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Sul Ross Offensive Playbook 2010

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    Sui Ross State UniversityLobo Offense 20 10

    Do Your Job .....

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    SuI Ross State University FootballGeneral, Principles, Policies, Philosophies and

    ObjectivesYou should not be a member of this team if you do not have high expectations for yourself.We, too, have very high expectations for you. The tradition that you are being asked to upholdhere at SuI Ross is the same tradition that your predecessors have worked hard to create. Howyou choose to conduct yourself, both publicly and privately, will reflect on your family, yourteammates, your coaches, and the entire SuI Ross community.As a student-athlete, you must conduct yourself in accordance with team and universityregulations. Your opportunity as a member of this team is dependent on your adherence to theseregulations.

    1. You are responsible for understanding and complying with all SuI Ross rules andregulations. Ignorance is not an excuse.

    2. You are expected to represent the SuI Ross Football program in a positive manner oncampus and in the community. We are working extremely hard to create a First ClassProgram in which the Students, Faculty and the Alpine Community can be proud tosupport. Any deviation from this objective will not be tolerated.

    3. You are expected to GRADUATE from SuI Ross State University. It is yourresponsibility to go to class (ALWAYS) and to request assistance (tutors, ADAcompliance, study tables) when necessary. Your position coach will take a very pro-active role in your academic success. Coach Bridges will handle any academicquestions that your position coach cannot answer.

    4. You must keep an accurate phone number and address for yourself and your parentson file in the football office. Update the football office as changes occur.

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    SuI Ross State University FootballProgram Philosophy

    Our football program will be based on two key principles. These are Honesty andAccountability.Honesty - For any organization, that involves reliance on other members, to function, there hasto be an understanding that whatever is said is the truth. There cannot and will not be any hidingof information that can have an effect on the organization and absolutely no untruths said withinthis organization. Mistakes will be made; however, immediate notification (to Position or HeadCoach) is expected.Accountability - Each member of this organization (Players, Coaches and Staff) has a very clearand succinct job description. It is the individual's responsibility to complete this job to the bestof his ability with the same effort that is expected of all members. Our success will be a directresult of the accountability demonstrated by the individuals in this program.

    5 C's of an Accountable Team Member1. Character - shares the core values of the team

    2. Competent - has the mental/physical ability to get the job done3. Consistent - every play, every day4. Committed - without question5. Cohesive - team first mentality

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    Three Fundamental PhilosophiesTrust - The single most important ingredient for a football team to be successful.

    Players must trust in the coaches that they: Have the best interest of the student-athlete in mind Will put the players in the best possible position to be successful Have the necessary knowledge and courage to make the right decisions for thebetterment of the team.

    Coaches must trust in the players that they: Will hold themselves accountable for their position on the field Will follow all team rules and regulations when coaches are not present Will give the necessary effort to be successful Will make decisions with the best interest of the program in mind

    Decision Making - Each and every decision you make has a consequence. Organizations andindividuals that make decisions without a set of core values cannot consistently be successful.Core Values create the foundation that you on which you build success.

    SuI Ross Football Core Values1. Honesty

    2. Accountability3. Treat Others with Respect (ex. Women)

    4. Academic Exellence5. No Drugs6. No Stealing

    Mistakes are correctable; however, decisions made without regard to the Core Values we sharewill be dealt with in a very serious manner.Discipline - is 90% Anticipation, always know your surroundings.

    Discipline is: Doing what you are supposed to do Doing it when you are supposed to do it Doing it how you are supposed to do it Doing it with the intensity to be successful

    You never have to apologize for doing the right thing!

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    Offensive Terminology and Alignments

    G) 000@0 GG) G)0G)

    Base Alignments

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    Huddle Procedure

    5 yds.

    G)G)G)~~~ CDG)G)~C)

    1. Center forms the huddle 5 yards from the football.2. Huddle is circular, hands on knees, eyes up.3. QB is the last man to enter the huddle, once he enters NO TALKING.4. QB will call the formation, play and snap count. WR's leave.5. QB will repeat snap count and say Ready-Break.6. On break clap hands and break the huddle.7. QB and Y/A will flip positions, so that the QB is closest to our sideline.

    SuI Ross Sid

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    Communication and Procedure @ LOS1. OL get to the LOS and get set.2. QB calls Color and number/word to each side. May also signal to receivers. Alert

    dummy language.3. QB pauses and gives Center indicator (silent cadence) or completes snap count whenusing a verbal cadence.

    Snap Counts1. Sound - "Blue GO" Ball is snapped on "Blue". Any "dead" color may be used in this

    cadence.2. On One - color number/word, color number/word - "Set Hut"3. On Two - color number/word, color number/word - "Set Hut" "Hut"4. On Three - color number/word, color number/word - "Set Hut" "Hut, Hut"

    Silent Cadence1. QB will give center a kick/indicator. (May change during game.)2. Center will snap the ball with a "GO" call anytime after the leg kick. Center makes the"GO" call.3. Offense must key the ball- OL listen for "GO" call.4. Center and QB alert to the 25 second clock.

    Stem Cadence1. Ball snapped on 2nd cadence.2. QB goes through on one cadence. Then repeats cadence, ball is snapped on "Hut" of the

    second cadence.Freeze Call

    1. Freeze - QB will call the cadence and say 5 "Huts". If the defense enters the neutralzone we will snap the ball and run the play called or the designated play for freeze. If thedefense does not jump the QB will restart the cadence and we will snap the ball on one.

    2. Freeze Penalty - NO play is called. The QB will call the cadence and if the defense doesnot jump the QB will continue to try to draw the defense off sides and take the delay ofgame penalty.

    3. Freeze Timeout - NO play is called. The QB will call the cadence and if the defensedoes not jump the QB will continue to try to draw the defense off sides and then just priorto the end of the 25 second clock the QB will call a timeout.

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    Defensive Abbreviations & AlignmentsA - Anchor - DE to the Strong side of the offense, or the right side in a balanced set.N - Nose Tackle - The lesser of the two inside techniques.T - Defensive Tackle - The greater of the two inside TechniquesR - Rush - DE to the weak side of the offense, or the left side in a balanced set.S - Sam Backer - Aligned to the strong sideM - Mike Backer - Aligned in the middle of the field or the strong side ILB in an odd front.W - Will Backer - Aligned to the weak side or the weak side ILB in an odd front.B - Bandit - Weak OLB in an odd frontC - Comer Back - Can be identified as BC (Boundary Comer) or FC (Field Comer)SS - Strong SafetyFS - Free Safety

    Alignments6 4 2 0 2 4 6C]) CD CD CD CD CD

    7 4i 2i 2i 4i 7

    aoo.cocoe[)9 5 3 1 1 3 5 9cococo.aOeDo - Head up on Center1 - Shoulder of Center2i - Inside Shoulder of Guard2 - Head up on Guard3 - Outside Shoulder of Guard4i - Inside shoulder on Tackle4 - Head up on Tackle5 - Outside shoulder on Tackle7 - Inside shoulder on TE6 - Head up on the TE9 - Outside shoulder of TE

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    Gap and Blitz Communication

    4 3 2 1 A B c D00 0_000ooGaps will always be identified by formation strength.Blitz and Stunt identification will be communicated using the player label and the hole he

    went through. In the event of a twist the player that goes first will be labeled first.

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    Fronts wI TEUnder

    w MR T N A Sa0.000

    S

    R N T Ea0.000

    S

    Under Gw M

    w M SR N T Aa0.000

    R T N A Sa0.000Stack G

    w M S

    Stack Swapw M

    R N T Aa0.000

    w MR N T A Sa0.000

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    w M

    4-4 OverM S

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    w MR N T E Sa0.000

    4-4 Over GM S

    SS B SS

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    Fronts wI TEM S

    Odd Stackw M S

    SSRNA SSa0.000 B RNAa0.000Bear Sam Press

    M

    W R N T SAa0.000 a0.000

    a0.000 a0.000

    a0.000 a0.000

    a0.000 a0.000

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    Fronts w/o TE4-1 Under 4-1 Under G

    W M S W M SR T N A R T N Aa0.000 a0.000

    4-1 Over 4-1 Over GW M S W M S

    R N T A R N T Aa0.000 a0.0004-0 Under 4-0 Under G

    M S M SR T N A R T N Aa0.000 a0.000

    4-0 Over 4-0 Over GM S M SR N T A R N T Aa0.000 a0.000

    Odd Odd StackW M W M S

    B S B SSR N A R N Aa0.000 a0.000

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    Fronts w/o TE4-4 Under 4-4 Under G

    B W M SS B W M SSR T N A R T N A00.00 00.00

    4-4 Over 4-4 Over GB W M SS B W M SS

    R N T A R N T A00.00 00.004-2 Under 4-2 Under GW M S W M S

    R T N A R T N A00.00 00.004-2 Over 4-2 Over GW M S W M S

    R N T A R N T A00.00 00.00Bear

    M SW R N T A00.00 00.00

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    Coverage ConceptsCoverage recognition begins with a pre-snap look at the alignment of the secondary players. Asyou align at the LOS: 1) Find the safety to your side of the formation, QB find your free safety.2) Determine the technique of the defender over you. 3) Find the invert player to your side.A complete understanding of the coverage responsibility of the defender aligned over you willassist in the release off the LOS, blocking rules, techniques and route conversions. A post snapadjustment is often necessary and the ability to read on the run is essential.We break all coverage variations into 5 coverage concepts:1) Zone - Thirds - 1High safety

    2) Zone - Halves - 2 High3) Zone - Quarters - 2 High4) Man - With Help - 1 or 2 High5) Man - No Help - No Deep

    Zone - Thirds: Deep player is near the middle of the field and has deep middle responsibility.a) Usually outside leverage (Unless Oversplit)b) Invert players normally have flat responsibilityc) Any rolled defender will force an outside released) Normally played with eight man frontse) Weakness: can only cover 4 of6 underneath zones

    Zone - Halves: Deep players aligned on or near hashes. Underneath players usually lined up inpositions to re-direct receivers.

    a) Rolled up defenders on outside receiver will force inside release.b) Underneath defenders on inside receivers will normally force outside release and run with

    vertical release.c) Strong coverage versus underneath routes (curls/drags/flats)Zone - Quarters: Deep players in each deep 1 ;4 of the field.

    a) Underneath coverage works to the flat ifthere is a threat.b) Safeties read release of #2. Flat look up #1, vertical - run with, inside - level off and

    look for crossers.c) #2 Blocks - very aggressive run supportd) Outside receivers expect man to man technique leverage depends on split.e) Weakness: Post help, underneath routes and wheel routes.

    Man-Safety: Usually safeties are deep with underneath defenders in man/trail techniques. Thereare many variationsa) 1High - "Mouse" - free defender is a safety

    "Hole" - free defender is a LB"Fire" - free defender blitzes

    b) 2 High - "Bracket X,Y,Z" - free defender is doubling a receiver"2 Man" - safeties help wi deep halves, underneath trail technique.

    Man No Help: No Variations. No deep players. Safeties are usually lined up inside 8 yards andhave man coverage responsibilities.

    a) Get open quickly.

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    Hot Adjustments to Blitz PackagesIn our passing game we will primarily use 6 Man(300) and 5 Man( 400) pass protections. Whenthe defense rushes more than we can protect we must be able to account for the extra rusher. Thesystem we use for this is our "Hot" system.We will use the term "Hot" for two different reasons.1. A situation that occurs when the defense rushes 1 more defender than our protection can

    pick up.2. Used to identify the primary receiver when the defense rushes 1 more defender than we

    can protect.There are two different routes the hot receiver can run, a "Q" or a "Sight Adjustment."

    1. Q - Any route that is built into the pattern as a quick throw to handle a "Hot" situation.The hot receiver will accelerate the timing of his route and look quickly for the ball. Hemust understand that there is a free rusher and the QB must get rid of the ball quickly.

    2. Sight Adjustment - A route that has a vertical stem, that must be changed in a "Hot"situation. When the "Hot" receiver identifies a "Hot" situation he will change (sightadjust) his route to a 3 step Lookie to give the QB a quick throw. We can change thesight adjust route at any time. A lookie is a 2 or 3 step quick slant. If the DB is playingtight hard inside leverage the receiver can convert the lookie to a quick fade over the top.

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    Scramble RulesAll pass patterns will have an automatic adjustment in the event of a scramble or when the QB isforced to one side or the other. This system holds true for all patterns and formations. Thefollowing rules will apply for the X,Y,H,Z, A and T positions in accordance to the side of thescramble.Quarterback:

    a) Avoid pressure by escaping to the pressure side. Do not give the rush defenders angles ofpursuit.

    b) Keep eyes downfield working laterally for width while attacking the LOS, by time foryour receivers to adjust and get open.

    Receivers:QB to you:

    1. Deep man in pattern - comeback to the boundary2. Short man in the pattern - Tum up field3. Medium receivers should change their direction and shadow the QB.4. Backside deep receiver should run a deep post.

    ~----------- -- - --- ---,,,o 0 .'Q0

    ,,,,,,,,,/ ~.cf _ - - - - o - 6 - . - - ~ 0~~~~6 I 0 ,I ,, 0il ,,. - - - - - 0 ,,,,,,0 ,0_~-. . . . . . . . IOr-------.Basic Rules

    a) Backs who block or fake should run a course parallel to the LOS with the QB.b) RB's running routes, adjust course and run in the same direction as QB, looking for open

    spot.c) If you approach the sideline, short and medium receivers start moving back into the field

    area. Deep man will work his way back to the QB.d) If the passer decides to run - when he crosses the LOS, tum and stalk block.e) LOAFS KILL SCRAMBLES! A scramble may keep the drive alive and possibly win the

    game! HUSTLE!

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    p IG &F f E I lRB/4WRrsonne rOUPln2:S orm a Ions a2: eDoubles Squeeze

    Z 00.00 X Z 00.00 XH Y H Y

    Q QT T

    Trio Rt Trio Lt

    Z 00.00 X X 00.00 ZH Y Y H

    Q QT T

    Bunch Rt Bunch Lt

    Z 00.00 y y 00.00 ZH X X H

    Q QT T

    EmptyRT EmptyLT

    Z 00.00 y y 00.00 ZH T X X T H

    Q Q

    Trigger RT Trigger LT

    Z 00.00 y y 00.00 XT H X Z H TQ Q

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    p IG &F f E I lRB/4WRrsonne rOUPln2:S orma Ions a2: eTwins RT Twins LT

    Z 00.00 X X 00.00 ZY YH Q Q H

    T TTwins RT Heavy Twins LT Heavy

    Z 00.00 X X 00.00 ZY YQ H H QT T

    00.00 00.00

    00.00 00.00

    00.00 00.00

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    Zebra lRB/l TE/3WRPro Rt Pro Lt

    Z 0O.OOA AO0.00 ZH X X H

    Q QT T

    Solo Rt Solo LT

    H 00.00 A A 00.00 HZ X X zQ QT T

    TreyRT TreyLT

    Z 0O.OOA AO0.00 ZH X X H

    Q QT T

    Trips RT Trips LT

    AO0.00 X X 0O.OOAH Z Z H

    Q QT T

    WingRT WingLT

    Z 0O.OOA AO0.00 ZH X X H

    Q QT T

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    Zebra lRB/l TE/3WRHipRT HipLt

    Z 0O.OOA AO0.00 ZH X X H

    Q QT T

    Empty Wing RT Empty Wing LT

    Z 0O.OOA A00.00 ZX T H H T X

    Q Q

    Panther RT Panther LT

    Z 0O.OOA AO0.00 ZY X X YT H H T

    00.00 00.00

    00.00 00.00

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    Victory

    No Splits

    zOO OOyQOB - Take a Knee (Snap Count is One)H T

    Move Up be aware for muffed snap

    x10 yds back

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    T Alignments

    00.00QT Normal

    00.00Q

    T Far

    o 0.00Q

    T Near

    y

    y

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    T MotionsT-Rt

    00_00I " . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .T

    T-Lt00_00

    l 1 l i ITT-In

    00_00T

    T- Fly00_00

    T

    T- Tic00_00T

    . . .

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    XlZ MotionsXlZ Rt or Lt

    00_0 0X- Begin in the formation called and motion across ball to position to execute assignment.

    XlZ Fly00_0 0

    X- Begin in the formation called and sprint across ball to position to execute assignment.

    XlZReturn00_0 0

    X~- Begin in the formation called and motion just past the QB then return to position to

    execute assignment.

    XlZln00_0 0

    X- Begin in the formation called and motion in toward the ball to position to execute

    assignment.

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    H/Y MotionsH/Y Rt or Lt00_00

    +--------------------y- Begin in the formation called and motion across ball to position to execute assignment.

    H/Y Fly00_00

    .---------------------y- Begin in the formation called and sprint across ball to position to execute assignment.

    H/Y Return00_00

    I~-----~----------Y- Begin in the formation called and motion just past the QB then return to position to

    execute assignment.

    H/YIn00_00

    +---y- Begin in the formation called and motion in toward the ball to position to execute

    assignment.

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    H/Y MotionsY - Yae

    00_0 0~

    - Begin in the formation called and motion to a backfield position.

    H- Hie00_0 0

    ______- - I I- Begin in the formation called and motion to a backfield position.

    H/Y Out00_0 0

    y- Begin in the formation called and motion away from the ball to position to execute

    assignment.

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    Play: 6/7 Shovel

    oSIS

    c

    RulesQ - Take snap and get width. Read C gap defender. Ifhe takes you pitch to shovel. Ifhe squeezes,pitch off next outside defender.T - Counter step and shoulder fake opposite the play direction. Get into 5xl pitch phase.T-Shovel- forward jab step with outside foot, get into 5xl pitch phase, throttle down in center area,receive shovel and follow ~uard through hole.H - Playside - 1 High secure and climb to #3. 2 High arc to #3 immediatelyBackside - Shovel runner (Bubble back 3 yards to 5xl pitch phase, throttle down in center area, receivethe shovel and follow guard through hole.)Y - Playside - 1 High secure and climb to #3. 2 High arc to #3 immediatelyBackside - Shovel runner (Bubble back 3 yards to 5xl pitch phase, throttle down in center area, receivethe shovel and follow guard through hole.)X - Playside - Man On, Outside #Backside - Cut off backside pursuit.Z - Playside - Man On, Outside #Backside - Cut off backside pursuit.PST - Guard uncovered: release and secure the B gap to middle to backside LB.Guard covered: B Gap, Co-op to middle to backside LBPSG - Uncovered - Block down to A gapCovered - A gap, Co-op 3 Tech (take block over)C - Block back for pulling guard, vs. Odd, Odd Stack slam N and seal back.

    BSG - Skip Pull to FSLB

    BST - Seal Gap Hinge

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    PIa : 6/7 ShovelOdd Stack 4-1 Over

    Bear

    M

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    Play: 8/9 SpeedF /S SIS

    c wo o

    RulesQ - Catch snap, attack the outside shoulder of the pitch key (D gap defender)T - Recognize the pitch key, get in pitch phase 5xl. Stay with QB.

    H - Man over to FS - Possible Bypass Play to: 1stMan outside the pitch key, outside #Backside: Bypass to FS cutoff.Y - Play to - 1stMan outside the pitch key, outside # A - Tackle covered - Co-op 5 Tech to FSLBBackside - Bypass to FS cutoff. Vs. 7 tech - Co-op 7 tech to FSLBOdd Stack - Crack FSLB Vs. 9 tech - Loop to FSLBX - Playside - Man On, Outside #Backside - Cut off backside pursuit.Odd Stack - Crack FSLBZ - Playside - Man On, Outside #Backside - Cut off backside pursuit.PST - Covered - Area defender (C-gap). Ifdefender works outside, reach. Ifdefender works inside Co-opto next level. Uncovered - Co-op area with TE to FSLB. Man on TE next level. Must be disciplined withfootwork.PSG - Covered - Co-op 2 tech with Center. Vs. 3 tech, reach area (B gap). Ifdefender works inside Co-op toLB. Uncovered - Area (B gap) to Mike LB. Alert for Co-op with PST vs. 4i or 4 tech. Must be disciplinedwith footwork.C - Covered - Area nose. Ifdefender works to play reach (A gap). Ifdefender works away Co-op with BSG.Alert for Bear Front - Reach defender.BSG - Covered - Cut off Area (A Gap). Alert ifLB stacked. 3 tech, Scoop with BST. Uncovered - Co-opwith center.BST - Check alignment of outside LB. Alert to cut off. Vs. 3 tech and stacked LB Co-op with BSG.

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    Plav: 8/9 Sneed4-1 Overdd Stack

    o~jJ~~~q__.

    Bear

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    Play: 10 Draw (King/Queen)F/S SIS

    9B c

    R

    o oo

    RulesQ - Identify 5 or 6 man box. Vs.5 give the ball to T. Vs. 6 run to day light. Three step action, eyes downfield, pump fake a place ball into T's belly. Get depth after exchange.T - Vs. 5 man box - Slide to Q's throwing side and match his depth. You are responsible for the mesh. Runto daylight. Vs. 6 man box -H - Man on inside #/ Run-offvs. Man

    Y - Man on inside #/ Run-off vs. ManA - Tackle covered - Make "stay" call. Invite outside and run. Exchange all games and blitzes.Tackle uncovered - Block man on. Vs.9 tech alert Me/You.X - Man on inside #/ Run-off vs. Man

    Z - Man on inside #/ Run-off vs. Man

    PST - Covered - Kick, invite the defender up fieldUncovered w/TE - alert for 2 LB set, set and sic'emPSG - Covered - Co-op 1 Tech w/Center to near LB, Vs. 2/3 Tech kick, invite up fieldUncovered - be aware of games and stunts. Set and sic'emC - Covered -Vs. Nose settle, take anywhere he wants. Vs. 1 Tech Co-op w/ Guard to Near LB

    BSG - Covered - Co-op 1 Tech w/Center to near LB, Vs. 2/3 Tech kick, invite up fieldUncovered - be aware of games and stunts. Set and sic'emBST - Covered - Kick, invite the defender up fieldUncovered w/TE - alert for 2 LB set, set and sic'em

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    Play: 12/13 ZoneF /S SIS

    cb w oRules

    Q - Pivot, crossover and reach. Give the ball to the back as deep as possible, the fake Fire pass.T - Toes at 7 yards. Take a 6 inch step with your playside foot. Attack downhill, aiming point is the playsideleg of the center. Slow to the line, read the wall, explode through.H - Playside - Man on inside #Backside - Man on to FS/ possible bypassY - Playside - Man on inside #Backside - Man on to FS/ possible bypassA - Tackle covered - Co-op 5 Tech to LB, Vs. 7 tech - Co-op 7 tech to FSLB, Vs. 9 tech - Zone Drive D GapX - Playside - Man on inside #Backside - Work to cut offZ - Playside - Man on inside #Backside - Work to cut offPST - Covered - Area defender (C-gap). Ifdefender works outside, reach. Ifdefender works inside Co-opto next level. Uncovered - Co-op area with TE to FSLB. Man on TE next level. Must be disciplined withfootwork.PSG - Covered - Co-op 2 tech with Center. Vs. 3 tech, reach area (B gap). Ifdefender works inside Co-op toLB. Uncovered - Area (B gap) to Mike LB. Alert for Co-op with PST vs. 4i or 4 tech. Must be disciplinedwith footwork.C - Covered - Area nose. Ifdefender works to play reach (A gap). Ifdefender works away Co-op with BSG.Alert for Bear Front - Reach defender.BSG - Covered - Cut off Area (A Gap). Alert ifLB stacked. 3 tech, Scoop with BST. Uncovered - Co-opwith center.BST - Check alignment of outside LB. Alert to cut off. Vs. 3 tech and stacked LB Co-op with BSG.

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    av: oneOdd Stack 4-1 Over

    w M SW M S

    B J i s\ R ~Ja ~d~ddd0

    ~~

    Bear

    M

    \Wif~dd~

    PI 12/13 Z

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    Play: 14/15 Triplel Solo

    cbSIS

    M Sd~dd c

    RulesQ - Open away from the call, clear a path for the T. Read the C gap defender. Ifhe gets up fieldgive the ball to the T. Ifhe squeezes pull the ball and pitch off the next outside defender.T - Toes at 7 yards. Take a 6 inch step with your backside foot. Attack downhill, you are responsible for themesh. Roll over the ball with light pressure. Do not Squeeze until the ball is left by the QB. Aiming point isthe playside le~ of the center. Slow to the line, read the wall, explode through.H - Playside - Motion, behind the T get in pitch phase 5xlBackside - 1 High secure and climb to #3. 2 High arc to #3 immediately.Solo (Backside) - Shuffle back 2 yds. Get into pitch phase 5xl.Y - Playside - Motion, behind the T get in pitch phase 5xl. Backside - 1 High secure and climb to #3. 2 Higharc to #3 immediately. Solo (Backside) - Shuffle back 2 yds. Get into pitch phase 5xl.A - Tackle covered - Co-op 5 Tech to LB, Vs. 7 tech - Co-op 7 tech to FSLB, Vs. 9 tech - Zone Drive D GapX - Playside - Inside Run rule. 2 high reach PS safety, 1 high man on inside #Backside - Man on, Outside #Z - Playside - Inside Run rule. 2 high reach PS safety, 1 high man on inside #Backside - Man on, Outside #PST - Covered - Area defender (C-gap). Ifdefender works outside, reach. Ifdefender works inside Co-opto next level. Uncovered - Co-op area with TE to FSLB. Man on TE next level. Must be disciplined withfootwork.PSG - Covered - Co-op 2 tech with Center. Vs. 3 tech, reach area (B gap). Ifdefender works inside Co-op toLB. Uncovered - Area (B gap) to Mike LB. Alert for Co-op with PST vs. 4i or 4 tech. Must be disciplinedwith footwork.C - Covered - Area nose. Ifdefender works to play reach (A gap). Ifdefender works away Co-op with BSG.Alert for Bear Front - Reach defender.BSG - Covered - Cut off Area (A Gap). Alert ifLB stacked. 3 tech, Scoop with BST. Uncovered - Co-opwith center.BST - Check alignment of outside LB. Alert to cut off. Vs. 3 tech and stacked LB Co-op with BSG.

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    Play: 14/15 Triplel SoloOdd Stack 4 1 0 ver

    Triple

    Bear

    M

    w Mss

    Solo

    s

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    Play: 14/15 ReadF /S SIS

    cb W M S~___j N d ~ud. doo

    RulesQ - Open away from the call, clear a path for the T. Read the C gap defender. Ifhe gets up fieldgive the ball to the T. Ifhe squeezes pull the ball and run off the block of the slot.T - Toes at 7 yards. Take a 6 inch step with your backside foot. Attack downhill, you are responsible for themesh. Roll over the ball with light pressure. Do not Squeeze until the ball is left by the QB. Aiming point isthe playside le~ of the center. Slow to the line, read the wall, explode through.H - Playside - Man on to FS/ possible bypassBackside - Man on inside #Y - Playside - Man on to FS/ possible bypassBackside - Man on inside #A - Tackle covered - Co-op 5 Tech to LB, Vs. 7 tech - Co-op 7 tech to FSLB, Vs. 9 tech - Zone Drive D GapX - Playside - Man On, inside #Backside - Man On, inside #Z - Playside - Man On, Inside #Backside - Man On, Inside #PST - Covered - Area defender (C-gap). Ifdefender works outside, reach. Ifdefender works inside Co-opto next level. Uncovered - Co-op area with TE to FSLB. Man on TE next level. Must be disciplined withfootwork.PSG - Covered - Co-op 2 tech with Center. Vs. 3 tech, reach area (B gap). Ifdefender works inside Co-op toLB. Uncovered - Area (B gap) to Mike LB. Alert for Co-op with PST vs. 4i or 4 tech. Must be disciplinedwith footwork.C - Covered - Area nose. Ifdefender works to play reach (A gap). Ifdefender works away Co-op with BSG.Alert for Bear Front - Reach defender.BSG - Covered - Cut off Area (A Gap). Alert ifLB stacked. 3 tech, Scoop with BST. Uncovered - Co-opwith center.BST - Check alignment of outside LB. Alert to cut off. Vs. 3 tech and stacked LB Co-op with BSG.

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    av: eaOdd Stack 4-1 Over

    w M SW M S

    B ~ i s ~d~ddd\w~Ja 0 --g- - - g

    Bear

    M\~~dd-t

    PI 14/15 R d

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    Play: 18/19 TossF /S

    SISw

    RulesQ - Reverse out lead toss to T, naked awayT - Flat step wi playside foot. Stretch the defense, think downhill and read the pullers block.

    H - Arc release block support player. Co-op a 9 Tech wi TE

    A - Block down on 5/7 tech, Reach 9 Tech

    X - Playside - Man OnBackside - Work to cut offZ - Work to cut off

    PST - Block down on 2/3 tech. Co-op a 5 tech w/TE.

    PSG - Pull and block 1st inside LB that shows.

    C - PS Shade - Reach shadeBS Shade - Block Back on shadeNose - Co-op wi BSG to 1st inside LBBSG - Pull and block 1st inside LB that shows.

    BST - Scoop to cut off

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    PIa : 18/19 TossOdd Stack

    w M sB

    Under

    Bear

    M SS

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    Play: 28/29 Speed Sweep - SSF /S

    w B c

    RulesQ - Snap ball when motion man is at the edge of the tackle box, hand ball off, naked away.PS #1 - Man on Outside #

    PS #2 - Man on Outside #

    PS #3 - Man on Outside# - No Deep key the man running w/ball carrier and crack.Ifball carrier - Go in motion on QB signal and take handoff, belly back one step and circle the field.BS #1 - Cross field cut off

    BS #2 - Ifball carrier - Go in motion on QB signal and take handoff, belly back one step and circle the field.Man on Outside# - No Deep key the man running w/ball carrier and crack.PST - Reach EMOL, You must reach all outside pressures.

    PSG - Reach block, climb to next level. Alert to outside pressure, must reach man on PST.

    C - Reach block, climb to next level.

    BSG - Reach block, climb to next level.

    BST - Reach block, climb to next level.

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    Play: 34/35 Counter (0)F /S SIS

    o

    RulesQ - Open away from the call step to 4 o'clock. Hand ball to T and fake naked.

    34/35 Q - Open crossover plant - Downhill aiming point is the inside hip of the PSG in his stance.T - Cross over and step before coming back downhill. Sell fake with head and shoulders. Downhill aimingpoint is the inside hip of the PSG in his stance. Hug the double team between the center and guard and runoff the pullers block. Q - Let QB clear, attack BSDE inside shoulderH - Playside - Man on inside #, Possible Bypass

    Backside - 2 High work to cut offplayside safety, 1High work to cut offFS.Y - Playside - Man on inside #, Possible Bypass

    Backside - 2 High work to cut offplayside safety, 1High work to cut offFS.A - Playside - block the D ~ap out Backside - Cut off the C ~apl ScoopX - Playside - Man On, inside #

    Backside -1High Man On, inside #, 2 High work to cut offBS safetyZ - Playside - Man On, Inside #

    Backside - 1High Man On, inside #, 2 High work to cut off BS safety

    PST - Control drive the end.PSG - Vs. 3 tech - Control drive

    Vs. 2il Shade - Co-op wi center to MLBI BSLBC - PS 2i1Shade/O - Co-op wi PSG to MLB/BSLB

    BS 2i/Shade - Co-op wlBSG to MLB/BSLBBSG - Vs. 2i1Shade - Co-op w/Center to MLB/BSLB

    Vs.3 tech - Cut off backside A gapVs. Odd Front - Pull for FSLB

    BST - Pull for FSLB

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    PIa : 34/35 Counter

    B ssoo

    Odd Stack 4-1 Over

    sw

    wsR

    ~o

    4-2 Under S-Up

    o

    Q

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    Play: 32/33 Power(Strong/Weak)F /S SIS

    RulesQ - Open away from the call step to 4 o'clock. Hand ball to T and fake naked.T - Cross over and step before coming back downhill. Sell fake with head and shoulders. Stay up f ield of thepulling tackle, use him as a lead blocker.H - Playside - Man on inside #

    Backside - Squeeze Split step hard inside to cut off end.A - Playside - PST Covered - Slam to BSLB, PST Uncovered - Arc a 7 tech to OLB. Inside release 8 or 9tech to MLB. Vs. Bear - Control Drive EMLOS Backside - BST Covered - Pull and Scoop, first man inside(clip if need be). BST Uncovered -Pull and Scoop 7 or 8 TechX - Playside - Man On, inside #

    Backside -1 High Man On, inside #, 2 High work to cut offBS safetyZ - Playside - Man On, Inside #

    Backside - 1 High Man On, inside #, 2 High work to cut off BS safetyPST - Covered - Slam w/TE get movement, eyeball in side for run through or looper to BSLB.

    Uncovered - Slam w/SG stay on block, if DT works away go to next level.Vs. Bear - Block Down

    PSG - Covered - Drive a 2 tech. Slam a 3 tech w/PST, alert to run through to BSLB. Must get movement.Uncovered - Block first defender inside (alone)Vs. Bear - Block Down

    C - Covered PSG Uncovered - Set man on, block back to 4 or 5 tech.Uncovered PSG Covered - Block BackVs. Bear - Block Back

    BSG - Pull gain ground and trap end man on the LOS. Ifhe disappears turn up and look outside in.BST - Pull on up field hip of BSG, lead up through the hole looking inside out.

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    PIa : 32/33 PowerOdd

    s

    4-4 Over

    w ss

    Bear

    M

    oW R

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    w

    Play: 40/41 Trap (0)F /S

    SIS c6Rules

    Q - Open away from the call, clear a path for the T. Fake 3 step Fire pass. Q - Open away fromcall, attack downhill off center's block.T - Attack downhill tight off the center's block. Q - Cut off DE away from the call.

    H - Man on Inside #

    Y - Man on Inside #A - PST Covered - Control drive D gap, PST Uncovered - Release inside to PSLBX - Man on Inside #

    Z - Man on Inside #

    PST - Release inside to PSLBI MLB

    PSG - Covered - Influence and kick out EMOLUncovered - Combo w/Center to BSLBI MLBC - Uncoveredl Shade -Block backCoveredl 0 1 Nose - Combo PSG to BSLBBSG - Pull and gain ground to trap 3 /5 tech.

    BST - Release inside to BSLB

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    PIa : 40/41 TraOdd Stack

    so

    Stack

    4-1 Over

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    Base Pass Protections100 200/300

    M s M SW ss w " ss,,, "Rqq:q6 Rqq: ~d

    00400/500 600/700M s W M

    W ssRqq:q6 : 1 9 pA~

    00Series 100 200/300 400/500 600/700

    V / A Route Route Route Max ProtectT Route Block PSLB Route Block BSLBPST Big on BigPSG Big on Big Uncovered, Slide Strong, Keep an eye on LBCenter Big on Big. Uncovered, Slide Strong, Keep an eye on MLB or WSLBSG Backside Cup Protection - Inside OutBST Backside Cup Protection - Inside Out

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    Sprint Out Protection

    w ss80/90

    M s w M80/90

    Position Rules

    QB Kick step at a 45. Work for width and depth. Attack corner. Execute Run/Pass option.

    T Aiming point 1 % yd. outside TE or ghost TE@ 1 yd. deep. Block 1st man outsidePST's block CGap). If no one is free help the PST seal the edge. Cut the corner.

    AlY Route. Y if Max is tagged, PS DGap Reach and Hinge

    PST PS C Gap - Reach and Hinge

    PSG PS B Gap - Reach and Hinge

    CENTER PS A Gap - Reach and Hinge

    BSG BS A Gap - Reach and Hinge

    BST BS A Gap - Reach and Hinge

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    Boot Pass ProtectionBoot @ 8 Boot @ 9

    M sw ss w M

    Position Rules

    QB Fake called run. Make sure that you hand fake to RB and hide football from defense. Sitdown on fake and don't rush it. Get depth off of fake before you attack oppositeCorner.

    T Fake Called Run - Block AlB Gap away from Route

    AlY Route

    PST Zone PSCGap. Keep pads down for 3 steps.

    PSG Pull opposite Run call. Stay flat past C, then work for depth and gain leverage oncorner. Cut/Log widest on the line defender past the OT. If defender comes up the fieldhard, stay up and trap him inside out. If no one is there, continue on corner and blockand protect Q. Listen for "Go" call from Q and lead him downfield.

    CENTER Block PS A Gap for pulling OG.Note: Center may make Switch Call and Pull vs. wide as 3 Technique.

    BSG Zone BS A Gap. Keep pads down for 3 steps.

    BST Zone BS BGap. Keep pads down for 3 steps.

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    Route CombinationshJ I 0 I , . . . . , hJ I 1 I , . . . . ,- -I I 01 0 I I 01

    I I I II I I I. . . . . . . . . I I , . . . . , . . . . . . . . . I I , . . . . ,I" 0 I I , . . . . . . . , . -: I I AI I IU 0 I I 0 U U 0 I I c : : 5 UhJ I 2 I , . . . . , hJ I 3 I , . . . . ,0 I I 01 ~ 0 I I 01 ~

    I I I II I I I. . . . . . . . . I I a . . . . . . . . . I I a

    I I 0 I I , . . . . . . . ,I I I I: . . . . . J 0 I I 0 c . . . . . . : u b I I C c . . . . :

    hJ I 5 I a hJ I 6 I a- -~

    I I -: 0 I I 01 1I I I I" I I ~ " I I _. . . . . . . . . I I ,-., . . . . . . . . . I I ,-.,I" 0 I I , . . . . . . . , - 0 I I , . . . . . . . ,

    I I I IU C I I 0 U : . . . . . J C) I I () c . . . . :hJ I 7 I a hJ I 8 I a7~ I ~ + 0 I I 01

    I I / I I '\I I \ I I /. . . . . . . . I I ,-., . . . . . . . . . I I ,-.,

    I I

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    Passing Game Calls and TerminologyUnderstanding the Play CallEX: Doubles Fake 36 507 H - WheelDoubles - Formation CallFake - This will be used for play action1st # - Direction and protection (odd = left/ even =right) 500 Protection2nd # - Always a zero unless used to mix route combos (EX: 138 (leftside 3 concepti right side 8 concept) When it is a zero the followingapplies to the backside.

    Backside Rules:o - Mirror the front side1-Mirror2 -Mirror3 -Mirror5 - Mirror unless Tagged6 - Shallow Combo7 - Shallow Combo8 - Shallow Combo9 - Shallow Combo

    3rd # _Route Combo (7 - Curl combo)Other Rules - In a three receiver set, such as trips the third number willtell the # 1, #2 receivers what their combo is and the #3 receiver willhave a vertical unless tagged.H-Wheel- Tag this will change the route combo in some way (EX: Hwill run a wheel instead of the out he would normally run.) This will notbe used on every play.

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    Play: Boot @ 8/92 F /S

    1

    M SIS cR N T00.00 o

    RulesQ - Fake 12/13. Boot for depth and width. Read triangle and execute run/ pass option.T - Fake 12113. Block AlB Gap away from route.

    PS#1 - Train route -@ 15 yds. Even leaving - On top Stop.

    PS#2 - Pig tail Route - Drive inside for five reverse field to the flat@ 5 yds. deep.

    PS#3 - Inside release 12 yd hook route.BS #2 - Drag route @ 12yds.BS #1 - Post route @ 10yds

    OL - See boot protection rules.

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    1Play: Boot @ 8/9 Bar

    F /S

    w M SIS cR N T00.00 o

    RulesQ - Fake 12/13. Boot for depth and width. Read triangle and execute run/ pass option.T - Fake 12113. Block AlB Gap away from route.

    PS#1 - Bar Route - 6 yd hitch, then slide to open grass

    PS#2 - Corner Route @ 12 yds.

    PS#3 - Inside release 12 yd hook route.BS #2 - Drag route @ 12 yds.BS #1 - Post route @ 10 yds

    OL - See boot protection rules.

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    Play: 100F /S

    ST

    w M SSAN00 00

    oRules

    Q - Grip and rip. Read the corner, if he bails or is off pre-snap throw the hitch right now. Ifhesits come to the inside verticals. Know coverage for the throw.T - Run 6yd option route. Take best release.

    PS#1 - Hitch @ 5 yds.

    PS#2 - Vertical/ bend vs. 2 high

    PS#3 - VerticalBS #2 - Vertical/ bend vs. 2 highBS #1 - Hitch @ 5 yds.

    OL - See 100 Protection Rules

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    Play: 101F /S

    R NST A

    M

    00 00o

    RulesQ - Grip and rip. Read the OLB, if he follows #2 throw slant off the back of his head. Checkcorner for arrow throw.T - Run 6yd option route. Take best release.

    PS#1 - Three step slant. Keep route high.

    PS#2 - Arrow route @ 5 yds. Occupy a cover 2 corner. Ifyou reach the sideline turn upfield.PS#3 - VerticalBS #2 - Arrow route @ 5 yds. Occupy a cover 2 corner. Ifyou reach the sideline turn upfield.BS #1 - Three step slant. Keep route high.

    OL - See 100 Protection Rules

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    Play: 102

    NST

    cF /S

    c MR A00 00

    oRules

    Q - Grip and rip. Read the Corner, if he bails or is off pre-snap throw the out route. Ifhe sitsthrow vertical in the hole 12-15 yds. on a rope.T - Run 6yd option route. Take best release.

    PS#I- Outside release Vertical.

    PS#2 - Out route @ Syds.

    PS#3 - VerticalBS #2 - Out route @ Syds.BS #1 - Outside release Vertical.

    OL - See 100 Protection Rules

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    Play: 103

    NST

    SS cF /S

    MR A00 00

    oRules

    Q - One step drop. Quick read and get the ball out.T - Run 6yd option route. Take best release.

    PS#1 - Outside release Vertical.

    PS#2 - Vertical/ bend vs. 2 high

    PS#3 - Vertical/ Aiming point opposite hash, look quick.BS #2 - Vertical! bend vs. 2 highBS #1 - Outside release Vertical.

    OL - See 100 Protection Rules

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    Play: 400 Ranger

    R NST A

    F /S

    c w M00.00

    o_...,...---__ _ _ _ _ _ _ . . /o

    RulesQ - 3 -Step and release. Read the high/low on the OLB.T - PS - Swing, BS - Swing

    PS#1 - Read route. Three step slant, run directly at the OLB if he flows toward you curl up just past him. Ifhe sits curl up on his outside.PS#2 - Squeeze split, outside release corner route @ 12yds.

    PS#3 - Arrow routeBS #2 - Bubble ScreenBS #1 - Post @ 12yds.

    OL - See 400 Protection Rules

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    Play: 400 Scout

    R A

    F /S

    c w MN

    ST

    c00.00

    o_...,...---__ _ _ _ _ _ _ . . /o

    RulesQ - 3 -Step and release. Read the high/low on the OLB.T - PS - Swing, BS - Swing

    PS#1 - Train route -@ 15 yds. Even leaving - On top Stop.

    PS#2 - Bar Route find open grass behind the OLB around 10 yds.

    PS#3 - Arrow routeBS #2 - Bubble ScreenBS #1 - Post @ 12yds.

    OL - See 400 Protection Rules

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    Play: 400 SullyF /S 4 - - - - - - - - - - - - - - - - - - - - - ~

    c S SISMR00.00

    9o

    c

    RulesQ - 3 -Step. Hot, Shallow, Dig, SwingT - Swing away from the call

    PS#1 - Outside release vertical.

    PS#2 - Hunt Route @ 10/12 yards keep running and hunt for open grass.

    BS#3 - Delay hook @ 6yds.

    BS #2 - Shallow route. Sprint across @ 2yds.

    BS #1 - Outside release vertical.

    OL - See 400 Protection Rules

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    Play: 400 Lobo

    c---

    F /S

    SISR N00.00

    RulesQ - 3 -Step. High, PS Mesh, PS Back, BS Mesh, BS BackT - Swing to the call

    PS#1 - Squeeze split. Run a corner route at 12yds. CB inside leverage break away outside, CB outside beathim deep. Fake post to keep FS inside, if FS rotates outside convert route to a inside vertical.PS#2 - Drag to Syds over the opposite tackle. You are responsible for the depth of the mesh. Vs. Zone sitdown in open grass. Vs. Man keep running.PS#3 - Swing

    BS #2 - Wheel Route.

    BS #1 - Drag to Syds over the opposite tackle. You are responsible for the mesh. Vs. Zone sit down in opengrass. Vs. Man keep running.OL - See 400 Protection Rules

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    Play: 400 Lobo Return

    R NST

    F /S

    c M SIS00.00

    RulesQ - 3 -Step. High, PS Mesh, PS Back, BS Mesh, BS BackT - Swing to the call

    PS#1 - Squeeze split. Run a corner route at 12yds. CB inside leverage break away outside, CB outside beathim deep. Fake post to keep FS inside, if FS rotates outside convert route to a inside vertical.PS#2 - Drag to Syds over the near tackle. Reverse field and break out. Vs. Zone sit down in open grass. Vs.Man keep running.PS#3 - Swing

    BS #2 - Wheel Route.

    BS #1 - Drag to Syds over the near tackle. Reverse field and break out. Vs. Zone sit down in open grass. Vs.Man keep running.OL - See 400 Protection Rules

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    Play: 400 Lobo Pyramid

    cF /S

    ---SIS

    N00.00

    RulesQ - 3 -Step. High, Dig, PS Mesh, PS Back, BS MeshT - Swing to the call

    PS#1 - Squeeze split. Dig route @ 12yds.

    PS#2 - Drag to Syds over the opposite tackle. You are responsible for the depth of the mesh. Vs. Zone sitdown in open grass. Vs. Man keep running.PS#3 - Swing

    BS #2 - Drag to Syds over the opposite tackle. You are responsible for the mesh. Vs. Zone sit down in opengrass. Vs. Man keep running.BS #1 - Post route @ 12 yds. Keep it high.

    OL - See 400 Protection Rules

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    Play: 400 Lobo PowF /S

    c---

    SISR N00.00

    9Rules

    Q - 3 -Step. High, PS Mesh, PS Back, BS Mesh, BS BackT - Wheel Route

    PS#1 - Squeeze split. Run a Post route at 12yds.

    PS#2 - Drag to Syds over the opposite tackle. You are responsible for the depth of the mesh. Vs. Zone sitdown in open grass. Vs. Man keep running.PS#3 - Swing

    BS #2 - Wheel Route.

    BS #1 - Drag to Syds over the opposite tackle. You are responsible for the mesh. Vs. Zone sit down in opengrass. Vs. Man keep running.OL - See 400 Protection Rules

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    Play: 200 Smash

    R NST A

    F /S

    c M00.00

    RulesQ - 3 -Step. High, Low, Dig or Check down to backT - BlockLB

    PS#I- Hitch @ Syds. Vs. Press run Hit screen.

    PS#2 - Corner route @ 12yds.

    PS#3 - Vertical

    BS #2 - Wheel Route.

    BS #1 - Inside release and run Hunt route @ 12 yds.

    OL - See 200 Protection Rules

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    Play: 205 Sluggo

    cSIS

    w M SR N T A00.00

    RulesQ - 3 -Step. Look to the corner route with the post, throw off the break of the safety. Be aware ofBS Safety robbing Sluggo.T - BlockLB

    PS#I- Hitch @ Syds. Vs. Press run Hit screen.

    PS#2 - Corner route @ 12 yds.

    PS#3 - Vertical

    BS #2 - Corner route @ 12 yds.

    BS #1 - Skinny Post @ 8yds. clear under the #2 receivers route.

    OL - See 200 Protection Rules

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    Play: 203 BuzzardF /S SIS

    MR N T00.00A

    RulesQ - 3 -Step. Read safeties and look off according to coverage.T - BlockLB

    PS#1 - Run a inside release vertical to the near hash mark.

    PS#2 - Wheel Route behind the #1 receiver.

    PS#3 - Hunt Route

    BS #2 - Wheel Route behind the #1 receiver.

    BS #1 - Run a inside release vertical to the near hash mark.

    OL - See 200 Protection Rules

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    Play: 200 PowF /S SIS

    c00.00

    w MR N T A

    RulesQ - 3 -Step. Post, Wheel, Swing, DigT - Hesitate let H/Y clear, then Block LB

    PS#1 - Post keep it high

    PS#2 - Wheel Route

    PS#3 - Bubble

    BS #2 - Fly motion to bubble screen.

    BS #1 - Dig route @ 12yds.

    OL - See 200 Protection Rules

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    Play: 80 SlideF /S SIS

    SA00.00

    oRules

    Q - 3 -Step. Sprint flat to break contain. Flat, Slide, RunT - Help seal the edge.

    PS#1 - Slide route @ 10 yds. Best release curl up at 10, slide inside to window.

    PS#2 - Out route @ Syds.

    PS#3 - Vertical

    BS #2 - 2 step Lookie

    BS #1 - 4 step Slant

    OL - See 80 Protection Rules

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    Play: 80 SailF /S SIS

    c---- -~

    R N T ASM

    00.00o

    RulesQ - 3 -Step. Sprint flat to break contain. Corner, Out, BarT - Help seal the edge.

    PS#1 - Bar route @ 7yds.

    PS#2 - Corner Route @ 12yds.

    PS#3 - Speed Out @ 12 yds. then mirror the QB.

    BS #2 - 2 step Lookie

    BS #1 - 4 step Slant

    OL - See 80 Protection Rules

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    Play: Fake 12/13 (X,Y,H,Zl Hit

    cSIS

    t

    _9- -------- --Rules

    Q - Fake 12/13, then throw to the designated receiver.T - Fake 12/13 then work to downfield defender.

    PS#1 - Ifball carrier one step drive, then kick back. Receive ball and get upfield 5 yds. before you make amove. Work outside. IfBlocker - Most dangerous man. Read alignment of corner and OLB.PS#2 - Ifball carrier one step drive, then kick back. Receive ball and get upfield 5 yds. before you make amove. Work outside. IfBlocker - Most dangerous man. Read alignment of corner and OLB.Ifball carrier one step drive, then kick back. Receive ball and get upfield 5 yds. before you make a move.Work outside. IfBlocker - Man on or Over.BS #2 - Work to cut off backside pursuit.

    BS #1 - Work to cut off backside pursuit.

    OL - See 12/13 Rules

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    Play: 100 (X,Y,H,Zl Bingo

    cSIS

    N TS

    A t00.00q _--~ - - - - - - - - - - - - - - - - ~ - - > ~

    RulesQ - Secure Snap, then throw to the designated receiver.T - Swing away from the designated receiver.

    PS#1 - Ifball carrier kick back, get flat. Receive ball and get upfield 5 yds. before you make a move. Stayoutside. IfBlocker - Most dangerous man. Read alignment of corner and OLB.PS#2 - Ifball carrier kick back, get flat. Receive ball and get upfield 5 yds. before you make a move. Stayoutside. IfBlocker - Most dangerous man. Read alignment of corner and OLB.PS#3 - Ifball carrier kick back, get flat. Receive ball and get upfield 5 yds. before you make a move. Workoutside. IfBlocker - Man on or Over.BS #2 - Work to cut off backside pursuit.

    BS #1 - Work to cut off backside pursuit.

    OL - See 12/13 Rules

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    Play: 200 (X,Zl Grease

    cSIS

    RulesQ - Secure Snap, drop and look opposite, deliver ball to designated receiver.T - Swing away from the designated receiver.

    PS#1 - Ifball - One step drive, then awork back to QB at a 45 degree angle. Receive ball and get up field 5yds. before you make a move. Follow the wall.PS#2 - Attack the defender over the #1 receiver.PS#3 - Block defender over #2 receiver. Ifno defender there go to safety.BS #2 - Work to cut off backside pursuit.

    BS #1 - Work to cut off backside pursuit.

    PST - Kick, set & cut DE.

    PSG - Set and sick'em - First Out

    C - Set and sick'em - First Up

    BSG - Set and sick'em - First Back

    BST - Backside cup inside out.

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