center's kick-slide is shallow, we want to create a stalemate at the LOS. If #0 is an LB we will help the guard who needs it most, but eyes have to be on #0. Guards: The guards on both side are responsible for #1. Guards are responsible for maintaining the width of the pocket. The guards are going to aggressively kick-slide, meaning we want to keep our defender at the LOS. If he dives inside, then we have to stone him hard, creating a mass of humanity in the middle. Tackles: The tackles are responsible for #2. Tackles are responsible for maintaining the depth of the pocket. Our kick-slide here is a little looser, meaning we are inviting our man to go outside and wide. If we never even make contact, it is ok. Backs: IF we have a two-back set then the backs are responsible for the backers to the side they are aligned. Backs need to check #0 to #3 (work inside-out) for blitz. If #0 and #3 does not show after thousand-two count, then you release into a check-down route. IF we have a one-back set (which means our personnel is such that the second back is split wider than a wing). Then the back in the backfield, is responsible for #0 to #3 to his side. #3 #0 #1 #3

B
#2

B
C

#1

B
#2

E
LT

T
LG

N
RG

E
RT

QB

The procedure for identifying who we are responsible for starts with the center. He will alert the rest of the OL of the front (EVEN or ODD). If it is an EVEN front then we know that center's man is the Mike backer. The center yells his number out and points ("50, 50"). Then the rest of the line begins to identify their resposonsibilities by pointing and vocalizing the defender's jersey #. If the front is an ODD front, then we know the center's man is the Nose. The center yells his number and points. The rest of the line begins to identify their responsibilities by pointing and vocalizing the defender's jersey #. The next page shows the protections versus different fronts.

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80 Pro
$ W E M N T S E E W T N QB R OVER (Even) QB F UNDER (Even) F R M E S

W E T N

M B E S

W E

M N

S B E

QB

R F

QB

50 (ODD)

3-5 (ODD)

M W E N T

S E

W E

M N

S T

SS E

QB

R 4-4 (EVEN)

QB

DOUBLE EAGLE (ODD)

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Drop-Back Backfield Action (QB): Prior to the snap the QB will work through his :06 rule, which will serve in determining the side he is throwing to. The QB will receive the snap and work through his route reads and make a decision and throw with in 3 seconds of the snap. If the read is not there the QB may scramble and being to work through scramble routes as necessary or run. Routes: Pass routes for the WR are determined by the play called. The drop-back plays are our truest pass plays and the routes run are determined by the play side. The playside is determined by the second number in the play call. Odd numbers to the left and even number to the right. The QB will have the ability to flip the play if the defense is best setup for that. Based on the pass play called and his read, the QB will be throwing to one side or the other. What this means is the QB will be starting his reads on that side and then working through his determiened progression. We will use the same the receiver numbering as in the rest of the passing game.

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Route Tree: All of our routes within this offense will be pulled from the route tree below. The purpose of placing the routes in this tree is mainly to let us see the distances and and spacing of each route. These routes are not numbered. The next pages have descriptions of each route and how its run. Most of our routes' depth and distance is determined by the step counting. Each time our foot hits the ground we are going to count that as a step. Using this we can become more precise in our routes and timing with the QB.

Fade

Go

Seam

Flag Comeback Out

Post Dig

Climb

Drag Curl

Hitch Slant Arrow

Bubble

Flash

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Go: The receiver will take the best release off the LOS, which is determined by the defender covering him. The receiver will be sprinting straight up the field, looking for the ball, after the 8th step, over his outside shoulder.

Flag: The receiver will take the best release off the LOS, releasing to a point of about 5 steps. At the 5th step point, break to the outside, with the inside foot, at the near pylon.

Post: The receiver will adjust his split to slightly more inside than the normal alignment. Frist step off the LOS, is w/ the outside foot, sprinting at theinside shoulder of the defender. At the 5th step plant off the outside foot breaking to the near upright.

Seam: The receiver will force an inside release, to place himself in the inside of the defense (defender covering him needs to be on his outside shoulder). By the 3rd step, the receiver needs to force himself to get vertical again, either attacking the single-high safety, or by splitting the two-high safeties.

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Fade: The receiver force an outside release, working to get vertical as soon as possible. He is aiming for the back corner pylon of the endzone.

Dig: The receiver will take the best release vertically for 5 steps. On the 5th step, the receiver needs to plant on his outside foot, breaking to the near upright for 1 step, then break across the field to the far sideline. We are looking to find the hole in the zone coverage in this route, and upon finding that hole, we will sit it in.

Drag: Receiver will take the best release possible, working immediately up and across the field. He is looking to get behind the 2nd level defenders (linebackers), but no deeper than 12 yards. If the receiver gets to the far hash, he needs to sit and not cross it.

Slant: The receiver will align slightly outside his normal alignment. His first step is at the outside shoulder of the defender, then breaking off this step to the inside at a 45 degree angle. Look for the ball now!

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Curl: Mirror the post route for the 1st 5 steps. On the 5th step break sell the post for 2 steps; plant and show the QB your numbers. Keep working towards the QB till ball is thrown.

Hitch: The receiver's 1st step is w/ the outside foot, on the 3rd step (outside foot) plant and pivot your inside hip OUT, staying low & stationary; catch and roll back outside.

Arrow: Receiver will go outside now. Get width now, but do not creep upfield. The route should not get any deeper than 3-4 yards. Look for the ball on the 3rd step, coming over the outside shoulder.

Bubble: Receiver will push off with the inside foot and step with a directional step with the outside foot. The second step is a crossover with the inside foot arcing or bubbling his route back about 3-4 yards from their original alignment. The receiver needs to get wide and deep now. Do not adjust the route or creep forward. After the 3-4th step ball should be coming over inside shouler.

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Flash: The receiver will explodes off the LOS for two quick steps at the defender. 2nd step he breaks back down under the LOS, squaring up to the QB. Expect the ball NOW. Catch and get up field.

Climb: At the snap of the ball, the receiver attacks the area over the near B-gap (at the level of the linebackers). Once over the B-gap climb upfield for 3 yards. At that point break to the far goal-line pylon. Continue to cross the field, getting into the vision of the QB.

Out: Receiver will take the best release possible, working immediately up and across the field. He is looking to get behind the 2nd level defenders (linebackers), but no deeper than 12 yards. If the receiver gets to the far hash, he needs to sit and not cross it.

Comeback: The receiver take the best release off the LOS, working vertical hard (like a Go). On the 9th step plant hard with the outside foot, rolling your hips to the outside. Work back down for 2 steps looking for the ball on that 2nd step. This route is about a 20 yard route, with the coming back to 16.

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Denver

FS SS

C B T X Z R QB F B N B T B

Routes: Playside #1 Comeback Playside #2 Arrow Backside #2 Comeback Backside #1 Comeback

Read Progression: 1. Arrow 2. Comeback 3. QB Run 4. Throw away IF we are in a 3 receiver (non-back) set to the playside, #2 will still run the arrow, # 3 will now run a curl. IF we are running Denver as a play-action pass, then the read progression will change slightly. We will be reading Arrow-Comeback-Drag, with out eyes on what the OLB is doing. If he sits then we work Arrow to Comeback. If he goes out with the arrow, then we read comeback to drag.

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Chicago

FS SS

C B T X R QB F Z B N B T B

Routes: Playside #1 Curl Playside #2 Arrow Backside #2 Arrow Backside #1 Curl

Read Progression: 1. Curl 2. Arrow 3. QB Run 4. Throw Away IF we are in a 3 receiver (non-back) set to the playside, #2 will still run the arrow, # 3 will now run a go. IF Chicago is run as a play-action pass, then our read progression changes to curl to arrow to drag. The drag route has to be make sure he does not cross the hash.

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Houston

FS SS

C B T X F R QB Z B N B T B

Routes: Playside #1 Slant Playside #2 Arrow Backside #2 Arrow Backside #1 Slant

Read Progression: 1. Slant 2. Arrow 3. QB Run 4. Throw Away IF we are in a 3 receiver (non-back) set to the playside, #2 will still run the arrow, # 3 will now run a go. IF we run play-action off of this pass, our read progression will stay the same unless otherwise told.

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Atlanta

FS SS

C B T X Z R QB F B N B T B

Routes: Playside #1 Hitch Playside #2 Hitch Backside #2 Hitch Backside #1 Hitch

Read Progression: 1. #1 Hitch 2. #2 Hitch 3. QB Run 4. Throw away IF we are in a 3 receiver (non-back) set to the playside, # 3 will now run a hitch. IF we are running a play-action off of this pass, then the only change we make will be with backside #1 who will run a climb. Backside #2 still run the hitch to your side. Nothing will change with the read progression.

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Tampa

FS SS

C B T X W QB R B N B T B

Y Z

Routes: Playside #1 Hitch Playside #2 Corner Backside #2 Corner Backside #1 Hitch

Read Progression: Tampa is coverage read on the corner. If the corner bails throw the hitch When in doubt throw the hitch IF we are in a 3 receiver set to the playside, #2 will still corner, # 3 will now run a post. IF we are running play-action with Tampa, the routes will remain mirrored. The climb and drag by the backside receiver will be cancelled.

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Seattle

FS SS

C B T X R QB F B N B T B

Y Z

Routes: Playside #1 Go Playside #2 Seam Backside #2 Go Backside #1 Dig

Read Progression: Seattle is a coverage read. We are looking to clearout the middle for backside #1 to come across. If the coverage is 1 or 0, find the best match up on the go/seam routes. If the coverage is 3 or 2, look to find the dig in the hole in the zone. IF we are in a 3 receiver set to the playside, # 3 will now run a go. IF we play-action Seattle, no routes will change. Nothing will change with the progression.

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Indianapolis

FS SS

C B T X QB B N B T Z R B

Y W

Routes: Playside #1 Post Playside #2 Corner Playside #3 Out Backside #1 Post

Read Progression: Indy is a coverage read. Read what the corner does. If he runs with #1, read corner to out. If he sits, it is probably cover-2, therefore look to the corner. IF we are in a 2 receiver set to the playside, #2 will still run a corner. IF we play-action Indy, nothing changes.

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Dallas

FS SS

C B T X F R QB Z B N B T B

Routes: Playside #1 Slant-out Playside #2 Seam Backside #2 Seam Backside #1 Slant-out

Read Progression: 1. Slant-out 2. Seam 3. QB Run 4. Throw Away IF we are in a 3 receiver (non-back) set to the playside, #2 will still run the arrow, # 3 will now run a go. We typically will run Dallas as a sprint out pass or a play action pass, which means we will have backside receivers working their way across the formation post-snap. This will change the progression from slant-out to drag to run.

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Cleveland

FS SS

C B T X F R QB Z B N B T B

Routes: Playside #1 Post-corner Playside #2 Drag Backside #2 Drag Backside #1 Climb

Read Progression: We are looking to get this throw into the hands the drag going to the backside. Therefore we want to pull the coverage to the playside with our eyes. If the coverage does not roll playside, look to the drag coming backside.

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