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, PLAYBOOK 2001
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FALL 2001 BOISE STATE UNIVERSITY 8/4/01
OFFENSIVE INSTALLATION
practices 2 2 2 1, fm bldng 2
SUNDAY MONDAY TUESDAY WEDNESDAY THURSDAY
12-Aug 13-Aug 14-Aug 15-Aug 16-Aug
SUB GROUP Bronco Cowboy Qk Bronco
Fins Jax
Falcon
Jets

FORMATIONS Slot No.JSo. Deuce Trey Slot Hawk Tandem


Deuce Cowboy Open Cock
Trey Trump
Double -
Trio
Ace
Triple
On
SET I Split Weak Change
Near, Far
Strong
Gun
MOTIONSI Shift, Bounce Fake Hoof Seal Bump Zoom
SHIFT Hoof Fixe/Flame Line up in it T
Zing, Zip, Full
X,Z
SITUATIONI Red Ball Chk Ted Chk. Counter Choose Cut Pkg
STRATEGY ehk Zone ChkSpeed Chk. Bully
Scramble rules
RUN 22/23 Zone 26/27 Stretch 24/25 Counter reVlew 23/22 Cut
22/23 Zone Fit 26/27 Ted 25/24 Bull 22/23 Ice
22/23 Rim 16/17 Speed 24/25 Bully package bob/slip
FLY 48/49 Sweep 48/49 Sweep 48/49 Sweep 48/49 Sweep Give

PIA
Play Pass Cobb Zone Boot rt 3d Ctr nkd Ute P.P. Dbl Post Slide Pass
Play Pass Flood Zone Boot rt 2x2 Poker, Dig, 787 Slide Pass zix Loop
Play Pass Press Stretch Pass Throwback,989 Naked Ute
Naked Slide
SCREEN Slide Sally/Sara F-Line Rip Sally P.P. Sally Base Sally, Sara
Qk Screen
PASS Streak Y/Z 11 (& Go) SmashcY read) 48 Flare Dagger
Curl Y Go Big 11 Out (& Go) 88 648 Ring
5 Layer 3 Stick, Look 1 Press, Thwbk X-Over 383 Spot(mof)
9 Curl, 9 Choice 1 Run Grid, Y-Delay 33, 38 404 Flat, 787 fit
9 Texas 99 Layer 3 Bronco 848 Swing
X-Over . Bronco Stop Flood Flat
989 Under
PASS PRO Play Pass Zone Boot Ctr nkd Max Base
Slide Stretch Pass Rip/Liz Slide Pass
Slam Smoke
MISC. P.P. F-Seam, Sucker Pass dbl It 24 ct. X rev It Hwk rt 48 Swp Rev Cut Package
FALL 2001 BOISE STATE UNIVERSITY 8/4/01

OFFENSIVE INSTALLATION
,
practices 2 1, scrim 2 If H20 world 2
FRIDAY SATURDAY SUNDAY MONDAY TUESDAY
17·Aug 18-Aug 19-Aug
- 20-Aug
- 21·Aug
SUB GROUP 30 Giants
R

FORM..4...TIONS V

SET Stack
&

MOTIONSI
SHIFT
X-In S
I
C

SITUATIONI Choose Draw Pkg R Goalline Bear (5 Call)


STRATEGY 30 Pkg Red Zone
I
R-UN Rip Draw 28/29 Toss 27/26 Reach 22/23 Zack
20/21 Draw M 32/33 Belly S.Y./G.L.
33/32 Pitch QB Sneak
FLY\ 30: 48 sweep M
cut-go 23 Zone ft
PIA Dive Pass Flood A Iso Pass Ctr Boot
Grid, Dig,
G

SCREEN\ Wide Screen E Dual Screen Fast Screen

PASS Choice Z Cobb iRed Smash/Corner


Choice Swing Cobb (Slot) Keep Pass
H Follow Stutter S.P. Cross
Sting 22, Look G.L. Pass
Floss Sluggo Roll Rub
29 Mouse Roll XJZ Loop
Roll Z. Arrow
PASS PRO Hot Dash Roll

MISC. Detour Sweep Pass


FALL 2001 BOISE STATE UNIVERSITY 8/4/01
OFFENSIVE INSTALLATION
practices 2 2 1, Scrim. ophmist, 1
. WEDNESDAY THURSDAY FRIDAY SATURDAY
22-Aug 23-Aug 24-Aug 25-Aug
SUB GROUP

FORMATIONS

SET

MOTIONSI
SHIFT

SITUATION/
, STRATEGY

RUN S
0
I
FLY C
A
I PIA R
0
L
I I
SCREEN N
A
I PASS

P
L
I A
N
I

I PASS PRO

I MISC.
BOISE STATE BRONCOS
INSTALLATION 2001

2 (F) Shit Trio rt Fk Hf 26 Stretch

3 (Fi) Deuce rt Hoof 26 Stretch 3 3 (Fi) Deuce rt Chk Speed 2 ill Ace rt X
48 Sweep
~ rh (F) ObI rt Flv 27 Stretch 4 4 (B) Near rt 16 Arc Option

@Jrh (C 1 Near It Y-In 27 Stretch 6 (F) Full Trio rt 26 Stretch 3

PLAY ACTION

I Zone Boot 3x1 Zone Boot 2x2 or Weak I Stretch Pass


I
1 (F) Trio rt Fake Hoof Zone Boot rt Flood 1 (Fi) Deuce rt Zone Boot rt H Wheel 1 . (Fi) Deuce rt S.P: rt X Over

2 (F) Trio rt Zone Boot rt Cobb 2 (Fi) Deuce rt Zone Boot rt H Grid 2 .(Fi) Deuce rt S.P. rt Db! 7

3 (Fi) No. Deuce Zone Boot rt Grid 3 (rh)(B) Near It Zip Zone Boot rt Prong 3 (Fi) Deuce rt S.P. rt Press
4 4 (rh)(C) Lt. Zip Zone Boot rt Prong Z 4

SCREENS SPEGAL PROTECTIONS

IF-Line/ Qk Screen I .Sucker Pass I Smoke

Zone Boot
1 (El Far It Slot 23 Zone F-Line rt 1 (E) Gun Split rt Sucker Pass rt
Stretch Pass
2 (Pi) No. Deuce QkScreenrt 2

3 (F) Trio rt Qk Screen rt

4 (F) Gun DbIlt 23 Zone Qk Screen rt

PASS GAME

I l1/Bigll Look 1 3 Stick 1 Run 99

1 (F) Dbllt 1 (F) Dbllt 1 (F) Trio rt 1 {F) Trio rt 1 mAcert99


Smoke It 11 Smoke It Look 1 Smoke rt3 Stick Smoke rt 1 Run
2 (F) Trio rt 2 0) Ace It 2 (F) Full Trio rt 2 (F) Full Trio rt 2
Smokert11 Smoke It Look 1 Smoke rt 3 Stick Smoke rt 1 Run
3 (Fi) Deuce rt 3 (F) Bounce Dbllt 3 3 3
Smoke rt Big 11 Smoke It Look 1
4 m Gun Acert 4 4 4 4
Smoke rt Big 11
5 (Fi) Deuce rt 5 5 5 5
Smoke rt 11 & Go
·6 6 6 6 6
BOISE STATE BRONCOS 8/4/01

Day: Tue, Aug 14 INSTALLATION 2001 Practice it 5, 6


RUN GAME SWEEP

LwI_ _2_4_/_25_c_o_un_te_r·_... 1 _ _ _ _1
ILw___25_/_24_B_ull I 24/25 Bully I I SWEEP

1 (Fi) Deuce rt Chk Counter [ ] (B) Cock rt X 25 Bull 1 (C) Far rt 24 Bully 1 fB) Cock rt X
48 Sweep (muff)
2 (F) Dbilt Chk Ctr alert Seal 2 (B) Near It Zing 24 Bull 2 (C) Rt Chk Bully
3 (Fi) Sb: Deuce rt X 25 Ctr 3 (Fi) Trey It Slot 24 Bull 3 2 (F) DblltZ
48 Sweep
4 4 4
5 3
PLAY ACTION

Counter Naked Ute

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


I 1
I 1
I
2 2 2
3 3 3
4 4 4

. SCREENS SPECIAL. PROTECTIONS

Rip Sally I Ctr Reyerse


I Rip/Liz

Counter Naked
1 (F) Trio rt Fake Hoof Rip Sally 1 .(F) Dbl It Fake Seal 25 Ctr Z Reverse

"3

~ASSGAME

Smash (Y-Read) Out (& Go)/Press Throwback, Grid, Over Layer 3 Y-Delay

1 (F) Trio rt 1 (F) Shift Trio rt 1 (F) Train rt 1 (F) Dblrt 1 (Fi) Deuce rt X
Rip Smash Rip Out Rip Throwback Rip Layer 3 RipY~

..!. (Fi) No. Deuce 2 (C) Nearrt 2 (Fi) No. Deuce 2 2


Rip Smash Rip Out Rip Grid
(B) Far It Slot 3 (F) Trio rt 3 iF) Shift Trio rt 3 3
Rip Smash Y Read Rip Out & Go Rio X-Oyer
4 (Pi) No. Deuce 4 4 4
Rip Press
5 (F) Train rt 5 5 5
Rip Press
6· 6 6 6 6
BOISE STATE BRONCOS 8/4/01
Day: Wed, Aug 15 INSTALLATION 2001 Practice # 7 pads
RUN GAME SWEEP

'
l "- _REVIE_W.___ I " - I_ _ _ _ _ _ _ II~ _ - i I I 48/49 Sweep
I
1 1 1 1 (F) Trio rt On X
48 Sweeu (Muff)
2 2 2
3 3 3 2 (QB} BrnE Hwk It T
48 Sweep
4 4 4

5 3
PLAY ACTION

I Play Pass
I Play Pass (Slot)
I I
1 (B) Rt Play Pass rt 787 1 (B) Lt Slot Play Pass rt Dbl Post 1
2 (B) Rt Play Pass rt 989 2 (B) Lt Slot Play Pass rt Poker 2

3 (B) Rt Play Pass rt Throwback 3 (B) Lt Slot Play Pass rt Dig 3


4 4 (C) Rt Play Pass rt Dagger 4

SCREENS SPECIAL PROTECTIONS

I P.P. Sally/Sara
I I Reverse Max

1 (B) Rt Play Pass rt Sally 1 (B) Bump Hawk rt Z 48 Sweep Rev

2 (B) Rt Play Pass rt 989 Sally 2

PASS GAME

33,38,88,77 48 Flare X-Over Look! Bronco/Bronco Stop

1 (B) Weak rt 1 (B} Weakrt 1 (B} Far rt ·1 (QB) Bump Hawk It 1 Trio rt On Exit
Max It 88 Max It 48 Flare Max It X-Over Smoke It Look 1 Rip Bronco
2 (B) Weakrt 2 2 2 2 Trio rt On Exit
Maxlt33 Rip Bronco Stop
3 (B) Weak rt 3 3 3 3
Maxlt38
4 (B} Far rt 4 4 4 4
Max lt77
5 5 5 5 5

. 6 6 6 6 6
BOISE STATE BRONCOS 8/4/01

Day: Thurs, Aug 16 INSTALLATION 2001 Practice # 8,9


RUNGAME SWEEP

: '13/21 Cut·

1 Lt Slot 22 Cut Slip


I 1
22/'23 Cut (Str)/ Zack

1 (B) Lt Slot 23 Cut


I ~l__T_e_d_Al_ert_C_tr_ _..i1
1 (Fi) No. Deuce
I
1 (B) Lt Z
Sweep Give
I
2 26 Ted Alert 25 Ctr '23 Cut Give
2 (B) Lt Slot Fk Zing 22 Cut 2 (F) Dbllt '23 Zack

3 (F) Trio It On X 22 Cut 3 3 2 (F) DbiltZ


25 CtrGive
4 (F) WI< DbiitZ 22 Cut 4 4
?:"'

5 (F) Dbilt v'v'22 Cut Package 3


PLAY AcrrON

Slide Pass I Naked


I Naked Ute
I
lOx) LtSlide Pass rt(mot) 1 (B) Far It 27 Naked 1 (Fi) Deuce It 27 Naked Ute
2 (B) Far It Tandem ~p S.P. rt Z Loop 2 2
3 (B) Far It Zoom S.P. rt X Loop 3 3
4 4 4

SCREENS SPEGAL. PROTECTIONS

Base Screen
I I I Slide Pass

Naked
1 (C) Owtge rt Base rt Sara 1.
Base
2. (B) Far rt BaSe rt 989 Sara 2

PASS GAME

Dagger 648 Ring/ Flood Flat ;. 408 Flat 787 Flat! 383 Spot ·848 Swing! 989'Under

1 (B) Splitrt 1 (8) Splitrt 1 (C) Gun Split rt 1 (B) Splitrt 1 (B) Far rt
Base It Dagger Base rt 648 Ring Base rt 408 Flat Base rt 787 Flat Base rt 848 Swing
2 (C) Splitrt 2 (C) Gun Split rt 2 2 (C) Splitrt 2 (B) Split rt
Base rt Dagger Base rt 648 Ring Base rt 787 Flat Base rt989 Under
3 (F) Wk Dbilt 3 (C) Splitrt 3 3 (B) Split rt 3
Slam rt Dagger Base rt Flood Flat Base rt 383 Spot
4 4 4 4 4

5 5 5 5 5

6 6 6 6 6
BOISE STATE BRONCOS 8/4/01
Day: Fri, Aug 17 INSTALLATION 2001 Practice if 10,11
RUNGAME SWEEP

Ri_·p_D_ra_W_(_~_)_.....1
.,.1_ _ I 20/21 Draw (pm) 11Iw_ _ _ _ _ _..iI II 30 Package
]
1 {B) Far It Slot Rip Draw 1 (C) Rt VV Draw Pkg 1 1 {3~} Split rt On X
48 Sween
2 (C) Near rt Rip Draw 2 2
3 3 3 2 {~O}Split rt On X
22 Cut Go
4 4 4
5 3 {3~}Near rt On X
23 Zone Fit
PLAY ACTION

I Dive Pass Flood/Dig


I Dive Pass Prong/ Grid
I Dive Pass Goner
I
1 (F) Bounce Wk Dbllt Z Dive Pass rt-FIood 1 (F) Wk DbI It Z Dive Pass rt Grid 1 (Fi) Str Deuce rtXD.P. rtGoner
2 (QB) Bump Wk Hawk It T Dive Pass rt Dig 2 lOB) Bmu Wk Hawk It T D.P. rt Prong 2
3 3 3
4 4 4

SCREENS SPECIAL PROTECTIONS

I Wide Screen
I I Wojo
I Dive Pass

Hot
1 (F) Gun ObI rt Wide Screen rt '.1 (QB) Bump Hawk rtSlide rt Wojo

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

PASS GAME

I Hot Cloice HatH Follow Hot or Slam Sting Floss

1 (B) Nearrt 1 (F) Trio rt Fk Hoof 1 (C) Far rt Zip 1 (C ) Clange rt Zip 1
Hot rt Cloice Hot rt H Follow HotrtSting HotrtFloss
2 (F) Trio rt 2 2 (F) Dbllt X-In 2 (B) Split rt Zip 2
Hot rt Otoice- Slam rt Sting HotrtFloss
3 (F) Dbllt 3 3 3 3
Hot It 81 Cloice Swing
4 4 4 4 4

5 5 5 5 5

·6 6 6 6 6
BOISE STATE BRONCOS 8/4/01
Day: Sat, Aug 18 INSTALLATION 2001 Practice # 12, 13
RUN GAME SWEEP (Scrim)

I
1
REVIEW
I 1

1
I I
1
II
1
I
2 2 2

3 3 3 2

4 4 4

5 3
,PLAY ACTION

1
REVIEW
I 1
I 1
I
2 2 2
~ 3 3
4 4 4

3CREENS SPECIAL· PROTECTIONS

I REVIEW
I I I
1 1

.~

lASS GAME

I REVIEW

1 1 1 1 1

2 2 2 2

3 3 3 3

4 4 4 4

=: 5 5 5 5

6· 6 6 6 6
BOISE STATE BRONCOS 8/4/01
Day: Sun, Aug 19 INSTALLATION 2001 Practice # 14,15
RUN GAME SWEEP

~:____~_/_2_9T_O_S5____~1 I 32/33 Belly


1 I
33/32 Pitch
1..-._ _ _ _ _ _ .-11 I Sweep Option I
1 (B) Far rt Fire ~ Toss 1 (B) Rt 32 Belly 1 (B) Lt Slot 33 Pitch 1 (Fi) Str Deuce rt X
17 Speed
2 ax) Rt 28 Toss 2 2 (F) Dbllt x 49 Pitch
3 (Pi) No. Deuce On Hoof 2B Toss 3 3 2
4 4 4
5 3
PLAY ACTION

I Iso Pass (& Go)

1 (Ix) Rt Iso Pass rt


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

3 (B) Rt Iso Pass rt & Go 3 '3

4 4 4

SCREENS SPECIAL PROTECTIONS

I Dual Screen
I 1'-_--1 Iso Pass

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

2 (F) Dbi rt SlofDual Screen rt (rh) 2

PASS GAME

Dash Cobb Dash Stutter Smoke 22, Look, sluggo Mouse

1 {Ix} Near rt 1 (B) Shift Near rt 1 {Fil Deuce rt 1 mTri]2lert 1


Dash rt Z Cobb Dash rt Z Stutter Smoke rt "., Smoke rt 29 Mouse
2 (B) Near rt 2 (B) Far It Slot 2 (J) Ace rt 2 2
Dash rtZ Cobb Dash rt Stutter Smoke rt Look
3 (B) Far It Slot 3 3 (F) Dbllt 3 3
DashrtCobb Smoke It Sluggo
4 (B) Shift Far It Zoom 4 4 4 4
Dash rt Cobb Switch
5 5 5 5 5

'6 6 6 6 6
BOISE STATE BRONCOS 8/4/01

Day: Mon, Aug 20 INSTALLATION 2001 Practice # 16


RUN GAME SWEEP

':..._'2:J_/2_6R_each_..... 1I 28/29 Tossl chk Bull ] ..._1_7/_1_6_AI_C_O_p_ti_·o_n_ _ 1 I Sweep j Spinner


I
1 (B) Far It Zing 26 Reach 1 (G) Near rt Fake Zing 28 Toss 1 (B) Cock rt X
1 (G) Near It Fire 16 Arc Option
48 Sweeu
2 (8) Far it Slot Fk Zng 26 Reach 2 (G) Rt chk Bull 2 (G) Far rt Zing 17 Arc Option

3 (C) Near rt Fk Fly 26 Reach 3 3 2 (QB) Hawk It T


48 Spinner
4 4 4

5 3

PLAY ACTION

1
I 1
I 1
I
2 2 2
3 3 3
4 4 4

SCREENS SPECIAL' PROTECTIONS

I I Detour
I Goalline Pass

Keep Pass
1 1 (Fi) Deuce rt X In 27 Naked Detour
Roll
2

'ASS GAME
" Smoke Red Smash Slide Pass Cross Goalline Pass Keep Pass Roll RubiLoop

1 (F) Trio rt 1 ax) Strong rt Zip 1 (G) Rt 1 {G} Near It Zing 1 (F) Wk Dbllt X-Stack
Smoke rt Red Smash Slide Pass rt Cross Goalline Pass It 25 Keep Pass rt Roll rtRub
" (F) Trio rt 2 2 2 2 (Fi) Wk Deuce It Zm

Smoke rt Red, Comer Roll rt Rub


(J) Dbllt 3 3 3 3 (El Wk Dbllt Slot
X-StackRolI rt X Looo
Slide It Dbl Smash
4 4 4 4 (F) Trey It Slot Hoof
Roll rt Z Loop
5 5 5 5 5 {Fi) Str Deuce rt
Fk Zng Roll rt Z Arrow

6 6 6 6 6 (Fi) Wk So Deuce X-It


Roll rt X .'\.rrow
BOISE STATE BRONCOS 8/4/01

Day: Tues, Aug 21 INSTALLATION 2001 Practice if 17,18


RUN GAME SWEEP

1,-_--,,"I , - I _----.ill'-___I I HAMMER ]


1 1 1 [1 (Fi) Str Deuce rt X
20 Hammer
2 2 2

3 3 3 2

4 4 4

5 3
PLAY ACTION

1 Counter Boot

1 (B) Near rt Slot Ctr Boot rt Pin


I 1
I 1
I
2 (B) Lt Slot Ctr Boot rt Flood 2 2

3 3 3
4 4 4

SCREENS SPEGAL PROTECTIONS

I Fast Screen
I I Sweep Pass
I Counter Boot

1 (F) Trio rt Fast Screen rt 1 (QB) Hawk It T Sweep Pass rt

2 2

PASS GAME

REVIEW
1
1 1 1 1 1

2 2 2 2 2

3 3 3 3 3

4 4 4 4 4

5 5 5 5 5

·6 6 6 6 6
..... ~.
OFFENSIVE TERMINOLOGY
,
2 by 2 Set - 2 eligible receivers (including TE & RB) aligned on each side of the center.

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

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

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

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

Base - 7 man Big on Big protection used in 2 back formations where the off. line is responsible
for the 4 def. lineman and the MLB. QB front caB will direct the center and RB's. RB's are
responsible for OLB's.

Blitz - Defensive back rushing through a gap.

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

Bull - Back up on LB. Used on counter plays where the H/F are pulling to block the LB. Tag word
for c o u n t e r . ' -

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

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

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

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

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

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

Clutch Series - Our two-minute offense.

Cobra - Refers to a corner blitz.

Contain - Responsibility given to a defender to keep the play from going wide.
Convov - Backside receiver technique blocking a secondary defender.

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

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

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

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

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

Dog - LB'er rushing through a gap.

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

EMLOS - End man on line of scrimmage.

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

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

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

Flash & Go - Technique used by an off. lineman in which he shows pass, influencing a def.
lineman up the field, then relea,ses to his LB. .

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

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

Freak - Refers to a free safety blitzing.

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

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

Hot - Designated receiver who must look for the quick pass from 08 when #4 or outside defender
blitzes on the side of the double read.

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


L.O.S. - Line of Scrimmage

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

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

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

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

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

M.O.F. - Middle of Field

MOM - Most dangerous man.

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

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

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

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

"0" Call - Call made by frontside tackle to inform others that he is blocking out on DE. PlJllers will
understand that they will lead into the hole for appropriate LB's. .

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

P.O.A. - Point of attack.

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

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

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

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

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

Push - Full speed. Everything looks like a takeoff! Take his cushion.
Q - Designated receiver who must look for the quick pass on the side of the single read on an
inside linebacker blitz. '

Rake - H in protection.

Ray/Lou - Calls by OB at l.O.S. to determine the 4 man side.

Red Zone - Plus 25 to Plus 4 yard line.

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

Rock - TE in protection.

Rub - Offensive player bumping a defender upfield while completing his route. Also a pass
pattern ru!1 by two WR's.

Sally - Screen left.

Sarah - Screen right.

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

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

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

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

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

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

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

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

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

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

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

Strong Side - Side on l.O.S. towards the Y for runs. The side with 2 or more WR's in the passing
game.
,
Tag - Playside tackle and guard double combo on a DT to a playside LB.

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

Ted - TE down block to a 7 or 8 technique with a tackle lead pull to a linebacker.

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

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

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

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

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

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

You/Me - Pass protection call by two adjacent off. lineman declaring responsibility for a LB.
r, --~(
L
~
-,. PAL L
,'-......,- "ilL./11
Hole Numbering and Position Identifica~on

975310246 8
o 00_000
x o Q Y o
OF
z
°T
1. Numbering System

A. The numbering system is based upon assigning a number to the


space occupied by the offensive linemen and tight end(s.}

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

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

II. Position Identification

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

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

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

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

E. The second tight end or third wide receiver is referred to as "R"


when replacing X/T IF.
Line of Scrimmage Procadures

III. Huddle Formation

, (Ball)

5 YARDS

LT LG C RG BT
::c F Y T
Q
A. The center forms the huddle with his heels at five yards facing
away from the football. Everyone must hustle into the
huddle as soon as possible to avoid problems with the
play clock. Do your resting in the huddle, not on your
way to it.

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

IV. Huddle Procedure

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

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

C. The QB will do ALL the talking in the huddle:. Any information


that can be helpful should be relayed to the QB outside
the huddle or through coaches on the sideline.

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

E. If you don't hear the call, call "CHECK"; QB will repeat call.
F. The huddle call sequence is as follows:

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


2. Backfield Set (Far, Change, Strong)
3. Formation (Double, Deuce, Ace)
4. Strength (Right/Left)
5. WR Variations (Slot, On, Tight)
6. Motion (Zing, X, Hoof)
7. Play (22 Zone)
**NOTE: We will align in the formation called and motion out of the formation.
(Examples in formation section.)
a. Run (2 digits)
1. Hole (22)
2. Tag term indicating blocking scheme (Zone)
b. Pass
1. Protection and direction (Slide RT)
2. Digits andj or tag words(s) (989 jFlood)
5. Snap count
6. Ready ... Break (Clap hands on break.)

Example Run: Example Pass:

Far Shift
Right Trio
Slot Right
22 Zone Smoke Left
On one 11
On one
"Ready" - Break "Ready" - Break

BREAKING THE HUDDLE:

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

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

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

PROCEDURE AT THE LOS:

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

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

Motion is initiated by the QB's heel, the nod of his head, or in relationship to the snap
count.
Cadence
The cadence is a combination of words and numbers used in a non-rhyt..hmic count.
The cadence must be used as a weapon by the offensive team: The QB can NEVER allow
the defense to time our cadence.

A. Our cadence will be:


Front call - alerts team as to what type of front we are facing
Set
Color - Number - Dummy calls unless "Live" color (Green/Blue) is used to change play
Color - Number - QB should use 20s, 12/13 as dummy calls often
Hut (non-rhythmic)
Hut (non-rhythmic)

B. Our possible starting counts will be on:


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

C. Freeze:
A "Freeze" count will be used when we are deliberately trying to draw the defense
offsides. The QB will proceed through his cadence and use as many "huts" as he
feels is necessary to get the defense offsides. The only 2 players that should be
"keyed-up" are the QB and Center. All other players should be in good looking
stance.s, but relaxed. If a D-lineinan jumps offside, the Center should snap the ball
and the QB should quickly take a knee. If no defensive player jumps offside after
5 or 6 "huts", the QB will pause and then say "set, hut" and we will then run the
play called in the huddle.

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

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

F. No snap
QB may call formation and "no snap." This alerts team that we will attempt
to draw the defense offside. If we are unsuccessful the QB will be instructed
to either use a time out or take the delay penalty. We will not snap the ball
under any circumstance.
. Automatic/Check Off - Two Plav Offense
We will have several ways to get into another play at the LOS. These will be tied into
our snap count, as well as not allowing the defense to catch on to what we are doing.

A. Live Colors
1. Green - used as live audible only. Snap count is on one (Possible "Easy"
call for quick count plays.)
2. Blue - used on all checks and alerts. Snap count automatically is 2.

B. Live Audibles
-12/13 - directional number for any pass play
-16/17 - Speed Option
-20/21 or 30/31 - Trap
-22/23 - Zone unless prefaced by: ''Wham, Rim, Slice, Iso, Blast, or Paint"
-24/25 - Power unless preface by: "Bull, Counter"
-26/27 - Stretch

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


1. Color system/live audible - will be used if the QB has not alerted the
team in the huddle. All "Live Audibles" are on 1.
EX: in the huddle QB calls 24 Power on "I"; at the LOS the QB
calls "Lou, Set, Green 26, Green 26," the play will be 26
Stretch on "1."

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


. alignment and allows us to choose between two different plays. All "Alerts"
are on 2.
EX: In the huddle QB calls "26 Stretch, Alert 17 Speed" on
"2." At the line the QB calls "Ray, Set, Blue 17, Blue 17, Hut,
Hut." Play will be 17 Speed Option.

3. "Check with Me" - This is used to take advantage of defensive team's


_alignment to choose between the same type of play (Run to run, Pass to
pass.) All "Checks" are on 2.
EX: In the huddle QB calls "Check Zone on two." At the LOS
the QB calls "Ray, Set, Blue 22, Blue 22, Hut, Hut." Play will
be 22 Zone on 2.

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


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

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

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

0_0-
Red Ball
Red Ball as a NoH udelle Offense
NOTE: This is not a "hurry up" situation .
.1. QB calls out "Red Ball. Red Ball," and gives a Formation call ""Trio Right"
or "Trio Left"
a. Offense alerted to no huddle situation. Align at LOS.
b. Base formation is Trio to the field, but can vary by game
plan.
c. Snap count is always on "Set, Hut" (No dummy calls.)
d. Receivers must start inside the tick mark, then expand to
final split depending on play (by rule.)
e. Center read defense for front call.
2. QB will look to the sideline for play call, or make the call himself based
on the game plan.
a. Call out entire play call to each side of formation. (I.e. "Slide
12 Streak, Slide 12 Streak)
b. Front call
c. Begin snap count with "Set," followed by a short pause,
"Hut," ball is snapped

3. EXAMPLES: (QB LOS call = Play)


a. Dropback Passes
• Smoke 12, 11 = Smoke Right 11
• Otto 13, Flood = Otto Left Flood
• Slide 12, Streak Z = Slide Right Streak Z
b. Screens
• Bob 12 = Bob Right
• Base 13 Sally = Base Left Sally
• Dual 12 = Dual Screen Right
c. Action Pass
• Sprint 12, Cobb = Sprint Right Cobb
• Sprint 13, Smash = Sprint Left Smash
d. Runs
• Any term 16 = 16 Speed Option
• Any term 23 = 23 Zone
• Zack 23 = 23 Zack
• Any term 24 = 24 Counter
• Bull 24 = 24 Bull
• Any term 27 = 27 Stretch
• Ted 27 = 27 Ted
• Blast 22 = 22 Blast
NOTE: When 12/13 is used, first word is "live."
NOTE: QB must allow sufficient time for OL to make appropriate calls and WR to
g;et set for one full count before snappin,g football. (Center responsible to
make front call.)
NOTE: QB will ag;ain make the call to the play side first to aid communication and
combat crowd nOise. etc. QB will use hand sig;nals to aid the WR if needed.
NOTE: Sig;rial for RED BALL is arms forming a circle over the top of head.
TWO MINUTE OFfENSE
"Clutch Series"

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

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

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

1. It is the responsibility of the QB to know how much time is remainin,g. It is


important to know how many time outs you have remaining.

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

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

4. Officials \vill notifY the Captain and Coach of the number of time outs
remaining.

5. Automatic time granted upon Captain's request for measurements offirst


down yarda,ge or injury, will not be charged against the legal three time outs.
Clock starts on the referee's signal.

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

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

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

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

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

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

1. 2:00 to 1:00 remaining:

a. Emphasis must be placed on hustle. poise, execution.


communication, and confidence.
b. Do not call time out unless absolutely necessary.
c. All plays must be executed in 15 seconds or less.
d. Ball carriers and receivers should try to get as much positive
yardage as possible after making the first down (clock
will stop.)
e. No timeouts except after a sack.
2. Less than 1:00:

a. Utilize time outs.


b. Stop clock whenever possible. Ball carriers must get out of bounds.
c. Use quick pass and·sprint out series.
d. NO sacks!
3. "Spike Play":

a. Used to stop the clock when we are out of. or don't want to call
timeout
b. QB calls "Spike" to both sides of the ball.
c. OLlTE assume tight splits and protect inside gaps. NO penetration.
d. All TE/WR align quickly Qll. the LOS and do not release downfield.
e. QB take 1 step back & immediately spike the ball forward to stop
the clock. Eyes must remain down.
f. Ball must not touch a lineman on the way down.
When the clock stops. the QB will signal and yell "Huddle" and we will call our plays in the huddle. When the plays
are called in the huddle. we will have the ability to use the entire system including regular snap count. When the
clock is not stopped. we will call the plays on the LOS using our no-huddle cadence the same as in RED BALL. The
ball will be snapped on the "HUT' command. For e.'Cample, "Sprint 12 Cobb. Sprint 12 Cobb. Set. Hut."

The Clock is stopped and we will huddle when:


-OffiCials time out
-Players time out
-Incomplete pass
-Ball carrier out of bounds
-Injury
-Change of Possession

The clocks stop but we will align on LOS:


-Markoff of all penalties
-Measurement for a first down
-Resetting the chains after a first down

The clock starts when:


-The ball is legally touched on a KO
-The ball is snapped
-Referee's whistle indicating ready-far-play after:
-First down measurement. chains set. administering a penalty
Four Minute Offense
In "Four Minute Offense" we want the clock to run, however, we still need to make at
least one first down. The QB will receive the play call later then normal from the
Sideline (after' official has marked the ball ready for play.) QB will hold team at LOS
while watching the 25 second clock and not snap the ball until play clock is inside
three seconds. .

KEEP CLOCK RUNNING:


-s tay in bounds
-NO time out calls
-Use all of 25 second clock
-Ball carrier stay on the ground and make official take ball from you
-Do not ask for measurement on 1st or 2nd down
-No foolish penalties (be prepared for cheap shots)
-Injured players get off the field on their own
-Use a simple snap count
-Make sure of all ball handing
-Be prepared for stunts and blitzes
-Remember that one first down will usually win the game

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

Victory:
-Lineman, y, and H, cut splits to foot-to-foot and execute wedge blocking.
Pre-align in 3-point stance.
-T and F align one yaId .deep behind guards and serve as personal protectors
forQB
-z align directly behind QB at 10 yards. Serve as the safety man.
-QB will secure snap then drop 1-3 yards and touch one knee down; thus
downing the ball. QB then gets up quickly and hands the ball directly
to the referee.
NOTE: Remember that the defense may advance a fumble!

QB reminders in Victory:
-Use all of the 25 second clock
-Take delay of game penalty after each snap if clock remains running.

o y
H o 0
aJAX group
T F

°z
r,.---· - i .
..•/"'" :
Substitution Group Terminology
BRONCOS - regular personnel - 2 WRs. 1 TE. 2 REs
Q¢ck Bronco - same as above. but another TB for the FB is
substituted.
Signal: Both fists together extended in front of body.

CHIEFS - Z and FB out. 2 TEs in (H & Z) - 1 WR (X). 3 TEs (Y. H. Z) and a TB.
Signal: Palm over mouth.

COWBOYS - Y out. WR in (Y) - 3 WRs. 0 TE. 2 REs


Signal: SL~ shooters with both hands.

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


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

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


Signal: Straight hand. extended out on top offorehead.

GIANTS - X and Z out, 2 TEs in (H and Z) - 0 WRs. 3 TEs. 2 REs


Signal: Both arms flexed downward.

JAX - X out, TE in (H) - 1 WR (Z), 2 TEs. 2 REs


Signal: Open hand. shaking up in the air.

*JETS - FB and TE out. 2 WRs in (H and Y) - 4 WRs. 0 TE. 1 TB


Signals: Both arms extended outward. '

ZEBRA - Z out. TE in (H) - 1 WR (X). 2 TEs. 2 REs


Signal: Drawing stripes down chest.

*NOTE: The word "BIG" may be inserted in front of Falcons. Jets. or Fins to
insert a Fullback for the Tailback.
Motion Terminologv
Z Motion:
-ZIP - Z inside toward the ball. Short motion. Leave on 2nd color.
-ZOOM - Z over the ball. Long motion. Leave on 1st color.
-ZING - Z over the ball to wing position. Leave on 1st number.
-Full - Z will start in backfield then motion to his alignment. Leave on 1st
number.

H Motion:
-HOOF - H across the formation to same alignment on opposite side. Leave
on 1st color or 1st number depending on how far you have to go.
-BANG - Short motion after the 2nd color-number (wham play)
-SEAL - Motion to the Backside Tackle and cut off the 1st man outside the T.

YMotion:
-FLY - Y across the formation to same alignment on opposite side. Leave on
1st number.
T Motion:
-TEAR - TB motion right (let play "be gUide as to when you leave.)
-TAIL - TB motion left (let play be guide as to when you leave.)

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

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

**NOTE: It is the motion man's responsibility to get where he needs to be when the
ball is snapped. The QB will try to help. Motion should be at a crisp pace (3/4
speed.)
It is OK to tum shoulders toward the LOS and shuffle after crossing the center.

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

i.e. Trips Rt Fake Fly:


Q

X ....:0502-_---o.0..-. ° °Z
===-

T
Shift Procadures
1. SHIFf - Y. trades sides of fonnalion
(I.e., SWft Split Right)
9 ~QQ~Q<O<O C?
= ".... ... <0 -i'
;'7
Q
0-------=
2. STEM - (H) adjust inside-out or outside-in on the same side of formation.
(I.e., Double to Doc, Stem Doc Right) 'Stem' is never used by itself.

= QQ~=404O
40____ -:>-0 40 40
40
3. MOVE - Combination shift (Y) and stem (H.) Also, WRs may also stem.
(I.e., Move Double Right)
C:;>OQ~OQQ
.9
Q-<:_____Q
....
'...........
..........
<0
_----_ ... ,.
".~ =
4. HOP - H trades sides of formation.
(I.e., Hop Trey Right)
Q QO~Q<OQ

<0
Q-.,.... /~<O
... ,.
. '--4Q----~

5. SHOP'- Combination of a shift (Y) and a hop (H.)


(I. e., Shop Trey Right)
Q
Q
:
Q
, '...
C:;>QO~<O<OQ

Q -i' Q
" "'
,.............. , .... ".~ ~
"'" ------ ~~"."
.... ,_ C> ... ;-'
-------
6. SCATTER - Pre-determined game plan shift where multiple shifts are made.
(1. e., Scatter Double Right)
40 OQQ~Q4OQ
40
~...... ........ ...............-yc
........... c::>
''-.,. -. . , .. '
' ......'q 0-;(
7. OUT - Formation in which TB pre-allgns-af an outside wide receiver position based
on game plan (I.e., Trey Right Out).
*BUMP - Same as OUT, only TB will start in backfield and shift to WR position.
*BOUNCE - Z will start aligned in backfield and will shift to his position.

NOTES:
All shifts will be executed on the front call and carried out within a silent 3 count.
-Motion can be added to the end of any shift.
-The in line TE should not put his hand on the ground.
'. -The TE is responsible for making sure the receiver is onloff the LOS when
necessary.
-WR adjust ani o~ LOS l?y vision of TE on your side.
Wide Receiver Alignments

A. Slot- , Refers to both the X and Z aligning opposite of the Rt/Lt call. The Z aligns
as the inside receiver off the LOS and splits the difference between the
tackle and X. The X receiver aligns on the LOS. For some route
combinations, the X and Z will "flop" with the Z aligning on the LOS and
the X off the ball. This can be done at any time to put us in the most
advantageous position by specific play.
B. Tandem Same as Slot, except X and Z switch alignments - X inside and Z outside.
C. Stack X and Z both go opposite the Rt/Lt call with Z aligning directly behind X.
D. North- Both X and Z align to the right with the Z as the inside receiver and X as
the outside receiver with both off the ball (will be used with "Deuce.")
NOTE: 'Zip to North' would start Z outside of X and short motion inside.

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

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

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

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

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

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

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


NOTE: Receivers must memorize what terms put them on/ off LOS and/or on the same
side of formation.
• Both receivers off LOS
-Deuce
-North/South
• Both receivers on LOS
-Fly (y motion)
-Trips
-Open
• Both receivers on same side of formation
-Slot/Tandem
-North/South
-East/West
Running Back Alignments

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


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

B. Split 1. FE - Align so that the inside foot of the Strongside Tackle splits you
down the middle; 3-point stance, toes 5 yards from the nose of
the ball.
2. TE - Align so the inside foot of the Weakside Tackle splits you down the
middle, 3-point stance, toes 5 yards from the nose of the
ball.
C. Change 1. FE - Same as split, except FE goes to weakside
2. TE - Same as split. except Tb goes to strongside

D. Weak 1. FE - Same as Change to weakside


2. TB - In 'Q' Alignment

E. Strong 1. FE - Same as Split to strongside


2. TB - In 'Q' Alignment

F. Far 1. FE - Same as Split, but away from TE


2. TB - Align in the "I"

G. Near 1. FB - Same as Split


2. TE Align in the "I"

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

H. Doc ". 1. FB - In "Doc" alignment, 1 yard off, 1 yard wide of weak tackle
2. TB - In "Q" alignment "

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


2. TB - In "Q" alignment

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


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

K. Out 1. TB - Formation in which TB pre-aligns out of the


backfield to an outside wide receiver position based on game
plan (I.e., Trey Right Out).

L. Bump 1. TB - Formation in which TB shifts out of the backfield to an outside


wide receiver position based on game plan (I.e., Bump Slot Right)

NOTE: Term "flip" can be added to any formation to allow REs to flip/trade alignments
". and aSSignments (I.e. Trey Rt Flip, TB in Trey, FE in Q.)
YAlignments
A. YO - Align 1 yard behind the LOS and 1 yard wide at the tackle to the call side
. This can be used in conjunction with any formation when Y normally is on
·LOS. Fly motion is an automatic YO.

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

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

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

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

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

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

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

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

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

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

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

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

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

H. TRIPLE - align off the LOS, splitting the difference between the TE and the Z to the
call side (trio)

1. OPEN - align off the LOS, splitting the ditIerence between the tackle and Z to the
call side.

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


Bac!lfield Alignments

00 000
o
T=Out
o
F= Doc
0 '0
F::;: Trey

T
o 0
=Split, Weak T= Weak/Strong
0
T = Change. Strong
F = Far. Weak. F = I F = Near. Split, Strong
Change
o
T= I. Q
F=Q

YAlignments
..y-- ...
00 00 ............. . o
o· o "Flex"

"Toy"
"Yo"
''Trips''
''Trump''

HAlignments ''Tnunp"
"Deuce"
(Olioo::
......
0 o O 0 . ··ii···:
If' ........
~

o
"Double"
00
"Squeeze" "Doc"
o 00
"Trey" "Trio"
"Trips"
Boise State Football- Formations
I ,
O<::lOOOC C 0 coooc C
C Y 0 x X I
Q 0 Z
Z ">y
of of
o. T
°T

LEFT RIGHT FAKE FLY

0<::10000 0 0 00 Q 0 00.
0 Y 0 x x 0 y 0

Z of Z
0 0

°T T F

FAR LEFT SPUTHIGHT

o OO<::lCO
X o
x y z
z o C
F T
HEAR LEfT CHANGE RIGHT YO

OOOQC 0 o O4OOCOO

z X O ______~Q~_ _~>~y
x Z
of
o

.FAR RIGHT RY T HW BIGHT SLOT ZING

OOCo.OOO
~Y 0 H
Fo
oT FO o
T
LEFT [GIANTS GROUP] fAR BIGHT DNG [GIANTS GROUP]

000000 o o 000000
y 0. o X X ~<r- ____ ______o
~Q~____~Y

Z Z
OF
o
T
HEAR HIGHT ZOOM
I· WEAK LEfT SLOT
j .
~OOOOO 0 0 00'0000
! 0 oy 0 X X 0 Y 0
0
2 H :> H
Z
I °T 0
T
I TREY LEFT WEAK TREY RIGHT SLOT ZIP

I 0
000000
Y 0 0
0
X
0
C
QOOQOO
Q Y 0
H
X H -< I
2
Z
I °T 0
T
DOC lEFT DOC RIGHT FAKE HOOF
l

OOCQOO Q 0 OCOQC C
I C
2
Y 0 0
H
X 2 Q
H
Q
Y
e :> X

0
I °T T
DOUBLE LEFT WEJlK TREY LEFT YO flY
• .
C occoc 0 C QCCOOO

12 0 0 0 X X C yo 0
H Z
H Y
0 0

1 T T
WEAK TRIPS LEFT TREY RIGHT
I 000000 0 0 QCOQOO
0 0 y 0 X X c:::2 S2 ~ C
H 2
12 H
C C
T T
I TRIO lEFT WEAK DOC RIGHT HOOF

I oH
C cocoo C 0
X
cocco
oH
C
<: co
C C X C
2 Y Y Z
I C
T C
T
I. TRUMP LEFT TRUMP RIGHT ZIP
I
o OO4OOC o o o
o 0 Y 40 X X Y
Z H z
40 o
T T
mlPLE LEFT [JETS/FINS] DOUBLE RIGHT flEX (FINS]

oc::>ooooo
0004000 c::>
Y X
H 0 Yo o
40 00 I ~Z X
H Z
T
DOC LEFT SLOT NORTH DEUCE FAKE ZING

00004000 OC::>OOOOO
o·------~y~----O~--~~· c::> c::>H 0 y
Z X
Q

X Z
>
.OT o
T
DEUCE LEFT ZING SOUTH DEUCE ZING
, .
I
00004000 o 0 0 c::> c::> Q

Y H Y >
I~
0 c::> C>

c::>
H z
! C::>F
F c::>
°T T
NEAR LEFT [JAX ONlYl FAR LEFT SLOT HOOF [JAl{ ONLY]

o c::> OOOOOC::>
X X -( 0 yo
of
H
C::>F
o 0
T T
I TREY LEFT FAKE HOOF [ZEBRA ONLY] NEAR TREY RIGHT HOOF [ZEBRA ONLY]
----------------------~----~--------------------------~
OQOOOO 000000 o
oY 0 o Y o X
H of
Z
o o
T T
I. WEST TREY EAST
I .
e::> 00000 0 0 00'0000
0 X 0 z 0 Q
X 0 0 Y
Y Z _....... 0T
FjH T 0 . . -. ----
..... - ---
'
T F
BUMP NEAR HAWK HIGHT
TOY RIGHT [FALCUN/BRONCO]

0 e::> e::> 0 0 0 0
Ie::> oooooe::> 0
X
X 0
Y 0
0 Yo 0
Z 0 T
H Z
T
I FQ

I HAWK HIGHT TREY RIGHT SLOT OUT


I
0 e::>ooooo
0Q QQoooe::> X 0
I X 0 Y Q
H
0 Y ~
Z
H Z .. ,
... 0 ....
'
'

I TO T
ZIP SQUEEZE {can be Auto-lip]
SQUEEZE HIGHT
I. OOOOQe::>
e::>Q. oe::>QOOO 0
X 0 Y 0 0
¥- Q
,-•......·············..··············~Z
04
H I X
I .,. 0 H
TO TO Z

I Bounce Double Right Full Double Left


~
I···

r ..·-· ("'
~ '--'."-
Defensive Identification

D c B A A B c o
DEFENSIVE ALIGNMENT AND GAP DESIGNATION

Techniques will be deSignated by using a number system. A "head-up" alignment on the


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

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

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

DEFENSIVE PERSONNEL RECOGNITION

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

In a "three down" defensive scheme, the defender aligned over the center will be termed
the "nose guard" (N) and the remaining two down players will be "ends."
Defensive Recognition
We will refer to the Linebackers in the following way:
-Mike (M) ~ The Middle linebacker in a 4-3 scheme or the Weak Inside backer in a
4-4 and an Odd scheme.
-Sam (S) - The strongside outside backer in a 4-3 and an Odd scheme or the
strongside inside backer in a 4-4 scheme.
-Will (W) - The weakside outside backer.
-Backer (B) - The strongside inside backer in an Odd scheme.

w M S SS W
M S ,SS
E T T E E T T E
OO®OOO 009000
Example: 4-3 Scheme Example: 4-4 Scheme

M B
w ENE S
OO®OOO
Example: Odd Scheme
OB Front Calls
The first word in the cadence will be the QB' s identification of the front. There are sL"'{
possible descriptions:
-Ray /Lau - Right/Left strength indication of the fo.ur-man side. If two four-man sides
exist, the front call will be made to the offense's weak. side. '
-Odd - indicates the center being covered and both guards being uncovered.
-Even - indicates the center being covered by a middle backer and both guards covered.
-Bear /Double - indicates a Bear or Double Eagle defense (Bear is an 8 man front,
Double is a 7 man front, center and both guards covered.)

W M S M S SS W M S SS
E T T E E T T E E T T E
COOOQQ 000000
OOQOOO
0 C
"Even" "Ray' Q
"lou"

w M B M S M S
E N E S WET T E W ET TSSE
COOOOO 00'0000
000000
o o
"Odd" "Double" "Bear"
Identification of Secondary Coverages

Cover 0 Blitz coverage, Man to Man with no help and middle' open (6 or more rushers.)

Cover 1 Man coverage with a free safety. Usually 5 man rush, but could be a 4 man
rush with a free LB.

Cover 2 Two deep zone coverage (Can add "Man" indicating two deep, man under.)
Comer Force.

Cover 3 Three deep zone coverage rolled strong, can be Sky or Cloud force (also
Three Man)

Cover 4 Quarters coverage, safeties and corners responsible for one-quarter of the
field. Safety force on both sides.

Cover 5 Three deep zone coverage rolled weak. can be sky or cloud force (same
concept as Cover 3.

Cover 6 Quarter-Quarter-Half zone coverage. Strongside comer and safety playmg


quarters, with weak safety" responsible for the deep half (can sometimes be
rolled "weak." called "Six weak."J

Cover 7 1\vo deep coverage with three DBs playing over two receivers to the strong
side. Backside corner has the deep half weak (same concept as Cover 2.) ,

Cover 8 Man coverage with FS doubling to the strongside, usually out of a nickel look.

Cover 9 Man coverage with FS doubling to the weakside. usually out of a nickel look.

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

~
6 ~\
o

\\E 5 r ,5
)~o i~~
!
w
I \ S
\ I 7~~I C'
~.s
\
\
.

\
'0 \ o! ~
6 cO
Q
'i 0

\0/
,
\0 i
Q

Y 5\ s l:" + ;1.
M w
F\ \
1~ o~ 0 ~ <::) 1 6
6

<::)

DOrop
Cover 1- Man Free
) Free

FS

w \ l /)S
~\
OO\O~)l>Od .
\ /
o
~
o
? ?
FS FS
«.
,

\E ~"T <foT/wE
'Q o\p
r Q
S\S '\ I
C 6
IS
~~I T
cp ~
W;\ \
0

\:1
0 6 0

\c T0

s~
is F~ ~S
Roo
C \
I6 t e~ti 4 w\ '\
c
9
~ r \ s\
!
r
~ 6

r
b c:b
Q Q Q Q
6

'0
0

11 Robber
Cover 2

Flat Flat

f
o oo~ooo
o o
o
o

~ j1
C F8 55 FS
. 5 M
55 C M
W C 5 W C
E T T E ET T E
QOQCCC Q C CCQQQ Q

Q c::> Q «0 c::>

c::>
c::> 0

/1 /2 ~~ 1/2~ \ f
~S
c '-s M \,'~
...
C
F8 58
"
\ ..
E T T E C
"
"
M 5
C
c::> 0 C C
c::>
c::> c::> .•...

6
0
1. ! £
Q CCOQQC::>
0 c::> Q

c::>

2 Hobber 22 0
Deep 1/3t Caver 3
De~ 1/3
c. FS

Fla~

W s~

o oo@ooo
o o
o
o

~
c FS
1- t
C t ts t
C C
. M W
S SS..::T S5 S M W
E T T E ET T E
CQQQQC C Q CCCQC Q
C C C 0 C

C 0

~SS ~FS ~SS


C
S ~ . w-*TIat
I
C /8 M S
\
\Flat E T T E
\ N C

CQOCOQ Q C coococ
Q C C C 0 C

0 Q

3 Cloud 35SkV
t Cover 4
Deep 1/4\ FS t : De~ 1/4

C SS
Fla~
./' /
W M S

o ~ooo
oo.~
o o
o
o

FS SS tC t FS
t t
c C ss C
.
W M ~ S M W
S
E T T E ET T E
Q COQQOO 0 OCOOO 0
Q 0 C 0 0 Q

, ..
Q 0

SS FS tc ~
\. )
c
S ~ ~lat
b ss
·c
E T T E .r N/
CCOQQQ
M S
0
C Q
= 0 =c=ooo
0 0 C

=
=
44
Deep 1/3 ~ Cover 5 - (cloud] ,
~ Deep 1/3~, De~ 1/3
FS SS

s
o OO~OOO
o o
o
o

tC ~DeePl/3 Deep L3
.
SS FS C
s M W '\
ET T E
0 OQQQO Q
Q Q Q

5SkV

1- SS--* F~ 'FS ~SS 1-


c c
~lat C

E
S
T
M
T E
W
1 M 5 N
QOOCOO 0 0 000000
Q Q 0 Q 0 0

0 Q

35 Cloud
Deep +/2 Gaver 6
De~ 1/4
FS

l;.lat

s/
o OO~OOO
o o
o
o

t t
~S FS t C
t
88
F8 t
C
. C
c S M .-::r Flat
t S M W
W
E T T E ET T E
OOOQOO 0 0 00000 0
0 0 Q 0 0

Q 0

1/2');S 1/41- 1/2 I 1/4\ 1/'


FS A S8 FS
C C
C S M ~lat C M S N
..L
1- E T T E
OOOQOO <= Q Q<=QOOO
Q Q <= <= <:) 0

Q <:)

42
Caver 7 Deep 1/2

/Dee l/2 P FS~'


C
Buzz to flat
~ -w M s
o OO(@OOO
o
o
o
o
~1/2
?1/2 F~1/2 /1/2 F5
. C C C

"-S M W 58 t "---'w M S
S.f l
E T T E E T T E
OOOOCQ 10 0 OQQCOQ
10 Q Q Q C

10

0 Q

.-----*1/2
?1/2
F5
C

"-WE
M S S5 t
T T E
0000101010
0 Q 0

Q
Caver 8
F5 F8 and 88 double Y

Back O~ide i
Back Inside or 2nd Weak 1st Baqk Strong

~ \~S DOUbl~n Y

o p~obb,'/
\\. . .0.
,1 0 \
\6
\.

"'0 0

FS ",
~S
\

¥ V; r E' ¥ """"T \"E,I~,\ N C.~: :


T
'1
j
S E 1\
·····0 Q Q\ob <=
E
l oJ\oo~ 6

!J ~ Q

88
Cover 8 is identifiable by a double team
by the Free Safety to the strong side. It
can be on any receiver, tight end. or back
to the strong side. It is still Cover 8
whether the doubler is a corner. a safety,
or a linebacker.
Cover 9
FS and C double X fS
C ..... S~anony
\ ....B~~k Inside or 2nd Weak 1st Back strong
\ ....B·~Ck Outside M S !
\///// ~\ I \ j
o . · ·. Ob.(t)ObO
...... I 0 \ 0
\'6 6
Free_____.
Fr~
)fS S8 S8
. !
I::: /./.Ji'S S
~:. \. . . .f. E!! T ¥ T
. .·. . . /10
E . .8 r :......
......
ET\
¥ \.
T \. .~ NI i!
cb Q c.?
cr
Q Q c6
1 6 CQ,:tOtOtOO
o 6

\
o
i
l 6

Cover 9 is identifiable by a double team


by the Free Safety to the weak side. It
can be on any receiver, tight end, or back
to the weak side. It is still Cover 9
whether the doubler is a corner, a safety.
or a linebacker.
Identification of Stunts, Dogs, and Blittes
,
A stunt is any game involving the down defensive linemen. Some of the more common
stunts we will, see are:

W M S W M S W M S

~o~ E~o~oJ \o~o~


DoubleTE IE STE
~

*Stunts are identified tram strong (marked'S') to weak. Weak stunts (ex. TE, are not
marked with any other identification other than which players are stunting.
W M S W M S W M S

~<D'~ ~~e~ ~®~~


TES-U ETS DoubleEl

W M S W M S W M S

~o~o~ ~oo~ E~~


T ~ E
o~
ET ETS-U Slant

W M' S 5S W M S W M S
E T T E
; fi9~)~O lo~o)o~ ?ge~Of
I Angle Double In Double Out

~~®)~o
M 5 55 W

lo~®)~o
M
S EW:i J
? o\<:D .0 f
T
S
E

Double Pinch Pinch Strong 5TSPY


*A stunt involving defensive linemen dropping is tenned a "spy." The lineman will be
identified followed by the tenn "spy." They are usually accompanied by another stunt,
a dog , or a blitz (not identified in this section)
1:\ M S ( S
I ~09
T
9T 00 0
E) \ w
Eo)oo~~o S
M

ES1:i~~
l
Double ESPY ESPY-Angle Double TSPY
Identification of Stunts, Dogs, and Blitzes - Cont
A dog is a lUsh by any linebacker. We will identify dogs by C,alling the position from
which he is 'dogging and identifying the gap to which he is blitzing. When identifying
dogs and blitzes, the strongside gaps will remain A, B, C, and D, while the weakside
gaps will be X, y, and Z.

W
\o~o ~~
M~
<J:~~~~~ w~
\o~.o~ l
Sam@A WiIl@Z Mike@B
,.. .....
*Wewill identify some combination dogs with words. If all three backers come, this is
termed "ALL." If one backer comes off of each edge, this is termed "JET." If two inside
backers dog on the inside, this will be called a "FIRE" followed by the letters of the
gaps to which they dog.

~j4~~ ~. '1)
~~e):~
M
w
M
~o~. ~ot
SS

All JET (also a double pinchl Fire AI


Blitzes are any pressures by secondary players and will be identified similarly to dogs.
The Free Safety will be called the "FREAK" and the Strong Safety will be called "STORM."
If the blitzer is a single blitzer corning off of his edge (FS weak, SS strong,) this will simply be
identified 9Y calling the player (first two diagrams.) A comer blitz is a "COWBOY." -

s
W M S SS W M S W M if:
~o~d:oV E
000000
T T E E
0000
T T
b
Storm Freak Storm@B

W
M S~ F~
W M S W
T
M
T
S
E
E
~o~~
E T T E
000000 0 eoob
Storm@C Freak@X Freak@Y
SS
W M S yB
E T T E
0 0 0 0 90
Cobra
Defensive front Identification
Our fronts will be detennined by recognition of 5 basic and bal'flllced fronts. If the
front is not balanced it will be recognized by calling the strongside first followed by
the weakside.· The 5 basic looks to recognize are 30, 40, 60, 80, 50/70.

M B w M s
WEN E S E T T E
oo~ooo oo~ooo

M w M s S5
W E T T E S E TiE
oo~ooo oo@ooo
··60" "80"

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

"50" "10"
M B w M B
S8
WEN E S E T T E
oo~ooo oo~ooo

"83" .
"34"

M M
E T T E SSS E T T E S
oo~ooo oo~ooo

"71"
We will detennine linebacker walk off with "soft" for stronside and "off' on the
weakside. We will use the terni:'tight" for a reduced 80 front.

'W M S M B
ET T E WEN E S
OO~OOO 00.000

"40 Soft" "3400"

M 8 W M
W
E T T E E T T E S
oo@ooo oo~ooo

. ".40 on"
TABLE OF CONTENTS:
SundaY. Aug 12
Pg.l 22123 ZONE (FIT)
22!23 RTh-f
Pg.2 .+8/49 SWEEP

Mondav. Aug 13
Pg.3 26127 STRETCH
PgA 26/27 TED
Pg.5 16117 OPTION/ARC
o
Pg.2 48/49 s\VEEP

Tuesdav. Aug 14
Pg.6 24125 COl.J~lER (STR)
Pg.7 24/25 COL"")jiER (WK)
Pg.8 24125 BL"LL(Y)
Pg.2 .+8/49 S\vtEP
s
Wednesday. Aug 15
~~
Pg.2 48/49 SWEEP

Thursdav. Aug 16
Pg. 9 22123 eLl
Pg.i 'W49 SW El::.P (GIVe:)

Fridav. Aug 17
Pg.lO RIP/LIZ DR..-\ W
Pg.l1 BASE 20 DRAW

Saturday. Aug 18
REvlEW
SCRIM~LA.GE

SundaY. Aug 19
Pg.12 28/29 TOSS
A
Pg.13 32'33 BELL Y(pITCH)

Mondav. Aug 20
Pg.14 26/27 REACH
Pg.8&12 TOSS/BELL
Pg.5 16117 OPTION(ARC)

Tuesdav, Aug 21
O- 15 -~
Po. ""'n~ 7\CK
--' _"1.. .a..

HA\))"LE~
22-23 Zone Pg.l
Cw: O~C:. ;JOss. ··T.-\.G"· ',vIG
IOlou"
PST Unc: base combo . "TI~l"' ;)r '"TOM" ',ViTE
w
X '. j:: ....L.L-.E
,ss

PSG
COy: base. pass. "R.-\. Y. :"OC. -Jr
Unc: base combo· "T.-\G" wIT
E\'E~r' ,'lie
o '"TOM"
Oob'8000 "LOU" CUTOr::- o
~
COy: base. (loss. "CAGE" '.II/BSG ur "TR!O".':! 3SG Jmi

c SST. pass, "RA y, LOU. or E'!E~".V/PSG


Unc: base :omba . "RA Y. LOU. or EVEN" ,VI "SC 80

Coy: slam A gap, poss. ·'Scoop" ....-\.dios ..... . . . .


aSG Unc: BS combo - "c.-\Gc" ',viC c:r CL!(Q['T ,,(;:0
wI"EVEN" call

Cuv: slam B gnp pass. "Scoop" Jr ".-\dics·


o o
BST r:nc: 35 combo - "SCOOP.)r ADiOS" ,,',C
"60"
'vi -= T

Vilried spiiL PS-iJiod~ .\ID\'I ',s -: :::~:;


front, #"i 'IS S miln from. 3S - con'.,:;'. :;::.:::-:,
l';:~o 0
UDnli"
w
BS: Cutorf. 'IS .5&9 ":.100:-;" 'sui, 35T, "OL',-:"" ,; GO

Varied spliL PS-block \,ID\[ vs -: :::::':-.


0 0°8°0 0
"C .-..\G~"
c ,,'!'
J.~~'G"

Z from. # I 'IS S mun fronL 8S - (;cn'c\ :;:'':::-:. I


Backside cutoff on EYILOS. "PIG{;~~'" .:all
o! 30
I
FB with TITE
Mf /, s.....
1B
J course to POA.Aiming ;Joint is ;l1sic.c !eg
of PST. Read 1st down lineman frcrr: "0"
nose. over. Press LOS.
0 ~J)J-
S "TRIO"
'''TIM'' 0

QB
.
Ooen i.lt 5:0017:00. hilndor'f:o TB.
'

accelerate out of exch:mge. boO[ J\V::'Y,

"Hay"
I o!
uEven Jl
50

W :vL [vl

~~a-Ja-Cl~
\
'vV ~=S-*~~
0
"scoOP"\
\
0 ......-\'~"
\J
"Q' ;::: ..
~."\~L.
0 o.o~" ~,,~ ~u~ 0
.. 0
0 ~ ~

I C"-i
/ 34 c. . / fin ,
Zone Frontside-TE's. & H's
frontside Responsibility: Frontside is essentially a

~~~~ss
double ream with the tackle. Stay on rhe tirst level as long as
possible. Do not come off untill the second level defender
penetrates fIrst level. Be alert for "QUT" call vs right or blitzing

~~~~"ZONE"
9 technique.
o "TOM" "CUTOFF" 0
Frontside Technique: Tom (Used with OT vs
~ :a~ :!~e~~c~~~: !a::~pD~i~ ~~:~~ ~'~o~(~'~X 6"), bring ......_ _ _ _ _ _ _ O
______4_0_BO_W_-R_a_V_'_lO_U-..,
second step with inside foot vertical to inside leg of defender.
Aim for v of the neck (inside arm pit vs off defender). Think
double team and maintain leverage. If LB walks up to LOS on W lYi S
OT-man rules apply.

Frontside Technique: Tim [Used with OT vs


o ~O~"®O~~
0
Even defense "TIN[" "CUTOFF"

vs Even there is no defender to TOM to. Therefore-TD.-1. Same


technique :lS TOM, but with inside:lrtn pit aiming point IfLB
walks up to LOS on OT-man rules apply.
o 40-EVEN

Frontside Technique: Combo (used with TE and


HinTrev alignment]
TE must take in,:;-ide arm pit position and H will take' outside
ann pit position. Combo tirst level [0 second level outside.
Stay on first level and think double ream. Unless second level
o
Frontside Technique: Out [used with tight 9 40 OVER
technqiue (blitz or BEAR]

Jt~J1)ciA
TE must lIlllke "OUT" caUto tackle to let the OT know he is
on his own. TE must drop step to inside ann pit position :md
blackman. W ./ E SS
Frontside Technique: Man [used vs 5 &9 tech] o o
technqiue [blitz Dr BEAR] "CUTOFF" "OUT'
BEAR
Base Drive technique. Same as Tom with inside ann pit aiming
point. oJ
Wi WI ¥

~og7J.~15
NL
0 0
I
fJ ~Ja-
md9 0 "MAN" vs 5 and 9
0
~
oJ 60 UNDER BOSS OJ 60 BOSS
Zone Backside-TE's. & H's
Backside Res~onsibilitv: Backside is the most

~-\lvi T ~
important. Zone IS a cutback play. :Viust hold the backside, so
the running back may cut back through the backside A or B gap.
If unable to secure inside position. Lhrow outside flipper under
W
~ TESS
defenders arm pit and push by the backside A or B gap. Play is o~o)o
checked to 1 technqiue side. Knowing Ray/Lou call helps to
determine if sift is needed. If Even-stay on frrst level
o "TOM" ,,- 0 "ClJTOFF" 0

Backside Technique: Cutoff [ TE us 7or 8 tech,


HSwooP, Flexed TEne triple 1 -_ _ _ _ _0-=-_---.;4~OBl.K&.LnW_ _....,
Drop step with inside foot, cross over with outside foot, dip
"SIFT'
outside shoulder to ground and shoot outside elbow through.Sink
hips. Get hat on defenders inside ann pit. Regain hands to· breast Nl S ~SS

~"'. ~~E
plate. Hinge back outside, Point butt at ball carrier and rum butt
as ball carrier moves up, into, and beyond the point of attack
J:l
00'000010
BacKside Technique: Sin {used with H o "TOM" 0 ~
Trev Position.]= TE -Sift H-SWODP "SWOOP"
Initial CutoffTechnqiue. Get outside hand on breast plate and
allow H to get inside position. Sift up to second level if o 40 BOW
Ray/Lou Front call (Cut off second level defender as in cutoff'
of fIrst level defender). "SIFT"

'acKside Technique: Piggy (us en with FB on c~w Nl S


1flT
BacKsidel=TE-Sitt
Initial CutotITe~bnique. Get outside hand on breast plate and
allow FB to get inside position. Sift up to second !c"el if
"PIGGY"
OoJoJia~
0\ "TOM" o
Ray/Lou Front call- \ CutofI second level defender as in cutofI
of fIrst level defender)
o oJ 40 OVER
Backside Technique: Moon {TE vs 5 technique \---------------1
"Triple Formation"

I
DroP step with inside foor. cross over with outside foot. dip . lv[//~
outside shoulder to ground and shoot outside elbow through inside
arm pit of five techrrique.Sink hips. Get hat on defenders inside

l
arm pit. Regain hands to breast plate. Hinge back outside. Point
butt at ball carrier and rum butt as ball carrier moves up. into. Jnd
o Vi 6~iJ6 E o
:'eyond the point of artack.
"CUTOFF"
(must have inside ~
foot back in stance) oJ DOUBLE

w-,-

JJi)J~
"Y{OON" ":VL:\N vs:: :md 9 0
o
"MAN" vs 5 and 9
o
'IS backside 5 rechn~ue

r\ /
V'V 60 UNDER BOSS 60 BOSS
To one receiver
48-49 S\tveep
<

Pg.2
DE Reachable: reach-·..;m, pass, 'l.-\G·' wiG "lou"
PST or "lITE" wlTE
DE not reachable: veer rele:.lse [0 LB level W
-+
",\Y,1
-+
r ~T
5 5S
1\

Reach and cut, get to LBs if possible


PSG o O~~,,--------O
Reach and cur. 2:er to LBs if Dossible
_ L
~-O---V
c CR-\CK
80

BSG
Reach and cut. get to LBs if possible
.c.
I
Cut DE o
EST
ST.-u'K 4{)
Stalk ~l (C) or Crack. ~2 IOLB or '\'\"Si. if:-ii:z
bv. OLB or WS reaire::: to come:- i-o-----------------
,
"~OUI.
" ~
:
I
~~ ~ ~\ 011 ~ S \ SS 1\:
~\, a \ \~ ~
Best available release- run through FS
1
p----.-~_______-!o \, __~b O_8---,~,~-?-----o b
T

Run Cobb [Q set up boO[ '\


1 0 83
VEER SWITCH 'IS non re:l~hablt! DE :md rast fluw LB 1

Lead co Comer on Crad.::. OLB un Si::lik.DE


J'tou" I
~ \ w~~~'tgSJSS ~\
FB on switch, Corner on influence

Go in motion on second number. spee:: under o


~""---------o
H control. Slightly loose ground on sn:lp, Get :0
outside hiD of lead block. Re::J.d Def Ke'! '--- I
Snap ball when morion is near outside leg of OT
OB Open to bull carrier with back parallel :0 LOS
Fake boot alter hand orf (or bv 'Olav.)
83 I
:

~ "Uod" i
~I
"8a,/'
VV LvI
S5
i
E ---z lIT ')-.E i S I
rI
0 """0 0 8-9 0 9.. . . . .0 0
0
··c.-\G'C"
.·1 0
i
34 50 I
~ . ..
ToT;b:~Rece:vers
48-49 Sweep P~.:2 com.
DE Reachable: reach-cU[, pass. "TAG" wiG
PST or 'lITE"' w/TI
DE nO[ reachable: veerrele:.lse to LB level
Reach and cur, get to LBs if possible
PSG
Reach and cut. get to LBs if possible
c
Reach and cut, get to LBs if possible
BSG
Cur DE
aST
lxl set, block with H:: :0 -\.: if #2 :s in Jarci: ST.-V.K 40
X .sky position, block :vID\-( i,i-+)
"tuu)'
.~~\y~\ ~5 \ 5S
Y RU~CObb [Q Set up boot e \, \ ;;I
t--_ _ _- _ _ _ _ _ _ _
Go in motion on second number, speed u n c i e r ' ...\\
/'/
~O ~\-:b
,-
°8 ~-~-?----_o
j

Z comrol. Slightly loose ground on snap. Ge~ ~o '0---- 83


outside hiD of lead block. Read Der" Ke'! VEER SWITCH 'is non re:J.ch:lble DE ;lnd f:J.st t10w LB
Lead to Corner on Crack, OLB on Sralk.DE
fB on swi tch, Corner on int1uence

Double [earn with X '2 to -\.. If ti=2 is in hard


H sky position, block #3.

Snap ball when motion is neaf outside leg of OT


OB Open to ball carrier with back parailei to LOS 83
Fake boot :.liter hund off (or bv olav.)
"Udd"
T ~ ~\t[

/-- ~ T Et SS
~ ~~
o o o! o goo __ ----- --0
":'TAG' _---
--- --~
··C.\GE"
30
26-27 Stretch Pg.3
Ctw: :-ench. poss. '"TAG" ',vlG
PST Gnc: re::.ch ::ombo - '"TlTE" w/TE. pass. ''TED''

Cw: reach. pass. "E'iE~ <Jr


'·S.-\C(SIDE" '.vIC
PSG Unc: reach combo - ·"T.-\G" wIT unless "EVEN" '.ViC o
Cov: re~h. pass. "CAGE" w/BSG or "TRIO" ',w8SG ami
80
c SST
Unc: reach combo - "EVEN or BACKSIDE" ',,,,PSG

Coy: curoff. poss. "SCOOP" WIT


aSG Unc: BS combo - "CAGE" wiC Jr curoff :ioio
w'''EVEN'' call

C)V: ::urorr, poss. "SCOOP" wiG or "~{(CON" wiE


BS1 Cnc: BS combo - "SCOOP" wiG o
Varied spiit-BS convoy, PS-:vIDM ·. . s -: ~:ln
x front/;!? 1 'IS S man

8S-. sirt. or ?ossible "YIOOY with 3ST ':55/9 or 5[::c~


Y/H cm defe:-:ders on BS. PS '"'TITE" \'S S cossiol~ 'TED" "; -
(onlY): ':5 9 Reach:
o
Varied split. PS-MD:vll#l based on :ront.
z
Arc release to outside number of force
fB/H defender. Kick out or log. '\.

~~~E
"Bear"
.-\nglc! ;;ourse [0 POA. Aiming poine is ::: yard.s
TB oursidt! TE. Rt!ad :?nd down lineman from "0" ilusc.
over.
0 0
"TITE" ''TRIO'' SIFT
GDen at -1-:00/8:00. h:,lndoff to TB.. droDbuck:.
~ ~

QB 50
a.fter Boomer tuck
~
"1Iay' W J M
T ~E
E .....;::-,
l' ~Bav"
:r- s·
-;- \
o o
0
··S~O~ . ~A~ c;~~C;{ 0 0

84
34 ~
26-27 Ted Pg.4
,
Cw: reach, poss. ··TA.G" 'v/C I Strerch fuics.) ~ uloulf

~~KL~SS
PSi Unc: k:J.d puB [or ne:J.r L3

Cov: reach. pass. "RAY, LOC'. EV'EN J.ndior


PSG "BACKSIDE" w/C
Unc: reach combo - "TAG" ·.vIT unless "S'/EN" \ViC
0 ""TED" J"sCOOP"
.. U" SIFT
0
0r "TRIO" "vi8SG ;md
~
Cov: ,e::.cn. pass. "CAGE" .vi BSG
BST 80
C Unc: ie::.cn combo - "RA y, LOC. ::VE~ ;}mi/cr

li690'8
F /; (T
BACKSIDE" wiFSG
J·'ven J
' 1

Cov: curaff. pass. "scoOP" '.lilT


!
BSG Unc: BS combo - "CA.GE" '.viC
.1
M", S}
~]:' I

I
Cov: curarf. pass. "SCOOP":V/G Dr "~[OON" w/E '0 00 0
I!
BSl Unc: 35 combo - "SCOOP" '.viG 0 1"E~ 'lIT

Varied spij[-BS convoy. ?S-'\lD\:£ ':s -: man:. U


40
X. from/# i vs S man i

WJY1 uUdd" II

0~ od"~t
ps- Vs 8 -TITE . vs 9 re~c~. vs "7 '''-rED'' Ii
V/H BS- SIFT- cm on second level I
.- -
VariedspiiL PS - :'vIDyr/;:l oased0n from: 0 0"" A.G"'
..
0 Ii
"'CAGE" \
Z ~orth;SoU[h DeUCe biod: r:orce.
I
~? 30 I!

1B
Angle course to POA. A.iming poine :s 2 yarcis
oucside TE. Read 2nd down lineman trom "0" nose.
over.
0
~
~~
)~
.C>
Sj;E 0
"Bear'

0
\
I

"TITE" QTRIO"
Open at 4:00/8:00, handoff to TB, dropback
OB after Boomer tuck
~
50
I
iI
"Bay" ·'Even
W{
Jl

011 -1 II
T-
Er ;--1 ~7
I
S W~ t M
~ '{:~ I

0
0 00
8 0 0
.;
a
f'E.\C;-! 0
~b 000 0 0
\
I

"scoop" \ "T.-\C" "TED" "OUT'

I o~ 34 ~o Sil
,;
I
TED -TE's & H'~
Frontside ResponsibililV: Base Drive technique.
Aiming point is o'utside ann pit Vs 7 and 8 technique-must gap
step outside. Vs 5 technique step with inside foot. In each case,
assume the DE will rock outside. Vs 5a nd 9 technique-·':'Ian·'
call. ffDE rocks inside- expect inside tackle to loop outside, get
to outside ann pit of defender looping outside. DE will usually
have gap side foot back in stance.
o
Frontside Technique: Base Drive [TED]
pap step with outside foot. Second step right at DE. Aiming
point outside arm pit. Avoid hopping to position. Vs 5 and 9
40 BOW
echnique, make "Man" call. Reach Drive= Gap step, second
~tep to crotch, hands to breast plate. Wide base. Can "Man" if
IrED is not beneficial. Possible to "'ffivf" a stacked LB. Vs Even .. t ~I ~
Ired to inside LB, vs ray/Iou Ted to outside LB or S
,§ ~O1}o~~\5
Backside Technique: Sift and Cut

Drop step inside. throw the shoulder through and cross over
o o "TIM"
Can Tim in trio
/0 "SIFT"

ifH can dig out , /


with outside foot. Get through to second level. cut the
backside (there is no cutback). Get the defender off his feet to
it4 defender "--0 40
slow him down for later plays

Backside Technique: Moon vs 5 ami 9 tech


Drop step inside. crossover. throw dbow through to inside arm o
pit of 5 technique. Cut 5 technique
o

"Bear"
~M ~.L SCS0 E

o "TED"
0- "SIFT" 0
-0 BEAR

o
o o

.1~_________
~ ____~60~U~ND~E~R~BO~SS~_________~
_____6~O_B_OS_S____
16-17 Speed Pg.5
Tight End side - "Tire" or "Tag" ULou J1

W
PST

i~~~E ~
Open encf side - veer reiease to PSLB

C!J.y: reach. poss. "EVEN or BACKSIDE" 'NiC


Unc: reach combo - ' l AG" wiT unless ''EVEN'' o
PSG w/C <:> ~ :Vlostdangerous
ilt!ad up to inslI..il!
o
·'B,l.CKSIDE"
~: re:u:h. iJoss. "CAGE" w/SSG or "'TRIO" 'Ni BSG &

c BST
Unc: rl!:lCh combo - "EVEN or BACKSIDE" '.viPSG ~80S0ft

aSG
COy: cutoff, pOSS. "SCOOP" wiT
Unc: bs combo - "CAGE' w/C or cutorf l Wr 01\ Sr"
solo wf'EVEN" call ~~ \~ [T lE I
COy: cutoff, pass. "SCOOP" wiG 0000000
BST or "MOON" w/TE
o "TITE" ~SCOOP" SIFT 0 1
Unc: os combo - "SCOOP" wiG
Norrnai spiiL ::vmM. BS--.:onvov. 40
it

Y/R
PS - "REACH" 'IS 9, '''T1TE'','s i or 8. ':s 5 .i;; 9 "REAC;{" ·Jr" ,'i ;:,."
if wide I), IF OPE:>i· :nost J:lI1g::rous l.h:r"enc.:r i1<!lC! :r:1 (0 Inside 3S -
I
"SIFT' vs 7,3.9 or ":vtOON"';s 5 &9·CUI on s.:::cnd l~'1e!. :~ 7~='Y­
~_ ,W('Iri'P
o I
Normal ::;piit. BS--.:onvoy. PS-;,vmM.
01
z N/S Deuce - biock FS or 3rd level de fenc:er.
Ol------~ 30
H Wideout in trio, blocle FS
"\- [vI I' S "Bear'
To opt:n ;iide: open step to ;iideiine. ke;:ping
W 61, b~\;
)~"TRlO" swoOP
relationship 4. yds deeper and ~ yds wider than QB T
1B To. TE side: stretch roocwork to ,oitch rel:.:.tionshio. 0
0 0
To open side: 4uick (hree st.:p backout drop. ::.ttad: Uo\\/nhill.
()plion E..'vIOL
QB To TE ,dll.:: I step ba.;kout•.ma::k iol'Cl: m:w: Check: ;, :'-iumbers ~ 10
(Sl!e FS) 2. Path oi TtT'E 3, I tech: 7 vs. 9 tech. 0
uilav'
I
o o o 0 t~i~
~ "MOON"
0 0
I
"BACKSIDE"
.~C.':"Gc·· I

~ 84
" ,
....... 34 I
t
SPEED TE & H
Veer release to 1st PS lLB "Lou"
PST TE Side - possible "TIM" call
w .s.s
PSG
Covered - drive reach
Uncovered - "DEUCE" call with center to
o
o
~ o
second level: possible "ZONE" call
Covered - drive reach, possible "DEUCE"
c call with PSG o'----~ 40 BOW
Uncovered - zone to LB level
Covered - drive reach, cut off
BSG Uncovered - zone piggy back to 2nd level
'\ ~ Wl;: .M.C S!'E
bo~~b
possible "SCOOP" call with BST

SST
Covered - drive reach, cut off
Uncovered - "MOON" call with o '~~'DElJ~ "scoop" o
IE Soiit side "CHIP" to 2nd level. T;·f\,JO

Normal split. MDM. BS-convoy. ~ 40


x
1 : ~ ~

PS-drive reach, possible ~'-(No


"TOM") BS-"MOON," cutoff
o .0 0
Normal split. BS-convoy. PS-iVIDM.
z
40 OVER
BS-cutoff, "MOON" call if on LOS
H PS-drive, reach, possible "ThYI"
Ifwideout in trio, block FS
Open step to sideline, keeping relationship W ~ rto ~l "Bear'
~
TB 4 yds deeper and 4 yds wider than QB
o
~
6
"scOOP" ' 0
Quick three step backout drop, attack
QB downhill, option force man.
~ BEAR

"Rav"

o o o

60 UNDER BOSS
SPEED -TE's & H';;
fronts ide Re~ponsibilitv: SAME AS STRECTCH.
TTht[ with OT. ?vIus! anticipate fast scrape by [LB. Get offfrrst
level early enough to get to outside arm pit of scrapmg LB.
~ W: ~M ~ ) . ' SS"lOU"
LAL ~ ~lE
o'ooe )00
o "TIM" ~ "SIFT' -cut bac ks"Ide
O

-+·--0

ss JLJ'r~~\1 ~(E
/ oo~®boo
"Even"

Frontside Technique: OPEN ALIGNMENT


[ie, triple] o o "TIM" • 0 "SIFT"
Must block first man head up to inside Y's alignment. run oiLs man
coverage (key defenders eyes focus for man key). [f inside LB is
assignment. force him [Q go over the rap. Do not ailolV nlm La duck ::.lncie~ 40 .----10
block. Be alert to DE aiignment which will determine ,{ tackle can ge: 1--------------;;...;;.-------1
through to LB. If LB blitzes or dissappears. redirect to safety.

BaCKside Technique: Sift and cm ss c


Same as Backside rules as TED and STRETCH. Drop step
inside, thro\\" the shoulder through and cross over '.vith outside o o o
foot. Do not \vaist time with first level .Get through IO second
level, cut the backside (there is no cutback'). Ge~ the defende~
Y-Head up to inside
off his feet to slow him down for later plays 40 OVER 0--+
Bacxside Technique: Moon vs 5 and 9 tech
Same as backside rules for TED and Speed Drop step inside.
crossover, throw elbow through to inside arm pit of 5
technique. Cut 5 technique

o "Tnvr"vs BEAR
"SIFT" 0

"Rav"

o o
o o "MAN"vs tight 9

I. 0 - - . 60 UNDER BOSS o-~. 60805S


24-25 Counter (Strqng) Pg. 6

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


. .. "lou
ll

PST 3 tecn.: "T.-\.G" c:lil - doubie down wiG, W f L


iv1 ss
§r- T~ !IT1 " ,Fj'
DOSS. "DO\VN"

On, Inside
PSG Cov: Drive 'IS 213 tech. "Tag" with PST O~O
Unc: block down CUTOFF "'1" .\ G"
CHIP
HINGE ~ l.-..
SSG coy: block down :iolo

c BSG unc: block man yij or "FACE" ifFSG is <liso


unc.
10 80

"0": le:ld pull for PSLB 011 I S


SSG w· ~~ .>?S
"DEUCE": Kickout ~uil for piayside End E T' 'T', J=:/'
~ kl r-:-
OyQr;OO
BST Lead pull ror #2 LB
T '. .:::j·o. I!
I,
SO I
Varied split. PS-~IDM 'IS 7 man rronu'#l- 'JS
I
X 8 man; BS-convoy
uEven J
'

BeLL RuLE5-.:xcept no 9 c:J.il 35- C,.aor'fiunge·"\lust m',


up to LB in :!'.'t!!1 and juubie. PS· "CHIP",s DELeE. I
Y/B Reiease to safety 'IS 9. "0" 'is. "our ~:lil -:5 Be:!!'

Varied spiiL BS-convoy: PS- tn siot, jlock CUTOFF

1 forcel yIDM 'IS 7 m:.ln rronti# 1 'is S man


40
Assignment.
fB/H

Coumer steps opposite the call. .-\tt:lC:(


1B downhill to playside A gap. Stay on pulling
tackle's backside hio.
Open opposite at 5:30/6:30. hand over the
QB top, accelerate into boor.

ivV ;vf "lay"


E ;~ )l~_
i-
O~OO
~
"DOW~"
/ 34
~O
r24-25 Counter (Weak)
1 tech: "O"call-baseblock
PST 3 tech: "TAG" cali - double down w/G,
DOSS: "DOWN"

On, inside
PSG Cov: Drive '.IS 213 tech. "Tag" with PST
Unc: block down
BSG coy: block down solo
80
c BSG unc: block man on or "FACE" if FSG is ;liso
unc.

BSG
"0": lead pull for PSLB ~ ,lv[ ~S .

~lr-g9T2b
"DEUCE": Kickout pull for playside End

aST Lead pull for :;:2 LB "0"


o I :lIFT
CCTOF:=

x
Varied split. PS-MDM vs 7 man ['ronL=:= l
8 man: BS-convoy
\'S, ~ 40

vV I 011 "UOD"
!JH
BS- CLI[Q[l hinge":'/{ust sirt up [Q LB i:1 e'o'er. 2.!".d. ':Juoi-:,
~aWQy
1~ -f~DS
I \ ( I
CCTOFr=
Varied split. BS-convoy; PS- in sloe. oiad::
~CE"
z forcel :VID M vs 7 man froml# 1 'IS S t:1::m HINGE

30
Assignment.
FB/H
wI i UDouole"

18
Counter steps opposite the call. Attack
downhill to playside A gap. Stay on puiling
W~~-E
Ie
T ~~ E
"00 0
tackle's backside hio. 1
SIFT
Ct;TOFF
Open opposite at 5:30/6:30. hand over ~he
QB top, :.tcc~lerate into boot. 50

"Ray'
-F. ~ rv[
E~ >T E S
0
. - CCTOFr=

"DE~'C~\
HINGe:

I ~
34 84
24-25 'Bull Pg.3
l teeh: "0" '~:lJl - base ~iock, TE sIde - poss. "TOM"
PST :3 teen: "~al:(~ajj . doubk down wiG, poss. ~1 >- S
"DOW:!" vV -V'r ss
E T 'AT E
On, Inside
o "0 / r<" ~
';a(OOO
PSG Coy: Drive vs 213 [echo "Tag with PST
Dnc: Block down
'-.-..p...v--'

CliTOFF
o
HINGE
aSG rov: 213 tech. - "HELP" '.v/BST to most BSL3
I tech.. block down solo ("SOLO" 'IS Be:u-)
BSG unc: block man on or "FACE" ii FSG is :lisa unc.
80

"0": lead pull for PSLB


BSG "DELeE": Kick-out pull for playside End

Cov: "\l100N" wiTE

SST Une: 2/3 tech· "HELP" wiC :0 most BSL3 or -:::~ '.'5. je:u-
("SOLO" from CI I ,echo . biod, most BSLB 50io
o
[f no TE backside. B-.z:lo hin!le

V.nied split. PS-~YID.M 'is 7 man r·rom.'~ 1 :,5


40
8 man; BS-convay

"Udd"
as- C'.ltoifhinge. "~v!OON" ';s ji9, PS - "CHIP" ';;
1/8 DELeE. '"9" c:::ll 'IS 9, "0" ':s . '·our dl vs Be:u-
o o
Varied spliL BS-canvoy: PS- in sIaL block
z forcel yID::Vl vs 7 man ~ront/#l vs S ;nan

FB/H Jab step, bui! pull for #" 1 LB


AM )--S "Bear'
Counter steps opposite the call. Attack W;(. E:A+' ~ is E
1B downhill to pbyside A gap. Stay on puiling
o (~A. )\0\0
Q:uard'.5 backside hiD.
"DOW l ,._ ~SOLO"
o
"60"

~
Open opposite :.it 5:30/6:30, hand over the E2S T
OR rap. J.cceierate inca bOOL 50 ouf-0 do
"Bay"
1;\ /. . \011 s
"Bar'
E/ IJ . E
T\
o ~'..D 0 0

"Il.-____'_.T_. . \.G_.·_~_~_·-_-_~_ _ _ _3_4_S_:__..l__-·"T-·..\.-G-


.• _ _ ~_o_, _· Y_[O_01_N'_' _8_4_ _ _-
BULL-TE & H
frontside ResponsibililV: Same frontside rules as
"lou"
ower except no trey vs 5 and 9(0 call y or h block our to 9 tech)
"0" call arch to 9 tech, do not chip on 7 or 8 tech. Y base rules SS
re Vs 7 or 8 tech- chip to SS/OLB.(must take stacked player if
ay/Lou) vs even arch to S3 or CB. vs 9- inside release and seal
ackside ILB (or :VlLB in even)ifLB dissappears inside work to
ifside LB. When in motion, must blutf five technique before "Hinge"
0

~
rching out.

rontside Technique: CHIP £Y vs 7or 8 tech] 40 BOW


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

Frontside Technique: 9lY or Hus 9 tech]


Make 9 call. Release inside and aim for outside arm pit of backside ins;d~ o
LB vs RaviLou- NlLB vs Even. Vs tlex treat tlexed 3 tech as backside LBJ ·'Pull to backside LB
Seal LB. 'lf9 rocks inside across your race lock on and drive :,im down 1 vs 1 tech Gvl in even"
inside. ffLB disappears down inside work to offside LB.
40 BOW
Frontside Technique: Dut [y us Bear]
Vs Bear make out call. Base Drive to inside arm pit or' 9 tech. Keep
ide

J er ecnmque: ac SI e· US 1 eco
, Frontside LB us 3 tech
ust read 1 or 3 tech to determine which LB to block :md path
o o
o LB-be alert to movement either way-must take tight path to
LB. With 3 tech get depth to run around. Block SLB (e\'en) or
vs 1 tech (M in even"
frontside ILB. Vs 1 tech be alert to running around 5 tech on
lam inside Block ylLB (even) or backside ILB. From Doc or 40 OVER
rey align with depth and drop step. Vs 6 man frour ifLB is
picked up run through to FS

Backside Technique: Hinge vs 1or 8 and


blitzing 9 Moon Hinge vs 5 and 9
Must binge to most dangerous defender. Do not allow LB run
0
through. Vs Bear step inside and hinge out for wide 9 penetration
Vs 5 and 9 Drop step inside, crossover. thrO\,v elbow through to

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


swoop.

'vV "Bav" W ~N[


"Rav"
0-. iYl CB
./ ~ S
/U T."'- T\E S

6~voop
0 0 0
.. "CHIP" 5!NHrNGE"

I
~ 60 UNDER BOSS ~ 60 BOSS
22-23 Cut Pg.9

Cov: Base block EMOL


PST Unc:

PSG Cov. Drive. pass. RaylLou '.vith C~mer o


Unc. Ray/Lou with C;:me:-

Base nose to direction:li C:1I1.

c Ray/Lou or Even.

Cov. Cut off. pass. RaY/L;,)u with C;:nrer


SSG Unc. Ray/Lou with C~me:- ?oss. "Cage"

o
SST
Cov. Cutoff
Unc. "Fooe or "'Tom"
o
Varied split. PS-block :VIDM vs -: man
x froflt, #1 vs S man from. BS - ;::onvoy :ect.

w _I iYl ~R
~ .~)
Call to you = out
'fIR C:1il away =Backside cutor; -;L. ;E
..
Vaned split. PS-block :VIDM '.IS -; man
o 0°8°00
z tram, iF 1 'IS 3 man from. BS - con \.ioy :c~:-t.
Lead block on PSLB. With direcrional call
to the play block OLB. With Even c:lll
La 84

fB
block OLB. Nl S
w
18
J course to·POA. Aiming poim is inside leg
o
~ ;r 00
+~
o
of PST. Re:!d 1st down lineman from "0"
nose. over. Press LOS.
..
. . .0
0°8
___---- o
Open at 5:0017:00, handoff LO TE.
QB accelerine out of exchange, boot :lway. 480ft

w_ "Even"
W yl "Ray" iYI

1-JT ~s \ - s

°
J;
00\80 0 0
E
0
0 ~315
o 4
-'a

tJ. v
34
oj
0-/ 84soit
Rip/Liz Draw P6' 10
,
PSG COy: - set for 1 cOUn[ a.nd work to PSLB
"Ray'
PST
s
69]rdJ-
PSG Unc: block EMOL
~\
Co v: influence, re~ch J tech.
PSG 0 0
Unc: set for 1 count block PSLB /~ 0\
COy: int1uence, reach head up to pbyside nose.
\\ aD
c block back on backside nose
Unc: work with PS G to :\'like Linebacker
--
"'ven l

Qly: block back on 3 tech. For EST raid S I lvl- vV .


SSG Unc: set for 1 coun[ work to Nuke. pass. fold Jl. \ -\ R

~~~~~
I

0
COy: hinge a.nd cut off EMOL 0
SST
~ 40
Unc: foid for PSLB

X Block man on
I "ndo"
f Hinge ;.md cur off first ;nan outside
- .
0
s
~Ow-/
>4
O~O ··od
i\lL-<
1

-. I
.. 0
iV
vv
-:- --R.-

Z Block m:.J.n ani ).t[DM


~
30
PSG COy: intluence seal End
FB PSG Unc: block first player outside box
"Double ll

~Ljw
c
~
Attack RiplLiz course and set on inside leg E
T8 of Tackle, aiming point is inside of first
backside D-Lineman
S
~p dV
~ GB
Open at 5 0' clock. Ge( ball deep
back. Sell Rip/Liz drop
(0 running
~ 70
j

··tOU "Lou"
I w~
Il

c rvr . vv c
~6TE-
M ___
t-+- ~ II T
I S
o
E 0
~'d i
sQ<)
E
QI 0
?~
0 0
~~ ~
I"
d 34 d 84
Base 20 Dravv Pg.11
On-outside. pass. "OFf" wiG
PST
ss
On-over-QB's call, pass. "ROCKlL CG"
PSG
On-over-QB's call, pass. "ROCK/LeG" 80
c
On-over-QB's call, pass. "ROCK.:L CG" ss
BSG
E
On-outside, pass, "O(JT' wiG o
BST
o
Block: =*1
x
Base prmectian rules: LOU/RA Y :l\vn.y
y checIc :;;-4 - run post chraugh FS: ;Joss.
~_ _"_SI_G_H_T_·'_v_s,_4_s_tro_n_2:_w_IR_.-\_v_J..·!_1._O_C_J._W_':l_V_ ... 0 0 0 ~ 9 <f 0
O~
Block #1
z
O~
30
Cl1eck Base pro rules. Set :lnd sell pass. Lead ~--------------......,
FB through to LB "Double"
1'1

w~~
Check Base pro rules. Set :lnd sell pass. Lead
IB through to LB 0
o
Fi ve quick drop, se!l pass with eyes - hit o
lIB fifth step ;J.nd l·e;J.d le\·er:J.ge ot" i"ush - ge~ 50
venicu.I.

,jBau " "RaJ'


~ M J W M

o
E k. +-1 f-AS
~o\q 8p 0 0
~~E E ~
o · .<;1 0 0 0 0
o~ 0 ~~
I

--L
o

I~______~-~
_~I_.____---34____L----------O-~-i------8-4------
28-29 Toss P~. 12
Same J.S 26127 Stretch , "~
i'ST\~E
PST
W L Mlt 5S

PSG
Same ;].S 26/,27 Stretch tbO)~~O
ITITE" SIFT o
Same :.is 26127. Stretch 80

Same as 26127 Stretch


SSG

Same :.lS 26127 Stretch 0 1


BSi o
Varied spiit. BS-Convoy [e~h. PS-:vlDM vs. 40
x 7 ma.n from. block #1 vs S man ~rol1[

STRETCH RULES-SS-. sift. 0r ?ossible ··\IOO;-.i" ·.virh


y SST 'IS 5i9 or St:J.ck cut d<!rende~s on 8S. ?S "7i.TE" 'i5 S.
possibl~ 'lED" vs 7 (only); vs 9 Reach:
o o
Varied split. PS-block :vIDM 'IS 7 man
z from/# 1 'IS 8 man from: Trio-biock force
30
Arc release to outside number of force
FB '\.
defender.

Open step and run to sideiine. Key FE and


r-
~~
M"S\
~E
uBear'

TB stay on his outside hip.


0
0goo
T.J
0
"TITE" "TRIO" SIFT
Reverse pivot at 5:0017:00, pitch to TB, boot.
QB
~ 50

0
~d1 8;:JJ-
"scoOP" "TAG" REACH
uRa~'

0
0
E~j
"scoop" 8
ii d- lS3i'
"TAG" REACH
0

~ 34 ~ 84
32-33 Belly Pg.13

Co v: base, pass. '1 A.G" '.viG


PST Unc: base combo, "TIM" 'lr "YOM" '.vILE
S5
E
Co v: bast!, poss, "R.-\. Y. LOU, or EVEY'!,/IC o
PSG fJnc: base combo, ''T.-\G'' ·,v1T or ":::VEX' '.v/C
o CGTOFF

Co v: D:lSe. pass, "C\GE" w/BSG Of '"TRIO" .VI 3SG :rna

c SST, pass, ·'R.'; Y. LOU. or EVEN" '.V/PSG


Unc: ~ase combo· "RA y, LOU, Of EVEr '.'II PSG 80

Cov: cutoff. poss. "scoop or .-\.DIOS" WIT


BSG Unc: BS combo· "CA.GE" ',v/C or c!..ltor·f soia
w/"EVEN" .:all
o o

ps: 5 &9 ,drive. 'Is hen or Sr:J.cK··-:-I:,r:s ?.aY/Lou


'IS

I1H "TO~I",virh PST, \·s -: Of S :':'1U hc.rd ,),"OC-:"


BS: Curorf. -/s 5&9 "\100N" '.vim 3S7. "OLT' .:; 60
o
Varied spiiL PS-olock Yill:\-I vs -: man
z front, #1 \is S man from. BS - convoy :e::h.

Backside cutoff on EvILOS. "PIGGY" call


fB with T/TE

J course [0 POA. Aiming point is lnsice leg


1B of PST. Re:ld tst down linem:.ln from "0"
o
nose. over. Press LOS. o
Open ;J.t 5:0011:00, handoff to FE.
QB acceler::ue out of exchange, boot J.way. 50

\V_ L'vL
EJ-~jES­ \V
o cyC) ~'dd ~. ro"
o o
"SCOOP" tT.-\.G" 3 ......Sc

g-' . 34
26-27 Reach Pg.14

~e:.lch
PST C)V: E:V[OL. pass, Through or TJg
Lvl
w~
\' E T
~SIT E
ss
PSG
Co v: re::.ch. pass. "EVE~ or "BACKSIDE" '.ViC
Unc: re::.ch combo - "T.-\G" o \LJ OQOoO o
COy: reach. pass, "c.-\Gc" w/BSG ur "TRIO"VlBSG <.Inti ~;
c BST
Une: reach combo - "EVE.'! or 3ACKSlDE",v/PSG
o 80

~: cutoff. pass. "SCOOP" WIT


BSG Unc: BS combo - '·C.-\GE" w/C ,)r curor'f ~oio
wI"EVE~" :':J.ll

COy: ;;utoif. pass. "SCOOP" or ·'\WO;'i"v/TE


o
BST Gnc: as combo, "SCOOP"
'.VIG

,v/G
Gj
40
Varied split PS<vID;'vU#l baSed on :':,-om
x
55
lIH
B5-, sift. or ~ossii:Jle "\IOON" '.vt[h SST
..:U( :lcfe miers 011 3S.

Varied split BS-Backside Convoy,


';5 :;9 c:r S,;:CK

Io o
z
30
Guard uncovered :i.RC reiease for force
fB/R player. Guard covered hunt PSLB,

Angle course co POA. ,-\iming poine is : yaros


1B outside PST, Read Ev10L
o o
.
Ooen at -1-:00/8:00, handoff [0 TE. drooback . .
QB after Boomer tuck

"Rav' ~ W ~ LvI

10 o
lk:.
E T L~ E S
0' ::0°8°66 o
~~
34 o 84
22-23 Zack Pg. 15

Cov: base. ~oss. '·T.-\G'· ',v/G


PST Unc: base combo- "TIM" Dr "TOM" wiTE. pass. w
"TAG" wiG

Coy: bJ.Se. pass. "RA, y, LOu, or E'VEN" '.VIC


PSG Unc: base combo - "TAG" wiT or "EVEN" wiC o
COy: base, pass. "CAGE" w/SSG or "TRIO" wi BSG and
80
c 8ST, pass. "EVEN" w/PSG
Une: base combo - "EVEN" ',viPSG or "RA Y/LOu" wi
BSG
COy: cutotf, pass. "scoOP 8r AD [OS" WIT. ;JOSS.
"RA Y/LOU" wlC
SSG Une: BS combo, "CAGE" '.viCor c:.uorT solo wi "EVE'!"
call

Cov: cutoff, poss. "SCOOP" wiG or "y[OON" ',VITI: o 0 o


SST Unc': as combo - "SCOOP" wIGor "Tm,r.v/TE
"60"

Varied split. PS-biock :VlDM ',IS 7 mun


WI::
·~~o a
T
40
x from, :*1 'is 8 man front. BS - convoy teet;,

PS: Base drive. 'Is Even or Douok ,"T1:'-1'· with PST. 'IS \V
B M
7 or :3 and haru 9 "0 CT" ~ '\T, '\ E S
lIB BS: cutoff, or 'IS 5 &9 ".\IOON" with BST, ':OlT' 'IS 60
T
o
~O ...?l: z-r ?"-
uguoo o
Varied split. PS-bloc:( :VlDM vs 7 man "CAGE" "TAG" BASE'
z front,:*l vs S man front. BS - convoy (ech.
oJ 30
Arc release to outside 8umber of force
FB defender (like stretch). "Double"
1'1._.,_- S

w~tJ~
J course to POA. Aiming point is inside leg
1B of PST. Read 1st down lineman from "0"
o
nose. over. Press LOS.
o -'TRIO "THvl"
o
Open 5:0017:00, handoffto TB,
:.J.( SWOOP
OB accelerate oue of exchange. boor :lw:J.y.
oJ 50

utou"
Y'/
~
;V{ 1- 1\ E-.-
SS

o o
34 ~ 80
O, jf
-~
~;;--:
i\ --. ;
'-". -1 8J\LL
-,' "~

-'!
L1.DLJ:... vr LV1""l l£...n 1,:);

Sunday. Aug 12
Pg.l PASSING GA1\fE STRUCTURE i ". ~: :";:'':.!J::~~'~.

Pg.2 PLA Y PASS i _Y:',:"


Pg.3 SLIDE !' ',~!i;;~;,:\
Pg.4 SLAlvf

Monday, Aug 13
Pg.5 SMOKE
Pg.6 BOOT PRO.
Pg.7 STRECTHPASS

Tuesday. Aug 14
Pg.8 RlP/LIZ
Pg.9 COUNTER NAKED

Wednesday, Aug 15
Pg.I0 N~X

Thursday, Aug. 16
Pg.ll SLIDE P-t-'\SS

s
Pg.12 S1RETCHNAKED
Pg.13 BASE

Friday, Aug 17
Pg.14 DIVE P.ASS
Pg.15 HOT

SaturdaY, Aug 18
REVIEW
SCRIlv1NlAGE

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

Monday, Aug 20
Pg.18 ROLL
Pg.19 GOALINc PASS

Tuesdav, Aug 21
Pg.6 BOOT PRO.
Huddle Call Structure
Passing Game Structure Pg. 1

The Huddle Call consists of a combination of words and I or words and


numbers. The first word is the protection, and the next words/numbers are the
route combinations.

The protections:
-Smoke - 3 step quick game, aggressive turn protection
-Base - 5/7 step big on big protection. No hots, sights vs weak
CowboyI Freak
-Hot - 5/7 step base protection rules with one back. Hots/Q's by
route stnlcture.
-Otto - 5/7 step 7 man protection. Possible si,e;ht based on front call.
-Rip/Liz - full turn pro. No hots/no sights.
-Dash - same rules as sprint with QB breakmg contain'and both
backs protecting strong.
-Slide Pro - 5/7 step 6 man protection. Hot/Qs by route. Sight vs.
4 weak. Back double-read to call side ..
-Slam - 3/5 step 5 man slide pro. Built-in Hot/Q and sight by
route.
-Play Pass - play action slide protection. Strong fake - 7 man pro
with possible sight, weak fake - 8 man pro with no sights.
No Qs.
-Ma"{ - 8 man slide protection. Same rules as Plav Pass
-Dive Pass - play action slide protection strong fake - 1 back
protection with same nIles as slide.
-Slide Pass - Same as play pass with FE free releasing
-Roll Pass - Aggressive gap hinge protection. Line is responsible
for gaps. .
-Iso Pass - play action rna"'\( pro based on turn rules. No hots/no
sights.
-Goal Line Pass- play action goal line pass with Iso Pass rules.
-Stretch Pass - Stretch blocking rules, 8 man protection. Can not
block 4 weak.
-Boot pro - 6 man pro off of play action by backfield. "Boot" will be
preceded in the huddle call by the run play to be faked (e.g.,
Zone Boot Left)
-Naked - 6 man pro off of play action by backtleld. Can be Bull
Naked or Stretch Naked.

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


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

Examples:
-Base Right 383 Spot (Base right is the protection. 383 is the
route combination from x, y, to Z, and Spot is the route the
REs are to run.
-Slide Right Streak (Slide Right is the protection and Streak is
the tag word for [he route.)
~'PL~L\ Y PASS~~ ~ased on Sli.de Rules. 7 man pro. Possible sight weuk depending on I
ronnarron. ~o "FIv"E" call. Pg.2. I
Block #2 DL (on-outside) except vs. Bear.
PST yIake :l ·'PL."f" call vs. Bear and block B gap.
(Use iumo set.')
Block #1 DL f:v£ay choose to "PlY' J. LB in
PSG .-\ gap (Be right~) (rse jump seL) o
0'
BS A gap to LB. poss. "LOCK. SORT. or
c OUl" 80

B gap [0 LB~ poss. "LOCK. SORT, or OlT' SN y[ S, ...


'. , SS
BSG ~\"""""..I. \ Ii .E- ..
C gap extended. pass. ··LOCK. SORT. or
o
oon\o,o/V ~ ,"'/ 0;
1ST : i
ODl"
"LOCK- 16 ,
i
I 40
Route by Gall. OJ
x
Base route middle S. or by play call.
W
....•...•...:........
B......... r1 "Ddd" I, i
Y/B H (Jax): Check #"4 if Play Pass a\Y:ay m route. I,
.'
o 01
Route by c~ll. I
I

~ 30 I
Power course. Check 2nd LB from inside out, ....---------------~
FB to route ..-\krt for "PI~" calls. t "Bear'
Blast Fake. Check 1sr LB from inside out. "W...::
~ ~
7 k.:: ~8\rE
.' ..' ..
J
1B 0 C 0 0.0
middle checkdown. If "PlV' call. duul
read inside/our. ~f.."/' "PIN" 01 I
W:.tbh fake blast deep. dropback. Set up "LOCK"
QB behind onside guard. 70 I
A URay"
\. . . w.s \y

~~~r{~g o
o o
I
I
I
"ro(-~'"
-.:-.. ~.'
!

;
34 84
I
"S LID E" Pro. Si""{-man drop-back protection Pg.J

s~················s~ ~
Block #'2 D.L (on-outside), pass. "PIN"
PST fromG 'lou"
W E \ +- )~~
Block #1 DL. May choose to "PIN" u LB in
4?)O/~
PSG

c
A gap (Be right!)

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


or OUT'
o
"SORT' I 0

80
o

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


BSG OUT"

C gap extended, pass. "LOCK, SORT, o o 0 I


BST or OUT"

Route called. Possible sight in 3xl set.


40
x
Q
VV 11.. ~l
ps- Route called possible Q off ILB. BS- ....... ............ 1 Q
Y/B must check #4 to flag ······E ~. 1 E S
---------~ 0 ~(-)9~/
I - - - -....

z
Route called.
"OUT" I 0

30
o

Route called. Possible sight in '2x2 set.


~lQ SQ

~E8\~6
I Check, release - dual read strong from MLB
1B over. Vs. Bear, read weak to strong.
o
I o 0
517 drop by route. Q vs 4 strong. Sight vs 4th
weak defender blitz. Point ;It sight blitzer to "FIVEr 51
alert receiver. o
W Qi)'I "Rav"
. ,Q

I o E~~oB~lg o o : ....
o o 0
"LOCK" /
I '. 34
o
"SLAM" Pro. Five-out drop-back protection. Hots/Sights are built-in.

Block #2 DL (on-outside.) May choose to


PST save the hit on QB vs. LB in B-gap (Be
rig:ht !)
Block #1 DL. May choose to "PIN" a LB in
PSG A gap (Be right!)
o
BS A Gap to LB, poss. "LOCK, SORT,
c or OUT"
80
"Even"
B gap to LB, pass. "LOCK, SORT, or
vV lVrQ ~ ...
aSG OUT"

SST
C gap extended, pass. "LOCK, SORT,
or OUT"
o ~JglJ o 0
"OUY'

40
X Route by call.

Route by call. Possible Q or Double Q.


Y/B If backside-must
~ ___ -_ _ _check __ #4 to_route
_ _ _-tO
Route by call.
o
z
30
Route by call.
H Hot
S "Double"
Route by call.
TO o o o
3/5 step drop. HotiQ/Sight by route. "FIVE"
QO 51

VI Qj\!I \V
I Q

o ~~56 o o o ~o 6\8 ~E oS:< 0 o


"LOCK" "LOCK"

34 84
~ "SMOKE" Aggressive turn protection. "RIGHT/LEFT" calls. No "five" calls.
No hots, No sights. Pg ..5
B gap, pass. "FOOT" wiG (when
iVi S
PST "RA YILOU" is to you.)
w
I E T T

A gap, poss. "FOOT" wiT (when
o "0"0' .
o
"RAYILOU' is to you.)
o
Bs A gap, pass. "LOCK" - no "SORT"
80
Ie
B gap, pass. "LOCK" - no "SORT" W !vI s
E T T
o ~ ~
Set & cut C gap rusher - no "SORT' o ""LOCK"

Route
40
I
~------------------------------
Any 3xl set: Inside check down, unless ~ ~I S
I
( Y mouse (run arrow) E ····. T t E

O ~~&o
_____2_x_2:_R_o_u_te____________________ ~O

Route "LOCK"
- (5 "FO • o
Iz
84sutt
Route by formation rule

Cut tirst defender outside of Tackle's hip to


call side.
o o
3 or 5 Quick drop based on route.

51

W lvI

10 ~E~ o o
I
o ~ -LOCK"
o
30
BOOT PRO. Pg.6
I
t tech or G line: on-outside - "0" call
PST ?J3 tech: B gap - "DECCE" call
w r~....~\ 55
E! ".~~

PSG
l tech or une: block #1 DL - "0" call o 61 000

~o
213 [ech: A gap - "DEl'-CE' call
-
BSG co v: block down solo, pass.
80
c "DO\VN"
BSG unc: BS A gao. ~oss. "ACE"
"tven"
Boot pull :lI1d block yIDNl @ PS C gap -
ISG listen to PS call. See any LB run-through V5( rvt... S ... SS
E "\ Z ····k --~
~

I
;-_jL:'t:.,.

B gao hinge
o ~OOOOO I

~~
I
BS1 -- - ,I
.,i
Route by call. o 40 .!
.I
x BS - over.

I V/B PS-5iow pin arrow in zone boO[ ur ,:U[orr' \V y! Ja1ldd" II


E························~ ~ ~-i,),..C;---r
I
I
arrow if naked. Inside :-elease nag on Ctr ~ I
1~____B oo_t_.~_.S_-_O_v_er_u_n_le_ss__
ro_u_te_c_h_an_g_e_.______~~()
__
9;jQj< bOO I
I
I

~~
.'
Z Base route is nood concept. Receivers must
\
FB/H know where they ::u-e in the f01TI1arion and if
they are fromside or backside.
J o 30 I
iyI S JaDouble J
'
I
;

w~ So~ -6
Fake play opposite the call and protect C -~
T8 gap. Zone or counter path depending on call. o
~w~ "OOWl"
Play fake/drop by play call (Zone or counter.) "-~' -
QB Zone=2 step turn 50
Counter=3 steD tum . 0
"Bav" I'Bav"
'vV yI W NI
E ~ .E~
~ E\ +- f IS ~
I
~
.~.
0 66 0 000
0 0 "0"

~0
"0" -,........
-
34 0 84
I
Stretch Pass R/L Pg. 7

~ PST Same as Stretch. If uncov., scan LBs from


piayside to backside. S·. C
W 1 ..... \ .. SS

PSG
Same as Stretch. If uncov., scan LBs from
playside to backside.
OJI6"-(6"-63- o 0
i;(CKSI~
Same as Stretch. If uncov., scan LBs from
"scoOP" ..
0/ 'lITE'"
c piayside to backside. 80

Same as Stretch. If LB does not rush, take


BSG over DT to free up BST.

BST
Same as Stretch. If uncov. And LB does not
rush, pick out for edge blitzer or help TE.
o
Take 1 as base route - or by call.
x
FS: Post
YIH BS: Cutoff
Versus Bear: SS or 2:ameolan
If off Zing motion, check 4th to Over.
Z Route by call.

FS: Post
H BS: Cutoff
M S.

18
Versus Bear: SS or 2:umeolan

Stretch fake to call side. Sell fake, block #4


W ~ x-;c. · ·. . SSf:
if he comes - late bench route. OJ'Jj 0 <5 0 0'C; o
Exaggerated Boomer fake on Stretch - set up "scooP/
QB behind inside leg of TE - progression - shot
olav. 70

VI 1\1 SS "Rav" C

I 39Jogto~ o 0
I '. 'scoOP" ~;~
Full turn protection. "RIGHTILEFT" calls. Possible "POST' call by tight end. Two

"RIP/LIZ" man combo routes strong. Backside route by rule. No Hots, No sights.
Pg.8

B gap (No gap threat - check psLB. DL, bsLB) ·'lou"


PST I'll S
55
A gap (No gap threat - check psLB, DL, bsLR
WbE T T
6"'' '-
.'

..•...
'

PSG "POST" 0 0

Bs A gap 80
c
B o-ap w
SSG ~ ss
&. . . . .
p .....

C gap
o t.······· 0 o
BST "POST'

Route
01"--.. . . . . . . . 40
x BS-Over FS-Route called
"8a,'
FS "PIN" vs C gap threat. no C gap threat- R
w lV\ ~./
. S
y "POST' . Y Delay =2.5 count and release to T \
E T
under. BS check #4
.'
to over. unless route called
o \ .6.....
.0 0
Route called "POST"
z
83 Soft
Route by call
H "Bear"
M
SS
If "PIN" by TE, block 1st defender outside WETTSE
sa the TE. If "POST' by TE, check C gap to
o
outside the TE.
"PIN"
o o
Step on 6:00, cross over and sprint to break
QB conrain. Pull up by route or pressure. ... . . . . '11

vV NI
I'Rar' M w
T E S SET
o o o
o 0 0

34 84
"COUNTER NAKED" Pg.9

Mn
\ ,
Block counter
PST '·10u 1l

w .. . SS
1- ,..ff "'IT" E

C§~'2g~~E?
Block counter
PSG

C
Begin down block, then wheel out to
protect QB ~ 80

BSG
Pull and cut every time wl"DEUCF' and
every time possible w/"O"
WM~. SS
uloul'

~:gT
.'
Pull and cut when possible
aST
Must outside release 9 route LQ 80
X
PS- Cutoff arrow (Y)/pi vo[ (H) based on w ... ~ SS ··Even l
'

VIR
~~
l<22:,~~.
alignment. BS-Drag
..
8 route
Z
Lo 40

FB/H

TB
Route by call.

Quick counter steps. Block backside C gap.


C7~~SSE
~ M "Bear"

0,·· .."
\-.
"DOWN"
~N"
Open opposite at 5:30/6:30, hand over the
OB top. boot. Lo 10

~dd"

~~s
uRav" W M

00 ' 0 CB~~'S
0' 00
"0"
~ "CHIP"
"DOW~" "0"

Zo· 84 Lo 30
Based on Slide Rules. 8 man pro. Possible sight weak depending on
"l\IIAX" Pro. formation. Pg. 10

Block #2 DL (On, Outside). "Five" call vs. - aalou"


PST
Bear front. W
M p SS
E !T E
T
PSG Block #1 DL (On, Inside). "Five" call vs. 0 ~OQ'?0<ai
l;\ ~ \!A \1 0
Bear front.

BS A gap to LB, pass. "LOCK".


6~
C 80
"Even" .
BSG B gap to LB. "LOCK"
W M ~ -_.
SS
E T TI E ......'/

aST
C gap extended. "LOCK"
0 ~<t\&~'~9l 0
0\
Route by call.
0 4U
X
W B N1 "Odd"
Check #4 and run route.
. Y/B E T E S

~~?8\<a
.- 0
0
Route by call.
Z
30
Power course. Check 2nd LB from inside out,
FB to route. Alert for "Pli~" calls.
1\11 s "Bear"
Blast Fake. Check 1st LB from inside out, W E T T SS E
TB middle checkdown. If "PIN" call, dual O·
read inside/out.
5 or 7 step drop dependant on route.
'\~~<t\~ 0
QB 10

W M
uRav" w NI "Rav"
~

E I II E S E T I E S

~~OO
.1; C\ [;\ ~&R~~
0
0 0

0 34 0 84
rules. I
"SLIDE PASS" 2 back play action. FE has a free release. Same as slidePg.11 I

PST
Block #'2 DL (on-outside), pass. "PIN"
fromG
5: r1]" 1" ..............."5 ~ 1; "Lo u"
"'tJ'W \ ! ~~

PSG
Block # 1 DL. May choose
A gap (Be right!)
to "PIN" a LB in
o ~8~~; ...... o
"SORT"
BS A Gap to LB, pass. "LOCK, SORT, o
c or OUT" 80

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


BSG OUT"

o
SST
C gap extended, pass. ;'LOCK. SORT,
or OlIT"
o
Route called. Possible sight in 3xl set.
x
w ...•.
:s ......
PS- Route called possible Q off ILB. BS-
~
Y/H________________________
must check #4 to tlag ~o

Route called.
o
2 "OUT' 0
o 30
FB Free release run route called.
-··Uouble"
Check, release - dual read strong from yILB
T8 over. Vs. Bear, read weak to strong.
o o
OB
5/7 drop by route. Q vs 4 strong. Sight vs 4th
weak defender blitz. Point at sight blitzer to
o
o 51
alert recei ver.

VV rYIQ
E T\ Ii: .SQ
I 0
o o ~~08 bt~/·· o
I· .
"LOCK"
o
34 o 84
"26/27 STRECTH NAKED" Pg.12

Full bucket ;md run - give TE room to clear


PST "lou"

Full bucket and run


~G 0 o
Full buc ket and run
c 80
"Even"
Full bucket and run
BSG 55

BST
Full bucket and run, earhole technique o o
40
NOlTIlal split. 9 route, must outside release ..
x Backside N/S Deuce, Over route.

PS-Cutoff arrow. BS- Jab release, Drag.


Y/H Width vs Zone, Depth vs Man (get behind
backside LB.)

NOlTIlal split. 8 route.


o
z Backside N/S Deuce, 8 route.
30
H: Pin/Sift-Arrow
FB/H FE: Cutoff-.Arrow

Stretch track, fake and continue on E


T8
~ ______________________
course. Carry out your fake or block #4. ~o

4 step turn, DeB erg fake, gain depth as you


QB roll. Attack corner and pull up to get to last 10
oPtion or tuck and run

vV "Rar' w
~T T~
o o o o
34 84
"Big on Big" protection. Called TO Y. No Hots, sights vs weak Cowboy or Freak.
"BASE" StrongsI'de ". t If t1exe d vs ~.·f strong.
SIgh""Y Pg. 13

On - ourside, pass. "O'(jT" wiG ),-. "Lo Ulf


PST
¥.
PSG
On - Over - QB's Call o
o
On - Over - QB 's Call 80
c
On - Over - QB's Call j"£ven"
W. M.: S! SS
BSG ..

BST
On - Outside, pass. "OUT" wiG
o ~Vg'~···7 0
'\O~::. . . . . . ~
~· ..........····O 40
Route. Possible sight vs Cowboy, Freak
x
B iyl

~,.~~ 8t9/lf
Route called. Must check #4 blitz if
y Lou/Ray away.
o
Route. ..... ,,'
o
z · · · · · · .9·: :~: ·.·.......~ 30
~·· . . . . . .·o
Check base rules, roure. "FIVE" call - check
FB ILB to TE side. Always dual read.
~.1, S! A A

Check base rules, route. "FIVE" call - check


W ETlrS$E Y will run dtruugh
une tlcft:nt1c:r hused 011

TB ILB to split end side. Always dual read. o oo\g:S-ib B"""'pliUl.

o
5 or 7 quick drop based on route b "FIVE"

OB
o 10
"RaV" V:! M
¥f ~

I' .
o »~, ta/~-oV
\.,0······. . ·
o o ~\gt9·gJ
\0·············
o
34 o 84
o
"' D IVE PASS" One back play action. Same rules as Slide protection. Pg. 14

PST
Block #2 DL (on-outside), poss. "PIN"
from G· 5 ~""""""""S i:r ~ "lou 1
'

W \ j )~Sq

PSG
Block #1 DL. May choose to "PIN" a LB in
A gap (Be right!)
o ~)~¢e/ 0
o
"SORT' ~
BS .-\ Gap to LB, pass. "LOCK SORT,
80
c or OUT"

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


BSG OUT"

C gap extended, pass. "LOCK, SORT, o o 0


BST or OUT"

40
Route called. Possible sight in 3xl ser.
X
w.................
:Q... Q LYI
i . Q
"Odd"
PS- Route called possible Q off ILB. BS-
Y/B

Z
must check #4 to flag

Route called.
0
· · · · ·. E

i~O~~/
~

O'
E S

0 30
o

Route called. Possible sight in 2x2 set.


H
Check, release - dual read strong from N1LB
TB over. Vs. Bear, read weak to strong.
0
o 0
517 drop by route. Q vs 4 strong. Sight vs 4th
QB weak defender blitz. Point at sight blitzer to 51
alert recei ver.
i

"Ra~'

o o o
o 0

34
"Big on Big" protection. Called TO Y. Hots, sights vs weak Cowboy or Freak.
"HOT" Strongside "sight" if Y flexed vs 4 strong.
Pg.15

On - outside, pass. "OUT' wiG


PST w"\ E ¥,T SjfT E .-f.-
sS'-'
PSG
On - Over - QB's Call o \~og!OOO/
o
On - Over - QB's Call
~d· ___ A
80
c o
On - Over - QB's Call W IyI S
;&Even lJ

aSG \, i ./ . SS
J;.\J"i:t E ~:I""
o o\ono(")(}·············
On - Outside, pass. "OUT" wiG \.. 0/ ~ 0
BST ~. ....
\ 0': -1
~··..··-···:\O················· 40
Route. Possible sight vs Cowboy, Freak
x
Route called. Must check #4 bUtz if
y Lou/Ray away.
o
Route.
z
FS free release to route
fB BS base protection rules
"Bear"
Y will run thruugh
""" oJ.:lonoJ.:r h..<aI ""
FS free release to route pln"plo".
1B .BS base protection rules
o
Single Back - block base pro. Rules to backside
o
5 or 7 quick drop based on route
QB

"Rav" "Rav"
W ¥

o ~\~, ~~.§..d-l o
o o
·'·0···········

o 34 84
Based on Slide Rules ("LUCKY.")
"ISO PASS RIGHT" Pg. 16

COy: base
PST Unc: "PIN" to NILB or PSLB M S
'vV t 5S
Block #1 DL, pass. "PIN" from T to iv1LB or
o ~O .~¢/
PSG psLB
"SORT" ., Ii " o
BS A gap to LB, pass. "LOCK, SORT, or
c OlJT'
80

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


SSG

BST
C gap extended, pass. "LOCK, SORT, or
OUT." Cut most dangerous edge rusher.
o o
Max split. 1 route. Get great depth.
x
UUdd"
Jump 'em - Rock (Post) inside-on-outside. vs
y 5 and 9 block 9 tech Vs Bear, block rusher (E)
o o
Max split. 1 route. Get great depth.
z "OUT"

30
213 technique: lead through the C gap
FB 1 technique: lead through the B gap (1st ILB)
"Bear"
~ ~
b~~\76-
Fake Blast. If edge pressure, abort fake
18 and expand to block edge pressure.
o o
QB
Flash Boomer fake in 5 quick
"LOCK"
~~. 70

~. \1 ~ \1
~. ~.5t ~"
~5t
o
"LOCK" o
o ..

-LOCK" ;;p o
! 34 84
Full turn protection. "RIGHT/LEFT" calls. Possible ··POST' call by tight end. Two
~'DASH" man combo routes strong. Backside route by rule. No Hots. No sights.
Pg.17

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


PST M S
w
E T
A gap (No gap threat - check psLB, DL, bsLB 0
PSG 0
Bs A gap 80
c
B gap W NI S
BSG l 5S
_" __T,,...,..!/~/
E
C gap
o o
BST
n ••••• •••••••• 40
Route
x BS-Over FS-Route called

FS "PIN" vs C gap threat. no C gap threat- R w


y "POST" . BS check: if4 to over unless specific route
E T
called.

Route called
o
z
83 Soit
I FB Secure first defender off edge
I
Nl "Bear"
ss
Secure C gap to second defender off edge WET T
T8 no one shows work for with looking inside
for force plaYer.
o o
Step on 6:00, cross over and sprint to break
contain. Pull up by route or pressure.
············11

w ivI w M
E T T S E T E S
o 00 o o
o
I, 34 84
Aggressive reach protection. Line is responsible for plays ide gaps. Quarterback
"R 0 LL" will roll to side called and throw on the run. No sights or hots.
Pg.18
-. .,
PST C gap M 5 'too"
W 55
E T L5r~
PSG
B gap
'?J?J~-lO 0
0 0

Playside A gap. No threat hinge and look to 80


C
BS A gap.

A gap. No threat hinge and look to B gap W ivI S "Even"


..
aSG 5S
E T T rJr;
1ST
B gap. No threat hinge and look to C gap. 0 ~~7 0
0 I
I
I

0
I
40
Route I
X BS-Over FS-Route called
B lVI Odd
Y Reach C gap. No threat hinge and look WEN Y
to D gap.
0
~92P~-:O-{; .0
'0
Route called
Z
0 30
Route by call I
H ··Double"
M
S

TO
Take 2nd defender off edge. If no
immediate threat, help PST secure edge W E T:rJc 5: 0
while looking for secondary force player 0 OJ~ 0 0
Open at 5:00. attack the edge and be ready to
QO throw on 3 or 5 steps. 51

··8aY' vV ivI 'tou"


W M

0
0j0J0]7-
E T:S-: E...S
0
0
-.
0 0
0

34 84
0
I
"GOAL LINE PASS" I Pg.19

Cov: base ,
"Goalline"

~~~i~C
PST Unc: "pm'; to NILB or PSLB

Block -# 1 DL, pass. "PIN" from T to .\1l.B or


PSG psLB

. C
BS A gap to LB, poss. "LOCK, SORT, or ~/
OUT" 62GL

B gap to LB, poss. "LOCK, SORT, or O,(JT' C 1VI F /1


"Goalline" I
aSG . C
~W ~~./ .. ~
C gap extended, poss. "LOCK, SORT, or 00-98 c P. ·. . ·
BST OUT." --.,j /..... "PIN"

"DOWN"
FS: Inside release, flag 110
H BS: Slow "'POST" -I- coune \-IDMEOL LOS;.
arrow
1---------------..;;..;,--
FS: Inside release, flag
y BS: Slow "POST" ;VIDM EOL LOS, :lrro\V
....

Run through man over


1 Shoot at back hash pylon
55
Flat (Har) - must cross face of comain rusher
FB .. "Flatter than the flattest"

Aggressive slide pro - check inside-out


T8 Possible "PIN" call; mental "alert" outside Note: This alay can be run strong or weak.
pressure quick
Flash Boomer Power fake five quick, set
QB behind guard. FB Hot.
-!.'.~
;, -
.. ~...
~""",••_,.,_ _ _,.",,,,",~~.........-.Z!'1li.~:

i,:.

~/

,,-,..~~~

r- .-. --.
/1( ':
'1 ... -.
(~,\ TD
1 1~
/\ 1L I
....
/ ......".
'- \ !
-__
j
i .....,1 \ ~
PASSING GAME
QUTCKGAME PLAY ACTION
SMO KE ··-··-·······---···-··----···----..---..·1 - 4 PLAY PASS .--..-.--..- ...- -........- . - - 20 - 22
1. 11, Big 11 20. Cobb, Pig, Dagger Dig, 787
2. 21. Look, Look 1/2 21. Dbl Post, Poker, F-Seam, Prong
3. 99, 19 Mouse, 1 Run 22. Press, 989, TI1rowback, Flood (Y)
4. Sluggo, Red Smash, Red Comer, Stick SLIDE PASS ..-.--..-...--,-.- - - - 23
23. Slide Pass, Loop

DROP BACK DIVE PASS ..-.-.-.---.-------- 24


SLIDE ...- ...--....--....------..-....- .....- 5 - 6 24. Flood, Grid, Press, Dig, Goner, Prong
5. Streak (Y, Z, H, Hate) ZONE BOOT ··--·-··-..-··----25 - 26
6. Smash, Curl Y Go, 5 Llyer 25. Zone Boot, Ute, Grid, Flood, Prong (2)
SLA1\1 .....--............- ...----..- - -..- ...- ...- 7 - 8 26. Cobb, H Grid, H Wheel. erR Boot
" .. .
7. Curl, 01Oice, Texas, Sting NAKED ..---....- ............--....-.-...--....-----. 27
3. Dagger 27. Naked, Naked SliJe
MAX ..............- ..........-.-....- ....- .....- ....-.-.-.-- 9 STRETCH PASS .................................-.....--..- 28
9. 33, 38, 48 Flare, ii, 38, X-Over 28. X Over, Dbl 7, Press, Dbl Go
BASE ............-................- ..- ..- .....-..-----..- ......-.-...·10 -11 ISO PASS ..--..............- ..........- ....-.-..- ..- -.. 29
10.383, 787, Flood, 848, 989, "*84 29. [so Pass
11. 585,648,408, Dagger GOALLINE PASS ·· ..····....·....·..·......·..-....·..--·..·-30
HOT ····..··..··-......·..··..........--..-..·..-..--·-....·-·....·.......... 12 - 13 30. Cross, Goalline Pass, Keep Pass
12. Choice, Sting, Floss, Follow
13. Pump Run SCREEN S ...........-.-.........-.-............- ........--...--..-..-......- 31

MOVEMENT·
RIPjLIZ ···..-....-··..··-....·..·--..···-..-·--··--~·--·13 -16
14. Out (& Go), Smash, Throwback
15. Float!, Press, Over, Cobb, Griu
16. Bronco (Stop), Y Delay
17. Layer 3, Smash 3, H Grid, H \VheeL Dig 9, Flood 9
DASH ··-·-·-··-·..·-·..·......-....·..-..-..·---·-·-..-·-..·17
18. Cobb (Switch), Go Switch, Stutter
RO LL ····............·_....·-..........·............·.._ · - - -....-·18
19. Rub, Loop, Arrow
SMOKE-Hitches BRONCO FOOTBALL
tl A

r
Save the Save the Cannot ~er ,
box box ~ our of your tube ,
A

r o0y.
6
6 5vds
I-"
l
Hitch
m
3
I '1
Hitch Hitch
Hitch
m I
Hitch

Flop it I 3
Y Spot
61
Hitch
m
m

Trio nSmoke n11 [Falcon) Double nSmoke n11 [Falcon]


Progression: OursideJIn vs Soft C COMivIENTS: Fun field read. Progression: Outside/In vs Soft C. COMMENTS: Full field rcad.
Inside/Out vs Cloud - away from Find ·softest coverage. [f e:qually InSIde/Out vs Cloud - away from Find softest coverage. [f equally
rotation. . soft, think shortest throw. KYP rorarion. soft. think· shorrest throw. KYP

r 6 :

;' I
l I' \
6 5 yds

1
Hitch ..
l' o 0 Spot
61
o
m Hitch Hitch Hitch
m
~
m
m

Triple rt Smoke rt 11 [Jets] Deuc3 rt Smoke rt 11 [Fins]


Progression: Outside/In vs Soft C COMMENTS: Full tield read. Progression: Outside/In vs Soft C COMMENTS: Full field read.
Inside/Out vs Cloud - away tram . Find softest coverage:. If equally InslddOut vs Cloud· away tram Find softest coverage. Ifequally
rotation. soft, think shorrest throw. KYP romrion. soft, think shorrest throw. KYP

t
ri
ls

Deep
5 8
,:

i 1
Deep
Hitch
~.
Flop it
Deep
Hitch
I plop jt
I Flop it I
.
HimtCh

Hitch
m m

Double rt Smoke n BIG 11 [FalcDo) AC3 n Smoke rt 11 Uets]


Progression: Outside/In vs SOlt C
COMMENTS:. We \Vii! cail Progression: Outside/In vs Soft C COMMENTS: Full lidd read.
Inside/Out vs Cloud - away tram Big II vs. comers that read InsldeiOut \"S Cloud - away from Find sone::;t coverage. [f equally
rot:n:iol1. 3 step or as a change up. raGman. sotI, lhink shorre::;t throw. KYP
L-____________~--~~__--------------~------------------~------------------~ 1
SMOKE-Slants BRONCO FOOTBALL

,,( 5 vds
2x
2-,
I step
0000 ~ ~'~X
Slant
m
'6-
Flat Slant
c5
Sian!
In
Flat
"

3 ~~" Slant
m In

Trio n Smoke rt 22 [Falcon] Double nSmoke n22 [FalcDn]


Pro gression: COMMENTS: Full tie!d . Flat Progression: SlanrJFlar or Arrow COMMENTS: Full field. Flat
I. x, y defender read. Be aware of the defender read. Be aware of the
2. Z. H. Y ILB when throwing slant. ILB when throwing slant.

I PossIble diamond I Save the box I


I rekase press 'IS

lncp .

t~'~~~' t
2x 2x
:?x

Slant
m
Slant
m Slant Look ~P" 3 Slam
In I Flop i! I m

Deucg nSmoke n22 lFins] Double rt Smoke n Look 1(Falcao]


Progression: Slant/Arrow COMMENTS: Full tie1d. Flat Progression: COMMENTS: Shell read.
defender read. Be aware of the Vs2 shell=look side. Locate softest look. Be aware
ILB when throwing slam. Vs 3 shell = I side InsiddOut of MLB & work away.

""P~
I step

t"~
toc)""o' ~
:?x :?x 2x
].xr

Slant
Look ~~W Slant
~
Sian!
3 Slam ~
~
m m Flop It 3 In
In

Ace n Smoke n look Uets] Double n Smoke n look 2 {Falcon]


Progression: Iaside/Out COMMENTS: Full Fidd. Progression: COMtvIENTS: Shell reud.
locate the softest look. Vs]. sheil=!ook side.
Vs 3 shell = ]. side Insidt:iOlIt
~--------------~--~~~--------------~------------------~------------------~ 2
SMOKE-Fades BRONCO FOOTBALL

Fade
. ,,(
l "oop 0 °
1 Fade
Flat Flat
m Flat Fade m 3 m
m

Double rt Smoke rt 99 [Falcao] lea n Smoke rt 99 Dets]


Progression: XlH. ZIY COMMENTS: Full Held. Progression: XlH, ZIY COMMENTS: Full tidd.
Softest coverage or KYP. Softest coverage or KYP.

i :5 vds
Run· push to
:5 yds, break &
Slightly gain
!!round

Hitch
P9
J o~~'" ~g~, ~:
Hitch
m
m

Can also call "2" Run


Triple rt Smoke rt 19 Mouse {Jets] Triple rt Smoke n1Run [Jets]
Progression: H/Y, X. Can take Z vs COMMENTS: Flat defender Progression: COMMENTS: Work wk vs
Press read. Take X if singko. I. X, Y single safety. Work strong vs 2
2. Y,H,Z shell. Flat defender read.

3
SMOKE-Specials BRONCO FOOTBALL

Sluggo
(Hitch &Go
Sl~o r
'H' h & G0 Pivot
(ICC
vs Bump)
Hitch

vs Bump)

Double n Smoke rt Sluggo [Falcoo) Double rt Smoke rt Sluggo 1Ualcoo)


Progression: XlH, ZJY COMMENTS: Shot play. Progression: X/H, ZJY COMMENTS: Shot play.
Don't forget throw behind if CB Don't forget throw behind ifCS
doesn't bite dm:sn 't bite

I RED ZONE -5 I Aim tor back tlag

J,;. ...•.

Fadel Pull up

I Expect
m

--
OOPQ'
3
YO OK Pump
OK Flag
0
Reduce split
1"
'iM~~:''''''
00 0
9°~
r l-~
H~ ~9
Pull-up
3 ~ Split4yd
outside hash
Align
outside
#'5
Trio nSmoke nRed Smash [Falcno] Trio rt Smoke n3 Stick [Falcno]
Progression: CO~ltv[ENTS: IfCS is press Progression: X vs Single COMMENTS: Flat defender
1. H. Y.Z on Z, think H. Work weak vs H/Y . read vs. 2 Shell.
2. X, throwaway Single saftey . Work strong vs 2 Work X vs.loaded coverage
5hell.

I RED ZONE +5 I Aim tor


back tlag

'es
2:<

Fadel Pull up
m ShonComer

I c."<pec[
Pull-up
I
Trio rt Smoke nRed Curner [Falcno]
Progression: COMMENTS: Don't target
. \. Z pull-up vs. Bump (single
2. H sukey). Alert to TE vs. 2 Shell.
3 n,rn\v ;I\vav
SLIDE ROUTES BRONCO FOOTBALL
MOF Opt:n

:,..........~

. I
Y is bender

Read Streaks - make decisi' I


between 10-12 yards - if
i ' ..1
~: ~1~Opt:n

R~ad Streaks - mak~eclSIQn


between 10-12 vards -~.
........... .

in doubt, go ven:ical. C" in doubt. go vent cal. \

\
008~0~
.

Read Read
Streak Read QI H:J.S 11 Read Streak Read
m Streak 5 Step [ Streak m 5 Step Streak Streak
SA m
Slide pro. :vId Ck Down m Slide pro. ;vld Ck Down

Double nSlide nStreak [falcDo] Trio nSlide nStreak [Falc:ml


Progression: COy 3: Wide h:J.Shlshon COMMENTS: If man over H backs Progression: COY 3: Wide h:J.Sh/short COivIMENTS: lfman over H backs
hashlRB; COy 01114: Wide uP. you have singh: on oucside hashiRB; COY OIlI4: Wide streaks/RB up, you have single on oucside
streakslRB or short meakJRB if receiver. Simple progression: read or short streakJRB if singled: COy 2: receiver. Simple progression: read
simded: COy 2: Y/Zff FS. streaks. RB Y/X/T FS. streaks. RB

0p
\, M'r "
Read Streaks - make d~t:ision '
between 10-12 yards - if '\ ..
R.ead Streaks - make ~CISIOI\
.
in doubt, go vertical. between 10-12 yards - i . ~
in doubt. go vertical. \

r· ...·. . . . ·------ ......... \., ,

00000 ~
\
00000 0
Read
Streak
o Q/Under
Read
Streak
o Cr:J.S11
Read
Read Read ~ Q/Under
m Streak
SA
5 Step

Double rt Slide rt Streak Y IfalcDn]


Slide pro. swing
Stre:JK
m
m
SA
5S1ep

Trio rt Slide rt Streak H{Falcan]


° Slide pro, swing
Streak
m

Progression: S.:e FS: COMMENTS: See press/mismatch Progression: See FS: COlvH'vIENTS: IfH is on the move,
Streak/Under/Back on streaks. Indicate SA by poiming. StreaklUOlkriBack he is tile Q. If static, Y is the Q.
Think H/UnderiRB vs any torm of Think H/Under/RB YS any torm of
clolld cover:u!e. cloud covernge.

MOFOpen MOF Open

i ...........
Y is bender

Read Streaks - make deCisl'T


between 10-12 yards - if
Y is bender

/\

in doubt, go vertical.
~"""""'-"-------l

Read
r--- 000000
o Hash SA/Read
Stre:!k
008°0
Streak Read Zip O/Under Reud
5S1ep m 5 Step Streak
m Streak Under
m
SA Slid.: pro. swing Slide pro. Swing

Double nZip Slide rt Streak Z· (Falcao] Triple rt Slide Ht Streak Hate {Triple]
Progression: Sec FS: COi'vIi'vIENTS: IfZ is 0n the Progn:ssion: Cover 2: Start with COMl\IENTS: MOF open - start
move.!. he is the I). If it is static. Y Y/s~t: Sari!!I<.!s. 011/-'1: Z/Yff or Wilh Y and read sarelY leverage
Streak/Under/Back
is the Q. TIl ink l-fiCild~rJRB vs XiYiT. down to outlet (T or H)
'lnv torm nrclolld coven!.!\!.
s
SliDE BOUTES BRONCO FOOTBALL
Sct Angles high:
.. ,
RED ZONE
may stop versus Set-Angles high:
Comer over the top; may stop versus
hitches push inside Comer over the top:
versus man. hitches push inside

r
Smash Smash Smash
SNFlag 00 80 SA/Flag
Io Smash
m m m
5 Step / m

Slide pro, Ck Down

lea rt Slide rt Double Smash (Falcao] ACg rt Slide rt Double Smash H-Read [FalcD ]
Progression: XlH, Tor z/Y, T COMMENTS: Best look: side. Full Progression: XlH, T or ZlY. T COMMENTS: Best look side. Full
field - takes two to sighrJtwo to Q. tield - takes two to sighrJtwo to Q.
Tailback: is outlet when reading Tailback: is outlet when reading
either side. either side .
• ...
12 Speed 12 Speed
Cut 12 Cut 12

10 / 10

Q Streak
I Q,S<"'"

,JOOOO
. (\
• Flat. HOT
3 3 L..._......__ I;:;I_......_.
n n
SA fiSlep Drop SA 5 SICP DrOll .' 4

Slide Pro, Replace Slide Pro, Replace

Near rt Slide rt Cilrl YGo £Bronca] DeUC3 HI Hoof Sli e rt Curl YGil {fins]
Progression: ZlF, T or Backside COMMENTS: Progression: Z/H, T or Backside COMMENTS:
Triangle/Backside. . TriangldBackside.

.
12yr
~ ~:(
I
Sit
• In 5SIep
5
m
SA
m CkSpot

Trio U Slioe Ht 5 laver [Falcao]


Progression: COMMENTS:
. I. X. T. Y Work X vs singk safety .
2. Z.H. Y Work: Strong side vs ]. Shell
6
·0_.•

Slam BRONCO FOOTBALL

12-13
....

! 1
~OO~ J
Q/Pivot

~
HOT HOT
00000
0
°
X CkFlat
Z Z
ma.x H-5 yd split
T r X r
9 Flat 5 step drop. F
Flat Curl ma.x Curl
5step drop. Flat
9
Double rt Slam HI 9-Curl [Falcnn] Deuce HI Strong Slam HI 9 Curl [Fins]
Progression: TIX. ZlFIY COMMENTS: Strong side Progression: HIX, ZJFIY COMMENTS: Best Look
triangle. Best look

I ...
Must I
Must
Outside
8-10 Outside
Release
I
I
I • 1.

~r
1
Release

~ °°8°°
Hot

X
max
9
"li-5 yd split
Flat
5 step drop
Q~lOice
T
Flat
max
9
Z x1
ma.x
9
Flat
• OOOOr
Go
SA
°I .
5 step drop.
Q/O ice


Hotl Flat

Double HI Slam Ht 9-Choica [FalcDo] Double n Slot Slam Ht 9 Choic3


Progression: COMMENTS: Strongside Progression: COMMENTS: Read frontside
I. Y. T vertical. S~e in front of angle to L Y. T LB.
2. H,X backside hitch. 2. H.X

~
~.-...•....
...
Must
Outside
Release

~.

~
Q

00800 15°°8°°
ma.x
9 5 Quicltdrop •
Angle
z
max
5 ° 0.4,
Spot

5 step drop. W_-----Jf"-"
HOT

Double HI Slam HI Texas [FalcDo] Double It Slam Ht StiOg (FalcDo]


Progn.-ssion: COMMENTS: Read frontside Progression: COMMENTS: Read high to low
Y,T.Z LB ..-\krt to H I. H
2. X
L-__________~----~----------------~3.~T----------------~--------------~ 7
Siam BRONCO FOOTBALL

1)000;0
o
Bang 8
y
Ck4, 0 In
T
Flat
5n step droJ
Double It Slam Ht Dagger (Falcon]
Progression: COMMENTS: Cover 311 (clean Progression: COMMENTS:
1. X, H. Y look) think Bang 8. If2 shell.
2. Z,H. Y think Dagger. 2 man think Yrr.

..

8
Max - All from BRONCO BRONCO FOOTBALL

j
5

j
5 5

000 000
BangS Ck Spot 3 Ck Spot o
Bang 8
n Bang8 n
n n
Ck Spot Ck chi< Down Ck SpOt Ck chk Down

Weak rt Max It 88 [Bronco) Weak nMax It 38 [BroncD]


Progression: COMMENTS: Full field read Progression: COMMENTS: Weak side read
I.X.T,F Find softest look. 1. X. T. F Akrt thinking to Post
2 Z. Y, F 2. Z, Y, F

5
3·5

4
3 n s
, n
"" n
Ck Flat Ck Replace
n
Ck Spot Ck chk Down
Weak n Max It 33 [Bronco] Weak rt Max It 48 Flare [Bronc:)]
Progression: COMMENTS: Full tidd read. Progression: COMMENTS: Weakside read
I. X, T, F Find softest look/shortest throw. 1. X. T, F Alert to Bang 8.
2 Z. Y. F 2. Z. Y, F

• I

5 5 5 5 5

7
n .
00/
1+
Ck Spot
i
Over
n
00/ CkSpot
Dt:t:p8
n n

Weak n Max 11 77 [Bronco] Weak nMax Lt X-Qver(Broncu]


Progression: COMMENTS: Full tield r;!:lo. Progression: COMMENTS: Eyes to Post. [f
1. X. T. F Find softest 11lOk}short<!st throw. I. Z. X. F F/S Joesn't move to Post. throw
2. Z. Y. F it.
~--~------~----~----------------~----------------~----------------~ 9
BASE -All from BRONCO/COWBOY BRONCO FOOTBALL
Set Angle High

t
10
10
10

3
3~00800 008°~\{r
d~'
3

6
7
n
5nstep6
CkSpot CkSpot Ck Flat Ck Flat
Split nBase n383 Spot [Bronco] Split nBase n181 Flat [Bronco]
Progression: Outside/DownlMiddle COMMENTS: Think weak or Progression: Outside/down/middle COMMENTS: Think weak or
or Middle/Down Outside soft COy vs I safety. or middlt:/downloutside soft COy vs I safety.
Think strong vs 2 shell Think strong vs 2 !ihell

EXliggernte Stick Mus[cross


crass ~
:V\US[
16-18 CB Face CB Face

1
.:Ix .j.x

.'
6
•7
Take I
. r 8

n'----6
0°8 °+ 00

~
SA 8
5+ n
Ck Flat 5n Step
CkSwing CkSwing

Split nBase nFlood Fiat [Cuwbov] Split nBase n848 SWing [Bronco]
Progression: Z. Y, F, Backside COMMENTS: Flood read
Progression: Outside/down/middle COMMENTS: Think weak or
or middle/down/outside soft COy vs I safety.
Think strom! vs 2 shell

9
6 oogoqlid
n

Ck Under
5+
9
n
11

Ck Flat
6 65+
Ck Flat
n

Split n Base rt 989 Under (Bronco] Split Base n484 Flat (BroncD]
Progression: Outside/Down/Middle COMMENTS: Progression: InsideiOutside COMMENTS: Think we:lk or
or middle/down/outside Shot Pl::J.y. Give WR's a !:hance soitcov vs I satety.
to ~ak¢ a play. Think strong vs :2 shell
L-----------------~~----------------~-----------------J------------------~LO
.\,'
BASE · All from BRONC9/C8WBOY roup BRONCO FOOTBALL
16

-I-6.'t

5 6
m
o
n 5 r----0t:~8
n
Ck Replace
lSlep 0Ck Swing
Split rt Base rt 585 Under {Bronco] Split rt Base n 648 Ring mroncol
Progression: COMMENTS: Progression: X ifsingle. ZJYfF. COMMENTS: Vs. Cover 4-
l. X,T Work weak vs single safety. vs 1 Safety=XJReplace work strongside read. Vs. all
2. Z, Y,F Work strong ys:2 Shell. vs 2 Safeties= ZlY/F othe~ - ,york 6 to replace route.

16-18
/2-13

10-12

X Curl
Bang 8 -- Dig Bang 8

517 step drop 5 step

Split n Base rt Dagger [Cnwboyl Split n Base Ht 408 Flat [Bmnco]


Progression: COMivIENTS: Cover 311 (clean Progression: COMMENTS:
I. X. Y, T look) think Bang 3. If:2 shell. I. Z, F, Y vs Man Vs Man work strong.
2.Z, Y,T think Dagger. :2 man think YIT. 2. X, T, Y ys Zone Vs Zone work weak

11
Hot BRONCO FOOTBALL

~OOOO.
o
Qr
Ch ce
HOT
d 3
r
~o8°oc!" •
r~

~a..
3 Hat P9

~F
P9
Hot
Flat
Ck Spot Ck Spot

Near rt Hot HI Choice (Bronco] Trio rt Hot HI Choice rFalcon]


Progression: COMMENTS: Flat defender Progression: COrvUvlENTS: Flat defender
I. Y.F nad. Vs loaded covemge work I. Y. H nac!. Vs loaded cov<!mge work
2. X. T weak. 2. X, T . weak.

Look tor pick

r
Hitch
m
3
\00000
D 05step· ----_ .•
Q/Loop

••r-----~
HOT
CkSwing
Double n Hot Ht 81 Choic3 SWing [Falcno] far rt Hot Ht Sting ICuwboy)
Progression: COMMENTS: Fuil Held read. Progression: COMMENTS: Flood read.
I. Y, Z Work away from Mike Lber. I. Y, Z. T Work backside vs loaded
2. H.T 2. X,F covemge.

5 yds Sc:1l 4

~~
5yd split
Flat! Hot
---. In
3
~~o_~;~ep
U
Follow
1 Run
ma.'(split
Canuoll
Ck Spot

Change rt Hot Rt floss [CoWboy 1 Trio rt fk Hot HI Follow [Falcon)


Progression: CQiv[1vIENTS: Progression: COMt-.'IENTS:
. l. Y. H. X Reali High to low. YiHIZ Read from sidi! Lber.

~------------~--~~--------------~----------------~------------------j2
Hot BRONCO FOOTBALL
,

~
... ,
r
.1

~OOOO~l 1
3
o
~-
QI Pump

Q/Run 5
r

CkSpot

Hot Ht Pump RUD- Trio Ht - Falcon


Progression: COMMENTS: Play designed Progression: COMMENTS:
1. Y,H for 2 shell. Vs single safety
2. X, T work weak or StemiRun combo.

13
Alr/LIL" d X I BRONCO FOOTBALL
...
-...._.._...._
........ _-_._...
Work hash Convert
to ;i vs. Cloud
10-12 Poss. hook up
If Z is pressed. 10 Iy-
gJV(!
call
"YOU"
~ Vs Vs

1-
and run Press. man 6 zone

Post Read
00
Sp '0
Post Read OO~OS: Po
Smash
Flag
Line Out
Sprint Pro Align Work
r
Sprint Pro 5 -;. 2yds outside outside
hash #5 VS
. Trio n Rip Smash [FalcDn] zone

Progression: ProgresSlOn: CB Read COMMENTS: Alert thinking


COMMENTS: Alert thinking to
I. Z
l. Z to X ifno FfS. Be prepared for
X ifno F/S. 2. H
2. H Hook-up by H ifCB gets depth.
1 Y 3. X

18

\
Cross FS face
16 Pass. hook lip
[0
eyes
12
Vs V5

Cobb
00
o o Read
00
Flag
1~"
r Short SiGo 3/Go
8 .. Smash

Trio rt Rip Out &Go [FalcDo] far It Slot Hip Smash {BroncD]
Progression: COMMENTS: Shot play. Progression: COMMENTS:
l. Z Possible: throw behind ifCB I. Y Work Y vs 3 on 2 to slot.
2. H doesn't bitt:. Beware ofF/So 2. Z, X Work 2 WRs vs Man look.

Great Sdl GreatSdl


18 16
12 14 Demand the ball
16 w/your eyes.

6 6

Flag
00
Over
Flag 008 000
~ 7"
'6 U,d" Over
m m

~
No. Deuce Hip Throwbac~ [Fins] Trio rt Rip Throwbac~ (FalcDo]
Progression: HlZlX COMMENTS: Progression: HlZlX COMMENTS:
Work Under rOUlt! os :vIan or Work Under route os /vbn or
Pressure beater. Pressure bearer.
RIP/liZ .. 3 xl BRONCO FOOTBALL

Speed Cut

Over
000000 000000

V V
Post Read
r

1+
Flag Take 1
n Snng8ifPost I 5+
Press
Align
[>9
m
2yds
outside
Trio n Rip Flood (falcon] Trio nBip Press (Falcon] hash

Progression: XlHlZ COMMENTS: Like vs man


Progression: ZIHIX COMMENTS: Vertical
coverage. Possible Hook-up vs
zone w/outside leverage.

16-18 16-18

I Under L13's I 6 ~
I, Under LS's I
6 ~ ,

Over
000000 b Deep 8

Trio n Rip XOver IFalc:ml


K m
Deep 8

Trio nRip ZOver {Falcno]


1+
Over

Progression: Z/XJH COMMENTS; Read FiS. Progression: Xl'lJH COMMENTS; Read FiS.
Think crosser if you get Think crosser if you get
pressure. . pressure.

Work hash 18 Run to open area


to 1# IS
16

00
Post Read
r 5 Cobb
Shoot OO~0~P1C? 0
Cutback Stutter Take I
Align n n
Bang 8 if Post
2yds
outside Work
Sprint Pro hash 1# to

Trio n Rip Cobb (Falcnn] sideline


No. Deuce Rip Grid [Fins]
Progression: ZlH/X COMME~TS: Read outsideJ [n Progression: ZIXIH COMMENTS: Read backside
Alert thinking for X.
corner.

L-------------------------------~----------~----------------------------------------~~----------------------------------------~---------------------------------------------_15
RIP/liZ - 3 X1 BRONCO FOOTBALL

Work
Box # to
sideline

000000 000000
0 . . . .-.._. _. . -_. ___~mt Pro Deep 8
Sprint Pro
0·--·-----···-· - - -
Post Curl
n
Hard Post n
Align
1+ 2yds

o O hash
outside

Trio rt On Exit Rip BroncD [Falcon] Trio rt On Exit Hip Bronco Stop (Falcon]
Progression: X. Z COMMENTS: Read outside Progression: X, Z COMMENTS: Read outside in.
CB. Be aware of middle
defender if throwing Deep 8.

Neutralize
~I--_--.!(~Iet~ennder. th.:n go Reduce

000000-
0·····_··-.. . . . _. . . . . . ._.--..-.. -D
S~il1t Pro ..
•' ~crackcornt:r
~ Expect ball
after good take.

DeUC3 n XHip YDelav [fins]


Progression: Y, Z. X COMMENTS: IfY is not clean.
think crack comer.

16
RIP/LIZ .. 2X2 BRONCO FOOTBALL

12
I Speed Cut I Speed Cut
12
~
10 !O

r",g
Ii

Sic
In
00 0
97 , o
3
Smash
00
3
possible

~
n n
swirl
Work # Sprint Pro
to sideline
Double rt Rip laver 3 [falcon] Double n Rip Smash 3 [falcDn]
Progression: ZIHlX COMMENTS:
Progression: ZJHlX COMMENTS:
Single safety think Z. Single safety think Z.
2 Shell think Layer concept 2 Shell think Smash.

Sell tlat w/eyes

00 00
o o
Take
ro
Crack Comer

Deuce rt Hip HGrid [fins] Deuce rt Rip HWheel [Fins]


Progression: H. Z. X COMMENTS: Read like Grid. Progression: X, H. Z COMMENTS: We arre trying
. Throw to H if a winner. to throw Wheel. but alert to X
on Take.

16 vds
12

oo~ooo 000000

~
Go Take I

K
Dig
9 Flood 9
n 11

Double n Rip Dig 9 [Falcon] Double rt Rip flood 9 [faleDn)


Progression: ZlXiH COMMENTS: Shot or long Progression: Z/X/H COMMENTS: Shot type play.
yardage. Possible long yardage call.

~----------~----~----------------~----------------~----------------~~7
DASH BRONCO FOOTBALL
Work ;I's Work 4yds ,Vork ';'5
Work:4yds
to sideline outside to sideline
outside
hash
hash 16-18 yds
18. 13
15
16-18 yds I i5

00 o 00 00 D~Pro
o
~
Deep
Drng Cobb Deep Cobb
Stem m Drag Stem m

Far It Slot Dash rt Cobb [Broncn) Near rt Dash nCobb [Cowbov]


Progression: XJZJY COMMENTS: Think Z if flat Progression: XJZJY COMMENTS: Think Z if flat
coverage buzzes X. Anticipate coverage buzzes X. Anticipate
Cobb. Work outside-in. Cobb. Work outside-in.

Work #'5
to sideline Don't cross I Work: #'5
to sideline
16-18 yds theilash
13 ~ 15

16-18

point
at :5vds
000 OOashPro
o upt1eld

~
Deep Deep
Drag Drag Stem
Cobb
Cobb m
m X. make Z';
Dash drop
defende:r bubble:
over

Near n Dash rt ZGnbb [Broncn] Far It Slot Dash rt Cobb SWitch (Bronco]
Progression: ZJX COMMENTS: Progression: Z, X COMMENTS: Think Z if t1at
coverage buzzes X. Anticipate
Cobb. Work outside-in.

Work#'s
to sideline

16-13 15
Don't cross
the hash 10-12 yds Telegraph
Cobb
Brenk

Deep
00
Drag
Stutter Cobb 111

De:ep m
Out

Far It Slot Dash rt Stutter [Broncn] Far It Slot Dash nGo SWitch [Bronca]
Progression: XJZJY COMMENTS: Progression: Z. X. Y COMMENTS: Complement to
Work outside-in. Cobb Switch if C13' s arc sitting
on Cobbs.
~----------------~-----------------L----------------~----------------~8
ROll BRONCO FOOTBALL
.-

ooogo:;r'
R)Q
[--0
Obi It Weak X- Stack Roll rt Rub (Falcnn] Deuce It Wk Zoom Roll nRub (Fins]
Progression: COMMENTS: 3rd medium Progression: COMMENTS: 3rd medium
LX play. Attack to run. Be ready 1. Z play. Attack to run. Be rt:ady
2. Z 2. X to throw on 3rd step.
to throw on 3rd step.
3. Run 3. Run

G~t
(
RedUre
Pick
...
Illpr:\-'~
.._

OO;r.
o:o~.
0' ~plit
,-",'------0
Align Loop
0~<?_08?~
\ (5'
2"
Roll ~
Split on hash
ber.veen.
RDII bem'et:n on hash
OT&X OT&X

Dbllt Tandem Zip Holl rt Zloop [Falcnn] Trev It Slot Hoof Holl rt Zloop [falc:m]
Progression: COMMENTS:3rd medium play. Progression: COMMENTS: 3rd medium
1. H Attack to run. Be ready to l. H play. Attack to run. Be ready
2. Z throw on 3rd step. Alert X 2. Z to throw on 3rd step.
3. RunJ X 3. RunJ X

+5Plav +5 Plav

oo~ OOOOOO~
O--··-·-O-·-·----··--G-/{
,lo t
Roll S~ap
Speed Spt:ed \ 0 t
ROII~ i
Snap
it it

Str Deuca rt Fake Zing Roll n ZArrow {Fins] Weak So. DeUC3 Exit Roll nXArrow {Fins]
Progression: COMMENTS:Give theball to WR Progression: COMtvIENTS:GiVl! lht:b:lll to WR
l. Z on 3rd step. l. Z 0n 3rd step.
2. Run 2. Run
~3.~Th~r~o\~va~w~av~.____~__~~________- -______~3~.~Tl~lrn~w~~~v;~lV--------~,----------------~19
PlavPass BRONCO FOOTBALL
13

12-14 12-14


Deep 8
n
SA
Cobb
[n
r
SA
DeepS

N
Progression: Z, F, Y COMMENTS: :2 man game otf Progression: COMMENTS:
the tIat defender.

IS

Cobb SA

Bang 8
In
Dig

Ck Drag

Far It Play Pass rt XGnbb [Bronco] Plav Pass Dagger . Cnwboy


Progression: COMMENTS: :2 man game off Progression: COMMENTS: Cover 3/1 (clean
l. X, Y, T look) think Bang 8. 1f2 shell.
the nat defender.
2.Z.Y,T think Dagger. 2 man think YIT .

..-tt--_....;!~6 yds
Demand the
bail wi eyes
2x

7
n 7
Dig SA 11
r

Ck Down

far It Slot Plav Pass nDi IBronco] Near rt Plav Pass n781 [Bronco]
Progression: X. Y, zrr COMMENTS: Read weak t1at_ Progression: OutsiddDowniMiddh.: COMMENTS: MiddleiFuli
Alert to Z. or middk!down/outside Fidd

~----------------~~---------------L----------------~----------------~~O
PlavPass BRONCO FOOTBALL

6
Hard
Deep 8
m Hard
Corner
m
Post Post
7+ 7+
CkDown CkDown
HI Slot Plav Pass rt Double Post (Bronco] Ht Slot Plav Pass n Poker [Bronco]
Progression: COlvlNfENTS: Progression: COMMENTS:
LX Tryto put the ball on X.
LX Bt:: alert to Post vs Blitz
2. Z 2. Z
3. T 3. T

Z - catch should be made


13 yds deep.

Und~r FI at defender

Fla~
000 0
Sf' 8 0··_·_·_·_. ·
Cut Back
00

Take 1 .

SA
r

1+ d1 Ck Down
HI Slot Play Pass rt f-Seam -(Broncn) Hear n Zip Plav Pass it Prong [Bronco]
Progression: COMMENTS: Progression: X, Z, Y, TIF COMMENTS: Set:: FS after
1. FB
Shot Play. Work Smash if you fake. rfFS drops work lJ'{rr.
2. Flag
3. Smash Hitch lose FB to protection.

21
PlavPass BRONCO FOOTBALL

14
12

9
Bang 3 n 9
SA Deep SA
Press n
5+ ~x

I ronvert vs
Near rt Plav Pass .Press [Broncnr Cloud Hear n Plav Pass rt 989 [Bronco]
Progression: COMMENTS: Alen: IO X vs Progression: OutsideJCk Down COMMENTS: Middle/Full Field.
Z, Y,F loaded coverage. Give WRs a chance to make a
play. ,.l.,.len: TE vs Cov 2.

Be
patiem
16-18
12-14

Under - 6 YdS~ :

Comer
~ooo~~·o Take I

SA d . Over
r
Flag

Hear rt Plav Pass lhrowbac~ [BronCD] Far It Slot Plav ss nflood [Bronco]
Progression: X, Y, ZJT COMMENTS: Read weak tlat Progression: COivUvIENTS:

Step 0
Step on Toes.
10-12 Toes.
Set angle
Sc:t angle high.
high. 10-12

I
Over

Ch.:ck .;:4, Flat Take


nlr
Take
nir

Flag
SA

Near nPlav Pass Rt Slot Plav Pass n Flood [Bronco]


Progression: ZiYIDown COMi\·IENTS: Vt:rtical. Walsh Progression: XlZJY COMMENTS: flood read.
fake to Right. Boomer r'ak<! [0
Idt.

~----------------~----------------~------------------------------------~~
Slide Pass BRONCO FOOTBALL

10-12
lO-l'

Get the pick


Q
.. -.-.~

000 000 -_._._-_


7
..•
Q/L()op
& P-Flag
n

Lt Slide Pass HI UaXl 11 Tandem Zip Slide Pass nI Loop [Bronco]


Progression: COMMENTS: R.ead low to Progression: COMMENTS:
l. F high. Get the ist down. Alert l. F . Read low to high. Get the 1st
2. Y to Post. 2. Z down.

Far It Z-Stack Slide Pass at x loop [Broncn]


Progression:
COMMENTS:
l. F
2. X Read low (0 high.
3. Z

23
Dive Pass BRONCO FOOTBALL

12-14

o
Reduce Split!;

T:Jkc 1
Fl:!g - _ _ _~tuucrTakc

Double It ZDiVe Pass Right flood [Falcon] Double It ZDive Pass Right Grid [Falconl
ProgressIon: X. Z, T COMMENTS: Flood concept. Progression:
Read High to low. Don't forget l. Z COMMENTS: R.ead backside
REs as a Checkdowns. 2. X CB to start your progression.
3. Y

...
I

o
P9 Dig
m 5+ 9 m
Reduce: Splits

Hawk It TDive Pass Right Press [QI< Bronen] Hawk It TDive Pass Hight Dig [Qk Broncn]
Progression: COMMENTS: Progression: COMMENTS:
1. Z Alert think wirh X. l. Dig Alert to Z on 9 route
2. T 2. Swing

12-14

Deuc rt l{ Dive Pass Right Goner (fins] Hawk It TDive Pass Right Prong [Qk Bronco)
Progression: COMi"IE:.ITS: Shot Plo.y. Progr~ssion: COMMENTS: [[pressure. tind
1. H Don't forger Z as throw away. l. X your crosser.
2. Z 2. Z
.3. X
~~----------~--~~------------~------------~--------------~:4
BOOT ROUTES BRONCO FOOTBALL
Run to open area
10-12

.....-..-..
-. ....-...... ~
.-
10
.•........

Deep 8
Drag
00000 0
2 Step Turn. Rash Fake
Pin-arrow
P9
Deep 3
000000
Rock o
l
IOydSrop

Slocke gap

Deuce n Zone Boot Ht [fins] Deuce n Zone Boot Ht Ute (fins).


Progression: H, Y COMMENTS: Progression: X, H, Z COMMENTS:
Read low to high ffyou don't like H, Z witt be
open on sideline.

Run to open area

16

000006
Shoot
o
Cutback Stuaer Take 1 Flag Take 1
n . ·r

No. DeUC3 Zone Boot Ht Grid (Fins] Trio nZone Boot Ht flood [falcon]
Progression: Z, X, H, Y. COMMENTS: Read backside Progression: Take, Flag, Flat BS COMMENTS: Flood Read.
comer. Alert to Take 1.

0·---······- 0,,-,-- OOBOO


Take I
n
Under
F"':)X
BIOCkz~n:ap6---
Take I
n

It lip Zone Boot HI Prong [Bronco] It Zip Zone Boot Ht Prong Z[Cowboy]
Progression: COMMENTS: Flood Read. Progression: COMMENTS: Flood Read.
l. X X is A.lert thinking. 1. X X is A.krt thinking.
~z ~y
J. Y -; Z
~~----------~--~~----------------~-~.~--------------~----------------~Z5
BOOT ROUTES BRONCO FOOTBALL
;is to sideline #3 to sideline
Hnsh to;is 16 Hnsh to #s
18 18
n r 15 15 16 15

3 count G
reicnsc r ....

5 Cobb
Over ;X:IOW
0 I
00°800 post.Arrow?
2 step turn. /lash lake ;) Cebb
n
Fake Zone n
Block C gap

No. Deuce Zone Boot Ht Cobb [Fins] Trio nZone Boot Ht Cobb (Falcon]
Progression: X, z, Y, H CO~{MENTS: Progression: Z. H, Y, X. COMMENTS:
HorizonraVBackside. Outside/'In HorizontalJBackside. Outsideiln

Save the Box

Sell Flat w/eyes


-r::::...- .•....•.--...

008 000 0000003COUnt


o
2 step tum, flash la~eRock
Fake Zone
~
2step turn. flash lake
Fake Zone
Crack Comer

BlockC gnp SlockC gap

Deuce rt Zone Boot Ht Bock HGrid [fins] Deue nZone Boot Ht HWheel [Fins]
Progression: COMMENTS: Full tield read. Progression: COMMENTS: X is AIt:rt
1. H Grid thinking. Think H tirst. l.X thinking. Don't forget crack
2. Z 2.H comer as throwaway.
3. Z

10-12

Deep 8
T<1k~
m Flag In
fake Ctr
Block C gap SlockC gap
Token Fake Ctr
SlockC !!:1D
Near rt Slot Ctr Boot n [Bronco] -. Lt Slot elf Boot n flood [Bronco]
Progression: Flat. Fl:lg, as COMMENTS: Progression: flat. Flag, I3S
Read low to high

~--------------~~--~--------------~----------------~----------------~26
NAKED BRONCO FOOTBALL

Drag 12-14 Drag 12-14

8
m
OJ-;,::;: P9 8
odo
.\SICD Turn.
Cutoff-Arrow

P9
m

Far It 27 Haked [Bronco] Deucalt 27 Hake


Progression: Flatldrng/Post COMMENTS: Weak Flat Progression: Flat/Drag/Post COMMENTS: Weak Flat.
Need full extension by QB on Need full <!xtension by QB on
fake. fake.

10-12

Drng o 00 00 (jOCk
0··-·····-···--·----
P9
8 8 Crack Corner
m UleD Turn.

Fake Play.
Dbllt Hoof 21 Naked HSlide (Falcon) Deuce Ht X;.;n 21 Haked Detour [fins]
Progression: COM1vlENTS: Get some depth! Progression: D.:tour/Post COMMENTS: Shot Play.
l.H Read low to high.
2. Y
3. RUN

10-12
10-12

P9

8
Slid.: 4 SteD Turn.
m

Fake Play.
Ace It X49 Naked TSlide (Jets] Hear It 21 Naked FSlide [Bronco]
Progression: COMMENTS: Get Depth. Progression: COMMENTS: Get ut:pth.
l.T Read low to high l. F RC::lu low !O high.
2. Y 2. Y
~)_._RU~N~______________________________~'~.~R~IIN~,------------~------------------~7
STRETCH PASS RIGHT BRONCO FOOTBALL
Aiming poine 2~-26 on sideline
, ---~

16
::'x 2x

Ck Bench Ck Bt:nch

0000000
Set-up inside leg 01 Y. Set-up inside leg 01 Y. 0
Dcep 3 7 7
n n
Fake Stretch Fake Stretch
Block #4.
1+
Block #4, 0 1+
SpOl spot
Deuce n Stretch Pass Riuht XOVer [FIns] Deuca rt Stretch Pass Hight Dbl7 lFins]
Progression: Z, xrr. COMMENTS: Shot Pla.y. Progression: VX, T. COMMENTS: Work sottest CB
Eye to Safety. or KYP.

r
Save
Save the
IO-L! the
Box
Must cross Box
C8's Fact:
Ck Bc:nch '. Ck Bench

300
Set-up inside leg 01 Y.
o 'Press 9
Set-up inside leg DiY.
9
BangS
n n
Fake Stretch Fake Stretch
Block #4, 5+ Block #4, 0 5+

SpOl spot

Deuce n Stretch Pass Bight Press [Fins] DeUC3 n Stretch Pass Right Double Go [Fins
Progression: Z, T COMMENTS: A.kn to FiS Progression: Z/X, T. COMMENTS: Shot play.
leaving the :V1.0.F. Give WRs a chance.

28
Iso Pass BRONCO FOOTBALL

000000 '1 ~8
~ 50lRam 9/J-- [ 5 Qk.Aash ..

Near Right Iso Pass n [Bronco]


J';=e 21 Iso
~:;,'" ~ Near Trev RlgbtlSO:~;'~ aebral ...
Progression: X or Z COMMENTS: Softest Progression: X. H late COMMENTS: Best Look
coverage. shortest throw.

r
Sf
Ck~.~ 000013,-' o
5Qk. 9/0
J-';:e 22 [so
m
Convc::n: \"$
Bump
Near Right Iso Pass rt Uaxl
Progression: Z, H [ate COMMENTS: Best Look

L-------------~------------~--------------~------------~:9
GUAlllHE PASS BRONCO FOOTBALL
I Aim for far hash I
Aim at
Flag
6-8 hoot

Stay Flat
~

00
:; - 5 yds
. 00 0 ~81oCk ror4 counts

5 Wk Roll. f13ShQkC .'

Flat-HOT
o . e Pro. InsideJOut Slide Pro. Inside/Out

Near rt Slide Pass rt Cross (Jax Rt Goalline Pass It Giants


Progression: COMMENTS: Come out fast Progression: COMMENTS: Playside flat
1. F and check the FB. Think FlatiFlagiCrosserJBackside (hot. )
2. Y backside TE vs. Zone.
3. llH

Aim at
Flag

_---~.,... 3 - 5 yds

Near It Zin a 25 Keen Pass rt (lax)


Progression: COMMENTS: Remember [Q
1. H give "Go" call if you run.
2. Z
3. Y

30
SCREENS - variations BRONCO FOOTBALL
QUICK SC9EEN Bll DUAL SCHEEN, H/l
I Block CB I [)lock C8
-r-

T
N
2 Step
Block MOM
000000
T' .. n'''~
o
Dual
Route
Swing
o ~
Near Slot - Bronco RBquickstretchtake Double Right - Falcon
Progression: X, Throwaway COMMENTS: Flash stretch Progression: Read playside DE. TB
fake. Must throwaway behind to backside. Continue to get depth.
LOS. Back out on Dual Screen Left.

Plav Pass 989 Sallv/Sara Plav Pass Sallv/SaraiCrackl


BlockCB
-,.--
Block CB . Block CB
-r- . -r-
Crnck onside LB I

.' ~oo Blind

...q Crnck

Right - Bronco'" Right - Bronco


Progression: Fake play pass (9 step Progression: Fake play pass (9 step
drop) throw tlow screen to TB. drop) throw tlow screen to TB.
Throwaway behind LOS or chase Throwaway behind LOS or chase
screen screen

Wide Screen Ht 23 Zone f line rt

#1

~
#2

Stalk
000000:=; 000000
o T ~
T
0 Stalk
Stalk
3 Q?I
k
lstep and go.
Catch ball behind
~ jU Q_ Stalk
In

_ ~- Stay behind L.G.S.


• 0 LOS

Double - Falcons Far Slot - Bronco


Progression: Read playside DE. TB Progression: FBI run COivIMENTS: Run the ball if
COMMENTS: Don't let DE
to backside. Continue to get depth. (he end chases the FB.
bat the ball. Find a lane
Back out on Dual Screen Let!.
.~ ... -... ..
~

-
..
TABLE OF CONTENTS:

: ••;;?\
Sundav. Aug 12 : ~~:~-j:
Pg.l SLIDE SALL Y/SARAH

Mondav, Aug 13
Pg.2 QUICK SCREEN
F-IJ:Nt
o
Tuesdav. Aug 14
Pg.3 RIP SALLY (H)

Wednesday, Aug 15
PgA PLAY PASS SALLY/SARAH

Thursdav, Aug 16
Pg.5 BASE SCREEN

Fridav. Aug 17
Pg.6 WIDE SCREEN

Saturdav, Aug 18
REVIEW
SCRI1vfNL<\GE
s
Sundav, Aug 19
Pg.7 DUAL SCREEN

Tuesdav, Aug 21
Pg.8 FAST SCREEN
A.
"Slide RIL Sally/Sarah" Pg.l

Slide Pro - deep set and cut or run by most


"LoulJ
PST dangerous edge rusher

Slide Pro - 2 count, release flat block force


I PSG defender o
Slide Pro - 2 count, release flat block PS ILB
Ie 80
Slide Pro - 2 count, release flat and peel for
I BSG trash, then downfield

Slide Pro
BST

Slow crack first LB inside box


,X

• Y/H
PS- Slide Protection - to - free release Run
through SS, block middle third.BS- check #4.
0
r
~ Q.
E
..
......
.........
'
4. 40 "
"Odd"
~

Block deep zone o


Iz
30
FB Free release.
. "Bear"
Slide rules, flow screen route. Key OG
TB release. Get vertical ASAP.
o
Throw flow screen to TB. Throwaway
behind LOS or
chase screen. 70
"Rav"

o o
84
"Quick Screen RIL': Pg.2

Block onside gap to downfield


PST

Block onside gap to downfield


w
E
M
T
s
T E SS!
~
PSG . . . . . . . . . .fO
............................. __ ............ .

Block onside gap to downfield


c 80

BSG Block ansi de gap to downfield w


E T
M

T
s
E Si
~
BST Block ansi de gap to downfield ._. . . . . . . . . . . . . . . . . {O
...........................

Block middle zone. 40


X Run Qk Screen if Slot or N/S.
Possible "YOU' call.
w M s IIEven"
Block onside gap to downfield.
y Get DE's hands down.
o
Run Qk Screen.
Z Block MDM if Slot.
Possible "YOU" call.
PS: Block NIDM, possible "YOU" call vs
H press.
BS: Block middle third.

Stretch course to C gap. Be aggressive


SB o
Flash fake stretch opposite (3 step to throw
QB left, 4 step to throw right.) Get quick depth,
throw forward pass.

liRaV"
vV M w M

E T T E S / E S
o o
~ . . . . . . . . . . . . . . . . .u ••••••• •••
_. . . . . . . .9. . . . . . 10
34
"Rip Sally" (H) Pg.3

Sprint Pro ~ cut or run by most dangerous


PST edge rusher

PSG
Sprint Pro - 2 count, release flat for force o
defender o
Sprint Pro - 2 count, release flat for PS ILB
c
Splint Pro - 2 count, release flat and peel for
BSG trash, then downfield

o
Sprint Pro o
Slow crack 1st LB inside box

M "Odd"
"PIN" or "POST" call
,v
__________________________ ~o

IZ Block deep zone

30
Bang inside run through blitz if H screen. If
H RB screen, release (check) through #4 to flat
"Double"
If screen to TB, 1st LB outside, in to screen
T8 route. Get vertical ASAP. If screen to H,
release throm!h #4 to flat route. o
9 step sprint. Know where the edge of
I QO protection is. Screen to T or H.
52
"Rav"

o o
o
34
"Play Pass RIL Sally/Sarah" Pg.4

Slide Pro - deep set and cut or run by most


PST dangerous edge rusher 'tou"

Slide Pro - 2 count, release flat block force


PSG defender
o
Slide Pro - 2 count, release flat block PS ILB
C 80
Slide Pro - 2 count, release flat and peel fdr s ~ "Even"
BSG trash, then downfield j ss
bE
t
:
................
.......
.. '
......
~

BST
Slide Pro :
o
Slow crack first LB inside box
40
X
PS- Play Pass Protection - to - free release
VIR Run through SS, block middle third.BS-
check #4. 0
Block deep zone o
Z
30
Play Pass rules, to flat route. Possible "PIN"
FB call.
"Bear"
Play Pass rules, flow screen route. Key OG
TB release. Get vertical ASAP.
o
Fake play pass (9 step drop,) throw flow
QB screen to TE. Throwaway behind LOS or
chase screen. 10
URay' "Ray'

o o
84
Base 989 "Sally/Sarah'? Pg.5
Base Pro - deep set and cut or run by
PST

PSG
Base Pro - 2 count, release flat for force
defender
o

80
!lEven"

I~~ .---,...trJs
o
6
40

VOdd"
·····-:::·····················M............................... S

~$
.'.' 0
o
30

Check base rules, execute screen. Leave with


TO OG, get vertical ASAP. o
o
Five step drop - sell pass with eyes
downfield. Pause, get depth and throw "FIVE"
screen. 70

!~1
w

o
I.
34
o
~ o
o
84
Wide Screen RIL. Pg.6

Pass Flash, Run Track


PST ' "Lou n

Pass Flash, Run Track


PSG

c
Pass Flash. Run track, check BSLB
~---o 80

Pass Flash, Run Track


BSG

Pass Flash, Run Track


BST

Wide Screen path - stay tight to the OT's "----0 40


x block
"Odd"
C
. Post: "TIMtrOM" on front call
y

BS: Convoy
z PS: Block :MDM
~----o 30
Block:MDM
H

Swing Opposite the call.


TB

3 step. Hit receiver coming back to the ball.


QB
"Dual Screen R/L" Pg.7

Slide Pro - brush and go flat for force

~ss
PST defender .

Slide Pro - brush and go flat for hook


PSG defender q-------l o
Slide Pro - stop & Go, release flat for 1st BS
c ll...B 80

Slide Pro - stop & Go, release flat for 1st


cover down defender weak

Slide Pro - cut most dangerous edge rusher. o


BST

Onside - Crack 1st ll...B


Offside - block corner

ps: Outside release crack 1st ILB. Crack MLB vs 3 LB


look.
BS: block wide screen MOM based on #1 defender: Avoid
blitzer.•
Onside . block corner, vs half-field safety vs Cloud. Must
OS release.
Offside - wide screen route. If outside wr in a 3XI set block
comer.

k 2\
Onside - Crack 1st ILB
Offside - If #2, run wide screen route. lock wide
H
~DOUble"
screen MDM based on #1 defender. avoid Storm.
w

~ ~
Check steps, dual screen route (Hot.)
SB Get quick width.
q'--------I
No Q. Hot - TB. Five quick. Read playside
DE. TB, to backside. Continue to get depth.
Back out on Dual Screen Left. 52

"Rai'

o o

34 ~48
SCREENS -variations BRONCO FOOTBALL
QUICK SCREEN H/l DUAL SCREEN B/l
I Block CB
I
BlockCB
--

oo@ooo
T
0
Block MOM
T' .. nl"~ Dual
Route

Near Slot - Bronco RB quick stretch fake


o
Double Right - Falcon
Swing
Jf"

Progression: X. Throwaway COMMENTS: Flash stretch Progression: Read playside DE. TB


fake. Must throwaway behind to backside. Continue to get depth.
LOS. Back out on Dual Screen Left.

Plav Pass 989 Sallv/Sara Plav Pass Sallv/Sara (Crack]


BlockCB
-r-
BlockCB Block CB
-,-
-r-
Crnck onside LB I

. ~OO Blind
Crack
. . ..
oo @ooo'
<:J
'\it)

.... ..
Right - Bronco·· Right - Bronco
Progression: Fake play pass (9 step Progression: Fake play pass (9 step
drop) throw flow screen to TE. drop) throw flow screen to TB.
Throwaway behind LOS or chase Throwaway behind LOS or chase
screen screen

Wide Screen BI 23 Zone FUne n

#2 T
#1

OO®OO~6 OOO®VOO
.6T 6
~
Stalk
S~k
Stllk
3 Q?I
k
lstep and go.
Catch ball behind
o "
Stalk
FE- Stay behind L.O.S.
LOS
. , 0
Double - Falcons Far Slot - Bronco
Progression: Read playside DE. TB Progress ion: FBI run COMMENTS: RUllthe ball if
COMMENTS: Don't let DE
to b:lckside. Continue to get depth. the end chases the FB.
bat the ball. Find:l l:lne
Ba.:k out on Dual Screen Left.
SCREENS - variations BRONCO FOOTBALL
Stretch Screen It Stretch Screeplt
I BlackeB I

T
~I oo@ooo
3 S.,--.-..... ,... ~
Sire Icti······.~.
0
0 ~
,. . ;v6o@ooo
3 S teii··········Str.etJ:IJ. •...••. ~~•.~ ..•

Near - Bronco RB quick stretch fake Double Right - Falcon


Progression: X. 'Throwaway COMMENTS: Flash stretch Progression: X. Throwaway COMMENTS: Flash stretch
fake. Must throwaway behind fake. Must throwaway behind
LOS. LOS.
"Fast Screen RT". Pg.8

Slide Pr~ - Short set to get DE upfield


PST M ~1; "lou"

Slide Pro - 1 count, release flat block force


W E<;> \.:/ ~.."~ss~ c
PSG o
defender
r1 . ./"1 0 0
(
I
Slide Pro - 1 count, release flat block MLB I
I
C toBSLB 80
Slide Pro - 1 count, release downfield for
·"r SS!0U"
W M/ S .

E~ <t~g"-~
C
aSG BSLB to FS

~------------------------~o
Slide Pro
o o
BST I
I
I
I
40
X Backside Convoy

PS- Inside Release and block PSLB.


y

vs. 2 shell block Saf.


z vs. 3 shell block Corner.

Trio - Push to alley, block Corner


H Double - Block man on

Slide rules. Bang blitzer if he comes from


TB LOS. Let him go if he comes from depth.
Sit inside PST.
Fake' play pass (9 step drop,) throw flow
QB screen to TB. Throwaway behind LOS or
chase screen.
"Bob Screen R/L"
Block Playside Zone Rules and cut when pass.
PST .
w

PSG
Block Playside Zone Rules and cut when pass. o
Block Playside Zone Rules and cut when pass. 80
c
Block Playside Zone Rules and cut when pass.
BSG SS

BST
Block Playside Zone Rules and cut when pass. o
40
Onside outside: Block comer, possible cut.
Offside: Convoy

:m _ _ _ _"_ _ _ _ _ _ _ _... 0 "'--. ,...


Offside: Convoy
f --....;
w
~~~~o
M S "Even"
SS

Iz Onside outside: Block comer, possible cut.


Onside Inside: Drop step. crossover. Receive ball after 3rd
step.
~ 83Stack
Onside Inside: Drop step, crossover, and
receive ball after 3rd step.
M jjBear"

~~003.-6 (}-/1
I
Offside: Convoy_
I
Dual screen rules away from the screen.
TO (NO check steps.) o w
I
. QB 2 step drop. Throw to upfield shoulder - keep
I him on the run.
71
-------------------P--------~--------~
"Rall"
W M SS IIRav" ..,4

o E J?~ot-<f (}-/
34 84

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