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2009
THOMAS EDISON
OFFENSE
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Offense
Shotgun Based Offense
Spread Option Run Game
Air Raid Passing Game
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Cadence
Down, Ready, Set, Hut, Hut, Hut
Cadence can be on any of the above. If on
first sound (down), we will go from a 2pt.
Stance.
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Movements
A AARMY/ALLY
ARC
ReturnTrade (Ram motion to backfield and switch assigment
w/fullback)
Z ZZack
ZORO
Short towards OL
Long across formation
Short back to backfield
Across and backto original point.
Short towards OL
Long across formation
Long across formation
Short towards OL
then behind backfield
and become pitch back.
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Receiver Alignments
Wide Receivers, when ball is in the middle of the field,
line up on the top of the numbers. When the ball is on the
near hash, line up on top of the numbers. When ball is on
the far hash, line up 3 yards inside the top of the
numbers.
R and Y slots both are at 4yds outside the Tackle. When
in Trips, the middle man splits the difference between the
slot and WR.
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C RGLT LG RT
Q
Y
ZA
X
Right/Left
B
*** B and Y on right,then formation = Right.
B and Y on Left = Left.
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C RGLT LG RT
Q
Y
ZA
X
RIP**ONLY TIME F IS NOT
ON STRENGTH
B
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C RGLT LG RT
Q
B
Y
Z A
X
LIZ**ONLY TIME F IS NOT
ON STRENGTH
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C RGLT LG RT
Q
Y
Z
A
X
ROGER
B
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C RGLT LG RT
Q
Y
Z
A
X
LOUIE
B
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Pass Protection Schemes
90S = 1 step quick protection, O-Line protects
inside gap, B back pick up blitz inside out.
FIVE O is our Bob (big on big) Pass protection
used on all non quick drop back patterns. Maxis our maximum protection, O-Line protect
inside gap, the two backs in the backfield protect
off tackle.
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Quick Game Pattern Rules
X and Z have the called route.
A and Y have memory routes.
When in Trips, the middle receiver has thesame route that is called for the X and Z.
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Quick Passing Game Patterns
91: X & Z have Outs, A & Y have Seam
92: X & Z have Hitch, A & Y have Corner
93: X & Z have Slant, A & Y have Arrow99: X & Z have Fade, A & Y have Seam
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C RGLT LG RT
Q
B
Y
ZA
X
C CFS SS
B B B
E ET T
Left 91
Randy tells uncovered OC, BSG
to slide protect to the gap the gapto their right. BST will BoB
protect. If BSG is covered, he bob
protects. RT will block C gap
rusher and let outside man come
free (HOT) if both C and D gap
have rushers
B checks inside first
B then checks outside
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C RGLT LG RT
Q
B
Y
ZA
X
C C
FS
SS
B
BB
E EN T
Left 92
RT will block C gap threatand we will throw hot on
D gap rusher strong side.
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C RGLT LG RT
Q
B
Y
ZA
X
C CFS SS
B
B B
E EN T
Left 93
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C RGLT LG RT
Q
B
Y
ZA
X
C C
FS
SS B B
BE ET T
Left 99
The Center will call the slide away from the 1 tech (this is to allow the center
& guard to double the NG if no A gap threat away from the 1 appears), to
the 3 tech versus shaded fronts. Above is Omaha, the back must hear the
call and slide over to the right side PRIOR TO THE SNAP.
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C RGLT LG RT
Q
F
Z
Y R
X
C
CFS
SS
B B B
E ET T
Trips Left Randy 22
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C RGLT LG RT
Q
F
Y
ZR
X
C
CFS
SS
B B B
E ET T
Deuce Left Randy 44 Wheel
In Quick Game, the R and Y have the word route tag if called, if not,
they have their complimentary routes.
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C RGLT LG RT
Q
F
Y
ZR
X
C
CFS
SS
B B B
E ET T
Deuce Left 11 Out
In Quick, the R and Y have the word route tag if called, if not, they
have their complimentary routes.
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C RGLT LG RT
Q
F
Y
ZR
X
C
CFS
SS
B B B
E ET T
Deuce Left 22 Stop
In Quick, the R and Y have the word route tag if called, if not, they
have their complimentary routes.
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Quick Game Tags
We will Tag Quick game patterns with out,
mesh, wheel, stop, return, corner,
etc. for the Y/R
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C RGLT LG RT
Q
F
Y
ZR
X
Deuce Left 99 Mesh
FLAT
CURL CURL
FLAT
Clear DEEP
Sit in
open
area
Mesh tells R/Y to run Mesh
routes
QB will throw the
fades with one step if
matchup or hot is
present, if not, he willdrop 3 steps and
read mesh.
Sit in
open
area
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C RGLT LG RT
Q
F
Y
ZR
X
Deuce Left 99 Whip
FLAT
CURL CURL
FLAT
Clear DEEP
Sit in
open
area
QB will throw the
fades with one step if
matchup or hot is
present, if not, he willdrop 3 steps and
read whip.
Sit in
open
area
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C RGLT LG RT
Q
F
Y
ZR
X
Deuce 99 Sit
FLAT
CURL CURL
FLAT
Clear DEEP
Sit in
open
area
QB will throw the
fades with one step if
matchup or hot is
present, if not, he willdrop 3 steps and
read mesh.
Sit in
open
area
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Bobby Protection (Bob) This is a BOB (big on big) concept pass
protection Direction is called by Center to nearest A gap
threat (Ringo/Lucky)
Guard away from Ringo/Lucky will Call Pair
Tackle away from Ringo/Lucky will work pairfirst, then work outside if no inside stack threat
Tackle to Ringo/Lucky call side will base, workinside outside
When both F and R are involved in the pattern,the QB must account for the 6th UNBLOCKEDrusher by throwing hot to the protection routebuilt into each pattern
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C RGLT LG RT
Bobby Pass Protection vs. 52
E ENB B
BB
Pair Ringo Base
If the front is not shaded, the center will call Ringo (for a Right handed QB),
LG will call pair. RG and C will work against stunts by NG and ISLB, LG
and LT will work against stunts by E and ISLB. RT will have a base, which
means he will protect his inside.
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C RGLT LG RT
Bobby Flare vs. 52 no ISLB threat
E ENB B
BB
Flare Base Flare
If the ISLBs do not come, the guards will work to the outside on the OSLBs.
If the LBs are obviously not coming, the guard can call Flare and have the
tackle widen out for the OSLB.
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C RGLT LG RT
Bobby Pass Protection vs. 42
E TT
BB
BB
Base Lucky Pair
E
Vs Shade, Center will call Ringo/Lucky to nearest A gap threat and work withGuard to stacked LB, opposite Guard will call pair and work against stack if LB
comes, if not, Tackle will work outside and base on the end. Pair side tackle
must check the stack before blocking outside.
Tackle on side of Ringo/Lucky has a solid, protecting his inside shoulder.
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C RGLT LG RT
Bobby Pass Protection vs. 42
E TT
BB
BB
Base Lucky Base
E
Vs Shade, Center will call Ringo/Lucky to nearest A gap threat and
work with Guard to stack LB, opposite Guard will call Pair and
work against stack, Tackle on side of Rip/Lid has a base, protecting
his inside shoulder.
Guard with Pair call will
call Base if obvious no
ISLB threat to his side.
Base, tackle will
take most inside
threat.
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C RGLT LG RT
Bobby Pass Protection vs. 43
E TT
B BB
Base Lucky Base
E
Vs Shade, Center will call Ringo/Lucky to nearest A gap threat and
work with Guard to stack LB, opposite Guard will call combo and
work against stack, Tackle on side of Ringo/Lucky has a solid,
protecting his inside shoulder.
Vs one MLB, there is no
stack threat inside, so
guard away from
Lucky/Ringo will call
base.
Base, tackle will
take most inside
threat.
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Concept Patterns
X Shake, Y Shake, Z Shake, R Shake(Shallow)
Cowboy (Curl/Swing)
Indian (Comeback/delay) Bobby Protection (Big on Big) will be used
with these patterns by default unless
Lucky/Ringo is called. If Lucky/Ringo iscalled, the QB will cross mesh fake to FBand then take 3 step drop.
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C RGLT LG RT
Q
F
Y
ZR
X
Deuce Right Y Shake
(Shallow)
FLAT
CURL CURL
FLAT
Primary read on Shallow is the weak curl
defender, if he stays deep on the hunt,
dump to the shallow in the window, if the
curl defender sinks down to jam the
shallow, hit the hunt
QB Progression:
Scan Arrow
High
Medium
Low
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C RGLT LG RT
Q
F
Y
ZR
X
Deuce Right Z Shake
(Shallow)
FLAT
CURL CURL
FLAT
Primary read on Shallow is the weak curl
defender, if he stays deep on the hunt,
dump to the shallow in the window, if the
curl defender sinks down to jam the
shallow, hit the hunt
QB Progression:
Scan Arrow
High
Medium
Low
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C RGLT LG RT
Q
F
Y
ZR
X
Deuce Left R Shake
(Shallow)
FLAT
CURLCURL
FLAT
Primary read on Shallow is the weak curl
defender, if he stays deep on the hunt,
dump to the shallow in the window, if the
curl defender sinks down to jam the
shallow, hit the hunt
QB Progression:
Scan Arrow
High
Medium
Low
P i d Sh ll i h k l
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C RGLT LG RT
Q
F
Y
ZR
X
Deuce Left X Shake
(Shallow)
FLAT
CURLCURL
FLAT
Primary read on Shallow is the weak curl
defender, if he stays deep on the hunt,
dump to the shallow in the window, if the
curl defender sinks down to jam the
shallow, hit the hunt
QB Progression:
Scan Arrow
High
Medium
Low
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C RGLT LG RT
Q
F
Y
ZR
X
Deuce Right Cowboy
FLAT
CURL CURL
FLAT
Find window and throttle in open area in
zone
Sit in
open
area
Sit in
open
area
QB Progression:
Middle, Curl, Swing
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C RGLT LG RT
Q
F
Y
ZR
X
Deuce Right Indian
FLAT
CURL CURL
FLAT
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C RGLT LG RT
Q
F
Y
ZR
X
Deuce Right
X Whip Smash
FLAT
CURL CURL
FLAT
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C RGLT LG RT
Q
F
Y
ZR
X
Deuce Right
Z Whip Smash
FLAT
CURL CURL
FLAT
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Play Action
Boot off Jet Sweep to Lt: R Jet Liz
Boot off Jet Sweep to Rt: Z Jet Rip
We can play action any dropback pattern
that uses Bobby Protection simply by
changing the protection to Randy/Larry.
This tells the FB to cross fake with QB and
block Randy/Larry.
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C RGLT LG RT
Q
F
Y
ZR
X
Deuce Left Zip Rhino
E EN
B BBB
T
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C RGLT LG RT
Q
F
Y
ZR
X
Deuce Right Razor Lion
E EN
B BBB
T
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Screen Game
Tiger WR (either) screen R/L
Lion/Cougar Screen R/L to FB
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C RGLT LG RT
Q
F
Y
ZRX
Deuce Left Tiger
R & Y will flex split to 6 yds.
CC
E E
B B B
T T
B
FS
Offensive Line will quick release and block
linebackers
Outside receivers run screen, inside receivers
block first man outside.
We have the F fake a
direct snap quick dive up
the middle to hold the
inside DTs and LBs for a
second.
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C RGLT LG RT
Q
F
Y
ZR
X
Deuce Right Cougar
CC
E E
B B B
T T
B
FS
On Screen R/L the O-Line will release after two
counts and lead the screen.
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Run Game
Jet Sweep: Zip Trailer/ Razor-Tractor Speed Option: Slam/Star
Veer Option: Dallas/Denver
GT Read Option: Fly/Far QB Inside Counter: Rail-Fly/Rail-Far
QB Counter Option: Rail-Trailer/Rail Tractor
Slot Counter off Veer: Z Fly/ R Far
FB Counter off Jet fake: R Jet- Fly/ Z Jet-Far
Reverse off of Speed Option: Z Trailer/ X
Tractor
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C RGLT LG RT
Q
F
Y
ZR
X
Deuce Right Razor Tractor
E EN
B BBB
T
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C RGLT LG RT
Q
F
Y
ZR
X
Deuce Left Zip Trailer
E EN
B BBB
T
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C RGLT LG RT
Q
F
Y
ZR
X
Deuce Left Slam
E EN
BBB
T
CC
SS
FS
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C RGLT LG RT
Q
F
Y
ZR
X
Deuce Right Star
EE N
BBB
T
CC
SS
FS
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C RGLT LG RT
Q
F
Y
ZR
X
Deuce Left Zulu Dallas
E EN
BBB
T
CC
SS
FS
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C RGLT LG RT
Q
F
Y
ZR
X
Deuce Right Ram Denver
EE N
BBB
T
CC
SS
FS
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C RGLT LG RT
Q
F
Y
ZR
X
Deuce Left Zip Far
E EN
BBB
T
CC
SS
FS
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C RGLT LG RT
Q
F
Y
ZR
X
Deuce Right Razor Fly
E EN
BBB
T
CC
SS
FS
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C RGLT LG RT
Q
F
Y
ZR
X
Deuce Left Zulu Far
E EN
BBB
T
CC
SS
FS
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C RGLT LG RT
Q
F
Y
Z
R
X
Trips Right Yo Far
E EN
BBB
T
CC
SS
FS
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C RGLT LG RT
Q
F
Y
ZR
X
Deuce Left Zulu R Far
E EN
BBB
T
CC
SS
FS
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C RGLT LG RT
Q
F
Y
ZR
X
Deuce Right Zip Fly
E EN
BBB
T
CC
SS
FS
Z must shift FIRST behind Y
Then start cadence of play.
Counter Options
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Counter Options
Railroad
Rail tells the FB to fake veer away from
the play direction called
We use GT (Fly/Far) Blocking against
wide DEs
We use Sweep (Tractor/Trailer) Blocking
against tight DEs that we can reach.
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C RGLT LG RT
Q
F
Y
Z
R
X
Trips Right Ram Rail Far
E EN
BBB
T
F fakes veer mesh and then blocks at inside leg of bst on all rails
CC
SS
FS
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C RGLT LG RT
Q
F
Y
ZR
X
Deuce Left Zulu Rail Tractor
E EN
B BBB
T
FB fakes veer then blocks
inside leg of bst on all rail
plays