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vs Man Under Zone Over MOFO

Q
S

Z H

Y X

$ C

C R
W

SS FS
vs Man Under Zone Over MOFC

Q
S

Z H

Y X

$ C

C
W

SS FS
R
vs Zone Quarters MOFO

Q
S

Z H

Y X

C
C
R

SS $ W FS
Receiver Tag Names and Alignments

15 YARDS SAM SAM 15 YARDS

ZEBRA HENERY

YELLOW X-RAY

The tailback (S) sets the formation. EMPTY R ( RIGHT ) S aligns right of the QB. EMPTY L
( LEFT ) S aligns left of the QB.

Z is always the furthers to the right off the LOS and is tagged ZEBRA. Y is on the LOS and splits the distance in-between Z and
The Center and is tagged YELLOW. H Is off the LOS and splits the distance in-between X and the Center and is tagged HENERY. X
is always the furthest to the left and on the LOS and is tagged X-RAY. The Quarterback is in shotgun from 3 to 5 yards deep
depending on the age group.

The distance that X and Z split out is dependent on the quarterbacks arm strength and the age group. The younger they are the
tighter the formation but never less than 5 yards, the older they are the wider the formation but never greater than 15 yards and
never further away than the bottom of the numbers on the field when considering hash placement. So for the older age groups the
horizontal splits of X and Z may vary. The quarterbacks arm strength is measured by our bench route to either X or Z. The is the
longest and most difficult throw to the perimeter. The horizontal splits for X and Z that allows accuracy while throwing Bench routes
needs to be dialed by setting up the receiver at 7 and throwing bench routes while moving the receiver out every couple of reps.
Once the quarterback begins to struggle then you have just exceeded your horizontal split. If your quarterback never struggles all the
way out to 15 yards, great ! The other positions play off that monument. As you will see later, when we run Bench routes to X and Z
they will bunch with H and Y so don’t let this confuse you. Set the monument without thinking they will be bunching. Then the bench
route is a much easier throw during the games.
Understanding the Play Calls – 10 Point Tree
SAM

0 ZEBRA HENERY

YELLOW X-RAY 0

1 2
10 point tree
2 1
3 4 0- Bubble Route ( Swing for SAM )
1- 2 step Arrow Route
5 2- 2 step Slant Route 4 3
3 – 5 yard Down and out Route
4 – 5 yard Down and In Route 5
5 – 7 yard Bench Route off Fade action
6
6- 7 yard to 9 yard Dig Route
7 7- 7 yard to 9 yard Post Corner Route
8- 7 yard Post Route 6
8
9 9 – Fade / Go / Seam Route 7
8
9
All play calls tag the receivers from left to right. SAM sets the formation RIGHT or LEFT. Shown is EMPTY RIGHT.

The receivers tree mirrors from one side of the formation to the other so one tree works for all 5 receivers. Odd routes go to the
perimeter of the formation and even routes go to the interior of the formation. The smaller the number the the shorter the route. The
larger the number the deeper the route. The monument for every route is the same for every receiver regardless of vertical
alignment. This allows for natural and legal rubs thru out the play calls.
Understanding the Play Calls – UP

SAM
0 ZEBRA HENERY

YELLOW X-RAY 0

1 2
10 point tree
2 1
3 4 0- Bubble Route ( Swing for SAM )
1- 2 step Arrow Route
5 2- 2 step Slant Route 4 3
3 – 5 yard Down and out Route
4 – 5 yard Down and In Route 5
5 – 7 yard Bench Route off Fade action
6
6- 7 yard to 9 yard Dig Route
7 7- 7 yard to 9 yard Post Corner Route
8- 7 yard Post Route 6
8
9 9 – Fade / Go / Seam Route 7
8
9
Play call 0 UP RIGHT

From left to right X-RAY runs a 0 Route because we are starting with 0. Then we are going UP left to right. So HENRY runs a 1route,
SAM runs a 2 route, YELLOW runs a 3 route and ZEBRA runs a 4 route. SAM is aligned on the RIGHT.

0 UP LEFT simply means SAM is still running a 2 route but now from the left side of the formation. This subtle difference in alignment
creates a completely new play since so many of the route mesh with one another. The simple teach is X run the play call 0 H runs the
play call plus 1, S the play call plus 2, Y the play call plus 3, Z the play call plus regardless of the formation.
Understanding the Play Calls – DOWN

SAM
0 ZEBRA HENERY

YELLOW X-RAY 0

1 2
10 point tree
2 1
3 4 0- Bubble Route ( Swing for SAM )
1- 2 step Arrow Route
5 2- 2 step Slant Route 4 3
3 – 5 yard Down and out Route
4 – 5 yard Down and In Route 5
5 – 7 yard Bench Route off Fade action
6
6- 7 yard to 9 yard Dig Route
7 7- 7 yard to 9 yard Post Corner Route
8- 7 yard Post Route 6
8
9 9 – Fade / Go / Seam Route 7
8
9
Play call 9 DOWN RIGHT

From left to right X-RAY runs a 9 Route because we are starting with 9. Then we are going DOWN left to right. So HENRY runs an 8
route, SAM runs a 7 route, YELLOW runs a 6 route and ZEBRA runs a 5 route. SAM is aligned on the RIGHT.

9 DOWN LEFT simply means SAM is still running a 7 route but now from the left side of the formation. This subtle difference in
alignment creates a completely new play since so many of the route mesh with one another. The simple teach is X run the play call 9 H
runs the play call minus 1, S the play call minus 2, Y the play call minus 3, Z the play call minus 4 regardless of the formation.
Understanding the Play Calls – Carryovers

SAM
0 ZEBRA HENERY

YELLOW X-RAY 0

1 2
10 point tree
2 1
3 4 0- Bubble Route ( Swing for SAM )
1- 2 step Arrow Route
5 2- 2 step Slant Route 4 3
3 – 5 yard Down and out Route
4 – 5 yard Down and In Route 5
5 – 7 yard Bench Route off Fade action
6
6- 7 yard to 9 yard Dig Route
7 7- 7 yard to 9 yard Post Corner Route
8- 7 yard Post Route 6
8
9 9 – Fade / Go / Seam Route 7
8
9
Play call 9 UP RIGHT This is advanced because we now carryover. Teams very familiar with the system can do this.

From left to right X-RAY runs a 9 Route because we are starting with 9. Then we are going UP left to right and have to carryover. So
HENERY runs an 0 route, SAM runs a 1 route, YELLOW runs a 2 route and ZEBRA runs a 3 route. SAM is aligned on the RIGHT.

9 UP LEFT simply means SAM is still running a 1 route but now from the left side of the formation. This subtle difference in alignment
creates a completely new play since so many of the route mesh with one another. The simple teach is X run the play call 9 H runs the
play call plus 1, S the play call plus 2, Y the play call plus 3, Z the play call plus 4 regardless of the formation.
Understanding the Play Calls – Odd Even Adjustment

SAM
ZEBRA HENERY

YELLOW X-RAY

EVEN

SAM

ZEBRA HENERY

YELLOW X-RAY

ODD

If you are calling any play call that starts with and even number then the alignment shown is proper. If you calling any play call that
begins with and odd number then X must bunch with H and Z must bunch with Y. Zero is even. This is so you don’t run X and Z to the
sideline and run them out of room since odd routes are perimeter routes. Mathematically if X is tagged odd or even then Z will be
running a route that is common, odd or even as long as you don’t use carryovers. This is one of the reasons carryovers is advanced.
All receivers have added thinking running carryovers but Z has even more to think about. We only do this when running a 7 or 10 point
tree.
Understanding the Play Calls – 10 Point Possibilities

SAM
0 ZEBRA HENERY

YELLOW X-RAY 0

1 2
10 point tree
2 1
3 4 0- Bubble Route ( Swing for SAM )
1- 2 step Arrow Route
5 2- 2 step Slant Route 4 3
3 – 5 yard Down and out Route
4 – 5 yard Down and In Route 5
5 – 7 yard Bench Route off Fade action
6
6- 7 yard to 9 yard Dig Route
7 7- 7 yard to 9 yard Post Corner Route
8- 7 yard Post Route 6
8
9 9 – Fade / Go / Seam Route 7
8
9
Running a 7 point tree you have multiple play calls out of two formations. If you do not use carryovers then there are 12 possible play
calls.
0 / 1 / 2 / 3 / 4 / 5 UP RIGHT and 9 / 8 / 7 / 6 / 5 / 4 DOWN RIGHT or 0 / 1 / 2 / 3 / 4 / 5 UP LEFT and 9 / 8 / 7 / 6 / 5 / 4 DOWN LEFT
So the number of possible routes run is

5 receivers multiplied 10 routes each = 50 possibilities multiplied by 24 different UP /DOWN calls = 1200 possible routes runs that you
can chose from. The beautiful part is the kids are not learning 1200 plays. They are learning a 10 point receivers tree.If you used
carryovers then multiply by the total number of possible routes run 1200 by 5 carryovers = 6000 possible routes run.
Understanding the Play Calls – Call the Right Play

SAM
ZEBRA HENERY

YELLOW X-RAY

So now you have up to 6000 possibilities and you may never use more than a half dozen in any given game. Why this system is so
flexible is you can create play calls that fit your team first and then pick play calls that attack 4 different coverage's. Cover 0, Cover
1, Cover 2 and Cover 3. If you don’t use carryovers then it is mathematically impossible to run a bubble route to H, S or Y. If you
don’t
use carryovers then it mathematically impossible to run a seam route to to H, S or Y. So if you like vertical routes or like bubbles this
is something to consider.

So I create a play call sheet that is visual with a postage sized picture of the play calls I want to run that fits my team. I pick 5 plays
for each each coverage for a total of 20-24 play call possibilities and we practice the heck out of those plays. On occasion I will drop
a few and add a few but we get really good at 20-24 plays. These plays will fit on the front and back of a letter sized piece of paper
without getting too small to see. I also arrange them by coverage and print that in yellow with my primary receiver possibilities
printed in red.
Understanding the Play Calls – Tagging the Primary

SAM
ZEBRA HENERY

YELLOW X-RAY

So finally how we call plays is via muddle huddle. Receivers muddle around the QB. I yell in a play call to the QB. The snap
count is on first sound which is HIT.Then quarterback calls the play and they line up in the proper formation RIGHT OR LEFT.
Then I read the defense and yell out the primary. The quarterback does not repeat this. He simply finds his primary and makes
sure he courts out to his route. We make sure he does not point while he does this. Then once he is ready he yells HIT and
throws to the primary in under 3 seconds.

To call the primary I simply yell out the tag name. We stress to all receivers that if they are not the primary they must run
excellent routes since so many routes mesh with one another.

As far as placing talent. Typically X is our TRUE minimum player. H and S are running back types that may or may not be able
to efficiently run routes and catch footballs although S is typically the best athlete on the field. It is rare that he cannot double
as a receiver but it has happened. Y and Z are the stud hands guys and why they are always paired together. We never
motion so that one route never takes over another route. We always run it straight up and get a really nice tempo going. For
SAM to toggle RIGHT OR LEFT is really quick and simple although I have been known to yell at a receiver or two who may
forget to auto bunch when tagged odd.
ZONE
0 UP L
5

X C Y
H Z
S Q

1 UP L
5

X C Y
H Z
S Q
MAN
2 UP L
5

X C Y
H Z
S Q

3 UP L
5

X C Y
H Z
S Q
MOFO 4 UP L
5

X C Y
H Z
S
Q

5 UP L
5

X C Y
H Z
S Q
ZONE
4 DOWN L
5

X C Y
H Z
S Q

5 DOWN L
5

X C Y
H Z
S Q
MOFC
6 DOWN L
5

X C Y
H Z
S
Q

7 DOWN L
5

X C Y
H Z
S Q
MATCHUPS
8 DOWN L
5

X C Y
H Z
S
Q

9 DOWN L
5

X C Y
H Z
S Q
ZONE 0 UP R
5

X C Y
H Z
S
Q

1 UP R
5

X C Y
H Z
S
Q
MAN
2 UP R
5

X C Y
H Z
S
Q

3 UP R
5

X C Y
H Z
Q S
MOFO 4 UP R
5

X C Y
H
Z
S
Q

5 UP R
5

X C Y
H Z
S
Q
ZONE 4 DOWN R
5

X C Y
H Z

Q S

5 DOWN R
5

X C Y
H Z
Q S
MOFC 6 DOWN R
5

X C Y
H Z
S
Q

7 DOWN R
5

X C Y
H Z
S
Q
MATCHUPS
8 DOWN R
5

X C Y
H Z
S
Q

9 DOWN R
5

X C Y
H Z
S
Q
BUBBLES
0 DN L
5

X C Y
H Z
S Q

9 UP R
5

X C Y
H Z
Q S
BUBBLES
6 UP L
5

X C Y
H Z
S Q

3 DN L
5

X C Y
H Z
S Q
SWINGS
8 UP R
5

X C Y
H Z
S
Q

2 DN L
5

X C Y
H Z
S Q
STACKS
0 UP L H 19
5

X C Y
H Z
S Q

1 UP L H 29
5

X C Y
H Z
S Q
STACKS
0 UP L X 09
5

X C Y
H Z
S Q

4 DN R Z 09
5

X C Y
H Z
S
Q

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