2. Passing Zones
40 50 40 30 20 10
20 30 40 50 40
Deep Zones may be collapsed without vertical stretching by routes.
Deep as Hole Seam Seam Hole
the Field
Under Zones may be stretched by receiver action.
12 Flat Curl Hook Hook Curl Flat
Yards
~9 yds Line of Scrimmage ~9 yds
10
53 1/3 Yard -- 160 ft
53 1/3 Yard 160 ft
3. 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 Read the D.E.L. Check for Where’s
Safeties Read the Uncovered Number 4?
Coverage Call to D – Depth of Check for any Pressure
the Backs & Corners receivers that have Beaters:
been left uncovered
Receivers: E – Eyes of Corners by the defense.
1. Sprint Pass
“Trio-Trio” 2. Screen
L – Leverage of “Green”
“Deuce-Deuce” Corners 3. Quick Pass
“Zero-Zero I/S Uncovered 4. Run
for Man/Zone
Indicators “Gold”
O/S Uncovered
4. Number of Safeties
FS
C C
Trio Call – Three Shell Defense
SS FS
Deuce Call – Two Shell Defense C C
Zero Call – Expect Pressure C SS FS C
5. Throwing Inside Uncovered
R F
H
W M S
C
E N T $
C
X LT LG RG RT Y
Z
J QB
“Green-Green”
I/S Uncovered
T
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.
6. Throwing Outside Uncovered
R F
W M S
C
H E N T $
C
X LT LG RG RT Y
Z
J QB
“Gold-Gold”
O/S Uncovered T
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.
7. Progression Read System
Is He Open?
First Read Second Read Third Read
On Time Hitch to #2 Hitch to #3
QB makes a decision If #1 is not open, push If #2 is not open, push
on his primary read up in the pocket and up in the pocket and
when his 5th step hits find the 2nd read. find the 3rd read.
the ground. Make a decision. Make a decision.
Is He Open? Is He Open? Is He Open?
If #3 is covered, time to get out…
Escape out the front of the pocket!!!
8. Free Access Concept
“Free Access” means that the
receiver will run the best quick Fade
route for the situation
(Hitch/Slant/Bend/Fade) and Slant
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.
Hitch Bend
Anytime a WR is alone on the
backside of a three receiver
route (Call side in 64/65
C
WR
Protection), we will run a “Free
Access” route.
9. 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..
C C C
C C C C C C
Uno – Widest Dos – #2 Tres - #3
Safety Control Safety Control Safety Control
10. Scramble Rules
The Art of Running Routes
Deep – Stay Deep A.K.A. Sit in Zone, Run from Man
A receiver who sits a route down and
finds himself closely covered should
KEEP MOVING.
Short – Come A curl could end up becoming a dig.
An option route could become a drag.
Back to the QB 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.
Backs Swing If you’re open, stay open –
If you’re not, get open!!
11. O/S Receiver Route Tree - Quicks
Route
Steps/Technique
Name Fade
3 Steps – Gather Cut Chair
Hitch on Outside Foot Slant
Come back to the ball!
3 Steps – Speed Cut
on Outside Foot
Slant Get eyes and hands Hitch
around on the cut Bend
3 Steps – Roll cut to
Bend the outside on 3rd step
3+2 – Bend route,
Chair two steps and wheel
3 Steps – Widen as
Fade you go deep!
12. O/S Route Tree – Deep Routes
Route
Steps/Technique
Name Post
7 Step Inside Stem Out
Curl Gather cut on Outside Foot
Come back to the ball! Dig
6 Step – Gather cut on Inside
Out Foot
Come downhill to the ball. Curl
7 Step – Speed cut on Outside Seam Read
Post Foot – Get eyes & Hands around
on cut
7+2 – Post route, Speed cut on
Dig 2nd step of post –
Stay flat across the field
Inside stem to hash, Decision at
Seam 12 yards
Hash presence – Broken Arrow
Read No hash presence – Stay Vertical
13. I/S Receiver – Route Tree
Post Seam Flag
Wheel
Dig/
Seam Read
Out
Drag Curl
Bubble
Drive Flat
Route Route
Steps/Technique Steps/Technique
Name Name
Vertical stem to hash. Hash presence – Broken Arrow
Flat 3 Steps - Roll cut to the outside on 3rd step Seam Read No hash presence – Stay Vertical
3+2 steps - Bend route & run fade 7 Steps - Speed cut on Outside Foot
Wheel 5 yds from sideline
Post Expect ball immediately on cut
7 Step Stem - Gather cut on Outside Foot 6 Steps - Speed cut on Inside Foot
Curl Come back to the ball!
Flag 45 deg angle to sideline
Drop step 45 deg with outside foot 6 Steps - Gather cut on Inside Foot
Bubble Snap eyes around & run parallel to the LOS for 4 steps
Out Come downhill to the ball.
Drive 4 yard Shallow Cross - Aim for toes of ILB’s Drag 8-10 yard Shallow Cross - Work to get behind LB’s
14. 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 fly.
Great option routes are run with feel, not with speed
15. Slide Protection – 80 Series
80/81 protection is our 6 man slide protection. 80 tells the TB to block the outside gap on the
right, 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 First Man outside OT’s Hip
PST P/S B Gap – If no threat, help in P/S C Gap with Eyes Inside
PSG P/S A Gap – If no threat, help in P/S B Gap with Eyes Inside
C B/S A Gap – If no threat, help in P/S A Gap with Eyes Backside
BSG B/S B Gap – If no threat, help in B/S A Gap with Eyes Backside
BST B/S C Gap – If no threat, help is B/S B Gap with Eyes Backside
16. 80 Protection Examples
M S W M S
W E N T $ E N T $
80/84 Protection
S M W M S SS
W E N T $ E N T $
17. 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
18. Quick Passing Concepts
Quick Passing Concepts
Outside
Route Name Inside Receiver Hand Signal
Receiver
Hitch Hitch Option Hand to head
Hitch & Go Hitch & Go Option Grab facemask
Slant Slant Flat Hand to shoulder
Sluggo Sluggo Flat Wipe shirt
Bend Bend Option Hand to elbow
Chair Chair Option Shaken open hand
Fade Fade Flat Hand to hip
Stop Stop Block Most Dangerous Two-handed push
Change Option Wheel Read
Scat Slant Slant Cat ears to helmet
Underhand
Stutter Stutter Flat
punched fist
19. 2 x 2 Variations
X Y H Y
J Z X Z
11 – Right 81 Slant 12 – Right 80 Change
T T
X Y X Y
Z H Z
F
12 – Liz H Strong 81 21 – Right Minus
Scat Max T T 80 Fade
20. 3 x 1 Variations
X Y Y H
J Z X Z
TE runs a Flag route
11 – Right J Pro anytime he is “solo” on
81 Bend Tres the backside of a route. 12 – Rip 80 Chair Dos
T T
X Y X Y
Z H Z
TE runs a Flag route F
12 – Liz H Weak anytime he is “solo” on 21 – Right Plus
80 Sluggo Dos T the backside of a route. T 81 Slant Dos
22. 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
23. 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 receiver’s 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 Playside Playside #2/ Backside Hand
Backside #2
Name Widest Backside #3 Widest Signal
Fade Drive
( ) Spike Comeback (If PS #2) Spike Fade Fist to
(Flip) (Free Access Drive Flip (Tagged Route) Comeback Helmet
if needed) (If BS #3)
( ) Spear Flag Fade
Spike (Tagged Fist to
Drive (Only run
(Flip) Route) Comeback Palm
with PS #2)
25. Read Progressions in the Vertical Game
Four Vertical Read Progressions
Second
Route Name First Read Third Read Fourth Read
Read
All 4 Vert
PS Fade
Routes BS Seam PS Seam TB Checkdown
Comeback
vs. 3 Shell
All 4 Vert PS Seam
PS Fade TB
Routes (Broken None
Comeback Checkdown
vs. 2 Shell Arrow)
Three Vertical Read Progressions
Third
Route Name First Read Second Read
Read
BS Fade
( ) Spike (Flip) Spike Drive
Comeback
BS Fade
( ) Spear (Flip) Spike Drive
Comeback
26. Quad Examples – 2 x 2
3
Quad – vs. 3 Shell Quad – vs. 2 Shell
2
2 1
1
4 3
X Y X Y
J Z J Z
11 – Right 61 J 11 – Right 61 J
Quad T T Quad
3 2
1 2
1
4 3
K Z K Z
J X J X
10 – Rip 60 X 10 – Rip 60 X
Quad T T Quad
27. Quad Examples – 3 x 1
3 Quad Nasty – vs. 3 Shell Quad Nasty – vs. 2 Shell
2
2 1
1
4 3
Y X Y X
Z J Z J
11 – Left J Con 61 11 – Left J Con 61
J Quad Nasty J Quad Nasty
T T
3 2
1 2
1
4 3
K Z K Z
J X J X
10 – Rip J Strong 10 – Rip J Strong
60 X Quad Nasty T T 60 X Quad Nasty
28. Switch Examples – 2 x 2
3
Switch – vs. 3 Shell Switch – vs. 2 Shell
2
2 1
1
4 3
X Y X Y
J Z J Z
11 – Right 61 X 11 – Right 61 X
Switch T T Switch
3 2
1 2
1
4
3
K Z K Z
J X J X
10 – Rip 60 Z 10 – Rip 60 Z
Switch T T Switch
29. Switch Nasty Examples – 3 x 1
3 Switch Nasty – vs. 3 Shell Switch Nasty – vs. 2 Shell
2
2 1
1
4 3
Y X Y X
Z J Z J
11 – Left J Con 61 11 – Left J Con 61
Z Switch Nasty Z Switch Nasty
T T
3 2
1 2
1
4 3
K Z K Z
J X J X
10 – Rip J Strong 10 – Rip J Strong
60 Z Switch 60 Z Switch
Nasty T T Nasty
30. Switch Climb Examples 2 x 2
3
Switch Climb – vs. 3 Shell Switch Climb – vs. 2 Shell
2
2 1
1
4 3
X Y X Y
J Z J Z
11 – Right 61 X 11 – Right 61 X
Switch Climb T T Switch Climb
3 2
1 2
1
4
3
K Z K Z
J X J X
10 – Rip 60 Z 10 – Rip 60 Z
Switch Climb T T Switch Climb
31. Dig Examples – 2 x 2
Dig – vs. 3 Shell Dig – vs. 2 Shell
2 1 1
3 2
4 3
X Y X Y
J Z J Z
11 – Right 61 X 11 – Right 61 X
Dig T T Dig
2 1
1
3 2
4 3
K Z K Z
J X J X
10 – Rip 60 Z Dig 10 – Rip 60 Z Dig
T T
32. Passing Game Coordination
Dig Nasty – vs. 3 Shell Dig Nasty – vs. 2 Shell
1
2 1
3 2
4 3
Y X Y X
Z J Z J
11 – Left J Con 11 – Left J Con
61 Z Dig Nasty 61 Z Dig Nasty
T T
2 1
1
3 2
4
3
K Z K Z
J X J X
10 – Rip J Strong 10 – Rip J Strong
60 Z Dig Nasty T T 60 Z Dig Nasty
33. Spike Examples – 2 x 2
Spike – vs. 3 Shell Spike – vs. 2 Shell
2 2
1
1
F.A. F.A.
3 3
X Y X Y
J Z J Z
11 – Right 11 – Right
65 Y Spike T T 65 Y Spike
2 2
1
1
F.A.
F.A.
3 3
K Z K Z
J X J X
10 – Rip 64 J 10 – Rip 64 J
Spike T T Spike
34. Spike Examples – 3 x 1
2 Spike Flip – vs. 3 Shell 2 Spike Flip – vs. 2 Shell
1
1
F.A. F.A.
3 3
Y X Y X
Z J Z J
11 – Left J Con 11 – Left J Con
64 Y Spike Flip 64 Y Spike Flip
T T
2 1
2
F.A. 1 F.A.
3 3
K Z K Z
J X J X
10 – Rip J Strong 10 – Rip J Strong
65 J Spike Flip T T 65 J Spike Flip
35. Spear Examples – 2 x 2
Spear – vs. 3 Shell Spear – vs. 2 Shell
2 2
1 1
3 3
X Y X Y
J Z J Z
11 – Right 11 – Right
65 Y Spear T T 65 Y Spear
2 2
1
1
3 3
K Z K Z
J X J X
10 – Rip 64 J 10 – Rip 64 J
Spear T No “Spear” from 3 x 1 sets
T Spear
36. 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
37. 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 to flat essentially simultaneously.
2
3
1
X
J
Choice Choice Y Option
T
3 2
1
Y
J Z
38. Reading Combination Routes
Combination Routes
Outside Inside
Route Name Receiver Receiver
Best Vs. Hand Signal
Choice Curl Flat 3 Shell Hand into a “C”
Choice Wheel Curl Wheel 3 Shell Swinging circle
Smash Hitch Flag 2 Shell Fist over fist
Smash Whip Whip Flag 2 Shell Man Whipping motion
Two hand “House”
Pivot Bench Pivot 3 Shell Fingertips together
Hand sliding over
Bench Bench Corner 3 Shell other hand
Corner Corner Bench 2 Shell Crossing waving hands
Over Post Dig 3 Shell Hand over head
Open hand sliding
Under Dig Post 2 Shell palm up
Shake Post Post 2 Shell Shaking dice
Scissor Post Bench 2 Shell Two fingered scissor
39. Reading Combination Routes
Combination Read Progressions
Route Name First Read Second Read Third Read
Tagged Route/Back
Choice Flat Curl Option/Checkdown
Choice Wheel Curl Wheel Option/Checkdown
Smash Flag Hitch Option/Checkdown
Smash Whip Flag Whip Option/Checkdown
Pivot Bench Pivot Option/Checkdown
Bench Flag Bench Option/Checkdown
Corner Corner Bench Option/Checkdown
Over Post Dig Flat/Checkdown
Under Post Dig Flat/Checkdown
Shake Post Post Flat/Checkdown
Scissor Post Bench Option/Checkdown
40. Reading Sprint Routes
When we move the pocket, the QB’s 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 –
Don’t 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. Only one route concept will be Moving the launch point
called on a sprint out combination to be run on helps protect the QB
the side that the QB is sprinting towards.
41. 2 x 2 Variations
X Y H Y
J Z X Z
11 – Right 60 12 – Right 60
Choice – Smash Bench – Corner
T T
X Y X Y
Z H Z
F
12 – Liz H Strong 61 21 – Right Minus 61
Pivot – Shake T T Choice – Smash Whip
42. The single receiver 3 x 1 Variations
side is a free access
route – just like a
bunch route.
TE runs a Flag
route anytime he is
“solo” on the
backside of a route.
X Y Y H
J Z X Z
11 – Right J Pro 65 12 – Rip 65
Shake J Flat Bench H Go
T T
X Y X Y
Z H Z
F
12 – Liz H Weak 64 21 – Right Plus 65
Smash Tres T T Under F Flat
43. 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)
44. 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 Tagged Outside Inside
Hand Signal
Name Route Receiver Receiver
( ) Snag Option Flag Flat Hook a finger inside facemask
( ) Space Spot Option Flat Two open hands moving apart
( ) Cross Drag Dig Flat Touch shoulder to shoulder
( ) Follow Dig Drive Flat Two fingers moved sideways
( ) Pop Option Post Wheel Drinking motion
Spot & Mesh are in the bunch package, but taught differently because they are
usually run from 2 x 2 sets. They can both also be run from 3 x 1 sets.
In each of these routes, the TB runs an immediate flat route
(does not check the protection), and is the primary read.
Route Tagged Playside Backside Remaining
Hand Signal
Name Receiver Receiver Receiver Receiver
( ) Spot Spot Option Option Post Point to open hand
Interlocked fingers
( ) Mesh Drag Banana Post Drag/Wheel over head
45. Reading Progressions in the Bunch
Bunch Package Progressions
Route First Second Third
Name Read Read Read
( ) Snag Flag Flat Option
( ) Space Spot Option Flat
( ) Cross Drag Dig Flat
( ) Follow Drive Dig Flat
( ) Pop Post Wheel Option
( ) Spot TB Flat Option Spot
( ) Mesh TB Flat Banana Drag
46. Snag Variations
1
1
F.A.
3 3
2 2
X Y Y H
J Z X Z
11 – Right J Pro
65 Z Snag 12 – Rip 65 Z Snag
T T
1
1
F.A.
3 3
2
2
X Y X Y
Z H Z
F
12 – Liz H Weak 21 – Right Plus
64 Z Snag T T 65 Z Snag
47. Space Variations
F.A.
1 2 1
2
3 3
X Y Y H
J Z X Z
11 – Right J Pro
65 Y Space 12 – Rip 65 H Space
T T
F.A. 1
1
2 2
3
3
X Y X Y
Z H Z
F
12 – Liz H Weak 21 – Right Plus
64 H Space T T 65 Y Space
48. Follow Variations
2 2
F.A. 1 1
3 3
X Y Y H
J Z X Z
11 – Right J Pro 12 – Rip 65
65 Y Follow H Follow
T T
2 2
1
1
F.A.
3
3
X Y X Y
Z H Z
F
12 – Liz H Weak 21 – Right Plus
64 X Follow T T 65 Y Follow
49. Cross Variations
2 2
F.A.
3
3
1
1
X Y Y H
J Z X Z
11 – Right J Pro Zip 12 – Rip Zip Strong
Strong 65 Y Cross 65 H Cross
T T
2 2
F.A.
3 1 3
1
X Y X Y
Z H Z
F
12 – Liz H Weak Zip 21 – Right Plus Zip
Weak 64 X Cross T T Strong 65 Y Cross
50. Pop Variations
1 1
2 2
F.A.
3 3
X Y Y H
J Z X Z
11 – Right J Pro
65 Y Pop 12 – Rip 65 H Pop
T T
1 1
2
2
F.A.
3
3
X Y X Y
Z H Z
F
12 – Liz H Weak 21 – Right Plus
64 H Pop T T 65 Y Pop
51. Spot Variations
2 4 4 2
3 3
1 1
X Y Y H
J Z X Z
11 – Right Gun 12 – Left Gun
61 J Spot T 60 H Spot T
2 3 4
4
3 2
1 1
X Y Y X
H Z Z
12 – Right H Strong T F T 21 – Left Gun
Gun 61 Y Spot 60 Y Spot
52. 2
Mesh Variations
2
3 3
1 1
X Y H Y
J Z X Z
11 – Right Gun T 12 – Right Gun T
61 Y Mesh 60 H Mesh
2 2
3 3
1
1
X Y Y X
H Z Z
12 – Right H Strong T F T 21 – Left Gun
61 Y Mesh 60 Y Mesh
58. 6 Man Protection – 60 Series
60/61 Protection Ball Fake Protection (62/63)
Double reader – Block
TB first LB to #4 threat
Covered – Block on Shuffle step & attack the B gap
Uncovered – Block first Align away from the protection in the
PST outside
OG “Fan” Call – Block gun
first outside No rules change for OL
Covered – Block on
PSG Uncovered – “Fan” Call –
Block first outside Backside Protection (64/65) (66/67)
Covered – Block on
C Uncovered – Double read Alerts QB/WR that route concept is
ILB to BS #4
Covered – Block on to backside of the protection
BSG Uncovered – Double read Can also be made into a ball fake
ILB to BS #4 protection (66/67)
Covered – Block on
BST Uncovered – Block first
outside
59. 60 Protection & Direction
61 Protection 60 Protection
Back Blocks Left Back Blocks Right
Route Concept Left Route Concept Right
5 Step Drop 5 Step Drop
Route Route
Route Route
63 Protection 62 Protection
Back Blocks Left Back Blocks Right
Route Concept Left Route Concept Right
Ball Fake to TB Ball Fake to TB
60. 60 Protection & Direction
65 Protection 64 Protection
Back Blocks Left Back Blocks Right
Route Concept Right Route Concept Left
5 Step Drop 5 Step Drop
Route Route
Route Route
67Protection 66 Protection
Back Blocks Left Back Blocks Right
Route Concept Right Route Concept Left
Ball Fake to TB Ball Fake to TB
61. M
60 Protection Examples
S W M S
W E N T $ E N T $
60/64 Protection
S M W M S SS
W E N T $ E N T $
62. 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 Block EOL – Be physical & help the OT get the edge sealed
PST Protect On/Gap/Down – Make call like it’s Fire Rule
Protect Gap/On/Most Dangerous LB
PSG If MDLB – Pull for any edge threat (Listen for “Go” Call)
C Reach PS A Gap – If no threat, step and hinge for backside chasers
BSG Reach BS A Gap – If no threat, step and hinge for backside chasers
BST Reach BS B Gap – If no threat, step and hinge for backside chasers
63. 90 Protection Examples
M S W M S
W E N T $ E N T $
90/94 Protection
S M W M S SS
W E N T $ E N T $
64. Boot Protection – 98/99 Protection
Our main play action pass is Inside Zone boot. We 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
PST Block B Gap away from play call – STEP TO AIR!
PSG Block A Gap away from play call – STEP TO AIR!
C Block BS A Gap – STEP TO AIR!
Pull and log EOL to the play call side
BSG Kick out any over aggressive technique that can’t be logged
BST Block BS B Gap – DO NOT STEP TO AIR!
66. Drop Back Screens
Curl
Hook Defender
Defender
Screen Names
Convoy
ZR Easy
Receivers
XR Exxon
JR Joker
KR Krazy Catch
ER Eagle Area
YR Tyrone 70
TE’s
HR Hero Our basic drop back screen is a universal system in which we
RR Razor can throw screen to anyone in the offense at any time. The
direction of the screen (70/71) tells the offensive line which
TB Tito direction they are blocking the screen. We then attach the
RB’s
screen name of the position that we want to go to the screen
FB Frank
area and catch the screen.
BB Bobby
It is the QB’s responsibility to draw defenders away from the
screen. We can also ball fake screen by calling 72/73, which
tells the TB to ball fake before executing his assignment.
67. Drop Back Screens
Offensive Line Rules If you ARE NOT the screen man…
Sprint Vertical for 10
Pass Set DE WR/TE
PST Invite him up the field
Block Nearest Deep DB
Swing to the flat away from screen,
Bang nearest DL RB If 72/73, ball fake and run flat route
PSG Convoy – Protect the catch & opposite
Block first man O/S the catch If you ARE the screen man…
Bang nearest DL Align opposite the call
C Block PSLB (Curl Defender) Cross the ball & get lost in the OL
RB Make sure to stay inside OT’s block
Bang nearest DL
BSG Block MLB (Hook Defender) Make sure to catch the ball behind the LOS
Pass Set DE Pass set the nearest DL
BST Invite him up the field TE
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
WR Sprint for the catch point
Make sure to catch the ball behind the LOS
68. Passing Game Coordination
X Y X Y
J Catch Area
Z Catch Area J Z
70 71
11 – Right 70 T T 11 – Right J
Easy Strong 71 Exxon
H Y X Y
X Catch Area
Z Z Catch Area H
70 71
12 – Right Xoom 12 – Liz H Strong
Flip 70 Tyrone T T 71 Exxon
69. 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 3 2 1
Y X
Z J
Z
70. Rocket Screens
( ) Rocket - 78/79 Rules
PS #1 Three steps vertical, climb back down stem
of route
Catch screen & get inside the kickout of
the PST
PS #2 Two steps vertical push
Block #1 from sideline
PS#3 Safety control route
Step on his toes & block him
PST Three zone steps away from the screen
Hunt #2 from sideline – Must kickout
PSG Three zone steps away from the screen
Hunt #3 from sideline
C Three zone steps away from the screen
Hunt #4 from sideline
BSG Three zone steps away from the screen
Block most dangerous DL (End)
BST Block Slash/Blade away from screen
PSTE Block Slash/Blade away from screen
BS #2 Hunt MOF safety to far hash safety
BS #1 Hunt near hash safety to BS corner
TB Ball fake away from screen – block EOL
71. Rocket Screens 4
1
5
4 3 3
2 1
2
X Y X
J Z J K Z
Chase DL Chase DL
11 – Right 78 T T 11 – Right J Strong 78
Z Rocket K Rocket Add
3
4
2
1
H Y X Y
X Y Z Z H
Chase DL
12 – Right 79 12 – Liz H Strong
T X Rocket T 79 Z Rocket