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Offensive Playbook
Lincoln Football 2010
Passing Zones
53 1/3 Yard - 160 ft
302040501040
302040501040
Line of Scrimmage
Hook Curl Flat
HoleSeam
HookCurlFlat
SeamHole
53 1/3 Yard - 160 ft
12
Yards
Deep as
the Field
~9 yds
Deep Zones may be collapsed without vertical stretching by routes.
Under Zones may be stretched by receiver action.
~9 yds
QB Pre-Snap Process
The 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
Number of
Safeties
Coverage Call to
the Backs &
Receivers:
“Trio-Trio”
“Deuce-Deuce”
“Zero-Zero
Step 2
Read the D.E.L.
Read the
D – Depth of
Corners
E – Eyes of Corners
L – Leverage of
Corners
for Man/Zone
Indicators
Step 3
Check for
Uncovered
Check for any
receivers that have
been left uncovered
by the defense.
“Green”
I/S Uncovered
“Gold”
O/S Uncovered
Step 4
Where’s
Number 4?
Pressure
Beaters:
1. Sprint Pass
2. Screen
3. Quick Pass
4. Run
Number of Safeties
Trio Call – Three Shell Defense
Zero Call – Expect Pressure
Deuce Call – Two Shell Defense
CC
FS
SS
CC
FS
SS CC FS
Throwing Inside Uncovered
C
LGLT RG RT
QB
T
Y
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X
J
“Green-Green”
I/S Uncovered
H
W M S
E N T $
FR
C
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.
Throwing Outside Uncovered
C
LGLT RG RT
QB
T
Y
Z
X
J
“Gold-Gold”
O/S Uncovered
H
W M S
E N T $
FR
C
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.
Progression Read System
Is He Open?
First Read Second Read Third Read
On Time Hitch to #2 Hitch to #3
QB makes a decision
on his primary read
when his 5th step hits
the ground.
Is He Open?
If #1 is not open, push
up in the pocket and
find the 2nd read.
Make a decision.
Is He Open?
If #2 is not open, push
up in the pocket and
find the 3rd read.
Make a decision.
Is He Open?
If #3 is covered, time to get out…
Escape out the front of the pocket!!!
Free Access Concept
C
WR
Hitch
Slant
Fade
Bend
“Free Access” means that the
receiver will run the best quick
route for the situation
(Hitch/Slant/Bend/Fade) and
the QB will be free to go to that
route any time he is single
covered. The route is a slant,
unless communicated by the
QB, or tagged in the play call.
Anytime a WR is alone on the
backside of a three receiver
route (Call side in 64/65
Protection), we will run a “Free
Access” route.
Safety Control Concept
Any time we call a double route to a formation with more than the
required receivers, the extra receiver will run “Safety Control.” This
means that he should run directly at the chest of the nearest
deep safety.
Uno/Dos/Tres will be used if we need to tell a particular receiver to
safety control. Uno talks to the widest receiver, Dos to the second
receiver, and Tres to the third receiver..
C C
C
C C
C
C C
C
Uno – Widest
Safety Control
Dos – #2
Safety Control
Tres - #3
Safety Control
Scramble Rules
The Art of Running Routes
A.K.A. Sit in Zone, Run from Man
A receiver who sits a route down and
finds himself closely covered should
KEEP MOVING.
A curl could end up becoming a dig.
An option route could become a drag.
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.
If you’re open, stay open –
If you’re not, get open!!
Deep – Stay Deep
Short – Come
Back to the QB
Backs Swing
O/S Receiver Route Tree - Quicks
Route
Name
Steps/Technique
Hitch
3 Steps – Gather Cut
on Outside Foot
Come back to the ball!
Slant
3 Steps – Speed Cut
on Outside Foot
Get eyes and hands
around on the cut
Bend
3 Steps – Roll cut to
the outside on 3rd step
Chair
3+2 – Bend route,
two steps and wheel
Fade
3 Steps – Widen as
you go deep!
Fade
Chair
Bend
Slant
Hitch
O/S Route Tree – Deep Routes
Route
Name
Steps/Technique
Curl
7 Step Inside Stem
Gather cut on Outside Foot
Come back to the ball!
Out
6 Step – Gather cut on Inside
Foot
Come downhill to the ball.
Post
7 Step – Speed cut on Outside
Foot – Get eyes & Hands around
on cut
Dig
7+2 – Post route, Speed cut on
2nd step of post –
Stay flat across the field
Seam
Read
Inside stem to hash, Decision at
12 yards
Hash presence – Broken Arrow
No hash presence – Stay Vertical
Seam Read
Dig
Post
Out
Curl
I/S Receiver – Route Tree
Wheel
Bubble
Flat
Out
Curl
Dig/
Seam Read
Seam Flag
Drag
Drive
Route
Name
Steps/Technique
Route
Name
Steps/Technique
Flat 3 Steps - Roll cut to the outside on 3rd step Seam Read
Vertical stem to hash. Hash presence – Broken Arrow
No hash presence – Stay Vertical
Wheel
3+2 steps - Bend route & run fade
5 yds from sideline
Post
7 Steps - Speed cut on Outside Foot
Expect ball immediately on cut
Curl
7 Step Stem - Gather cut on Outside Foot
Come back to the ball!
Flag
6 Steps - Speed cut on Inside Foot
45 deg angle to sideline
Bubble
Drop step 45 deg with outside foot
Snap eyes around & run parallel to the LOS for 4 steps
Out
6 Steps - Gather cut on Inside Foot
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
Post
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
Passing Game Coordination
Quick 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
Quick Passing Concepts
Quick Passing Concepts
Route Name
Outside
Receiver
Inside Receiver Hand Signal
Hitch Hitch Option Hand to head
Hitch & 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
Stutter Stutter Flat
Underhand
punched fist
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T
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11 – Right 81 Slant
2 x 2 Variations
12 – Right 80 Change
12 – Liz H Strong 81
Scat Max
21 – Right Minus
80 Fade
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T
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T
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F
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11 – Right J Pro
81 Bend Tres
3 x 1 Variations
12 – Rip 80 Chair Dos
12 – Liz H Weak
80 Sluggo Dos
21 – Right Plus
81 Slant Dos
TE runs a Flag route
anytime he is “solo” on
the backside of a route.
TE runs a Flag route
anytime he is “solo” on
the backside of a route.
Quick Game Video
Passing Game Coordination
Vertical 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
Vertical Game
The Vertical Game is a HORIZONTAL stretch of the deep portion of the secondary using three or four
vertical 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 horizontal
alignment in the formation. These route concepts are “Full Field” concepts, which means that they can
attack anywhere across the field. Each of these routes must be thrown from the pocket. They should be
thrown with five step timing. We divide the vertical game in to “Four Vertical”, and “Three Vertical”
packages for teaching purposes.
Three Vertical Package
Route
Name
Playside
Widest
Playside #2/
Backside #3
Backside #2
Backside
Widest
Hand
Signal
( ) Spike
(Flip)
Fade
Comeback
(Free Access
if needed)
Drive
(If PS #2)
Drive Flip
(If BS #3)
Spike
(Tagged Route)
Fade
Comeback
Fist to
Helmet
( ) Spear
(Flip)
Drive
Flag
(Only run
with PS #2)
Spike (Tagged
Route)
Fade
Comeback
Fist to
Palm
Passing Game Coordination
Four Vertical Package
Route Name
Playside
Widest
Playside
#2
Backside #2/
Playside #3
Backside
Widest
Hand
Signal
( ) Quad Fade Comeback
Seam Read
(Tagged Route)
Seam
(Backside #2)
Fade
Comeback
Parallel
Hands
( ) Quad Nasty Fade Comeback
Seam Read
(Tagged Route)
Nasty
(Playside #3)
Fade
Comeback
( ) Switch Seam Read
(Tagged Route)
Wheel
Seam
(Backside #2)
Fade
Comeback
Crossed
Hands
( ) Switch Nasty
Seam Read
(Tagged Route)
Wheel Climb
Nasty
(Playside #3)
Fade
Comeback
( ) Switch Climb
Seam Read
(Tagged Route)
Wheel Climb
Seam
(Backside #2)
Fade
Comeback
Climbing
Ladder
( ) Dig Dig
(Tagged Route)
Seam
Seam
(Backside #2)
Fade
Comeback
Spoon to
Mouth
( ) Dig Nasty
Dig
(Tagged Route)
Seam
Nasty
(Playside #3)
Fade
Comeback
Read Progressions in the Vertical Game
Four Vertical Read Progressions
Route Name First Read
Second
Read
Third Read Fourth Read
All 4 Vert
Routes
vs. 3 Shell
BS Seam PS Seam
PS Fade
Comeback
TB Checkdown
All 4 Vert
Routes
vs. 2 Shell
PS Seam
(Broken
Arrow)
PS Fade
Comeback
TB
Checkdown
None
Three Vertical Read Progressions
Route Name First Read Second Read
Third
Read
( ) Spike (Flip) Spike
BS Fade
Comeback
Drive
( ) Spear (Flip) Spike
BS Fade
Comeback
Drive
Quad Examples – 2 x 2
T
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T
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T
K
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Z
J
Quad – vs. 2 ShellQuad – vs. 3 Shell
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J
11 – Right 61 J
Quad
1
3
2
4
11 – Right 61 J
Quad
1
3
2
10 – Rip 60 X
Quad
2
3
1
4
10 – Rip 60 X
Quad
1
3
2
Quad Examples – 3 x 1
Quad Nasty – vs. 2 ShellQuad Nasty – vs. 3 Shell
T
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Z J
X
T
Y
Z J
X
T
K
X
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J
T
K
X
Z
J
11 – Left J Con 61
J Quad Nasty
1
3
2
4
11 – Left J Con 61
J Quad Nasty
1
3
2
10 – Rip J Strong
60 X Quad Nasty
2
3
1
4
10 – Rip J Strong
60 X Quad Nasty
1
3
2
Switch Examples – 2 x 2
T
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J Z
T
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J Z
T
K
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Z
J
Switch – vs. 2 ShellSwitch – vs. 3 Shell
T
K
X
Z
J
11 – Right 61 X
Switch
1
3
2
4
11 – Right 61 X
Switch
1
3
2
10 – Rip 60 Z
Switch
2
3
1
4
10 – Rip 60 Z
Switch
1
3
2
Switch Nasty Examples – 3 x 1
Switch Nasty – vs. 2 ShellSwitch Nasty – vs. 3 Shell
T
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X
T
Y
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X
T
K
X
Z
J
T
K
X
Z
J
11 – Left J Con 61
Z Switch Nasty
1
3
2
4
11 – Left J Con 61
Z Switch Nasty
1
3
2
10 – Rip J Strong
60 Z Switch
Nasty
2
3
1
4
10 – Rip J Strong
60 Z Switch
Nasty
1
3
2
Switch Climb Examples 2 x 2
T
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T
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J Z
T
K
X
Z
J
Switch Climb – vs. 2 ShellSwitch Climb – vs. 3 Shell
T
K
X
Z
J
11 – Right 61 X
Switch Climb
1
3
2
4
11 – Right 61 X
Switch Climb
1
3
2
10 – Rip 60 Z
Switch Climb
2
3
1
4
10 – Rip 60 Z
Switch Climb
1
3
2
Dig Examples – 2 x 2
T
YX
J Z
T
YX
J Z
T
K
X
Z
J
Dig – vs. 2 ShellDig – vs. 3 Shell
T
K
X
Z
J
11 – Right 61 X
Dig
1
3
2
4
11 – Right 61 X
Dig
1
3
2
10 – Rip 60 Z Dig
2
3
1
4
10 – Rip 60 Z Dig
1
3
2
Passing Game Coordination
Dig Nasty – vs. 2 ShellDig Nasty – vs. 3 Shell
T
Y
Z J
X
T
Y
Z J
X
T
K
X
Z
J
T
K
X
Z
J
11 – Left J Con
61 Z Dig Nasty
1
3
2
4
11 – Left J Con
61 Z Dig Nasty
1
3
2
10 – Rip J Strong
60 Z Dig Nasty
2
3
1
4
10 – Rip J Strong
60 Z Dig Nasty
1
3
2
Spike Examples – 2 x 2
T
YX
J Z
T
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J Z
T
K
X
Z
J
Spike – vs. 3 Shell
T
K
X
Z
J
11 – Right
65 Y Spike
1
3
2
11 – Right
65 Y Spike
10 – Rip 64 J
Spike
2
3
1
10 – Rip 64 J
Spike
F.A. F.A.
Spike – vs. 2 Shell
2
3
1
F.A.
F.A.
1
3
2
Spike Examples – 3 x 1
Spike Flip – vs. 3 Shell
T
Y
Z J
X
T
Y
Z J
X
T
K
X
Z
J
T
K
X
Z
J
11 – Left J Con
64 Y Spike Flip
11 – Left J Con
64 Y Spike Flip
10 – Rip J Strong
65 J Spike Flip
10 – Rip J Strong
65 J Spike Flip
F.A.F.A.
1
3
2
2
3
1
2
3
1
Spike Flip – vs. 2 Shell
3
2
1
F.A. F.A.
Spear Examples – 2 x 2
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T
K
X
Z
J
Spear – vs. 3 Shell
T
K
X
Z
J
11 – Right
65 Y Spear
1
3
2
11 – Right
65 Y Spear
10 – Rip 64 J
Spear
2
3
1
10 – Rip 64 J
Spear
Spear – vs. 2 Shell
2
3
1
No “Spear” from 3 x 1 sets
1
3
2
Passing Game Coordination
Combination 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
Combination Routes
Quarterbacks should use their progression concept to read a combination route –
but they should also understand that each route concept is designed to attack one
single defender. This understanding will allow them some freedom within the
system. For example, we define the choice route progression as one – flat, two –
curl, three – checkdown/option. Once the QB understands the route concept, he
will be able to read curl to flat essentially simultaneously.
T
J
X
Choice
Y
J Z
Choice Y Option
2
1
3
2
1
3
Reading Combination Routes
Combination Routes
Route Name
Outside
Receiver
Inside
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 fist
Smash Whip Whip Flag 2 Shell Man Whipping motion
Pivot Bench Pivot 3 Shell
Two hand “House”
Fingertips together
Bench Bench Corner 3 Shell
Hand sliding over
other hand
Corner Corner Bench 2 Shell Crossing waving hands
Over Post Dig 3 Shell Hand over head
Under Dig Post 2 Shell
Open hand sliding
palm up
Shake Post Post 2 Shell Shaking dice
Scissor Post Bench 2 Shell Two fingered scissor
Reading Combination Routes
Combination Read Progressions
Route Name First Read Second Read Third Read
Tagged Route/Back
Choice Flat Curl Option/Checkdown
Choice Wheel Curl Wheel Option/Checkdown
Smash Flag Hitch Option/Checkdown
Smash 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
Reading Sprint Routes
When we move the pocket, the QB’s thought
process changes slightly. He must understand
that the movement of the pocket has several
affects 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, and
Scissor almost exclusively from Sprint
protection. Only one route concept will be
called on a sprint out combination to be run on
the side that the QB is sprinting towards.
Moving the launch point
helps protect the QB
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11 – Right 60
Choice – Smash
2 x 2 Variations
12 – Right 60
Bench – Corner
12 – Liz H Strong 61
Pivot – Shake
21 – Right Minus 61
Choice – Smash Whip
The single receiver
side is a free access
route – just like a
bunch route.
11 – Right J Pro 65
Shake J Flat
T
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T
H
X
Y
Z
T
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T
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3 x 1 Variations
12 – Rip 65
Bench H Go
12 – Liz H Weak 64
Smash Tres
21 – Right Plus 65
Under F Flat
TE runs a Flag
route anytime he is
“solo” on the
backside of a route.
Passing Game Coordination
Bunch 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)
Bunch Package
Bunch 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
Name
Tagged
Route
Outside
Receiver
Inside
Receiver
Hand Signal
( ) 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
Name
Tagged
Receiver
Playside
Receiver
Backside
Receiver
Remaining
Receiver
Hand Signal
( ) Spot Spot Option Option Post Point to open hand
( ) Mesh Drag Banana Post Drag/Wheel
Interlocked fingers
over head
Reading Progressions in the Bunch
Bunch Package Progressions
Route
Name
First
Read
Second
Read
Third
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
Snag Variations
T
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T
H
X
Y
Z
T
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T
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F
Z
11 – Right J Pro
65 Z Snag 12 – Rip 65 Z Snag
12 – Liz H Weak
64 Z Snag
21 – Right Plus
65 Z Snag
1
3
2
F.A.
1
3
2
1
3
2
1
2
3
F.A.
Space Variations
T
YX
J Z
T
H
X
Y
Z
T
YX
Z H
T
YX
F
Z
11 – Right J Pro
65 Y Space 12 – Rip 65 H Space
12 – Liz H Weak
64 H Space
21 – Right Plus
65 Y Space
1 2
3
F.A.
1
2
3
3
2
1
1
2
3
F.A.
Follow Variations
T
YX
J Z
T
H
X
Y
Z
T
YX
Z H
T
YX
F
Z
11 – Right J Pro
65 Y Follow
12 – Rip 65
H Follow
12 – Liz H Weak
64 X Follow
21 – Right Plus
65 Y Follow
1
2
3
F.A. 1
2
3
1
2
3
1
2
3
F.A.
Cross Variations
T
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T
H
X
Y
Z
T
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T
YX
F
Z
11 – Right J Pro Zip
Strong 65 Y Cross
12 – Rip Zip Strong
65 H Cross
12 – Liz H Weak Zip
Weak 64 X Cross
21 – Right Plus Zip
Strong 65 Y Cross
1
2
3
F.A.
1
2
3
1
2
3 1
2
3
F.A.
Pop Variations
T
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T
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X
Y
Z
T
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T
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F
Z
11 – Right J Pro
65 Y Pop 12 – Rip 65 H Pop
12 – Liz H Weak
64 H Pop
21 – Right Plus
65 Y Pop
1
2
3
F.A.
1
2
3
1
2
3
1
2
3
F.A.
Spot Variations
T
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T
H
X
Y
Z
T
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ZH
F
Y X
T
Z
11 – Right Gun
61 J Spot
12 – Left Gun
60 H Spot
12 – Right H Strong
Gun 61 Y Spot
21 – Left Gun
60 Y Spot
1
2
3
1
2
3
1
2 3
1
23
4
44
4
Mesh Variations
T
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T
Y
X
H
Z
T
YX
ZH
F
Y X
T
Z
11 – Right Gun
61 Y Mesh
12 – Right Gun
60 H Mesh
12 – Right H Strong
61 Y Mesh
21 – Left Gun
60 Y Mesh
1
2
3
1
2
3
1
2
3
1
2
3
SMWC
FSSS
C
Empty Diagrams – 2 x 2 vs. Two Shell
SMWC
FSSS
C
Empty Diagrams – 3 x 1 vs. Two Shell
S M W
C FS
SS
C
Empty Diagrams – 2 x 2 vs. Three Shell
S M W
C FS
SS
C
Empty Diagrams – 3 x 1 vs. Three Shell
Slide Protection – 80 Series
80/81 protection is our 6 man slide protection. 80 tells the TB to block the outside gap on the
right, and 81 tells the back to block the outside gap on the left. The offensive line slides away
from 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 his
gap will stay and help with and defender over him. In such a situation, the helping lineman
must 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
80 Protection Examples
N TE
M S
W $ N TE
M SW
$
N TE
S M
W $ N TE
M SW
$
SS
80/84 Protection
6 Man Protection – 60 Series
60/61 Protection
TB
Double reader – Block
first LB to #4 threat
PST
Covered – Block on
Uncovered – Block first
outside
OG “Fan” Call – Block
first outside
PSG
Covered – Block on
Uncovered – “Fan” Call –
Block first outside
C
Covered – Block on
Uncovered – Double read
ILB to BS #4
BSG
Covered – Block on
Uncovered – Double read
ILB to BS #4
BST
Covered – Block on
Uncovered – Block first
outside
Ball Fake Protection (62/63)
 Shuffle step & attack the B gap
 Align away from the protection in the
gun
 No rules change for OL
Backside Protection (64/65) (66/67)
 Alerts QB/WR that route concept is
to backside of the protection
 Can also be made into a ball fake
protection (66/67)
60 Protection & Direction
60 Protection
Back Blocks Right
Route Concept Right
5 Step Drop
62 Protection
Back Blocks Right
Route Concept Right
Ball Fake to TB
63 Protection
Back Blocks Left
Route Concept Left
Ball Fake to TB
61 Protection
Back Blocks Left
Route Concept Left
5 Step Drop
 Route
 Route Route 
Route 
60 Protection & Direction
64 Protection
Back Blocks Right
Route Concept Left
5 Step Drop
66 Protection
Back Blocks Right
Route Concept Left
Ball Fake to TB
67Protection
Back Blocks Left
Route Concept Right
Ball Fake to TB
65 Protection
Back Blocks Left
Route Concept Right
5 Step Drop
Route   Route
Route   Route
60 Protection Examples
N TE
M S
W $ N TE
M SW
$
N TE
S M
W $ N TE
M SW
$
SS
60/64 Protection
Sprint Protection – 90 Series
Our sprint out passing game uses 90/91 protection. In this protection, we physically
attack the edge of the defense so that we can get the QB out of the pocket and move
the launch point. The offensive line rules are based on the fire rule that we use on
Stretch/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” call
when 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
PSG
Protect Gap/On/Most Dangerous LB
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
90 Protection Examples
N TE
M S
W $ N TE
M SW
$
N TE
S M
W $ N TE
M SW
$
SS
90/94 Protection
Boot Protection – 98/99 Protection
Our main play action pass is Inside Zone boot. We fake 42/43 Slash,
booting toward the numbered side. This protection is the only
example in the entire protection series that has the tailback blocking
away from the number of the protection. We will tag many routes
onto the protection.
Boot/Naked Protection
Named
Player
Ball fake away from play call – Block EOL
Any 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!
BSG
Pull and log EOL to the play call side
Kick out any over aggressive technique that can’t be logged
BST Block BS B Gap – DO NOT STEP TO AIR!
Boot Protection Examples
N TE
M S
W $ N TE
M SW
$
N TE
S M
W $ N TE
M SW
$
SS
98 Protection
Drop Back Screens
Screen Names
Receivers
ZR Easy
XR Exxon
JR Joker
KR Krazy
ER Eagle
TE’s
YR Tyrone
HR Hero
RR Razor
RB’s
TB Tito
FB Frank
BB Bobby
Catch
Area
70
Convoy
Curl
DefenderHook
Defender
Our basic drop back screen is a universal system in which we
can throw screen to anyone in the offense at any time. The
direction of the screen (70/71) tells the offensive line which
direction they are blocking the screen. We then attach the
screen name of the position that we want to go to the screen
area and catch the screen.
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.
Drop Back Screens
Offensive Line Rules
PST
Pass Set DE
Invite him up the field
PSG
Bang nearest DL
Convoy – Protect the catch &
Block first man O/S the catch
C
Bang nearest DL
Block PSLB (Curl Defender)
BSG
Bang nearest DL
Block MLB (Hook Defender)
BST
Pass Set DE
Invite him up the field
If you ARE NOT the screen man…
WR/TE
Sprint Vertical for 10
Block Nearest Deep DB
RB
Swing to the flat away from screen,
If 72/73, ball fake and run flat route
opposite
If you ARE the screen man…
RB
Align opposite the call
Cross the ball & get lost in the OL
Make sure to stay inside OT’s block
Make sure to catch the ball behind the LOS
TE
Pass set the nearest DL
Get beat slowly – Allow the rush to
turn his shoulders back to the QB
Make sure to catch the ball behind the LOS
WR
Take three steps hard up the field
Sprint for the catch point
Make sure to catch the ball behind the LOS
Passing Game Coordination
11 – Right 70
Easy
11 – Right J
Strong 71 Exxon
12 – Right Xoom
Flip 70 Tyrone
12 – Liz H Strong
71 Exxon
T
YX
J Z
T
YX
J ZCatch Area
70
Catch Area
71
YX
HZ Catch Area
71
TT
Y
X
H
ZCatch Area
70
Rocket Screen
The Quick Rocket screen is designed as a play-action screen that gets the ball to the perimeter
quickly. Rocket screen is thrown to the outside receiver. It requires that every member of the
offense 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 all
linemen and receivers to add one to their number responsibility, and the second man from the
sideline becomes the screener.
Y X
JZ
Z
1234
Rocket Screens
( ) Rocket - 78/79 Rules
PS #1 Three steps vertical, climb back down stem
of route
Catch screen & get inside the kickout of
the PST
PS #2 Two steps vertical push
Block #1 from sideline
PS#3 Safety control route
Step on his toes & block him
PST Three zone steps away from the screen
Hunt #2 from sideline – Must kickout
PSG Three zone steps away from the screen
Hunt #3 from sideline
C Three zone steps away from the screen
Hunt #4 from sideline
BSG Three zone steps away from the screen
Block most dangerous DL (End)
BST Block Slash/Blade away from screen
PSTE Block Slash/Blade away from screen
BS #2 Hunt MOF safety to far hash safety
BS #1 Hunt near hash safety to BS corner
TB Ball fake away from screen – block EOL
Rocket Screens
11 – Right 78
Z Rocket
11 – Right J Strong 78
K Rocket Add
12 – Right 79
X Rocket
12 – Liz H Strong
79 Z Rocket
T
YX
J Z
T
K
X
J Z
YX
HZ
TT
Y
X
H
Y Z
2
3
1
4
Chase DL
2
3
1
45
Chase DL
2
3
1
4
Chase DL

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ATH 263 - Passing Game

  • 1. T H XY Z 1 2 3 Offensive Playbook Lincoln Football 2010
  • 2. Passing Zones 53 1/3 Yard - 160 ft 302040501040 302040501040 Line of Scrimmage Hook Curl Flat HoleSeam HookCurlFlat SeamHole 53 1/3 Yard - 160 ft 12 Yards Deep as the Field ~9 yds Deep Zones may be collapsed without vertical stretching by routes. Under Zones may be stretched by receiver action. ~9 yds
  • 3. QB Pre-Snap Process The 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 Number of Safeties Coverage Call to the Backs & Receivers: “Trio-Trio” “Deuce-Deuce” “Zero-Zero Step 2 Read the D.E.L. Read the D – Depth of Corners E – Eyes of Corners L – Leverage of Corners for Man/Zone Indicators Step 3 Check for Uncovered Check for any receivers that have been left uncovered by the defense. “Green” I/S Uncovered “Gold” O/S Uncovered Step 4 Where’s Number 4? Pressure Beaters: 1. Sprint Pass 2. Screen 3. Quick Pass 4. Run
  • 4. Number of Safeties Trio Call – Three Shell Defense Zero Call – Expect Pressure Deuce Call – Two Shell Defense CC FS SS CC FS SS CC FS
  • 5. Throwing Inside Uncovered C LGLT RG RT QB T Y Z X J “Green-Green” I/S Uncovered H W M S E N T $ FR C 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 C LGLT RG RT QB T Y Z X J “Gold-Gold” O/S Uncovered H W M S E N T $ FR C 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 on his primary read when his 5th step hits the ground. Is He Open? If #1 is not open, push up in the pocket and find the 2nd read. Make a decision. Is He Open? If #2 is not open, push up in the pocket and find the 3rd read. Make a decision. Is He Open? If #3 is covered, time to get out… Escape out the front of the pocket!!!
  • 8. Free Access Concept C WR Hitch Slant Fade Bend “Free Access” means that the receiver will run the best quick route for the situation (Hitch/Slant/Bend/Fade) and the QB will be free to go to that route any time he is single covered. The route is a slant, unless communicated by the QB, or tagged in the play call. Anytime a WR is alone on the backside of a three receiver route (Call side in 64/65 Protection), we will run a “Free Access” route.
  • 9. Safety Control Concept Any time we call a double route to a formation with more than the required receivers, the extra receiver will run “Safety Control.” This means that he should run directly at the chest of the nearest deep safety. Uno/Dos/Tres will be used if we need to tell a particular receiver to safety control. Uno talks to the widest receiver, Dos to the second receiver, and Tres to the third receiver.. C C C C C C C C C Uno – Widest Safety Control Dos – #2 Safety Control Tres - #3 Safety Control
  • 10. Scramble Rules The Art of Running Routes A.K.A. Sit in Zone, Run from Man A receiver who sits a route down and finds himself closely covered should KEEP MOVING. A curl could end up becoming a dig. An option route could become a drag. 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. If you’re open, stay open – If you’re not, get open!! Deep – Stay Deep Short – Come Back to the QB Backs Swing
  • 11. O/S Receiver Route Tree - Quicks Route Name Steps/Technique Hitch 3 Steps – Gather Cut on Outside Foot Come back to the ball! Slant 3 Steps – Speed Cut on Outside Foot Get eyes and hands around on the cut Bend 3 Steps – Roll cut to the outside on 3rd step Chair 3+2 – Bend route, two steps and wheel Fade 3 Steps – Widen as you go deep! Fade Chair Bend Slant Hitch
  • 12. O/S Route Tree – Deep Routes Route Name Steps/Technique Curl 7 Step Inside Stem Gather cut on Outside Foot Come back to the ball! Out 6 Step – Gather cut on Inside Foot Come downhill to the ball. Post 7 Step – Speed cut on Outside Foot – Get eyes & Hands around on cut Dig 7+2 – Post route, Speed cut on 2nd step of post – Stay flat across the field Seam Read Inside stem to hash, Decision at 12 yards Hash presence – Broken Arrow No hash presence – Stay Vertical Seam Read Dig Post Out Curl
  • 13. I/S Receiver – Route Tree Wheel Bubble Flat Out Curl Dig/ Seam Read Seam Flag Drag Drive Route Name Steps/Technique Route Name Steps/Technique Flat 3 Steps - Roll cut to the outside on 3rd step Seam Read Vertical stem to hash. Hash presence – Broken Arrow No hash presence – Stay Vertical Wheel 3+2 steps - Bend route & run fade 5 yds from sideline Post 7 Steps - Speed cut on Outside Foot Expect ball immediately on cut Curl 7 Step Stem - Gather cut on Outside Foot Come back to the ball! Flag 6 Steps - Speed cut on Inside Foot 45 deg angle to sideline Bubble Drop step 45 deg with outside foot Snap eyes around & run parallel to the LOS for 4 steps Out 6 Steps - Gather cut on Inside Foot 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 Post
  • 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 Coordination Quick 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 Route Name Outside Receiver Inside Receiver Hand Signal Hitch Hitch Option Hand to head Hitch & 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 Stutter Stutter Flat Underhand punched fist
  • 17. T YX J Z T Y X H Z T YX Z H T YX F Z 11 – Right 81 Slant 2 x 2 Variations 12 – Right 80 Change 12 – Liz H Strong 81 Scat Max 21 – Right Minus 80 Fade
  • 18. T YX J Z T H X Y Z T YX Z H T YX F Z 11 – Right J Pro 81 Bend Tres 3 x 1 Variations 12 – Rip 80 Chair Dos 12 – Liz H Weak 80 Sluggo Dos 21 – Right Plus 81 Slant Dos TE runs a Flag route anytime he is “solo” on the backside of a route. TE runs a Flag route anytime he is “solo” on the backside of a route.
  • 20. Passing Game Coordination Vertical 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 Game The Vertical Game is a HORIZONTAL stretch of the deep portion of the secondary using three or four vertical 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 horizontal alignment in the formation. These route concepts are “Full Field” concepts, which means that they can attack anywhere across the field. Each of these routes must be thrown from the pocket. They should be thrown with five step timing. We divide the vertical game in to “Four Vertical”, and “Three Vertical” packages for teaching purposes. Three Vertical Package Route Name Playside Widest Playside #2/ Backside #3 Backside #2 Backside Widest Hand Signal ( ) Spike (Flip) Fade Comeback (Free Access if needed) Drive (If PS #2) Drive Flip (If BS #3) Spike (Tagged Route) Fade Comeback Fist to Helmet ( ) Spear (Flip) Drive Flag (Only run with PS #2) Spike (Tagged Route) Fade Comeback Fist to Palm
  • 22. Passing Game Coordination Four Vertical Package Route Name Playside Widest Playside #2 Backside #2/ Playside #3 Backside Widest Hand Signal ( ) Quad Fade Comeback Seam Read (Tagged Route) Seam (Backside #2) Fade Comeback Parallel Hands ( ) Quad Nasty Fade Comeback Seam Read (Tagged Route) Nasty (Playside #3) Fade Comeback ( ) Switch Seam Read (Tagged Route) Wheel Seam (Backside #2) Fade Comeback Crossed Hands ( ) Switch Nasty Seam Read (Tagged Route) Wheel Climb Nasty (Playside #3) Fade Comeback ( ) Switch Climb Seam Read (Tagged Route) Wheel Climb Seam (Backside #2) Fade Comeback Climbing Ladder ( ) Dig Dig (Tagged Route) Seam Seam (Backside #2) Fade Comeback Spoon to Mouth ( ) Dig Nasty Dig (Tagged Route) Seam Nasty (Playside #3) Fade Comeback
  • 23. Read Progressions in the Vertical Game Four Vertical Read Progressions Route Name First Read Second Read Third Read Fourth Read All 4 Vert Routes vs. 3 Shell BS Seam PS Seam PS Fade Comeback TB Checkdown All 4 Vert Routes vs. 2 Shell PS Seam (Broken Arrow) PS Fade Comeback TB Checkdown None Three Vertical Read Progressions Route Name First Read Second Read Third Read ( ) Spike (Flip) Spike BS Fade Comeback Drive ( ) Spear (Flip) Spike BS Fade Comeback Drive
  • 24. Quad Examples – 2 x 2 T YX J Z T YX J Z T K X Z J Quad – vs. 2 ShellQuad – vs. 3 Shell T K X Z J 11 – Right 61 J Quad 1 3 2 4 11 – Right 61 J Quad 1 3 2 10 – Rip 60 X Quad 2 3 1 4 10 – Rip 60 X Quad 1 3 2
  • 25. Quad Examples – 3 x 1 Quad Nasty – vs. 2 ShellQuad Nasty – vs. 3 Shell T Y Z J X T Y Z J X T K X Z J T K X Z J 11 – Left J Con 61 J Quad Nasty 1 3 2 4 11 – Left J Con 61 J Quad Nasty 1 3 2 10 – Rip J Strong 60 X Quad Nasty 2 3 1 4 10 – Rip J Strong 60 X Quad Nasty 1 3 2
  • 26. Switch Examples – 2 x 2 T YX J Z T YX J Z T K X Z J Switch – vs. 2 ShellSwitch – vs. 3 Shell T K X Z J 11 – Right 61 X Switch 1 3 2 4 11 – Right 61 X Switch 1 3 2 10 – Rip 60 Z Switch 2 3 1 4 10 – Rip 60 Z Switch 1 3 2
  • 27. Switch Nasty Examples – 3 x 1 Switch Nasty – vs. 2 ShellSwitch Nasty – vs. 3 Shell T Y Z J X T Y Z J X T K X Z J T K X Z J 11 – Left J Con 61 Z Switch Nasty 1 3 2 4 11 – Left J Con 61 Z Switch Nasty 1 3 2 10 – Rip J Strong 60 Z Switch Nasty 2 3 1 4 10 – Rip J Strong 60 Z Switch Nasty 1 3 2
  • 28. Switch Climb Examples 2 x 2 T YX J Z T YX J Z T K X Z J Switch Climb – vs. 2 ShellSwitch Climb – vs. 3 Shell T K X Z J 11 – Right 61 X Switch Climb 1 3 2 4 11 – Right 61 X Switch Climb 1 3 2 10 – Rip 60 Z Switch Climb 2 3 1 4 10 – Rip 60 Z Switch Climb 1 3 2
  • 29. Dig Examples – 2 x 2 T YX J Z T YX J Z T K X Z J Dig – vs. 2 ShellDig – vs. 3 Shell T K X Z J 11 – Right 61 X Dig 1 3 2 4 11 – Right 61 X Dig 1 3 2 10 – Rip 60 Z Dig 2 3 1 4 10 – Rip 60 Z Dig 1 3 2
  • 30. Passing Game Coordination Dig Nasty – vs. 2 ShellDig Nasty – vs. 3 Shell T Y Z J X T Y Z J X T K X Z J T K X Z J 11 – Left J Con 61 Z Dig Nasty 1 3 2 4 11 – Left J Con 61 Z Dig Nasty 1 3 2 10 – Rip J Strong 60 Z Dig Nasty 2 3 1 4 10 – Rip J Strong 60 Z Dig Nasty 1 3 2
  • 31. Spike Examples – 2 x 2 T YX J Z T YX J Z T K X Z J Spike – vs. 3 Shell T K X Z J 11 – Right 65 Y Spike 1 3 2 11 – Right 65 Y Spike 10 – Rip 64 J Spike 2 3 1 10 – Rip 64 J Spike F.A. F.A. Spike – vs. 2 Shell 2 3 1 F.A. F.A. 1 3 2
  • 32. Spike Examples – 3 x 1 Spike Flip – vs. 3 Shell T Y Z J X T Y Z J X T K X Z J T K X Z J 11 – Left J Con 64 Y Spike Flip 11 – Left J Con 64 Y Spike Flip 10 – Rip J Strong 65 J Spike Flip 10 – Rip J Strong 65 J Spike Flip F.A.F.A. 1 3 2 2 3 1 2 3 1 Spike Flip – vs. 2 Shell 3 2 1 F.A. F.A.
  • 33. Spear Examples – 2 x 2 T YX J Z T YX J Z T K X Z J Spear – vs. 3 Shell T K X Z J 11 – Right 65 Y Spear 1 3 2 11 – Right 65 Y Spear 10 – Rip 64 J Spear 2 3 1 10 – Rip 64 J Spear Spear – vs. 2 Shell 2 3 1 No “Spear” from 3 x 1 sets 1 3 2
  • 34. Passing Game Coordination Combination 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 Routes Quarterbacks should use their progression concept to read a combination route – but they should also understand that each route concept is designed to attack one single defender. This understanding will allow them some freedom within the system. For example, we define the choice route progression as one – flat, two – curl, three – checkdown/option. Once the QB understands the route concept, he will be able to read curl to flat essentially simultaneously. T J X Choice Y J Z Choice Y Option 2 1 3 2 1 3
  • 36. Reading Combination Routes Combination Routes Route Name Outside Receiver Inside 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 fist Smash Whip Whip Flag 2 Shell Man Whipping motion Pivot Bench Pivot 3 Shell Two hand “House” Fingertips together Bench Bench Corner 3 Shell Hand sliding over other hand Corner Corner Bench 2 Shell Crossing waving hands Over Post Dig 3 Shell Hand over head Under Dig Post 2 Shell Open hand sliding palm up Shake Post Post 2 Shell Shaking dice Scissor Post Bench 2 Shell Two fingered scissor
  • 37. Reading Combination Routes Combination Read Progressions Route Name First Read Second Read Third Read Tagged Route/Back Choice Flat Curl Option/Checkdown Choice Wheel Curl Wheel Option/Checkdown Smash Flag Hitch Option/Checkdown Smash 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 Routes When we move the pocket, the QB’s thought process changes slightly. He must understand that the movement of the pocket has several affects 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, and Scissor almost exclusively from Sprint protection. Only one route concept will be called on a sprint out combination to be run on the side that the QB is sprinting towards. Moving the launch point helps protect the QB
  • 39. T YX J Z T Y X H Z T YX Z H T YX F Z 11 – Right 60 Choice – Smash 2 x 2 Variations 12 – Right 60 Bench – Corner 12 – Liz H Strong 61 Pivot – Shake 21 – Right Minus 61 Choice – Smash Whip
  • 40. The single receiver side is a free access route – just like a bunch route. 11 – Right J Pro 65 Shake J Flat T YX J Z T H X Y Z T YX Z H T YX F Z 3 x 1 Variations 12 – Rip 65 Bench H Go 12 – Liz H Weak 64 Smash Tres 21 – Right Plus 65 Under F Flat TE runs a Flag route anytime he is “solo” on the backside of a route.
  • 41. Passing Game Coordination Bunch 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 Package Bunch 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 Name Tagged Route Outside Receiver Inside Receiver Hand Signal ( ) 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 Name Tagged Receiver Playside Receiver Backside Receiver Remaining Receiver Hand Signal ( ) Spot Spot Option Option Post Point to open hand ( ) Mesh Drag Banana Post Drag/Wheel Interlocked fingers over head
  • 43. Reading Progressions in the Bunch Bunch Package Progressions Route Name First Read Second Read Third 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 T YX J Z T H X Y Z T YX Z H T YX F Z 11 – Right J Pro 65 Z Snag 12 – Rip 65 Z Snag 12 – Liz H Weak 64 Z Snag 21 – Right Plus 65 Z Snag 1 3 2 F.A. 1 3 2 1 3 2 1 2 3 F.A.
  • 45. Space Variations T YX J Z T H X Y Z T YX Z H T YX F Z 11 – Right J Pro 65 Y Space 12 – Rip 65 H Space 12 – Liz H Weak 64 H Space 21 – Right Plus 65 Y Space 1 2 3 F.A. 1 2 3 3 2 1 1 2 3 F.A.
  • 46. Follow Variations T YX J Z T H X Y Z T YX Z H T YX F Z 11 – Right J Pro 65 Y Follow 12 – Rip 65 H Follow 12 – Liz H Weak 64 X Follow 21 – Right Plus 65 Y Follow 1 2 3 F.A. 1 2 3 1 2 3 1 2 3 F.A.
  • 47. Cross Variations T YX J Z T H X Y Z T YX Z H T YX F Z 11 – Right J Pro Zip Strong 65 Y Cross 12 – Rip Zip Strong 65 H Cross 12 – Liz H Weak Zip Weak 64 X Cross 21 – Right Plus Zip Strong 65 Y Cross 1 2 3 F.A. 1 2 3 1 2 3 1 2 3 F.A.
  • 48. Pop Variations T YX J Z T H X Y Z T YX Z H T YX F Z 11 – Right J Pro 65 Y Pop 12 – Rip 65 H Pop 12 – Liz H Weak 64 H Pop 21 – Right Plus 65 Y Pop 1 2 3 F.A. 1 2 3 1 2 3 1 2 3 F.A.
  • 49. Spot Variations T YX J Z T H X Y Z T YX ZH F Y X T Z 11 – Right Gun 61 J Spot 12 – Left Gun 60 H Spot 12 – Right H Strong Gun 61 Y Spot 21 – Left Gun 60 Y Spot 1 2 3 1 2 3 1 2 3 1 23 4 44 4
  • 50. Mesh Variations T YX J Z T Y X H Z T YX ZH F Y X T Z 11 – Right Gun 61 Y Mesh 12 – Right Gun 60 H Mesh 12 – Right H Strong 61 Y Mesh 21 – Left Gun 60 Y Mesh 1 2 3 1 2 3 1 2 3 1 2 3
  • 51. SMWC FSSS C Empty Diagrams – 2 x 2 vs. Two Shell
  • 52. SMWC FSSS C Empty Diagrams – 3 x 1 vs. Two Shell
  • 53. S M W C FS SS C Empty Diagrams – 2 x 2 vs. Three Shell
  • 54. S M W C FS SS C Empty Diagrams – 3 x 1 vs. Three Shell
  • 55.
  • 56. Slide Protection – 80 Series 80/81 protection is our 6 man slide protection. 80 tells the TB to block the outside gap on the right, and 81 tells the back to block the outside gap on the left. The offensive line slides away from 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 his gap will stay and help with and defender over him. In such a situation, the helping lineman must 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
  • 57. 80 Protection Examples N TE M S W $ N TE M SW $ N TE S M W $ N TE M SW $ SS 80/84 Protection
  • 58. 6 Man Protection – 60 Series 60/61 Protection TB Double reader – Block first LB to #4 threat PST Covered – Block on Uncovered – Block first outside OG “Fan” Call – Block first outside PSG Covered – Block on Uncovered – “Fan” Call – Block first outside C Covered – Block on Uncovered – Double read ILB to BS #4 BSG Covered – Block on Uncovered – Double read ILB to BS #4 BST Covered – Block on Uncovered – Block first outside Ball Fake Protection (62/63)  Shuffle step & attack the B gap  Align away from the protection in the gun  No rules change for OL Backside Protection (64/65) (66/67)  Alerts QB/WR that route concept is to backside of the protection  Can also be made into a ball fake protection (66/67)
  • 59. 60 Protection & Direction 60 Protection Back Blocks Right Route Concept Right 5 Step Drop 62 Protection Back Blocks Right Route Concept Right Ball Fake to TB 63 Protection Back Blocks Left Route Concept Left Ball Fake to TB 61 Protection Back Blocks Left Route Concept Left 5 Step Drop  Route  Route Route  Route 
  • 60. 60 Protection & Direction 64 Protection Back Blocks Right Route Concept Left 5 Step Drop 66 Protection Back Blocks Right Route Concept Left Ball Fake to TB 67Protection Back Blocks Left Route Concept Right Ball Fake to TB 65 Protection Back Blocks Left Route Concept Right 5 Step Drop Route   Route Route   Route
  • 61. 60 Protection Examples N TE M S W $ N TE M SW $ N TE S M W $ N TE M SW $ SS 60/64 Protection
  • 62. Sprint Protection – 90 Series Our sprint out passing game uses 90/91 protection. In this protection, we physically attack the edge of the defense so that we can get the QB out of the pocket and move the launch point. The offensive line rules are based on the fire rule that we use on Stretch/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” call when 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 PSG Protect Gap/On/Most Dangerous LB 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
  • 63. 90 Protection Examples N TE M S W $ N TE M SW $ N TE S M W $ N TE M SW $ SS 90/94 Protection
  • 64. Boot Protection – 98/99 Protection Our main play action pass is Inside Zone boot. We fake 42/43 Slash, booting toward the numbered side. This protection is the only example in the entire protection series that has the tailback blocking away from the number of the protection. We will tag many routes onto the protection. Boot/Naked Protection Named Player Ball fake away from play call – Block EOL Any 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! BSG Pull and log EOL to the play call side Kick out any over aggressive technique that can’t be logged BST Block BS B Gap – DO NOT STEP TO AIR!
  • 65. Boot Protection Examples N TE M S W $ N TE M SW $ N TE S M W $ N TE M SW $ SS 98 Protection
  • 66. Drop Back Screens Screen Names Receivers ZR Easy XR Exxon JR Joker KR Krazy ER Eagle TE’s YR Tyrone HR Hero RR Razor RB’s TB Tito FB Frank BB Bobby Catch Area 70 Convoy Curl DefenderHook Defender Our basic drop back screen is a universal system in which we can throw screen to anyone in the offense at any time. The direction of the screen (70/71) tells the offensive line which direction they are blocking the screen. We then attach the screen name of the position that we want to go to the screen area and catch the screen. 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.
  • 67. Drop Back Screens Offensive Line Rules PST Pass Set DE Invite him up the field PSG Bang nearest DL Convoy – Protect the catch & Block first man O/S the catch C Bang nearest DL Block PSLB (Curl Defender) BSG Bang nearest DL Block MLB (Hook Defender) BST Pass Set DE Invite him up the field If you ARE NOT the screen man… WR/TE Sprint Vertical for 10 Block Nearest Deep DB RB Swing to the flat away from screen, If 72/73, ball fake and run flat route opposite If you ARE the screen man… RB Align opposite the call Cross the ball & get lost in the OL Make sure to stay inside OT’s block Make sure to catch the ball behind the LOS TE Pass set the nearest DL Get beat slowly – Allow the rush to turn his shoulders back to the QB Make sure to catch the ball behind the LOS WR Take three steps hard up the field Sprint for the catch point Make sure to catch the ball behind the LOS
  • 68. Passing Game Coordination 11 – Right 70 Easy 11 – Right J Strong 71 Exxon 12 – Right Xoom Flip 70 Tyrone 12 – Liz H Strong 71 Exxon T YX J Z T YX J ZCatch Area 70 Catch Area 71 YX HZ Catch Area 71 TT Y X H ZCatch Area 70
  • 69. Rocket Screen The Quick Rocket screen is designed as a play-action screen that gets the ball to the perimeter quickly. Rocket screen is thrown to the outside receiver. It requires that every member of the offense 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 all linemen and receivers to add one to their number responsibility, and the second man from the sideline becomes the screener. Y X JZ Z 1234
  • 70. Rocket Screens ( ) Rocket - 78/79 Rules PS #1 Three steps vertical, climb back down stem of route Catch screen & get inside the kickout of the PST PS #2 Two steps vertical push Block #1 from sideline PS#3 Safety control route Step on his toes & block him PST Three zone steps away from the screen Hunt #2 from sideline – Must kickout PSG Three zone steps away from the screen Hunt #3 from sideline C Three zone steps away from the screen Hunt #4 from sideline BSG Three zone steps away from the screen Block most dangerous DL (End) BST Block Slash/Blade away from screen PSTE Block Slash/Blade away from screen BS #2 Hunt MOF safety to far hash safety BS #1 Hunt near hash safety to BS corner TB Ball fake away from screen – block EOL
  • 71. Rocket Screens 11 – Right 78 Z Rocket 11 – Right J Strong 78 K Rocket Add 12 – Right 79 X Rocket 12 – Liz H Strong 79 Z Rocket T YX J Z T K X J Z YX HZ TT Y X H Y Z 2 3 1 4 Chase DL 2 3 1 45 Chase DL 2 3 1 4 Chase DL