PERSONNEL
Personnel groupings refer to the types of players that are on the field for the offense; wide receivers, tight ends, and running backs. The first digit refers to the number of Running Backs, the second digit refer to the number of Tight Ends. For example, 12 Personnel indicates 1 RB and 2 TEs; 21 would indicate 2 RBs and 1 TE.
RUN/PASS
Select whether you would RUN (R) or PASS (P) the ball in given situation. For teams with more mobile quarterbacks you may also select the RUN/PASS OPTION (RPO).
RUN CONCEPTS
When you select to RUN the ball you'll be able to then select one of the following run concepts:
DIVE
A "dive" is a type of play in which the ball carrier (usually a fullback or a halfback) attempts to thrust quickly over the line of scrimmage, rushing through the linemen. A dive is distinct from both an end run and an off-tackle run; the gap for the runner can be either between center and guard or between guard and tackle.
DRAW
The draw is a running play disguised as a passing play. The play is often used in long yardage situations. The idea behind a draw play is to attack aggressive, pass-rushing defenses by "drawing" the defensive linemen across the line of scrimmage towards the passer while the linebackers and defensive backs commit to positioning themselves downfield in anticipation of a pass.
ISO
This is a basic power running play which requires a fullback. Run out of the I-Formation or its variants (offset, etc.), the Iso is a play designed for one linebacker to be isolated with the FB to allow the HB to have an easy 5 yards.
POWER
Essentially, a power run is a running play with two lead blockers; the fullback and the backside offensive guard. A typical blocking scheme for a power run is for the linemen to down block the man in their inside gap. The principle of this play is to out-number the defense at the point of attack. The tailback must read the guard's block and run off that.
REVERSE
A classic reverse typically begins as a bootleg, sweep or end reverse, but before the ball-carrier crosses the line of scrimmage he hands the ball off to a teammate, usually a wide receiver, running in the reverse (opposite) direction. Because many of the defensive players will have gravitated in the direction of the original rusher, if the second ball-carrier can outrun the defenders to the other side of the field, he has a very good chance to make a big gain.
SWEEP
A sweep is a running play where the running back takes a pitch or handoff from the quarterback and starts running parallel to the line of scrimmage, allowing for the offensive linemen and fullback to get in front of him to block defenders before he turns upfield. The play is run further outside than an off tackle play.
TOSS
The quarterback takes the snap, reverses out, then tosses the ball to the tailback.
ZONE
Zone running actually has many different variations; an inside zone play or an outside zone play the difference being the aiming point and reads for the ball carrier. While the inside zone has its first landmark around the guards original position, the outside zone aims at the off-tackle area. Where most plays are designed to go to a specific hole or gap along the offensive line, a zone run requires the running back to read the blocks in front of him and choose the best crease to enter. In theory this allows the offensive lineman to block the defensive linemen in whatever direction is most convenient, assuming a hole will be available somewhere.
RUN LOCATIONS
Running plays are designed to initiate activity into "gaps" in the Offensive Line. These gaps are identified by the letters A-D as shown in the image below.
A-Gap runs are directed between the Center and either the Left or Right Guard
B-Gap runs are directed between the Guard and Tackle on either side of the Offensive Line
C-Gap runs are directed between the Tackle and Tight End on either side of the Offensive Line
D-Gap runs are directed outside of the Tight End on either side of the Offensive Line
PASS CONCEPTS
When you select to PASS the ball you'll then be able to select one of the following Pass Concepts:
3 STEP
These are quick passes where the QB drops just 3 steps and throws. Typical routes associated with 3 STEP concepts are slants, hitches.
5 STEP
These are intermediate and deep passing plays that require more time to develop, where the QB drops 5 or more steps and throws. Typical routes associated with 5 STEP concepts are verticals, fades, corners, digs.
BOOTLEG
The quarterback fakes a hand-off to a running back, then moves in the opposite direction for a pass or a run of his own.
PLAY ACTION
A misdirection play in which the quarterback takes the snap and fakes a running play before actually executing a pass. The running back will act as though they have been handed the ball while the quarterback will hesitate for a moment before looking for a receiver. The object is to mislead the defense into guarding against the run, in order to get an open receiver.
SCREEN
A short pass to a receiver who is protected by a screen of blockers. Screens are usually used against aggressive defenses that rush the passer.
GADGET
A trick play or a gimmick play that uses deception and unorthodox tactics to fool the opposing team. A trick play is often risky, offering the potential for a large gain or a touchdown if it is successful, but with the chance of a significant loss of yards or a turnover if not. Trick plays are rarely used not only because of the riskiness, but to also maintain the element of surprise for when they are used.
ROUTE CONCEPTS
When you select to PASS the ball you'll then be able to select one of the following ROUTES:
CHOICE
A route where the receiver makes a “choice” on the route he will run (Slant, Curl, Smash) based off his pre-snap read of the defensive scheme.
COMEBACK
Any route run by an offensive receiver that ends with the player turning and heading back towards the quarterback. Comeback routes can be any length down the field, but the focus is always gaining separation from the defender before cutting quickly back towards the quarterback to receive the ball.
CORNER
A corner route is a pattern run by a receiver where the receiver runs up the field and then turns at approximately a 45-degree angle, heading away from the quarterback towards the sideline.
CROSS
A crossing route or crossing pattern refers to either a drag or slant route where a receiver "crosses" across the field.
CURL
The curl route is the opposite of the comeback, with the wide receiver pushing up the field between a depth of 12 and 15 yards and breaking downhill at a 45-degree angle inside (or to the quarterback).
DIG
The dig (or square-in) is a deep, inside breaking cut with the receiver (or tight end) pressing up the field, sinking his hips and breaking back to the middle of the field between a depth of 12 and 15 yards.
DRAG
A drag route (also known as an in route or a dig route) is a route run by a receiver in American football, where the receiver runs a few yards downfield, then turns 90° towards the center of the field and runs parallel to the line of scrimmage. This type of route is relatively safe and is thrown to an agile receiver who can make a play after the catch.
FADE
The fade route can be identified with multiple terminology (go, fly, clear-out, etc.). The “back-shoulder fade” (ball thrown behind the receiver or to the back shoulder versus man coverage) is becoming a top route for today’s NFL offenses, but the straight “go” route is still a weapon when you have very fast receivers.
FLATS
A flat route is usually run by a running back or a fullback. The receiver runs parallel to the line of scrimmage till near the sidelines (in the flat) and turns toward the quarterback to wait for the pass.
HITCH
A route run by a receiver that requires the receiver to sprint down the field a few steps as if running a long pattern, then stop and make a sharp turn to the inside or outside to receive a quick pass from the quarterback.
OUT
An out route (or down and out or jet route) is a pattern where the receiver will start running a fly pattern (i.e., running straight down the field toward the end zone) but, after a certain number of steps, will cut hard 90 degrees "to the outside", or toward the sideline, away from the quarterback.
POST
A post is a moderate to deep passing route in which a receiver runs 10–20 yards from the line of scrimmage straight down the field, then cuts toward the middle of the field (towards the facing goalposts, hence the name) at a 45-degree angle.
RB SCREEN
The quarterback drops back as if he is going to pass the ball deep. The offensive line sets up in pass protection for usually one to two seconds, then releases and lets the defensive line go. The Running Back moves behind the releasing linemen and waits for the ball. The outside receivers run clear-out routes in order to make a path for the screen coming behind them.
SLANT
A slant route is a pattern where the receiver runs up the field at approximately a 45-degree angle, heading to the gap between the linebackers and the linemen.
TE SCREEN
The quarterback drops back as if he is going to pass the ball deep. The offensive line sets up in pass protection for usually one to two seconds, then releases and lets the defensive line go. The Tight End moves behind the releasing linemen and waits for the ball. The outside receivers run clear-out routes in order to make a path for the screen coming behind them.
TUNNEL
A wide receiver screen thrown to a receiver moving towards the quarterback, behind one or more blocking receivers.
VERTICAL
Vertical routes involve four receivers running "vertically" -- hence the name. They split the field four ways, and as a result typical "two-deep" or one- or three-deep coverages should not be able to defend the route.
WR SCREEN
The wide receiver screen (or "jailbreak screen"), where the linemen sprint out in front of the wide receiver catching the screen pass. However, the blocking may be as simple as one receiver blocking ahead of another.
Personnel groupings refer to the types of players that are on the field for the offense; wide receivers, tight ends, and running backs. The first digit refers to the number of Running Backs, the second digit refer to the number of Tight Ends. For example, 12 Personnel indicates 1 RB and 2 TEs; 21 would indicate 2 RBs and 1 TE.
RUN/PASS
Select whether you would RUN (R) or PASS (P) the ball in given situation. For teams with more mobile quarterbacks you may also select the RUN/PASS OPTION (RPO).
RUN CONCEPTS
When you select to RUN the ball you'll be able to then select one of the following run concepts:
DIVE
A "dive" is a type of play in which the ball carrier (usually a fullback or a halfback) attempts to thrust quickly over the line of scrimmage, rushing through the linemen. A dive is distinct from both an end run and an off-tackle run; the gap for the runner can be either between center and guard or between guard and tackle.
DRAW
The draw is a running play disguised as a passing play. The play is often used in long yardage situations. The idea behind a draw play is to attack aggressive, pass-rushing defenses by "drawing" the defensive linemen across the line of scrimmage towards the passer while the linebackers and defensive backs commit to positioning themselves downfield in anticipation of a pass.
ISO
This is a basic power running play which requires a fullback. Run out of the I-Formation or its variants (offset, etc.), the Iso is a play designed for one linebacker to be isolated with the FB to allow the HB to have an easy 5 yards.
POWER
Essentially, a power run is a running play with two lead blockers; the fullback and the backside offensive guard. A typical blocking scheme for a power run is for the linemen to down block the man in their inside gap. The principle of this play is to out-number the defense at the point of attack. The tailback must read the guard's block and run off that.
REVERSE
A classic reverse typically begins as a bootleg, sweep or end reverse, but before the ball-carrier crosses the line of scrimmage he hands the ball off to a teammate, usually a wide receiver, running in the reverse (opposite) direction. Because many of the defensive players will have gravitated in the direction of the original rusher, if the second ball-carrier can outrun the defenders to the other side of the field, he has a very good chance to make a big gain.
SWEEP
A sweep is a running play where the running back takes a pitch or handoff from the quarterback and starts running parallel to the line of scrimmage, allowing for the offensive linemen and fullback to get in front of him to block defenders before he turns upfield. The play is run further outside than an off tackle play.
TOSS
The quarterback takes the snap, reverses out, then tosses the ball to the tailback.
ZONE
Zone running actually has many different variations; an inside zone play or an outside zone play the difference being the aiming point and reads for the ball carrier. While the inside zone has its first landmark around the guards original position, the outside zone aims at the off-tackle area. Where most plays are designed to go to a specific hole or gap along the offensive line, a zone run requires the running back to read the blocks in front of him and choose the best crease to enter. In theory this allows the offensive lineman to block the defensive linemen in whatever direction is most convenient, assuming a hole will be available somewhere.
RUN LOCATIONS
Running plays are designed to initiate activity into "gaps" in the Offensive Line. These gaps are identified by the letters A-D as shown in the image below.
A-Gap runs are directed between the Center and either the Left or Right Guard
B-Gap runs are directed between the Guard and Tackle on either side of the Offensive Line
C-Gap runs are directed between the Tackle and Tight End on either side of the Offensive Line
D-Gap runs are directed outside of the Tight End on either side of the Offensive Line
PASS CONCEPTS
When you select to PASS the ball you'll then be able to select one of the following Pass Concepts:
3 STEP
These are quick passes where the QB drops just 3 steps and throws. Typical routes associated with 3 STEP concepts are slants, hitches.
5 STEP
These are intermediate and deep passing plays that require more time to develop, where the QB drops 5 or more steps and throws. Typical routes associated with 5 STEP concepts are verticals, fades, corners, digs.
BOOTLEG
The quarterback fakes a hand-off to a running back, then moves in the opposite direction for a pass or a run of his own.
PLAY ACTION
A misdirection play in which the quarterback takes the snap and fakes a running play before actually executing a pass. The running back will act as though they have been handed the ball while the quarterback will hesitate for a moment before looking for a receiver. The object is to mislead the defense into guarding against the run, in order to get an open receiver.
SCREEN
A short pass to a receiver who is protected by a screen of blockers. Screens are usually used against aggressive defenses that rush the passer.
GADGET
A trick play or a gimmick play that uses deception and unorthodox tactics to fool the opposing team. A trick play is often risky, offering the potential for a large gain or a touchdown if it is successful, but with the chance of a significant loss of yards or a turnover if not. Trick plays are rarely used not only because of the riskiness, but to also maintain the element of surprise for when they are used.
ROUTE CONCEPTS
When you select to PASS the ball you'll then be able to select one of the following ROUTES:
CHOICE
A route where the receiver makes a “choice” on the route he will run (Slant, Curl, Smash) based off his pre-snap read of the defensive scheme.
COMEBACK
Any route run by an offensive receiver that ends with the player turning and heading back towards the quarterback. Comeback routes can be any length down the field, but the focus is always gaining separation from the defender before cutting quickly back towards the quarterback to receive the ball.
CORNER
A corner route is a pattern run by a receiver where the receiver runs up the field and then turns at approximately a 45-degree angle, heading away from the quarterback towards the sideline.
CROSS
A crossing route or crossing pattern refers to either a drag or slant route where a receiver "crosses" across the field.
CURL
The curl route is the opposite of the comeback, with the wide receiver pushing up the field between a depth of 12 and 15 yards and breaking downhill at a 45-degree angle inside (or to the quarterback).
DIG
The dig (or square-in) is a deep, inside breaking cut with the receiver (or tight end) pressing up the field, sinking his hips and breaking back to the middle of the field between a depth of 12 and 15 yards.
DRAG
A drag route (also known as an in route or a dig route) is a route run by a receiver in American football, where the receiver runs a few yards downfield, then turns 90° towards the center of the field and runs parallel to the line of scrimmage. This type of route is relatively safe and is thrown to an agile receiver who can make a play after the catch.
FADE
The fade route can be identified with multiple terminology (go, fly, clear-out, etc.). The “back-shoulder fade” (ball thrown behind the receiver or to the back shoulder versus man coverage) is becoming a top route for today’s NFL offenses, but the straight “go” route is still a weapon when you have very fast receivers.
FLATS
A flat route is usually run by a running back or a fullback. The receiver runs parallel to the line of scrimmage till near the sidelines (in the flat) and turns toward the quarterback to wait for the pass.
HITCH
A route run by a receiver that requires the receiver to sprint down the field a few steps as if running a long pattern, then stop and make a sharp turn to the inside or outside to receive a quick pass from the quarterback.
OUT
An out route (or down and out or jet route) is a pattern where the receiver will start running a fly pattern (i.e., running straight down the field toward the end zone) but, after a certain number of steps, will cut hard 90 degrees "to the outside", or toward the sideline, away from the quarterback.
POST
A post is a moderate to deep passing route in which a receiver runs 10–20 yards from the line of scrimmage straight down the field, then cuts toward the middle of the field (towards the facing goalposts, hence the name) at a 45-degree angle.
RB SCREEN
The quarterback drops back as if he is going to pass the ball deep. The offensive line sets up in pass protection for usually one to two seconds, then releases and lets the defensive line go. The Running Back moves behind the releasing linemen and waits for the ball. The outside receivers run clear-out routes in order to make a path for the screen coming behind them.
SLANT
A slant route is a pattern where the receiver runs up the field at approximately a 45-degree angle, heading to the gap between the linebackers and the linemen.
TE SCREEN
The quarterback drops back as if he is going to pass the ball deep. The offensive line sets up in pass protection for usually one to two seconds, then releases and lets the defensive line go. The Tight End moves behind the releasing linemen and waits for the ball. The outside receivers run clear-out routes in order to make a path for the screen coming behind them.
TUNNEL
A wide receiver screen thrown to a receiver moving towards the quarterback, behind one or more blocking receivers.
VERTICAL
Vertical routes involve four receivers running "vertically" -- hence the name. They split the field four ways, and as a result typical "two-deep" or one- or three-deep coverages should not be able to defend the route.
WR SCREEN
The wide receiver screen (or "jailbreak screen"), where the linemen sprint out in front of the wide receiver catching the screen pass. However, the blocking may be as simple as one receiver blocking ahead of another.