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Offensive Playbook Offensive Playbook: Lincoln Football 2010 Lincoln Football 2010
Offensive Playbook Offensive Playbook: Lincoln Football 2010 Lincoln Football 2010
1
2
3
H X
T
Passing Zones
3
0
Flat
2
0
~9
yds
Hole
Curl
Hook
Hook
Curl
4
0
5
0
Sea
m
Flat
3
0
4
0
Line of
Scrimmage
~9
yds
1
0
1
0
12
Yard
s
Sea
m
2
0
Hole
5
0
Deep
as the
Field
4
0
4
0
53
53 1/3
1/3Yard
Yard- 160 160
ft ft
QB Pre-Snap Process
The Quarterback has a four step process to identify
the defense on each play. This process should take
seconds as the QB walks to the LOS.
Step 1
Step 2
Step 3
Step 4
Number of
Safeties
Read the
D.E.L.
Check for
Uncovered
Coverage Call
to the Backs
& Receivers:
Trio-Trio
DeuceDeuce
Zero-Zero
Read the
Wheres
Number
4?
D Depth of
Corners
E Eyes of
Corners
L Leverage of
Corners
for Man/Zone
Indicators
Green
I/S Uncovered
Gold
O/S Uncovered
Pressure
Beaters:
1. Sprint
Pass
2. Screen
3. Quick
Pass
4. Run
Number of Safeties
FS
FS
SS
SS
FS
Throwing Inside
Uncovered
R
F
H
W
E
M
N
T
C
LT LG
X
J
C
$
RG RT
QB
GreenGreen
I/S
Uncovered
Throwing Outside
Uncovered
R
W
H
M
N
LT LG
X
J
Gold-Gold
O/S
Uncovered
S
T
C
QB
RG RT
C
$
Y
Is He Open?
First
Read
Second
Read
Third
Read
On Time
Hitch to #2
Hitch to #3
QB makes a
decision on his
primary read
when his 5th step
hits the ground.
If #1 is not open,
push up in the
pocket and find
the 2nd read.
Make a decision.
If #2 is not open,
push up in the
pocket and find
the 3rd read.
Make a decision.
Is He
Is He
Is He
If #3
is covered,
time to get
out
Open?
Open?
Open?
Fad
e
Slan
t
Hitc
h
Ben
d
C
WR
Safety
Control
Concept
Any time we call a double route to a formation with
more than the required receivers, the extra receiver
will run Safety Control. This means that he
should run directly at the chest of the nearest
deep safety.
Uno/Dos/Tres will be used if we need to tell a
particular receiver to safety control. Uno talks to the
widest receiver, Dos to the second receiver, and Tres
to the third receiver..
Uno
Widest
Safety
Dos #2
Safety
Control
Tres - #3
Safety
Control
Scramble Rules
Deep Stay
Deep
Short Come
Back to the
QB
Backs Swing
Hitch
Slant
Bend
e
3 Steps Gather
Cut on Outside
Foot
Come back to
the ball!
3 Steps Speed
Cut on Outside
Foot
Get eyes and
hands around on
the cut
3 Steps Roll
cut to the
outside on 3rd
step
Fade
Slan
t
Hitc
h
Ben
d
Chai
r
Curl
Out
Post
Dig
Seam
Post
Out
Dig
Seam
Read
Cur
l
I/S Receiver
Route
Tree
Sea
Post
Flag
Wheel
Dig/
Seam Read
Out
Drag
Curl
Drive
Flat
Rout
e
Nam
e
Steps/Technique
Route
Name
Flat
Seam
Read
Wheel
Curl
Post
Flag
Bubble
Steps/Technique
Vertical stem to hash. Hash presence
Broken Arrow
No hash presence Stay Vertical
7 Steps - Speed cut on Outside Foot
Expect ball immediately on cut
6 Steps - Speed cut on Inside Foot
45 deg angle to sideline
Option Route
Inside
Receiver
Outside
Receiver
Slide Protection 80
80/81 protection is our 6 man slide protection. 80 tells the TB to block
the outside gap on the right, Series
and 81 tells the back to block the outside
gap on the left. The offensive line slides away from the back, and each
blocks their next gap away from the running back.
Offensive linemen do not slide to air, which means that any lineman
with no threat to his gap will stay and help with and defender over him.
In such a situation, the helping lineman must keep his eyes to the
empty gap for any LB blitz or late DL rush.
80/81 Protection
TB
PST
PSG
C
BSG
80 Protection Examples
M
W E
T $
E N
E N
80/84
Protection
S
W E
M
N
T $
S
S
Passing Game
Coordination
Quick Game
Hitch
Hitch &
Go
Hitch
Option
Hand to head
Hitch &
Go
Option
Grab facemask
Slant
Slant
Flat
Sluggo
Bend
Sluggo
Bend
Flat
Option
Chair
Chair
Option
Fade
Fade
Flat
Block Most
Hand to
shoulder
Wipe shirt
Hand to elbow
Shaken open
hand
Hand to hip
Two-handed
2 x 2 Variations
11 Right 81
Slant
12 Liz H
Strong 81 Scat
Max
12 Right 80
Change
Y
F
T
21 Right
Minus
80 Fade
3 x 1 Variations
11 Right J
Pro
81 Bend Tres
12 Liz H
Weak
80 Sluggo Dos
TE runs a Flag
route anytime he
is solo on the
backside of a
route.
Y
TE runs a Flag
route anytime he
is solo on the
backside of a
route.
12 Rip 80 Chair
Dos
Y
F
T
21 Right Plus
81 Slant Dos
Passing Game
Coordination
Vertical Concepts
Vertical Game
( )
Spike
(Flip)
(
Playside
Widest
Playside
#2/
Backside
#3
Fade
Comebac
k
Drive
(Free
Access
if needed)
(If PS #2)
Drive Flip
(If BS #3)
Flag
Backside
#2
Backside Hand
Widest Signal
(Tagged
Route)
Fade
Comebac
k
Spike
Fade
Spike
Fist to
Helmet
Fist to
Passing Game
Coordination
Four Vertical Package
Route Name
Playside
Widest
) Quad
Fade
Comeback
) Quad
Nasty
Fade
Comeback
Seam Read
) Switch
) Switch
Nasty
Seam Read
) Switch
Climb
Seam Read
) Dig
(Tagged
Route)
(Tagged
Route)
(Tagged
Route)
Dig
(Tagged
Route)
Backside
Backsid Hand
#2/
e
Signa
Playside #3 Widest
l
Fade
Seam Read
Seam
Parallel
Comebac Hands
(Tagged
(Backside
Route)
#2)
k
Fade
Seam Read
Nasty
Comebac
(Tagged
(Playside #3)
Route)
k
Fade
Crosse
Seam
d
Wheel
Comebac
(Backside
Hands
#2)
k
Fade
Nasty
Wheel Climb
Comebac
(Playside #3)
k
Fade
Climbi
Seam
ng
Wheel Climb
Comebac
(Backside
Ladder
#2)
k
Fade
Spoon
Seam
to
Seam
Comebac
(Backside
Mouth
#2)
k
Playside
#2
First
Read
Second
Read
Third
Read
Fourth
Read
All 4 Vert
PS Fade
TB
BS Seam PS Seam
Routes
Comeback Checkdown
vs. 3 Shell
All 4 Vert PS Seam PS Fade
TB
(Broken Comebac Checkdow
None
Routes
k
n
vs. 2 Shell Arrow)
) Spike
(Flip)
( ) Spear
(Flip)
First Read
Spike
Spike
Second
Read
BS Fade
Comeback
BS Fade
Comeback
Third
Read
Drive
Drive
Quad Examples 2 x 2
Quad vs. 3
Shell
Quad vs. 2
Shell
11 Right 61
J Quad
J
T
11 Right 61
J Quad
2
1
10 Rip 60 X
Quad
J
T
10 Rip 60 X
Quad
Quad Examples 3 x 1
11 Left J
Con 61 J
Quad Nasty
T
1
11 Left J
Con 61 J
Quad Nasty
2
1
K
10 Rip J
Strong 60 X
Quad Nasty
J
T
J
T
10 Rip J
Strong 60 X
Quad Nasty
Switch Examples 2 x 2
Switch vs. 3
Shell
Switch vs. 2
Shell
11 Right 61
X Switch
11 Right 61
X Switch
2
1
4
3
10 Rip 60 Z
Switch
J
T
10 Rip 60 Z
Switch
11 Left J
Con 61 Z
Switch Nasty
11 Left J
Con 61 Z
Switch Nasty
2
1
K
10 Rip J
Strong 60 Z
Switch Nasty
J
T
J
T
10 Rip J
Strong 60 Z
Switch Nasty
11 Right 61
X Switch
Climb
11 Right 61
X Switch
Climb
2
1
4
3
10 Rip 60 Z
Switch Climb
J
T
10 Rip 60 Z
Switch Climb
Dig Examples 2 x 2
Dig vs. 3
Shell
2
Dig vs. 2
Shell
1
11 Right 61
X Dig
11 Right 61
X Dig
1
10 Rip 60 Z
Dig
J
T
10 Rip 60 Z
Dig
Passing Game
Coordination
2
3
11 Left J
Con
61 Z Dig
Nasty
11 Left J
Con
61 Z Dig
Nasty
T
2
1
3
4
3
K
10 Rip J
Strong
60 Z Dig
Nasty
J
T
J
T
10 Rip J
Strong
60 Z Dig
Nasty
Spike Examples 2 x 2
Spike vs. 3
Shell
F.A.
Spike vs. 2
Shell
1
F.A.
11 Right
65 Y Spike
T
2
2
1
11 Right
65 Y Spike
F.A
.
F.A.
10 Rip 64 J
Spike
J
T
10 Rip 64 J
Spike
Spike Examples 3 x 1
F.A
.
F.A.
11 Left J
Con
64 Y Spike
Flip
T
2
F.A.
11 Left J
Con
64 Y Spike
Flip
F.A.
K
10 Rip J
Strong
65 J Spike
J
T
J
T
10 Rip J
Strong
65 J Spike
Spear Examples 2 x 2
Spear vs. 3
Shell
Spear vs. 2
Shell
11 Right
65 Y Spear
T
2
11 Right
65 Y Spear
10 Rip 64 J
Spear
No Spear from 3 x 1
sets
10 Rip 64 J
Spear
Passing Game
Coordination
Combination Concepts
Combination Routes
J
T
X
Choice Y
Option
Choice
3
2
1
Reading Combination
Combination
Routes
Routes
Inside
Route
Name
Choice
Choice
Wheel
Smash
Smash
Whip
Outside
Receiv
Receiver
er
Best Vs.
Hand Signal
Curl
Flat
3 Shell
Hand into a C
Curl
Wheel
3 Shell
Swinging circle
Hitch
Flag
Whip
Flag
2 Shell
2 Shell
Man
Pivot
Bench
Pivot
3 Shell
Bench
Bench
Corner
3 Shell
Corner
Corner
Bench
2 Shell
Whipping motion
Two hand
House
Fingertips
together
Hand sliding over
other hand
Crossing waving
hands
Reading Combination
Routes
First
Read
Flat
Second
Read
Curl
Curl
Wheel
Flag
Hitch
Flag
Whip
Bench
Flag
Corner
Post
Post
Pivot
Bench
Bench
Dig
Dig
Third Read
Tagged Route/Back
Option/Checkdown
Option/Checkdown
Option/Checkdown
Option/Checkdown
Option/Checkdown
Option/Checkdown
Option/Checkdown
Flat/Checkdown
Flat/Checkdown
2 x 2 Variations
11 Right 60
Choice Smash
12 Liz H
Strong 61 Pivot
Shake
12 Right 60
Bench Corner
Y
F
T
21 Right Minus
61 Choice Smash
Whip
The single
receiver side is
a free access
route just
like a bunch
route.
3 x 1 Variations
TE runs a Flag
route anytime
he is solo on
the backside of
a route.
11 Right J Pro
65 Shake J Flat
Y
F
12 Rip 65
Bench H Go
12 Liz H Weak
64 Smash Tres
21 Right Plus
65 Under F Flat
Passing Game
Coordination
Bunch Package
Bunch Package
Bunch routes are three receiver combinations that have built in two,
three, and man beater routes. Each route is best thrown against one type
of coverage, but can be thrown against any.
These routes are best thrown from the pocket, but can be thrown with
sprint out action.
Combination Routes
Route
Name
Tagg Outsid
Inside
ed
e
Receive
Rout Receiv
r
e
er
Optio
Flag
Flat
n
Hand Signal
( )
Hook a finger inside
facemask
Snag
( )
Two open hands moving
Spot Option
Flat
apartdifferently
Space
Spot
& Mesh are in the bunch package, but taught
because
they are usually run from 2 x 2Touch
sets. They
can to
both
( )
shoulder
Drag also
Dig
be run Flat
from 3 x 1 sets. shoulder
Cross
In(each
immediate
route
) of these routes, the TB runs an Two
fingersflat
moved
Flat and is the primary read.
(does notDig
check Drive
the protection),
sideways
Follow
Route
Tagged
Playside Backside Remaining
Hand Signal
Optio
Name
Receiver
Receiver
Receiver
Receiver
Post
Wheel
Drinking motion
( ) Pop
Point to open
n
( ) Spot
Spot
Option
Option
Post
hand
Interlocked fingers
Route
Name
( ) Snag
( )
Space
( )
Cross
( )
Follow
( ) Pop
( ) Spot
First
Read
Second
Read
Third
Read
Flag
Flat
Option
Spot
Option
Flat
Drag
Dig
Flat
Drive
Dig
Flat
Post
TB Flat
Wheel
Option
Option
Spot
Snag Variations
1
1
F.A.
3
X
11 Right J
Pro
65 Z Snag
12 Rip 65 Z
Snag
1
1
F.A.
3
12 Liz H
Weak
64 Z Snag
X
F
21 Right Plus
65 Z Snag
Space Variations
F.A.
1
X
11 Right J
Pro
65 Y Space
12 Rip 65 H
Space
F.A.
3
2
3
12 Liz H
Weak
64 H Space
X
F
21 Right Plus
65 Y Space
Follow Variations
2
F.A.
11 Right J
Pro
65 Y Follow
12 Rip 65
H Follow
T
2
2
1
F.A.
12 Liz H
Weak
64 X Follow
Y
F
21 Right Plus
65 Y Follow
Cross Variations
2
F.A.
3
11 Right J
Pro Zip Strong
65 Y Cross
12 Rip Zip
Strong 65 H
Cross
F.A.
3
12 Liz H Weak
Zip Weak 64 X
Cross
Y
F
21 Right Plus
Zip Strong 65 Y
Cross
Pop Variations
1
F.A.
3
X
11 Right J
Pro
65 Y Pop
12 Rip 65 H
Pop
1
2
F.A.
3
X
12 Liz H
Weak
64 H Pop
Y
F
21 Right Plus
65 Y Pop
Spot Variations
2
11 Right Gun
61 J Spot
12 Left Gun
60 H Spot
12 Right H
Strong Gun 61
Y Spot
Y
T
X
F
21 Left Gun
60 Y Spot
Mesh Variations
11 Right Gun
61 Y Mesh
12 Right Gun
60 H Mesh
2
3
1
1
X
12 Right H
Strong
61 Y Mesh
Y
T
X
F
21 Left
Gun
60 Y Mesh
FS
FS
S
S
S
S
6 Man Protection 60
60/61 Protection Series
Ball Fake Protection (62/63)
Double reader
TB
PS
T
PS
G
C
BS
G
Block first LB to #4
threat
Covered Block on
Uncovered Block
first outside
OG Fan Call
Block first outside
Covered Block on
Uncovered Fan
Call Block first
outside
Covered Block on
Uncovered
Double read ILB to
BS #4
Covered Block on
Uncovered
Double read ILB to
BS #4
61
Protection
60
Protection
Back Blocks
Left
Route Concept
Left
Route
5 Step Drop
Back Blocks
Right
Route Concept
Route
Right
5 Step Drop
Route
63
Protection
Back Blocks
Left
Route
62
Protection
Back Blocks
Right
65
Protection
64
Protection
Back Blocks
Left
Route Concept
Right
5 Step Drop
Back Blocks
Right
Route Concept
Left
5 Step Drop
Route
Route
Route
Route
67Protectio
n
66
Protection
Back Blocks
Left
Back Blocks
Right
60
Protection
Examples
M
S
W
M
S
W E
T $
E N
E N
60/64
Protection
S
W E
M
N
T $
S
S
Sprint Protection 90
Series
90/91 Protection
TB
PST
PSG
C
BSG
90 Protection Examples
M
W E
S
W E
T $
M
N
90/94
Protection
T $
E N
E N
S
S
Boot
Protection
Examples
M
S
W
M
S
W E
T $
E N
E N
98 Protection
S
W E
M
N
T $
S
S
Curl
Defend
er
Screen Names
Rec
eiv
ers
ZR
XR
JR
KR
ER
Easy
Exxon
Joker
Krazy
Eagle
TE
s
YR
HR
RR
Tyrone
Hero
Razor
RB
s
TB
FB
BB
Tito
Frank
Bobby
Conv
oy
Catch
Area
7
0
Pass Set DE
Invite him up the field
Bang nearest DL
Convoy Protect the
catch &
Block first man O/S
the catch
Bang nearest DL
Block PSLB (Curl
Defender)
Bang nearest DL
Block MLB (Hook
Defender)
Pass Set DE
Invite him up the field
TE
Passing Game
Coordination
X
70
11 Right 70
Easy
Catch
Area
Catch
Area
70
71
T
Catch
Area
12 Right
Xoom Flip 70
Tyrone
11 Right J
Strong 71
Exxon
Catch
Area
71
T
12 Liz H
Strong 71
Exxon
Rocket
Screen
The Quick Rocket screen is designed as a play-action screen that gets
the ball to the perimeter quickly. Rocket screen is thrown to the
outside receiver. It requires that every member of the offense uses a
counting system, counting defenders from the screen side.
We can also throw Rocket to a slot receiver in a trips set, by calling
Rocket Add. This tells all linemen and receivers to add one to their
number responsibility, and the second man from the sideline becomes
the screener.
4
J
Z
Rocket Screens
(
PS #1
PS #2
PS#3
PST
PSG
C
BSG
BST
Rocket Screens
4
1
4
Chase DL
3
2
Chase DL
11 Right 78
Z Rocket
11 Right J
Strong 78 K
Rocket Add
H
Y
Chase DL
12 Right 79
X Rocket
12 Liz H
Strong
79 Z Rocket