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  • 1. Offensive Playbook Lincoln Football 2010 1 2 3 Y H X Z T
  • 2. Passing Zones 40 50 40 30 20 10 20 30 40 50 40 Deep Zones may be collapsed without vertical stretching by routes. Deep as Hole Seam Seam Holethe Field Under Zones may be stretched by receiver action. 12 Flat Curl Hook Hook Curl Flat Yards ~9 yds Line of Scrimmage ~9 yds 10 53 1/3 Yard -- 160 ft 53 1/3 Yard 160 ft
  • 3. QB Pre-Snap ProcessThe Quarterback has a four step process to identify the defense on each play. This process should take seconds as the QB walks to the LOS. Step 1 Step 2 Step 3 Step 4 Number of Read the D.E.L. Check for Where’s Safeties Read the Uncovered Number 4? Coverage Call to D – Depth of Check for any Pressure the Backs & Corners receivers that have Beaters: been left uncovered Receivers: E – Eyes of Corners by the defense. 1. Sprint Pass “Trio-Trio” 2. Screen L – Leverage of “Green” “Deuce-Deuce” Corners 3. Quick Pass “Zero-Zero I/S Uncovered 4. Run for Man/Zone Indicators “Gold” O/S Uncovered
  • 4. Number of Safeties FS C CTrio Call – Three Shell Defense SS FSDeuce Call – Two Shell Defense C CZero Call – Expect Pressure C SS FS C
  • 5. Throwing Inside Uncovered R FH W M S C E N T $ CX LT LG RG RT Y Z J QB “Green-Green” I/S Uncovered T Any time we have an inside uncovered, the QB will make a “Green” call in the cadence, and one step the ball to the uncovered man.
  • 6. Throwing Outside Uncovered R F W M S C H E N T $ CX LT LG RG RT Y Z J QB “Gold-Gold” O/S Uncovered T Any time we have an outside uncovered, the QB will make a “Gold” call in the cadence, and one step the ball to the uncovered man.
  • 7. Progression Read System Is He Open? First Read Second Read Third Read On Time Hitch to #2 Hitch to #3 QB makes a decision If #1 is not open, push If #2 is not open, push on his primary read up in the pocket and up in the pocket and when his 5th step hits find the 2nd read. find the 3rd read. the ground. Make a decision. Make a decision. Is He Open? Is He Open? Is He Open? If #3 is covered, time to get out…Escape out the front of the pocket!!!
  • 8. Free Access Concept“Free Access” means that thereceiver will run the best quick Faderoute for the situation(Hitch/Slant/Bend/Fade) and Slantthe QB will be free to go to thatroute any time he is singlecovered. The route is a slant,unless communicated by theQB, or tagged in the play call. Hitch BendAnytime a WR is alone on thebackside of a three receiverroute (Call side in 64/65 C WRProtection), we will run a “FreeAccess” route.
  • 9. Safety Control ConceptAny time we call a double route to a formation with more than therequired receivers, the extra receiver will run “Safety Control.” Thismeans that he should run directly at the chest of the nearestdeep safety.Uno/Dos/Tres will be used if we need to tell a particular receiver tosafety control. Uno talks to the widest receiver, Dos to the secondreceiver, and Tres to the third receiver.. C C C C C C C C C Uno – Widest Dos – #2 Tres - #3 Safety Control Safety Control Safety Control
  • 10. Scramble Rules The Art of Running RoutesDeep – Stay Deep A.K.A. Sit in Zone, Run from Man A receiver who sits a route down and finds himself closely covered should KEEP MOVING. Short – Come A curl could end up becoming a dig. An option route could become a drag. Back to the QB A receiver who makes a cut and finds himself already in a hole in the zone should STOP MOVING. A dig could become a curl. Backs Swing If you’re open, stay open – If you’re not, get open!!
  • 11. O/S Receiver Route Tree - QuicksRoute Steps/TechniqueName Fade 3 Steps – Gather Cut ChairHitch on Outside Foot Slant Come back to the ball! 3 Steps – Speed Cut on Outside FootSlant Get eyes and hands Hitch around on the cut Bend 3 Steps – Roll cut toBend the outside on 3rd step 3+2 – Bend route,Chair two steps and wheel 3 Steps – Widen asFade you go deep!
  • 12. O/S Route Tree – Deep RoutesRoute Steps/TechniqueName Post 7 Step Inside Stem OutCurl Gather cut on Outside Foot Come back to the ball! Dig 6 Step – Gather cut on InsideOut Foot Come downhill to the ball. Curl 7 Step – Speed cut on Outside Seam ReadPost Foot – Get eyes & Hands around on cut 7+2 – Post route, Speed cut onDig 2nd step of post – Stay flat across the field Inside stem to hash, Decision atSeam 12 yards Hash presence – Broken ArrowRead No hash presence – Stay Vertical
  • 13. I/S Receiver – Route Tree Post Seam Flag Wheel Dig/ Seam Read Out Drag Curl Bubble Drive FlatRoute Route Steps/Technique Steps/TechniqueName Name Vertical stem to hash. Hash presence – Broken Arrow Flat 3 Steps - Roll cut to the outside on 3rd step Seam Read No hash presence – Stay Vertical 3+2 steps - Bend route & run fade 7 Steps - Speed cut on Outside FootWheel 5 yds from sideline Post Expect ball immediately on cut 7 Step Stem - Gather cut on Outside Foot 6 Steps - Speed cut on Inside Foot Curl Come back to the ball! Flag 45 deg angle to sideline Drop step 45 deg with outside foot 6 Steps - Gather cut on Inside FootBubble Snap eyes around & run parallel to the LOS for 4 steps Out Come downhill to the ball.Drive 4 yard Shallow Cross - Aim for toes of ILB’s Drag 8-10 yard Shallow Cross - Work to get behind LB’s
  • 14. Option Route Inside Receiver Outside Receiver Should be run between the Hook defender and the Curl defender in all 3 Shell coverages. Run against the Curl defender in all 2 Shell coverages Receiver must identify curl dropper on the fly. Great option routes are run with feel, not with speed
  • 15. Passing Game CoordinationQuick Game All thrown with three step drop footwork by the QB Should be executed with the precision of a long handoff All routes can be changed using QB/WR hand signal at the snap based on depth and alignment of the defense Quick routes can be run to a single, double, or trip receiver alignment
  • 16. Quick Passing Concepts Quick Passing Concepts OutsideRoute Name Inside Receiver Hand Signal Receiver Hitch Hitch Option Hand to headHitch & Go Hitch & Go Option Grab facemask Slant Slant Flat Hand to shoulder Sluggo Sluggo Flat Wipe shirt Bend Bend Option Hand to elbow Chair Chair Option Shaken open hand Fade Fade Flat Hand to hip Stop Stop Block Most Dangerous Two-handed push Change Option Wheel Read Scat Slant Slant Cat ears to helmet Underhand Stutter Stutter Flat punched fist
  • 17. 2 x 2 VariationsX Y H Y J Z X Z 11 – Right 81 Slant 12 – Right 80 Change T T X Y X YZ H Z F12 – Liz H Strong 81 21 – Right Minus Scat Max T T 80 Fade
  • 18. 3 x 1 Variations X Y Y H J Z X Z TE runs a Flag route11 – Right J Pro anytime he is “solo” on 81 Bend Tres the backside of a route. 12 – Rip 80 Chair Dos T T X Y X YZ H Z TE runs a Flag route F12 – Liz H Weak anytime he is “solo” on 21 – Right Plus 80 Sluggo Dos T the backside of a route. T 81 Slant Dos
  • 19. Quick Game Video
  • 20. Passing Game CoordinationVertical Concepts All of our vertical concepts are full field concepts, that is they tell every receiver on the field which route to run Vertical concepts can only be thrown from the pocket, using 6 man protection (60/61), because the back is need in the concept Each concept has a different read progression, which makes these routes the most difficult for young QBs Each route must have a “Tagged” receiver that allows for variation in the route
  • 21. Vertical GameThe Vertical Game is a HORIZONTAL stretch of the deep portion of the secondary using three or fourvertical routes. Each route requires an “on the fly” read to be successful against multiple coverage types.Like with the Bunch Package, understanding which route to run depends on the receiver’s horizontalalignment in the formation. These route concepts are “Full Field” concepts, which means that they canattack anywhere across the field. Each of these routes must be thrown from the pocket. They should bethrown with five step timing. We divide the vertical game in to “Four Vertical”, and “Three Vertical”packages for teaching purposes. Three Vertical Package Route Playside Playside #2/ Backside Hand Backside #2 Name Widest Backside #3 Widest Signal Fade Drive ( ) Spike Comeback (If PS #2) Spike Fade Fist to (Flip) (Free Access Drive Flip (Tagged Route) Comeback Helmet if needed) (If BS #3) ( ) Spear Flag Fade Spike (Tagged Fist to Drive (Only run (Flip) Route) Comeback Palm with PS #2)
  • 22. Passing Game Coordination Four Vertical Package Playside Playside Backside #2/ Backside Hand Route Name Widest #2 Playside #3 Widest Signal Seam Read Seam Fade Parallel ( ) Quad Fade Comeback Hands (Tagged Route) (Backside #2) Comeback Seam Read Nasty Fade( ) Quad Nasty Fade Comeback (Tagged Route) (Playside #3) Comeback Seam Read Seam Fade Crossed ( ) Switch (Tagged Route) Wheel (Backside #2) Comeback Hands Seam Read Nasty Fade( ) Switch Nasty (Tagged Route) Wheel Climb (Playside #3) Comeback Seam Read Seam Fade Climbing( ) Switch Climb Wheel Climb Ladder (Tagged Route) (Backside #2) Comeback Dig Seam Fade Spoon to ( ) Dig Seam Mouth (Tagged Route) (Backside #2) Comeback Dig Nasty Fade ( ) Dig Nasty (Tagged Route) Seam (Playside #3) Comeback
  • 23. Read Progressions in the Vertical Game Four Vertical Read Progressions Second Route Name First Read Third Read Fourth Read Read All 4 Vert PS Fade Routes BS Seam PS Seam TB Checkdown Comeback vs. 3 Shell All 4 Vert PS Seam PS Fade TB Routes (Broken None Comeback Checkdown vs. 2 Shell Arrow) Three Vertical Read Progressions Third Route Name First Read Second Read Read BS Fade ( ) Spike (Flip) Spike Drive Comeback BS Fade ( ) Spear (Flip) Spike Drive Comeback
  • 24. Quad Examples – 2 x 23 Quad – vs. 3 Shell Quad – vs. 2 Shell 2 2 1 1 4 3X Y X Y J Z J Z11 – Right 61 J 11 – Right 61 J Quad T T Quad 3 2 1 2 1 4 3K Z K Z J X J X10 – Rip 60 X 10 – Rip 60 X Quad T T Quad
  • 25. Quad Examples – 3 x 1 3 Quad Nasty – vs. 3 Shell Quad Nasty – vs. 2 Shell 2 2 1 1 4 3 Y X Y XZ J Z J11 – Left J Con 61 11 – Left J Con 61 J Quad Nasty J Quad Nasty T T 3 2 1 2 1 4 3K Z K Z J X J X10 – Rip J Strong 10 – Rip J Strong60 X Quad Nasty T T 60 X Quad Nasty
  • 26. Switch Examples – 2 x 23 Switch – vs. 3 Shell Switch – vs. 2 Shell 2 2 1 1 4 3X Y X Y J Z J Z11 – Right 61 X 11 – Right 61 X Switch T T Switch 3 2 1 2 1 4 3K Z K Z J X J X10 – Rip 60 Z 10 – Rip 60 Z Switch T T Switch
  • 27. Switch Nasty Examples – 3 x 1 3 Switch Nasty – vs. 3 Shell Switch Nasty – vs. 2 Shell 2 2 1 1 4 3 Y X Y XZ J Z J11 – Left J Con 61 11 – Left J Con 61 Z Switch Nasty Z Switch Nasty T T 3 2 1 2 1 4 3K Z K Z J X J X10 – Rip J Strong 10 – Rip J Strong 60 Z Switch 60 Z Switch Nasty T T Nasty
  • 28. Switch Climb Examples 2 x 23 Switch Climb – vs. 3 Shell Switch Climb – vs. 2 Shell 2 2 1 1 4 3X Y X Y J Z J Z11 – Right 61 X 11 – Right 61 X Switch Climb T T Switch Climb 3 2 1 2 1 4 3K Z K Z J X J X10 – Rip 60 Z 10 – Rip 60 ZSwitch Climb T T Switch Climb
  • 29. Dig Examples – 2 x 2 Dig – vs. 3 Shell Dig – vs. 2 Shell 2 1 1 3 2 4 3 X Y X Y J Z J Z 11 – Right 61 X 11 – Right 61 X Dig T T Dig 2 1 1 3 2 4 3K Z K Z J X J X10 – Rip 60 Z Dig 10 – Rip 60 Z Dig T T
  • 30. Passing Game Coordination Dig Nasty – vs. 3 Shell Dig Nasty – vs. 2 Shell 1 2 1 3 2 4 3 Y X Y XZ J Z J11 – Left J Con 11 – Left J Con61 Z Dig Nasty 61 Z Dig Nasty T T 2 1 1 3 2 4 3K Z K Z J X J X10 – Rip J Strong 10 – Rip J Strong 60 Z Dig Nasty T T 60 Z Dig Nasty
  • 31. Spike Examples – 2 x 2 Spike – vs. 3 Shell Spike – vs. 2 Shell 2 2 1 1F.A. F.A. 3 3X Y X Y J Z J Z 11 – Right 11 – Right 65 Y Spike T T 65 Y Spike2 2 1 1 F.A. F.A. 3 3K Z K Z J X J X 10 – Rip 64 J 10 – Rip 64 J Spike T T Spike
  • 32. Spike Examples – 3 x 1 2 Spike Flip – vs. 3 Shell 2 Spike Flip – vs. 2 Shell 1 1 F.A. F.A. 3 3 Y X Y XZ J Z J 11 – Left J Con 11 – Left J Con 64 Y Spike Flip 64 Y Spike Flip T T 2 1 2F.A. 1 F.A. 3 3K Z K Z J X J X10 – Rip J Strong 10 – Rip J Strong 65 J Spike Flip T T 65 J Spike Flip
  • 33. Spear Examples – 2 x 2 Spear – vs. 3 Shell Spear – vs. 2 Shell 2 2 1 1 3 3X Y X Y J Z J Z 11 – Right 11 – Right 65 Y Spear T T 65 Y Spear2 2 1 1 3 3K Z K Z J X J X 10 – Rip 64 J 10 – Rip 64 J Spear T No “Spear” from 3 x 1 sets T Spear
  • 34. Passing Game CoordinationCombination Concepts Combination routes are defined as “two route, used in combination, to attack one defender” Each combination route is designed to be best against a particular style of coverage, or defensive “shell” Combination routes are designed to be thrown to a 2 receiver side, but we will also throw them to a 3 receiver side using the “safety control” concept We will also pair combination routes in 2 x 2 formations (Choice – Smash, Bench – Under) We will throw combination routes with 5 step timing from the pocket, and also from our sprint out passing
  • 35. Combination RoutesQuarterbacks should use their progression concept to read a combination route –but they should also understand that each route concept is designed to attack onesingle defender. This understanding will allow them some freedom within thesystem. For example, we define the choice route progression as one – flat, two –curl, three – checkdown/option. Once the QB understands the route concept, hewill be able to read curl to flat essentially simultaneously. 2 3 1 X J Choice Choice Y Option T 3 2 1 Y J Z
  • 36. Reading Combination Routes Combination Routes Outside InsideRoute Name Receiver Receiver Best Vs. Hand Signal Choice Curl Flat 3 Shell Hand into a “C”Choice Wheel Curl Wheel 3 Shell Swinging circle Smash Hitch Flag 2 Shell Fist over fistSmash Whip Whip Flag 2 Shell Man Whipping motion Two hand “House” Pivot Bench Pivot 3 Shell Fingertips together Hand sliding over Bench Bench Corner 3 Shell other hand Corner Corner Bench 2 Shell Crossing waving hands Over Post Dig 3 Shell Hand over head Open hand sliding Under Dig Post 2 Shell palm up Shake Post Post 2 Shell Shaking dice Scissor Post Bench 2 Shell Two fingered scissor
  • 37. Reading Combination Routes Combination Read ProgressionsRoute Name First Read Second Read Third Read Tagged Route/Back Choice Flat Curl Option/CheckdownChoice Wheel Curl Wheel Option/Checkdown Smash Flag Hitch Option/CheckdownSmash Whip Flag Whip Option/Checkdown Pivot Bench Pivot Option/Checkdown Bench Flag Bench Option/Checkdown Corner Corner Bench Option/Checkdown Over Post Dig Flat/Checkdown Under Post Dig Flat/Checkdown Shake Post Post Flat/Checkdown Scissor Post Bench Option/Checkdown
  • 38. Reading Sprint RoutesWhen we move the pocket, the QB’s thoughtprocess changes slightly. He must understandthat the movement of the pocket has severalaffects on his thought process.1. He is well protected on the front side.2. He is poorly protected on the backside – Don’t stop moving!3. There are only two reads – QB run is the #3 option.4. The defense will move with him, and the field is smaller – No cross body throws!We will run Bench, Corner, Choice Wheel, andScissor almost exclusively from Sprintprotection. Only one route concept will be Moving the launch pointcalled on a sprint out combination to be run on helps protect the QBthe side that the QB is sprinting towards.
  • 39. 2 x 2 VariationsX Y H Y J Z X Z 11 – Right 60 12 – Right 60 Choice – Smash Bench – Corner T T X Y X YZ H Z F12 – Liz H Strong 61 21 – Right Minus 61 Pivot – Shake T T Choice – Smash Whip
  • 40. The single receiver 3 x 1 Variationsside is a free access route – just like a bunch route. TE runs a Flag route anytime he is “solo” on the backside of a route.X Y Y H J Z X Z11 – Right J Pro 65 12 – Rip 65 Shake J Flat Bench H Go T T X Y X YZ H Z F12 – Liz H Weak 64 21 – Right Plus 65 Smash Tres T T Under F Flat
  • 41. Passing Game CoordinationBunch PackageBunch routes require that the formation has three eligible receivers to one side of the formationBunch formations can be created using combinations of receivers, tight ends, and backsEach route must have a “Tagged” receiver that allows for variation in the routeBunch concepts require 6 man pocket protection (60/61)
  • 42. Bunch PackageBunch routes are three receiver combinations that have built in two, three, and man beater routes.Each route is best thrown against one type of coverage, but can be thrown against any.These routes are best thrown from the pocket, but can be thrown with sprint out action. Combination Routes Route Tagged Outside Inside Hand Signal Name Route Receiver Receiver ( ) Snag Option Flag Flat Hook a finger inside facemask ( ) Space Spot Option Flat Two open hands moving apart ( ) Cross Drag Dig Flat Touch shoulder to shoulder ( ) Follow Dig Drive Flat Two fingers moved sideways ( ) Pop Option Post Wheel Drinking motion Spot & Mesh are in the bunch package, but taught differently because they are usually run from 2 x 2 sets. They can both also be run from 3 x 1 sets. In each of these routes, the TB runs an immediate flat route (does not check the protection), and is the primary read. Route Tagged Playside Backside Remaining Hand Signal Name Receiver Receiver Receiver Receiver ( ) Spot Spot Option Option Post Point to open hand Interlocked fingers ( ) Mesh Drag Banana Post Drag/Wheel over head
  • 43. Reading Progressions in the Bunch Bunch Package Progressions Route First Second Third Name Read Read Read ( ) Snag Flag Flat Option ( ) Space Spot Option Flat ( ) Cross Drag Dig Flat( ) Follow Drive Dig Flat ( ) Pop Post Wheel Option ( ) Spot TB Flat Option Spot ( ) Mesh TB Flat Banana Drag
  • 44. Snag Variations 1 1F.A. 3 3 2 2X Y Y H J Z X Z 11 – Right J Pro 65 Z Snag 12 – Rip 65 Z Snag T T 1 1 F.A. 3 3 2 2 X Y X YZ H Z F 12 – Liz H Weak 21 – Right Plus 64 Z Snag T T 65 Z Snag
  • 45. Space Variations F.A. 1 2 1 2 3 3 X Y Y H J Z X Z 11 – Right J Pro 65 Y Space 12 – Rip 65 H Space T T F.A. 1 1 2 23 3 X Y X Y Z H Z F 12 – Liz H Weak 21 – Right Plus 64 H Space T T 65 Y Space
  • 46. Follow Variations 2 2 F.A. 1 1 3 3 X Y Y H J Z X Z 11 – Right J Pro 12 – Rip 65 65 Y Follow H Follow T T 2 2 1 1 F.A.3 3 X Y X Y Z H Z F 12 – Liz H Weak 21 – Right Plus 64 X Follow T T 65 Y Follow
  • 47. Cross Variations 2 2F.A. 3 3 1 1 X Y Y H J Z X Z 11 – Right J Pro Zip 12 – Rip Zip Strong Strong 65 Y Cross 65 H Cross T T 2 2 F.A.3 1 3 1 X Y X Y Z H Z F 12 – Liz H Weak Zip 21 – Right Plus Zip Weak 64 X Cross T T Strong 65 Y Cross
  • 48. Pop Variations 1 1 2 2 F.A. 3 3 X Y Y H J Z X Z 11 – Right J Pro 65 Y Pop 12 – Rip 65 H Pop T T 1 12 2 F.A. 3 3 X Y X Y Z H Z F 12 – Liz H Weak 21 – Right Plus 64 H Pop T T 65 Y Pop
  • 49. Spot Variations 2 4 4 2 3 31 1 X Y Y H J Z X Z 11 – Right Gun 12 – Left Gun 61 J Spot T 60 H Spot T 2 3 4 4 3 2 1 1 X Y Y X H Z Z 12 – Right H Strong T F T 21 – Left Gun Gun 61 Y Spot 60 Y Spot
  • 50. 2 Mesh Variations 2 3 31 1 X Y H Y J Z X Z 11 – Right Gun T 12 – Right Gun T 61 Y Mesh 60 H Mesh 2 2 3 3 1 1 X Y Y X H Z Z 12 – Right H Strong T F T 21 – Left Gun 61 Y Mesh 60 Y Mesh
  • 51. Empty Diagrams – 2 x 2 vs. Two Shell SS FSC W M S C
  • 52. Empty Diagrams – 3 x 1 vs. Two Shell SS FSC W M S C
  • 53. Empty Diagrams – 2 x 2 vs. Three ShellC FS C SS S M W
  • 54. Empty Diagrams – 3 x 1 vs. Three ShellC FS C SS S M W
  • 55. Slide Protection – 80 Series80/81 protection is our 6 man slide protection. 80 tells the TB to block the outside gap on theright, and 81 tells the back to block the outside gap on the left. The offensive line slides awayfrom the back, and each blocks their next gap away from the running back.Offensive linemen do not “slide to air,” which means that any lineman with no threat to hisgap will stay and help with and defender over him. In such a situation, the helping linemanmust keep his eyes to the empty gap for any LB blitz or late DL rush. 80/81 Protection TB First Man outside OT’s Hip PST P/S B Gap – If no threat, help in P/S C Gap with Eyes Inside PSG P/S A Gap – If no threat, help in P/S B Gap with Eyes Inside C B/S A Gap – If no threat, help in P/S A Gap with Eyes Backside BSG B/S B Gap – If no threat, help in B/S A Gap with Eyes Backside BST B/S C Gap – If no threat, help is B/S B Gap with Eyes Backside
  • 56. 80 Protection Examples M S W M SW E N T $ E N T $ 80/84 Protection S M W M S SS W E N T $ E N T $
  • 57. 6 Man Protection – 60 Series 60/61 Protection Ball Fake Protection (62/63) Double reader – BlockTB first LB to #4 threat Covered – Block on  Shuffle step & attack the B gap Uncovered – Block first  Align away from the protection in thePST outside OG “Fan” Call – Block gun first outside  No rules change for OL Covered – Block onPSG Uncovered – “Fan” Call – Block first outside Backside Protection (64/65) (66/67) Covered – Block onC Uncovered – Double read  Alerts QB/WR that route concept is ILB to BS #4 Covered – Block on to backside of the protectionBSG Uncovered – Double read  Can also be made into a ball fake ILB to BS #4 protection (66/67) Covered – Block onBST Uncovered – Block first outside
  • 58. 60 Protection & Direction 61 Protection 60 Protection Back Blocks Left Back Blocks Right Route Concept Left Route Concept Right 5 Step Drop 5 Step Drop  Route Route   Route Route 63 Protection 62 Protection Back Blocks Left Back Blocks RightRoute Concept Left Route Concept Right Ball Fake to TB Ball Fake to TB
  • 59. 60 Protection & Direction 65 Protection 64 Protection Back Blocks Left Back Blocks RightRoute Concept Right Route Concept Left 5 Step Drop 5 Step Drop Route   Route Route   Route 67Protection 66 Protection Back Blocks Left Back Blocks Right Route Concept Right Route Concept Left Ball Fake to TB Ball Fake to TB
  • 60. M 60 Protection Examples S W M SW E N T $ E N T $ 60/64 Protection S M W M S SS W E N T $ E N T $
  • 61. Sprint Protection – 90 SeriesOur sprint out passing game uses 90/91 protection. In this protection, we physicallyattack the edge of the defense so that we can get the QB out of the pocket and movethe launch point. The offensive line rules are based on the fire rule that we use onStretch/Flex, and both pass and run should look the same to the defense.The QB can turn sprint pass into QB Stretch/Flex simply by making a “Go” callwhen he gets to the edge. We can also tag a backside route onto the sprint concept,by calling the protection 94/95. 90/91 Protection TB Block EOL – Be physical & help the OT get the edge sealed PST Protect On/Gap/Down – Make call like it’s Fire Rule Protect Gap/On/Most Dangerous LB PSG If MDLB – Pull for any edge threat (Listen for “Go” Call) C Reach PS A Gap – If no threat, step and hinge for backside chasers BSG Reach BS A Gap – If no threat, step and hinge for backside chasers BST Reach BS B Gap – If no threat, step and hinge for backside chasers
  • 62. 90 Protection Examples M S W M SW E N T $ E N T $ 90/94 Protection S M W M S SS W E N T $ E N T $
  • 63. Boot Protection – 98/99 ProtectionOur main play action pass is Inside Zone boot. We fake 42/43 Slash,booting toward the numbered side. This protection is the onlyexample in the entire protection series that has the tailback blockingaway from the number of the protection. We will tag many routesonto the protection. Boot/Naked Protection Named Ball fake away from play call – Block EOL PlayerAny RB who is not the ball fake: Align away from call & run flat route to the call PST Block B Gap away from play call – STEP TO AIR! PSG Block A Gap away from play call – STEP TO AIR! C Block BS A Gap – STEP TO AIR! Pull and log EOL to the play call side BSG Kick out any over aggressive technique that can’t be logged BST Block BS B Gap – DO NOT STEP TO AIR!
  • 64. BootSProtection Examples M W M SW E N T $ E N T $ 98 Protection S M W M S SS W E N T $ E N T $
  • 65. Drop Back Screens Curl Hook Defender Defender Screen Names Convoy ZR EasyReceivers XR Exxon JR Joker KR Krazy Catch ER Eagle Area YR Tyrone 70TE’s HR Hero Our basic drop back screen is a universal system in which we RR Razor can throw screen to anyone in the offense at any time. The direction of the screen (70/71) tells the offensive line which TB Tito direction they are blocking the screen. We then attach theRB’s screen name of the position that we want to go to the screen FB Frank area and catch the screen. BB Bobby It is the QB’s responsibility to draw defenders away from the screen. We can also ball fake screen by calling 72/73, which tells the TB to ball fake before executing his assignment.
  • 66. Drop Back ScreensOffensive Line Rules If you ARE NOT the screen man… Sprint Vertical for 10 Pass Set DE WR/TEPST Invite him up the field Block Nearest Deep DB Swing to the flat away from screen, Bang nearest DL RB If 72/73, ball fake and run flat routePSG Convoy – Protect the catch & opposite Block first man O/S the catch If you ARE the screen man… Bang nearest DL Align opposite the callC Block PSLB (Curl Defender) Cross the ball & get lost in the OL RB Make sure to stay inside OT’s block Bang nearest DLBSG Block MLB (Hook Defender) Make sure to catch the ball behind the LOS Pass Set DE Pass set the nearest DLBST Invite him up the field TE Get beat slowly – Allow the rush to turn his shoulders back to the QB Make sure to catch the ball behind the LOS Take three steps hard up the field WR Sprint for the catch point Make sure to catch the ball behind the LOS
  • 67. Passing Game CoordinationX Y X Y J Catch Area Z Catch Area J Z 70 71 11 – Right 70 T T 11 – Right J Easy Strong 71 Exxon H Y X YX Catch Area Z Z Catch Area H 70 71 12 – Right Xoom 12 – Liz H Strong Flip 70 Tyrone T T 71 Exxon
  • 68. Rocket ScreenThe Quick Rocket screen is designed as a play-action screen that gets the ball to the perimeterquickly. Rocket screen is thrown to the outside receiver. It requires that every member of theoffense uses a counting system, counting defenders from the screen side.We can also throw Rocket to a slot receiver in a trips set, by calling Rocket Add. This tells alllinemen and receivers to add one to their number responsibility, and the second man from thesideline becomes the screener. 4 3 2 1 Y X Z J Z
  • 69. Rocket Screens ( ) Rocket - 78/79 RulesPS #1 Three steps vertical, climb back down stem of route Catch screen & get inside the kickout of the PSTPS #2 Two steps vertical push Block #1 from sidelinePS#3 Safety control route Step on his toes & block himPST Three zone steps away from the screen Hunt #2 from sideline – Must kickoutPSG Three zone steps away from the screen Hunt #3 from sideline C Three zone steps away from the screen Hunt #4 from sidelineBSG Three zone steps away from the screen Block most dangerous DL (End) BST Block Slash/Blade away from screenPSTE Block Slash/Blade away from screenBS #2 Hunt MOF safety to far hash safetyBS #1 Hunt near hash safety to BS corner TB Ball fake away from screen – block EOL
  • 70. Rocket Screens 4 1 5 4 3 3 2 1 2 X Y X J Z J K Z Chase DL Chase DL 11 – Right 78 T T 11 – Right J Strong 78 Z Rocket K Rocket Add 3 4 21 H Y X Y X Y Z Z H Chase DL 12 – Right 79 12 – Liz H Strong T X Rocket T 79 Z Rocket