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Offensive Playbook

Lincoln Football 2010

1
2
3

H X
T

Passing Zones

3
0

Flat

2
0

~9
yds

Hole

Under Zones may be stretched by


receiver action.

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

Deep Zones may be collapsed without vertical


stretching by routes.

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

Check for any


receivers that
have been left
uncovered by
the defense.

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

Trio Call Three Shell Defense

FS

SS

Deuce Call Two Shell Defense

Zero Call Expect Pressure

SS

FS

Throwing Inside
Uncovered
R
F
H

W
E

M
N

T
C

LT LG

X
J

C
$

RG RT

QB

Any time we have an inside


uncovered, the QB will make
a Green call in the
cadence, and one step the
ball to the uncovered man.

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

Any time we have an outside


uncovered, the QB will make
a Gold call in the
cadence, and one step the
ball to the uncovered man.

Progression Read System

Is He Open?
First
Read

Second
Read

Third
Read

On Time

Hitch to #2

Hitch to #3

QB makes a
decision on his
primary read
when his 5th step
hits the ground.

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?

scape out the front of the pocket!

Free Access Concept

Free Access means


that the receiver will
run the best quick
route for the situation
(Hitch/Slant/Bend/Fade
) and the QB will be
free to go to that route
any time he is single
covered. The route is a
slant, unless
communicated by the
QB, or tagged in the
play call.
Anytime a WR is alone
on the backside of a
three receiver route
(Call side in 64/65
Protection), we will run

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

The Art of Running


Routes
A.K.A. Sit in Zone, Run
from Man

Short Come
Back to the
QB

A receiver who sits a route


down and finds himself
closely covered should KEEP
MOVING.
A curl could end up becoming
a dig.
An option route could become a
drag.

Backs Swing

A receiver who makes a cut


and finds himself already in
a hole in the zone should
STOP MOVING.
A dig could become a curl.

If youre open, stay


open

O/S Receiver Route Tree Quicks


Route Steps/Techniqu
Name

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

O/S Route Tree Deep


Routes
Route
Steps/Technique
Name

Curl
Out
Post
Dig
Seam

7 Step Inside Stem


Gather cut on Outside
Foot
Come back to the ball!
6 Step Gather cut on
Inside Foot
Come downhill to the
ball.
7 Step Speed cut on
Outside Foot Get eyes
& Hands around on cut
7+2 Post route, Speed
cut on
2nd step of post
Stay flat across the field
Inside stem to hash,
Decision at 12 yards
Hash presence Broken

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

3 Steps - Roll cut to the outside on 3rd step

Seam
Read

Wheel

3+2 steps - Bend route & run fade


5 yds from sideline
7 Step Stem - Gather cut on Outside Foot
Come back to the ball!

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

Should be run between the Hook defender


and the Curl defender in all 3 Shell
coverages.
Run against the Curl defender in all 2 Shell
coverages
Receiver must identify curl dropper on the

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

First Man outside OTs Hip


P/S B Gap If no threat, help in P/S C Gap with
Eyes Inside
P/S A Gap If no threat, help in P/S B Gap with
Eyes Inside
B/S A Gap If no threat, help in P/S A Gap with
Eyes Backside
B/S B Gap If no threat, help in B/S A Gap with
Eyes Backside

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

All thrown with three step drop footwork by the


QB
Should be executed with the precision of a long
handoff
All routes can be changed using QB/WR hand
signal at the snap based on depth and alignment
of the defense
Quick routes can be run to a single, double, or
trip receiver alignment

Quick Passing Concepts


Route
Name

Quick Passing Concepts


Outsid
e
Inside
Hand Signal
Receiv
Receiver
er

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

Quick Game Video

Passing Game
Coordination
Vertical Concepts

All of our vertical concepts are full field concepts,


that is they tell every receiver on the field which
route to run
Vertical concepts can only be thrown from the
pocket, using 6 man protection (60/61), because the
back is need in the concept
Each concept has a different read progression,
which makes these routes the most difficult for
young QBs
Each route must have a Tagged receiver that
allows for variation in the route

Vertical Game

The Vertical Game is a HORIZONTAL stretch of the deep portion of the


secondary using three or four vertical routes. Each route requires an on the fly
read to be successful against multiple coverage types.
Like with the Bunch Package, understanding which route to run depends on the
receivers horizontal alignment in the formation. These route concepts are Full
Field concepts, which means that they can attack anywhere across the field.
Each of these routes must be thrown from the pocket. They should be thrown
with five step timing. We divide the vertical game in to Four Vertical, and
Three Vertical packages for teaching purposes.

Three Vertical Package


Route
Name

( )
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

Read Progressions in the


FourVertical
Vertical ReadGame
Progressions
Route
Name

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)

Three Vertical Read Progressions


Route Name
(

) 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

Quad Nasty vs. 3


Shell

Quad Nasty vs. 2


Shell

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

Switch Nasty Examples


3x1

Switch Nasty vs.


3 Shell

Switch Nasty vs.


2 Shell

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

Switch Climb Examples 2


x2

Switch Climb vs. 3


Shell
2

Switch Climb vs. 2


Shell

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

Dig Nasty vs. 3


Shell

2
3

Dig Nasty vs. 2


Shell

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

Spike Flip vs. 3


Shell

F.A
.

F.A.

Spike Flip vs. 2


Shell

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 are defined as two route, used in


combination, to attack one defender
Each combination route is designed to be best against
a particular style of coverage, or defensive shell
Combination routes are designed to be thrown to a 2
receiver side, but we will also throw them to a 3
receiver side using the safety control concept
We will also pair combination routes in 2 x 2
formations (Choice Smash, Bench Under)
We will throw combination routes with 5 step timing
from the pocket, and also from our sprint out passing

Combination Routes

Quarterbacks should use their progression concept to read a


combination route but they should also understand that each
route concept is designed to attack one single defender. This
understanding will allow them some freedom within the
system. For example, we define the choice route progression
as one flat, two curl, three checkdown/option. Once the
QB understands the route concept, he will be able to read curl
2
to flat essentially
simultaneously.
3
1

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

Fist over fist

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

Combination Read Progressions


Route
Name
Choice
Choice
Wheel
Smash
Smash
Whip
Pivot
Bench
Corner
Over
Under

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

Reading Sprint Routes


When we move the pocket, the QBs
thought process changes slightly.
He must understand that the
movement of the pocket has several
affects on his thought process.
1. He is well protected on the front
side.
2. He is poorly protected on the
backside Dont stop moving!
3. There are only two reads
QB run is the #3 option.
4. The defense will move with him,
and the field is smaller No
cross body throws!
We will run Bench, Corner, Choice
Wheel, and Scissor almost
exclusively from Sprint protection.

Moving the launch


point helps protect
the QB

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 routes require that the formation has


three eligible receivers to one side of the
formation
Bunch formations can be created using
combinations of receivers, tight ends, and backs
Each route must have a Tagged receiver that
allows for variation in the route
Bunch concepts require 6 man pocket
protection (60/61)

Bunch Package

Bunch routes are three receiver combinations that have built in two,
three, and man beater routes. Each route is best thrown against one type
of coverage, but can be thrown against any.
These routes are best thrown from the pocket, but can be thrown with
sprint out action.

Combination Routes

Route
Name

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

Reading Progressions in the


Bunch
Bunch Package Progressions

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

Empty Diagrams 2 x 2 vs.


Two Shell
S
S
C

FS

Empty Diagrams 3 x 1 vs.


Two Shell
S
S
C

FS

Empty Diagrams 2 x 2 vs.


Three Shell
FS

S
S

Empty Diagrams 3 x 1 vs.


Three Shell
FS

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

Shuffle step & attack the B


gap
Align away from the
protection in the gun
No rules change for OL
Backside Protection (64/65)
(66/67)
Alerts QB/WR that route
concept is to backside of the
protection
Can also be made into a ball

60 Protection & Direction

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

60 Protection & Direction

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

Our sprint out passing game uses 90/91 protection. In this


protection, we physically attack the edge of the defense so that
we can get the QB out of the pocket and move the launch point.
The offensive line rules are based on the fire rule that we use on
Stretch/Flex, and both pass and run should look the same to the
defense.
The QB can turn sprint pass into QB Stretch/Flex simply by
making a Go call when he gets to the edge. We can also tag a
backside route onto the sprint concept, by calling the protection
94/95.

90/91 Protection

TB
PST
PSG
C
BSG

Block EOL Be physical & help the OT get the edge


sealed
Protect On/Gap/Down Make call like its Fire Rule
Protect Gap/On/Most Dangerous LB
If MDLB Pull for any edge threat (Listen for Go
Call)
Reach PS A Gap If no threat, step and hinge for
backside chasers
Reach BS A Gap If no threat, step and hinge for
backside chasers

90 Protection Examples
M

W E

S
W E

T $

M
N

90/94
Protection

T $

E N

E N

S
S

Boot Protection 98/99


Our main play action pass is Inside Zone boot. We
Protection
fake 42/43 Slash, booting
toward the numbered side.
This protection is the only example in the entire
protection series that has the tailback blocking away
from the number of the protection. We will tag many
routes onto the protection.
Boot/Naked Protection
Named
Ball fake away from play call Block EOL
Player
Any RB who is not the ball fake:
Align away from call & run flat route to the call
Block B Gap away from play call STEP TO AIR!
PST
Block A Gap away from play call STEP TO AIR!
PSG
Block BS A Gap STEP TO AIR!
C
Pull and log EOL to the play call side
Kick out any over aggressive technique that cant
BSG
be logged

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

Drop Back Screens


Hook
Defend
er

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

Our basic drop back screen is a universal


system in which we can throw screen to
anyone in the offense at any time. The
direction of the screen (70/71) tells the
offensive line which direction they are
blocking the screen. We then attach the
screen name of the position that we want to go
to the screen area and catch the screen.
It is the QBs responsibility to draw defenders
away from the screen. We can also ball fake
screen by calling 72/73, which tells the TB to

Drop Back Screens


Offensive Line
Rules
PST
PSG
C
BSG
BST

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

If you ARE NOT the screen


man
WR/TE
RB

Sprint Vertical for 10


Block Nearest Deep DB
Swing to the flat away from
screen,
If 72/73, ball fake and run flat
route opposite

If you ARE the screen man


RB

TE

Align opposite the call


Cross the ball & get lost in the OL
Make sure to stay inside OTs
block
Make sure to catch the ball behind
the LOS
Pass set the nearest DL
Get beat slowly Allow the rush to
turn his shoulders back to the QB
Make sure to catch the ball behind
the LOS
Take three steps hard up the field
Sprint for the catch point

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 - 78/79 Rules


Three steps vertical, climb back
down stem of route
Catch screen & get inside the
kickout of the PST
Two steps vertical push
Block #1 from sideline
Safety control route
Step on his toes & block him
Three zone steps away from the
screen
Hunt #2 from sideline Must
kickout
Three zone steps away from the
screen
Hunt #3 from sideline
Three zone steps away from the
screen
Hunt #4 from sideline
Three zone steps away from the
screen
Block most dangerous DL (End)
Block Slash/Blade away from
screen

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

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