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    Flexible Offense by Gerry Watkins

    "Flexiblity Above All"

    My Offensive Philosophy

    Flexibility above all things. Some offenses are based on speedy receivers, someon big backs. This system is predicated on flexibility. If you have speedy

    receivers you should throw. If you have a big back you should run. A good

    system allows the offensive coordinator room to customize the fit for his

    players.

    To this end I've tried to keep the design as amorphous as possible and not

    devote the system too much to any one tactic or style. "Be like the nature of

    water" is something martial artists are often told. Be flexible, maintain the

    ability to fit into any container. To any one style is to deny yourself the

    advantages of all other styles.

    Unfortunately, there are always trade offs. The trade-off we make in our effort

    to maintain flexibility is complexity. The ability to do a lot of things requires a

    lot of terminology. The trick is to maintain system flexibility without crushing

    players' minds.

    To this end, the terminology I use is all designed around an "interchangeable

    parts" approach. That is to say that the entire play is assembled piece by piece

    during the call with no specific piece dependent on the inclusion of another. Toavoid confusion as to who's assignment is who's the system incorporates word

    association (words beginning with Z for the Z receiver, Y for the Y, R for the

    R, etc). So while there can be a lot of calls on a single play, each player knows

    (by word association) what sounds/letters to listen for and he can ignore

    anything that doesn't apply to him.

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    This offense is also very concerned with maintaining surprise. Any offense's

    most basic advantage is the fact that it knows the plan of attack and the defense

    does not. A good system will endeavour to preserve this advantage as long as

    possible. No play is dependent on any particular formation and a single play

    can have one of a multitude of very minor changes (motions, alignments, etc.)

    attached to it. The idea is for all plays to look as similar as possible until thecritical moment when you spring your attack.

    By maintaining flexibility and keeping your true intentions masked until the

    moment of execution, the defense is forced to defend a large number of

    possibilities rather than a fewer number of tendencies.

    Finally, along with flexibility and surprise a good system should be effecient.

    That is to say, a well designed offense is large in theory and trim in practice.

    While this system is intended to be comprehensive on paper, it is up to the

    individual coaches to tailor it to the realities of their situation. If you don't have

    a fullback who can lead block, don't bother installing the 10 series. If you don't

    have 2 viable tight ends, don't bother installing the J personell package.

    Without the proper personell you lack the capability to effectively run those

    packages, so you do nothing to increase your operational flexibility. You also

    lack the credibility to threaten the defense using those packages, so you gain no

    advantage in tactical deception either.

    Remember the goal is REAL flexibility not FALSE flexibility. Maximize theoffense you can use not the offense you can draw. Install what is useful and put

    the rest back on the shelf until you can use it.

    Formations and Personel

    A Group(2 RB, 3 WR, 0 TE)--> Alice

    B Group(1 RB, 4 WR, 0 TE)--> Bob, Benton

    C Group(0 RB, 5 WR, 0 TE)--> Charlie

    D Group(2 RB, 2 WR, 1 TE)--> Daniel

    G Group( 1 RB, 3 WR, 1 TE)--> Grant, Gary, Gavin

    H Group(0 RB, 4 WR, 1 TE)--> Harold

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    Alignment and Spacing Rules

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    NOTE: The outermost receivers set the formation. The spacing rule for slot

    receivers is to "split the distance between the man outside you and the tackle".

    Pre-Snap AdjustmentsBy using specialiazed calls to adjust the alignments of individual players we can greatly

    increase the number of looks the defense may see on any one play. This contributes toour ability to deceive and disguise. Furthermore, judicious use of alignments can

    maximize the effects of certain schemes. For example, by moving the Z in with a "zebra"

    call, we make it easier for him to put pressure on the interior of the defense with a

    shallow route.

    Adjustments are broken down into two subcategories: alignments and motions.

    Alignments go into effect as soon as the team breaks the huddle, whereas motions must

    be signalled by the QB. Both are associated by sound (words beginning with Z for the Z-receiver, T for T, etc), and all alignments are animal names.

    NOTE: Adjustments are often explained in terms relative to the actor. For example, when"Zero" motion tells the Z to motion to the far sideline, the word "far" refers to the sideline

    furthest from the Z.

    Zebra

    Z closes his split to 1x1 from the next man to his inside.

    NOTE: This can be useful when the Z is running inside routes (slant, shallow, dig,

    square, etc), in order to facilitate an shorter, easier throw for the QB (bench, out, etc), orto create a "bunch".

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    Turtle

    T closes his split to 1x1 from the next man to his inside.

    NOTE: This can be used to bring T in as an extra blocker on running plays, an extraprotector on pass plays, to isolate an outside receiver, or to facilitate more leverage

    against inside coverage.

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    RB Alignments

    "Rabbit Strong" - RB lines up 1x1 off the last man on the strong side of the line."Rabbit Weak" - RB lines up 1x1 off the last man on the weak side of the line.

    "Raccoon Strong" - RB lines up behind the strong side tackle, 5-yards deep.

    "Raccoon Weak" - RB lines up behind the weak side tackle, 5 yards deep.

    NOTE: Rabbit is useful to facilitate an easier pass release for the RB. Raccoon can beused to change the look of certain running plays (without changing any assignments) or

    to allow for easier pass blocking.

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    FB Alignments

    "Falcon Strong" - FB lines up 1x1 off the last man on the strong side of the line."Falcon Weak" - FB lines up 1x1 off the last man on the weak side of the line.

    "Frog Strong" - FB lines up behind the strong side guard, 5-yards deep.

    "Frog Weak" - FB lines up behind the weak side guard, 5 yards deep.NOTE: Frog is one of the most useful adjustments for the 10-series, both to facilitate lead

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    blocking and release on play-action passes. Falcon is useful anytime the FB has to block

    the end or release.

    Z Motions

    "Zip" - To the hip of the next man to his inside."Zap" - To the hip of the first man on the near side of the line.

    "Zig" - To the hip of the last man on the far side of the line.

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    "Zag" - To the QBs hip and then back to the hip of the first man on the near side of the

    line.

    "Zoom" - To the hip of the last receiver on the far side of the line."Zero" - To the far sideline.

    NOTE: There are quite a few motions listed here. Of course, an efficient coordinator will

    install only those he intends to use. Zip is useful in the same ways as Zebra. Zap, Zig,Zag can be used to convert Z to a slot receiver or to bring him into a position to passblock or crack. Zoom and Zero are used primarily for misdirections or to ascertain

    coverages.

    T Motions

    "Tip" - To the hip of the first man on the near side of the line."Top" - To the hip of the last man on the far side of the line.

    "Tag" - To the QBs hip and then back to the hip of the first man on the near side of the

    line."Tax" - To the inside hip of the X.

    "Toy" - To the inside hip of the Y.

    "Taz" - To the inside hip of the Z.

    "Trick" - To the far sideline.

    NOTE: There are quite a few motions listed here. Of course, an efficient coordinator willinstall only those he intends to use. Tip, Top, and Tag are useful in the same manner as

    Turtle. Tax, Toy, and Taz are used in the same manner as Tiger, mostly to createbunches. Trick is used mostly for misdirection and to ascertain coverages.

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    RB Motions

    "Rip Strong/Weak" - To the hip of the first man on the strong/weak side of the line."Rat" - To the inside hip of the T.

    "Relax" - To the inside hip of the X.

    "Roy" - To the inside hip of the Y.

    "Razor" - To the inside hip of the Z."Roll Strong/Weak" - To the strong/weak sideline.

    NOTE: Rip is useful in the same ways as Rabbit. Rat, Relax, Roy, and Razor are used to

    create bunches. Roll is used primarily for misdirection.NOTE: Motioning the RB out of the backfield can be used to free up more running room

    for the FB.

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    FB Motions

    "Flow Strong/Weak" - Lateral motion to the guard-tackle gap on the strong/weak side ofline.

    "Front Strong/Weak" - To the hip of the first man on the strong/weak side of the line.

    "Fax" - To the inside hip of the X.

    "Fly" - To the inside hip of the Y."Faze" - To the inside hip of the Z.

    "Freak Strong/Weak" - To the strong/weak sideline.

    NOTE: Flow is useful in the same ways as Frog. Front is useful in the same ways asFalcon. Fax, Fly, and Faze are used to create bunches. Freak is used primarily for

    misdirection.

    NOTE: Motioning the FB out of the backfield can be used to free up more running roomfor the RB.

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    The Running Game

    Hole Identification

    Read Point - RBThe read point is the first step for the RB, the place from which he receives the ball. The

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    read point remains the same no matter what alignment the RB starts from.

    Read Point - FB

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    QB Footwork

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    QB Footwork - Option Package

    Running From Two-Back Formations

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    Running From One-Back Formations

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    Option Package (Two-Back)

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    The 3-Step Passing Game

    There is no distinction between outside and slot routes (with the exception of the Arrowroute, which can only be run from the slot, and the Out, which can only be run from the

    outside). 30 series routes can be combined in any order with the play call proceeding

    from the outside in using the first letter of each route.

    30

    Series

    Route

    Chart

    NOTE:

    While the

    systemallows

    for any

    combination to be

    made, the

    OC mustuse

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    common

    sense and

    not runtwo

    players to

    the samesport (i.e.32 OA,

    LF, FA,

    etc)

    EX.

    30-1

    NOTE:

    The firstletter is for the outside receiver, the second for the slot. (Figure 30-1 Bob Right- 32

    SG)

    EX.

    30-2

    NOTE: Ifthere is a

    third

    receiverto oneside the

    third

    letterdesignate

    s his

    route.(Figure 30-2 Charlie Right- 32 SGA)

    5-Step Passing Game

    The outside route is the route explicitly called which implies a complimentary route forthe next man inside, and for the backside receivers. The following chart shows the

    packaging of routes.

    Call - Playside Slot - Backside Slot - Backside Outside

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    Shallow - Over - Go - Square

    Fin - Over - Go - Square

    Curl - SAO - Replace - Brake

    Bench - Choice - Replace - Brake

    Dig - Go - Replace - Brake

    Hook - SAO - Replace - Brake

    Square -SAI - Go - Brake

    Go - Choice - Replace - Brake

    Post - Choice - Replace - Brake

    PC -

    SAI -

    Replace

    - Brake

    Outsi

    deRoute

    s

    Inside

    Route

    sBackfi

    eldRoute

    s

    Brake

    RouteNOTE:

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    The "brake route" is a simple read. If, when the receiver reaches 10 yards, the DB is

    closer than 5 yards, then the receiver will run the "go". If the DB is giving the receiver 5

    or more yards of space, then the receiver will curl up at 12 yards.

    Choice RouteNOTE: The choice route is a key component to this passing game, but it requires an

    intelligent route runner capable of reading the defense without half-stepping his route.The goal is to attack the middle of the field. The "choice" is at what depth. If the receiver

    sees a deep safety in the middle of the field (ie versus cover 3 or man-free) then he willrun the dig underneath that safety. If he sees no deep safety in the middle (ie versus cover

    2 or straight man) then he will run the post.

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    Repla

    ce

    RouteNOTE:

    The"replace"

    route isthe basic

    dump off

    routedesigned

    as a last

    resort and

    to holdthe LBs

    fromdoubling

    thedeeper

    routes.

    Thereceiver

    is

    running

    to the spot where the middle linebacker began the play.

    EX. 50-1NOTE:You can adjust any receivers route individually by calling it specifically. (Bob

    Right 52 All-Go, T-SAI)

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    EX.

    50-2NOTE: If

    more

    than 2receiversto one

    side, the

    InnerReceiver

    must be

    called

    explicitly.

    (Benton

    Right 52Z-Dig T-

    SAO)

    EX.

    50-3NOTE:

    Anyreceivers

    (inside or

    outside

    the call)with out a

    designate

    d orimplied

    route run

    a Go. (InBenton

    Right 52

    Y-Dig

    the Zruns a

    Go)

    EX.

    50-4NOTE:

    Theroutes

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    can also be changed by adjusting the subject of the call (as seen in this and the next two

    examples). Three subject modifiers (Double, All, and Mirror) can be used for this

    purpose.For example, if the call is Bob Right 52 Z-Go, the routes frontside-to-backside read Go-

    Choice-Replace-Brake. However, if the call is Bob Right 52 Double Go, then both

    frontsidereceiverswill run

    the called

    route, inthis case

    a "go".

    EX.

    50-5NOTE:

    Similarly,if the call

    is Bob

    Right 52

    All Go,then all

    receivers

    will runthe go.

    EX.

    50-6NOTE:

    Lastly, a

    call of 52Mirror

    Go will

    directboth

    outside

    receivers

    to run the "go" and both slots to run the complimentary "choice" route (thus creating the"mirror effect where both sides are running the same packages).

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    Out Of Pocket Passing Game

    Playside Outside - Playside Slot - Innermost - Backside Slot - Backside Outside

    "PASS"

    Go - Over - SAO/Shallow - Drag - Post

    "COMEBACK"Comeback - Corner - SAO/Shallow - Drag - Post

    Comeback RouteNOTE: The "comeback" is a hard push outside to turn the defender and then a hard breakback and to the outside, coming back towards the throw.

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    Drag

    RouteNOTE:

    The Drag

    replacesthereplace as

    the

    defaultbackside

    slot route

    in out of

    pocketpackages.

    8 yards

    with aslight

    lean to

    the inside

    and thenaccross

    the field

    aimingfor 18-20

    yards on

    the

    oppositesideline.

    Corne

    r

    RouteNOTE:

    The

    "corner"route is

    similar to

    the overroute, butinstead of

    breaking

    towardsthe

    sideline,

    under the

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    outside route, the receiver will break over the outside route and aim for the back corner of

    the

    endzone.

    "Pass"NOTE:T

    he "pass"call is a

    routepackage

    for up to

    all fivereceivers.

    The QB

    will read

    from theplayside,

    in (Z to Yto T to R

    to X) andhit the

    first open

    man.(Charlie

    Right 82

    Pass)

    "Pass"

    (with3

    backsi

    ders)NOTE: If there are 3 receivers on the backside the innermost will run a shallow to fill thezone where the SAO route would have been. The read is still playside-in.(Charlie Right

    81 Pass)

    Come

    backNOTE:

    The

    "comeback" call is

    a route

    packagefor up to

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    all five receivers. The QB will read from the playside, in (Z to Y to T to R to X) and hit

    the first

    openman.

    (Charlie

    Right 82Comeback)

    Come

    back

    (with

    3

    backsi

    ders)

    NOTE: If there are 3 receivers on the backside the innermost will run a shallow to fill the

    zone where the SAO route would have been. The read is still playside-in ("Charlie Right

    81

    Comeback")

    Bad

    CallNOTE:

    Of

    course,you can

    still call

    anyregular

    50s route

    package,but bare

    in mind some will work better than others because the QB's throwing position has

    changed. The example to the right shows a bad idea because the QB would have to throw

    back opposite his run to the middle of the field. ("Alice Right 214 Z-Square")

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    Good

    CallNOTE:

    The OC

    shouldalways beaware of

    what his

    callsmean in

    terms of

    throwing

    lanes.Unlike

    the play above, this is a good example of using play-action to set up an easy throw.

    ("AliceRight

    Falcon

    Str 314

    Pass X-Bench")

    Count

    er

    BootsNOTE:

    There arenot 100sor 200s

    off of

    counter action. Bootlegging off the counter requires a "counter" call to differtiate it froma normal 300 bootleg. Lastly, don't forget to incorporate the other adjustment and passing

    options. (Bob Right Toy 313 Counter All-Go T-SAO).

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    Screen Packages

    NOTE- Screens are associated with the letter "S". Patterns beginning with "s" are usually

    screens (the exceptions being "square" and "shallow").NOTE- Basically the system runs several variations on 2 types of screens: an outside-in

    screen (shown with the Z) and an inside-out screen (shown with the T).

    NOTE- These screens are not position specific. You could run an X-slash (provided there

    was another receiver to his in side) or a Y-Slip (provided there was another receiver to his

    outside). Nevertheless, in most offense, the T and Z will probably be the screenrecipients.

    NOTE- T-Slice is not so much a screen as a hybrid of a counter and a shovel pass. Itsincluded here because it doesn't really go anywhere else.

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    3-Step

    Protec

    tion

    (30s).

    5-Step

    Protec

    tion

    (50s)

    .

    Sprint

    Out

    Protec

    tion

    (80s)

    .

    Play-

    Actio

    n

    Protec

    tion

    (100s)

    .

    Roll

    Out

    Protec

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    tion (200s)

    .

    Bootleg Protection (300s).

    Count

    er

    Boot

    Protec

    tion

    (300Count

    ers)

    .

    Tango

    NOTE: A "Tango" call will tell the T to pass protect. However, an adjustment call (either

    a motion or alignment) will be needed to put him in position. ("Bob Right Turtle Tango52 Z-Shallow")

    XRay

    NOTE: An X-Ray call will tell the X to remain in as an extra pass protector. This can

    only be used when X is in tight. (Gavin Right XRay 52 All-Go R-Flare)

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    Yanke

    e

    NOTE: A

    Yankeecall will

    tell the Y

    to remainin as an

    extra pass

    protector.

    This canonly be

    used

    when Y

    is intight.

    (GrantRightYankee

    31 GS)

    Zulu

    NOTE: A"Zulu"

    call willtell the Z

    to passprotect.

    However, an adjustment call (either a motion or alignment) will be needed to put him in

    position.(

    BentonRight Zig

    Zulu 52

    X-

    Hook)

    Max

    NOTE: A

    "Max"

    call willkeep both

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    the Y and X in to pass protect. "Max" is only available in the I, J, and K personnel

    groups.(Jerome Right Max 52 Mirror-Curl R-Flat)

    Overload Blocking

    The OC may find it desirable to further concentrate blockers at the point of attack by

    using receivers as other than stalk-blockers. To this effect there are two WR block calls:Hard and Crack. Hard directs the receiver to block the defensive end closest to him. The

    Solid call tells both slot receivers to block their respective DEs (in essence a double Hardcall). Crack sends the WR into the center of the defense to block the closest LB. While

    this package uses the Solid, Hard, and Crack calls against unblocked defenders, they can

    also be used to double team particularly tough defenders (as I will eventually demonstratein another sample package).

    Grant Rt Zebra Tip 44 Counter Solid Z-Crack

    NOTE: The Hard on the backside DE allows you to run the play against a 50, which you

    could not do without it. The Hard on the frontside means that the playside guard will

    most likely be going against a DB instead of the DE. The Crack call inhibits the LBpursuit.

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    Gavin

    Rt

    Zap

    42Sweep

    Z-

    Hard

    T-

    Crack

    NOTE:Same principles as above, except we don't Hard the X because that would be a waste.

    Most backside ends are not going to make the play on a toss sweep, so we feel it is betterto leave the X with his original assignment of cutting off backside pursuit from the CB(just in

    case the

    RBbreaks a

    long one

    or cuts

    back).

    Daniel

    Rt

    Freak

    Weak

    43 G-

    Lead

    X-Hard

    NOTE: We motion the F out to draw away the CB. Then use the X-Hard to free the

    pulling guard to take on the LB pursuit.

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    Daniel

    Rt Zip

    44 G-

    KickZ-

    Crack

    NOTE:

    Using the

    crack callhere

    effectivel

    y switches the blocking assignments of the Z and FB. Which is better for both, since the

    Z nowhas a

    blindsideshot at aLB and

    the F will

    bematched

    against a

    smaller

    DB.

    Jerom

    e Rt

    Solid

    48 Draw Blast

    NOTE: Using the Solid call guards against the risk that the ends will not be fooled by thedraw.

    No Huddle PackageI like the no-huddle because it really puts the pressure on the defense. In this section I puttogether a small no-huddle package. All plays are run from Bob Right to avoid any

    confusion. The shotgun can be automatic for the no-huddle or called with the adjustment

    "Gun".Please note that this is NOT a 2 minute drill package (I'll put one of those up later). This

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    is intended to pressure the D, not to protect the clock. Note also, 1) no adjustments (other

    than the shotgun) are made, no motions, no alignments changes, 2) I don't use any pulling

    linemen in order to preserve their energy, 3)each of the pocket pass plays are paired witha run, and all are off of play-action, which plays to our goal of maximizing deception.

    Bob

    Rt

    142

    Y-Fin

    R-

    Flare

    NOTE: Ilike thisas part of

    a huddle

    becauseits got plenty of variety. The Y-Fin is an easy throw and can result in big yards after the

    catch. At the same time, the Y-Fin keeps the LBs off the X-Square (good for third and

    long) and

    the R-Flare.

    Plus

    there'salways

    the Z on

    the goroute for

    a deep

    threat.

    Bob

    Rt

    145

    T-Hook X-Bench

    NOTE: The T-Hook is good for the no-huddle package because its a fairly easy throw forthe QB and it gets a good chunk of yardage. I add the X-Bench incase the CB starts tocheat towards the inside to help with the hook. Of course, you've always got the standard

    backside combo of the replace and the brake.

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    Bob

    Rt

    148

    All-Curl

    NOTE:

    This is

    includedfor 4

    basic

    reasons

    1) its the simple read, 2) its an easy throw, 3) its good for 3rd-and-longs, 4) its a goodopportuni

    ty forWRs toget yards

    after the

    catch (ifthey

    create

    proper

    seperation).

    BobRt 45

    Base

    NOTE: The shotgun adds a kind of "draw effect to the most basic (and most easily

    executed)

    runningplay from

    the one-

    back.

    Bob

    Rt 42

    Toss

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    NOTE: Which side this play goes to is the QBs pre-snap choice which he wil call at the

    line (for the benefit of the line and the RB).

    Wing-T Adaptation

    Off-setting the RB (like in a Wing-T) can add a new dimension to an offense by changing

    the timing and angles in the running game and facilitating a more aggressive out-of-

    pocketpassing

    game for

    the QB.

    Daniel

    Rt

    Racco

    onWk

    28

    Trap

    Thequick

    trap is

    employed

    in thispackage

    because itsets up

    the

    option

    backtowards

    the RB.

    Daniel

    Rt

    Racco

    on Wk 41 Trap Opt

    By optioning towards the realigned RB the play will develop faster and could lead to abig play. The X's release block on the CB is key.

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    Daniel

    Rt

    Racco

    onWk

    Freak

    Wk

    41

    Toss

    Similar tothe option, I like the toss here because it develops extra quick and can catch the weakside

    of thedefenseoff-

    guard.

    Daniel

    Rt

    Racco

    on

    Wk15

    Lead

    The lead

    is the bread-and-butter of the two-back running game. The alignment change adds almost

    a sort of draw effect since the RB is actually taking a step back to hit his read point.

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    Daniel

    Rt

    Racco

    onWk

    Zip 81

    Pass

    X-

    Bench

    R-Flat

    Sprinting out towards the realignment allows the RB to get into the pattern immediatelyand allows for a fast developing play. QB is reading the CB. Secondary read is the FS,

    who is being "high-low"-ed by the Z and Y. If the QB has a strong arm, this can be a bigplay backto the Z

    in the

    deepmiddle.

    Daniel

    Rt

    Racco

    on

    Wk

    Freak

    Wk

    31 HJ

    Since every package should have a quick pass, we motion the fullback out for a quick

    hitch. The Jump route to the X can be big if you have an athletic TE.

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    Daniel

    Rt

    Racco

    onWk

    Freak

    Wk

    141

    Doubl

    e Go

    R-Flare

    Working off the Toss, we freeze the defense with play-action and then throw away fromthe FS (F

    or X on

    deeproutes),

    or dump

    to the

    RB-Flare.

    Daniel

    Rt

    Racco

    on

    Wk

    116

    Z-Square F-Flat

    Again, suck up the defense with the play-action and then read the SS for the Square-SAI

    decision. Look for the defense to possibly forget about the FB after the fake.

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    Daniel

    Rt

    Racco

    onWk

    Count

    er 314

    X-

    Corne

    r

    Lots of misdirection in the backfield here. Counter, and then boot back to the weak side,reading outside-in (X to Y). The Z-Post can be hit for a big play, but the QB must have

    anexceptional arm.

    Ideally,

    the readshould be

    quick

    (Look X-

    Look Y-Run it!).

    Daniel

    Rt

    Racco

    on

    Wk Zip 214 Comeback F-Flat

    The QB is rolling right behind the RB fake and pressuring the outside of the defense. The

    Z is motioned in to make the defense worry about the crack, and to allow for moreseperation on the comeback route. Again, the read is outside-in.

    Motion to Trips

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    Motioning to trips is a good move for 3 reasons. 1) it changes the stregnth of the

    formation which forces the defense to adjust on the fly 2)it allows you to flood the trips

    side ofthe field

    3) it

    distractsthedefense

    from the

    weakside.

    Grant

    Rt Zig

    Z-

    Hard46

    Base

    Here themotion isused to

    draw the

    SS away

    from thepoint of

    attack.

    Grant

    Rt Zig

    Solid

    43

    Count

    er

    Here the motion gives us an extra blocker on the playside.

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    Grant

    Rt Zig

    Solid

    41Speed

    Opt

    The

    motion

    combinedwith the

    Solid call

    turn the

    speedoption

    into aloadoption.

    Grant

    Rt Zig

    42

    Toss

    Similar to

    the 46

    base, weuse the motion to draw attention to the strongside and then use the quick toss back to the

    weakside.

    Grant

    Rt Zig

    51All-

    Curl

    T-

    SAO

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    Grant

    Rt Zig

    Zulu

    142X-

    Shallo

    w Y

    Post

    Drawing

    attention

    to the Z, and then passing to the others. In-out on the SS (shallow and over), and a hi-low

    on theLBs (post

    andshallow).

    Grant

    Rt Zig

    Yanke

    e 31

    GSF

    Goodquick

    pass. The

    read is the man over the T (check the X in pre-snap). This works well in concert with the

    screen(Z-Slip)

    because

    the two

    look so

    similar.

    Grant

    Rt Zig

    31 Z-

    Slip

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    Quick screen to the motion man who gets a running start on the defense. (Note: playside

    tackle must delay the end just a litte, before moving to the backer)

    Bunch Passing

    When multiple receivers start their routes very close to each other its called "bunching".In this system the "animal" shifts (Tiger, Zebra, etc) and motions are used to create

    bunches. Bunch passing can be useful to confuse the defense (especially in the case ofman

    coverage)and to

    free up

    receiverson deep

    routes.

    Alice

    Rt

    ZebraFly

    144

    Z-Dig

    F-Up

    Zebra and Fly create the bunch. The Y clears, the Z pressures the inside, which shouldleave the F open down the sideline. If the safety overflows to the sideline to pick up the

    up, the

    Dig willbe open.

    Daniel

    Rt

    Falco

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    n Str Zebra Roy XRay 52 Z-Hook R-Up

    Similar to the previous example, but this time the read is a high-low in the flat between

    the SAO and the Up. Once again, if the defense overflows to the outside, comeback to thehook in

    themiddle.XRay

    keeps the

    tight end

    in forextra

    blocking.

    Alice

    RtFrog

    Wk

    Zebra

    Razor 52 Z-Square Y-Up

    Another variation on the same theme. However, this time the motion makes the Y theinnermost

    receiver

    so he willrun the

    Up.

    Jenny

    Rt

    Zebra

    Trick

    XRay

    52 Z-

    Fin R-

    Flat

    This timethe bunch

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    created in close with the idea of a shorter completion. The T clears the CB, making it a

    in-out read between the Z and the RB. If all the defenese sucks up on the short passes,

    then theY should

    be open

    deeper onthe overroute.

    Bento

    n Rt

    Zebra

    Toy

    32

    NGA

    Threestep passing can be especially effective out of a bunch. The Y clears, leaving an in-out

    read

    betweenthe T and

    Z.

    Bob

    RtZebra

    Toy

    32

    SJF

    Verysimilar to

    the previous example, this should also be effective against zone as it creates a high-low inthe flat in addition to an in-out.

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    Grant

    Rt

    Zebra

    Razor32

    HAG

    As with

    the Z-Fin

    this is anexcellent

    play for

    short yardage. If the Z is not open immediately upon his break, then look for the T (who

    also had abenefit of

    a runningstart intohis

    route).

    Charli

    e Rt

    Gun

    ZebraTiger

    Rip

    Str 82

    Z-Bench T-Slip

    The bunch doesn't have much affect here (except perhaps to give the Z more room to the

    id li ) b t th di t ti f th d f