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CONCEPTS for
PLAY PACKAGING
Andrew CoverdaleAssistant Football CoachTrinity High School
http://savefile.com/projects/808596579 (donkey2)
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PHILOSOPHY
1. Field General!
2. Why behind the whatconnect players to why
3. Play downhill
4. Limit the number of things each play practiced against
5. Answers defensive unpredictability and change6. Frees up/allows for multiplicity, in turn leading to
vanilla
7. PercentagesHeavy first down emphasis
8. Allows you to have good plays while you get a sense ofwhat the opposing DCs thoughts are
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OVERVIEW
A. Run/Run Checks
B. Run/Run Motion checks
C. Run with built-in JUKE
D. Run/Quick gameE. Basic Check
I. MODES of PLAY PACKAGING
II. TOOLS to DO THE JOB
A. CheckersB. Cadence
C. Movement
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RUN/RUN CHECKS
A. Attitude plays: Find a way to run it!
B. Allows you to never run at an overhang
C. Can get directed away from best blockers, into
boundary, etc.
D. A Side/B Side driven
I. Dictate the playchoose a side
II. Dictate the sidechoose the play
A. Fits more multiple running gamesB. Allows you to run behind your best people
C. Can be forced into running at overhangs
D. Edge driven
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DEFINING OVERHANGStanding DE or LB outside the box for whom we do not have a receiver & cannot block.
Most often, we want to check AWAY from Overhang players.
VV
EXAMPLE 1:
Player B is an overhang;no blocker available
VV
V
VB
VV
EXAMPLE 2:
Player B is not an overhang;a blocker is available
VV
V
VB
VV
EXAMPLE 3:
B is not an overhang;a blocker is available
VV
V
V
B
VV
EXAMPLE 4:
B is an overhang;no blocker is available
VV
V
V
B
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DEFINING OVERHANGSafety rotation to a particular side is considered the same
as an Overhang aligning to that side!
V
V
V
V
VV
S
VVV
S
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DEFINING A and B SIDESB SIDE
Side of the ball where there is a DL within half a man of the B gap;in other words, a DL in a 2, 3, 4, or 4i.
Called B side because DL closest to the Center on that side is likely
responsible for B gap.
VV VV V
EXAMPLE 1:
3 on left, 2i on right
*Left side is a B side, Right side isnt
EXAMPLE 2:
5 on left, 4i on right
*Right side is a B side, Left side isnt
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DEFINING A and B SIDESA SIDE
Side of the ball where there is noDL within half a man of the B gap;in other words, it is NOT a B side, there is NO 2, 3, 4i, or 4.
It is called A because the DL nearest the Center to that side is likely an
A gap defender.
V V VV V
EXAMPLE 1:4i on left, 5 on right
*Right side is an A side,Left side is B
EXAMPLE 2:2i & 6i on left, 3 on right
*Left side is an A side,Right side is a B
V
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A/B SIDE: TYPICAL PREFERENCES
Runs typically
preferred to A SIDE
Inside Zone (Under center)
Dart (Tackle Wrap)
Inside VeerLong Trap
Runs typically
preferred to B SIDE
Inside Zone (Gun)
Power O
MidlineInside Trap
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A/B SIDE: TYPICAL PREFERENCES
Runs typically
preferred to A SIDE
Inside Zone (Under center)
Dart (Tackle Wrap)
Inside VeerLong Trap
Example:
INSIDE ZONE to an A Side
Creates two double teams
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A/B SIDE: TYPICAL PREFERENCES
Runs typically
preferred to B SIDE
Inside Zone (Gun)
Power O
MidlineInside Trap
Example:
POWER to B Side
Double team at P.O.A.
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DEFINING Tight & Wide EDGE
A WIDE EDGE refers to a side
of a defense where the
widest player on the Line of
Scrimmage is in an outside
shade (5 or 9 technique)
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DEFINING Tight & Wide EDGE
..
Example:
COUNTER TREY to WIDE EDGE
Easier kick-out angle for BSG
A WIDE EDGE refers to a side
of a defense where the
widest player on the Line of
Scrimmage is in an outside
shade (5 or 9 technique)
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DEFINING Tight & Wide EDGE
A TIGHT EDGE refers to a side
of a defense where the widest
player on the Line of
Scrimmage is in a head-up or
inside technique (4-4i / 6-6i)
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DEFINING Tight & Wide EDGE
A TIGHT EDGE refers to a side
of a defense where the widest
player on the Line of
Scrimmage is in a head-up or
inside technique (4-4i / 6-6i)
Example:
STRETCH to TIGHT EDGE
Easier Reach angle at
Point of Attack for T/TE
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EDGES: TYPICAL PREFERENCES
Runs typically
preferred to WIDE EDGES
Gap runs (Counters, Power)
Interior Zone runs
G Scheme runs
Runs typically
preferred to TIGHT EDGES
Outside Zone/Stretch
Perimeter Options
Tosses/Sweeps
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MOTION CHECKS: IF Motion
IF tells tagged receiver to motion across formation and block
Overhang ifan overhang exists to call sideQB will trigger by liftingheel. Otherwise, block normal backside rules.
H
Example: Call is H IF 4 Power Solid
QB Sees Safety rotation strong,
thus an Overhang strong
Lifts heel to Motion H over to block rotating Saf
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MOTION CHECKS: SKATE Check
From I formation, tells FB to Skate into position needed to do his
basic job on the play based on where QB checks the play
Example: Call is Skate Check 24/25
FBs job on 24/25 Inside Zone is to CHIP
backside EMOLwill Skate opposite
the QBs call
Example: Call is Skate Check 18/19
FBs job on 18/19 Stretch is to LEAD to
the Overhang playerwill Skate to the
QBs call
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MOTION CHECKS: BOUNCE Check
From a balanced formation, used to put TE or inside receivers
on alert that the one away from the checked call will motion tothe call will motion across the formation to be a kickout or
bonus blocker.
Typically used against defenses that do not make a majoradjustment to motion, allowing us to Gain numbers at the
point of attack.
Runs typically used in conjunction with Bounce check are
Power and Stretch
QB makes check based on normalA Side / B Side criteria for those plays
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MOTION CHECKS: BOUNCE Check
From a balanced formation, used to put TE or inside receivers on
alert that the one away from the checked call will motion to the call
Example:
Call is Bounce Check 4/5 Power
QB checks play to B Side (4)
TE on left steps off on cue, resets,
Bounces to Frontside to kick out
TE
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MOTION CHECKS: PEEL Check
From a balanced formation, used to put TE or inside receivers
on alert that the one away from the checked call will motion tothe call will motion across the formation and back to seal the
backside edge.
Runs typically used in conjunction with Bounce check are
Inside Zone and Counter Trey
QB makes check based on normalA Side / B Side criteria for those plays
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BASE RUNS with JUKETag telling BS receiver to run a 1-step JUKE route.
QB has option to abort the run without a check and throwthe Juke if CB is 7 yards or deeper in alignment.
(May check protection if run involves a puller)
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BASE RUNS with JUKETag telling BS receiver to run a 1-step JUKE route.
Example: Call is 25 JUKE
Outside WR on right runs Juke
Inside Zone play (25) proceeds as normal if CB 6 or tighter
QB takes 1 step, deals to the Juke without a check if CB 7 or deeper
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RUN/QUICK CHECKS: IndividualCheck that pairs a Core Run with an Individual quick throw.
CRITERIA for QBs DECISION can be:
1. 1 safety (Throw) or 2 safety (Run)
2. Off Corners (Throw) or Press/Cloud Corners (Run)
3. Overhang player width:Throw v. Tight / Run v. Walked off
(Generally used against known 1-safety defenses)
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RUN/QUICK CHECKS: IndividualCheck that pairs a Core Run with an Individual quick throw.
INDIVIDUAL ROUTES can be:
1) Dictated by the coach in the call
2) Initiated by the coach with freedom to hand signal
3) Just called as Indy, requiring a hand signal by QB/WR
RUNS can be:
1) Dictated by the coach in the call2) Built in as their own Check, telling the QB to use hisA Side/B Side criteria, should the defensive structure direct
him to run
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RUN/QUICK CHECKS: IndividualCheck that pairs a Core Run with an Individual quick throw.
PROCEDURALLY, can:
1) Assume run with an option to check throw(24 Check Indy)
(Zone Check Indy)
2) Assume pass with an option to check to a known run(80 Double Quick Out Check 24)(80 Double Hitch Check Zone)(80 Double Indy Check Zone)
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RUN/QUICK CHECKS: IndividualCheck that pairs a Core Run with an Individual quick throw.
Example: Call is 80 DOUBLE QUICK OUT CHECK 4
Criteria for call is # of safeties
Single safety look tells QB to check 80
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RUN/QUICK CHECKS: IndividualCheck that pairs a Core Run with an Individual quick throw.
Example: Call is 80 DOUBLE QUICK OUT CHECK 4
Criteria for call is # of safeties
Two safety defense tells QB to check 4 Power
ZONE& REACH BLOCKING
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RUN/QUICK CHECKS: IndividualCheck that pairs a Core Run with an Individual quick throw.
Example: Call is ZONE CHECK INDY
Criteria for call is width of Overhang players
Walked off Overhangs tell QB to check run;
A Side to left tells him to check 25
ZONE& REACH BLOCKING
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RUN/QUICK CHECKS: IndividualCheck that pairs a Core Run with an Individual quick throw.
Example: Call is ZONE CHECK INDY
Criteria for call is width of Overhang players
TIghtened Overhangs tell QB to check pass;
Depth & Leverage of CB tell him to signal Hitch
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RUN/QUICK CHECKS: ConceptsCheck that pairs a Core Run with an Concept throw in the
Quick Passing Game (e.g., Turn, Spacing, Fade/Flat)CRITERIA for QBs DECISION can be:
1. 1 safety (Throw) or 2 safety (Run)
2. Safety rotation3. Alignment of a specific defender who must not be allowed to
defend run and a Quick route structure(most often Overhang LB/Nickel Player)
ZONE& REACH BLOCKING
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RUN/QUICK CHECKS: ConceptsCheck that pairs a Core Run with an Concept throw in the
Quick Passing Game (e.g., Turn, Spacing, Fade/Flat)
Example: Call is 80 TURN CHECK 18
Criteria for call is number of safeties
Single safety look tells QB to check 80 Turn
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RUN/QUICK CHECKS: ConceptsCheck that pairs a Core Run with an Concept throw in the
Quick Passing Game (e.g., Turn, Spacing, Fade/Flat)
Example: Call is 25 CHECK 80 SLANT
Want to run 25 to a clean surface weak;
QB knows Slant/Arrow is his check if safety rotates into it
?
ZONE& REACH BLOCKING
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RUN/QUICK CHECKS: ConceptsCheck that pairs a Core Run with an Concept throw in the
Quick Passing Game (e.g., Turn, Spacing, Fade/Flat)
Example: Call is 25 or 80 FADE/FLAT
Make the Overhang wrong:
If he covers down the Slot, run Zone at a good bubble underneath him;
If he creeps down, he gives up leverage on the Flat route
?
ZONE& REACH BLOCKING
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RUN/QUICK CHECKS: ConceptsCheck that pairs a Core Run with an Concept throw in the
Quick Passing Game (e.g., Turn, Spacing, Fade/Flat)
Example: Call is 80 TURN CHECK 18
Criteria for call is number of safeties
Two safety look creates good leverage for the Stretch; QB checks 18
ZONE& REACH BLOCKING
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BASIC CHECKExpansion of Run/Quick Check that adds the following
priorities that supercede a Run or a Quick:1. Check to a Bubble Screen versus an Uncovered look
2. Check to an Alley Screen v. 0 Safety or possibly 5-manpressure looks (depending on game plan)
If neither of those present themselves, QB goes throughRun/Quick thought process based on whatever criteria he would
normally use (# of safeties / CB leverage / Overhang)
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BASIC CHECK
Example: Call is BASIC CHECK
LB structure does not cover down to all three receivers
Check Bubble Screen
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BASIC CHECK
Example: Call is BASIC CHECK
Defense shows Zero Safety, Pressure look
Check Alley Screen
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BASIC CHECK
Example: Call is BASIC CHECK
Defense covers down, One high safety
Check to built in Quick ConceptSpacing in this example
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BASIC CHECK
Example: Call is BASIC CHECK
Defense covers down, Two high safeties
Check to built in runZone Read to the B Side (left)
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MAKING it WORK: CHECKERS
Jeff Tedford / Rick Neuheisel / Homer Smith
Key component of QBs training!
Eliminate bad reps on the field work out problems before!
Create a lot of scenarios in a short period of time
Helps him see the Why being manipulated in front of him
Safe forum to ask questions Use in summer install, periodic review pre-season
Ideally use after Monday practice and Thursday after practicereview in-season
Make him call play in huddle just as youll give it to him Make him manage CLOCK
Make him rehearse CADENCE
Create worst-case scenarios
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MAKING it WORK: CADENCE
HOW WE GET THE LAST WORD
Varying CADENCE serves three fundamental purposes for us:
1. Creates rhythm for US,
disrupts the ability for THEM to get off the ball fast
2. Gather information / force defense to tip their hand!
3. Draw defense offsides Get a free 5
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MAKING it WORK: CADENCE
OVERVIEW
Have When cadencePlay is on play? Type concludes Other
NORMAL Yes Normal Run the play! Nothing said
FALSE No Fake Normal Check to a play
FAST Yes Quick Run the play!
FAST FALSE No Fake Quick Check to a play
DUMMY Yes Fake Normal Allow for adjustments
Check, or Were Good,,
then Down, SetHIT
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MAKING it WORK: CADENCE
BEST USES
Cadence Why / when featured
NORMAL Create / maintain rhythm versus non-disguise teams
FALSE Safely gather information and disrupt DL get-off
FAST Exploit simple plays versus teams that show late;discourage late rotations/disguises; Change the tempo;
Perimter plays and/or unusual formations
FAST FALSE Safely gather info and exploit threat of Fast cadenceDUMMY To pre-call more sophisticated, wordy pass calls, but be able
to identify protection problems
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MAKING it WORK: MOVEMENT
Movement can also help us see things and have the final word
becauseA) Movements force adjustments, which typically means
defenders moving to their final alignment
B) In Shotgun, our QB will flash his hands in the same way hewould for a snap, which is also, at times, a trigger for defensesto show
C) Often, if they do not move when you move, it is just as telling:ex: 2i & 3 tech dont flip when TE trades Zone Dog to 2i sideis likely!