I-OPTION OFFENSIVE PLAYBOOK By Youth Football Online TABLE OF CONTENTS 1. TERMINOLOGY AND CADENCE A. SLIDES 3-6 2. HUDDLE A. SLIDES 7-10 3. FORMATIONS, MOTIONS, SHIFTS A. SLIDES 11-32 4. RUNNING GAME A. OPTION SERIES: SLIDES 35-49 B. I-RUN SERIES: SLIDES 50-62 C. GUN SERIES: SLIDES 63-70 TABLE OF CONTENTS 5. PASSING GAME A. B. C. D. E. TERMINOLOGY: SLIDES 71-74 PLAY ACTION: SLIDES 75-84 QUICK (3-STEP): SLIDES 85-88 FIVE-STEP DROP: SLIDES 89-93 SPRINT OUT: SLIDES 94-98 6. SCREENS AND DRAWS A. SLIDES 99-105 7. AUDIBLES AND HOTS A. SLIDES 106-108 TABLE OF CONTENTS 8. HURRY UP OFFENSE A. SLIDES 109-110 9. GADGETS A. SLIDES 111-115 TERMINOLOGY AND CADENCE GAPS AND TECHNIQUES 9 6 7 5 4 4i 3 2 2i TECHNIQUES 1 0 A B C GAPS D HOLE NUMBERING SYSTEM 9 7 5 LTE 3 LT 1 LG 0 C 2 RG 4 RT 6 RTE 8 CADENCE 1. 2. 3. Set-GO! (ON QUICK) COLOR NUMER, COLOR NUMBER, Set-GO! (ON 1) Set-GO! (ON 2) EX: ON QUICK “Set-GO!” EX: ON 1 “Set-GO!, BLUE 18, BLUE 18, Set-GO!” EX: ON 2 “Set-GO!, BLUE 18, BLUE 18, Set-GO!...Set-GO!” HUDDLE HUDDLE FORMATION BEFORE 1ST CALL QB X 3 4 Y 2 RT RG C LG LT 7 YARDS BACKS TO THE L.O.S. HUDDLE FORMATION AFTER 1ST CALL QB 3 4 RT RG Y LG LT 2 X C RIGHT FORMATION HUDDLE PROCEDURE • • • • • • • • CENTER RAISES THE HAND AND CALLS THE HUDDLE 7 YARDS FROM THE FOOTBALL THE LINEMEN WILL LINE UP WITH THEIR HANDS BEHIND THEIR BACKS IN THE BACK ROW WITH THEIR BACKS TO THE L.O.S. THE BACKS/RECEIVERS WILL BE IN THE FRONT ROW WITH THEIR BACKS TO THE L.O.S. THE BACKS/RECEIVERS WILL BEND OVER AND PLACE HANDS ON THIGHS WHEN THE QB BEGINS THE HUDDLE DELIVERY THE QB YELLS “FOCUS!” AND DELIVERS THE PLAY ONCE THE CENTER, X-RECEIVER, Y-RECEIVER, AND EITHER #2 OR Z WILL RELEASE ON A SPRINT TO THEIR DESIGNATED SPOTS THE QB RESTATES THE PLAY TO THE REMAINING PERSONNEL AND EVERYONE BREAKS THE HUDDLE BY STATING “READY…ATTACK!” AFTER BREAKING, THE PERSONNEL WILL SPRINT TO THEIR DESIGNATED AREAS FORMATIONS, SHIFTS, MOTIONS SLOT-I SLOT LEFT OFFENSIVE PHILOSOPHY 1. WE WILL SCORE POINTS. 2. WE WILL OPERATE AT FULL SPEED ON EVERY PLAY DURING PRACTICE AND DURING THE GAME. 3. WE WILL TAKE CARE OF THE FOOTBALL. 4. WE WILL VALUE POSSESSION. 5. WE WILL NOT MAKE EXCUSES FOR LACK OF FOCUS OR PRODUCTIVITY. 6. WE WILL OUT-WORK OUR OPPONENTS. 7. WE WILL WIN GAMES BECAUSE OF OUR TENACITY, DRIVE, AND FOCUS. OFFENSIVE PHILOSOPHY • PLAYERS MUST BE… 1. 2. 3. 4. COACHABLE COMMITTED FOCUSED WINNERS (CHAMPION MENTALITY) OFFENSIVE PHILOSOPHY • COACHES WILL BE… 1. 2. 3. 4. COMMITTED FOCUSED TOUGH, BUT FAIR TEACHERS POSITIONS AND NUMBERING X SPLIT END Y 2 SLOT BACK Z THIRD RECEIVER 1 3 FULLBACK 4 TAILBACK TIGHT END POSITION NEEDS • SKILL POSITIONS – QUARTERBACK – TOUGH, INTELLIGENT, GOOD ATHLETE, GOOD ARM, GREAT COMPOSURE, TAKES CARE OF THE FOOTBALL, VERY GOOD DECISION MAKER, GREAT LEADER – TAILBACK – TOUGH, GOOD VISION, QUICK, DURABLE, GREAT ATHLETE, PLAY MAKER – FULLBACK – TOUGH, STRONG, GREAT BLOCKER, HITS THE HOLE, LOVES TO HIT – SLOT BACK – TOUGH, STRONG, GREAT BLOCKER, GOOD HANDS, GOOD ATHLETE – X RECEIVER – GREAT STALK/CRACK BLOCKER, GREAT HANDS, QUICK, PLAY MAKER – Y RECEIVER – TOUGH, GREAT BLOCKER, GOOD HANDS, GOOD ATHLETE • OFFENSIVE LINE – TACKLES – BETTER ATHLETE, QUICK FEET, STRONG – GUARDS – BIGGER LINEMEN, STRONG, QUICK FEET FOR PULLS – CENTER – STRONG, QUICK FEET, INTELLIGENT ALIGNMENT 2½ 2½ 2½ X 2½ 2½ Y 2 3X1 X RECEIVER INTO BOUNDARY – BOTTOM OF #’S INTO FIELD – HASH MARKS MIDDLE OF FIELD – TOP OF #’S 1 3 HEELS AT 4 ½ YDS FROM THE L.O.S. 4 HEELS AT 7 YDS FROM THE L.O.S. MOTIONS X Y 2 1 *1ST COLOR* 3 4 SLOT - THROTTLE DOWN MOTION MOTIONS X Y 2 1 *1ST SOUND* 3 4 SLOT - THROTTLE DOWN MOTION AND COME BACK MOTIONS X Y 1 2 *1ST SOUND* 3 4 SLOT - LONG MOTION MOTIONS X Y 2 1 4 QB LOOK 3 4 TAILBACK – “I” MOTION MOTIONS X Y 2 1 3 4 *1ST SOUND* TAILBACK – MOTION OUT OF BACKFIELD OTHER FORMATIONS X Y X 2 X 1 1 3 3 4 4 SLOT OPEN X 1 Y X 2 2 WING RT/LT X X Y 1 3 3 4 4 END OVER RT/LT Y X Z PRO RT/LT OTHER FORMATIONS X Y X Z X 1 1 3 3 4 2 4 TWINS RT/LT (OPEN) X X 1 Y X 2 3 Y X STACK X Z 2 Y 1 3 4 DOUBLE WING RT/LT TRIPS RT/LT (OPEN) OTHER FORMATIONS X Y X 2 1 Y Z X X Z 1 4 2 4 PRO-SLOT RT/LT Y X X ACE Y X X 2 2 1 4 1 3 4 GUN SLOT RT/LT 3 GUN SLOT RIGHT/LEFT OPEN OTHER FORMATIONS Y X 1 X 2 Y X X 1 2 Z 3 4 4 ROB/LOU Z X X 4 1 2 3 SPREAD BUNCH RT/LT FORMATION MODIFICATIONS “SWITCH” THE SLOT BACK SWITCHES HIS POSITION OPPOSITE FROM THE CALL X Y 1 3 4 ENDS OVER LEFT SWITCH 2 FORMATION MODIFICATIONS “BROWN” THE TAIL BACK LINES UP OVER THE WEAK SIDE TACKLE WITH HIS HEELS AT 5 YARDS. THE TAILBACK WILL ALWAYS GO AWAY FROM STRENGTH. X Y 2 1 3 SLOT LEFT BROWN 4 FORMATION MODIFICATIONS “TRADE” THE TIGHT END STEPS OFF AND MOTIONS AS THE FLANKER STEPS ON THE L.O.S. X Y 1 Z Y 3 4 PRO RIGHT TRADE Z FORMATION MODIFICATIONS “KICK” THE SLOT BACK SPLITS OUT WIDE FROM HIS ORIGINAL POSITION X Y 1 3 4 WING RIGHT KICK 2 2 FORMATION MODIFICATIONS “SHIFT TO” THE QB SHIFTS FROM ONE FORMATION TO ANOTHER BEFORE PUTTING HIS HANDS UNDER CENTER X X Z Y Y 1 2 2 Z 4 STACK SHIFT TO ACE RUNNING GAME 1. OPTION SERIES A. VEER 1) COUNTER OPTION 2) OUTSIDE VEER B. DOUBLE C. MID-LINE 1) TRAP 2) DOUBLE DIVE 2. I-RUN SERIES A. ISO B. POWER C. TOSS D. JET SWEEP E. BELLY/BELLY OPTION RUNNING GAME 2. I-RUN SERIES A. COUNTER TREY B. SLOT COUNTER 3. GUN SERIES A. COUNTER READ B. QB COUNTER TREY C. POWER RUNNING GAME OPTION SERIES VEER X Y 2 1 3 4 VEER RULES • OFFENSIVE LINE – PST – 1ST MAN INSIDE ON/OFF L.O.S. • LOOP 4i VS. ODD FRONT – PSG – 1ST DEF. LINEMAN FROM “B” GAP IN – PSTE • IF LAST MAN – 4 COUNT • IF NOT THE LAST MAN – MUST COUNT (3 OR 4) – C – STEP PLAYISDE, OVER, FREE – BSG, BST, BSTE – CROSS FACE/CROSS FIELD COUNTER OPTION X Y 2 1 3 4 COUNTER OPTION RULES • OFFENSIVE LINE – – – – C – PPGH BSG – PULL AND LOG EMOLOS BST – BASE THE “C” GAP THREAT PSG AND PST • SAME AS VEER EXCEPT PLAYSIDE AND BACKSIDE ARE “FLIPPED” • PSG HAS NO HELP FROM CENTER OUTSIDE VEER X Y 1 3 4 Z OUTSIDE VEER RULES • OFFENSIVE LINE – 2 FT SPLITS – SAME RULES AS VEER • EXCEPTIONS – PST WILL ALWAYS BLOCK 1ST DEFENDER INSIDE (NEVER LOOP) – PSTE HAS SAME RULE AS PST – BLOCK 1ST DEFENDER INSIDE ON/OFF L.O.S. DOUBLE X Y 2 1 3 4 DOUBLE RULES • OFFENSIVE LINE – PST – 1ST MAN INSIDE ON/OFF L.O.S. • “TREY” THE “C” GAP THREAT WITH PSTE – PSG – 1ST DEF. LINEMAN FROM “B” GAP IN • REACH THE “B” GAP THREAT – PSTE – 1ST MAN INSIDE ON/OFF L.O.S. • “TREY” THE “C” GAP THREAT WITH PST – C, BSG, BST, BSTE – SAME AS VEER MIDLINE X Y 2 1 3 4 MIDLINE RULES • OFFENSIVE LINE – PST – BASE (“JILL” A 7-TECH) • VS. ODD – EITHER INSIDE RELEASE FOR PS ILB OR BLOCK OUT DEPENDING ON WHERE HEAD-UP DEF. IS – PSG – VEER RELEASE INSIDE FOR PS ILB • BLOCK “A” GAP DEFENDER IF WE RUN IT TO A 1 OR 2iTECH – PSTE – BASE (“JILL” A 7-TECH IF NO EMOLOS) – C AND BSG – COMBO BACKSIDE “A” TO “B” GAP • STAY ON DOUBLE TEAM IF NO “B” GAP THREAT PRESENT – BST AND BSTE – BASE BLOCK BACKSIDE GAP DEFENDERS • BST – ZONE IF THERE IS A BLITZING “B” GAP THREAT MIDLINE X Y 2 1 3 4 MIDLINE TRAP RULES • OFFENSIVE LINE – PST – BASE (“JILL” A 7-TECH) • VS. ODD – EITHER INSIDE RELEASE FOR PS ILB OR BLOCK OUT DEPENDING ON WHERE HEAD-UP DEF. IS – PSG – VEER RELEASE INSIDE FOR PS ILB • BLOCK “A” GAP DEFENDER IF WE RUN IT TO A 1 OR 2iTECH – – – – PSTE – BASE (“JILL” A 7-TECH IF NO EMOLOS) C – PPGH (PROTECT PULLING GUARD HOLE) BSG – PULL AND TRAP THE “B” GAP THREAT BST AND BSTE – BASE BLOCK BACKSIDE GAP DEFENDERS DOUBLE DIVE X Y 2 1 3 4 DOUBLE DIVE RULES • OFFENSIVE LINE – SAME AS MIDLINE RULES RUNNING GAME I-RUN SERIES BLAST X Y 2 1 3 4 BLAST RULES • OFFENSIVE LINE – PST – BASE OR DEUCE • BE ALERT FOR “JILL” CALL WITH PSTE – PSG – 1ST DOWN LINEMAN FROM “B” GAP IN • “DEUCE” A 3-TECH, “RAM/LION” A 2i/1-TECH, NOSE – PSTE – BASE “C” GAP THREAT • “JILL” CALL VS. 7-TECH IF NO EMOLOS – C – COMBO “A” GAP THREAT • BACKSIDE TAKES PRECEDENT VS. DOUBLE “A” GAP THREATS • CAN “CAGE” BLOCK FOR THE BS ILB – BSG – COMBO/BASE BACKSIDE “B” GAP THREAT • CAN “GEICO” BLOCK FOR THE BS ILB – BST AND BSTE – “CHIP AND GO” ON BACKSIDE GAP THREATS BLAST RULES • QUARTERBACK – OPEN TO THE PLAY AND GET THE BALL TO THE TAILBACK NOW – AFTER, TAKE TWO STEPS BACK AND FAKE PLAY ACTION • TAILBACK – AIM AT OUTSIDE SHADE OF 1ST D-LINEMEN, GET BALL AND ATTACK THE HOLE – BOUNCE TO THE PERIMETER IF WE ARE RUNNING WITHOUT A TIGHT END • FULLBACK – ISO BLOCK 1ST LINEBACKER OFF THE L.O.S. INSIDE IMAGINARY TIGHT END “O” X Y 2 1 3 4 “O” RULES • OFFENSIVE LINE – PSTE, PST, PSG – GDB (GAP, DOWN BACKER) • “TREY” OR “DEUCE” IF NO BLITZ THREAT – C – PPGH (PROTECT PULLING GUARD HOLE) – BSG – PULL (“HORN” TECHNIQUE) AND LEAD UP FOR PS LB • IF EMOLOS GETS LOGGED, LEAD UP OUTSIDE THE FULLBACK’S LOG BLOCK – BST AND BSTE – “CHIP AND GO” ON BACKSIDE GAP THREATS “O” RULES • QUARTERBACK – OPEN TO THE PLAY AND GET THE BALL TO THE TAILBACK – AFTER, FAKE WAGGLE • TAILBACK – AIM AT INSIDE HIP OF THE FULLBACK’S BLOCK AND GO INSIDE OF HIS KICK-OUT (OUTSIDE IF THERE IS A LOG BLOCK) • FULLBACK – KICK OUT EMOLOS • IF KICK OUT IS NOT POSSIBLE, LOG EMOLOS BOB X Y 2 1 3 4 BOB RULES • OFFENSIVE LINE – PST AND PSG – REACH PLAYSIDE • PULL PLAYSIDE IF THERE IS NO OUTSIDE SHADE – LOOK INSIDE-OUT – PSTE – REACH EMOLOS (BIG BLOCK!!!) – C, BSG, BST, BSTE – REACH/SCOOP TO PLAYSIDE BOB RULES • FULLBACK – WRAP FOR OLB TO SAFETY COUNTER X Y 2 1 3 4 COUNTER RULES • OFFENSIVE LINE – PSTE, PST, PSG – GDP (GAP, DOWN BACKER) • “TREY” OR “DEUCE” IF NO BLITZ THREAT – C – PPGH (PROTECT PULLING GUARD HOLE) – BSG – PULL AND KICK OUT EMOLOS – BST – PULL AND LEAD UP INSIDE OF BSG KICK OUT BLOCK AND BLOCK PS LB – BSTE – “CHIP AND GO” ON BACKSIDE GAP THREAT COUNTER RULES • FULLBACK – FAKE OUTSIDE VEER, REPLACE THE BACKSIDE TACKLE AND BLOCK THE “C” GAP THREAT • TAILBACK – TAKE 3 QUICK STEPS FOR PITCH TO THE BACKSIDE, THEN COME BACK, TAKE THE HAND OFF AND FOLLOW THE BST LEAD BLOCK RUNNING GAME GUN SERIES COUNTER READ X Y 2 1 3 4 GUN COUNTER READ RULES • OFFENSIVE LINE – SAME AS COUNTER QB COUNTER TREY X Y 2 1 3 4 QB COUNTER (Q46-Q47) RULES • OFFENSIVE LINE – SAME AS COUNTER “O” X Y 2 1 3 4 GUN “O” RULES • OFFENSIVE LINE – SAME AS “O” SLOT-I PASS PLAYS OUT OF THE SLOT-I 1. PLAY ACTION PASS A. VEER PLAY ACTION B. WAGGLE (OFF C.T.) C. ISO PLAY ACTION 2. 3. 4. 5. 3-STEP SERIES 5-STEP SERIES SPRINT OUT SCREENS 0 – HITCH 8 1 – ARROW 2 – SLANT 3 – OUT 4 – CURL IN 5 – “V” OUT 6 – DIG 7 – FLAG 8 – POST 9 – GO/FADE 9 7 5 4 6 2 3 0 1 EVEN NUMBERS - IN MIDDLE OF FIELD ODD NUMBERS - OUT PASSING SYSTEM • ALL 3-DIGIT PLAYS WILL BE PASS PLAYS • ALL 3-STEP, 5-STEP, AND SPRINT-OUT ROUTES WILL BE NUMBERED – NUMBERED PLAYS WILL CONSIST OF THE PASS PROTECTION FIRST, OUTSIDE RECEIVER ROUTE SECOND, AND INSIDE RECEIVER ROUTE THIRD • EX: LEFT 321 – 300 PROTECTION, SLANT-ARROW PATTERN • ALL PLAY-ACTION PASSES WILL BE “TAGGED” – THE PROTECTION WILL BE GIVEN FOLLOWED BY THE “TAGGED” NAME OF THE PLAY • EX: LEFT 113 POST-WHEEL • IF THERE IS A THIRD RECEIVER INVOLVED IN THE PATTERN, THE PLAY WILL BE “TAGGED” – EX: LEFT 993 FLAT • THIRD RECEIVER WILL RUN THE FLAT ROUTE PASSING SYSTEM • IF THERE IS A PLAY WITH MULTIPLE ROUTES NOT INCLUDED ON THE PASSING TREE, THE PLAY WILL BE NUMBERED AS A “HUNDRED” PLAY – EX: EVEN FIVE HUNDRED CROSS • LABELED BECAUSE TWO RECEIVERS ARE RUNNING “CROSSES,” WHICH IS NOT INCLUDED ON THE PASSING TREE PASSING GAME PLAY ACTION PLAY ACTION PASSING GAME VEER PLAY ACTION X Y 2 1 3 4 SLOT LEFT 113 POST-WHEEL VEER PLAY ACTION RULES • PSG, PST, PSTE – BLOCK #1, #2, AND #3 RESPECTIVELY FROM THE CENTER – SHOW RUN FIRST, THEN POP FOR PASS • C, BSG, BST – WHEEL TO BACKSIDE GAP – STAY LOW AND SHOW RUN FIRST – IF NOBODY SHOWS IN YOUR BACKSIDE GAP, CONTINUE TO WHEEL FOR EDGE DEFENDER • BSTE – BUILT IN DRAG ROUTE – NO DEEPER THAN 6 YARDS – “STAY” CALL ALERTS BSTE TO STAY IN AND WHEEL TO BACKSIDE GAP VEER PLAY ACTION ROUTES LOAD CURL-ARROW OUT TX DUMP VEER PLAY ACTION ROUTES TX DUCK TRAIL WHEEL PLAY ACTION PASSING GAME ISO PLAY ACTION X Y 2 1 3 4 LEFT 142 ISO PASS ISO PLAY ACTION RULES • ALL OL – GAP AWAY FROM CALL – PST, PSG, PSTE (IF NOT INVOLVED IN ROUTE) • GET TO YOUR GAP, STAY SQUARE, DON’T GIVE GROUND, SHOW RUN AND POP FOR PASS – C, BSG, BST – WHEEL TO BACKSIDE GAP • STAY LOW AND SHOW RUN FIRST • IF NOBODY SHOWS IN YOUR BACKSIDE GAP, CONTINUE TO WHEEL FOR EDGE DEFENDER – BSTE – BUILT IN DRAG ROUTE • NO DEEPER THAN 6 YARDS • “STAY” CALL ALERTS BSTE TO STAY IN AND WHEEL TO BACKSIDE GAP ISO PLAY ACTION ROUTES • ALL ROUTES SIMILAR TO VEER PLAY ACTION ROUTES PLAY ACTION PASSING GAME WAGGLE X Y 2 1 3 4 LEFT 146 WAGGLE WAGGLE PLAY ACTION RULES • ALL OL EXCEPT PSG AND PST – GAP TO THE CALL – STAY LOW, SHOW RUN, POP FOR PASS – ***CENTER MUST WORK “A” GAP TO “B” GAP • PSG – LONG PULL AWAY FROM CALL AND LOG EMOLOS • PST – SEAL “B” GAP, WHEEL TO “C” GAP – PUNCH THE 3-TECH AND 4i…THEN WHEEL TO “C” GAP THREAT – BLOCK “B” GAP BLITZING THREAT IF THERE IS NO 3-TECH OR 4i PASSING GAME 3-STEP DROP 3-STEP DROP PASSING GAME X Y 2 1 3 4 LEFT 321 3-STEP DROP RULES • ALL OL – GAP REACH PLAYSIDE – ALL OL MUST LISTEN TO THE FORMATION! – STAY LOW, PUNCH LOW, DON’T GIVE GROUND • FB – BLOCK BACK SIDE “C” GAP – ARRIVE TIGHT OFF OF THE TACKLE • TB – FOLLOW FULLBACK TO BACK SIDE “C” GAP AND GET INVOLVED IN ROUTE – ARRIVE TIGHT OFF OF THE FULLBACK’S BLOCK – WILL RUN AN ARROW ROUTE UNLESS THE ROUTE IS CALLED – **WILL TAKE THE FULLBACK’S RESPONSIBILITY IN ANY ONE-BACK SET** 3-STEP ROUTES 393 307 322 300 PASSING GAME 5-STEP DROP 5-STEP DROP PASSING GAME X Y 2 1 4 EVEN 567 3 5-STEP DROP RULES • ALL OL – BIG ON BIG BLOCKING – EVEN FRONT – FRONT 4 DL AND THE MLB – ODD FRONT – FRONT 5 DL – USE THE POWER-KICK TECH • SINGLE BACK (TB OR FB) – HOP STEP AND BLOCK THE “A” TO “B” GAP DEFENDER FOR LEAKAGE • ALWAYS STEP TO THE SIDE OF THE QB’S ARM • IF THERE ARE TWO BACKS IN THE BACKFIELD, THE BACK CLOSEST TO GOING OUT ON THE PATTERN WILL RELEASE • *IF THERE ARE TWO BACKS IN THE BACKFIELD (AND THEY ARE BOTH NOT INVOLVED IN THE ROUTE), THE FB WILL BLOCK RIGHT-SIDE “A” TO “B” GAP AND THE TB WILL BLOCK LEFT-SIDE “A” TO “B” GAP 5-STEP ROUTES 599 587 FIVE HUNDRED CROSSES FIVE HUNDRED SEARCH 5-STEP ROUTES FIVE HUNDRED STING FIVE HUNDRED TB POST-WHEEL PASSING GAME SPRINT-OUT SPRINT-OUT PASSING GAME Y 3 1 3 4 RIGHT 800 FLAG-COMEBACK 2 SPRINT-OUT RULES • PSTE, PST, PSG – STEP/PUNCH TO PLAYSIDE, TURN AND HINGE TO BACKSIDE GAP – “REACH” CALL TELLS ENTIRE OL TO REACH PLAYSIDE GAP • C, BSG, BST – WHEEL TO BACKSIDE GAP • IF NO DEFENDER PRESENT, KEEP WHEELING FOR DEFENDER COMING OFF THE EDGE • BSTE – BUILT IN DRAG ROUTE • “STAY” CALL ALERTS TE WILL STAY IN AND BLOCK BACKSIDE RULES • FB – PLAYSIDE “C” GAP UNLESS INVOLVED IN ROUTE • BE ALERT FOR “TALE/TRACK” CALL (SWITCHES TO “D” GAP) • TB – PLAYSIDE “D” GAP UNLESS INVOLVED IN ROUTE SPRINT-OUT ROUTES NINE HUNDRED COMEBACK 953 REACH FLAT 993 922 REACH PICK SPRINT-OUT ROUTES NINE HUNDRED POST-WHEEL NINE HUNDRED FLAG-COMEBACK SCREENS AND DRAWS SCREENS Y X 1 3 4 RIGHT 800 Y SCREEN LEFT 2 SCREENS Y X 1 2 3 4 RIGHT WIDE DOUBLE SCREEN (TOM/FRED) SCREENS Y X 1 3 4 RIGHT WIDE ROCKET 2 DRAWS Y Z X 1 4 EVEN TB DRAW 2 DRAWS Y X 1 3 4 RIGHT TB ICE 2 AUDIBLES AND HOTS AUDIBLES AND HOT CALLS • WE WILL PACKAGE CERTAIN PLAYS TOGETHER AND CALL THEM AT THE L.O.S. DURING THE CADENCE – THE COLOR “RED” STATED DURING THE CADENCE WILL INDICATE THAT THE PLAY IS AN AUDIBLE – “RED” WILL BE ACCOMPANIED WITH THE NUMBER OF THE PLAY • THE FOLLOWING WOULD BE “VEER CHECK WITH ME” AT THE L.O.S. WITH “VEER RIGHT/LEFT” BEING THE PLAY – EX: Set-GO!, RED VEER LEFT, RED VEER LEFT, Set-GO! AUDIBLES AND HOT CALLS • WE WILL HAVE HOT CALLS AGAINST A BLITZING TEAM • THE TEAM MUST BE SENDING AT LEAST 2 OF ITS LINEBACKERS IN ORDER TO MAKE THE HOT CALL • THE HOT CALL MUST BE MADE BEFORE THE SECOND “COLOR, NUMBER” COMBINATION IS COMPLETED • THE HOT CALL CANNOT BE MADE IF THE PLAY IS BEING RUN ON “QUICK” – THE QB WILL CHECK “RUTGERS/LEHIGH” ON RUN PLAYS • THIS WILL AUTOMATICALLY POST-WHEEL THE PLAY TO BOB – THE QB WILL CHECK “OMAHA” ON PASS PLAYS • THIS WILL AUTOMATICALLY POST-WHEEL THE PLAY TO 322 HURRY UP OFFENSE HURRY UP OFFENSE #1 #5 593 TB DRAW #2 #6 567 TB SCREEN #3 #9 FLAG-COMEBACK 599 #4 COVERAGE BEATER OF THE WEEK GADGETS GADGET PLAYS Y X 1 2 3 4 SLOT RIGHT WIDE X REV. LEFT GADGET PLAYS Y X 1 2 3 4 SLOT RIGHT WIDE X REV. LEFT PASS GADGETS PLAYS X Y 2 1 3 4 SLOT LEFT FAKE 13 HB PASS GADGET PLAYS Y X 1 2 3 4 SLOT RIGHT WIDE 43 FLEA FLICKER