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Single Wing PDF
Single Wing PDF
The System begins with the 10 GAP numbering system. The snapper is assigned 2 numbers, 1
and 0. One is the left foot, and Zero is the right foot. The right side of the line is assigned
even numbers, and the left side assigned odd. The aiming point is the outside leg of the player.
(except snapper because both of his legs are tagged). Notice there is no #6 to the right side.
This is reserved for tackle over alignment in which case the #7 will align where the #5 is and
the left tackle becomes the #6 on the right side.
All assignments and rules remain the same whether balanced or unbalanced. Only the tackle
obtains a new number in unbalanced formations. This gives us better ability to get a bigger
body on a defensive end.
Gap Identification
Most all defenses base their schemes around the idea that they will defend “gaps,” or potential
holes between offensive linemen. Those “gaps” are labeled using letters, beginning with “A” and
working out in the following fashion:
E D D E
C B A A B C
The GOOD/GOD system applies to all Power, Counter and Traps. The hole tagged, reveals what
defender will be kicked out or trapped.
2/3 holes- kick out the first defender past the B gap
4/5 holes- kick out the first defender past the C gap
8/7 holes- kick out the first defender past the D gap
The player who will be kicking out the defender depends on the blocking tag.
Counter-Blocking back kicks out left side defender beyond gap called.
Applying the rules of the Calande GOOD/GOD system to the single wing.
The playcall will indicate by the last number which lineman’s leg we will be
running at. 14 Power, 12 power. Each example the 1 back will receive the snap
and run to the outside leg of the appropriate lineman’s leg.
• Inside Gap= G
• On= O
• Outside= O
• Down= D
Definitions:
Inside Gap Lineman’s inside foot points at the
defender’s face. Is the defender aligned
is such a way to threaten your inside
gap?
Man ON Defender who is on the line of
scrimmage (or within 2 yards) AND the
defender’s helmet is between the
lineman’s feet.
Outside Gap Lineman’s outside foot points at the
defender’s face. Is the defender aligned
is such a way to threaten your outside
gap?
DOWN When the defender is ON your inside
neighbor
Covered A man ON or in his outside gap
The AT man or GOOD guy is who we want to be the designated Post Blocker so
the playcaller should take care to call plays to the covered lineman. This will
ensure the AT man can post up his defender with his helmet to the inside.
If a 4 is the AT man his rule will be GOOD. He will scan from inside out looking for his
blocking assignment. If no one is in his inside gap, he looks to see if there is someone on
him, if not, is there someone outside, if not, is there someone down. He must use this
progression and block the player who first meets the rule. If there is a defender in his
inside gap, and a defender outside, he must block the defender on his inside gap.
RULE 3: The snapper will be included on the playside and his rule will always be MOMA
MOMA is an acronym for the snapper’s blocking progression
• Man ON= MO
• Man Away (outside gap) = MA
If the snapper has a defender both ON and Away he will make a Domino call.
(discussed inter)
1. If we run at you, you must be GOOD. Your job is to post block a man on or in your outside
gap.
2. Anyone GOOD has GOD inside them.
3. AT Men always have a KINGPIN (blocks GDB) pinning the defender inside
4. The FBI Always follows the KINGPIN
5. We are kicking out the 1st man past the AT Mans outside gap
6. Backside Guard will always pull on power, counter and trap
7. Backside must cut off penetration on power, counter and trap
8. The backside guard kicks on trap
9. The blocking back kicks on power(right) and counter (left)
10.We only use GOOD/GOD on power, counter and trap.
Here are some examples of the GOOD/GOD system to attack the 3, 6 and 7 technique to
eliminate doubt and frustration. The defense is aligned in a 40 front and the defensive end
changes his alignment and assignment to various shades from D gap to C gap.
Now the Defensive end is ready to blow through the double team only to find no resistance
and he falls on his face or he gets moved out of the hole by the kickout blocker.
SWEEP blocking is to the 8 or the 7. Base way will be to reach one gap up. If uncovered, plan
on reach, ripping and running to the next level. If covered, plan on reaching and overtaking the
defender in the next gap up. A thunder call will tell the #2 guard to pull and lead the play to
the edge.
SEAM blocking will use GOO and GOD. Everyone from the AT man outside will block GOO.
Everyone inside the AT man will block GOD. The # 3 back leads between the GOO and the GOD
onto the linebacker.
The final analysis will be to have the snapper call the CORE defensive stucture at the line of
scrimmage. We will identify the core in the following manner:
a. Make an under call for the wing back and he will come under the double team
and lead up through the hole like an isolation play.
b. Make an Edge call and it moves 14 power to 16 power. The wing will crack down
on the Defensive end and the kickout will be outside the C gap. The right end (#8)
will become FBI. The back aims for the outside leg of the power tackle.
c. Make a BULL Call Test to see if 143 counter is open. Run 14 power BULL . The 4
back will now fake taking the 143 reverse and the #2 back will be have LB
responsibility
d. Make X Call Tells
Backside guard to stay,
Frontside guard to pull,
and the inside tackle to
block MOMA.
2. 14 trap. This is a way to kick out the DE. We will get a double team on the defensive
tackle and the 4 back will
work up to the linebacker
inside. The #3 back has a
good angle leading
through to the 2nd
outside defender. If a
keybreak is needed,
(unlikely), send the #3
back wrong. Also, this can
be run from double
formation to set up a
weakside pin and pull
sweep.
3. Buck 214 trap. The #2 back
must catch, set, show, snap
and sell. We are not going to
read the play so the #2 back
must “sell” the fact we are.
He must make it appear he
has the ball every time there
is a mesh. The 1 will follow
behind the pulling guard.
Vertical push on the double
team is a must. To slow
down the backside
unblocked defensive end/OLB
the 2 back should put his eyes
on him during the mesh
13.Spinner 21 Trap can be used to attack the aggressive defensive tackles and linebackers
by
threatening
both edges
and then
running
underneath
the pressure.
The spin of
the 2 back
will give the
delay
needed for
the guard to
get out and
take short angle upfield to dig out the defensive tackle
Spinner 21 Trap nothing changes from our base 1 hole trap play. The 1 is the left leg of
the snapper so that is front side. The guard will be his gosh darn buddy and will have
GDB. The left end is now FBI and we will trap the defensive tackle. The Defensive
end/OLB is unblocked. If the mesh is good he should be coming upfield looking to tackle
the #4. We will run under him. We will also snap directly to the #3 back and run Spinner
31 trap.
14. Rocket 21 trap:
from the Jet
formation send
the 1 in rocket
motion. The 2
back is not
reading the play
but must use the
set, show, snap
and sell to open
the A gap “cutback” lane we are trying to take advantage of.
3. Vertical. This is an
adjustment off Dragon. If
the safety or linebacker is
coming down on the Dragon
route we can call Vertical.
This has the same set up as
dragon but the outside
receiver will run a hard slant
for seven steps, hesitate,
and then scream up the
seam. If the safety has
rotated to far on the corner
or stayed too flat on the
dragon, then the seam
should be able to run right
past him. If this is run from
the Jet formation, the #1
back will fake the smoke
screen left. Buck 10
Vertical, JET 10 Vertical
4. Curl. This concept is to
attack a safety that is
getting too close to the
line and getting involved in
the spin game. The outside
reviver will run a 10 stride
comeback curl. The inside
is going to run a seam
read. If the safety stays in
the middle he will convert
the route to a dig. The
running back needs to get
width fast to draw the flat
defender and create a
bigger window for the curl
if the seam is capped.
SPIN 10 CURL NAKED
CURL
1. Jet Smoke The #2 back will take two steps forward with head down before retreating
back and showing his numbers to the passer. He will catch and get upfield. No juking
allowed. The tight end will come flat down the line and not turn up field until he reaches
the area of the #2 back so as not to whiff on the block.
2. Jet Smoke/GO The identical play as Jet Smoke but the tight end will turn upfield after
he has made fake block on the defender
3. Jet Bubble. The 4 back will use ice-skater technique and get behind the split end to
catch and get outside.
4. Jet Bubble and Go. This is the same play but the split end will hesitate after engaging
the defender then, explode upfield away from the safety.
5. Naked Dragon 4 This is Naked Dragon but after run blocking the center and #3 guard
will sprint to the outside and outflank the defenders to create a wall. The Dragon route
will convert to a stalk block on the safety. The #2 guard and the #3 back will lead up the
alley outside the wall. All other assignments remain the same.
INSTALLATION OF THE SPIN SERIES
Start without a ball and perfect the Fullback's footwork. The Fullback will want to
keep his elbows out, or try and lift the ball up, it's natural, don't allow. Add the Tailback
to the Fullback once the footwork is perfected. As the Fullback takes his initial step
forward, the Tailback takes a step to his right and rubs just off the hip of the Fullback
trying to gain immediate depth. The Tailback will over fake taking a handoff from the
Fullback and bow to his right in a deep 18 Sweep fake going full speed. Set a pylon as a
marker at 6 yards directly behind the Power Tackle area to give the Tailback an idea of
how deep you want him to run.
Next add in the Wingback. The wing must go in motion to the left slowly and
come just inside the Tailback, (at the Fullback's right hip) as the Fullback spins towards
the line of scrimmage and completes the spin. The Wingback’s motion is very slow, you
want him at about the Right Tackle when he hears "go", then he sprints to his aiming
point and then to the 7-Hole. The Wingback must over fake the exchange between him
and the Fullback, with the Wing having his left arm down while faking a clamp down on
the imaginary ball. The Wingback carries out his sweep to the left. We walk this, then
jog it, then run it. Once the wingback motion is down we will add a ball without doing a
Center snap. The next step is to add the Center snap. Install Spinner 24 Power first.
Wing: The Cadence is On the line, On the line "Shift, Down, Ready,(pause) Set, Go". The
wing’s slow motion begins on "R" of "Ready", accelerates on the "G" of"Go". He gains
depth and aims to the heel of the Fullback.
FB: He receives the snap and tucks the elbows to his ribs and the belt line and takes a
full left foot stride toward the line of scrimmage landing at 10:00.
The left heal raises and becomes a pivot while the right foot makes a full stride toward
the line of scrimmage aiming to land at 9:00. This will place the fullback with his back to
the line of scrimmage. His right heal will now raise and become a pivot.
The left foot will now swing around his body rotating on the right foot pivot
and land at 2:00. He does no ball fakes, the backs will "over-fake" taking handoffs.
When running spinner 218 the fullback will not plant at 2:00 on his final step but rotate
all the way to 11:00 and run a weakside option fake with the 4 back
TB: He steps to the right at 5:00 throws his left arm in the air and fakes getting a handoff
from the Fullback. He takes a very wide sweep right angle to allow the wing to pass just
inside of him. He dips the inside shoulder and rocks cradle down field 20 yards.
Wing: At "Go" he allows the Tailback to go outside of him and fakes an outside handoff
path to Fullback trying to mesh as close as he can with Tailback and Fullback. On the
Flash tag alerts the wingback to cheat back one yard and not go in motion. All other spin
rules apply. On 143 He will take a path between the fullback and the line of scrimmage
taking the handoff with his left a
arm up.
SPINNER 24 POWER
DOUBLE SPINNER 2 4 TRAP
SPINNER 21 TRAP
SPINNER 218 SWEEP THUNDER
FLASH 243 COUNTER
DOUBLE FLASH 243 COUNTER
SPINNER SERIES DIAGRAMS
SPINNER SERIES DIAGRAMS
BUCK SERIES
The quarterback and the tailback must work together to perfect the buck series.
In all Buck plays the #2 back will receive the snap and must execute the proper set,
show, snap and sell technique.
Once the #2 back receives the snap he will:
SET the ball with both hands around the fat of the ball and begin to take a full stride
toward the line of scrimmage with his left foot looking to land at 9:00. As his left foot is
striding he will begin to extend his elbows out to
SHOW the ball to the running back. The QB is aiming for a spot above his belly button.
As the running back begins to clamp down on the ball the right foot of the #2 back is
moving a full stride toward the line of scrimmage looking to land at 1:00. As the
running back passes the #2 back, the #2 back will
SNAP his head in the direction of the running back while his front arm is extended to
On a keep, the #2back will step with his left foot and show the ball. Right before the
running back gets to him, he will remove the belly side hand while holding the ball and
pin it to his hip/groin pocket. His front hand will remain in the runningback ball pocket.
As the running back passes he will snap and sell the run. He then returns his sell hand
back to the fat part of the ball and either boots, sweeps or runs.
On a give, the steps are the same except the belly hand will be removed without the
ball. The #2 back will allow the running back to clamp down on the ball and he will snap
and sell as normal. He will return his now empty hand to the fat part of the imaginary
ball he has pinned to his hip/groin pocket and either boots, sweeps or runs.
With the JET we will split the #1 back out to the left side. The base will be 2 yards off the
line and 5 yards from the end man on the line of scrimmage. We can widen him with a
tag, or squeeze him with a tag as well. The #2 back will align directly behind the snapper
at 4 yards deep in a low 2 point stance. The 3 back will maintain his base position. The
wing back, #4, will flex out 5 yards from the end man, and 2 yards off the line. The right
end will split 7 yards off the wing back and be on the line of scrimmage.
To send the #1 in Jet motion we will call i rocket. His motion will go from the left to the
right. He needs to be at 7/8 speed at the time he takes the handoff. He will go in motion
on the R of Ready. Timing is crucial and we want him nearly taking the snap in the air.
The 2 back cannot slow down the motion. The motion back landmark is to be at the
right end at the time the ball is snapped. If he is getting to the spot too quick, he needs
to adjust his speed. The signal caller is not to slow down or speed his up his cadence.
To send the #4 back in motion we will call laser. He will go from the right to the left in
jet motion. He too will leave at the R of ready and get to 7/8 speed at the time he takes
the snap. The left side motion is going to landmark to be at the right tackle at the time
the ball is snapped. He too needs to adjust, not the signal caller.
ROCKET 24 TRAP
LASER LARRY 30 TRAP
ROCKET 218 SWEEP THUNDER
ROCKET 21 TRAP
ROCKET 243 COUNTER
LASER LARRY 247 SWEEP
LASER LARRY 24 POWER
JET SERIS DIAGRAMS
JET SERIES DIAGRAMS
JET SERIES DIAGRAMS
DOUBLE FORMATION PLAYS
DOUBLE 14 TRAP
DOUBLE BUCK 14 TRAP
DOUBLE 31 TRAP
DOUBLE BUCK 23 POWER G
DOUBLE FLASH 243 COUNTER G
DOUBLE 27 SWEEP THUNDER
STRONGSIDE PLAYS
BACK 0 2 4 6 8
1 14 power 14 power edge 18 sweep
Double 14 trap 18 sweep thunder
Double Buck 214 trap Spinner 18 sweep thunder
Buck 214 trap Rocket 18 sweep thunder
WEAKSIDE PLAYS
BACK 1 3 7
1
3 31 trap
4 143 counter
Flash 243 counter
Double flash 243 G
Rocket 243 Counter
PIN AND PULL BLOCKING TAGS FOR 8 and 7 plays
Slug Scheme:
Swap Scheme:
Combo:
TED:
TE..QG..C..SG..IT..OT………….R
………………………BB…….WB
…….TB……..FB
On our weak side counter sweep, the FB spins and hands tot he WB (the TB fakes around the strong end). The TE &
QG cross block and log/pin the DE. From the backside the SG, BB< and OT pull around the weak side and lead the
sweep.
Once we went all SW, it was mostly power and spin series, although we did mess with some unbalanced spread stuff.