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CONCEPTS for

PLAY PACKAGING
Andrew Coverdale – Assistant Football Coach – Trinity High School
Coverdale@thsrock.net
http://savefile.com/projects/808596579 (donkey2)
ZONE & REACH BLOCKING

PHILOSOPHY
1. Field General!
2. Why behind the what – connect players to why
3. Play “downhill”
4. Limit the number of things each play practiced
against
5. Answers defensive unpredictability and change
6. Frees up/allows for multiplicity, in turn leading to
“vanilla”
7. Percentages – Heavy first down emphasis
8. Allows you to have good plays while you get a
sense of what the opposing DC’s thoughts are
ZONE & REACH BLOCKING

OVERVIEW
I. MODES of PLAY PACKAGING
A. Run/Run Checks
B. Run/Run “Motion” checks
C. Run with built-in “JUKE”
D. Run/Quick game
E. “Basic Check”

II. TOOLS to DO THE JOB


A. Checkers
B. Cadence
C. Movement
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RUN/RUN CHECKS
I. Dictate the play – choose a side
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

II. Dictate the side – choose the play


A. Fits more multiple running games
B. Allows you to run behind your best people
C. Can be forced into running at overhangs
D. Edge driven
ZONE & REACH BLOCKING

DEFINING “OVERHANG”
Standing 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
EXAMPLE 1: players. EXAMPLE 3:
Player B is an overhang; B is not an overhang;
no blocker available a blocker is available

B V V V V
V V V V V V V V B

EXAMPLE 2: EXAMPLE 4:
Player B is not an overhang; B is an overhang;
a blocker is available no blocker is available
B V V V V
V V V V V V V V B
ZONE & REACH BLOCKING

DEFINING “OVERHANG”
Safety rotation to a particular side is considered the
same
as an “Overhang” aligning to that side!

S S

V V
V V V
V V V V
ZONE & REACH BLOCKING

DEFINING “A” and “B” SIDES


“B 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.

EXAMPLE 1: EXAMPLE 2:
3 on left, 2i on right 5 on left, 4i on right
ft side is a “B” side, Right side isn’t side is a “B” side, Left side
*Right

V V V V V
ZONE & REACH BLOCKING

DEFINING “A” and “B” SIDES


“A SIDE”
Side of the ball where there is no DL 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.
EXAMPLE 1: EXAMPLE 1: EXAMPLE 2: EXAMPLE 2:
4i on left, 5 on right 2i & 6i on left, 3 on right
*Right side is an “A” side, *Left side is an “A” side,
Left side is “B” Right side is a “B”

V V V V V V
ZONE & REACH BLOCKING

A/B SIDE: TYPICAL PREFERENCES

Runs typically Runs typically


preferred to “A preferred to “B
SIDE”
•Inside Zone
SIDE”
•Inside Zone (Gun)
(Under center) •Power O
•Dart (Tackle •Midline
Wrap) •Inside Trap
•Inside Veer
•Long Trap
ZONE & REACH BLOCKING

A/B SIDE: TYPICAL PREFERENCES

Runs typically
preferred to “A
SIDE”
•Inside Zone
(Under center)
•Dart (Tackle
Wrap)
•Inside Veer
•Long 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
•Midline
•Inside Trap

Example:
POWER to “B” Side –
Double team at P.O.A.
ZONE & REACH BLOCKING

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)
ZONE & REACH BLOCKING

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)

Example:
COUNTER TREY to “WIDE EDGE”
Easier kick-out angle for BSG
ZONE & REACH BLOCKING

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)
ZONE & REACH BLOCKING

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
ZONE & REACH BLOCKING

EDGES: TYPICAL PREFERENCES


Runs typically Runs typically
preferred to “WIDE preferred to “TIGHT
EDGES”
•Gap runs EDGES”
•Outside
(Counters, Power) Zone/Stretch
•Interior Zone runs •Perimeter Options
•“G” Scheme runs •Tosses/Sweeps
ZONE & REACH BLOCKING

MOTION CHECKS: “IF Motion”


“IF” tells tagged receiver to motion across
formation and block Overhang if an overhang
exists to call side…QB will trigger by lifting
heel. Otherwise, block normal backside rules.

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
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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 Example: Call is “Skate


Check – 24/25” Check – 18/19”
FB’s job on 24/25 Inside FB’s job on 18/19 Stretch is
Zone is to CHIP backside to LEAD to the Overhang
ZONE & REACH BLOCKING

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 will motion across the formation to
be a kickout or bonus blocker.

Typically used against defenses that do not


make a major adjustment 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 normal
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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

TE

Example:
Call is “Bounce Check – 4/5
Power”
QB checks play to B Side
(“4”) –
TE on left steps off on cue,
ZONE & REACH BLOCKING

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 to
the 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 normal
A Side / B Side criteria for those plays
ZONE & REACH BLOCKING

BASE RUNS with “JUKE”


Tag telling BS receiver to run a 1-step
“JUKE” route.
QB has option to abort the run – without a
check – and throw the “Juke” if CB is 7
yards or deeper in alignment.
(May check protection if run involves a
puller)
ZONE & REACH BLOCKING

BASE RUNS with “JUKE”


Tag 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
ZONE & REACH BLOCKING

RUN/QUICK CHECKS: Individual


Check that pairs a Core Run with an
“Individual” quick throw.
CRITERIA for QB’s 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)
ZONE & REACH BLOCKING

RUN/QUICK CHECKS: Individual


Check 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 call
2) Built in as their own “Check,” telling the
QB to use his
A Side/B Side criteria, should the
defensive structure direct him to run
ZONE & REACH BLOCKING

RUN/QUICK CHECKS: Individual


Check that pairs a Core Run with an
“Individual” quickcan:
PROCEDURALLY, throw.

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”)
ZONE & REACH BLOCKING

RUN/QUICK CHECKS: Individual


Check 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
ZONE & REACH BLOCKING

RUN/QUICK CHECKS: Individual


Check 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

RUN/QUICK CHECKS: Individual


Check 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

RUN/QUICK CHECKS: Individual


Check 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”
ZONE & REACH BLOCKING

RUN/QUICK CHECKS: Concepts


Check that pairs a Core Run with an
“Concept” throw in the Quick Passing
Game (e.g., Turn, Spacing, Fade/Flat)
CRITERIA for QB’s DECISION can be:
1. 1 safety (Throw) or 2 safety (Run)
2. Safety rotation
3. 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

RUN/QUICK CHECKS: Concepts


Check 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”
ZONE & REACH BLOCKING

RUN/QUICK CHECKS: Concepts


Check 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
ZONE & REACH BLOCKING

RUN/QUICK CHECKS: Concepts


Check 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;
ZONE & REACH BLOCKING

RUN/QUICK CHECKS: Concepts


Check 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
ZONE & REACH BLOCKING

BASIC CHECK
Expansion 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
If neither of those
possibly present
5-man themselves,
pressure looks QB
goes through Run/Quick
(depending thought
on game process
plan)
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 Concept – “Spacing” in this
example
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BASIC CHECK

Example: Call is “BASIC CHECK”


Defense covers down, Two high safeties
Check to built in run – Zone Read to the “B” Side
(left)
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MAKING it WORK: “CHECKERS”


• Jeff Tedford / Rick Neuheisel / Homer
Smith
• Key component of QB’s 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 practice review in-season
• Make him call play in huddle just as you’ll
ZONE & REACH BLOCKING

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
ZONE & REACH BLOCKING

MAKING it WORK: CADENCE


OVERVIEW
Have When cadence
Play 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 “We’re Good,”,
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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 cadence
DUMMY To pre-call more sophisticated, wordy pass
ZONE & REACH BLOCKING

MAKING it WORK: MOVEMENT


Movement can also help us see things and
have the final word because…
A) 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 he would for a snap, which
is also, at times, a trigger for defenses to
show
C) Often, if they do not move when you
move, it is just as telling:
ex: 2i & 3 tech don’t flip when TE trades –
Zone Dog to 2i side is likely!

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