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THE PHilLADELPHIA

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PHILADELPHIA EAGLES COACHING STAFF

HEAD COACH •• · e (I @ ••• II 6 II ••• Iii! '" G <Ii II! a (I ~ Iii! •• I> e III oiO e @ " ••• ill e e " a III @ e & e " (I <) .. @ e. RI ell KOTITE

OFFENSIVE COORDINATOR/QUARTERBACKS •••.•••••••••••••••••••••• ZEKE BRATKOWSKI

OFFENSIVE LINE.............................................. BI LL MUIR

RECEIVERS/TIGHT ENDS •••••••••••••••••.••• •. ••••••••.•••••.• •. LEV CARPENTER

RUNNING BACKS ••••••••••.••••••.••••••.••••••••••••••.•••.••• RICHARD \1000

SPECIAL TEAMS COORDINATOR •••••••••••••••••••••••••••••••••.• LARRY PASQUALE

OFFENSIVE/SPECIAL TEAMS ASS'T ••••••••••••••••••••••••••••••• BOBBY HAMMOND

DEFENSIVE COORDINATOR/SECONDARY ••••••••••••••••••••••••••••• BUD CARSON

DEFENSIVE LINE.............................................. DALE HAUPT

LINEBACKERS ••••••••••••••• ~ • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • •• JIM VECHIARELLA

DEFENSIVE/SPECIAL TEAMS ASS'T ••••••••••••••••••••••••••••••• PETER GIUNTA

STRENGTH & CONDITIONING •••••••••••••• ~ •••••••••••••••••••••• JIM ~ILLIAMS

HEAD TRAINER ••••••••.•••••••••••••••••••.••••••••••••••••••. OTHO DAVIS

ASSISTANT TRAINER •••.•••••.•••••••• : •••••••••••••••••••••••. OAVIDPRICE

EQUIPMENT MANAGER........................................... RUSTY SWEENEY

EQUIPMENT ASSISTANT •••••••••••••••••••••••••••••••••••• '..... ANGELOO~TIZ VIDEO DIRECTOR.............................................. MIKE DOUGHERTY

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ASS' T. VIDEO DIRECTOR....................................... TOM CARMODY

PHILADELPHIA EAGLES COACHING STAFF C/O PHILADELPHIA EAGLES

VETERANS STADIUM

3501 SOUTH BROAD STREET PHILADELPHIA, PA 19148

215-463-2500 215-339-5481

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PHILADELPHIA EAGLES SCALE OF FINES - 1994

A REPEAT VIOUTION OF THE FINES LISTED BELO\l VILL CAUSE THE FINE TO BE DOUBLED, TBEN TRIPLED j,ND CONTINUED VIOLATION THER.EAFTER HAY RESULT IN SUSPENSION FOR CONDUcr DETIUHENTAL!!!!

LeiSS OF ALL, OR PART OF PLAYBOOK, SCOUTING REPORT OR GAME PLAN ..... $1,000

FAILURE TO TURN IN COMPLETE SCOUTING REPORT AT FIRST TEAM MEETING AFTER

GAME. OJ it .. IF LATE II e .. ., e e I!I • OJ '" s e to 1& 111 II It • '" .. '" $ 100

UNEXCUSED LATE REPORTING FOR:

TEAM HEETINGS (CALLED TO ORDER) .......•.•..••.••.....•....•••• $ 200

VEIGHT TRAINING SESSION ' ....•.•... ~ ..••..•••...••. $ 200

Mr~ALS - " <!I ' It "", $ 200

PRACTICE GII " II 1iI Ill 1> $ 200

TRMtSPORTATION It \. 11 III $ 200

SCHEDULED APPOINTMENT VITH CLUB PHYSICIAN OR TRAINER .•...•••.. $ 200 SCHEDULED PROMOTIONAL ACTIVITY ...........•.•.............•.... $ 200

MANDATORY OFF-SEASON TRAINING CAMP $ 200

ClJRFEV " " " "',, " " III " " • ., " " • " • e •• " • (I • " •• " " • " • $ 200

FAILURE TO PROMPTLY REPORT INJURY TO CLUB PYYSICIAN OR TRAINER .•••• S 200

.... :' .

~~TERIAL FAILURE TO FOLLOV REHABILITATION PROGRAM PRESCRIBED BY CLUB PHYSICIAN OR TRAINER ... MAXIMUM FINE OF $1,000

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LOSING, DAMAGING, OR ALTERING CLUB PROVIDED EQUIPMENT (PLUS REPLACEMENT

~O S T) ., ., " ••••••• til ••• 110 " ••• It • " •• " " •••• It ••••• " • " " " ••••• " •••• $ 200

THROVING, KICKING FOOTBALL OR ANY OTHER OBJECT INTO STANDS ......•.. $ 200

UNEXCUSED MISSED MANDATORY:

TEAM MEETING .. "" .. "" .. " . ., ... ".".""""""""." .. " •. "."."."" (I • " " ••• ,,$1,000 MEAL .•• " ••.•.• ., .• 0 •• " " ••••••• " " (I • " • " " It " • " " " " " " " " " ••• " • " ••• " e " • $ 500

VEIGHT AND TRAINING SESSION .........•.••.••.•.•••.••••..•••••• $1,000

PRACTICE" " " " .. " " " e " " •• III " " " " •• " " " " •• " " • " " " " " e .. " • " • " " " • " " ., $1,000

BED CHECK.".""".".""",, .. ,,""""" 8 • e •••• " " " " ., • " " " • " " " " " " " , •• e " ••• " $1,000

SCHEDULED APPOINTMENT WITH CLUB PHYSICIAN OR REFERRED PHYSICIAN

~ OR TRAINER"""" .. """.",, .. e " • " " e " " " •• " •• " " • " • " " " •• e " " " " '. " • " •• " • $1 , 000

OFF-SEASON TRAINING CAMP ...•....•.•••.••.•.•...••••.•...•••••• $1,000

SPECIAL TEAM/TEAMS .......•.•...•...•.•.••......•.•••••.•.••••• $1,000

FAILURE TO FOLLOV CLUB REHABILITATION ..•.•.....•.•.•.....•.•.. $l,OOO SCHEDULED PROMOTIONAL ACTIVITY ....••.•••••.•••..•••......••.•• $l,OOO

CURFEV . (I " " $ •• 0 GI It •••• " " " • " It •• 0 " " •••• " " " It •••• " It " • " • " Ii $1 , 000

UNEXCUSED MISSED TRANSPORTATION ...............•..............•••••• $l,OOO PLUS TRANSPORTATION EXPENSE IF ANY.

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EJECTION FROM GAME $2,000

OVERYEIGHT PER POUND/PER DAY s SO

CONDUCT DETRIMENTAL TO CLUB ... MAXIMUM FINE OF AN AMOUNT TO EQUAL ONE YEEK'S SALARY AND/OR SUSPENSION YITHOUT PAY FOR A PERIOD NOT TO EXCEED FOUR (4) VEEKS.

CONDUCT DETRIMENTAL TO THE CLUB INCLUDES, BUT IS NOT LIMITED TO, VIOLATION OF ANY CLUB RULES, REGULATIONS OR POLICIES.

UNEXCUSED LATE REPORTING FOR OR ABSENCE FROM PRE-SEASON TRAINING CAMP BY A PLAYER UNDER CONTRACT (EXCEPT THOSE SIGNED AS UNRESTRICTED FREE AGENTS) --

MAXIMUM FINE OF $4,000 PER DAY .

UNEXCUSED LATE REPORTING FOR OR ABSENCE FROM PRE-SEASON TRAINING CAMP BY A PLAYER UNDER CONTRACT SIGNED AS AN UNRESTRICTED FREE AGENT -- MAXIMUM FINE OF $4,000 PER DAY, PLUS ONE VEEK'S REGULAR SEASON SALARY FOR EACH PRE-SEASON GAI·fE

MISSED. .

THE CLUB VILL PROMPTLY NOTIFY PLAYER OF ANY DISCIPLINE NOTICE OF ANY CLUB FINE .IN THE $4,000 MAXIMUM CATEGORY AND Or' ANY "CONDUCT DETRIMENTAL" FINE OR SUSPENSION VILL BE SENT TO THE NFLPA.

DISCIPLINE YILL BE IMPOSED UNIFORMLY ~ITHIN A CLUB ON ALL PLAYERS FOR THE SAME OFFENSE; HOWEVER THE CLUB MAY SPECIFY THE EVENTS YHICH CREATE AN ESCALATION OF THE DISCIPLINE, PROVIDED THE FORMULA FOR ESCALATION IS UNIFORM IN ITS APPLICATION. THE CLUB WILL PROMPTLY NOTIFY THE PLAYER OF ANY DISCIPLINE NOTICE AND NOTICE OF ANY CLUB FINE $4,000 OR MORE, AND ANY SUSPENSION YILL BE SENT TO THE NFLPA.

IN ADDITION, THE COMMISSIONER MAY IMPOSE FINES (AND OTHER APPROPRIATE DISCIPLINE, UP TO AN INCLUDING SUSPENSION FROM THE LEAGUE) FOR CONDUCT DETRIMENTAL TO THE NFL OR PROFESSIONAL FOOTBALL. AMONG THE TYPES OF OFFENSE FOR VEICH SUCH DISCIPLINARY ACTION MAY BE IMPOSED ARE: BETTING ON NFL GAMES, ASSOCIATING YITH GAMBLERS OR ENGAGING IN GAMBLING ACTIVITIES; ACCEPTING A BRIBE O~ FAILING TO REPORT A BRIBE OFFERj IMPROPER USE OF CIRCULATION OF DRUGS; FIGHTINGjCOMMISSION OF FLAGRANT FOULESj LEAVING THE BENCH AREA WILE A FIGHT IS IN PROGRESS AND OTHER GAME RELATED MISCONDUCT.

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LOCKER ROOM POLICY

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A locker room can be a pleasant room or it can be a very unpleasant spot to be 'if not cared for properly. Every squad member should do everything possible to make sure his contribution to the over-all a trno sphar a in the locker room is a winning one!

1. Keep your specific location clean and neat.

2. Don't leave food around your area.

3. Put what belongs in the trash in the trash. Don't leave old tape and bandages for someone else to pick up.

4. We use the mesh laundry bag system. Only that equipment which is placed in your bag will be returned to you. Jocks, socks, T-shirts and shorts are the only things that belong in this bag! Fasten bags securely at the top, making certain that your numbered flag is not inside the bag. Cotton goods will dry better if they are not ~olled up in a ball. Torn equipment can be easily exchanged at the equipment issue window. Lost equipment will be recorded and you will be charged for the missing items.

5.

The N.F.L. Constitution and By-Laws (Section 19.19) prohibits visitors in the locker room on game day. Absolutely no visitors before ~ game! No visitors allowed in locker room. The locker room is for football business only.

6. On Saturday before home games, family members are welcome to practice and locker room.

7. No radios will be allow in the locker room.

8. Under no circumstances are towels to be removed from your room or from the locker room.

9.

All mail and phone messages will be distributed daily in mail boxes provided. Check and remove your mail daily. phone messages received during meetings or practice will placed in your mail box. Check it after practice.

the Any be

10. Locker room dues will be handled by captains.

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PLAY

HEADS-UP·

FOOTBALL!

Don't Block or Tackle With the Top of Your Helmet

Rememhen.,

SEE WHAT YOU HIT!

c.: PROTECT YOUR SPINE AND NECK

NFL BENCH AREA SHOWING RESTRICTED ZONE

Each club is required to install a special GEO-TeXtile cover on the ground to define the area which limits players to a minimum of 12 feet from the sidelines. The cover is

rneant to ensure that while play is in progress, there will be no coaches or players .

within the white border, thus avoiding possible interference with officiating of the game. In the six-foot area between the back of the white border and the beginning of the bench cover, only the following persons will be permitted: the Head Coach, Assistant Coaches involved in calling defensive or offensive signals, Assistant coaches in charge of substitutions, and only those small groups of players ready to be sent into the game immediately (offensive or defensive packages). .

The League office will send initial warning letters "to clubs for a first violation of the border rules, followed by appropriate fines for all subsequent violations. The game officials will continue to issue wamings and work with the team's IIGet Back" Coach to prevent problems, and will call unsporstmanlike conduct penalties in cases of flagrant

violations after two warnings. /

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CHAIN CRel AND OFRCtALS ONLY

NATIONAL FOOTBALL LEAGUE

19209.1994

PAUL TAGUABUE Commissioner

MESSAGE FROM THE C01\1MISSIONER TO NFL PLAYERS

The NFL's 75th anniversary season in 1994 enables us to honor the accomplishments of the many individuals who have contributed to the growth of our league.

By working together, NFL players, coaches and administrators have built this league into the premier sports attraction in America that includes a growing worldwide audience.

Our mission now is to continue to work together to carry our game to even greater heights. To do so, I ask for your help in upholding important standards of professional conduct and sportsmanship -- both on and off the field.

On the field, we expect aggressive and spirited football at all times. However, we will not tolerate actions that fall outside the rules. You no doubt are aware of the incidents in other sports offighting and related misconduct. This type of behavior inflicts serious damage on a sport and its players. It will not be permitted in the NFL.

In particular we will pay close attention to flagrant hits or fouls which endanger your safety and the safety of your fellow players. On-field fights and other unsportsmanlike conduct, including taunting of opponents, abuse of game officials, and public obscenity also will result in discipline. There is no room in our game for anyef these actions.

Off the field, most players represent the NFL in an exceptional manner. You are held to high standards because of your responsibility to the millions of fans, especially young people, who follow the NFL. I encourage all players to view this as an opportunity to serve your communities at a time when there is a dramatic need for your help.

As I do every year, I will be traveling to training campsand attending games each week during the season. I ask that you continue to give me your ideas on how together we can reach our goals.

. I wish you all the best for a healthy and successful season as we join in celebrating the

NFL's historic 75th year. .

1994 TRAJNINGCAMP

NATIONAL FOOTBALL LEAGUE LEAGUE DISCIPLINE

addition to the discipline that your club may impose (see MAXIMUM CLUB DISCIPLINE SCHEDULE elsewhere in this playbook), you are subject to the separate authority of the Commissioner for violations of National Football League rules and policies.

The Commissioner may impose fines and other appropriate discipline, up to and including suspension or banishment from the League, for certain misconduct on the

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playing field, as well as for conduct detrimental to the integrity of or public confidence in

the NFL or the game of professional football. In accordance with the 1993 Collective

\ .. . ..

Bargaining Agreement, discipline involving unnecessary roughness or unsportsrnanllke

conduct on the playing field with respect to opposing players will be determined initially by a person appointed by the Commissioner after consultation concerning that appointment with the Executive Director of the NFL Players Association.

Some of the types of offenses which fall under the disciplinary authority of the Commissioner or, where appropriate, his designee are: betting on NFL games, associating with gamblers or engaging in gambling activities, accepting a bribe or failing to promptly report a bribe offer (see the page entitled GAMBLING elsewhere in this playbook); improper use Of circulation of drugs or other drug-related misconduct (see NFL SUBSTANCE ABUSE POLICIES elsewhere in this playbook); commission of flagrant fouls, fighting or unnecessarily entering the area of a fight; or other game-

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related misconduct.

Attached to this page is important information on several game-related violations and procedures involving their handling in the 1994 season.

Repeat violations may entail higher fines, ejection and/or suspension.

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1994 TRAINING CAMP

410 Park Avenue. New York. New York 10022 (212) 758-1500 FAX (212) 688-8545

NATIONAL FOOTBALL LEAGUE

1994 GAME-RELATED DISCIPLINE

THIS MEMORANDUM SPECIFIES SEVERAL NATIONAL FOOTBALL LEAGUE POLICIES THAT GOVERN GAME-RELATED DISCIPLINE AND THAT APPLY TO PLAYERS AND OTHER CLUB PERSONNEL DURING THE 1994 SEASON. YOU ALSO RECEIVE LEAGUE DISCIPLINARY POLICY THROUGH LOCKER-ROOM SIGNS, TRAINING-CAMP VIDEOS, AND OTHER PLAYBOOK INSERTS.

League discipline for game-related violations during the 1994 season includes, but is not limited to, the following (fines listed are min-LIDums):

VIOLATION

FIRST OFFENSE

Flagrant Personal Foul [Suspension or fine (duration of suspension or amount of fine to be determined by degree of violation; depending on the nature of the violation, the fine may be $10,000 or higher).]

~~~'~''' ... ,/ '..:_

Fighting $ 4,000

$ B,OOO

Unnecessarily Entering Fight Area .

Taunt i n9 .

Sportsmanship Violation (e.g., verb~l or other non-physical offense against game official i excessive profanity)

,..

(For physical contact/abuse of game official)

Excessive Demonstration .

Footballs Into Stands .

Foreign Substances on Body/Uniform ..... Other Uniform/Equipment Violations •....

2,500 2,000

5,000

4,000

1,500 5,000

.

3,000

10,000

1,500 1,500

3,000 3,000 8,000

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4,000 1,500

3,000

NOTE: If appropriate, violations committed in prior seasons will be considered when the level of discipline is established. For third offenses and beyond in the same season, the level will be established by' the Commissioner or his designee on a case-by-case basis.

SEE FOLLOWING PAGES FOR FURTHER DETAILS ON EACH VIOLATION

410 Park Avenue, New York, New York 10022 (212) 758-1500 FAX (212) 688-8545

Page 2

1994 GAME-RELATED DISCIPLINE

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Player Safety

The National Football league wants good, clean, hard-hitting action, not "cheap shots" or any other tactic meant to injure or intimidate. Flagrant personal fouls and unnecessary violence in general will be dealt with severely.

Actions such as fist or forearm blows to the head or neck, and speal'ing or other use of the helmet as a weapon against a virtually defenseless opponent (e.g., a passer; receiver in the act of catching a pass, or runner in the grasp of another tackler) may result in disqualification by the officials. In addition, you risk suspension or a very substantial fine.

Please keep in mind that the prohibition against butting, ramming, or spearing with the crown of the heJmet is also intended to preserve the hea1th of the player who commits such a foul. Protect your own neck and spine by keeping your head up so that you SEE WHAT YOU HIT.

Fighting

The NFL policy on fighting is very simple: DON'T FIGHT. AND IF A FIGHT BREAKS OUT INVOLVING OTHER PLAYERS, STAY AWAY.

If you are challenged, walk away from the problem and continue playing football. Fights in the NFL are pointless and only lead to penalties, as well as possible fines and disqualification from the game all of which hurt your team.

Keep in mind that even if you are not a participant in a fight, you may incur a significant fine for unnecessarily entering a fight area. "Peacemaking" won't be accepted as an excuse for entering the area; nor will coming to the defense of your fighting teammates. If you are already in the vicinity when someone else gets into a fight, move out immediately. If you are not near a fight, don't get close (this applies whether you are already in the game, entering for the next play, or located in the bench area).

Sportsmanship

Lack of mutual respect -- including derogatory remarks and abusive physical acts by coaches, players, and other club personnel aimed at opponents -- will not be tolerated during games or at other times. Physical contact (pushing,grabbing, etc.) with game officials or other abuse of officials is strictly prohibited and will result in fines, expUlsion from games, and may include suspensions. Public criticism of officiating, including abusive language and profanity aimed at officials during games, ;s also prohibited.

Coaches and players should keep in mind that every NFL game is broadcast on radio and television, and that there are open microphones near

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1994 GAME-RELATED DISCIPLINE

the playing field as well as close-up camera shots that permit easy lip-reading by viewers. The League and its participants are severely criticized whenever obscene or profane language or obscene gestures are carried or shown on the air. Serious incidents of this kind will warrant disciplinary action by the League.

Taunting

Taunting an opponent is a foul under NFL playing rules and will be called by the game officials (I5-yard penalty). In addition, the taunting player will be fined.

Any flagrant acts or remarks that deride, mock, bait, or embarrass an opponent are considered taunting. This includes, but is not limited to, spiking the football near a defender after a touchdown, shoving the ball at an opponent, or repeated finger-pointing. Remember, if you spike the ball near an opponent after a play, you risk being called for taunting even if you don't mean to taunt.

Player Demonstrations

Player demonstrations (e.g., end-zone dances) are not fouls under NFL playing rules and will not result in penalties by the game officials. However, if a demonstration constitutes taunting (see section immediately above), or if it is unsportsmanlike conduct or delays the game, a foul will be called.

Player demonstrations will be reviewed on tape by the League office.

If such an act is considered excessively unprofessional or in extremely poor taste, the involved player or players will be subject to fine.

Footballs Into the Stands

When a player unnecessarily delivers a football into the stands (by throwing, kicking, etc.) there is potential for crowd-control problems due to the fans' eagerness to claim the souvenir. This act will result in a fine.

However, if the ball is handed to a fan, or lightly tossed to someone · in the stands near the perimeter of the field, and no crowd-control or safety issues, potential or actual, exist, the involved player will not be fined.

On a related matter, physical contact with fans by players (e.g., a "high-five" by a scoring player with a fan along the edge of the field) will not result in automatic League fines. Such activity does, from time to time, .present crowd-control issues, and, in some instances, risks of player injury. Clubs are responsible for handling the matter responsibly within their normal stadium security operations.

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1994 GAME-RELATED DISCIPLINE

Fo~eign Substances on Body/Uniform

Since the use of foreign substances (e.g., stickum or slippery compounds) on a player's body or uniform involves a competitive aspect of the sport and can give a team an unfair advantage, game officials are aui;horized to remove a player from a game for this violation until it is corr ect.ed. In addition, the involved player will be subject to fine. If club personnel are implicated in the violation, they will also be subject to disciplinary action.

Other Uniform/Equipment Violations

Other violations of the NFL Uniform and Equipment Rules will result in appropriate fines. (See the posteC displayed in the locker room and the illustrated policy sheet in your training-camp playbooks.)

Game officials will check for adherence to this policy in the pregame locker room, in warm-ups, and, where appropriate, during the game. Players may be removed from a game until a violation ;s corrected.

Players are reminded that there are very specific rules about the wearing of commercial identification (e.g., company names and symbols), personal messages, and other special attachments to the uniform. Please review these on the policy sheet.

The League will attempt to give advance warning to players before impos;n9 a fine whenever a violation of the uniform/equipment rules is detected. However, such a warning is not mandatory. It;s your responsibility to be familiar with the rules and dress accordingly throughout the season.

Bench and Field-level Rules

Clubs and players are reminded that entertainers, athletes from other sports, player agents, politicians, and other public figures are prohibited in the bench area or elsewhere along the sidelines during a game, i.e., from the opening kickoff to the end of the game. Relatives of current players and relatives of former players also are not allowed.

For a first offense, the club will be fined $7,500; $15,000 for a second. Further offenses will bring SUbstantial escalation.

Players should be aware that in the 1994 season, for the first time, a special ground covering will be used in all bench areas to indicate where players are allowed to stand when not in the game (see illustration elsewhere in your playbook). Crowding near the sidelines has resulted in game officials being thrown off stride or knocked down while running along the solid white six-foot border to cover plays. Unauthorized entry into this border or the second six-foot area adjacent to it will subject players to fines.

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Page 5

1994 GAME-RELATED DISCIPLINE

Crowd Control and Security Measures

All NFL clubs are responsible for implementing adequate security measures, both in the stadium and outside it, before and after games, to avoid physical or verbal threats or hostilities between fans and team personnel, including players and coaches.

Do not hesitate to inform appropriate security and club personnel if you experience problems of extreme verbal or physical abuse "from fans in or outside the stadium on game-day.

Because this is for your protection, it is important that you do your part to make the security measures work. If any unauthorized fan enters the playing field, security forces, not you, are responsible for removing that person. Players must not get involved in removing fans from the playing field. Also, clubs are responsible for providing adequate security at locker,rooms, bench areas, and passageways used by players and coaches as they enter and exit the field. Players must not enter the stands oc otherwise confront fans at any time on game-day in response to abuse.

leave these problems to security personnel or you may be subject to disciplinary action.

For a variety of reasons, the playing field should be cleared as quickly as possible after games. But the League also encourages displays of good sportsmanship between teams and does not impose discipline for players shaking hands and meeting briefly on the field after the game.

THE NATIONAL FOOTBALL LEAGUE

1994 Training Camp

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ALCOHOL AND TOBACCO

In addition to the information on alcohol in the NFL Drugs ~f Abuse

Policy, you should be aware of the following League policy: .

.

NFL players, coaches, and other employee~ must not endorse or appear in advertisements for alcoholic beverages (including beer) or tobacco products.

While fully recognizing that the use of alcohol and tobacco is legal, the NFL nevertheless has long been of the view that participation in ads for sGch substances by jts employees may have a detrimental effect on the great number of young fans who follow our game. In particular, endorsements or other close identification of NF~ players with alcohol or tobacco could convey the erroneous impression that the use of such products is conducive to the development of athletic prowess, has contributed to their success, or at least has not hindered them in their performance.

For the above reasons, players and other club and League employees (including game officials) must not use alcohol or tobacco products while in the playing field area or while being interviewed on television.

Further, longstanding NFL policy prohibits the use or presence of alcoholic beverages in club locker rooms at any time.

1994 TRAINING C~~

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GAMBLING

The subjects of bribes and gambling are covered each summer in special training-camp discussions with players by members of the League's Secut-ity Department. You should be familiar with Paragraph 15 of your NFL Player. Contract (entitled "INTEGRITY OF GAME"), which stresses these and related subjects, as well as with the text of the following sign which is posted in

. every NFL locker room:

NOT ICE

TO NATIONAL FOOTBALL LEAGUE PERSONNEL

Bribes and Gambling

Among the types of conduct detrimental to the NFL and professional football that call for serious penalties are the fo 11 owi n9:

(1) Accepting a bribe or agreeing ·to throw or fix a game or to illegally influence its outcome;

(2) Failing to promptly report any bribe offer or any attempt to throw or fix a game or to illegally influence its outcome;

(3) Betting on any NFL game;

(4) Associating with gamblers or with gambling activities in a mann~r tending td bring discredit to the NFL.

Any such conduct may result in severe penalties, up to and including a fine and/or\suspension from the NFL for life.

PAUL TAGLIABUE Commissioner

You should also be aware that the League has a longstanding policy against any advertising or promotional activities by players, clubs, coaches or other management personnel that can reasonably be perceived as constituting affiliation with or endorsement of gambling or gambling-related activities. All club employees, including coaches and players, are prohibited from being associated with such activities through endorsements, commer-c i al s , ads, OJ''',_ public appearances. Violators will be subject to appropriate discipline.

Promotional appearances by players, coaches, or other club personnel involving casinos, sports books, gambling cruises, or similar activities are not permitted.

1994 TRAINING CAMP

TICKET SCALPING

The sale of a ticket at a price higher than face value is commonly known as scalping. Scalping of tickets to any NFL game -- preseason, regular season, or postseason -- by persons. within th~ league is d~trimental conduct and may result in disciplinary action against th~ violator.

Scalping is at the very least unethical behavior, and in some cases it is

against the law. Scalping suggests a desire to profit personally and perhaps illicitly on the coattails of the ~eague/s popularity. Such conduct will not be tolerated.

All NFL personnel should be aware that NFL policy prohibits scalping any ticket to an NFL game, regardless of whether that ticket was given to them

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free, purchased at face value, or purchased for more than face value. and

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regardless of whether the scalping occurs in a district where scalping is otherwise permitted by law.

1994 TRAINING CAMP

".

'0!~t~

?

COOPERATION WITH NEWS MEDIA

Reasonable cooperation with the news media is essential to the continuing popularity of our game and its players.

It is important that each coach and player be courteous and prompt in appointments with radio and television broadcasters and newspaper reporters. Please recognize that each member of the media., like you, has a job to perform.

A players obligation to offer reasonable media cooperation is set forth in his NFL Player Contract, Paragraph 4 of which reads in part: "Player will cooperate with the news media and will participate upon request in reasonable promotional activities of Club and League." This is underscored in the Collective Bargaining Agreement, in which the NFL Players Association pledges to "use its best efforts to ensure that the players cooperate with the clubs and the news media in reasonable promotional activities on behalf of the clubs and the NFL. II

Each club has been instructed by the Commissioner to remind each NFL player of his obligation under his contract, his union agreement, and club and League policies. In cases of significant violations, a club may be fined no less than $1,000 for each incident, escalating to more serious disciplinary action for consistent violators.

The club's public relations director and his assistants are available to assist you at all times in your dealings with the media. To this end, the public relations staffwill make an effort to arrange appointments that will serve your best interests and be of value to you not only during your NFL years but also in your personal business endeavors. We encourage you to seek their advice.

We strongly urge you to fulfill your professional obligation to be available to the media during designated times of the week. During the normal practice week, your locker room will be open to the media at least three times per week C¥0nday, Wednesday, and Thursday if you are off Tuesday) for a minimum of30-45 minutes per day. Following games, the locker room will remain closed for 10-12 minutes before opening to all members of the media, including women.··ln order to afford you reasonable privacy, your team will screen off the shower area in your locker room and provide you with wrap-around towels or other appropriate clothing.

Selected players will be asked each week to spend a few minutes after practice on Friday or Saturday with the announcers from the network televising your game. In addition, one player each week will be requested to speak: to a group of reporters in the city of your upcoming opponent by telephone conference call. These are both good opportunities to provide positive information about you and your team to influential members of the media. Your cooperation is expected.

The media is a direct link between you and the fans who support our game. Therefore, it is important to you and this club that you present yourself to the media in a manner and style in which you yourself would like to be received and treated.

Remember that cooperating with the news media is part of your job. Take advantage by making it work in the best interests of you and your team.

1994 TRAININGCM1P

.~;~

.:~~:s.

USE OF THE HELMET

All football helmets in use in the National Football League must carry a special warning label. If your helmet does not have such a label, please see your equipment manager for a replacement. Do not remove ex{sting labels under

any circumstances.

Read the warning carefully a~d heed its message at all times.

It ..

1994 TRAINING CAMP

.....

'.

.~- .. . ~ .. : -~

Z'

NFL UNIFORM AND EQUIPMENT RULES

HELMET WITH FACEMASK (CHIN STRAP FASTENED)

SHOULDER PADS

THE JERSEY MUST BE TUCKED IN AT THE WAIST. EXTRA·SHORT JERSEYS OR THOSE CUT AT OR ABOVE THE WAIST ARE PROHIBITED.

VIOLATION e

HIP PADS

THIGH PADS

TOWELS ARE LIMITED TO A MAXIMUM OF 6 INCHES WIDE AND 8 INCHES LONG AND MUST BE TUCKED INTO THE FRONT WAIST OF THE PANTS.

VIOLATION

THE EXTERIOR STOCKING MUST BE A ONE·PIECE UNIT SOUD WHITE FROM THE TOP OF THE SHOE TO NO HIGHER THAN

THE MIDPOINT OF THE LOWER LEG. WITH APPROVED TEAM COLOR OR COLORS FROM THAT MIDPOINT TO THE TOP OF THE STOCKING.

ALL-WHITE OR ALL·BLACK SHOES THROUGHOUT TEAM

SLEEVES MUST NOT BE TORN ORCVT.

STOC1\lNCiS MUST MElI Tt:::

UNIFOf'lM PANTS BELOW 1hE:

KNEES.

~

PAf'l,S MUST BE PULLED I ONN OVER THE l\~IEES. THE KI.E::

AREA OF THE p/VlTS MUS r NOT BE A.LTEf-iED OR CUT MV;' {.

TAPE USED ON SHOES OR STOCKINGS MUST EITHER BE TRANSPARENT 011 OF A MATCHING COLOR

NFL UNIFORM AND EQUIPMENT RULES

GENERAL POLICY Throughout the game-day period while in view of the stadium and television audience, including during pregame WatTTHJPS, all players must dress in a professional manner under the League's unifonn standards. They must wear suitable padding and other equipment offering reasonable protection to themselves while reasonably avoiding risk of injury to other players. And they generally must present an appearance that is appropriate to representing their individua] cl'!hs and the National Football League. The term unitorrn, as used in this policv, appli~s til every piece of equipment worn by a player, includinq helmet, shoulder P8tJS, ttligh pads, knee pads, and any other item of protective gear, and to every '1i5lble item of apparel, including but not limited to pants, jerseys, wristbands, gl'.'V8S, stockings, shoes, vrslble undergarments, and accessories such as head coverinqs worn under helmets and hand towels. All visible rtems worn 011 game day by ~'Iayers must be issued by the club or the League. or, if from outside sources, rnust have approval in advance by the League.

MI\ HDATORY EQUIPMENT, APPAREL All players must We<!! the equipment awl unifo"'l apoaret listed below, which must be of a suitably protective nature, must be d'?signed and produced by a professional manufacturer. and must not be cut, reduced III size, or otherwise altered unless for medical reasons approved in advance by the Commissioner; provided, however, that during pregame warmups player s may omit certain protective equipment at their option, except that belmets must be worn.

Helrnef s , Face Protectors Helmet with chin strap fastened and facemask attached. Facernasks must not be more than "·inch in diameter and must be made cf rounded material; transparent materials are prohibited. Plastic face shields, ei. tiler clear or lightly tinted, for eye protection are optional, provided the League office is supplied in advance with appropnate medical documentation that the shield is needed. No visible identification of a manufacturer's name or lego on the exterior of the helmet or any attachment to a helmet is pennitted unless provided for under a commercial arrangement between the League and manufacturer; in no event is identification of any h'llmet manufacturer permitted on the visible surface of a rear cervical pad. 1111 hel,~ets must carry, on the rear lower·right exterior, an approved warmnq label. (Such labels will be supplied in quantity by the League office.)

Jerseys Jerseys that cover all pads and other protective equipment worn on the torso and upper arms, and that IS appropriately tailored to remain tucked into the uniform rWlIs throuqhout the game. Tearaway jerseys are prohibited. Mesh jerseys with large fishnet rnatenal (commonly referred to as bullet-hole or port-hqle mesh) also are prohibited. Surnames of players in letters of 2:> O:;l-es high must I)e affixed to the exterior of jerseys across the upper back above the numerals; nicknames are prohibited: and in cases of duplicate surnames. the first initial of the given name must be used.

Numerals Numerals on the back and front of jerseys as specified under NFL rules for the player's specific: position. Such numerals must be a minimum of 8 inches high and 4 inches wide, and their color must be in sharp contrast with the color of the jersey.

Pants Pants that are worn over the entire knee area; pants shortened or rolled up to meet U'e stockings above the knee are prohibited. No part of the pants may be cut away unle ss an appropriate gusset or other device is used to replace the removed material.

Shoulder Pads Shoulder pads that are completely covered by:!':e unfform jersey. Hip Pads Hip pads tt,,,! are covered by the outer uniform; provided, however. that punters and placekick=rs may omit such pads.

Thigh Pads Thigh pads; provided, however, that punters and placekickers may omit such pads.

Knee Pads Knee pads; provided, however, that punters and placekickers may omit sudl pads. Basketball-type knee pads are permitted but must be covered by tile outer uniform.

Stor.kings Stockings that cover the entire area frorn the shoe to the bottom of the pants, and that meet the pants below the knee. Players are permitted to wear as many layers of stockinqs and tape on the lower leg as they prefer. provided the exterior is a one-piece stocking that includes solid white from the top of the shoe to no higher than the mid- point of the lower leg, and approved team color or colors (non-white) from that point to the top of the stocking. Uniform stockings may not be altere!.! (e.g. over-stretched, or cut at the toe) in order to bring the line between solid white and team colors higher than the mid-point 01 the lower leg. No other stockings and/or opaque tape may be worn over the one-piece. two-color uniform stocking. Barefoot punters and placekickers may omit the stocking of the kicking foot ;n preparation for and during kicking plays.

Sh(1~~ Shoes that are of a standard football design. Kicking shoes must not be Inodrtied, and any shoe that is worn by a player with an artificial limb on his kick· ing leg must have a kicking surface which confonns to that of a normal kicking shoe. Punters and placekickers may omit the shoe from the kicking foot in prepar31;0n br and during kicking plays. All players on the same team must wear the s~rn~ color shoe (either all white or all black, with all·white or all- black laces, whichever are applicable). Punters and placekickers are permitted, only on plays in '{,hich they line up to kick. to deviate temporarily from this rule, e.g. by wearing one ')I~cl< and one white shoe. or two black shoes while the rest crt the team wears white. Any commercial names or logos that are visible on shoes must be in cornplianCp.Nlth the League's currently operative shoe policy and contracts with shoe companies. Players are prohibited from applying the names or logos of shoe cornpanies (even those that have contracts with the League) on the exterior of tape at the ankle area or elsewhere over the shoe.

OTHER PROHIBITED EQUIPMENT, APPAREL In addition to the several protubitad items of equipment and apparel specified above. the following also are prohibited:

Projecting Objects Metal or other hard objects that project from a player's person or unrtorm, including from his shoes,

Uncovered Hard Objects, Substances Hard Objects and substances, including but not limited to casts, guardS, or braces for hand, wrist. forearm, Elbow, hip. thigh, knee, shin, unless such items are appropriately covered on all eeges and surfaces by a minimum of *-inch foam rubber or similar soft material. Arly such item worn to protect an injury must be reported by the applicable coaching s:atf to the Umpire in advance of the game, and a description of the injury must be provided.

Detachable Toe Detachable kicking toe.

Torn Items Torn or improperly fitting equipment creating a risk of injury to ot"ler players, e.g. the hard surface of shoulder pads exposed by a damaged jersey.

Improper Cleats Shoe cleats made of aluminum or other material that may chip fracture. or develop a cutting edge .. COnical cleats wrth concave sides or po!~ / .... wh!Ch measure less than %-Inch In .dlameter at the tips, or cleats with oblong ends <", which measure less than y.. by Y.·lnch at the end nos also are prohibited. Ny100 ·::-.· •• ~."'7

cleats with flat steel tips are permitted. -

improper Tape Opaque, contrasting· color tape that covers any part of the helmet, jersey, pants. stocxinqs, or shoes; transparent tape or tape of the same coi-

or as the background material is permissible for use on these Items 01 apparel Players may use opaque white tape on hands and arms, provided it conforms to 'Uncovered Hard Objects, Substances" above and "Improper Glove Color 00 Linemen - below. Opaque tape on shoes is permitted. provided It is the same coi-

or as the shoe, and provided it does not carry up into the stOCking area.

Improper Glove Color on Linemen Gloves, wrappings, elbow pads, and other Items worn on the arms below or over the jersey sleeves by interior offenSive linemen (excluding tight ends) which are of a color different from that which IS mandatorily reported to the league office by the club before July 1 each year. Such reported color must be white or other official. color of the applicable team.

Approved Glove Color Players at other positions (non-interior linemen) also IT\J'f wear gloves, provided they are NFL·Properties·licensed items aoprovec by the League office for wear on the field, and provided they are solid white or a solid coi-

or that is an official color of the applicable club. Clubs are not required to designate to the League office by July 1 the color of gloves that Will by worn by th~ non-interior linemen.

Garments Under Jerseys No T'shirts or other unapproved garments under game jerseys may extend past the sleeves of the game jersey. Any turtleneck sweater or other garment which is exposed at the neck area and which carries an exposed commercial name or logo must be an NFL·Properties·!icensed item approved by the League office for Near on the field. If a player elects to wear a garment the sleeves of which extend below the sleeves of the regular game iersev, that garment must be full·length (to wrist). All members of the same team who .... -ear lonq- sleeve gannents exposed below the sleeves of the game jersey must Weal the same color on a given day, which color must be white or a solid color that is an official color of the applicable club (solid means that such long sleeves must not carry stripes, desiqns, or team names).

Adhesive, Slippery Substances Adhesive or slippery substances on the body. equipment. or uniform of any player; provided. however. that players may wear gloves which have a tackified surface if such tacky substance does not adhere to the football or otherwise cause handling problems for players.

OPTIONAL EQUIPMENT Among tile types of optional equiprnent that are permitted to be worn by players are the Iollcwinq;

Rib Protectors Rib protectors ("flak jackets') under the jersey.

Wristbands Wristbands. provided they are white or in official team colors. Towets Towels, prnvided they are white NFL·Properties·licensed towels approved by the League office for use on the playing field. Players are prohibited from adding to these towels any personal messages, logos, names, symbols, or ijlus- ...... trations. Such towels also must be attached to or tucked into the front waist 01 the

pants, and must be no longer than 6 by 8 inches (slightly larger size may be is-'

sued to quarterbacks, or may be folded to these limits for wearing in games). A

player may wear no more than one towel. Players are prohibited from discarCing

on the plaYIng field any loose towels or other materials used for wiping the hands

and the football. Sireamers or ribbons, regardless of length, hanging from any part

of the uniform, including the helmet, are prohibited.

Head Coverings Head coverings worn under the helmet, e.g. sweatbands and bandannas, are permissible and may be visible in the bench area, provided that they are of a solid color (official team color) and issued by the club, and further provided that no portion hangs from or is otherwise visible outside the helmet d16- ing play. Basebalt-tvpe caps may be worn in the bench area, provided they are n official team colors and issued by the club.

lOGOS AND COMMERCIAL IDENTIFICATION Throughout the period on game day that a player is visiole to the stadium and television audience (including in pregame warm-ups, in the bench area, and during postgame interviews in the locker room or on the field), players are prohibited from wearing, displaying, or orally promoting equipment, apparel, or other items that carry commercial names or logos of companies, unless such commercial identification has been approved in advance by the League office. The size of any approved logo or other c0mmercial identification involved in an agreement between a manufacturer and the League will be modest and unobtrusive, and there is no assurance that it win be visible to the television audience, Subject to any Mure approval arrangemerts With manufacturer and subject to any decision by the Commissioner to suspend enforcement of this provision temporarily governing shoes. visible logos. and names of shoes are prohibited, including on the sole of the shoe that may be seen from time to time during games, When shoe logos and names are covered wilt! appropriate use of tape. the logos or name of the shoe manufacturer must not be re-applied to the exterior of the tape unless advance approval is granted by the League office.

PERSONAL MESSAGES Throughout the period on game day that a player is visible to the stadium and television audience (including in pregame warm-ups. n

the bench area, and during postgame interviews in the locker room or on the field), players are prohibited from wearing. displaying, or otherwise conveyYlg personal messages either in writing or illustration, unless such message has been approved in advance by the League office. Items such as armbands and jersey patches worn to celebrate anniversaries of events, to promote charities. to r8':09'

nize causes and campaigns, or to honor or commemorate personages also ;ye prohibited unless approved in advance by the League office. Further, such arm- ~'. bands and jersey patches must be modest in Size. tasteful, non-commercial, and '; .. -. non-controversial; must not be worn for more than one football season; and J .. "'':': approved lor use by a specific team, must not be worn by players on other teams ' ..... -

in the League. -

GENERAL APPEARANCE Consistent with the League's ee;uipment and U1 form rules, players must otherwise present a prolessional and appropriate appear, anee while before the public on game day. Among the types of activity that are prohibited are use of tobacco products (smokeless included) while in the bench area and use of facial makeup.

.--,..

:.: .

Copvrioht 1': 1994 N'1lional Foothilll LeaqllP All ""hts reserv"d.

DEFENSIVE END IN TOUGH TECH~lQUE - 4 HEAD UP OT

lDli UTS

-45-

o 000000

• •

,;:3\ i

1.EFT OUTSIDE LANE

LON UXXI ~ P A 'I'"rlliN

O'T

~DOO

/f~00

010000

I •

0~:060~

20. SLIP

GET OFF ON BALL OR MOVt~rh!. txPLODE UPFIELD AND FIND SCRE~. MIRROR. DELIVER INSIDE BLO~. HANDS INSIDE, LOCK OUT AND SQUEEZE. DON'T ALLO~ TE TO GET BE~EEN. SLIDE DO~ AND PURSUE.

n. or PASS SET

2 1 • I.lI1'UTDfC! nAP

GE! OFF ON BALL OR MOVE~Eh!. EXPLODE UPFIELD AND FIND SCRE~. MIRROR. SET • PASS! RUSH. OT'S OUTSIDE RELEASE ~!A~S TRAP. CLOSE DO~~ AND SPILL. PLAY PASS FIRST!

. 22. CX>LLAPSI

GET orF ON BALt OR MOVE~EST. EXPLODE UPFIELD AND Flh~ SCRE~. MIRROR. SET • PASS! RUSH. DO NOT LET OT GRAB HOLD! SHED, SPIN OR SPILL INSIDE. PLAY PASS FIRST!

23. OlAV

GET orF ~N BAtL OR MOVE~Eh!. EXPLODE UPFIELD AND FIND SCRE~. SET • PASS! RUSH. REACT BACK AND--oYVERT BACK'S COURSE. ~LAY PASS FIRST!

24. mopuCl PloSS

GET OFF ON BALL OR MOVEMENT. EXPLODE UPFIELD AND FIND SCRE~. SET. PASS!., lUSH, lUSH. lUSH. vSi:A MOVE AND STAY IN YOUR LANE.

ooo~..o . -( .. 0

OOoopf' ·

OODOfo

RIGHT OUTSIDE LANE

STRENGTH

A. STRENGTH IS DEFINED AS THE TWO RECEIVER SIDE FOR COVERAGES PURPOSES.

WHETHER IT IS A REGULAR FORMATION OR A SLOT FORMATION.

B. THE DEFENSIVE FRONT STRENGTH IS J\J..WAYS DETERMINED BYTE LOCATION.

C. THE BACKFIELD SET IS DESCRIBED SEPARATELY AND DOES NOT CHANGE STRENGTH.

800800

RED LEFT

<'"'""\
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G) 0"0800G)
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RED SLOT LEFT
---

®
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CD
DOUBLE RIGHT
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(ACE PERSONNEL) DOUBLE LEFT
(ACE STRENGTH MUST BE DECLARED) THE FOLlOWING IS A LIST OF NAHES USED TO DENOTE THE PERSONNEL IN .THE GAME:

f\.CE - 2 TE. 2 WR, 1 RB DEUCE - 2 TE, 2 RB, 1 WR 3R - 3 WR, 2 RB

'I,'REY - 3 WR, 1 TE, 1 RB
QUARTER - 4 WR, 1 RB
POYJER - 3 TE, 2 RB (S.Y. & G.L. SITUATIONS USUALLY)
3Y - 3 TE, 1 RB, 1 WR
3B - 3 RB, 1 TE, 1 WR THE DEFENSIVE SIGNAL CALLERS, THE SAFETIES AND LINEBACKERS WILL YELL OUT THE

PERSONNi~L AS THEY ENTER THE GANE. (CORN'ERS ARE RESPONSIBLE FOR KNOWING WR

IN GANE).

THE FOL LOWING IS A LIST OF NAMES USED TO DENOTE FORMATIONS:

RED - BACKS SPLIT (RED SLOT)

llLHE -itA" BACK OFFSET TO TE (BLUE SLOT)

BROWN-!(A" BACK OFFSET AWAY FROM TE (BROWN SLOT) STRONG -"B" BACK OFFSET TO TE '~"DEEP

WEAK-liB" BACK OFFSET AWAY FROM TE I~IIDEEP

I - BACKS IN I FORMATION (I SLOT)

DOUBLE

DOUBLE SLOT

TRIPLE

TRIPLE SLOT

SPREAD .. NO BACKS IN THE BACKFIELD

.. ~1~;;

«>:»» •. ~., .e.

"2-

EQUIPMENT ROOM POLICY

The equipment ,room is a highly organized business room, not a social hall. Players ~ ~ allowed inside the __ equ Lpmerrt; room.

4.
5.
6.
7.
"
.I
8. 1. Report any problem right away. Don't wait until just before practice.

2. Make sure all your equipment fits properly. Have the equipment manager or trainer check it!

3. Take a periodical check on your equipment making sure it is in sound condition. Remember. the body you are protecting is your own.

Do Not alter any piece of equipment. All alterations will be done by the equipment manager.

The uniform of the day will be announced. That uniform must be worn in total!

Do Not harass the equipment people. Treat them as a coach!

Please sign the autograph footballs each morning upon ariival!

Hang up your uniform after each workout. Place all dirty laundry in the hampers provided and all waste materials in the proper receptacles. Keep your lockers clean as possible. Leave as little as possible on the floor.

EQUIPMENT POLICY

1. All equipment issued to you is the property of the Philadelphia Eagles and is to be worn only for authorized practices.

2. Due to the nature of training camp. all shoes must be paid for in cash at the time of purchase.

3. New game shoes will be provided whenever it is deemed necessary by the equipment manager.

4. UNIFORM REGULATIONS:

A. All game shoes will be white. This applies only to the regular season games. No other color shoe will be allowed.

B. The top of your game stockings must reach the bottom of your game pants.

-5-

TRAINING ROOH POLICY

~

::\~9

The training room is not a lounge. There is no question that the problems of-your life and team can be solved in the training room, but the main problem we are trying to solve is -the losing problem. Therefore. only those needing tape. first aid or treatment should be in the training rOOm. There is no harm in visiting in the training room when the r~sh hours are over, but stay out otherwise!

1. Wear shorts in the training room for all treatmentj and taping.

2. Wear shorts or supporter while taking whirlpool treatments.

Following the whirlpool treatment. dry off in that specific area, not on the carpet.

3. Do not throw old tape, dirty laundry, equipment or any other articles on the floor. Your cooperation in keeping the area clean will be greatly app~eciated. After all. it is your "second home" - take care of the facilities.

4. There will be no smoking, no tobacco chewing. no snuff dipping. no food or drinks permitted in the training room.

5.

Report all injuries to the trainers. If any injury is not detected until you get home, report it the first thing the next day. If we had played a Sunday game, then you should report the injury on Monday morning. If you fail to report for treatment then you will be expected to suit up and participate in practice.

._

6.

Any player who disregards a Trainers or Doctors appointment will be fined as scheduled.

7.

No one is to use theraputic equipment unless under the trainers supervision.

8. A player reporting late for a scheduled treatment must wait until others who are on time are finished.

9. All injured players are expected to be on time for all scheduled events, meetings and practices, unless excused by the He~d Coach.

10. Players that are partially injured but can participate in

limited action will wear sweats on the field unless excused

by the HEAD COACH. No ~ receives treatments during meeting

and practice periods. If in pads, you will be expected to go full speed. The trainers can get a player excused if coordinated with the coaches involved!

Ii.

No football equipment will be brought into the training room - shoes - pads - helmets, unless brought in for adjustments by

a trainer.

12. Treatment will be given before and after practice, and immediately after the evening meeting.

'13. The TELEPHONE in the Training Room is a business phone. Do NOT ask to use it. Use the t~iphone in the Locker Room for all calls including Public Relations.

14. The TRAINERS are part of the COACHING STAFF. 'Treat them accordingly.

15. Should an injury or illness problem arise during the night feel free to call Otho Davis at home. (609-235-2867). If he is not there leave your name, your phone number and the problem and he will get back to you. Coach Ryan's private line at the Eagles office is 334-8002.

PLAYER WEIGHT POLICY

1. Weigh-ins will be held each week. Players not making the prescribed weight will be fined according to the fine schedule. WEIGH-INS

WILL BE HELD EVERY SATURDAY!

2. The only person that can alter a designated players weight is the head coach.

3. Weight discipline is for your own good. There is a best weight for every player. It is your job to keep it there.

WEIGHT ROOH

The weight room is another area restricted to Eagle personnel. Once in the weight room your attitude should be the same as it is on the practice field. ALL BUSINESS! Work hard and you will be able to measure your improvement. No food, drinks, cigarette smoking or tobacco chewing allowed! All weight training programs during the season are mandatory and only the trainers c ar. excuse you!

GAHBLING POLICY

Simple! Gambling of any sort is not allowed. As you well know, gambling

is a serious problem in all sports. Avoid any association with known gamblers. Stay out of establishments that are known to cater to gamblers.

Be alert for strangers that appear to be over nice and too inquisitive in regard to our football team. If you are suspicious of anyone, please repo~t it to the Head Coach. This rule applies to training camp and plane trips.

DRUGS

It is a known fact that there is no way drugs can help you and they very

well could hurt you, so drugs of any kind will not be used by Eagle football players unless prescribed by the team physician. There are many documented cases where drugs have ruined peoples lives. On the other hand, can you name one person that has be~efitted from the use of drugs. Again, the use of drugs will not be condoned by your Head Coach.

-7-

LOCKER ROOM AND EQUIPMENT ROOH POLICIES

1. The locker room and weight room are OFF-LIMITS at ALL times to anyone not currently employed by the Eagles organization. No gue s ts or visitors are p e rmf.t t e d in the locker· room.

~ r: ;>:}

.....

.. "

2. All issued equipment is the property of the Ph~ladelphia Eagles.

Do not cut or alter any equipment issued to you. Any alterations must be made by the Equipment Manager. This includes ALL game and practice equipment. Players will be charged for ALL lost equipment. Damaged or torn equipment can be exchanged at the issue window.

3. After practice, make sure that your socks, jocks, T-shirts and shorts are put in your laundry bag and it is securely fastened.

Do not put jerseys, pants. sweats, thermals or towels in your

bag. Turn laundry in as spon as possible after practice. Pants and jerseys should be turned in as needed. -Un Saturday, only bags and towels will be washed.

4. It is extremely important that you place ALL of your dirty laundry IN a laundry hamper --- all laundry thrown on the floor will be returned to your locker.

5.

All trash (tape, cups, sandwiches. fruit) must be placed in trash cans. Everyone must share this locker room so please help to keep it clean. Large empty boxes should be placed next to trash containers --- not in them.

.. -: ..

6. Please keep your lockers clean. Hang your equipment up --- do not leave it on the floor --- remember only six (6) pairs of shoes will be allowed per locker.

7. Check your equipment before practice. Make sure ALL of your equipment is okay. Do not leave the locker room missing pads or cleats.

8. All wraps, ice bags and hydrocollator pads must be returned to the training room when you are finished with them.

9. No radios or tape players are allowed in the locker room. Personal stereos with headsets are okay.

10. When going on the road or returning to Philadelphia, please pack your equipment bags BEFORE you shower. Zip them up so. we will know that you are finished.

-8-

PERSONNEL CATEGORIES

,/~~\\

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Personnel - Normal
® ~ 2 - Backs
1 - Tight End
@ cY>ooBoo 2 - Wide Receivers
®
RED LEFT
._
® Personnel - ACE
1 - Back
@ ~00800® ~ 2 - Tight Ends
2' - Wide Receivers
(ACE) DOUBLE LEFT
® ® Personnel - DEUCE I
2 - Backs
G 0 2 - Tight Ends "
~00000® 1 - Wide Receivers
(DEUCE) RED LEFT
Personnel - 3R
® Q) 2 - Backs
® 0'0800 3 - Wide Receivers
® 0
(3R) RED SLOT LEFT
® Personnel - TREY
~ 1 - Back
(]) o08oo® 1 - Tight End
® 3 - Wide Receivers
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(TREY) DOUBLE SLOT LEFT
® @ Personnel~QUARTER(4~
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® 1 - Back
(]> 4 - Wide Receivers
® 00000 ~ ,
(QUARTER) SHOT GUN DOUBLE SLOT LEFT
Personnel - POWER
® Q) 2 - Backs
;
® cr>00800('!) 3 - Tight Ends
(POWER) BROWN LEFT
CW Personnel - 3Y
1 - Back
(ij)@ ~00800 3 - Tight Ends
® 1 - Wide Re c I ve r
(3Y) TRIPLE LEFT BUNCH )

-~-

RECEIVER ALIGNM$NT

"X" - ALIGNMENTS

o (0 800~000

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. :.i\it!

FLEX

0-2 YDS.) (3-5YDS.)

"z" - ALIGN:HENTS

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YDS) YDS)

OFF' G)

~OO~OO

"y" - ALIGNMENTS

EXCR\NGE

POC

NORMAL

!'SLOT" - ALIGNMENTS G) G)
NORMAL CLOSE
G) G) 00200Q
(~ 4 YDS. 1-3
OR YDS.
:HORE
"SLOT" - UP (0 G)
1:=0 NORMAL CLOSE ~
0 QOO/\/OOG) "BACK" - ALIGNMENTS

o AlB

OUTSIDE

Q

.. - '\

, X • , ,

COULD BE "y"

COULD BE "RIt

-L· -

FORMATIONS

--
REGUALR SET: Wide receivers. X and Z, on opposite sides; the tight end, Y, on the
strortgside; both backs, A and B. aligned in the backfield.
0 "0
@ 000800 G
NORMAL PERSONNEL RED LEFT
G) Q ~ Q)
<D 000800 G) 0
G 000DC)O Q
BROWN".·LEFT BLUE LEFT
0 Q
CD G
<3 0 @ 0
000000 ® QOOOC)O €)
STRONG LEFT WEAK LEFT
S I G 0
G) 000800 CD 000800
; 0 CD
/
I LEFT - RED LEFT SWITCH
.C? 0 G 0 G
0)" G) 0
0000000 Q) 00000 '0
RED LEFT TIGHT RED LEFT ny" OFF
CD 0 CD G
@ 0 @ 0 .
CD 00000 0) 0)00000 (3
RED LEFT Y poe RED LEFT CLOSE -5-

. "."

FORMATIONS

SLOT SET: Both Wide Receivers, Sand '101, are on the same side; the Tight End, is on the opposite side; both Backs, A and B, aligned in the backfield.

.

NOR~ PERSONNEL

@ .(0 008000

RED SLOT LEFT

BROWN SLOT LEFT
0
Q)
0 00800e!)
(0
STRONG SLOT LEFT
0
0
CD 0
0 000000
I SLOT LEFT
.
8 0
@ 00800
G
RED SLOT LEFT T OPEN
0 ®
® 008000
CD
RED SLOT "up" LEFT CD CD 008000

\

-6-

G) 0 00800G)

BLUE SLOT LEFT

o OODOO(!)

WEAK SLOT LEFT

€) G o 000000

RED SLOT LEFT SWITCH

STRONG SLOT LEFT CLOSE

o 0 o CDOODOO(£)

RED .SLOT "up" UFT CLOSE

(::.~~

. .; .

_::..

-

__ ----~------------------~FO~~~T~IO~N~S~----------------------.-

/---'(> _:;;)

DOUBLE LEFT nyn OFF

DOUBLE SET: Wide Receivers, X and Z, on oppos ite sides; the Tight End, Y. on the strongsidej one back is aligned out of the backfield to the single receiver side; the other back remains in the backfield.

o CD 000000

~_N~O~~~L~p~EM~omm~L~ D_O_UB_LE.-LE_F_T _

CD 000

(000000 0

G)

o (VOODOO

(;) ()

o @00800€l

DOUBLE LEFT "B" OFF

G

8 Q)

000 00

DOUBLE LEFT "B" OUT

o

(v

~---------------------------+--------------------------.--

o 000800

DOUBLE LEFT nBn OUTSIDE

o CD 000000

DOU"BLE LEFT STRONG

~---------------------------r---------------------------

DOUBLE LEFT WEAK

DOU"BLE LEFT ''Y'' POC

G)

0) 0 0 00000

G)

V 0 0

CD 00000 (3)

DOUBLE LEFT OUT nyn EXCHANGE.

FORMATIONS

Both Wide Receivers, Sand W, are on the same side; the Tight End, R, is on the opposite side; one back is aligned out of the backfield to the tight end side; the other back remains in the backfield.

8 . Q 00 000

HOIDiAL PERSONNEL

~.- ------------------~-----.----------------------------~

DOUBLE SLOT LEFT

CD 00800<0

Q

o 0 000000

DOUBLE SLOT LEFT "B" WING

DOUBLE SLOT LEFT 'WIDE

t

o

. 0 (;)

000000

DOUBI.E SLOT "up" LEFT

o

CD 0

® 000000

G) 008000

DOUBLE SLOT LEFT STRONG 'WIDE

DOUBI.E SLOT LEFT "B" WIDE

o 0 000000

DOUBLE SLOT LEFT WEAK

<D

G) 0 0 CD 00000

DOUBLE SLOT LEFT "R" EXCHANGE

G)

o G 00000

DOUBLE SLOT LEFT URn OFF

o

® 0 @ 00000

CD 8 . 00 000

DOUBLE SLOT LEFT CLOSE

DOUBLE SI.OT LEFT CLOSE URn OFF

-8-

" .. -,

.,

l I",

~.:, \

I \

TRIPLE SET: Wide Receivers, X and Z,on opposite sides; the Tight End, K, on the strongside; one back is aligned out of the backfield to the two receiver side; the other back remains in the backfield.

CD

0) 0 000000

NORMAL PERSONNEL

TRIPLE LEFT

~---------------------------.---------------------------

G) o 0 000000

o

o

G 0 (000000

TRIPI.E LEFT lol'EAK TRIPLE LEFT STRONG

~----~~~~~~~---------+------==~~~~~----------

o

o ®OOOOO

CD @

o

® 0 (UOOOOO

TRIPLE LEFT "B" WING

TRIPLE LEFT WIDE

\

o 8

@ 00 00

TRIPLE LEFT "K" PIC

TRIPLE LEFT "An WIDER

® @ 0 00000

CD

CD CD O. ® 00000

TRIPLE I..EFT "K" EXCHANGE

; ..

TRIPLE LEFT UK" OFF

(i) <D00008oo

CD Q

o

o 0 @000000

TRIPLE LEFT "X" TITE

TRIPLE LEFT BUNCH

-Q-

FORMATIONS

DEUCE PERSONNEL: One Wide Receiver Z; two TE's. Y, T; two Backs Band A.

.0

\...;,.: ... ~.-

' -. ;:~~

lWRMAL SET:

Z aligned on strong side; Y aligned in tight position on strong side; T aligned in tight ~osition on weak side; both Backs, A and B, aligned in the b ack f Le l d .

.0

CD

<0008008

, 1
DEUCE RED LEFT
I
(£) 0 CD
CD .. <D00800® CD
8 0
GOO OOG) 'i
DEUCE BLUE LEFT DEUCE DOUBLE LEFT
\
(0' c CD
o 8 CD 0 G
800 000 GOODOOG) ._
...... \
>.- :...;,._.<!
-.-
DEUCE BROWN LEFT CLOSE DEUCE DOUBLE LEFT "A" OUT
Q CD
G)
CD cuo0800 0 C0 o 8
000 ·OOG) DEUCE STRONG LEFT "T" OPEN DEUCE TRIPLE LEFT
0 Q
- <V @ 0
®cuooBoo 0
CD ~)
®OODOO
DEUCE PAIR LEFT WEAK DEUCE TRIPLE LEFT PAIR "A" WID ~
® 0
@ 0 0 0 CD o 8 (i) ~2iY
000000 G) 00 00 ,Q-:- .. :
·1.: DEUCE DOUBLE LEFT PAIR DEUCE TRIPLE LEFT PIC
.-
-12- -

FORMATIONS

3R PERSONNEL: Three Wide Receivers, S, W. X; two backs Band A.

NORMAL SET: Two Wide Receivers, Sand W aligned on the strong side and X aligned on the weak side; both backs aligned in the backfield .

. 0

00800

3R RED SLOT LEFT

~----------------------------.------------------------."--~

CD 0
C0 00800
(0
3R BROWN SLOT LEFT
0
® CD
0
---.., G) 00000
.,." ~3:_~~}
3R STRONG SLOT "up" LEFT
CD
® CD 00800~
3R DOUBLE SLOT LEFT
Q)
·0 00800
® 3R DOUBLE SLOT LEFT "A" OUTSIDE

®

o 0®

o 8 00 00

CD

3R DOUBLE SLOT LEFT CLOSE

3R TRIPLE SLOT LEFT

(D

® CD 0

® 00000

3R TRIPLE SLOT UP I.EFT

00 8

08 00 00 ~

3R TRIPLE SLOT LEFT "All WIJ)E

-,----I

3R TRIPLE SLOT I.EFT "A" WIDEJL__

Q)

Q 8 ' 00 00

3R TRIPLE SLOT LEFT "AU OUT

-1. -

FORMATIONS

~------~--------------~~~-=---------------------------

rREY PERSONNEL: Three Wide Receivers, S, W, X; one TE; one Back, B.

mRHl L SET: Sand W aligned on the strong side; the Tight End and X are aligned on the weak side; B is aligned in the backfield.

008000

TREY DOUBLE SLOT LEFT

-
CD CD
I CV
008000 0) -®0 G)oo800
~ 0
TREY DOUBLE SLOT LEFT ", TREY TRIPLE LEFT
-
(j)
~ 008000 0 G)
(0 o @00800.
~\ 0) {.;.~: .. ~
-.-"
TREY DOUBLE SLOT "UP" LEFT TREY TRIPLE LEFT \lEAK
G) ® (~

o 8 G> <D CD 00800
00 000 G 0
TREY DOUBLE SLOT LEFT CLOSE TREY TRIPLE LEFT "K" OFF'
G) G)
@·00800 0 CD 0 00800(i)
GJ €) TREY DOUBLE SLOT LEFT nR" OFF

TREY TRIPLE SLOT LEFT

CD

8 0 00 000

® ,0

TREY DOUBLE SLOT LEFT STRONG 'WING

TREY TRIPLE SLOT "uP" LEFT

-,---------------------------~,-----------------------------

-14-

--------.------------------------------------------------

FORHATIONS-

~) ®

o 00800 0

o 00000

~)

G)
G) 0 G)
CV 00000 0
QUARTER DOUBLE SLOT LEFT
G) CD
0 ooBoo (0 ~0 00800
G) G) G>
QUARTER DOUBLE SLOT "up" LEFT QUARTER TRIPLE SLOT LE:F"T
G) G)
G) 8 cv G G) 00800
--:-r-~. €) 00 00 (0 ®
,. .. - .. -.....:: .. \ QUARTER PERSONNEL: 4 Wide Receivers, S, W, P, X; one Back, B.

NORMAL SET: Two Wi.de Receivers to each side and the Back aligned in the backfield.

nUARTER DOUBLE SLOT CLOSE LEFT QUARTER TRIPLE SLOT "lIP" LEF'l

r-------~~~~~~~==~~~------~------------------

OUARTER DOUBLE SLOT LEFT STRONG

QUARTER TRIPLE SLOT LEFT STRt )HC

--

00000

00000

~--------------------------+--------------------------.-

00000

00000

_1t:_

FORMATIONS

POWER PERSONNEL: No Wide Receivers» three Tight Ends and two Backs.

~":.

"", .. s:

~~:~~

.. ..... '1.':

. '-:.:.:;-~

POWER RED LEFT CLOSE

(2) 0

'0 0 000DOOG)

00000

G) G

G) 0 ®OODOO~

POWER BLUE LEFT CLOSE

t

POWER BROWN LEFT CLOSE

® o

(0 0

0000000

G> o 0 8000000)·

.. ;; " , .. ~

:"::,'

POWER STRONG LEFT CLOSE

POWER WEAK LEFT

POWER I UNUALANCED LEFT

~----~~~~----------~----------------------~

G

®

80008oo®

C0 8 0 ®OO 000

POWER I LEFT CLOSE

POWER DOUBLE LEFT PAIRS

Ci! o

.. , 0 G)

(0000000

00000

00000

-16-

FORMATIONS

3 Y PERSONNEL: One Wide Receiver; three TE's; one Back.

3Y TRIPLE LEFT BUNCH

G) G)
o G) G o 8
CDOODOOev 000 00 CD
3Y DOUBLE LEFT PAIR 3Y TRIPLE LEFT PAIR "T" OPEN
CV G)
80080d~) 0) 0) 02 8
@oo 00G)
3Y DOUBLE LEFT "R" OFF 3Y TRIPLE LEFT PAIR
CD Q)
°008000 CD CD @ 8
0 00 oo@
3Y DOUBLE LEFT "r" OFF 3Y TRIPLE LEFT. "K" OFF lIy" WIDER
®
0000Boo® ,
CD 00000 3 Y DOUBLE LEFT PAIR "Ret OFF

00000

00000

-17-

FORMATIONS

-" -"""~ --------------:----------_

~ HOT lIN: Can be used with any personnel group and formation with QB in the Shot Gun

position.

G) 0 CD

(VOODOO

NORMAL PERSONNEL

GUN LEFT

o

GUN DOUBLE LEFT

GUN TRIPLE LEFT 'WEAK

®

00000

G 0®

3R GUN SLOT LEFT

,

3R GUN TRIPLE SLOT LEFT

-" .--"----------+------------~

o o

O.G) G)0 0 000000

OODOOG)

TREY GUN DOUBLE SLOT LEFT

TREY GUN TRIPLE LEFT WEAK

------------------------~------------------------~

00 00000.

QUARTER GUN DOUBLE SLOT LEFT

QUARTER GUN TRIPLE SLOT LEFT WEAK

I G) (0 0 ® 00G 0

I~ O_O_D_O_O __ @_'__~ __ O_O_D_O_O __ G)...........I

L " QUARTER GUN SPREAD LEFT QUARTER GUN QUADS LEFT

-18-

0.

.~ ~. ;1i;

. ..:... -, _,;..'~

.. ;: " :.

~;

FORMATIONS

SPREAD: Can be used with any personnel group. Three Receivers strong and two Receivers weak with no Backs in the backfield.

0) 8·' CD

000 00

NORMAL PERSONNEL

SPREAD LEFT

CD 8

00 oo@

CD ®

3R SPREAD LEFT

TREY SPREAD LEFT

CD CD 0 <D G) CD 008000· @
~\ ® 00000 () C0
QUARTER SPREAD LEFT TREY SPREAD LEFT "B" WIDER
,
0CDCU 8 C00cu . 8
(0 00 00 0 @OO 00 (~
QUARTER QUADS LEFT TREY QUADS LEFT 00000

00Q) 8

G 00 00G)

TREY QUADS LEFT TITE

00000

00000

'n

HOT IONS

.-~

e'r

A. MOTIONS BY THE FLANKER WITH TWO BACKS IN THE BACKFIELD

1 ZAC - Z MOTION ACROSS THE BALL TO A SLOT SET. THIS CHANGES STRENGTH.
~ .
2, ZIN - Z MOTION IN TOWARD THE BALL. DOES NOT CHANGE STRENGTH.
3. ZIG - Z MOTION IN TOWARD THE BALL AND BACK OUT THE SAME SIDE.
4. ZOT - Z MOTION OUT AWAY FROM THE BALL.
S. ZOOH - Z MOTION FROM IN THE BACKFIELD. B. MOTIONS BY THE SLOT WITH TWO BACKS IN THE BACKFIELD.

1. SAC

- SLOT MOTIONS ACROSS THE BALL BACK TO A REGULAR SET. THIS

CHANGES STRENGTH.

- SLOT HOTION IN TOWARD THE BALL. DOES NOT CHANGE STRENG11l.

- SLOT HOTION IN TOWARD THE BALL AND BACK OUT THE SAME SIDE.

- SLOT MOTION OUT AWAY FROM THE BALL.

2. SIN

3. SIG

4. SOT

C. MOTIONS BY THE TIGHT END WITH TWO BACKS IN THE BACKFIELD.

1. YAC - Y MOTION ACROSS THE BAI.L. THIS CHANGES STRENGTH.

2. YING - Y MOTION IN TOWARD THE BALL. DOES NOT CHANGE STRENGTH.'

3. YANG - Y MOTION IN TOWARD THE BALL AND BACK OUT THE SAME SIDE.

4. "y" BONG - Y MOTION IN TOWARD THE BALL TO BLOCK ON THE NOSE.

D. MOTIONS BY THE WING IN SLOT "uP" SET WITH TWO BACKS IN THE BACKFIELD.

1. WAC

2. WIN

- W MOTION ACROSS THE BALL. THIS IS A CHANGE OF STRENGTH.

- W MOTION IN TOWARD THE BALL. DOES NOT CHANGE STRENGTH.

E. MOTIONS WITH ONLY ONE BACK IN THE BACKFIELD OR THAT END UP WITH ONLY ONE BACK IN THE BACKFIELD WILL BE SPLIT INTO FOUR CATEGORIES.

1. FLY - MOTION ACROSS THE BALL OR FROM THE BACKFIELD TO TRIPLES

2. DIVIDE- MOTION ACROSS THE BALL OR FROM THE BACKFIELD TO DOUBLES.

3. IN - MOTION IN TOWARD THE BALL. DOES NOT CROSS THE BALL •

. 4. TRACE - MOTION IN TOWARD THE BALL AND BACK OUT THE SAME SIDE.

NOTE: WE WILL IDENTIFY WHO GOES IN MOTION BY USING HIS LETTER. (EXAMPLE: I LEFT "A" DIVIDE. "A" BACK STARTED IN THE BACKFIELD IN THE I FORMAn'ON AND MOTIONED OUT TO THE RIGHT MAKING IT A DOUBLE LEFT FORMATION).

-20-

~\

... .: .. \

\ .: ....:._~,;.

,.~r-""\.,

, .~~~

MOTIONS

0 0 0 0
. _. .... __., -"-
A . ...
000800 ..,.. 000800
0 0
ZAC SA~
0 0 0 0
~ 000800 000800" 0

0 0
ZIN SIN
0 0 0 0
~0800 0 0008~ 0
ZIG SIG
0 0 0 0
~. -0.. 8 000800 ~
,.-
000 00 0 0
ZOT SOT ,
0
~
000800 0 00800
ZOOM -21-

MUT [ON::>

o

o 0

~

Y MOTIONS

o 0 o~ooBoo

o

o

YING

YAC

o

o 0

~B

00 00

o 0 ~8oo

o

o

o

YANG .ty" BONG .
'''Wit MOTIONS
0 0 0 0
..... .A. 008-000 ,.,... ~ 008000
0 0 "A" FLY

"B" FLY

~

o 000800

FLY MOTION EXAMPLES 0"

~

000800

o

.0

"X" FLY

"A" FLY

liB" FLY

o

o

o

- -0

000800

o

o --< ... __ " B ---------u

o 00 000

,

"s" FLY

-22-

o

~

: •• <1:'0

MOTIONS

L

000800

DIVIDE MOTION EXAMPLES

Q 0 v .....

008000·

o

o

o

o 0

"A" DIVIDE

nAil DIVIDE

o

o

o

~

o

~

o

o

o

"K" DIVIDE

"yn DIVIDE

IN MOTION EXAMPLES

o era 00800

o 000800

o

o

"A" IN liS" IN
'I
TRACE MOTION EXAMPLES
0 0
0 "'o::::z:::):) 8 / o 8~
000 00 0 0 00 00 0 "A" TRACE

"s" TRACE

00800

00800

RUNNING HOLE NUHBERINGSYSTEH

(2 BACK)
,p ...
,
A ·1
.. .-
2/4 BACK - - 2/4 BACK
0)
8 G
(3 BACK) /'.; -,

:. -' ~.~'.!

_: .,', :«:.

0'

1 3

9

8

5

6

4

2

7

A. METHOD FOR IDENTIFYING OUR OPPOlffiNTS' RUNNING PLAYS:

l. 2.

EVEN NUMBERS ARE ALWAYS TO OUR LEFT. ODD NUMBERS ARE ALWAYS TO OUR RIGHT.

. .'.::;

3. HOLE NUMBERS ARE DESIGNATED BY THE GAPS BETWEEN OFFENSIVE LINEMAN.

4. BALL CARRIERS ARE IDENTIFIED BY FIRST NUMBER IN PLAY CALL.

20 SERIES = HALFBACK IS THE BALL CARRIER - FROM I OR ACROSS THE BALL. 30 SERIES = FULLBACK IS THE BALL CARRIER

40 SERIES = TIlE BALL CARRIER FROM RED - DIVES STRAIGHT AHEAD OR OUT HIS SIDE.

-.

-24-

BACKFIELD ACTIONS .

24 LEAD

35 BLUNT

44 DIVE

24 EASY

26 POWER

28 BOB

p

~

24 JUDE

22 SWIPE

28 RIDE

P. 28

BACKFIELD ACTIONS

"

.l..

00

2S SLANT

26 SLANT

=:«:

OOouoo

48 TOSS

26 OTTO

36 ORIO

000

45 LAG DRAW

42 DRAW

~ooo

35 LEAD DRAW

36 G

-26-

---------- __ -------~OL-~~~~~(~~~~)--------------------------------------~

(

S?9<7<QoO o ti I~

o

" 0 BOSS nOS)

Lpoooo

[bh

o

r A~ LtAO (rm . .o

rOO

~

BACKFIELD BLOCKING

TACKLE: & CiJAAO Tt11t~ OUT - H! t.tADs.

-27-

00

sese (3(;)

o

....... ...--"'-;.

. : '~

: ..... '.';./

orrt~S!VE r..r~E !r..CCK:~C

C?Ae:< (e:<)

\000000

Db. b.

o

JJrt \.11D£ u:c!r:!?. OR SACK Sr..CC'<l::C :t.C!'! rsz curs .:::

ON A XA."I AlIe:l!:) TO HIS I~SO::. (I. xt.:S': 3£ .-\.30\'::

T'/..! ~AIS. '.JUi{ ,(OUR r.!.AD I~ rscirn •

SCOOP

~oooo

\

Y & T A~AY r:.C~ r.O.A., StIr 3LOC:<!::C :J!.::::iS:·i! E~"!l AJID Ot.3.

. .......

f_ ", ' •

. .-.

C!~!:' AN'O CYA.~,,:) ?c:..'!?. stccz .. 'In on c:;._~ !'!..l..:)~::: ~ P.O.A., rxcc,z ~i.'-:"'~ OUT J...\"!l ~i!..~~ nee! ~'( 3 AC:'::' ,

EASY

J

_0£OOOO

~ 0 b. b.

o 0

DAD 0

C!3!!..' ,u..1) C'(JA.iI.!) PO!;'!:.". 31.00:. vtT'd orr C~llD t.!..\:l:::C AT P.O.A.

DO~ (ON)

~C:XOO 0 0

Ob.b.

n.ccx !Y AN crrtssrvt XAN ON A DEn::IS1'It x.AN ':'0 HIS I~S1DE ON OR orr THE 1...0.5.

.. _

-28-

T-PL'LI.

~ooooo " 0 c:

o

A PULL B~ .ro! ?L~YSr~! ,;.e~! ~~o a~oc~s 7r.! FORe! !".. ... x ,

OPTION

:-c[60 0

IO!~

''f ~ 0

FOLD

A TAe>:::..::: L C-J;"~ CC~!!:A':::C~ 3:"0e:< 'N'::-:-! ::-:::: !::s:::: l".A.~ OR c:;.un COI~iC iUS: A..'7J rot.! ,;.c:.:.:..::: GCSS:::~ !::HI~"D .

T

~ooooo OA

A 7ICH-: t~ n.ccxrsc !)C'~":: ).1::l 71'.! :;'C:"::"::: 7?";"?: :~::; OU'.

WIPE

Q9MOO o D. r>-~

o 0

A GUARD - CE~TER CROSS BLOCK

-----------+------------_ .. _-

TBI OFFSIDE ctAAO PULLS, !LOCXS I~SlDE our AT

P.O.A.

FAN (rN)

A BLOCK IY AN orr!~s!Vt LIS!XAN ON A otr!~s!v! ~~

TO IUS evrs mr . .

-29-

°r~~

o 0

To"!! OnS!:':H: '::AC<.!.! ?Ui.:.s. !I.OC:<S !::S ::::: C:;';' s: r.O.A.

POI."Z,.' (?o)

\

- .. ...... t.

000\000 . 6. Ei..

o

C (C)

IttAc:! eRe)

S~L! CUT orr (seo)

n.ccx .0 err on ?Ui\S~!. or D!r!~SI\"! ~I ;.'.:;.'t. nCH P.O.A.

FOLD

F - BACI(SIOE

FOLD BLOCK BY CENTE~ A~~ O~r GUAR~

::~ ;:: ..

\2./

-30-

SCOOP

OFFENSIVE LINE BLOCKING

TWO BACKSIDE ADJACENT LINEMEN COORDINATING REACH BLOCKS ON 2 DEFENDERS.

StH

~

OOOriOO

TWO FRONTS IDE ADJACENT LINEMEN COORDINATING REACH BLOCKS ON 2 DEFENDERS.

A GUARD PULLING AWAY FROM THE P.O.A.

c

n01JeJOO

W~

PERTAINS TO THE ONSIDE GUARD PULLING TO KICK OUT OR LOG BLOCK MAN ON END OF LINE.

LIKE A TRAP BLOCK ONLY BLOCK THE MAN OUTSIDE IN.

STRAIeH! ~'l (M)

------------------~-------------------------.---

g~l~oo

o

--~~------~~----~-------------------------------

"0" (0)

C" OiO{o{O 0 0 o ~ l:l,' .

SIGNIFIES AN OFFENSIVE LINEMAN BLOCKING A MAt; ON OR OFF THE L.O.S •••. BUT OVER HIM.

A DESCRIPTION TELLING THE OFFSIDE GUARD TO PULL AND LEAD THROUGH THE BALL.

-31

PASS PROTECTIONS

0'1-2: 3 Step drop, aggressive or cut pr'-ote:tion by line

P+JLLY aT (OR. HOT RT): Dual read by guard aad back on Molly side. Pocket (base)

p r o t e c t i on on othe~si1e. Back·free on

H)t)() ~~...('-" 6 ,...o~"'i or\.. ".'1' ftT

I fiiQO§.'S···... 9

I fDA i r: _fA 0 j

¥ [J 0 ~

POCKET: Base protection by line, backs check .~
,
release on outside LB's. .. "
:'~~ . .1
\ ~. -P.,. 6 _ ~--"
{oQ9~0Q '. 0
f\.;1\;1\0 I
o a .. HOLLY LT (OR BOT LT): Dual read by guard and backs on Holly side. Pocket (base) protectior on other side. (Blik free on Hot)

» HoT"·1f --'fl.I.Y4'6 c..>

J "~~'~~Q\

1°1\\1\\1\0

° 0

o I

..

F: Line slide right and back free on right ~'ide. On other side, back inside-out on La's his side.

'OCTILE HOT: Both backs free release and 'loth guards dual read their side.

o I' V

L: Line slide left and back free on left side. On other side, back inside-out on

, L3's h1s s1de • b 9

t ~~_pp;'~ 0

I a~ i A i A - I

PAN aT: Right S1deC;uardC:nd tackle fan ant back check releases on inside LB. Other side has pocket protection.

o ~'~~-rb?,_,

\ (q) Q G Q q.pr~, 0

" DI\~I\~I\D \

a D

o

1

MAX' Same as Pocket except 60th baCKS stay DOUBLE FAN: Fan protection both sides. Back!

iIlH outside LB's drop. check release on inside LB's.

o 1

t ..

~.p_ 6 -,

;o(p Cf ~ Cf QJ' 0

OI\:I\!f\.O

/ . . '\,

° 0

MAY SLOW: Same as Max except IE slow Slacks. R SLOw: Same as R except IE slow bacKs.

BaCK IE side has siS. Back IE side in-out on inside LB & SIS.

~~ I o;

.' 0 I':

: .... 0QQQ~Q \"

r. :»: (\.0 5::: Ii

o 0

C I I

\

-32-

o

1

o

1

o

1

HOLLY OR BOT iT, 53-59: Automatic TE slow, both backs weak. HB free & FB & guard Molly or Hot read call side.

c

I ,

.

I

c

backs weak, line slides release. FB in-out on

c,

6-:,

s: "'2>/:) _Sf? 0- r r: 1\ ;'j\ " 1\

I - : .

· c 0

L 53-59: Both to TE side, TE LB's.

o

t

, ,

..,

WAGGLE LT: Both backs go right and QB and both guards pull LT. HB free release and FE in-out or L~s~:_;:de.

C \---",',

, .. ~ ". . ~

);'Q.n.Q\

( [J 1\ i,~ : 1\ 0 .. 0 0

53-59: Automatic TE slow, both backs weak, HE free & FB check release on outside LB.

N ~Q~gQQ""".

0/\:'1\'1\0

o 0

o

o

FAN iT: Same as 53-59 except guard [, tackle fan & FB check release or inside LB.

o

o

-33-

NICXEL PASS PR.OTECTIONS

0-1-2: 3 step drop - aggressive or cut pass protection.

o

1

o 1

R: Line slides RT - RT back out

Tree or has 2nd blitzes that side other back in-~t on b~tzes his side.

f !;~ow'\ <;>

,:; 1\ i 1\ /\ !~ /\ \ l o 0

9or-1T: Rt back out free & uncovered T~an pulls for 1st blitzer. Other back in-out b~tz6 his side.

o ~-

I ... ":t~ ~-

" 0o;'uatro 0

... :( 1\//\ 1\\ /\ 1

I./~ 0 0

o

I

.....

L: Line slides LT. LT back out free or has 7nd blitzer that side. Other back in-out on

bli1tzer~iS s Ld 0 s,

/ fD~'p~Q4

/ 1\,:/\ /\ i /\ tV 0 0

o

1

o \

..

J

r

53-;>9 :

W"n1:-:"

ubi LT: Lt back out free & uncovered lineman pUlIs for 1st blitzer. Other back has in-out

on blitz.s his Si~. ~ S?

1 ;;rl\~~ ~p7 0

N' :

.,,0 0

~.- ~Sl~~~W~:--~Sa-m-e--a-s-R--e-x-c-ep-t--T-E--sl-o-w__"----~o-~I--~2·-.~Ii~S-po-n-g-e-p-r-o~t-e-c~ti~o-n~"----s-q-u-ee-z-e-~b-o~th-

blocks. sides - 3 step drop.

Automatic TE slow, both backs FB has 1st blitzer his side.

. ~ ~~

OQQGQPr- 9

/\./\.~/\~I\ J

tv 0 0

COLD LT 53-59: Both backs weak, uncovered lineman pUlIs for 1st blitzer on LT side. FB

in;ut on b l Lzes § ~~~Slde. TE free releases

J ~'~Q~ 0

[tV/\. I\! f\:, 1\ 1

o 0

BUCKET LT 53-59: Same as cold LT "ffi~t covered guacft P.1S for 1st blitzer his side. C)~

'1 :0g\ftiolo· Q

C)...I\ .1\\ 1\ L

CJ 0

-34-

.... .,,_,.

PASS ACTIONS

......----~-----------_r_--------------.--

? 1 CZ

~oodoo

? ~ ~ 9 __ r~o~o~ ~
·(00 00 ~ J
-.'-',
t ,
\',
"-.!o ..... _.,-
70 SERIES - 5 or 7 STEP DROP -SPLIT FLO~ 70 SERIES - 5 or 7 STEP DROP. SPLIT FI OW
STRONG BACK FREE RELEASE \ STRONG BACK FREE RELEA;E
,o~oo~~ D I
,- lojoob,~
7 ( \
~ I
I
; 1
"
80 SERIES - 5 or 7 STEP DROP. FLOOD 80 SERIES - 5 or 7 STEP DROP. FLOOD
WEAK BACK FREE RELEASE, WEAK BACK FREE RELEASE,'
STRONG BACK GOES WEAK (TE SLOW STRONG BACK GOES WEAK ( rs r ' LOW
"
-
? A{o~~oo oot~ I \
~ ;
'-,
"
'(
, ''J
.:» 90 SERIES - 5 or 7 STEP DROP. FLOW 90 SERIES - 5 or 7 STEP DROP. FLo\/
STRONG BACK FREE RELEASE, STRONG BACK FREE RELEASE,
WEAK BACK GOES STRONG. WEAK BACK GOES STRONG
- 50 SERIES - 3 STEP DROP - QUICK PASSING GAME

50 SERIES - 3 STEP DROP. qUICK PASSBG GAME

o ~

? I q_" /00800~

o

~

60 SERIES - 5 or 7 STEP DROP SPLIT FLOW WEAK BACK FREE RELEASE

60 SERIES - 5 or 7 STEP DROP. SPLIT FLOW WEAK BACK FREE RELEASE

·~

~, .. ~ ~.:~

.,,~:Zi?

10 o SERIES.- QB FAKES REGULAR PLAY THEN 100 SERIES - QB FAKES REGULAR PLAY THEN
SETS UP SETS UP.
137 BIM PASS 126 SLANT PASS
---- oo~
?~ j 1
? pooBoo ? ? S
2C ) S=RIES - SPRINT OUT - QB ROLLS OUT WITH 200 SERIES - SPRINT OUT - QB ROLLS OUT WITI
ONE OR BOTH BACKS LEADING AND ONE OR BOTH BACKS LEADING AND
BREAKS THE POCKET (8 LEFT- 9 RT. BREAKS THE POCKET (8 LEFT,
208 9 RIGHT) WC1 .
I f~~ S ? ;(oXa .~ .;. :.""
. ~ ' ....
"i': 3C 0 SERIES - WAGGLE - QB GOES DNE WAY. THE BACKS THE OTHER, WEAK & STRONG RIGHT, LEFT. (8 LEFT, 9 RIGHT)

308 (STRONG)

9 ?±
900 00 ?
I
,
"
4 )0 SERIES - HALFBACK OPTION PASS
428
\
? 9 I y~
~oo~ 1
5 )0 fERIES - SCREENS - REGULAR SCREENS
550'5, 560'5, 570'5
569 A SCR
- 300 SERIES - WAGGLE-QB GOES ONE w«, THE BACKS THE OTHER, WEAK AND STRONG, RIGHT AND LEFT

(8 LEFT, 9 RIGHT)

309 (WEAK)

o \

~

400 SERIES - HALFBACK OPTION PASS

429

1

C ? I q

~ooBoo

500 SERIES - REGULAR SCREENS 550'5, 560'5, 510'5

519 B SCR

.-36-

PLAY ACTION AND MOVEMENT PASSES

---"
In \ 0 OO~O~ .........
? 9 0080~ 9 9 ~9 0
/
1 t
600 SERIES - DASH - QB BEGINS DROPBACK 600 SERIES - DASH - QB BEGINS DROPBACK
AND THEN ROLLS OUT 'HTH AND THEN ROLLS OUT WITH
PROTECTION PROTECTION
fl()R 609

~ .....
? ~o-8-¢q ( )
9,0,0.80 LO Q <, ~ 9 \
~. ~' ~ /
BOOT SERIES - QB FAKES REGUALR PLAY ROLLS BOOT SERIES - QB FAKES REGULAR PLAY ROJ ,LS
OUT AWAY FROH FAKE - OL SELLS OUT AWAY FROH FAKE, OL
THE PLAY SELLS THE PLAY
?Ii ROO'!' A'!' q \ ?9'Rnn'T' A'T' R 500 SEREIS - OPT.'ION SCREEN: QB TAKES 5 STEP DROP AND READS AND THROHS

564

00800

00800

500 SERIES - QUICK SCREENS 534 X QK SCR

00800

00800

-37-

WIDE RECEIVER ROUTES

o

o

_ ..

. ~,

000800

o

PULL AWAY ....

SMASH

OVER

2

CROSS It

3

5

7

.-. :"_ .

•• , o·

'Q" ......

WIDE RECEIVER ROUTES

HUMBER - ROUTE DEPTH (Yards) NAMED ROUTES DEPTH (Yards)
o. Hitch 6- 8 Smash 4- 6
1 Quick Out 6- 8 Pull Away 4- 6
2 Slant 4- 6 Over 6- 8
3 Out 10-12 Snag 6- 8
4 Hook 10-12 Cross 14-16
5 Comeback 15-18 Fade
6 Dig 16-18
7 Corner 18-22
8. Post 10-12
9 Go . - . .. ~ 0.'

\_ .. '

-38-

TIGHT ~ROUTES

00800

o

-:": ..... 8
_- :
,#:/ ".0-,
\
NUMBER - ROUTE DEPTH (Yards) NAMED ROUTES DEPTH (Yards)
--
0 Over 5 (Under LBers) Hide 4-6
1 Straight 5
'\
2 Cross 8 - 12 (Over LBers)
3 Out (Pull Away) 8 - 10
4 Hook 8 - 10
5 Sail 12 - 15
6 Dig 12
7 Corner 10 - 15
8 Post 10 - 12
9 Seam 2

."

'------.6.

-39-

BACKFIELD ROUTES

FLAT

(CHECK)

FLARE

OPTION

FLAG

POST

UP

SEAM

ROUTES DEPTH (YARDS)
---
Screen Behind LOS
Flare LOS
Flat 5
Hide 4
Circle 4-6
Option 6-10
Flag 10-12
Post 10-12
Seam
Up
NOTE: EITHER BACK CAN RUN THE ROUTE -40-

FIELD DIMENSIONS

I
~
. 6 •
~
I .• '
~1 Ie- 36' _...
".
N~ ~ 18'6" 0 ll_Yd£ )
~ Q (6.2 Yds.) ~
~l -1>161 I<r-
(2 Yds.)
... 28.9' ~I

~ (9.6 Yds.) 0
:> C'1
~ 70'911 ~
(23.6 Yds.)
~ 0
:> ~
.... 160' _lIO..
~ ".
~ (53.3 Yds.) 0
:> ~
\
c:n :>
:> ~
,
~ 0
:> ~
~ 0
0 ~ -5-

PASS DEFEl'ISE ZONES

)S

FLARE 0 0 FLARE
0 000800 0
FLAT SHORT HOOlr I I Hnnlr SHORT "FLA.,.
ALLEY l I ALLEY
~ HOLE Q
I I
0 ~
OUT OlIT
1 I I I
~ 0
0 ~ CORNER
CORNER I
n1n1''P . DEEP
~T ALLEY I I Al..LEY T
(HALF) I (HALF) 10
,
DEEP °T I DEEP I T~ DEEP
OUTSIDE MIDDLE I I OUTSIDE
I I
T I ' I I
~, , I 10
01 1 I 1~
I r I I
I T i I
C11, I ~ 10
01 I I TlQ
I I I I
1 I T I
~ 0
0 • ~
;-
~ <=
0 ~ -6-

.:2~\ ~ 0 - •• ;~ "'.;":

~:."......-

LOS

DEFE~SIVE PHILOSOPW1

Defense is first and foremost a team effort. ~e a:e all ~ied co one another

and dependent on one another. The most: imoortant 5i'1::;1i! ~ ~ our defe::se rau s t be

the individual player and hov he approaches his own individuai ass ~s aQc c~e

game itself. Therefore, if each individual approaches his 01.-:1 p.::rsonal assignmencs with complete dedication to h Lms e Lf and the TEA."!, then and ~ the:! can ve begin :;.:0 have a cohesive and complete eleven man unit.

Our basic philosophy is to ATTACK the offense on every play. Keep the pressure on chem PHYSICALLY and :rE:"iALLY. Our foremost thought: is co g a i n t he Ln i.t i a t i ve 2::C. keep the initiative and eventually force mistakes (tur~overs. ~acks, etc.) t~at demoralize and defeat our opponents.

We intend co have a defensive code chat will give us an arSenal of ~eapons t~at can present each opponenc with neY problems and always have t::e ele:lent or sur?r:'Se on our side.

In order co accomplish this we crust have a culciolc defensive code that is very flexible! This t yp e of s chetae will allow us co su rp r Ls e our oppcr.en t s e ach veek \,.:::'ci new variations. It also will be difficult to prepare to play us since our

defensiv<! looks will not be the standard type of 3-4 defense !:hey nor::nally face!

No matter how great your physical potential, you will never d eve Lop your capabilities to their fullest unless you are willing to st:udy and research your game plans and defensive notebook as written by your coaches.

A WImtING ATTITUDE must be the foundation of our philosophy. In everything ve think and do we must be POSITIVE. The negative thinker has lost hefore he stans ar.ci only one on an entire t e am is ~ ~~! Since attitude is a habit of t houg h t ... ze must associate ourselves with positive ideas and positive people. Eve ry f_reai:' defer:s:. ... e team has been like a close knit family that will stand up :or each other and help

\

each other in every situation.

PRINCIPLES OF DEFE~SE

1. Know your assignments and responsibilities thorou£hlv. Don't take anyt~ing fa! granted. Ask questions when there is the slightest doubt co nc e r a.i ng an a s s Lgnc.enz . Our defense is a mulciple one. We attempt to confuse the opponent uit~

multiple defensive looks. To accomplish this we must OUT STL~Y our cpponents!

2. Upgrade your technioues every dav. There is no substitute for sound fundam,!nt:als!

3. MISTAKE-FREE FOOTBALL W1~S! Don't give the opponent anything. Re~e~ber, four out of five games are lost -- not won. Avoid losing first! ELI~I~ATE X}::-lTAL ERRORS!

4. Improve vour studv habits. Know each defense totally. Know your opponent. F.U:n sc:udy is a proven science that can give you a real advantage. Realize chac al::.ost everyone we play does the big things - only the winners TAK?: CARE OF THE DETAILi!

5. Physical conditioning precedes mental toughness. Discipline precedes !Il.£!al!:~ Both are necessary co win! Discipline yourself to do the little things and the big things take care of themselves!

AT rus LINE PROCEDURE

A. OFFENSE BREAKS HUDDLE

1. RECEIVER STRENGTH (LEFT or RIGHT CALL AT LOS)

2. BACKFIELD SET (LBer CALL AT LOS)

3. TIGHT END ALIGNMENT (POC, DBL POC. Y OFF)

4. TIPS

a. CHEATS

b. STANCE

c. SPLITS

B. LINE CALL

1. FRONT: POSSIBLE GAME PLAN CALLS

2. LINE STUNT OR CHARGE

C. COVERAGE CALL

1. COVERAGE

2. FORCE - SECONDARY CALL TO LEer

3. RECEIVER SPLITS IN RELATION TO NUMBERS.

DEFENSIVE SIGNAL SYSTEM:

EXAMPLES:

-,

A.

UNDER OPTION 1

- FRONT IS UNDER, STUNT IS FINE CONTROLLED AS PER OFFENSIVE FORMATION •. COVER 1, ASTRO AND YO, YO AL~RT TELLS DEFENSIVE BACKS AND LINEBACKERS WHAT TO PLAY VS. DOUBLE AND TRIPLE.

B. AFC - AUTOMATIC FRONT AND COVERAGE. THEY ARE DETERMINED BY THE OFFENSIVE FORMATION.

C. BTF - BLITZ THE FORMATION. BLITZ IS DETERMINED BY THE OFFENSIVE FORMATION.

D. EAGLE AUTOMATIC COVERAGE

.E. EAGLE - BLITZ FORMATION

"2-

DEFENSIVE MECHANICS

BALL



8 88 88

8 8

88 0)8

HUDDLE PROCEDURE:

A. BASIC CALL

1. SPECIFIC CALL

a. FRONT "UNDER"

b. COVERAGE ill"

2. RUN DEFENSE - POSSIBLE FINE CONTROL (MLB MAKES CONTROL CALLS)

3. PASS DEFENSE - COVERAGE ADJUSTMENTS VS. ONE BACK SETS (SAFETIES }~KE ADJUSTMENT CALLS)

.\

4. WEAK SAFETY - ALSO GETS DEFENSIVE SIGNAL AS BA:CK UP TO MLB

B. ALERTS:

1. DOWN AND DISTANCE

2. SUBSTITUTIONS ENTERING

CORNERS - RESPONSIBLE FOR COACHES PERSONNEL SIGNAL

C. Ii BREAK"

-1-

:;,

i;~-_;':

,

DEFENSIVE PLAYER DESCRIPTION

," "

4-3
0 0
0 0 0
000000
SC OD6 '6 L 0 we
SAM LON LINgE RIC ROY WILL
l'TRONG (SLB) (WLB) WEAK
CQRNER SS CORNER
(MLB)
STRONG WS
SAFETY WEAK
SAFETY S'l'RENGTII LEFT
0 0 4-3
0 0
000000 0
g LG Li1N {tc ~y QL we se
(WLB) c=J (SLB) WEAK
SS STRONG
MIKE CORNER CORNER
STRONG (MLB)
SAFETY Ji.~
SAFETY STRENGTIl RIGHT
0 0 mIDER
0 0
0000'00 0
DL L 6 L
SAM LON 0 LIN _.. RIb ROY
(SLB)
MIKE WILL
(MLB) (lolLB)
STRENGTIl LEFT
0 0 OVER ,
0 0
000000 0
6 6 6 60
LON D LIN RIC o ROY 'WILL
SAM MIKE (WLB)
(SLB) (MLB)
STRENGTH LEFT
-3- DEFENSIVE PLAYER DESCRIPTION

EAGLE

o

o 000000

DO 6 L' D

SJ>J1 WILL L1:-: NOSE RIC OUT END

o

, 0 I
MIKE SAFETY
0 0 BEAR.
0 0 /
"
000000 0
60 666 0
OUT SAM LIN NOSE RIC WILL
END 0 0
MIKE SAFETY .
0 0 KeG.
0 . 0
000000 0
66 6 ~D
LON LIN 0 RIC 0 ROY WILL
SAM MIKE
0 0 CHIEF
0 0
000000 0
06 6 66
SAN LON 0 LIN 0 RIC ROY
lUKE WILL
-t...- "'--.

. - ..

, ': .. -

" ...... ~ "

"--

EAGLES i DEFENSIVE LINE

1. POSITION NAMES BY FRONTS

43

000000

6 6 6

LON LIN

RIC ROY

UNDER

000000 D 6 D 6

LON LIN RIC ROY

OVER

000000 6 D 6 6.

LON LIN RIC ROY

EAGLE

000000 D D D 6

LIN NOSE RIC OUT

END

BEAR

000000

6 IS D D

OUT

LIN NOSE RIC

END

KC

000000 DD 6 6.

LON LIN RIC ROY

(NOSE)

CHIEF

000000

6. D 66

LON LIN RIC ROY

(NOSE)

-1-

II.

BASIC ALIGNMENTS

A. EVEN NUMBERS = HEAD UP. TOUGH 'l'ECHNIQUE

B. ODD NUMBERS = OUTSIDE SHOULDER. RACE TECHNIQUE

C.P. "WIDE" = INSIDE SHOULDER. INSIDE TECHNIQUE \

C. "INSIDE" NUMBER = INSIDE SHOULDER. INSIDE TECHNIQUE

O()()O(){)()

6i 4i 2i 2i 4i 6i

/

.""

..... &:1

.,: ': ......

D. LOOSE 5 = 1 YARD OUTSIDE O.T.

00000

!\ 1\

L5

L5

E. IMAGINARY 6 AIR ALIGNMENT, HEAD UP

I:~:I 0 0 0 00(; 1\ /\

F. SUMMARY OF ALIGNMENTS

0000000

9 6 6i 54 4i 32 2i 1 0 1 2i 2 3 4i 4 5 6i 6 9

-2-

- .

. '. ~: .. '.~\

.......

\~ ~,"

III. ALL ALIGNMENTS BY FRONTS

. 43

OO~D~O 06 6 6 6

vs 2 2 WS

UNDER.

O~OIJ()O 06 6 6 6

4 1 3 L5

OVER

• O()[JO.

6. 6 8 6rsJ

631 4

O~D~OO ~ ~ 4 ~D

43

O()[JO~O 6. '6 6 6' 0

L5 3 1 4

UNDER

.OIJ()O • 06 6 6 6

4 1 3 6

OVER

OVER STACK ()O()[JOQ ~OIJ()O() OVER ~;'I.AC1
6. 6 6. 6~ 06 l~ 6:. 6
'~ 7 3 1 4 4 1 3 7
,
KC ()~O~OW .0.0.0 KC
66 6 6.3 \06. 6. 6.6.
9 4 0 4 4 0 4 9
/
CHIEF O~O~O~ ~O~O~O CHIEF
06. 6. 66 6.6 6. 6.0
4 0 4 6 6 4 0 4 OO()~()O 00 ~ ~ 6. 6

3 0 3 L5

j~;~?~,

'j;I.~

/

OO()~()OD 60 6.~6.

L9

3 0 3

O{)~()OO 6. 6 6 6. DO

L5 3 0 3

o () ~ o 0 0 BEAR

o 6 £::,. 6. DL

3 0 3

L9

-3-

-4-

rv. WGNg!Nl'S BY rn:lNI'S 1. m.:rpsIYE Em:6

":".-_ .. ,/

A. cutside Shoolder

00000

4-3

OVer - Reduced 43 - Thunder 43 - Lightning

W-5 W-5 W-S W':S

WS WS

B. cuts lde Shooldg;- ,C.G.) Eagle 3
Bear 3
Under 3
0_0000 Over 3
»' _&
• ~ A c. Lcose (1 ya_,.-o OJtside)

Loose - 5

00000

D. Air (Imagina...ryl

Chief

Loose - 5

E. Head Up (O.T.)

OQODOO

• A

Urder (str) OVer (Wk) K.C.

Chief

4 4 4 4

F. Head Up

(T.E.l

Over

Over Thunder

6 6

QOODOO 6.

G. AIR (OUTSIDE TE)

000000

6. -4-

Beaf

Loose 9

-5-

2 • H:lSE« m;rmsm T?:.CliI..Zi A, .Shade Of Helmet _CO.C.)

nnmroUE

OO[]OO L

B. Ear Hole OC

00000 <J

r..,ght 1 Tight. I

Under Jet Under Jet

1 Jet 1 Jet

c. QJtside Shoolcg (O.G.)

000000 •

OVer Un'ler Eagle Sear

3 3 3 3

D.

outside Shoulder (O.T.)

K.C. Plus Chief Plus

5 5

000000

• .t:. •

E. Head Up (o.c.) Eagle O-'I'a.lgh
Bear o-To...lgh
K.C. o-Ta..xJh
OOO~OO Chief o-Ta..xJh
L Under Viking o-Ta..xJh
Over Viking o-Ta..xJh F.

Head=Up (O.G.)

4-3 .2-Tc:u;h

4-3 Thunder 2-Tough

4-3 Lightning 2-Tough

OO~D~O A ..

G.. Head Up (O.T.)

K.C. (Str) Chief (Wk)

O~ODOO .6. ... A A

v.

t1£SCRIPI'ION OF !WiIC n:x:maOOES

'l'QU;H (W.C.O.Y.) JET (~)

1. SQJARE STANCE

2 • KE'i MAN WE H:)S1'

3 • EXPLODE INTO - '!HEN :READ

4 • M.IRR)R FCX:1IWJRK

5. HANDS lNSIDE - lOCK 0Jr

6. FIGHT A(X;6S

7. cross FACE

8 • EAR HJLE - S<:UEEZE

9. REACT - TO - PASS ••• lANE

10. TAa<I..E ••• 1 YARD G,...\lli

1. SmINI'ERS STANCE

2. KEY ~ mE KST

3. mtE'rnATE - 'lHEN REACT 4 • BIG lSI' STEP

5. :ruN 'IliRJ AND FI..ATI'EN 0Jr

6. B.\CK I:XX:lR SPW IF srocx

7. ~

8 • REN:r - TO - RJN

9. SlAP - SWIM - RIP - RJN I RJN I RJN 10 • TACI<I.E ••• 1 'il\RD I..CSS

ENC6 IN JET,.WIDE_OR TIGHT TECH.-'

(5)

1. 4-3 (smJNG & OPD~ DID)

2 • O\TER (S'I'RCNG END)

3. F. C. (S'I'RCNG END)

4 • CHIEF O~ (SIRJNG & OPEN END)

5. UNDER (L5) (O~ END)

VI. BASIC FR:lN1'S ).NO 'I'D:RNIQUES (ADJUSIMENIS oor INC!1JtED)

ENrB IN 'I':XX;R 'l'roJ. (4)

1. UNDER (sm:NG DID)

2. OVER (OPEN DID)

3. K. C. (smcN:i END)

4. CHIEF (OPEN DID)

(3)

6. U>£!.E

7. JET

8. BEAR

(9)

10. onzr - 'VS. .AIR (WEAK END)

11. K.C. (S"I'K)NG END)

.: :-.;-~

-. .-.

," . :. ~

"'::':";

NJSE I ~ D! JET OR TIGllT '.tECH. H:lSE I ~ IN 'roO;1H

(1) (0)

1. UNDER (s:m:N:; TACKU:) 1. EAGI.E (N)
2. OVER (OPEN, WElU< 'L\CKLE) 2. JET (N)
3. BEAR (N)
(3) 4. K.C. (N)
5. CHIEF (N)
3. UNDER (OPEN TACKLE)
4. OVER (ur) (~ T'ACKLE)
(2)
(5)
7. 4-3 (EOIH ur'S)
5. K.C. (OPEN TACKlE) (4)
5. K.C. (OPEN TAa<I..E)
8. K.C. (STRONG~)
9. c:mEF (OPEN 'J."}..Cl<lE) _,

AL 1 G'N'K1:NT :

STANCE:

UYs:

STl!'!VLUS:

RESPONSE:

READS:

(;~~~[;. ~~:.

;;'

TOUGB TECHNI QUE

HEAD UP IN 0, 2, ~, 6 (COCKED IN 1) HOSEMAN. LON. ROY, LIN OR RIC TIGHT ON BALL AS POSSIBLE.

C.P.: MUST BE ABLE TO M!F~OF.

MINIMUM OF HEEL - TOE RELATIONSHIF. SIDE, EITHER rOOT.

SQUARED 'UP.

ABLE TO 57!:?

....... _0.=_

t, _ • :-.:' c

NOn: STA.NCE AN) SPUTS OF "fOUR MAN A..~D THOSE ON E.ITE? SIDL. G.:':" C'''-

BACKFIELD SEi. C.P.: "1", "SPLIT", "STROl:1G", "OPPOSITE", "ACE"

BALL OR HOVE:o!t!>"j .. eET -OFF! EXPLODE TO GET QUICK HANDS INS:D::: A~~:-

DELIVER SLav. FIND SCRE~ --- REACT.

MIFJl,C'? OF?O~ES'7. DEUVtF !t\S!DE BLf)I.'. "OUICK"- HA~DS INS:DE ;~;:;

UNi)E~ SHO:';:"DE?S. GET LIFT. ELS(Y.'S IN, TiiU"'.SS UP. LOCK ov: T:-::::'_' r~:

SH0'.':"DtR. EA?li0:"'E AND SQUEEZE. SQUEEZE, SQUEE2.E. V0RK ro S:.~·:· s:>:::..

HOLD YOI.B GF.OL~D. SHED AND ESCAPE. .

PULL ..

PASS

"COllISION"

cs.: vr H::>::>:-:

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:2 CAP PLAY!R. TACKLE !Al.L rOR 1 YARD CAIN. MUST GET "QUICK" - HA'\:'S ON & INSIDE. NO rRtE RELEASES ON L!itRS OR TtAMMATE. CROSS fACE OR CLU!ON PULLS. ("COL1.ISIONS") PUSH AND PULLS ON PASS. \JOM TO YO:]R UN£.

-12-

RUN RULES

1.

PLAY THE DEFENSE CALLED

A. Know your alignment and technique.

B. Use proper stance and shade.

C. Note opponent's stance, weight and split.

D. Note opponents' stances and splits.

E. Know - callout - backfield set.

F. Get the BIG picture, see any and all movement around you.

G. Get off.

H. Execute your charge.

II. R.EAD AND R1:ACT

A. Read your keys.

1. Man across from you.

2. Block or replace hi~.

3. No one.

B. Key" the s cr ev".

1. Not just your man.

2. Not just his head.

C. Stimulus - response.

1. The screw (stimulus) tells you your reaction.

.'"

III. Rf..A.DS - KEYS

"poe"" • CO:'LISI~:":'V' • COLLISION DRIVE

A. ..PUl.L.". COl.!.:S:OS!!

B. DO~~ OR INSI~! R!!.tASt • TRAP

DOWN~"~

HOOK/CUT-OFr

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5. ~H!S IN RACE TECHNIQUES:

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"WHEEl."

"iUCOCHET"

CLUB - X FACE

ROL!. 0:.1:

6. Wl!tr-> IN TOUGH TECHNIQUES:

A. 2 GAP AND CONTROL.-MIRROR.

S. FIGHT ACROSS, EAAHOl.E ~ SQUEEZE.

C. RUN TKRU .. BACK DOOR ANY BLOCK OUTSIDE THE CYLIllOER or YOUR BODY.

OOD~

RUN KEYS

NOSEMAN IN COCKED TECHNIQUE - 1 LIN/RIC IN OVER/UNDER/STEELER

45 DEGREE ANGLE, AIM THROUGH CENTER'S EARHOLE

-13-

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GEl' OFF CN FAIL CR MJVEMENI'. EXPLCXE UPFIELD. STEP WfNEAR FOOl' & GAAB/SIAP CENl'ER' S ARM-SH:l.JI..!ER. SKXJl' (pICK HANI:S rxsrre. !JXl< cur AND SHED.

2.

GEl' OFF CN EALL OR M:M:l1ENI'. EXPLODE UPFIELD. STEP WfNEAR FOOl' & GRAB/SIAP CENl'ER' S ARM-SHaJI.lJER. RIP UNDER OR SWIM OVER. RIa:x::m:I' OFF AND FI.ATI'EN.

3 • BX?J: OR c::vr-oFf

(CX1ISIDE C'fI..INI:)rn)

GEl' OFF CN FAIL CR MJVEMENI'. EXPLOCE UPFIEID. ~ WfNEAR FOOl' & KEEP a::MIN;. RJN 'IHru AND WHEEL 'IliRrJ BACK IXXJR. FIXITF.N cor.

4. QZr I

GEl' OFF CN Bt\LL CR ~. EXPIDrE OPF1EID. STEP WfNEAR FOOl' • USE HANI:S 00 OC'S H.EAD AND FUSH ~. B:XlNCE UP. 00 "CN GIiOlNtS".

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-14-

RUN KEYS

NOSE1IAN IN COCKED TECHNIQUE - 1 LIN/lUC IN OVER/UNDER/STEELER

45 D~GR£E ANGLE, AIM THROUGH CENTER'S EARROLE

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GET OFF CN WL CR MJ'VE:MENI'. EXPI.OrE UPFIEI.D W/NFAR FOOl'. GPAB/SlAP CDlI'ER I S AI*-

SK:UI.J:ER. lDID CN IF 'VACAl'IR;! RIa::x:HEl' OFF ex; AND RJN 'lBR1 PACK tx::CR. IF CEm'ER REIEASE CN MAC ••• YCU msr REPI.ACE!

(C.P.: CENTER'S SI'EP IS

UPFIELD.) \

6. UNIER 0 (teL. B1a)

GET OFF CN WL CR MJ'JEMENl'. EXPlODE UPFIEI.D. STEP WjNFJ>.R FCOl' &: GRAB/SlAP CEN.rER' S ~SlO.JI..tER. LOOlG Lll<E SO:::OP B.Jl' mxp::mZE FIAT NmE! HIT PACK! CllJB CR SPIN. H:>ID YCllR GtOJND, O\N/T BE WASHED ~.

7. ~ CWIi'E)

GET OFF CN &J.L CR MJVEMEm'. D:PI..OOC UPFIEID. STEP W/NEAR FCOl' &: co TO GRAB/SlAP c::m'Elt I S ~SI-OJI1ER. HAN:; 00. R.lN 'IliRJ, ~ CNSIIE SH:XJIL::£R AND WHEEL. HIT Bt\CK, CI.lJB 00. SPIN CN Gt.IAR!S mESSURE.

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NOSEMAN IN COCKED TECHNIQUE - 1

45 DEGREE ANGLE, A.IM THROUGH CENTER'S EARHOLE

LIN/NOS!.

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GET OFF CN Br\IL CR MJVEMEm'.

EXPlCCE UPFIElD. STEP WfNF.AA

FCXJl' " GRAB/SlAP CDll'ER'S ARMo-SKX.JIlER. SID F'EN UX:;S, DIG IN rots CR !E)P rnsIIE. 00 NJT lEI' HIJo! 00 CN ro I.B.

10. ~

GET OFF CN EAIL CR M'JV'EMENI'.

EXPlODE UPFIElD. STEP WjNEAR

FCXJr " GRAB/SlAP CENl'ER 'S ~. RIP UNI:ER OR SWIM OVER. FEEL BACK'S FRESSURE AND FIQfi' 'IO 'llOO' SIIE I WID YOOR GR:llND.

11. BONG TRAP

GET OFF CN NUL d'{ M:JV'EMENI'.

EXPLOCE UPFIElD. STEP WjNEAR

FCXJr " GRAB/SlAP CENI'ER'S J\.FM-SH:X.JI.DER. RIP UNI:ER OR SWIM OVER. FEEL 'I'E I S Eii.c:x:::K AND FIGHl' BACK ClJIS:n:£.

-15-

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-16-

RUN KEYS

NOSE/tAN IN COCKED TECHNIQUE - 1 LIN/RIC IN OVER/UNDER/STEELER

45 DEGREE ANGLE, AIM THROUGH CENTER'S EARHOLE

o OOODOO

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00

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IV • ex; PASS SETS

12 • COUN'SE m,.o::;JC

GEl' OFF· CN Bi\IL CR KJVEMENI'. DCPI1)[E l.JPF"ID..O. SI'EP WINEAR FOOl' " GRAB/SlAP c::ENI'ER' S MM-SH:UI..Z:ER. RIP UNI:£R CR SWll1 OVER. SEr = PASS! RlSH. IX> tuI' lET 0: GRAB A lD!D! SHED, SPIN OR SPIIL 'IDBML. FtAy PASS FlPSI'!

GET OFF CN Bi\IL OR MJVEMENl'. EXPLODE UPFmD. STEP WjNF.AR FOOl' " GRAB/SlAP CDlTER'S I\RM-SH:UI..DER. RIP UNDER OR SWIM OVER. SIT = PASS! RJSH. FEEl... 0: '!URN IN CR cor, REAC'r Bl\Cl< AND DIV'ERI' BACK'S a::xJPSE. I1AX PASS fIRST!

14. tR>~ PASS '" •

GET OFF 00 B.\I.L OR M:JVEMENI'. EXPI..OOE UPFIEID. STEP Wj'NF.AR FOOl' & GRAB/SlAP c:::rnn::R'S A1*-SH:UIlER. RIP ~ ClR SWIM OVER. SIT = PASS! RlSH, rusH, RJSH. USE A HJVE.

00

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* • RIGHT INSIDE LANE

tUM U1S

DT, NOSE OR DE I~

~IDE OUTISDE SHOULDER OF C.G.

-17-

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CET OFF ON BALL OR MOVL~NT. EXPLODE UPFIELD. PENETRATE Al'iD FIND SCR.E~. DEL!VtR. BLOW ~~~ SQUEEZE DO~ INSIDE.

2. BOClI: ,

GET OFF ON SALL OR HOVL~ENT. EXPLODE UPFIELD. PENETRATE AND FIND SCRE~. RICHCHET OFF, CAN NEVER BE HOOKED.

3 . o:rron (T01JIOO'T) ,

GrT OFF ON BALt OR HOVL~ENT. EXPLODE UPFIELD. PENEtRATE Ah~ FIND SCRE~. DELIVER n:SIDE BLOW. HANDS INSIDE. LOCK. OUT Ah'D SQUEEZE DOVN.

I.. CUTOFf

(OUTSIDE CYLIKDIl)

CEr OFF ON BALL OR MOVEMENT. EXPLODE UPFIELD. PENEtRATE AND FIND SCREW. RUN TKRU, DROP INSIDE SHOULDER AND

W1iHt.. !AC1(\ OOOR.

5. (~ (CBOP) ~

GET OFr ON BALL OR MOvtMEh7. UPLODE UPFlELD. GO TO PENETRATE AND rIND SClEU. USE HANDS ON OG I S HEAD AND PUSH UP. BOUNCE UP. NO ·ON GROUNDS".

11. ClC lEI lASES USlD! 6 • geJla. '!UP •

GET on ON BALL OP. MOVIJttNT. UPLODE OPFlELD. PENE'l'lATt AND YIND SCREW. PLATtEN AND CLOSE DOWN.

INSIDE tEttAS! • TRAP! SPILL TRAPPER WITH OUTSIDE SHOUDLtlI..

Ooor

-18-

tUN [ItS

DT. NOSE OR DE IN RACE. TECHNIQUE - 3 \-O"1D!.: UJT5IDE SHOU!..DER OF C.G.

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7 • CXXl1fI'D. -0 . T. (Vl.A.XS IDl ) '4 GET OFF ON BALL OR MOVEMENT. EXPLODE UPFI£LO. PENETRATE AND rum SCRE'J. fLATTEN & CLOSE. INSIDE RELEASE

THlh'X TRAP. NOTICE 10trrES

OF PULLERS OR FEEL OT.WORK UPFIELD. DON'T BE WASHED. CRJ..B OS OR KNOCK OFF PutLERS.

I II • OG P'ULlS DlS IDE

8. mm!'1 0 (OBL. UC%). GET OFr ON BALL OR MOVEMEh7. EXPLODE UPFlt~D. PENETRATE A~D FIh~ SCRE'J. PULt· COLLISION. THINK FOLD BLOCK BY CENTER. RUN THRU, DROP INSIDE. SHOULDER AND 'JHEtL. BACK DOOR.

9. UNDO. 0 (OC J'LAT)

CEr OFr ON BALL OR HOVE~E~7. EXPLOOE UPFIELD. PENETRATE Ah~ Fum SeREi.'. PUlL· COLLISION. THINK FOLD BLOCK BY CENTER. GO TO

RUN THRU. IF STUCK, LOi.'£R INSIDE. SHOULDER AND SPIN ACROSS OC'S FACE.

10. P AC'l'IOM

GET OFF ON BALL Olt HQVtM.£NT. EXPLODE UPFIILD. PENETRATE AND FIND SCUw. PUlL· COLLISION. THINK POLD

BLOCK n CIN"I'EP.. tUN nnw, ClOP INSIDE SHOULDD.. PUSH orr TU1.UACK. nIP HtM

orr YOUR UGS.

11. !!!£! (n at)

err orr ON IAtL 01. HOVI.M£NT. EXPLODE UPFIELD. PtHtTlATE AND FIND SCR..tW. PULL· COLLISION. THINK 'OLD

!LOCl< h CENTER. tllOP INSIDE SHOULDER. llCOCHtT OFF aT IF HIT. rtEL or. DON'T GET CUT.

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~IDE OUTSIDE SHOULDZR Of O.C.

-19-

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12. Sl.IP

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GET OFF ON BALL OR MOVEMENT. EXPLODE UPFIELD. PENETRATE AND FIND SCREV. RICOCHET OFr. US! YOUR RAh~S ON CENTER. DROP OUTSIDE SHOULDER AND WHEEL.

v • oc PUl.l..S OO'TS 10 l

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GET orF ON BALL OR MOVEMENT. EXPLODE UPFIELD. PENETRATE ASD FIND SCREV. PULL. COLLISION. TIiINK OO'o.'S BLOCK. RUN THRU, DROP OUTSIDE SHOULDER AND WHEEL. BACK DOOR .

1 4 . IX)IJloI (or ,LA T)

GET OFr ON BALL OR MOVE~ENT. EX?LODE UPFIELD. PENETRATE AND FIND SCREV. PULL· COLLISION. THINK DO~N BLOCK. GO TO RUN THRU. LO~ER OUTSIDE SHOULDER AND SPIN ACROSS OT'S FACE.

15. ID!!_n

err OFF ON BALL OR MOVtMt~'T. EXPLODE UPFIELD. PENETRATE AND FIND SCREW. PULL· COLLISION. THINK DOVN BI-OCI(. GO TO IUN THRU. DROP OUTSIDE SHOUl.DER AND

WE!L. US! HANDS TO Kt£P !ACK OFF lOUR LEGS.

16. FOLD ..

CET orF ON BALL OR MOVEMENT. txPLOD! UPFIELD. PENITRATE AND FI ND SCR£lJ. PULL. COLLSION. THINK DOWN BLOCK. RUN THRU, DROP OUTSID! SHOULDER AND WH!!L.

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-20-

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GET OFF ON BALL OR MOVEMENT. EXPLO~E UPFIELD. PENETRATE AND FIh~ SCRE~. PULL. COLLISION. THI~~ DO~N BLOCK. GO TO RUN THRU, LO~ER OUTSIDE SHOULDER AND SPIN ACROSS OT'S FACE.

1 8 , llA C!:J !"I OC

GET OFr ON BAL~ OR MOVEME~T. EXPLODE UPFIELD. PENETRATE AN~ FlS~ SCREw, PULL. COLLISIOS. THlh~ DO~~ BLOCK. CAUIlOS, NO COL~ISION. FEEL OC'S PRESSURE AND RICOCHET OFF.

19. INYlrrlNCE (SUCKER)

GEi OFF ON &ALL OR MO\'EMEST. EXPLO~E UPFIELD. PENETRATE AND FISD SCREV. PULL· COLLISIOS. THI~~ DO~N BLOCK CAUTIOS, NO COLLISION~ HIT BACK AND ~~E TACKLE.

VI. 2 MAN COKBlNATlONS

20 • ~ UCXU " GtlAI.D}.,

.'

GET OFF ON BALL OR MOVL~ENr.

EXPLODE UPFIELD. PENETRATE AND FIh~ SCRE~. DELIVER INSIDE BLO~ THRU GUARD. DRIVE FOR PENETRATION. DROP OUTSlot IhiO TACKLE TAKING

HIS LEGS.

21 • .!2!1 (!.lex" COAJ.l) ) GET OFF ON BALL OR MOVEMENt. EXPLODE UPFltLD. PENETRATE AND FIND SCRE~. DELIVER INSlOt BLOW THRU GUARD. FtEL BACK'S PRESSURE AND FIGHT TO OUTS ~iJE. :iOLD YOUR GROUND.

0:..· ..

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DEFENSIVE £~D l~ RACE TECH~lQU[ 5 OUTSIDE EYE OF O.T.

C. P.: OUTSIDE SHOULDER IN "IHDE."

-21-

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1. mIn t

GET OFF ON BALL OR HOVEMEhl. EXPLODE UPFIELD AND FIND SCRE~. DELIVER INSIDE BLO~ A~~ SQUEEZE. COh~ENSE HOLE.

2. 'EJO(X.

GET OFF O~ BALL OR MOVEHEhi. EX?~ODE UPFlELD Ah~ Flh~ SCR[~. RlCOCHET OFF AND GET OUTSIDE. IF HIT, GET HANDS lNSIDE Ah~ LOCK OUT THRU OUTSID! SHOULDER. WORK OUT & UP.

3. !2Q! (OOTSID! CTLIHDD.) CET OFF O~ BALL OR MOYEMENT. EX?~ODE UFFlELD A~~ rIh~ SCREk. RUN THROUGH, DROP o~rSIDE SHOULDER Ah~ ~!EL.

4 . a:rro 11 ( l"t1'iJ«Jt1T) •

GET OFF ON BALL OR MOVtMEhi. EXPLODE UPFIELD AND FIND StRE~. DELIVER INSIDE BLOW. LOCK OUT THRU~INSIDE SHOULDtl SQiJE.EZE AND CONDrNS E HOtE..

5. CUTOl1 (OOTS lo! en. nma) GET OFF ON BALL OR MOVEMENT. EXPLODE UPFIELD AND rIND SCREW. RUN THROUGH, DROP INSIDE SHOULD£! AND WHEEL.

6. ~ (a!OP) ,

en OFF ON BAl.L OR MQV£1ttNT. EXPLODE UPFIELD AND rIND scarv. USE HANDS ON OT'.

HEAD AND PUSH UP. 10UNCE UP. NO ·ON GROUNDS".

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-22-

DEfE~SIVE END IN RACE TrCH~lQUE - 5 OUTSIDE EYE OF O.T.

C.P.: OUTSIDE SHOULDER IN "\HOE"

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LDN

lOY

II • 01 l..ll..l.A.S!.S IMS IDl 7. n.A.P!~

GET OFr ON BALL OR MOVtHEhL. J~~ OT. THINK TRAP! CLOSE DOiI')-;ASD RUD OC's COURSE. SPILL TRAPPER BY MEETING ~ITH OUTSIDE SHOULDER.

8. !ll'!-O
0 GET OF: O~ BALL OR MOVEMENT. 0
EXPLO~E UPFIELD Ah~ FIh~
00 SCRE~. J~~ OT. 1HINK TRAP~ 00
CLOSE DO~N AND READ OG'S
COURSE. DEPTH HEANS
PEt'ET?.HE! LOOK FOR BACK.
9. Bum' TUP
GET OFF ON BALL OR MOVEMENT. "~"':
iom~o EX?LO)E UPFIELD A~~ FIND o~&~ (-~F
SCRE~. J~~ OT. THINK TRAP!
CLOSE DO~~ AND READ OG's
COURSE. SPILL TRAPPER !'l
MEETING YITH OUTSIDE
SHOULDER. IGNORE BACK. DO •
NOT lEI HIM INFLUENCE YOU.
10. JX)IJN B'LDC.'J:.
GET OFF ON BALL OR MOVEMENT.
EXPLODE UPFIELD AND FIND
SCREIJ.JA!'I OT. THINK TlUP! oooofj
~0000 CLOSt DOIJN. lEEl TE'. BLOCK
AND tUN THROUGH. WEEL.
FIGHT TO HOLD YOUR GROUND.
DON'T BE WASHED. -23-
kO'N UTS
DEFt~Slvr END IN RACE TECHNIQUE - ~ 0
O()OOOO
OUTSIDE EYE OF O.T.
C. P.: curs rot SHOULDER IN "WIDE" A A
LON ILOat IHe P A.TID.M 10!
11. DOW)! 1l..CXX ('f ru. T)
Gt1 OFF ON !ALt OR MOVtMth"T.
txF~ODE OPFIE~D AND FIND
. ~OOOO sa!". JAM OT. THINK n.AP. 0OOO9cf:
CLOSt OO\IN. IF TE STOPS
~ P£l'iE1"R.ATlON, LO\lO. OUTSIDE ~
SHOULDER AND SPIN ACROSS
U'S FACE.
Ill. at PU't.1.S IlCSIDI
!f Oil I')
12. 'UCXl.l nAP (t S!JJ.)'
GET OFF ON BALL OR HOVtMEh"T.
txP~ODt UFFIELD AND FINO
r'oO SeREV. RUN THROUGH. DROF IN- OO~
Slot SHOULDER AND 'WHEEL.
RICOCHt! OFF. US! FR.E:E HAND
TO PUSH OFF ON rE.
13 . P AC"t'10M
. 4~·.;'"
,,---:'~~"': GET OFF ON !ALL OR MOVEMENT.
~!. '.~;
.; EXPLODt UP FIELD AND FIND
SCRt~. RUN THROUGH, DROP IN-
00 SIDt SHO~LD!RAND WHEEL.
RICOCH!T. US! FR!E HAh~ TO
PUSH OFF BACK.
'I
14. ~ or (Wl..U:SIDI)
GET OFF ON !ALL OR HOVtHth"T.
EXPLODE UPFIELD AND fIND
SCREW. iUN THROUCH. DROP IN-
'apoca
SID! SHOULDER AND WHEEL •
• UCOCHtT. USE nIE HAND
TO PUSH OfF ON TE.
15. CD'T
-
en OFF ON BALL 01 ttOVEHINT.
EXPLODE UPFIELD AND lIND
OP,OOO SClt\l. ltTN l'HllOUGH AND KEn OOD~O
OG \lUH INSIDE SHOOLDER.
SQOEEZE HOLE DOWN. ~ -24-

10li UTS

D HI'S 1';[ END IN R.Act nCHl\lQUE - 5 o ISIDt ZYZ OF O.T.

c.r .: OUTSIDE SllOtJ1.D:::;<.. IN "WIDE"

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16. 0 JU)C[ (1)

GET orF ON BALL OR MOVL~ENT. EXPLODE UPFIELD AND lIND SCRE •. PULL • COLLISION.

T'H 1 NK 00,,'; BLOCK. IUN l'HRU, DROP OOTSIDE SHOULDER' WHEEL.

17. U 1l.CXX (1 n.AT)

GrT OFr ON BALL OR MOVEMEhi. EXPLODE UPFIELD AND FIND SCRt~. PULL • COLLISIO~. THH,'K 00,,1' BLOCK. IF STllCK

BY TE, LO~ER OUTSIDE SHOULDER AND SPIN ACROSSt rt: S FACE.

18. T PULL (48 9' PITCH)

(llACB BY OC)

GET OFr ON BALL OR MOVEMENT. EXPLODE UPFIELD AND Flh~ SCRE~. PULL • COLLISION. THI~~ DO.~ BLOCK. CAUTION, PULL NO COLLISION! aICOCHE!. USE HAh'D TO PUSH OFF ON OG.

V. 2 JW( OOK!IKATIOMS

19.~

CET orr ON BALL OR MOVtMEhi. tXPLODt UPFIELD AND rIND SCRt~. DELIVER INSIDE BLO~ INTO OT. nEL TE AND DlOP OUTSIDE. TAXI TE'S LEGS OUT.

20. ~

err on ON !ALL 01. !tOYnaN'I'. txPLODI OPFIELD AND rIND SClE~. DELIVtR INSIDE BLOW INTO OT. rUL IAC%S BLOa AND fICHT on OUTSIDE.

OODob~

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DEFENSIVE END IN RACE !ECH~lQUE - 5 OUTSIDE EYE OF O.T.

c. P.: OUTSIDE. SHOULDER IN "\.IIDE"

-25-

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21. SLIP

I· err OFF ON BALL OR MOVtl1El'17. EXPLODE UFFIELD AND FI~~ scsw. DELIVER INSIDE 'BLO'.!

AJiD SQUEEZE OOVN. LOCK OUT

r~~u FAR SHOULDER. DON'T ALLO~ TE TO GET BETYEE~. SLIDE DO~N AND PURSUE.

VI. err PASS S!'T

2 2 • I.X11..O"DfCl nAP

GET OFF ON BALL OR HOVEKENT. EXPLODE UFFIELD Ah~ FIND SCRE~. SET· PASS! RUSH. OT RELEASING OUT~NS TRAP. CLOSE DQVN AND SPILL. PLAY PASS FIRST! ----

23. COLl..APSl"

CET OFF ON BALL OR MOVEMENT. EXPLODE UPFIELD AND FIND SCRE~. SET • PASS! RUSH. DO NOT ALtO'.! OT or-GRAB A HOLD. SHED, SPIN OR SPILt INSIDE. PL~Y PASS FIRST!

24. DlAW ..

GET OFF ON BALL OR HOVE~Eh7. EXPLODE UPFIELD AND rIND SCREV.SET • PASS! lUSH. REACT TO DRA~DIVER! Jl~1nNG BACK'S COURSE.

PLAY PASS FIRST!

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-26-

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DEFESSIVE E~D 1~ RACE TECH~lQUE - S OUTSIDE EYZ OF O.T.

C. p,: OUTSIDE Sl:OULDER IN "1,J1DE"

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GET OFF ON BALL OR HOVtMEhi. EXPLODE UPFIELD Ah~ FIND SCRE~, SET • PASS! RUSH, RUSH. RUSH. 'W5'R:K A HOVE AND GET Ih"TO YOUR LANE.

26. SPRIN'T PASS

GET OFF ON BALL OR MOVEMENT. EX?~O)E U?FIELD/AND FIh~ SCRE~, RECOGNIZE PASS.

RUSH. RUSH, RUSH. USE

A HOVE. GET IKTO YOUR LANE.

27. SPlINT PASS (OUTSIDE CYLlNER)

GET OF: ON BALL OR MOVEMENT. EX?LO~E U?FIELD AND FIND SCRE~. RU~ THROUGH, DROP OUTSIDE SHOULDER Ah~ VHEEL. RUSH. GET Ih"TO YOUR LANE.

I

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RUN KEYS

NOSEMAN IN COCKED TECHNIQUE - 1 LIN/RIC IN OVER/UNDER/

45 DEGREE ANGLE, AIM THROUGH CENTE.l\ IS EARHOLE

-27-

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15. SPRm1' p"ss ('ro)

GEl' OFF CN BML CR ~. EXPLOCE tJPFIEID. STEP WfNFJ'.R Fro!' & GRAB/SIAP CENl'ER'S AR+-Sa::U1LER. RIP UNIER CR SEIM OVER. RIax:HEl' OFF IF HIT.

~ Bt\CK INIO F"I..al.

16. SPRm1' PASS (AKAY)

GEl' OFF CN BML OR MJVEMENI'. EXPI..ODE tJPFIEID. STEP WjNFAR FCX1I' & GRAB/SlAP CENl'ER' S AlM-SH:UI..DER. RIP OR SWIM ovrn. HOID CN OR rou.cw IF VAC.A.TIN:;! RIClXHEI' OFF cc. RJN 'IEru.

hORK INIO F"I..al.

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rSF£SSlVE END IN RACE TECHKIQUE - LOOSE 5 J YARD OUTSIDE OF O.T.

lNSIDE FOOT TO OUTSIDE FOOT

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! LCXXI NC P A 'l"'I1".:i.H

1. !!.AN !LCXX (OT)

1. rarn

GET OFF ON BALt OR MOVEMENT . EXPLODE UFFIELD. PENETRATE A~D rlh~ SCR£~. GET UPFIELD

~ AND DELIVER INSIDE !LO~. LOCK OUT. SQUEEZE DOWN AND CONDENSt HOLE.

2. BO()[

GET OFF ON BALL OR MOVEMENT.

~ tXFLO~E UPFIELD. PENETRATE AND FIh~ SCREW. GET UPfIELD. RICOCHET OFF. CANNor BE HOOKtD. '

3 • ct1'l"O rr ( 'l"Ui..N OD'T )

GrT OFF ON BALL OR MOVE~ENT. EXPLODE UFFIELD. PENETRATE

, AND Flh~ SCREW. GET UPFIELD AKD DELIVER INSIDE BLO~. LOCK OUT. SQUEEZE AND COh~ENSE HOLE FRO~ UPFItLD LAND~~.

4. CUTOfF (OD'TSIDI CTLIHDD.)

GET OFF ON BALL OR MOVEMENT. EXPLODE UPFIELD. PENETRATE AND Flh~ SCREW. GET UPFIELD A~~ RUN THROUGH. DROP INSIDE SHOULDER AND ~tEL. BACK DOOR

5. £!!! (caop)

GET OFr ON BALL OR MOVtMtNT. UPLODE UPFlELD. PINETUTt

f AND FIND SCREW. USE l!.At.'DS ON TACKUS READ & PUSH UP. BOUNCE UP. NO "ON GPPUNDS",

11. OT "leUSES IXSID! 6. ~!

GtT OFr ON BALL OR MOV£ME~7. EXPLODE UPFltlD. PENETRATE

\ AND rIND SCREW. CRASH & CLOS

OO\lN. THINK nAP! R£AD OG' S COURSE. SPILL TRAPPER BY MEET INC ~I!H OUTSIDE SHOULDER.

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IUSPONSE:

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-29-

LOOSE TECmn QUE

1 YARII nUTSrOr. IN 5. 9. !NS1DF. Ftl.')T TI') ("l\fTt;TnF FMT, OEfENSIVE ENDS TIGHT ON BALL AS POSSIBLE - AL~OST OFFSIDES,

BUNCHE.D SPRIr.'iERS STANCL HEELS OUT OF GROUND, ALL \JE1GH7 01\ F:~;:;::; ~

AND TOES. THINK BIG FIRST STEP ~~D FLY!

NOTE STANCE AND SPLITS OF YO\JR ~A.N AND THOSE ON EITHE? SID::, G.:_:' C .. ~

BACKFIELD SET. C.P.: "1", "SPLIT"l ~SnONG", -OPPOSITE", "ACE",

BALL OR HO'IEXEl'-! .. GET-OFF! EXPLODE FOR PENETRATION, fIN:: SC?:::'.' (0:0

BALL) AND REACi.

PENETRATE •• GET 1f',IO BACKFIELD. HURRY TO FIND scstv OR BALL AS:; F.::':'.:::,

YOU IilLL BE BLOCKED! CAN NEVER BE HOOKED OR CUT. MUST CP_A. SH A~;J

CONDENSE BERINO L.O.S. YO~AYS HAVE REVERSE. GET UPFELD. ll~;

YOUR HANDS.

1'1A!,\ HOo'K TUR!\J~'T

00' .. '1' BLOCK

PASS""

TUP/BlM CRASH!

PULL • "COLLISIOt\" CRASH!

.. 112m> l.EVEL

0'(

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..

ON DOVN BLOCK. CRASH. l.OOK FOR O.C. HIS ROUTE. TRAP OR Bl~

*C.P.: NO DRAY SCREEN OR SUCKER RESPONSIBILITY

1 GAP PL.AY'tR, EXECIfI'ED BY en-OFF AND PENtTRATlON. TACKLE BALL F0;'

l.OSS. FIND KEYS IN BACKFIEl.D. EITHER O.T., BACK OR fOOTBALL. R;:.~,:.' T0

2ND l.EVEL ON O. T. DOVN Bl.OCKS. 'CUSH AND CLOSE ON ALL TR..APS/DO',:S

BLOCKS. LOOK AHEAD OF BALL ON FLOV AWAY. !tND AND FLATTEN OUT.

ACTIVE RUN-AROUND PUYER. :PURSUE I PURSUE I PURSUE!

-30-

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GET OFr ON BALL OR HOVEHEh7. EXPLODE UPFlELD. PENETRATE AND FI~~ SCREV. CRASH & CLOSE DOVN. TIiIh'K TB.AP~ HAD OG I S COURSE. DEPTH • BIN. BEND UPFIELD Ah~ LOOK FOR BACK.

8 . ! UJ1i' n.A.P

GET OF: ON BALL OR HOVE~E~!. EXPLO)! UFFIELD. PENETRATE AND FIND SCRE~. CRASH & CLOSE DOVN. THI"~ TRAP. \REAO OG'S COURSE. SPlLL TRAPPER BY MEET INC ~ITH OUTSIDE SHOULDER. (IGNORE BACK!)

9. ! ('roC)

GET OFF ON BALL OR MOVE~ENT. EXPLODE UPFIELD. PENETRATE

~ AND rr ND SCRE>:. CRASH & CLOSE DO~. Trllh'K TRAP. MEET GUARD AND SQUEEZE. CONDENSE HOLE.

III. OTPULLS INSIDE

1 0 • TA C'J..l nAP

GET OFF ON BALI. OR HOVE~Eh!. EXPLODE UFFIELD. PENETRATE

~ AND Flh~ SCRE;:. RUN THROUGH.

GRAB TACKLE. LOOK AHEAD OF THE BALI.. YOU HAVE REVERSE AND BOOT.

11. PACTION

GET OFr ON BAtt OR MOVEMENT. EXPLODE UPFIELD. PENETRATE AND FIND SCREV. lUN THOUGH. eRA! TACKLE. LOOK AHEAD OF THE BALL. OSE HANDS TO PUSH OFF ON lACK. YOU HAVE REVERSE AND lOOT"

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12 . Im.U!:NC! n.AP (C'UJ'B) GET OFF ON BALL OR HOVL~!NT.

• EXPLODE UPFIELD. PENETRATE Ah"'D FIND SCRE"". SET .. PASS! RUSH. OT RELtASING OUT]IANs TRA? CLOSE DO~ Ah"'D SPILL. PLAY PASS FIRST!

13 • COLLAPSE

GET OFF ON BALL OR MOVE~!NT. EXPLODE UPFIELD. PENETRATE AND FIND seRE"". SET· PASS! RUSH. DO NOT ALLO~ OT TO GRAB HOLD. SHEDt SPIN OR SPILL INSIDE. PLAY PASS FIRS!!

If, . DRAW

GET OFF ON BALL OR HOVE~E~T. EXPLODE UPFIELD. PENETRATE AND FIND SCRE~. SET· PASS! RUSH. REACT TO DRA~. DlvE~r RUh~ING BACK'S COURSE.

PLAY PASS FIRST;

15. DlOPBACX PASS

GET OFF ON B~L OR HOVEMENT. EXPLODE UPFIELD. PENETRATE AND FIh~ SCRE~. StYT· PASS!

, RUSH, RUSH, RUSH. WORK A~E Ah"'D GET INTO 'YOUR LANE.

16. SPllMT PASS (TO)

GrT OFr ON BALL OR MOVEHtN'I'. UPLODE UPFIELD. PENETRATE AND FIND SCREW. lt1N THRU. WOlK A MOVE AND GET INTO YOUR LANE.

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llOSE..1A~ IN TOUGH n.CH~IQUE - 0 L1N/R1C IN OVER!UNDER/K.C. P.ZAD UP ON OC OR COCKED

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1. KA.N 11..lXXS (OC) 1. DlIn

GET OFF ON BALL OR HOVEMEh7. EXPLODE UPFIELD AND FIND SCREt,/.. HIRROR. DELlV!.R INSIDE BLO~, aANDS INSIDE. LOCK OUI ~~ SHED.

2 . BOX OR CUT-on

GET OFF ON BALL OR MOVEMEh7. EXPLODE UPFIELD fAND FIND SCRE~. MIRROR. DELIVER INSIDE BLO~, HANDS INSIDE. LOCK OUT THRU FAR SHOULDER. SQUEEZE. ~ORK TO GET SQUARE. FIGHT ACROSS CE~rERS FACE. SHED.

3 . BOOf: OR CUT-ort

{OUTSIDE CYLIMDlll}

GET OFF ON BALL OR HOVE~ENT. EXPLODE UPFIELD AND rIh~ SCRE~. RUN THRU, DROP ONSIDE SHOULDER AND WHEEL:

BACK DOOR.

4. ~ (caoP)

GET OFf ON BALL OR MOVEMENT. EXPLODE UPFIELD AND FIND SCRE~. USE HANDS ON OC'S HEAD AND PUSH UP. BOUNCE UP. NO "ON GROIJNI)S". IF PASS SHO~S, WORK HOME.

II. CXlKB 11U. TIOMS Vl'l'B ex; 5. ~

GET OFF ON BALL OR KOvtKENT. EXPLODE UFFIELD AND FIND SCRE~. MIllOR. DELIVER INSIDE BLOW, HANDS INSlDE. LOCX. OO! nmu F Ai SHOU'LDtR. SQUUZE. WORK TO GET SQUARE. FIGHT ACROSS CENTER'S FACE.SHED.

C.P.: CAN NOT ALLOW O.C.

OFF ONLB' ElL IF

SO. YOUR PtA Y !

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6. SCIX)P

{oorSIDl. CYLIKD.)

GET OFF ON BALL OR MOVEMENT. EXPLODE UPFIELD AND FIND SCRE~. lUN !HRU, DROP ONSlot SHOULDER AND WHEEL.

USE HAh~S TO PUSH OFF OG.

7. 1JMD!J. 0 (D!L!.ACX)

CEr OFF ON BALL OR MOVEMEhA. EXPLODE UPF!ELD AND fIND SCRE~. MIRROR. STEP DOVN (LOOKS LIKE SCOOP) WITH OC. RECOGSIZE ANGLE AND HIT BACK. HOLD YOUR GROUND, DON'!

BE \.;ASHED.

8. PULL (lo1lPE)

GET OFF ON BALL OR MOVEME~j. EX?LODE UFFIELD AND FIND SCRE\.'. PULL • COLLISION. DROP sr::.? CllJB A.CROSS GUARD' 5 fAr:E.. SPI~ IF S1UO\.

111. OOUBU T't.iJtS

9. tOUBU - DAD

GET OFf ON BALL OR MOVEMEhl. EXPLODE UFFIELD AND FIh~ SCRE~. MIRROR. DELIVER INSIDE BLOW, HANDS INSIDE. LOCK OUT. FEEL~OC AND DROP ONSIDE. TAKE OUT OC'S LEGS. DO NOT LET HIM GO ON TO LB. (DAD-O)

10. ~ (11(%' QUlD)' err OFF ON BALL OR MOVEMENT. EXPLODt UPFIELD AND rIND SCUll. KIMOR. DELIVER INSIDE BLOW, HANOS INSIDE. LOCK OUT. FEEL BACKS PR.!SSUU. AND rIGHT TO THAT SIDE, HOLD YOUR GROUND.

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