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Table of Contents
Formations 3
Doubles 4
Trips 6
Pro 8
Empty 10
Heavy 12
Other Formations 14
Motions 15
Offensive Philosophy 16
Offensive Goals 19
Protections 20
Air Attack 29
Quick Game 30
5 Step 44Vertical 46
Smash 56
Screen 63
Flat / Curl 76
Red Zone / Specials 82
Ground Attack 88
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One of the defining characteristics of our offense is the we are very multiple and use
formations along with minor adjustments to gain better angles, leverage, and releases
into our route assignment. Formation adjustments also allow us to maximize our
personnel match-ups to create one-on-one situations or to create confusion by the
defense resulting in the possibility of an uncovered receiver due to a blown coverage.
The teaching process is easy requiring only about five minutes of practice time to
incorporate an entirely different package. It broadens our menu of plays without
having to teach new routes, protections, concepts, etc. A few simple terms allows us
to change our look. We are still running the same concepts throughout our system,
but by using various formations, it is harder for the defense to recognize route
combinations.
We have five base formations that we use:
1. Doubles (80s)
2. Trips (60s)
3. Pro
4. Empty
5. Heavy
These formations are also used in personnel packaging throughout our play calling.Every formation that exists in our playbook stems from these five base formations.
They can be tweaked through formation adjustment tags to established desired
formation through alignment.
Motion is another way to gain an advantage over the defense before the ball is
snapped. We use specific motions throughout to:
1. Disguise intentions/delay defensive recognition
2. To gain a blocker or outnumber the defense to one side
3. Create easy releases
4. Declare defense to dictate man vs. zone coverage
5. To create one-on-one match-ups creating personnel advantages
6. To force defense to check or move late, resulting in defenders
being out of position
Basic motion calls are player specific determining what type of motion that will be
utilized. The quarterback controls ALL motions! If a player is out of position due to
3
Pioneers Offense
Formations/Motions
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motioning it is the quarterbacks fault. All motions are automatically off if the
quarterback uses MAYDAY call, which alerts the entire offense that the play clock is
under 10 seconds.
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XY
Q
W
R
Z
DOUBLES
The basic formation is DOUBLES. You can see that it is a basic 2 x 2 set.
Alignments
Quarterback (Q)
o In the shotgun, the quarterbacks general depth is at 5 yards. This can
vary from 4 to 5 yards according to the play call.
Running back (R)
o RB position varies depending on play. Rule of thumb: yard deeper
than the quarterback and outside foot aligned with inside foot of the
tackle.
Backside Split End (X)
o Bottom of the numbers on the ball, may vary depending on play call
Backside Slot (W)
o Split the difference between the X and the tackle, off the ball (where
quarterback would be if he was under center)
Front-Side Slot (Y)
o 1 yard outside the college hash, off the ball (where quarterback would
be if he was under center)
Front-Side Split End (Z)
o Top of the numbers on the ball, may vary depending on play call. Since
he is on the wide side of the field, he has more variance to line up
according to his route. (Could range from the top of the numbers to the
bottom on any given play)
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Pioneers Offense
Doubles (80s)
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6
Pioneers Offense
Trips (60s)
X
Y
Q
W
R
Z
DOUBLES STACK
X
Y
Q
W
R
Z
DOUBLES SQUEEZE
X
Y
Q
W
R
Z
DOUBLES PAIR
XY
Q
W
R
Z
DOUBLES ACE
XY
Q
W
R
Z
DOUBLES FLIP/FLOP
Flip Flop
XY
Q
W
R
Z
TRIPS
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The basic formation is TRIPS (60S). You can see that it is a 3 x 1 set.
Alignment
Quarterback (Q)
o In the shotgun, the quarterbacks general depth is at 5 yards. This can
vary from 4 to 5 yards according to the play call.
Running back (R)
o RB position varies depending on play. Rule of thumb: yard deeper
than the quarterback and outside foot aligned with inside foot of the
tackle.
Backside Split End (X)
o Bottom of the numbers on the ball, may vary depending on play call
Backside Slot (W)
o Alignment is in-line with the goal post, off the ball (where quarterback
would be if he was under center)
Front-Side Slot (Y)
o 1 yard outside the college hash, off the ball (where quarterback would
be if he was under center)
Front-Side Split End (Z)
o Top of the numbers on the ball, may vary depending on play call. Since
he is on the wide side of the field, he has more variance to line up
according to his route. (Could range from the top of the numbers to thebottom on any given play)
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X
Y
QW
R
Z
TREE
The basic
formation is
tight-end
trips. Still 3
x 1 except
with H-back.
Alignment
Quarterback (Q)
o In the shotgun, the quarterbacks general depth is at 5 yards. This can
vary from 4 to 5 yards according to the play call.
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Pioneers Offense
Pro
XY
Q
W
R
Z
TRIPS w/ BACK WEAK
X
Y
Q
W
R
Z
STACK
X Y
Q
W
R
Z
HURRICANE
X Y
Q
W
R
Z
CLUSTER
XY
Q
H
R
Z
PRO
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Running back (R)
o RB position varies depending on play. Rule of thumb: yard deeper
than the quarterback and outside foot aligned with inside foot of the
tackle.
Backside Split End (X)o Bottom of the numbers on the ball, may vary depending on play call
Tight- End (H)
o Alignment is 2 feet outside the tackle, off the ball (depth: in line where
quarterback would be if he was under center)
Front-Side Slot (Y)
o 1 yard outside the college hash, off the ball (where quarterback would
be if he was under center)
Front-Side Split End (Z)o Top of the numbers on the ball, may vary depending on play call. Since
he is on the wide side of the field, he has more variance to line up
according to his route. (Could range from the top of the numbers to the
bottom on any given play)
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X Y
Q
H
R
Z
JOKER
10
XY
Q
H
R
Z
CON
XY
Q
H
R
Z
PRO FIB
XY
Q
H
R
Z
CON FIB
X Y
Q
H
R
Z
TRIO
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The basic formation is no-back. This is a 3 x 2 set, can be a 4 x 1 set
Alignment
Quarterback (Q)
o In the shotgun, the quarterbacks general depth is at 5 yards. This can
vary from 5 to 6 yards according to the play call.
Running back (R)
o RB position varies depending on play. The RB is usually the adjuster in
all empty sets. This is a way to put an extra athlete in space to create
more one-on-one match-ups.
Backside Split End (X)
o Bottom of the numbers on the ball, may vary depending on play call
Inside Slot (W)
o Alignment is in-line with the goal post, off the ball (where quarterback
would be if he was under center)
Outside Slot (Y)
o 1 yard outside the college hash, off the ball (where quarterback would
be if he was under center)
Front-Side Split End (Z)
o Top of the numbers on the ball, may vary depending on play call. Since
he is on the wide side of the field, he has more variance to line up
according to his route. (Could range from the top of the numbers to the
bottom on any given play)
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Pioneers Offense
Empty
XY
Q
WRZ
PANTHER
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12
XY
Q
W RZ
PIONEER
XY
Q
WR
Z
QUADS
XY
Q
HR
Z
PRO QUADS
XY
Q
H WZ
KINGS
X Y
Q
R
W Z
DIAMOND
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The basic formation is a two tight end no back set. Maintain 2 x 1 set with WRs.
Alignment
Quarterback (Q)
o In the shotgun, the quarterbacks general depth is at 5 yards. This can
vary from 5 to 6 yards according to the play call.
Tight End (H)
o Alignment is 2 feet outside the tackle, off the ball (depth: in line where
quarterback would be if he was under center) H is always aligns to wide
side of the field.
Backside Split End (X)
o Bottom of the numbers on the ball, may vary depending on play call
Tight End (TE)
o Alignment is 2 feet outside the tackle, off the ball (depth: in line where
quarterback would be if he was under center) TE always aligns to short
side of the field.
Outside Slot (Y)
o 1 yard outside the college hash, off the ball (where quarterback would
be if he was under center)
Front-Side Split End (Z)
o Top of the numbers on the ball, may vary depending on play call. Since
he is on the wide side of the field, he has more variance to line up
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Pioneers Offense
Heavy
XY
Q
TE HZ
HEAVY
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according to his route. (Could range from the top of the numbers to the
bottom on any given play)
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15
X Y
Q
TEH
Z
HEAVY OVER
X Y
Q
TEH
Z
HEAVY OVER Y PAIR
X
Y
Q
TE HZ
HEAVY TREE
X Y
Q
TEH
Z
HEAVY TRIO
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XYQW
R
Z
WINGS
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Pioneers Offense
Other Formations
XY
QS R
Z
SPLIT
XY
Q
FB
R
Z
PRO G
XY
Q
W
R
Z
FLEX
Pioneers OffenseMotions
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QUARTERBACK CONTROLS ALL MOTIONS!
17
XY
Q
W
R
Z
X
Y
Q
W
R
Z
RAM-Tells the RB to
motion to the RIGHT. His
destination will varydepending upon the play
call
LION-Tells the RB to
motion to the LEFT. His
destination will vary
depending upon the play
call
X
Y
Q
W
R
Z
MO-Tells the taggedplayer to motion to his
alignment crossing the
formation to get there (In
this case W mo)
X Y
Q
W
R
Z
OUT/IN-Tells the tagged
player to motion out/in
getting to his alignment
when the ball is snapped
DISCO-Tells the tagged
player to motion across
center and trace steps
back to original
alignment (In this case H
X
Y
Q
H
R
Z
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UWP Offense
Offensive Philosophy
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1. Attitude
A.M.F. Adios My Friend, always creating the big play
G.A.T.A.- Get After Their Ass, Hard-nosed smash mouth football
that can strike without warning. We will wear teams down
throughout the course of the game.
STAMPEDE Play an up-tempo offense and force the defense to play
according to our style. We will use intelligence, confidence, and
athletic ability to our advantage.
2. Spread the Field
Force the defense to show their hand to easily determine coverages
and blitzes
Easy for the quarterback to make confident reads
Helps the run game by opening up the box
Creates miss-matches that the offense can easily attack
3. Throw to Uncovered Receivers
Choice Game (Bingo and Now)
Forces the defense to cover the entire field
High percentage passing while using ball control to gain 5 yards
4. Hurt the Blitz
Screen Game, Sight Adjustments, Hot Routes
Every blitz is an opportunity to score
It is going to be a big play!
5. Game Planning
Must be able to adjust on the fly
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Pioneers Offense
Offensive Principles
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Must have the right tools in the toolbox
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1. Protection This is the key to our success. Everything comes from
protection
2. Beat the Blitz Recognize It, Protect It, Attack It! A big play is about to
happen
3. Route Conversion Routes will change according to the defensive
coverage.
The basic principles of our passing game stem from concepts throughout
the system. We are not running routes, we are running packages to defeat coverage
voids.
4. Passing Concepts These concepts are the same across all
formations. This allows you
to learn the systems easily. The Key: See the Big Picture.
5. Educated Freedom We will give you the opportunity to play within
yourself in order
to get open as long as it falls in line with our basic rules and passing
concepts. The two
basic acts of freedom are the A.M.F. and the D.A. rule (these will be
explained later).
6. Sandbox Rules Within each pass concept, you will have specific areas
in which you will
be assigned to get open. We call this your sandbox. Again, we must
see the big
picture and understand that you have to stay in your sandbox, if not our
spacing will
bring in unnecessary defenders.
7. Run After the Catch 50% of yards gained come after the catch.
Receivers will be
taught were to attack defense to maximize full potential of RAC.
8. Scramble Rules If a play breaks down and the quarterback is forced
to scramble,
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Pioneers Offense
Basic Principles of Spread Offense
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receivers will have automatic adjustments based on the route they are
running.
Quarterbacks: Never throw the ball late down the middle!
9. Golden Rule: QBs never pass up an open receiver waiting for
another to get open.
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10. Built in Constants There are certain things in our offense that do
not change
A. If there is no FS in the middle of the field, someone will be
assigned to replace him.
B. vs. Cover 2, we will build triangle reads.
C. We will throw the ball deep on the hashes or in the flats if a FS
is in the middle of the field (Cover 1 or Cover 3).
D. Against hard corners (Cover 2), we will never attempt to throw
a ball over the head of a back-pedaling corner, take the short
throw. Remember that 50% of yard come after the catch!
E. vs. Zone coverage, receivers are to find and settle into holesbetween defenders, it is the quarterbacks job to find the
window and deliver the pass. Do not lead them into danger.
F. vs. Man coverage, receivers stay on the run always looking to
gain separation between him and the defender, it is the
quarterbacks job to keep the receiver on the run to maintain
separation.
G. Q Receiver- throughout all our 5 step passing game, we willhave a built in Q receiver. If defense blitzes, the Q receiver
must shorten his route properly to give the quarterback a
quick option against the blitz.
Offensive Goals
1. To score 6 times a game
2. To average 400 yards of total offense
3. Zero turnovers per game4. No more than 3 penalties per game
5. Score 75% of the time from the Red Zone
6. 3rd Down conversion of 60%
7. 2 or less sacks per game
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UWP Offense
Protections
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Great protection is the most basic key to the success of our pass offense. We have a
protection first mentality when it comes to our passing game. Successful pass
protection is the result of EVERY member of our offense being on the same page and
executing his assignment. Main keys to successful pass protection include:
Our linemans knowledge and execution of our schemes, but more importantly,
having the ability to work as a unit with the mentality that No Body Touches
Our Quarterback
Our running back must know his assignment according to the protectionscheme. Majority of the time, he will be responsible for number 6 to number 7
according to protection. You are accountable for your defender! He is your
number one priority in passing game.
Our receivers play a major role in identifying coverages to determine and
identify possible blitzes as well as understanding when to automatically adjust
their route in order to get open in time to let the quarterback be successful.
Our quarterback is the keystone to our success. He has to have the knowledge
to get us into the right situation by bringing in extra protection, changing the
play, or getting the ball to the right match-up to take advantage of one-on-onesituations to defeat blitzes. He also must know when to Live for Another Play.
Protection Protection Concept
1 Slide
2 Play Action Boot
3 Fan
4 Gap
7 Semi-Roll
9 Man
30s Quick
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Pioneers Offense
Protections
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Protection: 1 Concept: Slide
Our slide protection is used to protect against outside blitzes and overloads. In this
protection the RB has to double read the backers (6 to 7). We will slide from the first
uncovered lineman on away from the RB. The backside tackle will block the widest
rusher as a rule. The center or the uncovered lineman slides to the call.
Protection: 1 vs 3-2 Protection: 1
vs 3-3
TN
S
E
F M
QR
SS123
4 5 6
7
Protection: 1 vs 4-1 Protection: 1
vs 3-3
27
T N ES
F M
W
QR
1234
5 6
7
TN EE
W M S
QR
1234
56
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T N EE
F M
QR
SS1234
5 6
7
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Protection: 2 Concept: Play-Action
Boot
On play action protection we have to block aggressively selling run first do the
defensive line and the backers. The RB carries out his run fake and blocks by getting
tackled if he is not included in the routes. We are selling the run and leaving the BSDE free for the pulling guard. On this play action protection we always block the play
that is called like a run without going down field.
Protection: Boot Left 212
TNE SFM
W
QR
1 2 345
6 7
Protection: Boot Right 211
T N ES
F M
W
QR
123
4 5
67
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Protection: 3 Concept: Fan
Our fan protection is used as a play action concept off of our choice package. In our
fan protection, the RB will make his Roger or Louie call according to the A-gap in
which there is no defensive tackle. If there is a three man front, the RB back must
used his best judgment. Regardless of what happens, the RB is responsible to cut thedefender in his gap. According to the RB back call, the center protects the opposite A
gap as everyone else up front fans out to protect their outside gap. The guards are
responsible for B gaps and both tackles are responsible from their nose to the side
line.
Protection: 3 vs 3-2 Protection: 3
vs 3-3
TN
S
E
F M
QR
SS123
4 5 67
Cut
Protection: 3 vs 4-1 Protection: 3
vs 4-2
30
T N ES
F M
W
QR
123
4 5
67
Cut
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T N EE
F M
QR
SS12
34
5 6
7
Cut
"Louie"
31
T N EE
W M S
QR
1234
5 6 7
Cut
"Louie"
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Protection: 4 Concept: Gap
We use this protection for some of our Quick game. This is a six-man gap
protection. The RB is responsible to cut the edge to the side of the call; Rip to the
right and Liz to the left. The offensive line will gap protect away from the call, with
the open tackle also cutting the edge. There is a call for the call side tackle to staybig on big when there are two off the edge and no B-gap threat. This protection is
very physical at the LOS and will only allow heat off the edges. The protection will be
the same regardless of front. We are being responsible for a gap not a man.
Protection: 4-Liz
T N ES
F M
W
QR
123
4 5
67
"Liz"
Protection: 4-Rip
T N ES
F M
W
QR
123
4 5
67
"Rip"
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Protection: 7 Concept: Semi
Roll
We use this protection for a semi-roll by the QB. It is always a six-man protection.
The RB checks and helps against the play-side defensive end. If the end is secured he
leads the QB and checks blitzes from the play-side D-gap to A-gap. The play-sideguard and tackle reach or man block without losing ground. The play-side has to cut
if necessary. The center, the backside guard and tackle reach and hinge. The
backside tackle has to control the backside defensive end. A Dog call will align the
RB opposite and will protect opposite, a full reach scheme across the front will occur.
Protection: Semi Roll Right 764
T N ES
F M
W
QR
123
4 5
67
Protection: Semi Roll Left 763
TNE S
FM
W
QR
1 2 3
45
6 7
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Protection: 9 Concept: Man
We use this protection in all of our formational series. This is a five or six man
protection depending on the formation. We should be able to protect all five/six man
rushers with the QB being responsible for the sixth/seventh rusher. The RB is
responsible for 6 to 7 in the box or to the call side. The center always identifies theMike backer. The Mike call depends on the front call by the RB. Mike is either the
single backer in the box or the 2nd backer in the box away from the call. To block Mike
the center calls either a single block or a combo block with a guard depending on the
defensive alignment. The first uncovered lineman from the center on to the backside
will double read Mike to the outside backer away from the call. We have three
additional calls for the running back in the protection: Max RB will stay and protect
and not release for his route; Dog RB will line up away from the call but still protect
to the play side as if he was aligned to the call side; Chip RB chips the front side
defensive end to help the tackle before he leaves for his route (or other player
depending on game plan).
Protection: 9 vs 3-2 Protection: 9
vs 3-3
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TN
S
E
F M
QR
SS123
4 5 67
Protection: 9 vs 4-1 Protection: 9
vs 4-2
35
T N ES
F M
W
QR
123
4 5
67
TN EE
W M S
QR
1234
5 67
T N EE
F M
QR
SS123
4
5 6
7
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Protection: 30s Concept:
Quick
Our Quick Protection is based on our Man Protection and is a man scheme. This is a
five or six man protection depending on the formation. We run block the defenders
initially. This is a very aggressive block because we have to get the defenders handsdown. The RB will always protect to the side the QB chooses, Roger and Louie
will tell the linemen where he is. The center always identifies Mike. The Mike call
depends on the front call by the RB and his alignment. Mike is either the single
backer in the box or the 2nd backer in the box away from the call. To block Mike the
center calls either a single block or a combo block with a guard depending on the
defensive alignment. The first uncovered lineman from the center on to the back-side
will double read Mike to the outside backer away from the call.
Protection: 30s vs 3-2Protection: 30s vs 3-3
TN
S
E
F M
QR
SS123
4 5 67
36
T N ES
F M
W
QR
123
4 5
67
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Protection: 30s vs 4-1
Protection: 30s vs 4-2
37
TN EE
W MS
QR
1234
5 67
T N EE
F M
QR
SS1234
5 6
7
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UWP Offense
Air Attack
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Our quick game (3 Step) is the Bread and Butter of our offensive air attack. We will
use this package anywhere on the field. This makes easy reads and quick decision
making for the quarterbacks and also allows us to get the ball in space to our
receivers to take advantage of their athletic ability. This is also a high percentage
completion percentage that should be around 80% to 85%. These are also the only
pass plays within our system that must be memorized. There are no basic concepts
with are 3 step game, just plays. We can run this package out of any formation that
we have in our offense, which is why this is our most productive package in our
system.
Defenses Answer to our Quick Game
1. Most defenses have the mind-set that they will give up the short pass to make
sure that they do not get beat on the long ball. However, we know that 50% of
yards gained are made after the catch. With this in mind, a 5 yard completion
can easily turn into a 10 yard gain. Last time I checked, a first down is still 10
yards which means that we are still on the field that much closer to putting the
ball in the endzone.
2. They play Cover 2 with man to man principles underneath to prevent the 5
yard completion. The main reason a defense runs this coverage is to force us
to throw the fade. This is definitely an option and we will take this. However,we also must be smart and understand that if they are in this type of coverage,
the defense is using 6 defenders to cover 4 receivers (4 man-to-man, 2 safeties
deep). This leaves the other five defenders to defend against our run game.
Involved with that include our 5 offensive lineman, 1 quarterback, and 1
running back (7 vs. 5, I like our odds).
3. If the two theories above do not work, the defense will go to the blitz theory.
We have no problem blocking 6 defenders if they decide to blitz us. The
problem lies with blocking 7. This is when the quarterback has a decision to
make: get the ball off before they get to him or bring in extra protection. We
prefer the extra protection. Remember, if they decide to bring 7 defenders, we
have one-on-one across the board. One mess up by the defense and we have
6 points.
Receiver Rules
A.M.F. If a defender is within 5 yard on a hitch or out route, then beat them
deep
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Quick Game (3 Step)
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D.A. This involves mainly the wings, if the outside linebacker flies across your
face to the flats without respecting your route, immediately open up to the
quarterback and look for the ball.
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Play: 31 Concept: Slant/Shoot
CoverRead Player Danger Player Progression
QB 1 SS/W M 1. Pre-Snap Read/best match-up
2 S/W M/F 2. Read S/W
3 SS/W M/F 3. S/W runs with W/Y throw slant
4 S/W M/F 4. S/W jumps slant, throw shoot
X 5 yard read Slant Coaching Point: Keep defender on your back hip
W Quick Shoot Route Coaching Point: Gain depth as you gain
width
R Block 6 to 7 Coaching Point: Roger/ Louie call
Y Quick Shoot Route Coaching Point: Gain depth as you gain
width
Z 5 yard read Slant Coaching Point: Keep defender on your back hip
41
X
T N T
S F M
Y
W
QB
C
W
C
R
FS
Z
SS
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Play: 31 Bubble
Notes:
Play: 31 Wheel
Notes:
42
Wheel
X
T N TS
F M
Y
W
QB
C
W
C
R
FS
Z
SS
X
T N TS
F M
Y
W
QB
C
W
C
R
FS
Z
SS
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Play: 32 Concept: Hitch/Slip -
DragCoverRead Player Danger Player Progression
QB 1 SS/W M/F 1. Pre-Snap Read/best match-up
2 S/W M/F 2. Read S/W
3 S/W M/F 3. S/W runs with W/Y throw hitch
4 S/W M/F 4. S/W flies to flat, throw D.A.
X 6 yard Hitch Coaching Point: A.M.F. if corner sits on hitch
W Slip - Drag Coaching Point: Control S, if he flies flatsautomatic D.A.
R Block 6 to 7 Coaching Point: Roger/ Louie call
Y Slip Drag Coaching Point: Control W, if he flies flats
automatic D.A.
Z 6 yard hitch Coaching Point: A.M.F. if corner sits on hitch
43
XT N T
S F M
Y
W
QB
C
W
C
R
FS
Z
SS
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Play: 32 Go
Notes:
Play: Trips 32
Notes:
44
X
T N TS
F M
Y
W
QB
C
W
C
R
FS
Z
SS
X
T N T
S F M
Y
W
QB
C
W
C
R
FS
Z
SS
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Play: 33 Concept: Slant/Slip
Drag
CoverRead Player Danger Player Progression
QB 1 SS/W S/M 1. Cover 2- Slant, Cover 3 - Hitch
2 S/W M/F 2. Read S/W
3 S/W M/F 3. S/W runs with W/Y throw
slant/hitch
4 S/W M/F 4. S/W flies to flat, throw D.A.
X Read Slant Coaching Point: Keep the corner on your back hip
W Slip - Drag Coaching Point: Control S, if he flies flats
automatic D.A.
R Block 6 to 7 Coaching Point: Roger/ Louie call
Y Slip Drag Coaching Point: Control W, if he flies flats
automatic D.A.
Z 6 yard hitch Coaching Point: A.M.F. if corner sits on hitch
45
XT N T
S F M
Y
W
QB
C
W
C
R
FS
Z
SS
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Play: 33 Go
Notes:
46
X
T N TS
F M
Y
W
QB
C
W
C
R
FS
Z
SS
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Play: 34 Concept: Hitches
CoverRead Player Danger Player Progression
QB 1 C/S F 1. Pre-Snap, best option
2 S F 2. Read S
3 S/SS F 3. S sits on W throw to Y
4 S/SS F 4. S runs to Y throw to W, if
corner
squats A.M.F.
X 6 yard Hitch Coaching Point: Sell vertical route, beat the
drums
W 6 yard Hitch Coaching Point: Aiming point is 3 yard
outside, inside defender
R Block 6 to 7 Coaching Point: Roger/ Louie call
Y 6 yard Hitch Coaching Point: Aiming point is 3 yards
outside, inside defender
Z 6 yard Hitch Coaching Point: A.M.F. if corner sits on hitch
47
X
T N T
SF M
Y
W
QB
C
W
C
R
FS
Z
SS
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Play: 34 Y Go
Notes:
48
X
T N T
SF M
Y
W
QB
C
W
C
R
FS
Z
SS
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X
T N T
SF M
Y
W
QB
C
W
C
R
FS
Z
SS
Play: 37 Concept: Drag
CoverRead Player Danger Player Progression
QB 1 S/W F/M 1. Pre-Snap, best option
2 S/W/C F/M 2. Read S
3 S/C F/M 3. S jumps W, hit X on replace
drag 4 S/W F/M 4. S sits throw to W on
break
X Drag Coaching Point: 5 yards vertical then break
toward middle.
W Drag Coaching Point: 3 yards vertical, break
toward middle.
R Block 6 to 7 Coaching Point: Roger/ Louie call
Y Slip Coaching Point: Get inside of the W, if he flies to
the flats, D.A.
Z 6 yard Hitch Coaching Point: A.M.F. if corner sits on hitch
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Play: Trips 37
X
T N T
SF M
Y
W
QB
C
W
C
R
FS
Z
SS
Notes:
50
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Play: 38 Concept: Space
X
T N T
SF M
Y
W
QB
C
W
C
R
FS
Z
SS
CoverRead Player Danger Player ProgressionQB 1 S F/C 1. Pre-Snap, best option
2 S F/C 2. Read S
3 S/SS SS 3. S jumps R, hit W on stick route
4 S/SS SS 4. S sits on W throw chute
to R
X Fade Coaching Point: Must get an outside
release!
W Box Coaching Point: Control the F, sit over imaginary
tight end
R Chute Coaching Point: Aiming point is 3 yards on
sideline, RUN!
Y Slip Coaching Point: Get inside of W, if he vacates
use D.A.
Z 6 yard Hitch Coaching Point: A.M.F. if corner sits on hitch
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Play: 39 Concept: Flat/Fade
CoverRead Player Danger Player Progression
QB 1 C SS/W 1. Cover 2, field; Cover 3,
boundry
2 C SS/W 2. Read C
3 C SS/W 3. C jumps flat, throw fade
4 C SS/W 4. C stay with fade, throw shoot
X Fade Coaching Point: Stay at least 5 yards from
the sideline
W Shoot Coaching Point: Get to five yards as you get
width
R Block 6 to 7 Coaching Point: Roger/ Louie call
Y Slip - Drag Coaching Point: If W flies to flat, automatic D.A.
Z 6 yard Hitch Coaching Point: A.M.F. if corner sits on hitch
52
XT N T
S F M
Y
W
QB
C
W
C
R
FS
Z
SS
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Play: 39 Blade
Play: 39 Bubble
Play: 39 Special
53
XT N T
S F M
Y
W
QB
C
W
C
R
FS
Z
SS
X
T N T
S F M
Y
W
QB
C
W
C
R
FS
Z
SS
XT N T
SF M
Y
W
QB
C
W
C
R
FS
Z
SS
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The basics of our 5 Step Passing Game is ran in Concepts. These Concepts will
remain constant throughout all of our 5 Step Passing Game. These pass concepts
allow us to learn the base offense quickly and then incorporate each concept into
different formations. This allows us to very multiple by only making a few minor
adjustments.
Our Passing Concepts are as follows:
Numb
erConcept
1-2 Vertical Concept
3-4 Smash Concept
5-6 Screen Concept
7-8 Flat / Curl Concept
Note: Formation Numbers are Odd and Even
(Odd = Formation strength to the left, Even = Formation strength to the right)
For Example: Play Call 981
9 = Protection Scheme
8 = Formation
1 = Concept
(In this case, 981 let us know that we are in man protection 9; our
formation is Doubles 8;
we are running the vertical concept 1. Reminder: 2 is also a vertical
conceptthe only
thing that would change would be the strength of formation, Play call
would thus be 982
Formation adjustment: 961
54
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Protection adjustment: 161
55
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1 2 Vertical Concept
This concept allows us to stretch the defense vertically toward the end zone. This
concept is a main staple within our offense. We will attack with this concept at make
safeties worry about getting beat deep. The main areas in which we will attack is 18
to 22 yards down the field. The area in which we will attack are: 4 yards outside the
numbers on both sidelines as well as 2 yards outside each hash. In certain
coverages, we will attack 18 to 22 yards in the middle of the field. We will also have
a low level control route. We like this concept because it can be successful against
any type of defense.
3 4 Smash Concept
This concept allows us to isolate a cornerback into making the wrong decision. The
basic Smash Concept involves a six yard hitch in front the corner and an 18 to 22 yard
corner route behind. The main reason we use this concept is the attack the outside
zones of the defense as well as making an easy read for the quarterback by giving
high percentage throws with an easy key to throw off of. We like this concept the
best against some type of two deep coverage, but it is also successful in Cover 3 and
Man-to-Man.
5 - 6 Screen Concept
This concept allows us to control the blitz and forces defenses to second think about
giving pressure. THIS IS OUR ATTACK OFFENSE! If we are successful with the screen
concept, it will be easier to run our entire offense. We are allowing defenses to over-
pursue and getting the ball, on a high percentage throw, to an athlete in space. Our
offensive lineman are getting down field and putting defenders on the ground. We
like this concept against heavy blitz teams.
7 8 Flat/Curl Concept
This concept allows us to stretch the defense horizontally. We will stretch the flat
defender to the sidelines and replace him with a curl route. At the same time we
have a low level control player running a box route in the middle of the field at five
yards. We are giving the quarterback a triangle read among three defenders. We will
attack 12 yards on each hash (curl area) as well as 5 yards along the sideline (flat
area). We like this concept against Cover 3 and Cover 4.
56
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Our 5 Step Passing Game is ran on concepts. In order to understand the BIG
PICTURE, you must understand the SANDBOXES for each concept. We do not teach
routes in our 5 Step Passing Game. Instead we teach sandboxes on the field which
represent the ending area on the field in which the receivers will end up. No two
receivers will ever have the same SANDBOX. This allows us to easily adjust
personnel, switch formations, or add tags in order to give the defense a different look.
This allows us to give the defense a different look while we are still running the same
concept making it easier on the offense to become more multiple if needed.
The SANDOXES for the Vertical Concept are illustrated below:
QB
vs Cov 3 vs Cov 2
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Play: 981/982 Concept:
Vertical
X
T N T
S F M
Y
W
QB
C
W
C
R
FS
Z
SSCov 2
Cov 3Cov 3
Cov 3
CoverRead Player Danger Player Progression
QB 1 SS to FS M/S 1. Determine coverage, pre-snap
2 S to SS M 2. Middle Open, glance at SS,
read S
3 SS to FS M 3. Middle Closed, eyes on FS,
throw opposite 4 S to FS M 4. If backers
fly deep, throw to the RB
X Vertical Coaching Point: Sandbox: 18 22 yards deep 4
yards from The bottom of the numbers, in Cover 3, hitch up at
15 yards
W Front Side: Seam-Choice Coaching Point: Sandbox: 18 22 yards
deep 2 yards outside
Backside: Fix-Dig the hash, If Cover 3 stay up the hash, Cover 2 break
to middle
R Box/Flat Coaching Point: Check Protection then release to
route
Y Backside: Fix-Dig Coaching Point: Sandbox: 18 22 yards deep 2
yards outside
Front Side: Seam-Choicethe hash, must stay fixed on the hash in Cover 1/3
and break
route to the dig in Cover 2/4.
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Z Vertical Coaching Point: Sandbox: 18 22 yards deep 4
yards from
The bottom of the numbers, in Cover 3, hitch up at
15 yards
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Play: 981 Bama
X
T N T
S F M
Y
W
QB
C
W
C
R
FS
Z
SS
Play: 981 Bush
X
T N T
S F M
Y
W
QB
C
W
C
R
FS
Z
SS
Play: 981 Y Cross
X
T N T
S F M
Y
W
QB
C
W
C
R
FS
Z
SS
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Play: 981 W Cross
X
T N T
S F M
Y
W
QB
C
W
C
R
FS
Z
SS
Play: 981 X Cross
X
T N T
S F M
Y
W
QB
C
W
C
R
FS
Z
SS
Play: 981 Z Cross
X
T N T
S F M
Y
W
QB
C
W
C
R
FS
Z
SS
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Play: 961/962 Concept:
Vertical
XT N T
SF M
Y
W
QB
C
W
C
R
FS
Z
SS
Cover Read Player Danger Player Progression
QB 1 SS to FS M/S 1. Determine coverage, pre-snap
2 S to SS M 2. Middle Open, glance at SS,
read S
3 SS to FS M 3. Middle Closed, eyes on FS,
throw opposite 4 S to FS M 4. The RB is
you friend. Throw him the ball!
X Vertical Coaching Point: Sandbox: 18 22 yards deep 4
yards from
The bottom of the numbers, in Cover 3, hitch up at
15 yards
W Out Side: Seam-Choice Coaching Point: Sandbox: 18 22 yards deep 2
yards outside
Inside: Climb* the hash, If Cover 3 stay up the hash, Cover 2 break
to middle
R Box/Flat Coaching Point: Check Protection then release to
route
Y Inside: Climb * Coaching Point: Sandbox: 18 22 yardsdeep 2 yards outside
Outside: Seam-Choice the hash, must stay fixed up the hash at all times.
Z Vertical Coaching Point: Sandbox: 18 22 yards deep 4
yards from
The bottom of the numbers, in Cover 3, hitch up at
15 yards
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*Climb Route When you run the climb route, you MUST run over the F and get
to your sandbox on the opposite hash. See the big picture and get to your sandbox to
open up the window for the seam-choice.
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Play: 961 Trade
X
T N T
SF M
Y
W
QB
C
W
C
R
FS
Z
SS
Play: 961 Georgia
XT N T
S F M
Y
W
QB
C
W
C
R
FS
Z
SS
Play: 961 R Jig
XT N T
S F M
Y
W
QB
C
W
C
R
FS
Z
SS
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Play: Ghost 981 Bama
XT N T
S F M
Y
W
QB
C
W
C
R
FS
Z
SS
Play: Ghost 981 Bush
XT N T
S F M
Y
W
QB
C
W
C
R
FS
Z
SS
Play: Ghost 981 Y Cross
XT N T
S F M
Y
W
QB
C
W
C
R
FS
Z
SS
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Play: Panther 961
XT N T
S F M
Y
W
QB
C
W
C
R
FS
Z
SS
Play: Panther 961 Raz
XT N T
S F M
Y
W
QB
C
W
C
R
FS
Z
SS
Play: Panther 961 Georgia
XT N T
S F M
Y
W
QB
C
W
C
R
FS
Z
SS
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Play: Panther 961 R Pivot
X
T N T
SF M
Y
W
QB
C
W
C
R
FS
Z
SS
Play: Panther 961 R Whip
X
T N T
SF M
Y
W
QB
C
W
C
R
FS
Z
SS
Play: Panther 961 Y Pivot
X
T N T
SF M
Y
W
QB
C
W
C
R
FS
Z
SS
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Play: Panther 961 Y Whip
X
T N T
SF M
Y
W
QB
C
W
C
R
FS
Z
SS
Notes:
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Our 5 Step Passing Game is ran on concepts. In order to understand the BIG
PICTURE, you must understand the SANDBOXES for each concept. We do not teach
routes in our 5 Step Passing Game. Instead we teach sandboxes on the field which
represent the ending area on the field in which the receivers will end up. No two
receivers will ever have the same SANDBOX. This allows us to easily adjust
personnel, switch formations, or add tags in order to give the defense a different look.
This allows us to give the defense a different look while we are still running the same
concept making it easier on the offense to become more multiple if needed.
The SANDOXES for the Smash Concept are illustrated below:
QB
Note: When using the Smash Concept, we will semi roll our quarterback to the play
side. Not only does this make a shorter throw for the quarterback, it also moves the
pocket not allowing defenses to set up to always know where the quarterback is going
to set up for the pass.
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The PROTECTION number for Semi Roll is 7.
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Play: 983/984 Concept:
Smash
CoverRead Player Danger Player Progression
QB 1 W/SS FS/C 1. Determine coverage, pre-snap
2 SS/FS M 2. Read Corners alignment and stance
3 C W/SS 3. If corner sit on the hitch, throw
corner route 4 SS/FS M 4. If corner jumps corner
route, throw hitch
X Hitch Coaching Point: Sandbox: 6 yards deep on
the numbersSell vertical push by beating the drums
W Corner Coaching Point: Sandbox: 18 22 yards deep 5
yards from the
Sideline, stem SS and keep him in your back pocket
R Box Coaching Point: Check Protection then release to
route
Y Corner Coaching Point: Sandbox: 18 22 yards deep 5
yards from the
Sideline, stem SS and keep him in your back pocket
Z Hitch Coaching Point: Sandbox: 6 yards deep on
the numbers
Sell vertical push by beating the drums
72
X
T N T
S F M
Y
W
QB
C
W
C
R
FS
Z
SS
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Play: 783 Boston
X
T N T
S FM
Y
W
QB
C
W
C
R
FS
Z
SS
Play: 783 W Shake
X
T N T
S FM
Y
W
QB
C
W
C
R
FS
Z
SS
Play: 783 Freemont
X
T N TS F
M
Y
W
QB
C
W
C
R
FS
Z
SS
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Play: X in 983 Rex Hot
X
T N T
SF M
Y
W
QB
C
W
C
R
FS
Z
SS
Play: 783 X Under
XT N T
S F M
H
W
QB
C
W
C
R
FS
Z
SS
Play: 983 X Under Z Dig
XT N T
S F M
H
W
QB
C
W
C
R
FS
Z
SS
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Play: 963/964 Concept:
Smash
Cover Read Player Danger Player Progression
QB 1 SS FS/C 1. Determine coverage, pre-snap
2 C/SS/FS M 2. Read Corners alignment and
stance
3 C W/SS 3. If corner sit on the hitch, throw
corner route 4 C/SS/FS M 4. If corner jumps
corner route, throw hitch
X Hitch Coaching Point: Sandbox: 6 yards deep on
the numbers
Sell vertical push by beating the drums
W Corner Coaching Point: Sandbox: 18 22 yards deep 5
yards from the
Sideline, stem SS and keep him in your back pocket
R Box Coaching Point: Check Protection then release to
route
Y Corner Climb Coaching Point: Sandbox: 18 22 yards
deep 5 yards from the
Sideline, stem SS and keep him in your back pocket
Z Hitch Coaching Point: Sandbox: 6 yards deep on
the numbers
Sell vertical push by beating the drums
75
X
T N T
S F M
Y
W
QB
C
W
C
R
FS
Z
SS
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Note: If we SEMI ROLL into this play the Corner Climb Route turns into a deep corner
to the side of the semi-roll. Illustration on next page (763)
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Play: 763
X
T N T
S FM
Y
W
QB
C
W
C
R
FS
Z
SS
Play: 763 Special
X
T N T
S FM
Y
W
QB
C
W
C
R
FS
Z
SS
Play: 763 Flood
X
T N T
S FM
Y
W
QB
C
W
C
R
FS
Z
SS
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Play: 763 Throwback
X
T N T
S FM
Y
W
QB
C
W
C
R
FS
Z
SS
Play: X in 963 Rex Hot
X
T N T
S F M
Y
W
QB
C
W
C
R
FS
Z
SS
Play: 93
XT N T
S F M
Y
W
QB
C
W
C
R
FS
Z
SS
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Our screen package is a vital part of our offense. It gives us the tools to attack
defensive blitzes, slow down the rush, and allow opportunities to create big plays. All
screens end in 5 or 6 within our passing concept. The main type of screens that we
will use consist of: slip screen, bubble screen, and rocket screen. We will be very
multiple out of our screen package by using the multiple formations to get the ball in
open field allowing players to make plays. This part of our offense allows us to
release lineman downfield to show there athleticism. Basic Translation: Love the
Ground. On all screen game, we will cut block defenders as much as possible in
order to get defenders on the ground as well as make the ball carriers vision better
and allow him to get up field.
The most important part of our screen game comes in the form of our CHOICE
PACKAGE. This package puts together a basic run scheme with the bubble concept.
This is our version of the TRIPLE OPTION. We will force the defense to play its hand.
We will then use numbers to out-strength the defense forcing them to defend the
whole field. The decision is dependent upon the quarterbacks and his ability to
determine defenses from a pre and post snap reads to make the correct decision. We
use with our run game as well as our quick passing game with one goal in mind: GAIN
POSITIVE YARDAGE. Our overall goal is to average four or more yards when using this
package.
The screen game along with corresponding numbers are as follows:
Name Type Base Formations Variations
15/16 Slip Doubles, Trips, Pro
25/26 RB Flare Doubles, Trips, Pro Double Pass
35/36 Bubble w/ Rocket Empty, Heavy
45/46 Choice (Bingo) All 345/346,
Double Pass
55/56 Rocket Trips, Pro Iowa
65/66 Rocket Trips, Heavy, Pro
75/76 Choice (Now) All 375/376
85/86 Rocket All Iowa, Indiana
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95/96 Rocket Empty, Heavy Y/W,
Iowa, Indiana
Play: 15/16 Concept: Slip
QB Give ground & Coaching Point: If RB is covered, throw the ball athis feet! We have OL
Invite Rush blocking downfield.
X Block C Coaching Point: If man to man, run him off, you
make the TD block!
Get him on the ground!
W Block FS Coaching Point: Work up to SS. Put him on the ground!
R J Turn Coaching Point: Sell, sell, sell pass protection. You must
win an
Academy Award! J turn, catch and run to daylight.
Y Block FS Coaching Point: Get to his feet and get him to the
ground!
Z Crack Coaching Point: Crack back on W. Head in front stay on
your feet!
LT Pass Set Coaching Point: Pass set and invite up field, keep on
outside shoulder.
80
X
T N TS
F M
Y
W
QB
C
W
C
R
FS
Z
SS
Cut
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LG Release Coaching Point: Pass set 1 second, then release to
backers, run on his
feet, then throw and roll.
C Release Coaching Point: Pass set 1 second, then release to
backers, run on hisfeet, then throw and roll.
RG Flat Release Coaching Point: Pass set 1 second, then release to
corner, run on his
feet, then throw and roll. Must release FLAT!
RT Pass Set Coaching Point: Pass set and invite up field, keep on
outside shoulder.
Get hands down and cut him, he must end up on the
ground.
81
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Play: 25/26 Concept: RB
FlareQB Give ground & Coaching Point: Throw to up-field shoulder of RB.
Fade back after you
Invite Rush throw the ball to ensure a forward pass.
X Block C Coaching Point: Let him take himself out of the
play. Block him to the
side in which he wants to go. Attack him!
W 1st Threat Coaching Point: Use angles to create running lane.
Charlie call is used
R Flare Coaching Point: Catch the Ball! Get outside before
making initial cut.
Once initial cut is made, You Gotta Run!
Y Block SS Coaching Point: Get width and attack defender. The
faster you get to
him the more yards we get.
Z Block FS Coaching Point:This is the touchdown making block. Get
to him andput him on the ground.
LT Chase Block Coaching Point: If possible, CUT (always on the backside)
LG Chase Block Coaching Point: If possible, CUT (always on the backside)
C Chase Block Coaching Point: If possible, CUT (always on the backside)
82
XT N T
SF M
Y
W
QB
C
W
C
R
FS
Z
SS
Charlie
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RG Chase Block Coaching Point: If possible, CUT (always on the backside)
RT Chase Block Coaching Point: If possible, CUT (always on the backside)
83
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Play: 35/36 Concept: Double
Now
QB Read Best Option Coaching Point: Double Now Concept, Read the numbers
and throw to
the side that gives us the best option to be successful!
X Now Coaching Point: Sell Vertical, get back behind the line of
scrimmage to
catch the ball, get yards.
W Block C Coaching Point: Keep your head toward the line
the line of scrimmage.
Make him run through you to get to X.
R Block C Coaching Point: Keep your head toward the line
the line of scrimmage.
Make him run through you to get to Z.
Y 1st Threat Coaching Point: Get width and attack defender. The
faster you get to
him the more yards we get.
Z Now Coaching Point: Sell Vertical, get back behind the line of
scrimmage to
catch the ball, get yards.
LT Chase Block Coaching Point: Get width get down field. If possible,
CUT.
84
XT N T
SF M
Y
W
QB
C
W
C
R
FS
Z
SS
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LG Chase Block Coaching Point: Get width get down field. If possible,
CUT.
C Base Block Coaching Point: Stale Mate the Nose. Stay Up!
RG Chase Block Coaching Point: Get width get down field. If possible,
CUT.
RT Chase Block Coaching Point: Get width get down field. If possible,
CUT.
85
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Play: 45/46 Concept: Choice
BingoQB Choice* Coaching Point: Show ball to the RB and throw toup-field shoulder
X Block C Coaching Point: Attack the defender, if he starts to
get away, CUT!
W 1st Threat Coaching Point: Block 1st defender that threatens the
bubble. Slow play
the block to determine which defender is most dangerous.
R Flash Coaching Point: Flash across the quarterbacks face like
Chase. Sell run!
Y Bubble Coaching Point: Get width and stretch the field to
the sideline. Should
Have a slight arc. Get outside and run to grass. Never
make first cut
inside! Be an athlete and out run somebody.
Z Block C Coaching Point: If Cover 3, must attack defender.
If Cover 1 you can runthe fade route to take C out of the picture.
LT Chase Block Coaching Point: Get width get down field. If possible,
CUT.
LG Chase Block Coaching Point: Get width get down field. If possible,
CUT.
86
XT N T
SF M
Y
W
QB
C
W
C
R
FS
Z
SS
1st Threat!
Flash!
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C Chase Block Coaching Point: Get width get down field. If possible,
CUT.
RG Chase Block Coaching Point: Get width get down field. If possible,
CUT.
RT Chase Block Coaching Point: Get width get down field. If possible,
CUT.
*This is the base form of our Bingo scheme. Majority of time we will package with a
base run play.
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Play: Trips 42 Concept:
Choice
XT N T
SF M
Y
W
QB
C
W
C
R
FS
Z
SS
1st Threat!
Play: Stack 42 Concept:
Choice
X
T N T
SF M
Y
W
QB
C
W
C
R
FS
Z
SS
1st Threat!
Play: Stack 345 Concept:
Pass
88
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XT N T
SF M
Y
W
QB
C
W
C
R
FS
Z
SS
89
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Play: 55/56 Concept: Rocket
QB Give Ground Coaching Point: Keep eyes downfield, Use a high release
and throw the
& Invite Rush ball under the WRs chin on the rocket screen
X Block SS Coaching Point: Get yourself into the play. You will make
the
touchdown making block.
W Block S to FS Coaching Point: If S blitzes, let him go and then climb to
the next level.
R Block C Coaching Point: If corner is in press coverage,automatic motion to
ensure that you will make your block. Keep him outside of
you.
Y Block FS Coaching Point: Get to the play, you will make the block
that gets us
a first down. We like first downs!
Z Rocket Coaching Point: Sell vertical push and re-trace
your steps back to the
line of scrimmage while running toward the imaginary tight
end. This is where you catch the ball and then get up the
tunnel and then outside.
LT Pass Block Coaching Point: Get depth and keep defender on your
outside shoulder.
90
XT N T
SF M
Y
W
QB
C
W
C
R
FS
Z
SS
Cut
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LG Pass Set Coaching Point: Pass set, club defender by and release
down the hash!
C Pass Set Coaching Point: Pass set, club defender by and release
downfield,
splitting the difference between the hash and the numbers.
RG Pass Set Coaching Point: Pass set,, club defender by and release
to the numbers!
RT Pass Block Coaching Point: Get depth, invite pass rush and CUT him.
Play: 65/66 Concept: Rocket
QB Give Ground Coaching Point: Keep eyes downfield, Use a high releaseand throw the
& Invite Rush ball under the WRs chin on the rocket screen (Semi-
Roll SMOKE)
X Block SS Coaching Point: Get yourself into the play. You will make
the
touchdown making block.
W Block S to FS Coaching Point: If S blitzes, let him go and then climb to
the next level.
R Smoke Pro Coaching Point: Attack the defender, sell pass.
Y Block FS Coaching Point: Get to the play, you will make the block
that gets us
a first down. We like first downs!
91
XT N T
SF M
Y
W
QB
C
W
C
R
FS
Z
SS
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Z Rocket Coaching Point: Sell vertical push and re-trace
your steps back to the
line of scrimmage while running toward the imaginary tight
end. This is where you catch the ball and then get up the
tunnel and then outside.
LT Pass Block Coaching Point: Smoke Protection
LG Pass Block Coaching Point: Smoke Protection
C Pass Set Coaching Point: Pass set, club defender by and release
downfield.
Landmark is the hash mark.
RG Pass Set Coaching Point: Pass set,, club defender by and release
downfield!
RT Pass Block Coaching Point: Quick Pass Set, club defender by and
release flat down
the line of scrimmage to block the C. You start the play!
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Play: 75/76 Concept: Choice
NowQB Choice* Coaching Point: Show ball to the RB and throw to
up-field shoulder
X Now Coaching Point: Sell vertical route for three steps, retrace
them back
to the line of scrimmage.
W Block C Coaching Point: Release flat down the line of
scrimmage working to
the C, if you cant cut him, keep him on your outside
shoulder.
R Flash Coaching Point: Flash across the quarterbacks face like
Chase. Sell run!
Y 1st Threat Coaching Point: Block 1st defender that threatens the
now. Slow
play the block to determine which defender is most
dangerous.
Z Block C Coaching Point: If Cover 3, must attack defender.If Cover 1 you can run
the fade route to take C out of the picture.
LT Chase Block Coaching Point: Get width get down field. If possible,
CUT.
93
XT N T
SF M
Y
W
QB
C
W
C
R
FS
Z
SS
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LG Chase Block Coaching Point: Get width get down field. If possible,
CUT.
C Chase Block Coaching Point: Get width get down field. If possible,
CUT.
RG Chase Block Coaching Point: Get width get down field. If possible,
CUT.
RT Chase Block Coaching Point: Get width get down field. If possible,
CUT.
*This is the base form of our Now scheme. Majority of time we will package with a
base run play.
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Play: Trips 72 Concept:
Choice
XT N T
SF M
Y
W
QB
C
W
C
R
FS
Z
SS
Play: 71 Concept:
Choice
X
T N T
SF M
Y
W
QB
C
W
C
R
FS
Z
SS
Play: 376 Concept:
Pass
95
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XT N T
SF M
Y
W
QB
C
W
C
R
FS
Z
SS
96
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Play: 85/86 Concept: Rocket
QB Give Ground Coaching Point: Keep eyes downfield, Use a high release
and throw the
& Invite Rush ball under the WRs chin on the rocket screen
X Block SS Coaching Point: Get yourself into the play. You will make
the
touchdown making block.
W Block S to FS Coaching Point: If S blitzes, let him go and then climb to
the next level.
R RB Flare Coaching Point: Get width immediately, call for the ball!
Y Block C Coaching Point: Stay flat down the line of
scrimmage and work to get
to the C, if you cant cut him, keep him on your outside
shoulder.
Z Rocket Coaching Point: Sell vertical push and re-trace
your steps back to the
line of scrimmage while running toward the imaginary tight
end. This is where you catch the ball and then get up the
tunnel and then outside.
LT Pass Block Coaching Point: Get depth and keep defender on your
outside shoulder.
LG Pass Set Coaching Point: Pass set, club defender by and release
down the hash!
97
XT N T
SF M
Y
W
QB
C
W
C
R
FS
Z
SS
Cut
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C Pass Set Coaching Point: Pass set, club defender by and release
downfield,
splitting the difference between the hash and the numbers.
RG Pass Set Coaching Point: Pass set, club defender by and release tothe numbers!
RT Pass Block Coaching Point: Get depth, invite pass rush and CUT him.
98
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Play: 85 W Concept:
Rocket
XT N T
SF M
Y
W
QB
C
W
C
R
FS
Z
SS
Cut
Play: 86 Iowa Concept:
Pass
X
T N T
SF M
Y
W
QB
C
W
C
R
FS
Z
SS
Play: 86 Indiana Concept:
Pass
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XT N T
SF M
Y
W
QB
C
W
C
R
FS
Z
SS
100
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Play: 95/96 Concept: Rocket
QB Give Ground Coaching Point: Keep eyes downfield, Use a high release
and throw the
& Invite Rush ball under the WRs chin on the rocket screen
X Block SS Coaching Point: Get yourself into the play. You will make
the
touchdown making block.
W Block S to FS Coaching Point: If S blitzes, let him go and then climb to
the next level.
R RB Flare Coaching Point: Release down flat down the line of
scrimmage and
work up field to the corner. Cut Him!
Y Block C Coaching Point: Work to the play side aiming for
the FS.
Z Rocket Coaching Point: Sell vertical push and re-trace
your steps back to the
line of scrimmage while running toward the imaginary tight
end. This is where you catch the ball and then get up the
tunnel and then outside.
LT Pass Block Coaching Point: Get depth and keep defender on your
outside shoulder.
101
XT N T
SF M
Y
W
QB
C
W
C
R
FS
Z
SS
Cut
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LG Pass Set Coaching Point: Pass set, club defender by and release
down the hash!
C Pass Set Coaching Point: Pass set, club defender by and release
downfield,
splitting the difference between the hash and the numbers.
RG Pass Set Coaching Point: Pass set, club defender by and release to
the numbers!
RT Pass Block Coaching Point: Get depth, invite pass rush and CUT him.
102
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Our 5 Step Passing Game is ran on concepts. In order to understand the BIG
PICTURE, you must understand the SANDBOXES for each concept. We do not teach
routes in our 5 Step Passing Game. Instead we teach sandboxes on the field which
represent the ending area on the field in which the receivers will end up. No two
receivers will ever have the same SANDBOX. This allows us to easily adjust
personnel, switch formations, or add tags in order to give the defense a different look.
This allows us to give the defense a different look while we are still running the same
concept making it easier on the offense to become more multiple if needed.
The SANDOXES for the Smash Concept are illustrated below:
QB
Note: When using the Flat/Curl Concept, we are building triangle reads for the
quarterback and spacing the defense out forcing them to cover the whole field. The
triangle read makes an easy read for the quarterback by isolating a few key
defenders in order to dictate where to ball is being thrown.
103
Pioneers Offense
7 - 8 Flat/Curl Concept
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Play: 987/988 Concept:
Flat/Curl
Cover Read Player Danger Player Progression
QB 1 SS/W S/M 1. Determine coverage, pre-snap
2 S/W F/M 2. Keep eyes down field, hold danger
player.
3 SS/W S/M 3. Throw opposite of read player
4 S/W F/M 4. If danger player flies, throw to the RB
X Curl Coaching Point: Sandbox: 12 yards deep one yard
outside hashSell vertical push by beating the drums
W Out/Chute Coaching Point: Sandbox: 5 yards on the
sideline, if Cover 3
run 5 yard out, if man run automatic chute route
getting to 5
R Box Coaching Point: Check Protection then release to
route
Y Curl Coaching Point: Sandbox: 12 yards deep one
yard outside hash
Sell vertical push by beating the drums
Z Out/Chute Coaching Point: Sandbox: 5 yards on the sideline,
if Cover 3
104
X
T N T
S F M
Y
W
QB
C
W
C
R
FS
Z
SS
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run 5 yard out, if man run automatic chute route
getting to 5
Note: In Flat/Curl concept, we like to use Rex and Ray to create natural messing
points to free up receivers. For example 967 Raw Hot (Illustrated on page 67).
105
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Play: 987 Bulldog
X
T N T
S F M
Y
W
QB
C
W
C
R
FS
Z
SS
Play: 987 Fresno
X
T N T
S F M
Y
W
QB
C
W
C
R
FS
Z
SS
Play: 987 Mac
X
T N T
S F M
Y
W
QB
C
W
C
R
FS
Z
SS
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Play: 967/968 Concept:
Flat/Curl
Cover Read Player Danger Player Progression
QB 1 SS S/M 1. Determine coverage, pre-snap
2 S/W F/M 2. Keep eyes down field, hold danger
player.
3 SS/W S/M 3. Throw opposite of read player
4 S/W F/M 4. If danger player flies, throw to the RB
X Curl Coaching Point: Sandbox: 12 yards deep one yard
outside hash
Sell vertical push by beating the drums
W Out/Chute Coaching Point: Sandbox: 5 yards on the
sideline, if Cover 3
run 5 yard out, if man run automatic chute route
getting to 5
R Box Coaching Point: Check Protection then release to
route
Y Curl Coaching Point: Sandbox: 12 yards deep one
yard outside hash
Sell vertical push by beating the drums
Z Out/Chute Coaching Point: Sandbox: 5 yards on the sideline,
if Cover 3
107
XT N T
S F M
Y
W
QB
C
W
C
R
FS
Z
SS
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run 5 yard out, if man run automatic chute route
getting to 5
Note: Sanboxes always stay the same on the field. Even though we are in trips
formation, Y still has responsibilities to get to his sandbox. The only time this will
change is when we start to add tags. The tags will tell you your knew sandbox.
However, every sandbox will be filled when it is all said and done.
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Play: 967 Raw Hot
XT N T
S F M
Y
W
QB
C
W
C
R
FS
Z
SS
Play: Panther 967 Raw
XT N T
S F M
Y
W
QB
C
W
C
R
FS
Z
SS
Play: Ghost 967 Ray
XT N T
S F M
Y
W
QB
C
W
C
R
FS
Z
SS
109
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Play: 967 Wheel
XT N T
S F M
Y
W
QB
C
W
C
R
FS
Z
SS
Play: Panther Right California
XT N T
S F M
Y
W
QB
C
W
C
R
FS
Z
SS
Play: 97
XT N T
S F M
Y
W
QB
C
W
C
R
FS
Z
SS
110
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Play: 461 Florida
X
T N T
S F M
Y
W
QB
C
W
C
R
FS
Z
SS
Play: Pro 30 Y Corner
XT N T
SF M
H
W
QB
C
Y
C
R
FS
Z
SS
111
Pioneers Offense
Red Zone / Specials
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Play: Circus Left Pre-Shift
X
T
LT
N TS
F
RT
M
Y
W
QB
C
W
C
R
FS
Z
SS
Play: Circus Left Post-Shift
X
T
LT
N T
S F
RT
M
Y
W
QB
C
W
C
R
FS
Z
SS
Play: Circus Left H Dump
X
T
LT
N T
S F
RT
M
Y
W
QB
C
W
C
R
FS
Z
SS
112
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Play: 212
X
T N T
S FM
Y
W
QB
C
W
C
R
FS
Z
SS
Play: 345 Double Pass
XT N T
SF M
Y
W
QB
C
W
C
R
FS
Z
SS
Play: Toss Left Q Throwback
X
T N T
S F M
Y
W
QB
C
W
C
R
FS
Z
SS
113
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Play: 18 R
X
T N T
S F M
Y
W
QB
C
W
C
R
FS
Z
SS
Play: 981 Y Cross Trade Idaho
XTNT
S
FM
Y
W
QB
C
W
C
R
FS
Z
SS
114
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Play: Smoke Left Hail Mary
X
TNT
S
FM
Y
W
QB
C
W
C
R
FS
Z
SS
Play: Cluster Left Smoke Left Hail Mary
X
TNT
S
FM
Y
W
QB
C
W
C
R
FS
Z
SS
115
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Play: Set Up Field Goal Right
X
T N TS
F M
Y
W
QB
C
W
C
R
FS
Z
SS
Play: Victory
X
T N TS
F M
Y
W
QB
C
W
C
R
FS
Z
SS
Play: Victory Score
XT N T
S
F M
Y
W
QB
C
W
C
R
FS
Z
SS
116
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UWP Offense
Ground Attack
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In order to be successful we must be able to run the football. Whether we run the ball
four times or forty times we must be successful within our schemes. Running the
football boils down to attitude, hard work and dedication. It is a blue collar job in
which we must roll up our sleeves, put on our hard hat and go to work. The main
focus of our running game is to set up our play-action-pass and keep linebackers feet
in mud. This opens up passing lanes down field. Our run game schemes are simple
and we run our base plays off of the inside zone, outside zone and speed option.
The run game along with corresponding numbers are as follows:
No Huddle Play Name Scheme
11/12 Zone Inside Zone
13/14 Chase Outside Zone
17/18 Speed Option
Toss Sweep
Mustang Sweep Counter
21/22 Zip Inside Zone
23/24 Bronco Shovel Pass
27/28 Nebraska Shovel Pass/Option
Smoke Dallas RB Counter
Smoke Q QB Counter
Zoom Jet Sweep
90 QB Draw Lead Draw
118
Pioneers Offense
Run Game
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Play: 11/12 Concept:
Inside Zone
QB Zone Read Coaching Point: Read the C-Gap Player, this may be the
end it may be
a linebacker. If you can beat him, pull the ball and run.
R Inside Zone Coaching Point: Alignment: 6 yards deep behind the B-
Gap. Shuffle
step toward the quarterback keeping shoulders square to
the line of
scrimmage. You are responsible for the mesh with the QB.
When youreach the QB run vertical reading backers. If M crossed
your face, cut
back. If he doesnt find light and grass. Never cut until you
get to the
line of scrimmage.
PST Zone Block Coaching Point: Drop step with play-side foot to outside
pec. Slow play
through the block.
PSG Zone Block Coaching Point: Drop step with play-side foot to outside
pec. Slow play
through the block. If no one is in your gap, climb to the
next level.
C Zone Block Coaching Point: Drop step with play-side foot to outside
pec. Slow play
119
T N ESF M
W
QR
TNE SFM
W
QR
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through the block.
BSG Zone Block Coaching Point: Drop step with play-side foot to outside
pec. Slow play
through the block. If no one is in your gap, climb to the
next level.
BST Zone Block Coaching Point: Drop step with play-side foot to outside
pec. Slow play
through the block. Never block the C-Gap player unless
tagged.
120
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Play: 11 vs 3-3 Play: 12
vs 3-3
T N
S
E
FM
QR
Play: 11 vs 4-1 Play: 12
vs 4-1
121
TN
S
E
F M
QR
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T N EE
M
QR
Play: 11 vs 4-2 Play: 12
vs 4-2
122
TNE E
M
QR
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TNE E
FM
QR
123
T N EE
F M
QR
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Play: 13/14 Concept:
Outside Zone
QB Zone Read Coaching Point: Read the C-Gap Player, this may be the
end it may be
a linebacker. If you can beat him, pull the ball and run.
R Outside Zone Coaching Point: Alignment: 5 yards deep behind
the tackle. Full sprint
toward the quarterback keeping shoulders perpendicular to
the line of
scrimmage. You are responsible for the mesh with the QB.
When you
reach the QB get your eyes on the tackle. If he can reach
his guy, get
outside. If he cannot look for your first cut lane. You will
know what to
do after your third step away from the quarterback. As
soon as you see
a hole, immediately puncture the defense and get positive
yards
PST Chase Block Coaching Point: Reach C gap player, if he crossed your
face, chip and getto the next level.
PSG Chase Block Coaching Point: Reach B gap player. If there is no B gap
player, stay on
your track for five yards and then start to climb to the next
level.
124
T N ESFMW
Q R
TNES F M W
QR
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C Chase Block Coaching Point: Reach front-side A gap. CUT HIM! If he
crosses your face, stay on track and find player responsible
for that gap.
BSG Chase Block Coaching Point: Cut the backside A gap defender. Get
him on theground!
BST Chase Block Coaching Point: Cut the backside B gap defender. Get
him on the
ground!
125
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Play: 13 vs 3-3 Play: 14
vs 3-3
TNESF M
QR
Play: 13 vs 4-1 Play: 14
vs 4-1
126
T N E
S FM
Q R
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TNE E
M
QR
Play: 13 vs 4-2 Play: 14
vs 4-2
127
T N EE
M
Q R
T N EE
FM
Q R
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TNE E
F M
QR
128
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your track for five yards and then start to climb to the next
level.
C Chase Block Coaching Point: Reach front-side A gap. CUT HIM! If he
crosses your face, stay on track and find player responsible
for that gap.
BSG Chase Block Coaching Point: Cut the backside A gap defender. Get
him on the
ground!
BST Chase Block Coaching Point: Cut the backside B gap defender. Get
him on the
ground!
Note: We can choose to block the DE or make him the read player with a tagged callof Load
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Play: 17 vs 3-3 Play: 18
vs 3-3
T N
S
E
F M
QR
Play: 17 vs 4-1 Play: 18vs 4-1
131
TN
S
E
FM
QR
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T NE E
M
QR
Play: 17 vs 4-2 Play: 18
vs 4-2
132
TN EE
M
QR
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TN EE
FM
QR
133
T NE E
F M
QR
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Play: 17/18 Toss Concept:
Sweep
T N SE
F MW
QR
QB Toss Coaching Point: Get the ball to the RB with an underhand
dead toss.
R Toss Coaching Point: Alignment: 5 yards deep behind the
tackle. Get
width immediately and get to the outside aiming for the
hash to the
numbers. If you see day light puncture the defense and
get upfield.
PST Chase Block Coaching Point: Reach C gap player, if he crossed your
face, chip and get
to the next level.
134
TNS EFM W
QR
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PSG Chase Block Coaching Point: Reach B gap player. If there is no B gap
player, stay on
your track for five yards and then start to climb to the next
level.
C Chase Block Coaching Point: Reach front-side A gap. CUT HIM! If hecrosses your face, stay on track and find player responsible
for that gap.
BSG Chase Block Coaching Point: Cut the backside A gap defender. Get
him on the
ground!
BST Chase Block Coaching Point: Cut the backside B gap defender. Get
him on the
ground!
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T NE E
M
QR
Play: 17 Toss vs 4-2 Play: 18
Toss vs 4-2
137
TN EE
M
QR
TN EE
FM
QR
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T NE E
F M
QR
138
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Play: 17/18 Mustang Concept: Sweep
Counter
H
T N SEW
MF
QR
QB Toss Fake Coaching Point: Fake the toss action along with a stutterstep toward
the running back. Let play develop
R Toss Coaching Point: Alignment: 5 yards deep behind the
tackle. Get
width immediately and get to the outside aiming for the
hash to the
numbers. If you see day light puncture the defense and
get upfield.
PST Chase Block Coaching Point: Reach C gap player, if he crossed yourface, chip and get
to the next level.
PSG Chase Block Coaching Point: Reach B gap player. If there is no B gap
player, stay on
139
H
TNS E W
M F
QR
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your track for five yards and then start to climb to the next
level.
C Chase Block Coaching Point: Reach front-side A gap. CUT HIM! If he
crosses your face, stay on track and find player responsible