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GENERAL NOTES

KICKOFF & KICKOFF RETURN


PUNT & PUNT RETURN
PLACEKICK & PLACEKICK DEFENSE
SPECIAL TEAMS PRACTICE LOG
SPECIAL TEAMS UNIT BREAKDOWN
GENERAL INFORMATIONS:
SOME SPECIAL TEAMS FACTS:
1. Every one of these Special Teams plays represents either a direct scoring attempt (either for or against) or a change of
possession (either gaining or giving). And what are two of THE most critical kinds of plays in football? Ironically enough, those
would be “Scoring Attempts… and Change of Possession”…!!
2. Sizeable amounts of yardage can be gained or lost in these change of possession situations (not to mention the
possibility of points being scored - and huge swings in momentum!). An average of 25 to 40 yards of field position can
result from these typical change of possession special teams plays.
3. Plays that do not involve a change of possession are direct attempts at scoring (or defending a scoring attempt).
25% of all scoring plays can be directly attributed to these special teams plays.
4. SPECIAL TEAMS start every half of every game - and very often also play crucial and critical roles in the closing
seconds of those halves and games.
5. 70% of all close games are directly decided by SPECIAL TEAMS PLAYS – either by points scored or denied
on special teams plays, by possession of the ball gained or denied by special teams plays, or by yardage gained or denied on
special teams plays…

SPECIAL TEAMS REMINDERS:


1. Set the Tone.
- There is no substitute for toughness and determination.
2. Ball Security
3. Penalty Free
4. Proper Substitution
5. Establish/Deny Field Position
6. Make a Big Play
HOW TO BE SUCCESSFUL ON SPECIAL TEAMS:
1. Eliminate Mistakes
• Know your alignments
• Concentrate on assignments
• Learn rules to take advantage of them
• Know situations
• Know what opponent is trying to do
2. Intensity
• Pay attention to detail
• All out Pride – Hustle – Desire
3. Fundamentals
• Precise Skills – Punters, Kickers, Snappers, Holders, Returners
• Concentration, Distance to locate yourselves on kicks, timing
– Hours of work.
4. Personnel
• Best Players Play
• Reckless Abandon – No restraints
• Unselfish, Team Oriented, Courageous, Enthusiastic Winner

WEEKLY SPECIAL TEAMS GOALS


1. NO BLOCKED KICKS
2. ALLOW NO POINTS
3. 100% BALL SECURITY
4. PENALTY FREE
5. WIN BATTLE OF FIELD POSITION
6. CAUSE AT LEAST ONE TURNOVER
7. NO SUBSITUTION ERRORS
8. 100% ON HOLDS, SNAPS, & BALL HANDLING
9. 100% PAT AND FG
10. NET PUNTING AVERAGE 30 YDS OR MORE
11. LIMIT OPPONENTS PUNT RETURN TO 9 YARDS OR LESS
12. KEEP OPPONET KOR TO INSIDE THE 30 YARD LINE
13. AVERAGE AT LEAST 14 YARDS ON PUNT RETURNS
14. AVERAGE START POSITION AFTER KOR 35 YARDLINE OR BETTER
15. MAKE AT LEAST 3 BIG PLAYS (“SPECIFICS”)
- FUMBLE RECOVERY
- PUNT RETURN OVER 20 YARDS
- KOR 35 YARDS OR MORE
- KO TACKLE INSIDE 20 YARDLINE
- PUNT COVERAGE TACKLE 5 YARDS OR LESS
- DOWN PUNT INSIDE 10 YARD LINE
- RECOVER AN ONSIDE KICK
- BLOCK A KICK
- SCORE A TOUCHDOWN
“CONCEPT… and PERSPECTIVE”

FIELD TERMS IN OUR KICKING GAME:


As having as firm a grasp and understanding as
possible of not only proper individual and team
alignment, assignment, technique and execution is
crucial for the success of all of our on-field
endeavors, we use terms like “Field” and
“Boundary”, “Numbers”, “Hash”, and “Midline” to
specifically identify our position on the field – and
in space – to best help us be as precise as
possible.
This being the case, we use the terms “PLUS” (+)
and “MINUS” (-) to more specifically locate the
ball on the field in relation to our offense and
defense, and in our kicking game.

These terms (and the concepts and


perspective they represent) may seem
confusing at first but, like SO many other things
in football, are quite simple to get – once you

Put in the simplest terms possible:


“PLUS” (+) territory is always where we need to go
to score, while “MINUS” territory is where we want
to keep our opponents from scoring in.
“PLUS” (+) is always where we’re
facing, “MINUS” (-) is always at our
back.
The fifty yard line is always used as the dividing
line between “PLUS” (+) and “MINUS” (-)
territory.
When we’re KICKING the ball, “MINUS” (-)
territory is the side of the field with the end zone
we’re DEFENDING (the part of the field at our
backs) – while “PLUS” (+) territory for us would
then be the opposite side of the field (the side
we’re facing).
Likewise, when we’re RETURNING the ball, the
same holds true: “MINUS” (-) territory is the side of
the field with the end zone we’re DEFENDING (the
part of the field at our backs) – while “PLUS” (+)
KICK OFF
Kickoffs are used to start play at the beginning of each game (and each half of play within that game). A kickoff is a
type of play known as a free kick. A free kick is a non-scrimmage kick that is also used to restart play after a
touchdown, field goal, or safety. The opposing team can be no closer than ten yards to the ball, which may be placed on
a tee no higher than 2 inches. In NFHS competition, free kicks to start a game or half may be kicked off a tee, out of a
hold, or may be a drop kick (no punts are allowed). Free kicks after a safety may be kicked off a tee, out of a hold – or
can also be drop kicks or punts.

Free Kick Placement


In NFHS competition, a free kick to start the game (or half), or one following a successful touchdown or field goal, will
take place from the kicking teams 40 yard line (-40) – and is traditionally known as “kickoff”. This placement is the
normal placement, barring penalties against either team. Such penalties would move the spot of the kickoff, depending
on which team the penalty was against – and alter our approach to what type of kick – and coverage - we might use. For
a personal foul enforced on a kickoff, the ball could be spotted as far back as the kicking teams 25 (-25) – if the foul was
on the kicking team - or as far forward as the receiving teams 45 (+45) – if the foul was on them. Recent changes to
NFHS penalty enforcement for scoring plays (and point-after plays) allow for enforcement to be made on the ensuing
kickoff. All special teams players must be aware of the specific situations for each kickoff and free kick we may
encounter in each game we play!

A free kick following a safety is normally placed at the 20 yard line (-20) of the team that had the safety recorded against
it (i.e. got tackled, downed, or went out of bounds in their own end zone while in possession of the ball). Again, this is
the normal placement, and can also be affected by any penalties incurred – so be aware of the placement of the free kick
after safety, and what that placement means for our kick and coverage scheme!

On all free kicks (kickoffs, free kicks after safety, and free kicks after fair catch) the ball may be placed and kicked from
any spot between the hash marks on the yard line designated for the kick. For example, on a “normal” kickoff, his means
that the kicking team can choose to kick the ball from the middle of the field – or from the right (or left) hash mark – or
anywhere along the minus 40 yard line between those hashes.

General Free Kick Rules


- In NFHS competition, all free kick alignments require a 10 yard “restraining area” between opposing teams – meaning,
the receiving team can align no closer than 10 yards from the spot of where the ball is to be kicked. This “restraining
area” remains in effect regardless of the type of free kick (kickoff, free kick after safety, or free kick after fair catch) or
the placement of the ball on the field for that free kick.
This means that the receiving team can align no closer than 10 yards from the spot of the ball for the free kick –
so, for a “normal” kickoff, the receiving team must align no closer that the 50 yard line for a kick positioned at
the minus 40. For a “normal” free kick after safety, the receiving team can align no closer than the 30 yard line
(being that the spot for the free kick would be the kicking teams 20 yard line). For a free kick after fair catch, the
receiving team could align no closer than ten yards from the spot of the fair catch – meaning, if the fair catch was
made at the receiving teams 37 yard line, the free kick would be spotted there, and the receiving team could align
nor closer than their own 27 yard line.
Once any free kick travels ten yards downfield (or is first touched by a member of the receiving team in the
restraining area), it becomes a free ball – and may be legally recovered by either team. Any touching of a free
kick by the kicking team before it travels ten yards downfield is considered “illegal first touching”, and
possession is awarded to the receiving team at that spot. Once the ball has traveled ten yards downfield (or is
first touched by a member of the receiving team in the restraining area), it may be recovered – but not
advanced – by the kicking team. This means every member of the kickoff team must know to simply fall on
any free ball on any free kick!!
General Free Kick Rules (continued)
- Any free kick that travels ten or more yards downfield and is first touched by the receiving team and then goes out of
bounds is awarded to the receiving team at the spot it went out of bounds .

For the 2013 High School Football season, the NFHS has adopted new rules that will directly affect onsides
kickoffs and onsides kickoff returns. Specifically, and as quoted in the 2013 NFHS Football Rules Press Release:
“In Rule 9-3-8, the committee added another provision to the rule enacted last year regarding contact by the kicking
team against members of the receiving team. The new provision stipulates that the kicking team may initiate contact
once the receiving team has initiated a block within the neutral zone.”

The “rule enacted last year” basically stated that no member of the kicking team could initiate contact of any kind with any member of the
receiving team until the ball has traveled the requisite ten yards: or until the kicking team is eligible to recover a free kicked ball (meaning
it has been touched by the receiving team in the neutral zone).

This new rule embellishment for 2013 basically means that, if a member of the receiving team moves into the neutral zone and initiates
contact with a member of the kicking team, then any and all members of the kicking team may begin contacting any and all members of the
receiving team… as long as the one of those receiving team players is not trying to catch (or fair catch) an ungrounded onsides kick.

- Any free kick that is not touched by the receiving team and is kicked out of bounds (whether it goes ten yards downfield or
not) is penalized as “illegal procedure”, and results in the receiving team being given one of the following options: having
the kicking team re-kick from five yards behind the original spot; taking the ball at a spot 25 yards from the original spot of
the kick; or taking the ball at the spot it went out of bounds.

- Any member of the receiving team is entitled to the right to catch any free kick that has not already touched the
ground – this means that no member of the kicking team can catch an ungrounded free kick if a player on the receiving
team is trying to catch it in the air. The kicking team may tackle that receiver immediately upon his touching of the ball –
but they must give him an unopposed chance to attempt to catch it.

- Any member of the receiving team may also make a fair catch of any free kick which has not already touched the ground. In
this case, no member of the kicking team may touch the receiving player before, during, or after he has given a
valid fair catch signal, and must afford him the ability to catch the ball (i.e. be no closer than two feet to him as he
attempts to make the fair catch). Any member of the receiving team who gives a valid fair catch signal and is
attempting to make a fair catch is afforded fair catch protection – and the right to catch and control the ball – even
after he has touched it in any way and it has not yet touched the ground. This means – if a member of the
receiving team gives a valid fair catch signal and attempts to catch the kick, but has the ball hit his hands
and pop up into the air, he is still given protection to catch the ball, until the ball hits the ground. At that
point, fair catch protection is voided, and both the ball and the receiving player become live again.
Basically, unless a free kick (kickoff, free kick after safety, or free kick after fair catch) has touched the ground, the
kicking team must allow the receiving team the chance to catch the ball in the air – whether a fair catch has been
signaled for or not. However, once a free kick has touched the ground – and has traveled ten yards downfield – it is a
free ball which may be fielded by any player on either team… and the kicking team is entitled to equal opportunity
to catch and recover!!

- Blocking contact below the waist is illegal – by both the receiving and kicking teams – on any free kick. This means that
no member of the kicking team may attempt to “break the wedge” or take out any blocker from the receiving team by hitting
him below the waist (just as no member of the receiving team may block any member of the kicking team below the waist)!!
You may tackle below the waist, however…!!

- Under NFHS rules, any free kick (or scrimmage kick) that is untouched by the receiving team and breaks the plane of the
end zone is considered a dead ball, and a “touchback” is ruled – giving the receiving team the ball at their own 20 yard line.
If the ball has been touched by the receiving team in the field of play and travels into their end zone it is
considered a live ball, and may be recovered by the kicking team there for a touchdown!!! (If the receiving team
recovers that loose ball in their end zone it is considered a “touchback”)

- Any member of the kicking team may use his hands and arms to shield off any blocker from the receiving team, or push or
pull him out of the way in a legal attempt to recover a loose ball.

- Under NFHS rules, the team that is scored on has the option to either receive a free kick from the scoring team
or to free kick to the scoring team…!!! (Look it up!!)
PRINCIPLES & REMINDERS
Covering all free kicks is an all-out pursuit - demanding intelligent and fearless hustle, desire and determination. Our
goal is to get downfield in as quick and disciplined a manner as possible, covering the kick and tackling the returner (or
covering the ball!) as deeply as possible on their side of the field!

- Free kick coverage is an ALL OUT SPRINT!!


o Speed is important, but the intent to make the tackle is paramount!! Players reveal their true
football character on coverage teams – and we expect our coverage teams to be made up of 11
players with true football character. (Coverage teams are no place for “characters”…!!)
o Every member of our free kick coverage units must believe that each kick will be returned, and
that it is his job to give his best effort every time he runs downfield!!
o Gang Tackling is key!! We expect 10 hats on the ball on each kick we cover – tackles on kick
coverage should never be made by only one man!! We expect to punish the returner
– and only relentless pursuit by all 11 defenders will make that happen. We need all 11 defenders to
maintain that pursuit until the returner is downed (or the whistle blows ending the play).

- Your all out sprint will carry you past most


blockers. From your starting point to the +40 yard
line is the “RUN!” zone, where you are sprinting
full speed and reading what type of return they’re
setting. The +40 to +30 is the “ATTACK!” zone,
where you may avoid blocks (re-establishing your
lane integrity immediately). Inside the +30 yard
line is the “WIN!” zone, where you will run
through any blocks, keeping the returner on your
inside shoulder and your outside arm free!!
o If you ever get knocked down at any time,
get back up as quickly as possible – and
fill the hole you created!!

- NEVER – EVER – be offsides on a free kick!!


Time your approach so that you are always within
one yard of the kicking line when the ball is
kicked!!! (Remember: Practice doesn’t make
perfect – PERFECT practice makes perfect!!!)

- Our general goal is to keep all kickoff returns


within their 30 yard line – but we’ll ALWAYS
take an effort that keeps them as close to their own
goal line as possible!!
KICK OFF ALIGNEMENT:
Our free kick team(s) will always huddle on the field at the -35, and execute our specific alignment and assignments from
there. For kickoffs, we will huddle as diagramed below, with the kicker being out in front of the huddle (facing the huddle)
and all other players aligned as diagramed:

Our kicker will first count heads, then raise his arm to alert the officials that we are ready to kick. Upon hearing the ready
for play whistle, the kicker will call the type of kick and area of kick (repeating it, with a “BREAK!” call), at which point
we will break the huddle and align as per the call. (For example: after we get the ready for play whistle, the kicker might
say, “Deep at 1, deep at 1… ready, BREAK!”). Players in the front of the huddle will be led out to their side of the field
by L1, with the players in the back row following R1 to their side of the field.

For the 2014 High School Football season, NFHS has adopted new rules that will directly kickoff alignment, and
possibilities in the return game. Specifically, and as quoted in the 2014 NFHS Football Rules Press Release:
Rule 6-1-3 (for the kicking team):
“First, at least four members of the kicking team must be on each side of the kicker, and, second, other than the kicker, no
members of the kicking team may be more than five yards behind the kicking team's free-kick line.
Rule 6-1-3 also notes that if one player is more than five yards behind the restraining line and any other player kicks the
ball, it is a foul.”
In addition to balancing the kicking team's formation, the change limits the maximum distance of the run-up for the kicking team
KICK TARGET AREAS:

Free Kick Target Areas:


Our coverage units will be most effective when we are all working together to cover the field – and the kick. In
order to best coordinate and execute lock down free kick coverage we need to know where we’re trying to kick the
ball – and how we’re trying to kick it there. The diagram to the right shows the areas we divide the field into to best
help in this effort.

After the kicker has the proper head count – and received the “ready for play” whistle – he will call the type of kick
and target area, followed by the “BREAK!” call…

Types of Kicks: Deep, Sky, Squib, Pop*, Onsides

REMEMBER: We may want to kick to “Area 3” – we may call the kick to “Area 3” – but the kick
may end up in Area 2… All coverage players MUST maintain their lanes to ensure total coverage!!!

Onsides kicks can be called two ways – first is the traditional onsides that is executed from our standard
kickoff alignment. The other is our “muddle” onsides, which is run directly from our huddle – which breaks
to follow the kicker (who drives the ball off the tee into the ground) on the “BREAK!” following a call of
“Constitution, Constitution”.
THEORY:
Combining the knowledge and understanding
of where we need to be ON the field of play
with what we need to do FROM those
alignments, we can best EXECUTE sound,
solid special teams play.
For kickoff coverage, we use a basic concept
of ten cover players and one safety in defense
of the football on the field - tracking down and
tackling the ball carrier as far back down the
field as possible.
To do this as successfully as possible, we use
a combination attack, squeeze and destroy
scheme designed to get as many of our
players to the ball carrier as quickly and
effectively as possible.
Our attacking coverage theory puts four
“gunner” lanes on a direct line to where the ball
is kicked. We then have two lanes in contain
assignments (keeping the ball fifteen yards to
their inside shoulder and squeezing the ball
carrier from that leverage), two lanes in force
assignments (keeping the ball ten yards to their
inside shoulder and squeezing the ball carrier
from that leverage), two lanes attacking down
the alleys (keeping the ball five yards to their
inside shoulder and squeezing the ball carrier
from that leverage), and one safety (who is to
shadow the ball at @ 25 yards, watching for
any openings or breakdowns in lane/attack
integrity – and filling either of those deficits
fiercely and decisively…!!).
These lane and attack assignments remain
constant, regardless of whatever coverage
scheme we use, meaning: you will be required
to know and demonstrate the ability to
positively execute multiple techniques and
executions. Remember our Special Teams
‘Axiom of Preparedness’: “It’s better to HAVE it
and not need it, than to NEED it and not have
it…”
In order to dominate every phase of the game
we need to dominate every aspect of special
teams - and relentless, consistent, quality kick
coverage will help us do just that!!

HOW IMPORTANT IS FIELD POSITION?


Teams starting on: Scored: %
-20 or inside 1 out of 30 3%
-40 yard line 1 out of 8 13%
50 yard line 1 out of 5 20%
+40 yard line 1 out of 3 33%
+30 yard line 1 out of 2 50%
+20 and inside 2 out of 3 66%
Our Special Teams can give us the best field position – and put our o
Once we have aligned in our kickoff formation across the field (set on the –30 yard line), the kicker will mark off his
approach steps and come set. He will then check look down both sides of our formation, making sure all coverage men
are set. Coverage men will be in a two point stance, angled toward the kicker with their inside foot back. As the kicker
approaches the ball, all coverage men will time up their approach so they will be within one yard of the ball when it is
kicked.

All coverage men will sprint through the kick and, depending on the coverage scheme called, will execute their coverage
lane assignments as practiced. Some general reminders:

- Coverage men sprint to the ball, keeping the returner on their inside shoulder – you must NOT let the
returner get outside of you!!!
- Coverage men will sprint downfield through the “RUN!” zone (“Flyin’ 25”), then squeeze the returner to
your inside shoulder. You may avoid blockers through the +35 (getting back into your lane as soon as
possible), from there forward you must run through all blocks on your way to the returner!! Remember –
coverage is about hustle and heart – make sure you’re moving at full speed, with ill intent, on every kick
you cover…!!
- Kicker: kick the ball to the designated area of the field, then follow the kick… You are our “safety”, so
stay about 25 yards in front of the ball. Look for any breakdowns in lane integrity or open running lanes
and make the stop if you have to! (It is considered very poor form if our kicker ever has to make a tackle…
but he’d better make it if he has to…!!)

REMEMBER: We want at least ten hats on the ball on every return – tackles on kick coverage should never have to be
made by only one man… But, if you find yourself on that island, don’t try to be the hero with the “Wooooo” hit – break
down five yards in front of the returner, make him commit, then react and wrap him up (teammates strip the ball once he’s
under full control!!)

Our kicking game demands intelligent, aggressive, unrelenting TEAM KICK COVERAGE!!!

General rules for ALL kick coverage scenarios:

 Hustle downfield on every kick – remember, as soon as you let up, you let us down..!!

 Run downfield with the intention of making the tackle on every kick! Do not be denied!!

 Always stay disciplined in coverage = honor your landmarks (know your adjustments and
follow them!!!), take proper angles, use good tackling technique!! (NO arm tackles, ever!)

 Remember your “Flying Twenty Five” (on kickoff/free kick) and “Flying Fifteen” (on punts)!

 ALWAYS KEEP THE BALLCARRIER “INSIDE AND IN FRONT”!!!

 Allow NO CUTBACKS, NO ESCAPE = PURSUIT, “INSIDE AND IN FRONT”!!!

 Angles… ANGLES!… ANGLES!!… “INSIDE AND IN FRONT”!!!


Basic Kickoff Coverage
ARROW Coverage
DEEP @ 1 DEEP @ 3
CANNON Coverage
DEEP @ 1 DEEP @ 3
2442 “Numbered” Coverages &
“SHOTGUN” Coverage
Any freekick coverage that is called by using a
four digit number will result in the
corresponding lane numbers swapping
assignments – after running their “flyin’ twenty”.
– with the call being applied left to right.

The call diagramed at left is a “mirrored call”


with both sides swapping the same lanes
assignments (hence, “2442”). We could
theoretically use different combinations on
each side, however. A call of “1352” would be
translated as L1 swapping with L3 on one
side, while R5 swapped with R2 on the other.
Remember: these “swaps” are made after
aligning normally and running the ‘flyin’ twenty”.

For a “SHOTGUN” coverage call, players on


each side may assume any different
alignment than they normally do, and then
simply run to their ORIGINAL assignment
directly after the ball is kicked. NO MIXING
OF SIDES!!! “L’s” stay on the left, “R’s” stay
on the right…

For a “FLOP” coverage call the “L’s” would all


come the to the right and the “R’s” would all go
to the left… We will not huddle for this call – all
players would simply align in their opposite
corresponding position on the other side of the
field (i.e. 1’s are still 1’s, 2’s are 2’s, etc.).

It’s not too hard to imagine what a “FLOP


SHOTGUN” coverage call and execution
would look like, then…!!
“KICK SAFE” “Kick Safe” Procedure &
Protocol
Each of the ‘regular’ free kick coverage’s
we’ve diagramed thus far are attacking
coverage’s, designed to most negatively
impact our opponent in regards to their field
position.

These are our primary free kick coverage’s,


and will be used the vast majority of the time
we are required to free kick (after
touchdown, field goal or safety).

We also have the “Kick Safe” execution you


see diagramed here - this coverage would be
used primarily on the (hopefully) rare occasion
when the only thing that can beat us would be
a free kick returned for touchdown. (Again,
going back to the ‘Axiom of Preparedness’,
meaning, “It’s better to have it and not need it,
then to need it and not have it”.)

For our “Kick Safe” coverage - while we will


still maintain an aggressive, attacking overall
style of coverage - we have augmented some
assignments and areas of responsibility to best
defend against any potentially fatal ‘homerun’
threat.

As we would more than likely employ a ‘squib’


type kick in this situation - skimming the ball
along the playing surface down the middle of
the field, we would use this ‘Safe’ coverage to
ensure our ability to defeat any potential return
blocking schemes and tackle the returner as
soon as possible.

Note that, while most of our standard coverage


responsibilities are used in our “Kick Safe”
coverage, we take two “BALL” responsibilities
and exchange them for two “Fold & Stack”
responsibilities. This allows us to effectively
employ three “safety” options, while also
permitting eight “attack” responsibilities.

Please also note that this particular coverage -


with minor landmark adjustments - could be
used on the very rare occasion when a “Deep
at 2” call might need to be made. (The basic
landmark adjustments here would be to move
the kick target area closer to the goal line, with
the “Fold & Stack” break off points then
adjusting to around our +20, and the kicker’s
safety break down adjusting to around our
+30)
“CHICAGO… CHICAGO!!”
Wind ALERT:
(Use of HOLDER Adjustments)
In any freekick situation in high wind conditions,
we will initially attempt to use our normal freekick
alignments and assignments… however, after
the ball has first been placed on the tee by our
kicker and blown off the tee, he will be allowed
to re-tee it only once more before game officials
will require him to use a holder – or kick it off the
ground!!
That being the case, we will use the following
protocol to most successfully kick – an
dcover that kick!
On the call of “Chicago!! Chicago!!”, we will align
directly as illustrated here (i.e. no huddle and/or
huddle break).
L5 will serve as our holder, and we will “slide”
the entire left side of our coverage unit ‘down
one’ toward the ball – with everyone maintaining
their basic “Arrow” coverage assignments – save
L5, who will serve as a “shallow safety”, hustling
downfield, shadowing the ball from about 10-15
yards out. Our kicker will maintain his status as
our “deep safety”, shadowing the ball from about
20-25 yards out.
Our ‘target area’ for a “Chicago” kick will be a
“Sky at 3” call, with our kicker trying to drop the
ball between the hash and the top of the
numbers at the ten yard line, down the right
hash. Normal coverage rules apply:
Coverage men sprint to the ball, keeping the returner on
their inside shoulder – you must NOT let the returner get
outside of you!!!
Coverage men will sprint downfield through the “RUN!”
zone (“Flyin’ 25”), then squeeze the returner to your inside
shoulder. You may avoid blockers through the
+35 (getting back into your lane as soon as possible), from
there forward you must run through all blocks on your way
to the returner!! Remember – coverage is about hustle and
heart – make sure you’re moving at full speed, with ill
intent, on every kick you cover…!!
Kicker & Holder: kick the ball to the designated area of the
field, then follow the kick… Holder is our “shallow safety”,
staying about 10 yards in front of the ball.
Kicker is our “deep safety”, staying about 20 yards in front
of the ball. Look for any breakdowns in lane integrity or
open running lanes and make the stop if you have to! (It is
considered very poor form if our safeties ever has to make
a tackle… but they’d better make it if they have to…!!)
KICKOFF Philosophy & Goals
PHILOSOPHY:
1. Intimidate our opponent with aggressive hustle and relentless coverage.
2. Set the tempo of the football game with tough contact on ball carrier.
3. Show tenacious coverage that will carry throughout the game (and season).
4. Show speed of our football team with desire to be the first down field!
5. When opponent turns on our film, make them fear us – and have to plan for us.
6. Be a disciplined and sound unit on the field, every time you’re on the field.

GOALS:
1. Be the best kickoff team in the state.
2. Hold opponent inside 15 yards per return (and/or inside 35 yard line).
3. Allow no big returns.
4. Must cause takeaways - always cover with aggression.
5. No yards after our initial hit on ball carrier.

QUALITIES OF A CHAMPIONSHIP KICK TEAM:


1. Loyalty – Be loyal to your teammates and team responsibilities.
2. Intensity – Instinctive desire to dominate.
3. Pride – Burning desire to be the best.
4. Toughness – Make them fear us.
5. Aggressiveness – Willingness to make the big hit.
6. Disciplined – Know your assignment and stick to it.
7. Character – You are remembered by what you do on the field – and how you do it!

KICKOFF BASICS
• Be onside!!
• Sprint! Don’t squat early – explode through blockers!
• Stay in lane. Maintain good spacing between men.
• CONTAINMENT! Help is inside! Think squeeze – reverse – exchange.
• Tackle with explosion! Wrap up – cause fumble
• Good block protection. Deliver blow! “Chest meet Hands!”.
• Avoid early blockers. Avoid to ball!!
• Safety – be a safety! Nose on ball! Maintain leverage! Work to sideline or wrap and tackle!
• Stay on your feet.
• Don’t overrun ball carrier.
• Don’t squat – run through blocks (and the ballcarrier!!).
• Always have a tackling angle – don’t run by it.
• Never spin off blocks – attack through them!!
• Attack wedge or side return with reckless abandon.
• Ball is alive and free after 10 yards – cover it if it’s free!!
• Go after and get ball – COVER IT if free!!! (cannot advance it unless touched by receiving team)
• Kicker – Count your men!
• Five type of kicks: Deep, sky, squib, pop, onside.
• Always know the type of kick, where it is going to be kicked, rules for each coverage. (Type of kick and kick area
will be stated in huddle.)
BASIC COVERAGE PRINCIPLES
1. The concept of covering a kickoff has a quite simple start – run through the spot from where the ball is kicked at
full speed.
Coaching point: The spot at which the ball is kicked should be viewed as the “finish line” rather than the
“starting point”. This will allow us to have our coverage personnel at full speed at the kickoff spot.
2. Everyone must be onsides. The players aligned in the widest lanes are reminded to remind everyone to “stay
onsides”. (“Remember the last time I told you to remember not to forget?… Remember??!!”)
3. Always fake and avoid early blockers in the RUN ZONE toward the ball/pattern of return, get back into your
lane.
4. If the ball carrier is within 10 yards of the blocker on you, you must two-gap the blocker (do not fake and avoid),
working to keep the ball inside and in front.
5. Do not allow yourself to be forced too wide out of your lane or become bunched together.
NEVER FOLLOW YOUR OWN COLOR!
6. NEVER PULL UP! Sprint by a short drop full speed. Use arm over technique, rip technique, or avoid
technique.
7. Whenever using two-gap technique, use your hands from an extension. Explode through the blocker. Never
commit to one side. Stay in front of the blocker – stay in front!
8. Make the ball carrier commit and then use your leverage to throw the blocker off and make the tackle.
9. If you are the first man downfield to the ball carrier, force the issue. Take a shot at the ball carrier.
Everyone else should gang tackle and attempt to strip the ball free!
10. If facing a wedge, the first man to it should never trade one for one. Take out at least two men.
11. Out run any cross blocks/traps.
12. Bad weather conditions may force us to use a holder. If so, the ball will be held by “L5”. All other
coverage assignments remain the same (basic “Arrow” rules).

KICKOFF TIMING
1. An average high school kickoff should hang in the air a minimum of 3.0 seconds and travel to at least the ten yard
line. An average high school kickoff returner takes 1.5 seconds to cleanly field the kickoff and begin to advance it. The
total time for a high school kickoff return to start is about 4.5 seconds from the kick.
2. RUN ZONE – Everyone on the kickoff team should run a 3 second “flying twenty five” which would put the
kickoff team at the 35 yard line with the returner between the 10 and the 15 yard line.
3. ATTACK ZONE – Because of now having to take on blocks, the kickoff team should be able to cover 1/3 of he
ground and the return team will cover 2/3 of the yards remaining. This should put the kickoff team around the 25
yard line when meeting the returner.
4. WIN ZONE – Once the kickoff team gets inside the opponents 30, this is where the real battle will start. Our goal
is to keep the ball pinned down by making sure tackles. No arm tackles!! We must converge as a group, explode
through the ballcarrier, and secure a dominant tackle!!
KICKOFF LANE RESPONSIBILITY
1. Start
a. A good get off is essential for good coverage.
b. Must cross (-40 or -20) at full speed, onsides, and together. You accomplish this by alignment of your depth
from the ball before it is kicked.
2. RUN!
a. Speed defeats early blockers. Always attempt to avoid early block toward direction of the kick. This should
put you on your landmark, keeping a good lane distribution. Never follow your own color!
3. Read
a. Front line key – First read in determining return formation. Key angles and drops.
b. Back line key – Will support the final decision we make on the type of return. Key the wedge, direction of E,
FB, HB.
c. Direction of returner is the final key and most important.
d. Always be aware of trick plays or unusual looking players during a return.
e. Always be aware of side/trap blocks. Must not have tunnel vision. Beat these blocks with speed.
4. ATTACK!
a. Must aggressively gain control of blockers using your hands. Stay square and penetrate.
b. Always keep ball inside and in front.
c. Do not trade one for one on blocker. Drive him backwards.
d. Disengage blocker by using hands when runner commits.
5. Reckless Commitment to Achievement = WIN!
a. Make the big hit or make the ball carrier go east and west.

KICKOFF COVERAGE ZONES: RUN – ATTACK – WIN


RUN:
Timing with the kickers steps as he approaches the ball is critical to this technique. You want to be going
full speed when the kicker hits the ball – and continue to “RUN!” downfield at speed!

ATTACK:
You make plays on our kickoff by not getting blocked. You must use your techniques to
get by defenders. The “ATTACK!” zone usually takes place between + 40 to +30. (Dip & Rip, Bull, Head)

WIN:
The “WIN!” area is usually between the + 30 to +10 yard line. Use your technique here and bench press the
defender, shed, and go make a play. You must be able to find the ball carrier.
KICK OFF RETURN

Kickoffs are used to start play at the beginning of each game (and each half of play within that game). A kickoff is a
type of play known as a free kick. A free kick is a non-scrimmage kick that is also used to restart play after a
touchdown, field goal, or safety. The opposing team can be no closer than ten yards to the ball, which may be placed on
a tee no higher than 2 inches. In NFHS competition, free kicks to start a game or half may be kicked off a tee, out of a
hold, or may be a drop kick (no punts are allowed). Free kicks after a safety may be kicked off a tee, out of a hold – or
can also be drop kicks or punts.

Free Kick Placement


In NFHS competition, a free kick to start the game (or half), or one following a successful touchdown or field goal, will
take place from the kicking teams 40 yard line (-40) – and is traditionally known as “kickoff”. This placement is the
normal placement, barring penalties against either team. Such penalties would move the spot of the kickoff, depending
on which team the penalty was against – and alter our approach to what type of kick – and coverage - we might use. For
a personal foul enforced on a kickoff, the ball could be spotted as far back as the kicking teams 25 (-25) – if the foul was
on the kicking team - or as far forward as the receiving teams 45 (+45) – if the foul was on them. Recent changes to
NFHS penalty enforcement for scoring plays (and point-after plays) allow for enforcement to be made on the ensuing
kickoff. All special teams players must be aware of the specific situations for each kickoff and free kick we may
encounter in each game we play!

A free kick following a safety is normally placed at the 20 yard line (-20) of the team that had the safety recorded against
it (i.e. got tackled, downed, or went out of bounds in their own end zone while in possession of the ball). Again, this is
the normal placement, and can also be affected by any penalties incurred – so be aware of the placement of the free kick
after safety, and what that placement means for our kick and coverage scheme!

On all free kicks (kickoffs, free kicks after safety, and free kicks after fair catch) the ball may be placed and kicked from
any spot between the hash marks on the yard line designated for the kick. For example, on a “normal” kickoff, this means
that the kicking team can choose to kick the ball from the middle of the field – or from the right (or left) hash mark – or
anywhere along the minus 40 yard line between those hashes.

General Free Kick Rules


- In NFHS competition, all free kick alignments require a 10 yard “restraining area” between opposing teams – meaning,
the receiving team can align no closer than 10 yards from the spot of where the ball is to be kicked. This “restraining
area” remains in effect regardless of the type of free kick (kickoff, free kick after safety, or free kick after fair catch) or
the placement of the ball on the field for that free kick.
This means that the receiving team can align no closer than 10 yards from the spot of the ball for the free kick –
so, for a “normal” kickoff, the receiving team must align no closer that the 50 yard line for a kick positioned at
the minus 40. For a “normal” free kick after safety, the receiving team can align no closer than the 30 yard line
(being that the spot for the free kick would be the kicking teams 20 yard line). For a free kick after fair catch, the
receiving team could align no closer than ten yards from the spot of the fair catch – meaning, if the fair catch was
made at the receiving teams 37 yard line, the free kick would be spotted there, and the receiving team could align
nor closer than their own 27 yard line.
Once any free kick travels ten yards downfield (or is first touched by a member of the receiving team in the
restraining area), it becomes a free ball – and may be legally recovered by either team. Any touching of a free
kick by the kicking team before it travels ten yards downfield is considered “illegal first touching”, and
possession is awarded to the receiving team at that spot. Once the ball has traveled ten yards downfield (or is
first touched by a member of the receiving team in the restraining area), it may be recovered – but not
advanced – by the kicking team. This means every member of the return team must know to simply fall on
any free ball on any free kick once it has traveled the requisite ten yards and not yet been fielded by one of our
own!!
General Free Kick Rules (continued)
- Any free kick that travels ten or more yards downfield and is first touched by the receiving team and then goes out of bounds
is awarded to the receiving team at the spot it went out of bounds.
For the 2013 High School Football season, the NFHS has adopted new rules that will directly affect onsides kickoffs
and onsides kickoff returns. Specifically, and as quoted in the 2013 NFHS Football Rules Press Release:
“In Rule 9-3-8, the committee added another provision to the rule enacted last year regarding contact by the kicking team against members of
the receiving team. The new provision stipulates that the kicking team may initiate contact once the receiving team has initiated a block
within the neutral zone.”
The “rule enacted last year” basically stated that no member of the kicking team could initiate contact of any kind with any member of the
receiving team until the ball has traveled the requisite ten yards: or until the kicking team is eligible to recover a free kicked ball (meaning it
has been touched by the receiving team in the neutral zone).
This new rule embellishment for 2013 basically means that, if a member of the receiving team moves into the neutral zone and initiates
contact with a member of the kicking team, then any and all members of the kicking team may begin contacting any and all members of the
receiving team… as long as the one of those receiving team players is not trying to catch (or fair catch) an ungrounded onsides kick.
For the 2014 High School Football season, NFHS has adopted new rules that will directly kickoff alignment, and
possibilities in the return game. Specifically, and as quoted in the 2014 NFHS Football Rules Press Release:
“Rule 6-1-3 (for the kicking team): First, at least four members of the kicking team must be on each side of the kicker, and, second, other than
the kicker, no members of the kicking team may be more than five yards behind the kicking team's free-kick line. Rule 6-1-3 also notes that if
one player is more than five yards behind the restraining line and any other player kicks the ball, it is a foul.”
In addition to balancing the kicking team's formation, the change limits the maximum distance of the run-up for the kicking team.

- Any free kick that is not touched by the receiving team and is kicked out of bounds (whether it goes ten yards downfield or
not) is penalized as “illegal procedure”, and results in the receiving team being given one of the following options: having the
kicking team re-kick from five yards behind the original spot; taking the ball at a spot 25 yards from the original spot of the
kick; or taking the ball at the spot it went out of bounds.
- Any member of the receiving team is entitled to the right to catch any free kick that has not already touched the
ground – this means that no member of the kicking team can catch an ungrounded free kick if a player on the receiving
team is trying to catch it in the air. The kicking team may tackle that receiver immediately upon his touching of the ball –
but they must give him an unopposed chance to attempt to catch it.
- Any member of the receiving team may also make a fair catch of any free kick which has not already touched the ground. In
this case, no member of the kicking team may touch the receiving player before, during, or after he has given a
valid fair catch signal, and must afford him the ability to catch the ball (i.e. be no closer than two feet to him as he
attempts to make the fair catch). Any member of the receiving team who gives a valid fair catch signal and is
attempting to make a fair catch is afforded fair catch protection – and the right to catch and control the ball – even
after he has touched it in any way and it has not yet touched the ground. This means – if a member of the
receiving team gives a valid fair catch signal and attempts to catch the kick, but has the ball hit his hands
and pop up into the air, he is still given protection to catch the ball, until the ball hits the ground. At that
point, fair catch protection is voided, and both the ball and the receiving player become live again.
Basically, unless a free kick (kickoff, free kick after safety, or free kick after fair catch) has touched the ground, the
kicking team must allow the receiving team the chance to catch the ball in the air – whether a fair catch has been
signaled for or not. However, once a free kick has touched the ground – and has traveled ten yards downfield – it is a
free ball which may be fielded by any player on either team… and the kicking team is entitled to equal opportunity to
catch and recover!!
- Blocking contact below the waist is illegal – by both the receiving and kicking teams – on any free kick. This means that no
member of the kicking team may attempt to “break the wedge” or take out any blocker from the receiving team by hitting him
below the waist (just as no member of the receiving team may block any member of the kicking team below the waist)!! You
may tackle below the waist, however…!!
- Under NFHS rules, any free kick (or scrimmage kick) that is untouched by the receiving team and breaks the plane of the end
zone is considered a dead ball, and a “touchback” is ruled – giving the receiving team the ball at their own 20 yard line. If the
ball has been touched by the receiving team in the field of play and travels into their end zone it is considered a live
ball, and may be recovered by the kicking team there for a touchdown!!! (If the receiving team recovers that loose ball in
their end zone it is considered a “touchback”)
- Any member of the kicking team may use his hands and arms to shield off any blocker from the receiving team, or push or
pull him out of the way in a legal attempt to recover a loose ball.
- Under NFHS rules, the team that is scored on has the option to either receive a free kick from the scoring team or to free kick
to the scoring team…!!! (Look it up!!)
Good kickoff return units accumulate a lot of yardage and make life
easier for the offense.

For every 10 yards gained by the kickoff team, the offense has one less
first down to make on its subsequent drive. A good return enables the
offense to exploit its full repertoire, whereas a poor return can constrict
the offensive play calling.

PRINCIPLES
The kickoff return team is an 11-man enterprise in which every
player has to learn both the general principles and the specific
responsibilities of his position.

GENERAL PRINCIPLES
1. Always get into a good position to block your man above the
waist with your head in front of him. Your primary "don't": no
clipping penalties.
2. Front line: Always be alert for an on-side kick. Make sure the ball is
kicked deep before dropping back to execute your blocking assignment
and technique.
3. Once the kickoff travels 10 yards (and touches the ground), it becomes
a free ball and belongs to the team that recovers it (if the kicking team
touches the ball ten yards or father downfield before it touches the
ground, it is illegal procedure!)
4. If you touch the ball before it goes 10 yards, it becomes a free ball.
5. Never let the football hit the ground, as it may be difficult to pick up.
Catch the ball on the fly. Learn when to field a ball kicked near the
sideline and when to let it go out of bounds.
6. Remember, you can call for a fair catch on a kickoff. All fair catch
rules apply (as long as the ball has not already touched the ground
– as in a “pop-up” onsides kick).
7. Any time the ball is kicked between the middle and deep backs, allow
the deep back to come up and make the catch rather than have the
middle back back-pedal to make the catch.
8. Whenever your ball-carrier breaks into the open and is surely heading
for a touchdown, all blocking must stop. We never want to have a
touchdown called back because of a penalty from an unnecessary, illegal
block behind the return man!

Special Teams Football

“It is ALWAYS best to HAVE it


and not need it
than to NEED it and not have it…”
his is perhaps the most essential element of quality, successful special teams alignments, assignments, tec
Combining the knowledge and
understanding of where we need to be ON
the field of play with what we need to do
FROM those alignments, we can best
EXECUTE sound, solid special teams play.

For all of our kickoff returns, we use basic


concepts of man on man and area blocking
schemes to move the ball as far up the field as
possible.

To do this consistently and successfully, we


use a general template of our opposition’s
attack and scheme our returns from there.
This requires all our return personnel be
familiar with that template and those
schemes.

Our kickoff return theory is designed to allow


us to attack our opponents as they move
down the field and open lanes for our
ballcarriers to exploit to maximize our return
yardage.

These lane and attack assignments remain


constant, regardless of whatever return
scheme we use, meaning: you will be required
to know and demonstrate the ability to
positively execute multiple techniques and
executions in our return game. Remember our
Special Teams Axiom of Preparedness: “It’s
better to HAVE it and not need it, than to
NEED it and not have it…”

In order to dominate every phase of the game


we need to dominate every aspect of special
teams, and relentless, consistent, quality kick
returns will help us do just that!!

“One of Special Teams greatest assets is the ability to allow us to dictate,


HOW IMPORTANT IS FIELD POSITION?

Teams starting on: Scored: %


-20 or inside 1 out of 30 3%
-40 yard line 1 out of 8 13%
50 yard line 1 out of 5 20%
+40 yard line 1 out of 3 33%
+30 yard line 1 out of 2 50%
+20 and inside 2 out of 3 66%

Our Special Teams can give us the best field position – and put our op
“MOSES” “BEAST”
“ALPHA” “OMEGA”
DOS LOBOS DOS LOBOS DOS LOBOS
“Sinistra” “ESP” “Dexter”

Notes:
Kickoff Return Axioms
• Know the wind and stadium reflections.

• All return team players: See ball off tee.


• Know approximate distance and direction of ball before executing block.
• Finish!… Blocking for the whole return means yardage and touchdowns.
• Get deep fast with good drop angle.
• Always be aware of wind factor, directions, and squibs.
• Anticipate onsides kicks.
• After 10-yards, it is a free ball. It must be handled. (Also applies to free kick after safety, free kick after fair catch).
• NEVER block below the waist or from behind.
• No Penalties…Good Field Position is Crucial To The Success of Our Offense!

RETURNERS: Practice sound fundamentals and good field awareness at all times.
• Catch all kicks. Do not let the ball hit the ground.
• Key kicker’s alignment and approach to the ball. Anticipate corner kick. Know Kicker’s tendencies.
• Returners must have complete knowledge of Kickoff and ‘Muff’ Rules:
- Any kickoff that breaks the plane of the goalline without being touched is automatically a
touchback
- Ball muffed in field of play rolls into end zone:
- You must cover it in end zone for touchback (if not, touchdown for them if they recover!!)
- Ball caught in field of play but brought back into end zone must be run out.
• Get into the return pattern before looking outside (“Gotta get in to get out!”).
• Know your return assignments should the ball be kicked opposite (and the return changed).
• Run hard and reckless.
• Returner that doesn’t field the ball must be an effective blocker.
• Field squib balls as soon as possible.
• Don’t play the ball any closer than 2-yards from the sideline, unless coming straight down (Alert
= sideline hash marks).

• No Penalties…Good Field Position is Crucial To The Success of Our Offense!

Notes:
In obvious “onsides” kick situations, we will shift from our standard kickoff return alignment into our “Good
Hands” alignment (shown directly below). Depending on the specific onsides kick executions of each opponent,
we may alter this “Good Hands” alignment. For desperation, last second “Homerun or Done” situations, we may
choose to employ the “Homerun Throwback” execution diagramed at the bottom of the page.

STANDARD KO Return Alignment “GOOD HANDS” KO Return Alignment


ODDS-N-ENDS SPECIAL TEAMS
The following unique NFHS Football Rules and explanations come from
“Curt Johnson's American Football Rules Answers for Coaches”
www.homepages.cae.wisc.edu/~dwilson/rfsc/intro/johnson.shtml
FREE KICK Rule: Following the legal FAIR CATCH of any kick, the receiving team may choose to run a regular scrimmage
play OR they may free kick the ball from anywhere between the hash marks of the yardline where the catch was made. Simply
stated, a free kick following a fair catch is a kickoff with a chance for 3 points! For the most part all the rules are the same as for
a kickoff (i.e., teams 10 yds apart etc.). This is obviously a very rare play and is usually only used at the very end of the first half
or the end of the game. (NFHS & NFL, not NCAA)
P.S. It’s ALWAYS legal to fair catch a kickoff, as long as the ball hasn’t touched the ground (as in a “popped” on-sides kick!!)
Question: When the offensive team attempts a field goal, sometimes the ball will travel high above the field goal
posts, especially when done at a close range. If the ball appears too travel just above the left or right post of the field
goal post or even higher, at what point is the goal good?
Answer: NFHS & NCAA: The ENTIRE ball must pass to the inside of the INSIDE edge of the upright extended
indefinitely above the upright. NFL: The ENTIRE ball must pass to the inside of the OUTSIDE edge of the upright
extended indefinitely above the upright.
Question: Is it true that when a defense is scored upon they may elect to kick off and go back on defense...several websites talk
about doing this in order to not allow an opposing team to have an opportunity to on-side kick and recover with good enough
field position for a field goal attempt at the end of a game.
Answer: Yes, under NFHS & NFL rules the team that is scored upon has the option to kickoff instead of receive.
However, under NCAA rule change in 2003, that is no longer an option, the scoring team must kickoff.

The following unique NFHS Football Rules and explanations were provided by Mike Suklewski,
President of the Harford/Baltimore Board of Officials.

Under NFHS rules, any punt, field goal, or drop kick (scrimmage kick) that is touched at or near the line of scrimmage by
the either team and travels back behind the line of scrimmage may be picked up and advanced by either team.
Any punt, field goal, or drop kick (scrimmage kick) that is touched at or near the line of scrimmage by the either team
and travels beyond the line of scrimmage can be recovered by the kicking team ONLY if it it is touched downfield by
a member of the returning team - otherwise it simply becomes the returning team's ball where it is covered (or
picked up) by either team... or simply comes to rest and is blown dead if no one covers it…
Any scrimmage kick (punt, field goal, or drop kick) that is attempted on third down and touched by either team at or near the
line of scrimmage and travels back behind the LOS and is recovered by the kicking team but not advanced to or beyond the line
to gain entitles the kicking team to keep the ball for a fourth down play…
Any player making a valid “fair catch” signal is entitled to the unrestricted right to field the ball at any time before it hits the
ground – this includes a scenario where it hits him and pops up into the air. In this situation, he must be given the opportunity
to field the ball – once the ball hits the ground, however, it is free…
Once any kick (free or scrimmage) breaks the plain of the opponent’s goal line, the ball is blown dead at that spot and a
touchback is ruled.
"A scrimmage-kick formation is a formation with at least one player 7 yards or more behind the netural zone and in position to
receive the long snap. No player may be in position to receive a hand-to-hand snap from between the snapper's legs. Common
scrimmage kicks are punts and field goals."
Any scrimmage kick (including field goals) that does not break the plane of the endzone is considered “in play” and
may be returned. If said scrimmage kick goes out of bounds it is awarded to the receiving team at that spot – if it
breaks the plane of the endzone it is ruled to be a touchback, and awarded to the receiving team at their 20 yard line.
“A free kick is a non-scrimmage kick used to restart play after a touchdown, field goal, or safety. The opposing team can be no
closer than 10 yards to the ball, which may be placed on a tee no higher than 2 inches. In NFHS competition, free kicks after a
safety may be kicked off a tee, out of a hold – or can also be punts or drop kicks.”
PUNT:
Scrimmage kicks are any kick – made from behind the line of scrimmage – that occur on any down of a team’s
possession of the ball, and are used either as attempts to move the ball further back down the field when relinquishing
possession of the ball, or as scoring attempts. There are three types of kicks that can be used as scrimmage kicks:
punts, place kick, and drop kicks (place kicks and drop kicks being the only types of scrimmage kicks eligible to score
points, however). A scrimmage kick formation is a formation with at least one player 7 yards or more behind the
neutral zone and in position to receive the long snap. No player may be in position to receive a hand-to-hand snap from
between the snapper's legs.

Scrimmage Kick Basics


During a kick from scrimmage, all players on the kicking team are allowed to release and go downfield at the snap of the
ball. (There is no “illegal man downfield” statute for scrimmage kicks in NFHS play).
Kickers (and holders, for field goal/PAT) of scrimmage kicks are afforded “protected status” (i.e. cannont be
“roughed”) only when they take a direct snap from center at a spot no less than 7 yards behind the line of
scrimmage.
Executing a scrimmage kick does not in and of itself exchange possesion of the ball. Under NFHS rules, while the ball is
in the air or rolling on the ground following a punt, place kick or drop kick (i.e. the ball has not yet been
fielded/recovered by the receiving team, touched down by the kicking team, or blown dead by the officials) if the
receiving team commits a foul before gaining possession, the kicking team will retain possession, with the penalty being
enforced from the previous line of scrimmage!!. (Possession does not change with the kick – it changes only once
possesion has been extablished.)
Fouls during a scrimmage kick are enforced from the previous spot (line of scrimmage).
o Exception: Illegal touching, fair-catch interference, invalid fair-catch signal, or personal foul (blocking
after a fair-catch signal) are enforced from the spot of those fouls.
Any ball kicked from scrimmage becomes “live” only when touched by any member of the receiving team
anywhere downfield beyond the line of scrimmage. The kicking team may then recover, but never advance its
own kick, even though legal recovery is made beyond the line of scrimmage.
Under NFHS rules, any punt, place kick, or drop kick (scrimmage kick) that is touched at or near the line of scrimmage
by the either team and travels back behind the line of scrimmage may be picked up and advanced by either team.
However, if the kicking team recovers it must make the yardage necessary for its first down to retain possession if the
scrimmage kick was on fourth down.
Any scrimmage kick (punt, place kick, or drop kick) that is attempted on any down other than fourth down and
is touched by either team at or near the line of scrimmage and travels back behind the LOS and is recovered
by the kicking team but not advanced to or beyond the line to gain still entitles the kicking team to keep
possession of the ball for the remaining down(s) of that possesion…
Any punt, place kick, or drop kick (scrimmage kick) that is touched at or near the line of scrimmage by the either team
and travels beyond the line of scrimmage can be recovered by the kicking team ONLY if it it is touched downfield by a
member of the returning team - otherwise it simply becomes the returning team's ball where it is covered (or picked up)
by either team... or where it simply comes to rest and is blown dead if no one covers it…
Once any kick (free or scrimmage) breaks the plane of the opponent’s goal line, the ball is blown dead at that
spot and a touchback is ruled.
Any scrimmage kick (including place kicks and drop kicks) that does not break the plane of the endzone is considered
“in play” and may be returned. If said scrimmage kick goes out of bounds it is awarded to the receiving team at that spot
– if it breaks the plane of the endzone it is ruled to be a touchback, and awarded to the receiving team at their 20 yard
line.
General Scrimmage Kick Rules
Fair Catch:
- The receiver of a scrimmage kick is entitled to a 2 yard circle (halo) in which he has the opportunity to catch the
scrimmage kick in the air – whether he signals for “fair catch’ or not. If he does not signal for a fair catch, he is considered
“in play”, and may be tackled directly.
- Any player making a valid “fair catch” signal is entitled to the unrestricted right to field the ball at any time before it hits
the ground – this includes a scenario where it hits him and pops up into the air. In this situation, he must be given the
opportunity to field the ball – once the ball hits the ground, however, it is free, and “fair catch protection” for the receiver
ends… Any member of the receiving team may signal for a fair catch – however, once that catch is made it cannot be
advanced from the spot of the catch.
- It is illegal for any receiver who has given a fair catch signal (valid or invalid) to block or attempt to block any member
of the kicking team until the kick has ended. However, any of his teammates are allowed to block even though a fair catch
has been signaled for. This restriction applies to the player who made the fair catch signal only…
- No receiver may advance the ball after a fair catch signal (valid or invalid) has been given by any member of the receiving
team. If, after a receiver signals, the catch is made by a teammate, it is not a fair catch, but the ball becomes dead. The ball
becomes dead after any receiver gains possession after a fair catch signal (valid or invalid).

“RULE OF “FIRST TOUCH”:


- Once a scrimmage kick has been touched by the kicking team downfield the receiving team may attempt to pick it up and
advance it with no risk of losing possession. (Basically, if a punt is rolling downfield and a member of the kicking team
touches it in any way, any member of the receiving team can attempt to pick it up and advance it and, even if they touch it
and drop it, it will still be their ball at the spot of first touching by the kicking team.
 This is why we always “hatch” any scrimmage kick we are trying to down – “hatching” means PICK
THE BALL UP AND HAND IT DIRECTLY TO THE NEAREST OFFICIAL – whether it has come to
rest after rolling as far downfield as it could, or if you see it inadvertently touch one of our coverage
men… NEVER let a touched kick (or an untouched, unfielded kick)lay on the field of play!!!

Roughing the snapper:


A defensive player shall not charge directly into the snapper when the offensive team is in a scrimmage-kick formation.
NFHS rules define the snapper as the player who is facing his opponent's goal line with his shoulders approximately
parallel to the LOS, who snaps the ball. In a scrimmage-kick formation, the snapper remains a snapper until he has had a
reasonable opportunity to regain his balance and protect himself - or until he blocks or moves to otherwise participate in the
play.
Covering scrimmage kicks is an all-out pursuit - demanding intelligent and fearless hustle, desire and determination. Our
goal is to get downfield in as quick and disciplined a manner as possible, covering the kick and tackling the returner (or
covering the ball!) as deeply as possible on the other side of the field!

- Scrimmage kick coverage is an ALL OUT SPRINT!!


o Speed is important, but the intent to make the tackle is paramount!! Players reveal their true
football character on coverage teams – and we expect our coverage teams to be made up of 11
players with true football character. (Coverage teams are no place for “characters”…!!)
o Every member of our scrimmage kick coverage units must believe that each kick will be
returned, and that it is his job to give his best effort every time he runs downfield!!
o Gang Tackling is key!! We expect 10 hats on the ball on each kick we cover – tackles on kick
coverage should never be made by only one man!! We expect to punish the returner
– and only relentless pursuit by all our defenders will make that happen. We need all our defenders
to maintain dedicated, relentless pursuit until the returner is downed (or the whistle blows ending the
play).
Of all the phases of our Special Teams play, punt coverage is perhaps the most important: this is why we want only our best
football players on our Punt Coverage squads!!
Since every punt is often seen as a compromise between protection and coverage, we will strive to bridge that gap by
installing, practicing and perfecting (through perfect repetition!) both a SPREAD PUNT (to be used primarily in
maximizing field position advantage through directional kicking and blanket coverage) and more traditional punt
alignments and schemes (to be used to allow us to punt in every needed situation, as well as to keep our opponents off
balance). Regardless of the punt alignment or assignments we use, FLAWLESS execution is a MUST!!!
A truly successful punt unit must be able to blend both the elements of protection and coverage seamlessly – and be able to
wield them with devastating, positive effect in order to best enable our total team effort toward victory. Our punt coverage
scheme is designed to allow us to do just that – to afford us the protection to use our punter as the lethal weapon he is by
getting the ball down the field as far as possible while at the same time allowing us to use our coverage players as the
irresistible force they are in complete, lock down coverage…
We must always remember, however, that – of these two elements (protection and coverage) – PROTECTION takes first
priority : WE CAN NEVER HAVE A PUNT BLOCKED… EVER!!!!
The causes of all punt blocks are simple, and almost always fall into one of these three categories:
1. A bad snap
2. Slow handle/get off by the punter
3. A breakdown in protection (allowing for a straight-on rush from a defender to the kick block point)
THE MOST IMPORTANT ASPECT OF THE PUNT IS THE SNAP FROM CENTER!!!
This is the action that starts the play, and determines whether we have any hope of success form the outset! This is why we
have constructed our punt scheme to allow our long snapper to focus as completely as possible on the snap – he will snap
the ball when he is ready, and he has no blocking assignment(s) whatever!!

GENERAL PUNT “GET-OFF” TIMES:


(ALL punters and long snappers need to know these – and make them happen – for ALL
punts)

0.75 seconds = Snap to Punter


1.35 seconds = Punters handle time
2.1 seconds =
TOTAL get off time (from snap to the ball coming off punters foot)

3.0 – 3.9 seconds = expected hang time of punt


Our general punt alignment will be a SPREAD BUNCH - from which our specific assignments will be carried out. If all
of our punt personnel know their alignment and assignment rules, we should NEVER have a breakdown in technique or
execution!!
Once we have aligned in our SPREAD BUNCH punt formation across the field, the punter get the head count, step off
his alignment, and come set. He will then check down both sides of our formation, making sure all coverage men are set.
ALL punt coverage players will be in a two point ready stance (save the LS), awaiting the punter’s bird* and directional
calls (any American city beginning in “L” means LEFT, any American city beginning in “R” means RIGHT. POOCH
punts will be called using DOG NAMES: LASSIE for left, RINNIE for right, and MIDNIGHT for middle. RUGBY
PUNT’s will be designated by a call of “MOLLIE”, followed by a directional call.).

In our SPREAD BUNCH alignment, all coverage men will release downfield at the snap of the ball (crossing the face
of any opponent aligned head up or to their inside and will execute their coverage lane assignments as practiced. Some
general reminders:
- “Gunners” are to sprint to the ball, keeping the returner on their inside shoulder – you must NOT let the
returner get outside of you!!!
- Remaining coverage men will sprint downfield through the “Speed and Read” zone (“Flyin’ 15”), then
squeeze the returner to your inside shoulder. You may avoid blockers when releasing from the LOS, but
from there forward you must run through all blocks on your way to the returner!! Remember – coverage is
about hustle and heart – make sure you’re moving at full speed, with ill intent, on every kick you
cover…!!
- Punterer: punt the ball in the direction called, then follow the punt downfield… You are our “safety”, so
stay about 15 yards in front of the ball. Look for any breakdowns in lane integrity or open running lanes and
make the stop if you have to! (It is considered very poor form if our punter ever has to make a tackle… but
he’d better make it if he does have to…!!)

REMEMBER: We want ten hats on the ball on every punt return – tackles on punt coverage should never have to be
made by only one man (and certainly never by the punter!)… But, if you find yourself on that island, don’t try to be the
hero with a “Wooooo” hit – break down five yards in front of the returner, make him commit, then react and wrap him
up (and strip the ball once he’s under full control!!)

Our kicking game demands intelligent, aggressive, unrelenting TEAM KICK COVERAGE!!!

General rules for ALL kick coverage scenarios:

 Hustle downfield on every kick – remember, as soon as you let up, you let us down..!!

 Run downfield with the intention of making the tackle on every kick! Do not be denied!!

 Always stay disciplined in coverage = honor your landmarks (know your adjustments and
follow them!!!), take proper angles, use good tackling technique!! (NO arm tackles, ever!)

 Remember your “Flying Twenty” (on kickoff/free kick) and “Flying Fifteen” (on punts)!

 ALWAYS KEEP THE BALLCARRIER “INSIDE AND IN FRONT”!!!

 Allow NO CUTBACKS, NO ESCAPE = PURSUIT, INSIDE AND IN FRONT!!!

 Angles… ANGLES!… ANGLES!!… “INSIDE AND IN FRONT”!!!

* see “Quick Set Protocol” for explanation of the “Bird Call”…


For our PUNT COVERAGE units to fulfill their name as completely and productively as possible we need to COVER all
punts as completely and productively as possible. To do this, we assign every coverage position a specific set of alignments
and assignments that can be easily understood and executed. Since the placement of the ball on the field will vary in every
punting situation, those alignments and assignments may vary in regard to that placement – but the result of their proper
execution should always be the same (that being: a positive punt as far down the field as possible – directionally placed to
limit the potential of return yardage, and completely covered to insure that outcome).

We have four players assigned to pursue the ball directly, two players in contain mode (release downfield to a
spot 15 yards outside the ballcarrier, squeezing him in – and preventing him from getting outside – as they close to
make the tackle), two players to force the returner into our vice (releasing downfield to a spot 10 yards outside the
ballcarrier, forcing him in – keeping him inside and in front - as they close to make the tackle), two players
pursuing up the alley of this scheme (releasing downfield to a spot 5 yards outside the ballcarrier, forcing him in –
and preventing him from getting outside – as they close to make the tackle), and one safety (our punter,
shadowing the punt and preventing any breakouts
– or break aways…!!)
Our PUNT COVERAGE pursuit responsibilities
remain the same regardless of where the ball is kicked
to within the field of play. Every coverage player must
carry out proper alignment, assignment, technique and
execution on every punt – regardless of punt direction
or distance.
Complete PUNT COVERAGE involves not simply
pursuit DOWN the field, but also pursuit ACROSS
the field whenever needed.

Our kicking game demands intelligent,


aggressive, unrelenting TEAM KICK
COVERAGE!!!
General rules for ALL kick coverage scenarios:
 Hustle downfield on every kick – remember,
as soon as you let up, you let us down..!!
 Run downfield with the intention of making
the tackle on every kick! Do not be denied!!
 Always stay disciplined in coverage = honor
your landmarks (know your adjustments and
follow them!!!), take proper angles, use good
tackling technique!! (NO arm tackles, ever!)
 Remember your “Flying Twenty” (on
kickoff/free kick) and “Flying Fifteen” (on
punts)!
 ALWAYS KEEP THE BALLCARRIER
“INSIDE AND IN FRONT”!!!
 Allow NO CUTBACKS, NO ESCAPE =
PURSUIT, INSIDE AND IN FRONT!!!
 Angles… ANGLES!… ANGLES!!… “INSIDE
AND IN FRONT”!!!
PUNT COVER “MUSTS”
• Hustle on the field and get aligned - no huddle
• Check number of safeties and identify 8, 9, 10 or 11- man fronts.
• Establish good chest and hands technique position. Use hands to get free release.
• Release quickly inside to your lane (cross opponents face). Use field markings as guides.
• Stay in your lane. Fight to maintain it.
• Don’t get blocked around the ball. Use your hands to get free and break down in position to make tackle.
• Know who has “CONTAIN” responsibilities. Contain man can NEVER get blocked.
• Squeeze to ball gradually. Keep it on your inside shoulder.
• Never follow your own color. Replace outside.
• Keep shoulders square and parallel, then make the tackle or force a lateral move.
• Never let the ball go into the end zone. Keep it in the field of play. Stay out of the end zone.
• No missed tackles.
Timing:
• Snap = .75 seconds
• Punt = 1.35 seconds
• Time till ball comes off punters foot = 2.1 seconds
• Hangtime = 3.0-3.9
• Total kick and coverage = 5.1 to 6.0
• Listen closely to punter for snap call, punt type and directional call.
• You need Concentration and Desire to play on this unit.
• Be alert for crowd noise. Eyes on the ball for snap!
CONSISTENT EXECUTION!

GENERAL PROTECTION & COVERAGE PRINCIPLES


1. On snap, first block your responsibility then cover after the ball is punted.
2. Discipline in your blocking technique is vital…man or zone.
3. Maintain your poise vs. teams that move around a lot or employ short jerky type movements in attempt to draw you into a
false start.
4. You must respond instinctively to the punter’s calls…know and understand them.
5. Never follow a teammate downfield when covering. Fan to fill open lane and maintain 5 yard horizontal spacing from adjacent
man. Run through proper landmark.
6. Maintain outside-in leverage on the ball… keep the ball on your inside shoulder.
7. Gunners…don’t let ball carrier split you or bounce outside of you; Contain…you are the widest men on the field; smell
out reverses and gadgets and stop them!
8. Place your helmet on the ball (“Bite the Ball!”) - especially the 2nd and 3rd tacklers…create turnovers.
9. Avoid contact with the return man if he signals for a fair catch. Gunners sprint past the return man turn your back to goal line
inside the 10 yard line – find the ball and cover it. The 2nd man down faces-up the returner (outside his “halo”) and everyone
keep coming…anticipate a muffed ball.
10. Stay with the ball to properly DOWN IT (“Hatching”)… Never touch it and walk away… pick it up and hand it to the
official.
11. Gunner can catch a punted ball (inside 10 yard line) ONLY if the returner is not in position to field punt.
12. Covering punts is hustle and desire to make the hit.. Be a 100%er.
13. “Peter…Peter!” = Poor Punt; locate ball and avoid illegal touching; let the ball roll towards opponents goal line. Punter
go get it!!
14. Punter…yell direction, and if necessary, type of punt to your coverage team (“Shank RIGHT! Shank RIGHT!”).
15. Communication and Technique are the two necessary ingredients in perfect punt protection/coverage.
We also have “Alternate” alignments that we may need to use in special situations, be they game strategy/field position or
weather/field condition situations. WE WILL ALMOST ALWAYS USE OUR “BASIC” SCRIMMAGE KICK ALIGNMENT –
however, since our special teams philosophy adheres to the “Axiom of Preparedness” (that being, “It is always best to HAVE it and
not need it than to NEED it and not have it…”), we need to be able to get to a point where we can most positively reflect that
truism…

These “Alternate” alignments – and their accompanying assignments, techniques, and executions – will be explained,
installed, demonstrated, and practiced on the field as we move through our season. They will ONLY be introduced
once we have the installed, drilled, and demonstrated our ability to completely master and execute our BASIC
alignments, assignments, techniques and executions.
By placing any of the diagramed back sets on any of our four line sets (Tight, Split, Harry or Hal) we can achieve
the best possible protection and coverage possibilities for any specific, unique situation we face. (Remember: It is
always best to have it and not need it than to need it and not have it…!)

B = BALL

C = CONTAIN
(15)

F = FORCE
(10)

A = ALLEY
(5)

S = SAFETY
QUICK SET Protocol:
Punt team aligns per spot of the ball (no huddle) - all assume 2 point, “Ready” position. Punter gets head count and makes
“Bird Call”, followed by punt directional call.
“Bird Call” = the punter will call out a type of bird before making the directional call of the punt (i.e. “FALCON”,
or “VULTURE”, or “DOVE”, etc.). Each of these calls is meaningless (a DUMMY call) – unless he calls out
“EAGLE”. “EAGLE” means we’ll be using our “Quick Set” Protocol designed to draw our opponent’s offsides
(best case scenario) or at least leave them flat-footed at the snap of the ball (and unable to generate a serious
rush).
For a normal punt snap (one that takes place after any “Bird Call” other than “EAGLE”, and directional call), after the
punter has counted heads and made a dummy & directional call (“SPARROW, SPARROW”… “RENO, RENO”), he will
set himself and give the PP the “GOLDEN” call (alerting him that the punter is ready to receive the snap). Once the PP gets
the “GOLDEN” call, he will make the “SET” call, alerting the long snapper that the team is ready for the snap, and the LS
will then snap the ball whenever he is ready to do so…
If the punter makes an “EAGLE! EAGLE!” call he will set himself and give the PP the “GOLDEN” call (as normal) at
which time the PP will make a “DOWN!” call and all players at the LOS will snap into a two point “Set” stance (interior
forearms to knees). If the play isn’t whistled dead immediately (because our opponents jumped offsides!), the PP will then
make the “SET” call, after which the ball will be snapped.

- FIRE Protocol
- covered in “PUNT FIRE/PUNT FAKE” addendum

- Punt FAKE Protocol


- covered in “PUNT FIRE/PUNT FAKE” addendum

- RUGBY PUNT Protocol


- covered in “ROLLING RUGBY PUNT” addendum
TAKE A SAFETY
(TIGHT STRAIGHT PUNT)

Fourth down with FOUR OR MORE POINT LEAD!!!


Ball inside OUR 15 yardline.

INSTRUCTIONS: 'TAKE A SAFETY’


FORMATION: TIGHT STRAIGHT
TECHNIQUE: EVERYBODY BLOCKS

PUNTER...
...Line up 12 yards deep (if possible).
...Take direct snap from center.
...Retreat to 1 yard inside end line.
...Delay as long as possible - step over end line.

PERSONAL PROTECTOR: Be sure everyone on this team knows the situation and
the "CALL".

C.P.: All protectors reach and drive block to the right. Punter run down line to the right. Step
out at last possible second before contact.
PUNT RETURN:
Scrimmage kicks are any kick – made from behind the line of scrimmage – that occur on any down of a team’s
possession of the ball, and are used either as attempts to move the ball further back down the field when relinquishing
possession of the ball, or as scoring attempts. There are three types of kicks that can be used as scrimmage kicks:
punts, place kick, and drop kicks (place kicks and drop kicks being the only types of scrimmage kicks eligible to score
points, however). A scrimmage kick formation is a formation with at least one player 7 yards or more behind the
neutral zone and in position to receive the long snap. No player may be in position to receive a hand-to-hand snap from
between the snapper's legs.

Scrimmage Kick Basics


During a kick from scrimmage, all players on the kicking team are allowed to release and go downfield at the snap of the
ball. (There is no “illegal man downfield” statute for scrimmage kicks in NFHS play).
Kickers (and holders, for field goal/PAT) of scrimmage kicks are afforded “protected status” (i.e. cannont be
“roughed”) only when they take a direct snap from center at a spot no less than 7 yards behind the line of
scrimmage.
Executing a scrimmage kick does not in and of itself exchange possesion of the ball. Under NFHS rules, while the ball is
in the air or rolling on the ground following a punt, place kick or drop kick (i.e. the ball has not yet been
fielded/recovered by the receiving team, touched down by the kicking team, or blown dead by the officials) if the
receiving team commits a foul before gaining possession, the kicking team will retain possession, with the penalty being
enforced from the previous line of scrimmage!!. (Possession does not change with the kick – it changes only once
possesion has been extablished.)
Fouls during a scrimmage kick are enforced from the previous spot (line of scrimmage).
o Exception: Illegal touching, fair-catch interference, invalid fair-catch signal, or personal foul (blocking
after a fair-catch signal) are enforced from the spot of those fouls.
Any ball kicked from scrimmage becomes “live” only when touched by any member of the receiving team
anywhere downfield beyond the line of scrimmage. The kicking team may then recover, but never advance its
own kick, even though legal recovery is made beyond the line of scrimmage.
Under NFHS rules, any punt, place kick, or drop kick (scrimmage kick) that is touched at or near the line of scrimmage
by the either team and travels back behind the line of scrimmage may be picked up and advanced by either team.
However, if the kicking team recovers it must make the yardage necessary for its first down to retain possession if the
scrimmage kick was on fourth down.
Any scrimmage kick (punt, place kick, or drop kick) that is attempted on any down other than fourth down and
is touched by either team at or near the line of scrimmage and travels back behind the LOS and is recovered
by the kicking team but not advanced to or beyond the line to gain still entitles the kicking team to keep
possession of the ball for the remaining down(s) of that possesion…
Any punt, place kick, or drop kick (scrimmage kick) that is touched at or near the line of scrimmage by the either team
and travels beyond the line of scrimmage can be recovered by the kicking team ONLY if it it is touched downfield by a
member of the returning team - otherwise it simply becomes the returning team's ball where it is covered (picked up or
blown dead) by either team... or where it simply comes to rest and is blown dead if no one covers it…
Once any kick (free or scrimmage) breaks the plane of the opponent’s goal line, the ball is blown dead at that
spot and a touchback is ruled.
Any scrimmage kick (including place kicks and drop kicks) that does not break the plane of the endzone is considered
“in play” and may be returned. If said scrimmage kick goes out of bounds it is awarded to the receiving team at that spot
– if it breaks the plane of the endzone it is ruled to be a touchback, and awarded to the receiving team at their 20 yard
line.
General Scrimmage Kick Rules
Fair Catch:
- The receiver of a scrimmage kick is entitled to a 2 yard circle (halo) in which he has the opportunity to catch the
scrimmage kick in the air – whether he signals for “fair catch’ or not. If he does not signal for a fair catch, he is considered
“in play”, and may be tackled directly.
- Any player making a valid “fair catch” signal is entitled to the unrestricted right to field the ball at any time before it hits
the ground – this includes a scenario where it hits him and pops up into the air. In this situation, he must be given the
opportunity to field the ball – once the ball hits the ground, however, it is free, and “fair catch protection” for the receiver
ends… Any member of the receiving team may signal for a fair catch – however, once that catch is made it cannot be
advanced from the spot of the catch.
- It is illegal for any receiver who has given a fair catch signal (valid or invalid) to block or attempt to block any member
of the kicking team until the kick has ended. However, any of his teammates are allowed to block even though a fair catch
has been signaled for. This restriction applies to the player who made the fair catch signal only…
- No receiver may advance the ball after a fair catch signal (valid or invalid) has been given by any member of the receiving
team. If, after a receiver signals, the catch is made by a teammate, it is not a fair catch, but the ball becomes dead. The ball
becomes dead after any receiver gains possession after a fair catch signal (valid or invalid).

“RULE OF “FIRST TOUCH”:


- Once a scrimmage kick has been touched by the kicking team downfield the receiving team may attempt to pick it up and
advance it with no risk of losing possession. (Basically, if a punt is rolling downfield and a member of the kicking team
touches it in any way, any member of the receiving team can attempt to pick it up and advance it and, even if they touch it
and drop it, it will still be their ball at the spot of first touching by the kicking team.
 This is why we always “hatch” any scrimmage kick we are trying to down – “hatching” means PICK
THE BALL UP AND HAND IT DIRECTLY TO THE NEAREST OFFICIAL – whether it has come to
rest after rolling as far downfield as it could, or if you see it inadvertently touch one of our coverage
men… NEVER let a touched kick (or an untouched, unfielded kick) lay on the field of play!!!

Roughing the snapper:


A defensive player shall not charge directly into the snapper when the offensive team is in a scrimmage-kick formation.
NFHS rules define the snapper as the player who is facing his opponent's goal line with his shoulders approximately
parallel to the LOS, who snaps the ball. In a scrimmage-kick formation, the snapper remains a snapper until he has had a
reasonable opportunity to regain his balance and protect himself - or until he blocks or moves to otherwise participate in the
play.

HOW IMPORTANT IS FIELD POSITION?


The “Don'ts” of Punt Return/Defense
- Don't be offsides! Teams starting on: Scored: %
- Don't rough the kicker! -20 or inside 1 out of 30 3%
-40 yard line 1 out of 8 13%
- Don't clip downfield!
50 yard line 1 out of 5 20%
- Don't block below the waist downfield!
+40 yard line 1 out of 3 33%
- Don't let the ball hit the ground!
+30 yard line 1 out of 2 50%
- Don't field a punt on or inside our own 10-yard line!
+20 and inside 2 out of 3 66%
- Don't call timeout if we are short personnel!

REMEMBER: All blocks ABOVE THE WAIST and IN FRONT!!!


(“If you can see his crack, you must HOLD BACK!!”)
Our PUNT RETURN set will be a basic 4-3 alignment - from which our specific assignments will be carried out. If all
of our punt RETURN personnel know their alignment and assignment rules - and use proper technique in their execution -
we should NEVER have a breakdown in technique or execution!! (This includes all return and FAKE scenarios!!!)

PP

W/S W/S

ET G G TE

E E
C (6)
T T
(2) (2) (6) C

S M W
(40) (00) (40)

R
We will use three basic PUNT RETURN schemes:

PICKET FENCE LEFT (“LEO”), PICKET FENCE RIGHT (“ROCKO”), MIDDLE TRAIL & HARRASS (“MILO”).

“LEO” “ROCKO”

PICKET FENCES
C’s – Man up 1’s, ride ‘em out
E’s – Contain rush P, then:
- Call side E, man up on P
- Away side, hustle to sweep behind fence
T’s – Secure punt, then:
- Call side T, hustle to fence post 2
- Away side, hustle to fence post 4
W – Secure punt, hustle to fence post 1 (Top #’s @ 15 yards) M -

Secure punt, hustle to fence post 3 (Top #’s @ 10 yards) S - Secure

punt, hustle to fence post 5 (Top #’s @ 5 yards)

B & R – talk, field punt, block, run, SCORE!


“MILO”

1 1

2 2

1 1
2 2

1 2 2 1

MIDDLE “T&H”
(“Trail and Harass”)
C’s – Man on 1’s, ride ‘em out
E’s – Contain rush P, LE man on P, RE breaks downfield in cleanup
T’s – Man on OG’s, ride ‘em out S
& W – Man on 2’s, ride ‘em out M
– Man on C, ride ‘em out
B & R – talk, field punt, block, run, SCORE!
(* OT’s unschemed)

Hold- Up Technique
1. Come off the ball low and hard.
2. Stance should always be rush mode.
3. Drive defender back. Keep hands inside. Use the hands.
4. Wide base on contact. No crossing over.
5. Keep defender on line of scrimmage as long as possible and
remain square.
6. Run with defender and stay on his back hip.
7. Finish with helmet and shoulder pads in front.
8. Look him in the eyes! Block him! No penalties in return game.
KEYS FOR POSITIVE PUNT RETURN:
1. KEY THE BALL!!! Be alert to all shifts and/or cadences that attempt to draw us offsides – ESPECIALLY in fourth
and 5 or less situations. We should NEVER hand an opponent a first down because we jumped offsides…
2. Any scrimmage kick touched at or behind the line of scrimmage that does not cross the neutral zone is a LIVE
ball, and can be advanced by either team – secure us the football (scoop and score if possible!!)
3. Any scrimmage kick touched at or behind the line of scrimmage that crosses the neutral zone becomes live ONLY
AFTER IT IS TOUCHED BY A MEMBER OF THE RETURN TEAM. This means we must GET AWAY from any
partially blocked kick that goes beyond the neutral zone so as not to have it become LIVE. We make a “PETER!
PETER!” call in this instance – meaning: FIND THE FOOTBALL & GET AWAY FROM IT!!!! (We also use the
“PETER” call on a poorly punted ball, or one that hits early and rolls – ALWAYS respect a “PETER!” call = Find the
Ball & Get Away from It!!!!!

IMPORTANT NOTES FOR ALL PUNT RETURNERS:


1. Key the punter – begin moving in the direction he steps (don’t wait for the ball to be in the air).
2. Get behind and underneath the ball as it begins its downward flight – put yourself into a position to be moving
into the ball as you secure it.
3. Proper techniques for catching punts:
a. Position yourself behind the ball, so it’s falling on your nose
b. Look the ball in – do not try to run with it until you HAVE it
c. Catch the ball with your arms extended from your body – envelope the ball, don’t let it “get up on you”
d. Keep your hands relaxed, fingers spread and elbows in…
4. Catch every ball kicked to you – we cannot afford to lose field position because an unfielded ball hit the ground
and rolled for fifteen yards!! Quality punt returns mean HUSTLE, HUSTLE, HUSTLE!!!!
5. Be aware of wind direction, field/stadium conditions (lights, etc.) –
6. Be knowledgeable about the punter (athleticism, leg strength, tendancies, etc.)
7. Make any fair catch signal clearly and decisively (wave one arm overhead TWICE). Remember: you do not have to
catch the ball if you make a fair catch signal – but you cannot block anyone if you do (just as you cannot run with ball
if you catch it after having signaled “fair catch”).
8. NEVER catch a ball at or inside our own 10 yard line – make a fair catch signal and influence the punt coverage
team to cover the wrong area of the field by running away from the direction the kick is going (looking up as if
you’re going to field it…!!)
9. Remember the “Rule of First Touch” – it’s the official’s whistle that downs the ball, not the cover team!!
10. Know (and use!) the “PETER! PETER!” call. “PETER!” means we do not want to touch the ball downfield. In
situations of partially blocked and/or shanked punts we do not want to risk trying to field the ball. Make the
“PETER! PETER!” call LOUDLY, and use a double “wipe away” hand signal to alert our team to get away from
the ball.

11. Returners must communicate. Listen for the distance call (in yards) from your escort (which tells you how far from
you the nearest opponent is) or the “HOT!…HOT!” call by the escort or corners. (which means an opponent is
unblocked and closing so you need to signal for a fair catch.)
12. Always run NORTH & SOUTH – be FEARLESS… and be a GAMEBREAKER!!!
From our basic PUNT RETURN alignment we can also run punt PRESSURE and punt BLOCK schemes. To do so, we
will ALL need to be aware of these PRESSURE and BLOCK calls to execute them properly – and not get burned in our
attempts to do so…!!

A “SAW” call means that our BLOCKER (escort) will align as normal, then shift down to linebacker depth as the
opposition sets. At the snap, our SAM and WILL ‘backers will drop into punt fake coverage, with our MIKE ‘backer and
the BLOCKER running twists with our Tackles to pressure the punter up the middle. Our Ends will still be responsible for
outside rush/contain, with a little more emphasis on the “rush” aspect (still keeping the “contain”, however) and our returner
will then play safety.
THIS ACTION IS DESIGNED TO UPSET THE TIMING AND EXECUTION OF OUR OPPONENT’S PUNTING
GAME. WE’RE HOPING TO CAUSE A BAD/POOR SNAP AND/OR SLOW GET OFF BY THE PUNTER AND/OR A
POOR PUNT - THIS SCHEME IS NOT DESIGNED AS A PUNT BLOCK – HOWEVER, IF A BLOCK SITUATION IS
THERE… TAKE IT!!! (JUST MAKE SURE IT’S EXECTUED PROPERLY AND THE PUNT IS BLOCKED!!!)
An “ELVIS” call means PUNT BLOCK… This is an ALL-OUT, JAIL BREAK, KAMIKAZE type scheme designed to
block the punt!! It will only be called when our only option is to BLOCK THE PUNT – so it BETTER work when we call
it…!!!
Just as with our “SAW” call, our BLOCKER (escort) will align as normal, then shift down to linebacker depth as the
opposition sets, and our WILL, MIKE and SAM ‘backers will move up onto the line of scrimmage (as shown). At the snap,
the BLOCKER and MIKE will run their twist game (to whichever side they’ve aligned on) and all other rushers will exploit
any breakdowns in punt protection to make a bee-line to the punt block point, lay out and cover that point with as much of
their bodies as possible… and BLOCK THE PUNT!!!!
PUNT BLOCK Keys and Notes:
- Do NOT be offsides!!!
- The blocking point is 4-5 yards in front of where the punter lines up – the block spot is two
yards IN FRONT of the kicker, not at the kicker.
- SEE THE BALL – Drive off the LOS, make yourself “small”. Attack the block point – keep your
eyes on the ball… and take the ball off the punter’s foot.
- DO NOT HIT THE KICKER!!!!!! Never leave your feet (you lose control of your body when your
feet are off the ground) – run through the block point, getting as “big” as possible as you do.
- Keep yours eyes open and on the ball – do not turn your head!! Keep your hands together and
extended toward the ball.
- You must believe YOU are the one who will block the kick!!!
- A blocked punt that stays behind the LOS is live and can be advanced by either team – make
sure we secure the ball and – once we have – scoop and score if you can!!! REMEMBER: if
the blocked punt crosses the LOS it is considered to be a punt, so all regular punt rules apply
(meaning it becomes live if we touch it!) – listen for the “PETER! PETER!” call… then GET
AWAY!!!!

How to Block a Punt


Stance:
• Sprinters Stance: Narrow 3-point; staggered feet; weight on your hands; eyes on the ball.
Crowd the Ball:
• Squeeze the ball without being offside. Place hand just in front of the ball and get into stance.
Get-Off:
• Watch the ball. Be ready as soon as the center has the ball. Read any pre-snap keys. Get off on ball movement. If center dips
or rocks, roll into start and time the snap.
Know Blocker’s Techniques:
• Understand the opponents punt protection. Know who will block you as well as his technique and responsibility.
Anticipate the block and beat it.
Rush Through Lane:
• Stay low and pick your feet up. Be prepared to meet blocker on the line or from the side. If blocker takes you, head up and
drive him straight back. If blocker blocks you from the side, work away from the technique on the rush, dip the nearest shoulder
to him, and rip you arm up and through. Clear the block and re-direct back toward contact point. Don’t run around and get out of
your lane; this will force other blockers out of their lanes. If same color shows inside, peel off outside.
Contact Point:
• Know the spot and anticipate the ball being there.
Extend/Surge:
• Extend arms over to cover contact point. Surge instead of jumping (hurdle toward the spot). Never jump toward the ball.
Watch The Ball:
• Don’t close your eyes or take your head out of your arms. Keep your hands together and look through the “V” of your hands.
See the ball hit your hands. Follow the ball once you have blocked it. Pick the ball up and run. If you feel or see the ball being
dropped, extend and lay out over the contact point; Avoid the punter.
• Never leave your feet when coming up the middle. Work to the side of the punter and work your hands to the ball.
General “Musts” of the Punt Return:
1. Be onsides
2. Block in front
3. Block above the waist
4. Catch the ball
5. Stay outside the 10 yard line
6. Have the proper personnel on the field.
Punt returns are opportunities for us to create the BIG PLAY. Our main mission is to obtain possession of the ball, establish
field position, and to score. A punt return for a touchdown can be a great momentum builder for us and a demoralizer for our
opponent.

PUNT RETURN GENERAL PRINCIPLES


1. Return men must take pride in catching punts—both in practice and in games. You must know the opponents punter…
study film and scouting reports.
2. We have to be penalty free. A penalty often means giving the opponent the ball back with 1&10.
3. Must stay onsides – there are is no excuse for being off sides.
4. Disguise your responsibility…make the punt team believe you are going to pressure the punter at all times.
5. You must realize that we are getting the ball back when our opponent is punting. Be an intelligent player and don’t
create a situation where we allow the opponent to maintain possession.
6. You must have an honest belief that we can return punts for a score If you carry out your responsibility.
7. On the wall return…move the wall to the ball carrier.
8. Commit yourself to your assignment and especially your block. Don’t wait to see if we have a chance for a return before
you block
9. We must do a great job in controlling the forces to allow for a cushion for our returner.
10. Block all at the block point…approximately 4-5 yards in front of the punter. Study film and scouting reports on the
opponents punter.
11. When we score…let’s get 11 men to the end zone.

PUNT RETURN REMINDERS


• Know the call as you enter the field. Communicate it. Know your responsibilities.
• Recognize formation. Be alert of fakes that may come off of an alerted alignment. Communicate anything that looks
unusual.
• Rhythm rushers: Get off on snap and see ball. Contain Punter.
• On block, lay out where his foot will be contacting the ball. (Block Point)
• Deep Back: Study approach of Punter and flight of the ball. Catch everything.
• On shock. Deliver a blow and get movement. Sustain it.
• On wall. Get the position to block – don’t chase. Timing is important. Don’t throw early.
• Return all punts – shoot for TD each time.
• Know who has pass responsibilities. Be alert for run/pass.
• Tough pressure on blockers and punters forcers slow release and poor punts.
• If ball is on the ground bouncing around, call “PETER! PETER!”, and get away.
Punt Returner BASICS
Receiver…
• You have a great responsibility. You are in a position to make a “Big” contribution to our offense and be involved in an
exciting play. Be alert mentally and relaxed physically. But turn it on!!

Before ball is punted…


• Know our call, score, time remaining, field position, wind, and field conditions.
– Count your players
– Toss grass into the air and/or look at the flags to test the wind

Alignment…
• Scouting report will dictate you depth and placement. Wind can adjust. Know exactly how many yards you are from the
L.O.S.

– Communicate…
Move to ball and start calling “ME!” “ME!” “ME!” or “YOU!” “YOU!” “YOU!” – Alert on “PETER” call.
– Watch the snap leave the ground on all punts, and pick it up as soon as it gets airborne.

Responsibility…
• Field all punted balls. There is an average of 15 yards of lost field position when the ball hits the ground!

– Fielding the ball…Hop like a tennis player hops as he waits for a serve. Break for the ball as soon as you pick the ball up
in flight. Break at full speed while reading the flight of the ball to give yourself maximum time to “Fine Tune” yourself
under the ball or to make a decision not to field the ball.

– “Fine Tune” your feet to make the ball drop into your pocket the same way every time. Get your body under the ball and
your feet under your body.

– Keep you body square to the L.O.S. while keeping the ball in front of you.

– Bend slightly at the knees and the waist. Get your hands out where your eyes can see them (tie an imaginary string from
your eyes to your hands). Do not extend your arms away from you body. Keep you elbows in and use your forearms and your
chest to form a pocket. Catch the ball, Catch It! Try to catch the ball about shoulder height so you can soften the reception
and
guide the ball in. Always tuck the ball away before running.

– Fall on every ball that is missed. You are not watching the ball all the way in unless you can see it go through your
pocket and on down to the ground.

• If you decision is to let the ball bounce, play if for one good bounce (remember…”PETER” call). If the bounce is not easy
to play, get away from it and watch the receiving team play it. (Never try to play the second bounce!!)

• If they touch the ball and do not down it, try to pick it up and return it. (Remember the “Rule of First Touch”!!).
Punt Returner’s SPECIFICS
Fair Catch…
• The tactical situation will sometimes dictate the distance of the kick, coverage or time when we will fair catch.
– When making the fair catch, do it as late as possible, but get you body under the ball. Do not be
afraid to go down to one knee on a fair catch to help you keep a good pocket. A receiver who
makes a fair catch signal is not protected if the ball hits the ground.

10- Yard Line Rule…


• Do not field ball inside the 10-yard line. Know where you are at all times! If you signal for a fair catch, you
cannot block afterwards! If you do make a fair catch signal, be a good actor after you make the decision not to catch
the ball; fake a reception away from the ball to keep coverage people from downing the ball inside the 10- yard line. If you
do not signal, block the first man down to prevent him from keeping the ball out of the end zone.

End Zone…
• Ball breaking the plane of the goal line either in the air or rolling is a touchback.

Flight of Ball…
• It is very important for a receiver to study the flight of the ball.

Without the Wind…


• Ball Threading Line: Goes directly to target.
• Tip Up: Breaks right (opposite rotation) work to position ball on left Peck.
• Tip Down: Short and left; catch ball on right Peck.
• Extremely High: Will remain tip up; ball will break right (catch on run).
• Low Ball: Tends to turn over; move left quickly.

With Wind…
• Tip Up and Wobbling: Short and right.
• Tip Down: Short and severe; break left.
• Wobbling Ball Turning: Short and no hang (best ball to return).

Tail Wind…
• Enhances prescribed breaks.
Side Wind…
• Aids or nullifies the breaks of the ball.
Head Wind…
• Tip Down: most difficult to catch; crazy bounces.
• Nose Up: Ball breaks back away from you.

C.P.: If you must reach for the ball, leave it alone…unless body is underneath it.

Eyes On The Ball As Soon As Possible… Flight To Hands!!


PAT, FIELD GOAL:
Scrimmage kicks are any kick – made from behind the line of scrimmage – that occur on any down of a team’s
possession of the ball, and are used either as attempts to move the ball further back down the field when relinquishing
possession of the ball, or as scoring attempts. There are three types of kicks that can be used as scrimmage kicks:
punts, place kick, and drop kicks (place kicks and drop kicks being the only types of scrimmage kicks eligible to score
points, however). A scrimmage kick formation is a formation with at least one player 7 yards or more behind the
neutral zone and in position to receive the long snap. No player may be in position to receive a hand-to-hand snap from
between the snapper's legs.

Scrimmage Kick Basics


During a kick from scrimmage, all players on the kicking team are allowed to release and go downfield at the snap of the
ball. (There is no “illegal man downfield” statute for scrimmage kicks in NFHS play).
Kickers (and holders, for field goal/PAT) of scrimmage kicks are afforded “protected status” (i.e. cannont be
“roughed”) only when they take a direct snap from center at a spot no less than 7 yards behind the line of
scrimmage.
Executing a scrimmage kick does not in and of itself exchange possesion of the ball. Under NFHS rules, while the ball is
in the air or rolling on the ground following a punt, place kick or drop kick (i.e. the ball has not yet been
fielded/recovered by the receiving team, touched down by the kicking team, or blown dead by the officials) if the
receiving team commits a foul before gaining possession, the kicking team will retain possession, with the penalty being
enforced from the previous line of scrimmage!!. (Possession does not change with the kick – it changes only once
possesion has been extablished.)
Fouls during a scrimmage kick are enforced from the previous spot (line of scrimmage).
o Exception: Illegal touching, fair-catch interference, invalid fair-catch signal, or personal foul (blocking
after a fair-catch signal) are enforced from the spot of those fouls.
Any ball kicked from scrimmage becomes “live” only when touched by any member of the receiving team
anywhere downfield beyond the line of scrimmage. The kicking team may then recover, but never advance its
own kick, even though legal recovery is made beyond the line of scrimmage.
Under NFHS rules, any punt, place kick, or drop kick (scrimmage kick) that is touched at or near the line of scrimmage
by the either team and travels back behind the line of scrimmage may be picked up and advanced by either team.
However, if the kicking team recovers it must make the yardage necessary for its first down to retain possession if the
scrimmage kick was on fourth down.
Any scrimmage kick (punt, place kick, or drop kick) that is attempted on any down other than fourth down and
is touched by either team at or near the line of scrimmage and travels back behind the LOS and is recovered
by the kicking team but not advanced to or beyond the line to gain still entitles the kicking team to keep
possession of the ball for the remaining down(s) of that possession…
Any punt, place kick, or drop kick (scrimmage kick) that is touched at or near the line of scrimmage by the either team
and travels beyond the line of scrimmage can be recovered by the kicking team ONLY if it it is touched downfield by a
member of the returning team - otherwise it simply becomes the returning team's ball where it is covered (or picked up)
by either team... or where it simply comes to rest and is blown dead if no one covers it…
Once any kick (free or scrimmage) breaks the plane of the opponent’s goal line, the ball is blown dead at that
spot and a touchback is ruled.
Any scrimmage kick (including place kicks and drop kicks) that does not break the plane of the endzone is considered
“in play” and may be returned. If said scrimmage kick goes out of bounds it is awarded to the receiving team at that spot
– if it breaks the plane of the endzone it is ruled to be a touchback, and awarded to the receiving team at their 20 yard
line.
General Scrimmage Kick Rules
Fair Catch:
- The receiver of a scrimmage kick is entitled to a 2 yard circle (halo) in which he has the opportunity to catch the
scrimmage kick in the air – whether he signals for “fair catch’ or not. If he does not signal for a fair catch, he is considered
“in play”, and may be tackled directly.
- Any player making a valid “fair catch” signal is entitled to the unrestricted right to field the ball at any time before it hits
the ground – this includes a scenario where it hits him and pops up into the air. In this situation, he must be given the
opportunity to field the ball – once the ball hits the ground, however, it is free, and “fair catch protection” for the receiver
ends… Any member of the receiving team may signal for a fair catch – however, once that catch is made it cannot be
advanced from the spot of the catch.
- It is illegal for any receiver who has given a fair catch signal (valid or invalid) to block or attempt to block any member
of the kicking team until the kick has ended. However, any of his teammates are allowed to block even though a fair catch
has been signaled for. This restriction applies to the player who made the fair catch signal only…
- No receiver may advance the ball after a fair catch signal (valid or invalid) has been given by any member of the receiving
team. If, after a receiver signals, the catch is made by a teammate, it is not a fair catch, but the ball becomes dead. The ball
becomes dead after any receiver gains possession after a fair catch signal (valid or invalid).

“RULE OF “FIRST TOUCH”:


- Once a scrimmage kick has been touched by the kicking team downfield the receiving team may attempt to pick it up and
advance it with no risk of losing possession. (Basically, if a punt is rolling downfield and a member of the kicking team
touches it in any way, any member of the receiving team can attempt to pick it up and advance it and, even if they touch it
and drop it, it will still be their ball at the spot of first touching by the kicking team.
 This is why we always “hatch” any scrimmage kick we are trying to down – “hatching” means PICK
THE BALL UP AND HAND IT DIRECTLY TO THE NEAREST OFFICIAL – whether it has come to
rest after rolling as far downfield as it could, or if you see it inadvertently touch one of our coverage
men… NEVER let a touched kick (or an untouched, unfielded kick) lay on the field of play!!!

Roughing the snapper:


A defensive player shall not charge directly into the snapper when the offensive team is in a scrimmage-kick formation.
NFHS rules define the snapper as the player who is facing his opponent's goal line with his shoulders approximately
parallel to the LOS, who snaps the ball. In a scrimmage-kick formation, the snapper remains a snapper until he has had a
reasonable opportunity to regain his balance and protect himself - or until he blocks or moves to otherwise participate in the
play.
Try for Point
A try is more frequently called an extra-point attempt or a PAT (abbreviation of "Point After Touchdown").
Either one or two additional points may be scored during the try. The ball is spotted at the 2 yard line (NFL) or 3 yard
line (college/high school), and the team is given one untimed play to earn points.
The offensive team may attempt to kick the ball through the goalposts, in the same manner that a field goal is kicked.
If successful the team is awarded one point, referred to as an “extra point”.
The offensive team may attempt to advance the ball via run or pass into the end zone – if successful it receives
two points. This is called a “two-point conversion”.
Under NCAA (college) rules, if the defensive team gains possession and advances the ball the length of the field into
the opposite end zone on the try (for example by an interception or a fumble recovery, or by blocking a kick and
legally recovering the ball), they score two points. This is officially recorded as a touchdown scored by the defense
(even though it’s only worth two points). The NCAA adopted this rule in 1990.
This scenario cannot occur under NFL or high school football rules; the ball is ruled dead and the try is over
immediately whenever the defense gains possession (NFL) or as soon as the try is unsuccessful (high
school).
Interesting rule: In the extremely rare event that the offensive team records a safety on the try, it is awarded one
point. In college football, this can occur when, for example, the defense gains control of the ball and attempts to
advance it, then fumbles it out of bounds in its own end zone. In the NFL, since the try ends once the defense gains
possession, a safety can only be scored if a defensive player bats a loose (fumbled) ball out of bounds in the end
zone. Obviously, this can never happen in high school football, as the ball is whistled dead as soon as the try is
unsuccessful.

Timing
The game clock is not advanced during a try, however, the play clock is enforced. A delay of game penalty, false
start, or similar penalty, by the offense results in a 5-yard penalty assessed for the try. Typically, penalties charged
against the defense give the offensive two options: half the distance to the goal for the try, or assessing the full penalty
on the ensuing kickoff. Since the try is not timed by the game clock, if a touchdown is scored as regulation time expires
(and game clock subsequently reads :00), the try is still allowed to be conducted, to allow the scoring team to tie or win
the game. (Individual state high school association regulations determine whether a try is to be conducted after a
touchdown that in and of itself wins the game as regulation time expires.)
The officials' signal for a successful try, whether an extra point or a two point conversion, is the same as for a
touchdown. After the try, the team that scored the touchdown kicks off to the opposing team*.

*see “Kickoff” section for an interesting rule regarding this situation…

GENERAL PLACEKICK “GET-OFF” TIMES:


(ALL kickers, holders and long snappers need to know these – and make them happen
– for ALL placekicks )

0.5 seconds = Snap to Holder


0.75 second = Holders handle time/Kickers steps
1.25 seconds =
TOTAL get off time (from snap to the ball coming off kickers foot)
Field Goal
A field goal is a goal that may be scored during general play ("from the field"), and are worth three points. Field
goals may be scored by a placekick or the now practically extinct drop kick.The drop kick (which is similar to a punt,
except the ball must first bounce off the ground once before being kicked) fell out of favor in 1934 when the shape of
the ball was changed to be more aerodynamic due to the increasing popularity and effectiveness of the passing game.
Prior to 1934, the ball was more round shaped and easier to kick (like a rugby ball). The new shape made drop kicking
extremely inaccurate due to the unpredictable way the ball would bounce due to its oblong shape.

For a field goal to be successful under NFHS (high school) rules the entire ball must pass through the uprights - that
is, over the crossbar that is 10 feet off the ground and between the upright posts that are
18 feet 6 inches apart and centered on the backline of the endzone. Please note that the ENTIRE ball must be judged to
have passed to the inside of the INSIDE edge of the upright extended indefinitely above the upright.

Under NFHS (high school) rules a field goal attempt is no different from any other scrimmage kick (punt or drop
kick). If the field goal attempt is no good and crosses the plane of the goaline, it is a touchback. If a field goal attempt
does not reach (or cross) the plane of the goaline it is considered a live ball, and is treated just like a punt. We must be
aware of this situation and be prepared to cover any such kicks!!

FREE KICK AFTER FAIR CATCH


Following the legal FAIR CATCH of any kick (punt, dropkick, placekick or kickoff), the receiving team may choose
to run a regular scrimmage play OR they may free kick the ball from anywhere between the hash marks of the
yardline where the fair catch was made. Simply stated, a free kick following a fair catch is a kickoff with a chance for
3 points! For the most part all the rules are the same as for a kickoff (i.e., teams 10 yds apart etc.). This is obviously a
very rare play and is usually only used at the very end of the first half or the end of the game. (NFHS & NFL, not
NCAA)

If this situation occurred for us, we would our first decide where we would like the ball placed (more than likely
slightly off centered, shading right) on the yardline we made the fair catch on, and have our kickoff team huddle five
yards behind that spot. Our kicker would then make a “Deep through 2” call, and we would align as normal. Our
kicker will approach the ball – with the idea of kicking it trhough the uprights. If he does so, we would be awarded
three points and, if any time remained on the game clock, we would kickoff as we would after any other score.

If the free kick does not go through the uprights it is treated like any other free kick – meaning, if it breaks the plane
of the goal line it is ruled a touchback… if it goes out of bounds before breaking the plane it is illegal procedure, and
the receiving team can take the ball at the spot it went out of bounds or 15 yards from the spot of the kick… if it stays
in the field of play it is considered a live ball and can be returned by the receiving team (or recovered by either team –
once it has gone ten yrads from the spot it’s kicked from).

And, yes, a free kick after fair catch can be kicked “onsides”… (But, why would we ever do that??!!)
Our general placekick alignment will be a standard tight, double wing - from which our specific assignments will be
carried out. If all of our placekick personnel know their alignment and assignment rules, we should NEVER have a
breakdown in technique or execution!!

F $
M
W S
C E T T E C
X TG GT Y

W/S W/S

Basic Scheme:
Upon scoring a touchdown (or getting the “FIELD GOAL!” call from the sideline), all players will align in their positions,
and any alignment/assignment adjustments will be made from there.

REMEMBER: EVERYone (save kicker and holder) is to immediately assume a two point, ready stance!!

For a normal placekick snap (one that takes place after any Bird Call* other than “EAGLE”), after the kicker has counted
heads and made a dummy call (“SPARROW, SPARROW”), he will set himself and give the holder the “GOLDEN” call
(alerting him that the kicker is ready to kick). Once the holder gets the “GOLDEN” call, he will make the “SET” call,
alerting the snapper that the team is ready for the snap, and the LS will then snap the ball whenever he is ready to do so…

* Please see “QUICK SET Protocol” at the end of this section for explanation of “Bird Call”…

PROTECTION
We must always remember that PROTECTION takes first priority : WE CAN NEVER HAVE A PLACEKICK
BLOCKED… EVER!!!!
The causes of all placekick blocks are simple, and almost always fall into one of these three categories:
1. A bad snap
2. Slow/bad handle by the holder
3. A breakdown in protection (allowing for a straight-on rush from a defender to the kick block point)
THE MOST IMPORTANT ASPECT OF THE PLACEKICK IS THE SNAP FROM CENTER!!!
This is the action that starts the play, and determines whether we have any hope of success form the outset! This is why we
have constructed our placekick scheme to allow our long snapper to focus as completely as possible on the snap – he will
snap the ball when he is ready, and he has no blocking assignment(s) whatever!!
P.A.T./F.G. Protection Axioms
• We do not huddle.
• Be alert for “FIRE” call – and execute protocol properly!!
• Block an area – Don’t block a man – Get big and use good technique.
• Know all rules pertaining to blocked kicks.
• Always be alert to return possibility – treat like a punt – “hatch” any unfielded ball it!
• Linemen do not release downfield on fire call or on called fakes.
• Total time – snap to kick – 1.25 to 1.30 (@ 8 yards).
• Be alert during last two minutes of a half.
• Work quickly (but never hurry!) when working against the clock.
• Holder is responsible for calling timeout if 25-second clock is running down on crucial kick.

Field Goal and Extra Point Protection


– Holder will count men and set unit… and give “Bird Call”
– After holder gets “Golden” call from kicker, he will make “SET” (or “DOWN!) call
• Be alert to “FIRE” call on bad snap (automatic run/pass option).
• Check alignment to insure proper splits – key the ball.
• Always align up on the ball.
• Know the opponents favorite schemes and personnel.
• Never get pulled into false starts.
• Get into your two point stance immediately and listen for “SET” or “DOWN” call (on EAGLE).
• Be disciplined in ALL technique.
• Always be alert to possible run-back on any placekick that does not break the plane of the goal line or go out of bounds.
• We must NEVER have a placekick blocked!!!

GUARDS, TACKLES, and TIGHT ENDS:


• Assume a 2-Point stance when you come to the line.
• Never move your outside foot.
• Take quick punch step inside, stay square - with your shoulders parallel to the L.O.S.
• Block inside gap – area, not man.
• Extend outside arm if not challenged inside.
• Sprint to cover on a long field goal after the ball is kicked.

HOLDER:
• Align on the spot picked by the kicker (usually the 11 yard line for PAT)
• Be sure we have 11 men on the field.
• Make any line adjustments and “Bird name” call, then wait for kicker’s “Golden” call…
• Make “SET!” call, and receive the ball and spot it quickly and precisely.
• You have “Ball” in any coverage scenario.

KICKER:
• Pick out the spot for placement directly behind the ball.
• Give the holder the “Golden!” call when you are ready.
• You are the safety in any coverage scenario.
COVERAGE OF A PLACEKICK
Covering scrimmage kicks is an all-out pursuit - demanding intelligent and fearless hustle, desire and determination. Our
goal is to get downfield in as quick and disciplined a manner as possible, covering the kick and tackling the returner (or
covering the ball!) as deeply as possible on the other side of the field!
- Scrimmage kick coverage is an ALL OUT SPRINT!!
o Speed is important, but the intent to make the tackle is paramount!! Players reveal their true
football character on coverage teams – and we expect our coverage teams to be made up of 11
players with true football character. (Coverage teams are no place for “characters”…!!)
o Every member of our scrimmage kick coverage units must believe that each kick will be
returned, and that it is his job to give his best effort every time he runs downfield!!
o Gang Tackling is key!! We expect 10 hats on the ball on each kick we cover – tackles on kick
coverage should never be made by only one man!! We expect to punish the returner
– and only relentless pursuit by all our defenders will make that happen. We need all our defenders
to maintain dedicated, relentless pursuit until the returner is downed (or the whistle blows ending the
play).

For our KICK COVERAGE units to fulfill their name as completely and productively as possible we need to COVER all
kicks as completely and productively as possible. To do this, we assign every coverage position a specific set of alignments
and assignments that can be easily understood and executed. Since the placement of the ball on the field will vary in every
kicking situation, those alignments and assignments may vary in regard to that placement – but the result of their proper
execution should always be the same (that being: a positive kick as far down the field as possible – directionally placed to
limit the potential of return yardage, and completely covered to insure that outcome).

Our PLACE KICK coverage mirrors our PUNT coverage for the most part, with a few obvious adjustments – all players
need to know their alignments to positively execute their proper assignments!!!

For PLACEKICK COVERAGE we have three players assigned to pursue the ball directly, two players in contain mode
(release downfield to a spot 15 yards outside the ballcarrier, squeezing him in – and preventing him from getting outside –
as they close to make the tackle), two players to force the returner into our vice (releasing downfield to a spot 10 yards
outside the ballcarrier, forcing him in – keeping him inside and in front - as they close to make the tackle), two players
pursuing up the alley of this scheme (releasing downfield to a spot 5 yards outside the ballcarrier, forcing him in – and
preventing him from getting outside – as they close to make the tackle), and two safeties (our kicker and holder), one
shallow, one deep.

- “Gunners” are to sprint to the ball, keeping the returner on their inside shoulder – you must NOT let the
returner get outside of you!!!
- Remaining coverage men will sprint downfield through the “Speed and Read” zone (“Flyin’ 15”), then
squeeze the returner to your inside shoulder. You may avoid blockers when releasing from the LOS, but
from there forward you must run through all blocks on your way to the returner!! Remember – coverage is
about hustle and heart – make sure you’re moving at full speed, with ill intent, on every kick you
cover…!!
- Kicker: kick the ball in the direction called, then follow the kick downfield… You are our “safety”, so stay
about 15 yards in front of the ball. Look for any breakdowns in lane integrity or open running lanes and
make the stop if you have to! (It is considered very poor form if our kicker ever has to make a tackle… but
he’d better make it if he does have to…!!)

REMEMBER: We want ten hats on the ball on any placekick return – tackles on kick coverage should never have to
be made by only one man (and certainly never by the kicker !)… But, if you find yourself on that island, don’t try to be
the hero with a “Wooooo” hit – break down five yards in front of the returner, make him commit, then react and wrap
him up (and strip the ball once he’s under full control!!)
Just as our PUNT alignments have the capability to “shift” to allow for maximum protection and coverage in any and all
situations, so too do our potential PLACEKICK alignments. By placing our standard holder/kicker and slingback
backfield set on top of any of the above diagramed line sets we can effectively accomplish just that!
FIRE Protocol
We also have “Alternate” assignments that we may need to use in special situations, be they game strategy/field position or
weather/field condition situations. WE WILL ALMOST ALWAYS USE OUR “BASIC” PLACE KICK ALIGNMENT
– however, since our special teams philosophy adheres to the “Axiom of Preparedness” (that being, “It is always best to
HAVE it and not need it than to NEED it and not have it…”), we need to be able to get to a point where we can most
positively reflect that truism…

Many of these “Alternate” assignments – and their accompanying techniques, and executions – will be explained,
installed, demonstrated, and practiced on the field as we move through our season. They will ONLY be introduced
once we have the installed, drilled, and demonstrated our ability to completely master and execute our BASIC
alignments, assignments, techniques and executions.

QUICK SET Protocol:


Place kick team aligns per spot of the ball (no huddle) - all assume 2 point, “Ready” position. Kicker gets head count and
makes a “Bird Call”.
“Bird Call” = the kicker will call out a type of bird before getting set (i.e. “FALCON”, or “VULTURE”, or
“SPARROW”, etc.). Each of these calls is meaningless (a DUMMY call) – unless he calls out “EAGLE”.
“EAGLE” means we’ll be using our “Quick Set” Protocol designed to draw our opponent’s offsides (best case
scenario) or at least leave them flat-footed at the snap of the ball (and unable to generate a serious rush).
For a normal place kick snap (one that takes place after any “Bird Call” other than “EAGLE”), after the kicker has counted
heads and made a dummy call (“SPARROW, SPARROW”), he will set himself and give the holder the “GOLDEN” call
(alerting him that the kicker is ready). Once the holder gets the “GOLDEN” call, he will make the “SET” call, alerting the
snapper that the team is ready for the snap, and the LS will then snap the ball whenever he is ready to do so…
If the kicker makes an “EAGLE! EAGLE!” call he will set himself and give the holder the “GOLDEN” call (as normal) at
which time the holder will make a “DOWN!” call and all players at the LOS will snap into a two point “Set” stance (interior
forearms to knees). If the play isn’t whistled dead immediately (because our opponents jumped offsides!), the holder will
then make the “SET” call, after which the ball will be snapped.
Scrimmage kicks are any kick – made from behind the line of scrimmage – that occur on any down of a team’s
possession of the ball, and are used either as attempts to move the ball further back down the field when relinquishing
possession of the ball, or as scoring attempts. There are three types of kicks that can be used as scrimmage kicks:
punts, place kick, and drop kicks (place kicks and drop kicks being the only types of scrimmage kicks eligible to score
points, however). A scrimmage kick formation is a formation with at least one player 7 yards or more behind the
neutral zone and in position to receive the long snap. No player may be in position to receive a hand-to-hand snap from
between the snapper's legs.

Scrimmage Kick Basics


During a kick from scrimmage, all players on the kicking team are allowed to release and go downfield at the snap of the
ball. (There is no “illegal man downfield” statute for scrimmage kicks in NFHS play).
Kickers (and holders, for field goal/PAT) of scrimmage kicks are afforded “protected status” (i.e. cannont be
“roughed”) only when they take a direct snap from center at a spot no less than 7 yards behind the line of
scrimmage.
Executing a scrimmage kick does not in and of itself exchange possesion of the ball. Under NFHS rules, while the ball is
in the air or rolling on the ground following a punt, place kick or drop kick (i.e. the ball has not yet been
fielded/recovered by the receiving team, touched down by the kicking team, or blown dead by the officials) if the
receiving team commits a foul before gaining possession, the kicking team will retain possession, with the penalty being
enforced from the previous line of scrimmage!!. (Possession does not change with the kick – it changes only once
possesion has been extablished.)
Fouls during a scrimmage kick are enforced from the previous spot (line of scrimmage).
o Exception: Illegal touching, fair-catch interference, invalid fair-catch signal, or personal foul (blocking
after a fair-catch signal) are enforced from the spot of those fouls.
Any ball kicked from scrimmage becomes “live” only when touched by any member of the receiving team
anywhere downfield beyond the line of scrimmage. The kicking team may then recover, but never advance its
own kick, even though legal recovery is made beyond the line of scrimmage.
Under NFHS rules, any punt, place kick, or drop kick (scrimmage kick) that is touched at or near the line of scrimmage
by the either team and travels back behind the line of scrimmage may be picked up and advanced by either team.
However, if the kicking team recovers it must make the yardage necessary for its first down to retain possession if the
scrimmage kick was on fourth down.
Any scrimmage kick (punt, place kick, or drop kick) that is attempted on any down other than fourth down and
is touched by either team at or near the line of scrimmage and travels back behind the LOS and is recovered
by the kicking team but not advanced to or beyond the line to gain still entitles the kicking team to keep
possession of the ball for the remaining down(s) of that possession…
Any punt, place kick, or drop kick (scrimmage kick) that is touched at or near the line of scrimmage by the either team
and travels beyond the line of scrimmage can be recovered by the kicking team ONLY if it it is touched downfield by a
member of the returning team - otherwise it simply becomes the returning team's ball where it is covered (or picked up)
by either team... or where it simply comes to rest and is blown dead if no one covers it…
Once any kick (free or scrimmage) breaks the plane of the opponent’s goal line, the ball is blown dead at that
spot and a touchback is ruled.
Any scrimmage kick (including place kicks and drop kicks) that does not break the plane of the endzone is considered
“in play” and may be returned. If said scrimmage kick goes out of bounds it is awarded to the receiving team at that spot
– if it breaks the plane of the endzone it is ruled to be a touchback, and awarded to the receiving team at their 20 yard
line.
General Scrimmage Kick Rules
Fair Catch:
- The receiver of a scrimmage kick is entitled to a 2 yard circle (halo) in which he has the opportunity to catch the
scrimmage kick in the air – whether he signals for “fair catch’ or not. If he does not signal for a fair catch, he is considered
“in play”, and may be tackled directly.
- Any player making a valid “fair catch” signal is entitled to the unrestricted right to field the ball at any time before it hits
the ground – this includes a scenario where it hits him and pops up into the air. In this situation, he must be given the
opportunity to field the ball – once the ball hits the ground, however, it is free, and “fair catch protection” for the receiver
ends… Any member of the receiving team may signal for a fair catch – however, once that catch is made it cannot be
advanced from the spot of the catch.
- It is illegal for any receiver who has given a fair catch signal (valid or invalid) to block or attempt to block any member
of the kicking team until the kick has ended. However, any of his teammates are allowed to block even though a fair catch
has been signaled for. This restriction applies to the player who made the fair catch signal only…
- No receiver may advance the ball after a fair catch signal (valid or invalid) has been given by any member of the receiving
team. If, after a receiver signals, the catch is made by a teammate, it is not a fair catch, but the ball becomes dead. The ball
becomes dead after any receiver gains possession after a fair catch signal (valid or invalid).

“RULE OF “FIRST TOUCH”:


- Once a scrimmage kick has been touched by the kicking team downfield the receiving team may attempt to pick it up and
advance it with no risk of losing possession. (Basically, if a scrimmage kick is rolling downfield and a member of the
kicking team touches it in any way, any member of the receiving team can attempt to pick it up and advance it and, even if
they touch it and drop it, it will still be their ball at the spot of first touching by the kicking team.
 REMEMBER, however, if a scrimmage kick is rolling downfield and has NOT been touched by the
kicking team it only becomes live once it has been touched by the RECEIVING team…!!!

Roughing the snapper:


A defensive player shall not charge directly into the snapper when the offensive team is in a scrimmage-kick formation.
NFHS rules define the snapper as the player who is facing his opponent's goal line with his shoulders approximately
parallel to the LOS, who snaps the ball. In a scrimmage-kick formation, the snapper remains a snapper until he has had a
reasonable opportunity to regain his balance and protect himself - or until he blocks or moves to otherwise participate in the
play.

HOW IMPORTANT IS FIELD POSITION?


The “Don'ts” of Place Kick Defense
Teams starting on: Scored: %
- Don't be offsides!
-20 or inside 1 out of 30 3%
- Don't rough the kicker or holder!
-40 yard line 1 out of 8 13%
- Don't ever let any called fake (or “FIRE!” scramble)
50 yard line 1 out of 5 20%
successfully convert!!!
+40 yard line 1 out of 3 33%
- Don’t foget all blocked kick rules!
+30 yard line 1 out of 2 50%
- Don't forget “Place Kick Punt” scenarios!
+20 and inside 2 out of 3 66%

REMEMBER: All blocks ABOVE THE WAIST and IN FRONT!!!


(“If you can see his crack, you must HOLD BACK!!”)
In general, we use PLACE KICK DEFENSE in one of four basic ways:

1. we will defend the ball on the field against the possibility of fake (either run or pass) from any formation (either
traditional place kick sets, or any “muddle huddle” or “swinging gate” alignments).
Call: HEATHER (fake alert)

2. we will apply pressure to the placekick attempt (to block it if given a free lane, or force it wide right or left) while
also protecting against the possibility of fake. Call: WENDELSTAT (safe)

3. we will make an all-out attempt to block the placekick. Call: ELVIS (block)

4. we will set up and properly execute a return of the placekick. Call(s): LEO, MILO* or ROCKO (return)
* all returns of place kicks should be run toward our bench – MILO can be used if broken back toward our bench (or if the
Red Sea simply parts!)

Of all the principles and reminders of PLACE KICK DEFENSE the most important – by far – is the need to never, ever,
EVER be offsides on a placekick!!! Everything else we could hope to do from PLACE KICK DEFENSE starts with this
foundation – we can never, ever give our opponent an easier kick (or, worse of all, a first down!) because we weren’t
disciplined enough to stay on sides!!! Be alert to all shifts and/or cadences that attempt to draw us offsides – ESPECIALLY in
fourth and 5 or less situations. We should NEVER hand an opponent a first down because we jumped offsides…

REMEMBER: Any scrimmage kick touched at or behind the line of scrimmage (by either team) that does not cross the neutral
zone is a LIVE ball, and can be advanced by either team – secure us the football (scoop and score if possible!!). Any scrimmage
kick touched at or behind the line of scrimmage that crosses the neutral zone becomes live ONLY AFTER IT IS TOUCHED
BY A MEMBER OF THE RETURN TEAM. This means we must GET AWAY
from any partially blocked kick that goes beyond the neutral zone so as not to have it become LIVE. We make a “PETER!
PETER!” call in this instance – meaning: FIND THE FOOTBALL & GET AWAY FROM IT!!!! (We also use the “PETER”
call on a poorly punted ball, or one that hits early and rolls – ALWAYS respect a “PETER!” call = Find the Ball & Get Away
from It!!!!!

PLACE KICK RETURN


If we are ever in a situation to use our PLACEKICK DEFENSE as a scrimmage kick return team (i.e. long field goal attempt –
especially at the end of the half, or if we ever play an opponent that uses the PLACEKICK as PUNT), we will use our punt
return team to do so – and we will use the same alignment and schemes we do for PUNT RETURN.
Our PAT DEFENSE set is based on our PUNT RETURN set (meaning, it’s a basic 4-3 alignment - from which our all
of our specific assignments will be carried out. If all of our PAT DEFENSE personnel know their alignment and
assignment rules - and use proper technique in their execution - we should NEVER have a breakdown in technique or
execution!! (This includes all FAKE and possible return scenarios!!!)

Adjustments to specific alignments can and will be introduced as we move through installation (and our season), but our
basic PAT DEFENSE alignment is as diagrammed.
We will use the following alignment adjustments in each of our alternate PAT DEFENSE alignments. Please note
that additional adjustments to these specific alignments can and will be introduced as we move through installation (and
our season), but our basic PAT DEFENSE alignment is as diagrammed.

HEATHER (fake alert) WENDLESTAT (safe pressure)

ELVIS (all out block) Place kick RETURN (LEO. MILO, ROCKO)

HAIRY ELVIS (block safe)


Notes:
MUDDLE HUDDLE
We consider a “Muddle Huddle” any crazy placekick alignment by our opponent. As these alignments are designed to
catch the defense off guard (and ill prepared to defend against it). So, it is our job to defeat that attack by being able to
defend against it – and defend against it WELL!!
As there are a number of different “Muddle Huddles” for our opponents to choose from, we use some general rules to
defend any and all possibilities. Often, teams will shift from Muddle Huddle alignments to regular place kick
alignments (meaning, their holder and kicker will be on the field the whole time). Other times, they may shift from a
regular place kick alignment to a “Muddle Huddle” (again, with their holder and kicker still on the field).

“Swinging Gate” “Split Six”

Still other times, our opponents may simply align their regular offense in a “Muddle” formation – or may shift from a
standard offensive set to a “Muddle” formation.

“Dice” “Diamond”

“Center as End”

There is also the “Center as Eligible End” set some teams use. As
with all the other Muddle Huddle sets, it’s easy to see how and
where our opponents will try to attack us. We must be able to
quickly and properly align, understanding our individual
assignments so we can use proper technique to defeat any and all
plays and executions run against us.
GENERAL MUDDLE HUDDLE DEFENSIVE RULES*:
Defensive End = CENTER *EXCEPTION =
MIKE ‘backer = QUARTERBACK (HOLDER)
In “Center as Eligible End” scenarios:
Defensive Tackle = GAP FIRST TWO OL SAM - Defensive End over CENTER is
‘backer = MAN FIRST BACK (KICKER) released from rule and Corner mans
Defensive Tackle = NEXT OL GAP CENTER (as eligible end)
WILL ‘backer = MAN NEXT BACK
Defensive End = NEXT OL GAP - Opposite Corner mans opposite eligible
Strong Safety = MAN NEXT BACK END, and Defensive End aligns with the
other Defensive linemen in a Base 60 set
Cornerbacks = MAN ELIGIBLE ENDS opposite OFFENSIVE LINE
Free Safety = PLAY TO STRENGTH - Free Safety = follow Basic Rule
AND/OR “CENTERFIELD”

“Swinging Gate” “Split Six”

“Dice” “Diamond”

“Center as End”

* Alignment and assignment understanding is key if we are


to execute as completely as possible. Many teams will not
only use multiple formation shifts when employing
“Muddle” looks, but they will also often use motion once
“muddled”. We need to always be aware of who we have
(and how we have them) if we want to successfully shut
them down!!
Position Description, Unit Checklists and Breakout Breakdowns

Special Teams Coordinator:

Practice Situations
- Advocate for, introduce and coordinate ST practice times and activities in as many game
realistic/specific situations as possible in all practice scenarios (walk thru, shells, and full
gear/full contact)

- Produce and distribute all ST Individual group and Unit Breakout practice plans/diagrams to each
assigned coach for each specific ST unit – coordinate their implementation at each ST breakout
session at practice.
 Kicking game = Coverage alignments, assignments, technique (lanes,
coverage adaptations, calls, etc.)
 Return game = Return alignments, assignments, technique (lanes, blocking
adaptations, calls, etc.)
 Special situations = insure that all special situations (rules, opponent’s tricks, etc.)
are covered

For Game Situation


- Self scout/review each of our ST units per “Special Teams Scouting Report” template and
prepare/update all ST alignments, assignments, techniques and executions – prepare all proposed
ST Depth Charts for each ST unit
 Kickoff, Kickoff return, Punt, Punt return, PAT, PAT Defense

- Breakdown each of opponent’s ST units per “Special Teams Scouting Report” template, and
prepare appropriate attack/defense alignments, assignments, techniques and executions for each
unit
 Kickoff, Kickoff return, Punt, Punt return, PAT, PAT Defense

- Produce and distribute a “Special Teams Scout Sheet” for each opponent -
outlining, detailing and defining our opponent’s ST’s based on the general
“Special Teams Scouting Report” , to be distributed to all team members (players
and coaches) by Monday practice (given availability of film,
etc.) of each week
PUNT:
Coordinator, Punter – ST Coordinator
Long snapper – Offensive Line Coach Non-Unit Personnel (basically, linemen)
Right side (RG,RT,TE) – Linebackers Coach Left with HC, OC & DC
side (LG,LT,TE) – Defensive Line Coach Gunners –
Defensive Backs Coach
PP’s – Running Backs Coach
Scout Punt Return= Offensive Ends Coach

PUNT RETURN:
Coordinator - ST Coordinator Jammers Non-Unit Personnel (basically, linemen)
– Defensive Backs Coach Line – with HC, OC & DC
Offensive Line Coach ‘Backers –
Linebackers Coach Returners –
Running Backs Coach
Scout Punt = Offensive Ends Coach, Defensive Line Coach

KICKOFF:
Coordinator, Kicker - ST Coordinator L1, Non-Unit Personnel (basically, linemen)
with HC, OC & DC
L3, L4, L5 - Defensive Line Coach R1,
R3, R4, R5 - Linebackers Coach
L2, R2 – Defensive Backs Coach, Running Backs Coach
Scout Kickoff Return = Offensive Line Coach, Offensive Ends Coach

KICKOFF RETURN:
Coordinator, M – ST Coordinator Non-Unit Personnel (basically, linemen)
Returners (A5, A4, O5, O4) – RB’s Coach & SE’s Coach A1, with HC, OC & DC
A2, A3 – Offensive Line Coach
O1, O2, O3 – Linebackers Coach
Scout Kickoff = Defensive Line Coach, Defensive Backs Coach

PAT/FIELD GOAL:
Coordinator, Kicker/Holder – ST Coordinator
Short Snapper – Offensive Line Coach
Non-Unit Personnel (basically, linemen)
Interior Left side (LG, LT, TE/SE) – Defensive Line Coach with HC, OC & DC
Slingback Left side – Running Backs Coach
Interior Right side (RG, RT, TE/SE) - Linebackers Coach
Slingback Right side – Offensive Ends Coach
Scout PAT/Field Goal DEFENSE = Defensive Backs Coach

PAT/FIELD GOAL DEFENSE:


D-Line – Defensive Line Coach Non-Unit Personnel (basically, linemen)
‘Backers & D-Backs – Linebackers & D-Backs Coaches with HC, OC & DC
Block Unit – ST Coordinator
Scout PAT/Field Goal = Offensive Line Coach, RB’s Coach, Offensive Ends Coach
SPECIAL TEAMS SCOUTING REPORT
1. PERSONNEL FOR ALL PHASES
• Numbers, names & offensive/defensive positions of all their specialists
• Best and worst

2. THEIR PUNT RETURN


• How do they attempt to block - and who is the best?
• Type of returns they run (how good is the return man)
• What is their weakness?
• Any reverses or other tricks?

3. THEIR PUNT
• What formations do they use?
• What is their protection?
• Who is their best blocker and who is the worst?
• Who is best cover man / worst?
• How good is the snapper? (times/accuracy)
• What is the block point, and time?
• What is their best fake?

4. THEIR KICKOFF RETURN


• What is their alignment?
• What are their returns?
• Who is best returner?
• Do they have a special return?
• Who do we need to avoid/kick at?
• Where is the soft spot?
• Can we surprise onside?
• Special kicks?

5. THEIR KICKOFF
• Beginning alignment
• Do they cross?
• Who are their contain? safety?
• Type, strength, and weakness of coverage
• Where and how deep does the kicker kick ?
• Who is best cover man, and who is the weakest?
• What type of onside or special kicks do they use?

6. THEIR PAT/FIELD GOAL BLOCK


• What type of alignment do they use?
• What games do they run?
• Who is the best rusher?
• Where do they rush from?

7. THEIR PAT/FIELD GOAL


• What is their alignment? Any “muddle”s?
• How far can he kick?
• Weakest blocker
• What type of fake(s)?
• Stress point?

8. SPECIALS OF THE WEEK


• Point(s) of emphasis for this particular opponent
- All things considered (location, time, weather, personnel, etc.)
“ROLLING RUGBY PUNT” Proposal

ROLLING RUGBY PUNT – The possibilities


Working from the belief that “The team who dominates the most aspects and phases of the game enjoys the most success
on the field of play”, the following Punt situation proposal is submitted.
Realizing how little time most teams are either able or willing (or both!) to dedicate to Special Teams play in general –
both offensively and defensively – there exists the very real potential to literally “steal” momentum, field position, points
and wins through a varied and variable execution of Special Teams specifics on our part!
By establishing and routinely practicing the following ‘unique’ Punt team alignments, assignments, techniques and
executions, it is our contention that we can do just that!!

Rolling Rugby Punt Basics


The idea of implementing this type approach to Special Teams play is to be able to develop, teach, reinforce and execute a
few different alignments and assignments – to be able to do so from both ‘called’ situations from the sidelines and ‘sight’
adjustments made on the field – and to be able to guarantee successful execution each and every time we use them. The most
basic idea is to present each opponent we face with a quandary every time they play us – mainly, “How in the hell do we
handle THIS?” - forcing them to take valuable time away from each of their practices in hopes of defending the triple headed
threat of our “rollout rugby kick”, in the mistaken assumption that they CAN do anything to defend or adjust to this type of
approach to fourth down situations!

The basic “Rolling Rugby” alignment (“MOLLY”) we will use is diagramed below (figure 1).

Figure 1

Given the fact that the form and function of this alignment (and its accompanying assignments) is to present a run/pass
option that overloads and aggressively attacks the flank while always also presenting a directional punting threat
designed to severely limit any potential return yardage, it is of paramount importance that we have an athlete who can
credibly (and successfully!) carry out each of these skills – and who also possesses the football IQ to know when each
is most appropriate… That being the case, it is completely understandable if this type of punt “option” will not fit our
personnel.
However… if we have (or, can find - or coach up) a potential ‘triple threat’ to execute the needed specifics of this
rolling rugby punt, it could prove an absolutely devastating weapon – a weapon that is impossible to defend successfully,
and one that provides some of the very Special Teams advantages we are constantly aiming to secure: momentum, field
position, points and (ultimately) wins!
“ROLLING RUGBY PUNT” Proposal
ROLLING RUGBY PUNT – Alignment rules, protocols and procedures
Assuming most of the athletes we’ll find to fill the “triple threat” role on this unit are going to be right handed and right
footed, the general diagrams contained herein are designed for that eventuality. This is not to say that they cannot be
“mirrored” to accommodate a left handed/footed athlete or – in the best of all possible worlds, an ambidextrous one (don’t
laugh – I’ve actually had the good fortune of coaching two “switch-footed” kickers over the course of my coaching career!)
It should also be understood that this rolling rugby punt execution is designed – from the punting angle – to provide an
angled, tumbling (through the air and on the ground) trajectory that is purposefully aimed toward the sideline, in hopes of
picking up as many ‘exchange’ yards as possible before crossing over the boundary - or before being fielded by a player
moving toward the boundary as opposed to directly up field. When executed properly, the threat of a punt return of any
quality is thus virtually eliminated, while the possibility of our opponent turning the ball over is greatly enhanced. As the
actual punt itself is designed to move downfield quickly and from a relatively low trajectory, any returner is faced with the
quandary of trying to field a bouncing, tumbling football as it bounds and skims across the ground – while it is moving
away from him and toward the boundary – or simply letting it either roll out, or go out of bounds. When these two options
are coupled with the speed, tenacity and execution of a determined coverage unit… well, let’s just say that, either way, any
potential return is eliminated, leaving the ball – and our opponents starting point – that much further from our goal line and
endzone.

Generalities of Alignment
We will use the left upright of the goal post we’re facing as the “Start” point for our rolling rugby punt – meaning that
whenever the ball is spotted on the left upright or any spot RIGHT of that, we will employ our rolling rugby punt. If the ball
is spotted to the LEFT of the left upright we will employ a “rolling rugby left” (“Molly LEFT”) alignment. (Figures 2 and 3)

Both of these basic alignments will have


‘mirrored’ coverage assignments - helping
eliminate any missed or blown executions from
an assignment standpoint – though each
individual alignment will remain unique and
independent.
Basically, each of these alignments are simply
variations of our standard “Punt” alignment(s),
and are designed to be used in concert with our
standard “Punt” alignment and execution (in a
perfect world!). Having such an array of potential
“Punt” scenarios would be of great advantage, if
it could be arrived at.
Figure 2

From an ‘installation’ stand point, it is suggested that


our ‘Standard Punt’ be introduced and repped first, with
these “Rolling Rugby” aspects introduced once the
‘Standard’ has been mastered.
Understanding that this may seem a daunting – and time
consuming – task, the use of every possible minute of
Special Teams time available – from summer practice on
– is HIGHLY recommended!! This would include – but
certainly not limited to – “pre” and “post” practice
sessions, as well as all the whiteboard and walk thru
time available. This approach also demands an inclusive
approach, where backups at each position are identified
and coached up.
Figure 3
“ROLLING RUGBY PUNT” Proposal
Generalities of Alignment, continued
For ALL coverage units on Special Teams a general understanding of concept – i.e. what are we trying to do – and the details
of spatial awareness – i.e. where we need to be (as individuals and as a unit) – is VITALLY important! With this specific
“Rolling Rugby” execution EVERY one must know what they need to do – from their position within the unit and on the field
- to produce a positive result. Each player must be aware of where they are on the field in relationship to where they need to
get to on the field (with their teammates), as well as HOW they need to get there (again, as individuals and as a unit), as well
as what they need to DO once they’re there… along with the very best way(s) to do all of those things – again, individually
AND collectively!
Specific knowledge and use of landmarks – on the field and off – helps in this endeavor. Knowing what the “boundary” is
(as opposed, say, to the “field”, and how we reference – and use it). Same with “the numbers”, “the hashes”, “the uprights”,
“midline” and so on. We all need to know their relationships on the field – and to each other.
Examples: The bottom of the numbers are 7 yards from the boundary (sideline) – therefore, “slitting” that difference would
put you three and one half yards from both. The hash marks are 17.8 yards from the boundary – and from each other (three
equal areas, boundary to hash, hash to hash, hash to boundary). (Figure 4)

Figure 4

The “midline” of the field is about 26 ½ yards from each boundary… The uprights of the goalposts are just a skosh less than 8
yards wide… The left upright (as we face it) is roughly 31 yards from the right field boundary – and almost 23 yards from the
left field boundary… Our “rolling rugby” punt ‘aiming point’ (or ‘drop zone’) is an area from just beyond the top of the
numbers (about 10 yards from the boundary) to an area just about “splitting” the bottom of the numbers and the sideline
(about 3 ½ yards from the boundary – or, about a 7 yard (21 foot) “box” we’re hoping to get the punt to touch down in as it
angles toward the boundary… And so on and so forth…
“ROLLING RUGBY PUNT” Proposal
Alignment Basics
So, what do all these numbers mean? Well, as we have specific assignments for each player on the unit (for run, pass and
punt execution), and since we’d like to have the best, most consistent chance to properly execute whichever one of these
options best suits our needs every time we use this option, we all need to know where we are – and where we need to be –
every time we “roll out”…
As the great Sir Edwin once said, “I don't want you to get the impression it's just a question of the number of words... um... I
mean, getting them in the right order is just as important. Old Peter Hall used to say to me, 'They're all there Eddie, now
we've got to get them in the right order.' (Monty Python, “Great Actors” sketch)
For example: Since we never want similar colored jerseys following each other down the field, we use 5 yards as our standard
“lane” spacing for total field coverage – therefore, it’s important to know the yardage differences between the landmarks
we’re using, to insure we don’t ever get ‘bunched up’. Likewise, since we want our split end (X) in position to secure the
boundary and attack the ball from there as he covers each rugby punt – while also allowing his positioning to present a viable
and valuable blocking run option as well as a valuable route running pass option (on any spot from midline-right) we want
him splitting the boundary and the bottom of the numbers. Likewise, as we would like similar threats from our wide
slot (4), we would place him on the numbers for any spot from mid-line right. However, as we need to present the best
possible, most viable coverage/threat options at all times, we would adjust these alignments for any placement of midline-left.
(Figures 5 & 6)

Figure 5 Figure 6

As for our other backs and end: since standard “rolling rugby” alignment brings the left tackle over beside the right tackle, and
slides the tight end (Y) in next to the left guard, this places the tight wing/slot (2) at a ‘2x2’ split off the Y
– before he motions to be at a tight slot position outside the tackle across the formation at the snap. (Figure 7)

Figure 7 Figure 8

Figure 8 diagrams the approximate measurements of our line splits (@ 2 yards), as well as the placement of our “personal
protector” (3) – about 5 yards off the LOS, stacked behind the left guard – and our “threat/punter” (1) – about ten yards off the
ball*, splitting the center/right guard to stacked behind right guard (whichever snap is easier for our long snapper to make).
* Our “threat/punter” is aligned at 10 yards in this scenario to afford him protection from being ‘roughed’. Under the
2009 NFHS scrimmage kick rule changes (used to outlaw the A-11 offense), “protection” from roughing is now
extended to a player positioned 10 yards off the ball and aligned to receive a direct long snap from center – when
this player is ‘presumed’ to be the punter. By using this “rolling rugby” alignment consistently - and punting from it
early in each game (as well as early in the season) - we should be able to clearly ‘establish’ that our ‘threat/punter’
is, in fact, our punter, which should give us the “benefit of the doubt” under the rule and application of such.
“ROLLING RUGBY PUNT” Proposal
Scrimmage Kick rule exceptions (2009 Rule change, in response to the “A-11” Offense)
The general rule is that the Offensive Team must have at least five (5) linemen numbered 50-79.
When a team is in a scrimmage kick formation, certain exceptions to the numbering rule are allowed. The definition of
a scrimmage kick formation has been changed and the exceptions allowed have been changed:
• (Rules 2-14-2a and 7-2-5) A team is in a scrimmage kick formation if there is no player in position to receive a hand to
hand snap, the holder (knee on the ground) for a place kick is at least 7 yards from the snapper, and a teammate is within
3 yards of the holder and in position to attempt a place kick. If this formation is on 1st, 2nd, or 3rd down, the snapper
may have a number other than 50-79. The snapper may not, however, be on the end of the line of scrimmage.
• (Rules 2-14-2b and 7-2-5) If on 4th down a team is in a formation to attempt a field goal as described above, or a player
(presumed punter) is in position to receive a long snap and he is at least 10 yards behind the snapper, the team is in a
scrimmage kick formation and is allowed by exception to have fewer than five (5) linemen numbered 50-79. (There could
be no linemen numbered 50-79. However, any interior lineman in the game under this exception [i.e. numbered 1-49 or 80-
99], remains an ineligible pass receiver even after any shift that places him on the end of the line of scrimmage*.)
In both types of scrimmage kick formations, the snapper receives special protection. The defense may not charge
directly into the snapper. (Rule 9-4-6)
A ‘running into’ or ‘roughing’ foul may NOT have occurred when:
1. Contact by the defensive player is unavoidable because it was not reasonably certain that a kick would be made;
2. The defense touches the kick near the kicker and contact was unavoidable;
3. Contact was slight and was partially caused by movement of the kicker;
4. Contact was caused by the defensive player being blocked into the kicker or holder by an offensive player
(Rule 9-4-5: Case Book 9.4.5 A to 9.4.5. G)
Basic Officiating Rule of Thumb: “From a legal scrimmage kick formation, it is always roughing the kicker if
the contact could have been avoided regardless of whether or not it was apparent a kick would be made. Only
unavoidable contact is ignored if it is reasonably certain a kick will be made.”

Alignment Adjustments
With these rules and enforcements understood, it should be noted that we can – through simple adjustments in alignment to our
basic “rolling rugby” set – also present a slightly different “look” to further confuse and befuddle our opponents by simply
foregoing “scrimmage kick exception/protection” specifics, and simply align at normal depths, while accepting that this will
result more in a “quick kick” scenario (i.e. no protection being afforded out threat/punter), even when used on 4th down. By
setting our threat/punter at five or six yards directly behind center – with our ‘personal protector’ at 3 yards back – we present a
more traditional look, while still being able to threaten each area of the field with run, pass or punt. (Figure 9)
On the “upside”, if we practice and perfect getting a punt off, and keeping our coverage sound, from this adjusted “rolling
rugby” alignment, we will have established a very safe and productive “quick kick” packeage, should we ever need to use one
on first, second, or third down.

Figure 9
“ROLLING RUGBY PUNT” Proposal
Basic Alignment-to-Assignment Protocols
By applying a ‘form following function’ overall perspective to this “rolling rugby” concept, we’ll be using our specific
alignment principles and protocols coupled with solid, understandable and achievable assignment expectations to best
present and threaten the consistent threats of run, pass, or punt and cover every time we find ourselves in a non-field goal
fourth down situation – from anywhere on the field. Understanding, as well, that – as there will not necessarily be the
more traditional ‘swapping’ out of personnel when using this “rolling rugby” scenario – we will more than likely have
some ‘big bodies’ involved in coverage. Therefore it’s easy to see how alignment might most effectively compliment
and enable positive execution of assignment.
By positioning our best “cover & run/pass threat” capable players in alignments where they can best bring all of their
abilities to bear on every non-field goal fourth down situation, we can best guarantee a positive result in our favor. For
example, by starting our far wing (2) in motion across the formation before the snap (and having him just outside our ‘over
tackle’ at the snap) we establish three very important ‘threats’: First, we put another cover guy near the boundary we’re
punting to – if we’re punting. Secondly, we have a potential blocker moving to the flank – at speed – if we should run.
Third, we have a potential pass target moving to the flank – at speed – should we pass. (Figures 10 & 11)

Figure 10 Figure 11

Combining this pre-snap motion by 2 with the up-the-field movement of our wide slot (4) and our split-end (X) gives us a
three-pronged/multi-threat group moving down the field. Again, we have three “gunners” assigned to the ball on a punt, a
three man “wall” or “wedge” on a run, and a three receiver pattern threat on a pass.
(Figure 12)

Figure 12

We could also vary the speed, style or even the use of this pre-snap motion by our 2 to present further problems for
defenses we face. For instance, we could send the 2 in “Rocket” motion, arcing through the backfield - setting up a
possible ‘read option’ look. We might even think of - occasionally, at least, starting the 4 in motion instead of the 2 (even
as a ‘tendency breaker’ only!). The more options and variations we are able to use - over the course of the season - will go a
long way to helping make this type of approach to traditional punting situations as successful as possible.
“ROLLING RUGBY PUNT” Proposal
Looking ‘backside’, we release our tight end (Y) at the snap to move downfield in either coverage (ball), run block (cut-
off ‘backer/safety), or pass pattern (drag, under ‘backers); pull our backside guard across the formation to serve a
‘kickout/clean up’ role (depending on attack); and move our ‘personal protector’ (3) behind and with that backside guard
toward the flank*, to serve that role for the threat/punter. (Figures 13 & 14)

Figure 13 Figure 14

* Our ‘personal protector’ must be a tough, smart, ‘high football IQ’ kinda guy – namely, a linebacker…!! He’ll have lots of
responsibility, and will need to react to changing, fluid situations instantaneously – and be right every time… While he’ll
mainly be in charge of leading (and clearing!) the way (tucked in the hip pocket of our pulling guard, of course) for our
threat/punter, we may have him sometimes ‘peel back’ to slow down/destroy any particularly dangerous backside pursuit…
or swap assignments with our backside wing (2) (with the wing still coming across the formation in motion, but then stopping
and cracking back on a DE or LB while (3) assumes his coverage/pass route responsibility)… or, if we’re using the ‘adjusted’
rolling rugby alignment, he may be handed the ball on a sweep… Lots of possibilities, indeed… Yeah – probably best if he’s
a linebacker…
(Reminds me of that old football story: In World War II, when confronted with a particularly important situation, U.S. Army
Chief of Staff General George C. Marshall said, “I need an officer for a secret and dangerous mission… I want a West Point
football player…!” And I’m sure his preference would have been for a linebacker, too…!!)

Figure 15

So, after motion and the snap, we will have our players aligned as shown above (Figure 15) – and this will be their general
positioning at this point for every action run from our standard ‘rolling rugby’ formation – leaving the defense still
‘guessing’ as to our intentions directly after snap. This being the case, while some of our executions may well be
determined pre-snap, it is easy to see how executions could be decided on – and carried out – from this very point,
depending on our opponents’ alignment and actions. This is why, by having the interior offensive line all step down toward
the flank we are attacking (for punt, run, or pass), we will be able to convincingly – and effectively – threaten each of those
actions every time we deploy in this manner.
“ROLLING RUGBY PUNT” Proposal
Rush Option
Given the variables of defensive alignment and action – as well as the distance needed for the yard-to-gain - our
threat/punter will have two basic run options open to him: either out to the boundary and up the field, or in behind the
kickout(s) of the pulling guard and personal protector (3). As diagramed below (in Figure 16) you can see the relative
placement of all potential blockers for a possible ‘keep and carry’ by our threat/punter.

Figure 16

Pass Option
Equally, specific to the variables of defensive alignment and action – as well as the distance needed for the yard-to-gain -
our threat/punter will also have several basic pass options open to him, offering several yardage threats – from
“homerun” to mid-range to check down. Depending on the yardage needed (and the coverage applied) each of these
possibilities can and should present as viable.
Figure 17 below shows the relative positioning of each of our receiving threats post snap, while Figure 18 diagrams
the overall pattern concept.

Figure 17 Figure 18

Again, depending on the defense(s) deployed against our ‘rolling rugby’ punt we have the potential of alternating the
specific yardage “threats” between and among each of our four eligible players moving downfield (understanding that the
wingback in motion across the formation and into the flat will be almost impossible to defend adequately in any ‘man’
scheme – leaving him almost constantly open and quite viable in every “4 th & short” situation!). The “homerun threat”
could come form the split end (X) running a post/corner on one execution, and then from the tight end (Y) running a skinny
post on the next (with the X converting his route to a deep out). Et cetera, et cetera…

While these patterns could serve as a sort of ‘starting point’ to begin the season with, nothing prevents us from further
altering/changing them as we move through the season, to avoid becoming too ‘predictable’.
“ROLLING RUGBY PUNT” Proposal
Punt Coverage Assignments
For our punt coverage assignments out of the “rolling rugby” punt, we use the same basic coverage “lane” concepts the we
use in our standard punt coverage, those being: ball, contain @ 15, force @10, alley @ 5 and safety. We do, however,
change up the specific assignment(s) of each individual track as follows:
 “Contain” responsibility shifts from our 2 & 4 in “standard” to Center and 3 in “rolling rugby”
 2 and 4 then assume “ball” responsibility (from C & 3) in “rolling rugby”
Even though personnel may well differ from standard to “rolling rugby” (i.e. our ‘wide bodies’ may simply stay on the field
in ‘rolling rugby’), we keep the same general assignments across the interior line (save the center) – this allows for
continuity of execution regardless of who’s on the field in either set (and also allows us to use punt coverage as a real and
viable conditioning tool for our “wide bodies” throughout the season…!!). Figures 19 & 20 diagram the specifics of both
sets’ coverage rules and executions.

Figure 19 Figure 20

‘Alternate’ Punt Coverage Assignment


A “Molly LEFT” call will put us in a “pseudo-rolling rugby” alignment, this time ‘leaning’ left. As diagramed below in
Figure 21, this alignment can feature a standard line set (i.e. T-G-C-G-T), but can also be aligned with the right tackle over
the left tackle in a HAL set. Lane assignments in this “Molly LEFT” alignment mirror those in normal “rolling rugby”
(“Molly”) alignment (Figure 22).

Figure 21 Figure 22
“ROLLING RUGBY PUNT” Proposal
Potential Defensive sets/schemes… and answers
Depending on the amount – and quality – of the scouting each team does against us (from ‘in-person’ game day
observation to film study to shared talking points), we will need to be prepared to face anything from a “Dude, what the
hell is THAT?”, Chinese Fire Drill approach to defending our “rolling rugby” punt to a more studied, more deliberate
approach to defending all of the potential options this alignment and assignment pose.
Obviously – in each case – we must have an answer already prepared and practiced.
As was mentioned earlier, the amount of time and effort that would need to be put in by our opponents to come up with a
viable “answer” to this “rolling rugby” punt are more than likely prohibitive for the vast majority of the teams we’ll face –
most just won’t want to take the time away from offensive and defensive preparation to focus on this single aspect of our
game, while others just don’t have the football smarts to come up with anything viable, teachable and learnable in a weeks
time…
Advantage: US!!
Still, we must consider as many possible defensive possibilities ahead of time, and teach viable, appropriate and executable
counters to each. Figures 23 & 24 illustrate a couple of the potential defensive looks we may see – especially as our “rolling
rugby” punt becomes more used and studied.

Figure 23

Figure 24

Ongoing pursuit of potential “answers” to specific defensive choices:


 Overloads to the boundary side we’re attacking =
 Potential ‘answers’: Power/lead sweep to the field, pulling the right guard
 Throwback pass to the Y (either quick out – or screen)
 Shovel pass to 3 underneath overload (between G/T or T/T)
 Heavy backside pursuit, with athletes =
 Keeping 3, G (or both) at ‘home’ to sure up backside

 Others?

“Tricks” and other ishkabibble…

 Reverse to 4 (either behind or in front – doesn’t really matter on 4th down…!)


 Direct snap to 2 on Jet sweep
 Others?
“MUDDLE HUDDLE” PAT Proposal
MUDDLE HUDDLE – The possibilities
Working from the belief that “The team which dominates the most aspects and phases of the game enjoys the most success
on the field of play”, the following Point After Touchdown Try/Field Goal proposal is submitted.
Realizing how little time most teams are either able or willing (or both!) to dedicate to special teams play in general –
both offensively and defensively – there exists the very real potential to literally “steal” momentum, field position,
points and wins through a varied and variable execution of special teams specifics on our part!
By establishing and routinely practicing the following ‘unique’ offensive PAT/Field Goal alignments, assignments, techniques and
executions, it is our contention that we can - and would - do just that!!

Muddle Huddle Basics


The idea of implementing this type approach to special teams play from an offensive standpoint is to be able to develop,
teach, reinforce and execute a few different looks and assignments – to be able to do so from both ‘called’ situations from
the sidelines and ‘sight’ adjustments made on the field – and to be able to guarantee successful execution each and every
time we use them. The most basic idea is to present each opponent we face with a quandary every time they play us –
mainly, “How in the hell do we defend THIS?”, forcing them to either: take a timeout to talk it over, OR take valuable
time away from each practice in hopes of defending our “muddle”, OR simply concede us the points, OR – in the best of
all possible worlds – basically do ALL three, simultaneously, and furthering their internal frustration as they’re forced
to…!!
We approach our “Muddle” with two basic alignments – coded, and called immediately as we are aligning after a
touchdown (no huddle) – or as soon as the “PAT” call is made from the sideline (and as appropriate personnel are
entering/leaving) on any field goal attempt situation.

The two basic “Muddle” alignments we will use are the “Swinging Gate” – which we call “RAY” - (Figure 1) and the
“Split Six” – which we call “POP” - (Figure 2).

Figure 1 Figure 2

We also align in both of these formations from a ‘Shotgun’ set by adding the word “GUN” to each call: “RAY GUN” is
shown in Figure 3, and “POP GUN” is shown in Figure 4.

Figure 3 Figure 4
“MUDDLE HUDDLE” PAT Proposal
Additional Adjustments
There are also easily taught and practiced modifications to each of these basic sets which allow for this PAT/Field Goal
approach to change and evolve over the course of every season – leaving our ‘end of season’ (read: playoffs/States)
opponents just as baffled, confused – and flat footed – as those we see from start to finish in our regular season…!!
One of these ‘modifications’ involves setting our center as an eligible end, allowing him to go downfield and legally catch
and advance a forward pass. These alignments are a variation of the “Swinging Gate” – one with our holder/QB under center
- “CAESAR”-, and one with him in a shotgun set -“C-GUN”, as shown in Figures 5 & 6.

Figure 5 Figure 6

Uses of the Muddle Huddle


In a perfect world, we would incorporate the use of these various “Muddle Huddle” alignments - and their myriad potential
attack possibilities - with our more traditional PAT/Field Goal alignments and assignments, presenting each of our
opponents with a varied (and varying!) number of different and effective looks and executions every time we were in a
potential PAT/Field Goal situation.
When combined with our two ‘basic’ PAT/Field Goal sets (Figure 7 & 8), it’s easy to begin to contemplate all the possibilities.

Figure 7 Figure 8

The alignment diagrammed in Figure 7 is our standard PAT/Field Goal set, which we call “SHIFT”. Figure 8 demonstrates a
variation of this set, which we call “SHAFT”. We can align in either – directly after a touchdown, or ‘from the line’ if a
decision to try a field goal has been made – by simply yelling out either “SHIFT” or “SHAFT”, and having all base personnel
align directly as told while any needed specialists (kicker, snapper, possibly holder) are subbing in. This puts an added
element of ‘pressure’ on the defense, by forcing them to align immediately after the score (or third down). Imagine, then, how
much MORE ‘pressure’ would be applied if our alignment to either “SHIFT” or “SHAFT” went through a “Muddle Huddle”
beforehand…!
Again, the basic idea is to ‘stress’ our opponent in every facet of their game (and game preparation) – even in the “little
stuff” like PAT/Field Goal. They can’t ‘stop’ us if they do try to work on defending all we can do – and they risk giving up
even more points if they don’t…!!
“MUDDLE HUDDLE” PAT Proposal
Combinations
As noted previously, we can align directly in “SHIFT” or “SHAFT” by simply calling either name out as the ball is being
made ready for play on either a PAT or field goal attempt. We could also call out one of our “Muddle Huddle” sets (say,
“RAY GUN”) and have all personnel align directly in that set (with the ‘sub ins’ happening the same way they would in
either ‘normal’ set), then yell out “SHIFT” (or “SHAFT”), and having all players shift again to align immediately into that
set. Diagramed below are the specifics of these types of switch ‘combinations’, with Figure 9 showing the change to
“SHIFT” from “RAY GUN”, and Figure 10 showing the change from “POP GUN” to “SHIFT”.
Figure 9 Figure 10

By presenting every opponent with these types of potentially ‘chaotic’ situations on every kick, it’s easy to understand what
great advantage could be taken of just such situations – from completely blown defensive alignments and/or coverages to
simply having the defense standing flat-footed, generating no real kick rush – or block attempt – for fear of being ‘faked’ on.
Couple this timidity with a skilled and well practiced kicking unit, and it’s easy to see where points, momentum – and
victories – can easily be taken!

Personnel
Obviously, much of what is ‘possible’ through use of the “Muddle Huddle” is dependent on our having the personnel
to use it in the manner we most wish to. What we’re able to do with the different looks and executions on these pages
will be completely dependent on the players we have on the field – and their physical and mental abilities as
individuals, and as a unit.
For example: a situation where our kicker is also a position player (say a running back or end), we may well choose to
alter a few of the formations to place him in closer proximity to the QB/Holder, as his run/pass threat is more viable than
a ‘borrowed’ soccer-player kicker’s might be. (Equally obviously, much of what we’d hope to be able to do with these
‘muddle’ sets counts on a viable threat at the QB/Holder position, as well – thinking of using either our starting or backup
QB here if at all possible.)
Seeing as how the execution of these specific sets – from “SHIFT” and “SHAFT” through each “muddle” possibility – are
designed to be set immediately at the line after a touchdown (or on field goal decision) – it’s most desirable to keep our
interior offensive line on the field in all potential sets (excluding our snapper, who more than likely will be subbed in with
our kicker = “perfect world”, only 2 subs for PAT/Field Goal).
Another ‘line specific’ concern will be coverage of any field goal that fails to cross the plane of the goal line – either
unintentionally (as in a very long - or terribly mis-hit - scoring attempt), or intentionally (if we were ever to consider
using a ‘field goal punt’ execution). This possibility highlights the need to practice coverage with our ‘big bodies’ –
making sure they understand and are comfortable with all scrimmage kick rules & executions!!
As NFHS rule changes regarding jersey numbering restrictions for scrimmage kick situations have been somewhat fluid
over the past few years, we will also need to keep all of these rules in mind when determining who will be our
PAT/Field Goal snapper, and the impact his jersey number may have on specifics of formations/sets we can and cannot
legally run.
“MUDDLE HUDDLE” PAT Proposal
RUSH POSSIBILITIES… FROM “RAY”
To be perfectly honest, originally, the purpose of all of these Special Teams ‘machinations’ was to put the defense in such
a state of flux and ‘over’ anticipation for ‘the big play’ that they’d back off and “just let us kick!” – free of external
pressures like heavy/overload rushes and block attempts! After seeing some of the woefully unprepared, ineffective and
completely frazzled responses to some of these ‘different’ sets, though, we decided we might as well take advantage of
whatever our opponents wanted to ‘give’ us, so we thought it would be a good idea to more completely ‘flesh out’ all the
possibilities these formations and actions could provide.
For example, in our “shotgun swinging gate” formation (“RAY GUN”), having both backs beside the QB/holder allows
quite naturally for a ‘read option’ in either direction, as diagrammed in Figures 11 & 12. Both actions could easily be
modified to simple, standard ‘leads’ with the QB/holder under center (“RAY”), as well.

Figure 11 Figure 12

As shown in both of the preceding diagrams, these rushing attempts could be toward the field or boundary, depending on
the particulars of the defensive front and action presented on each play. The general blocking assignments of the line,
however, would remain the same and it would be a sight adjustment by the ballcarrier that would determine the ultimate
path he would follow. Likewise, as diagrammed in Figure 13, a straight ‘lead keep’ action could be attempted – again, with
the QB/holder determining which route he would take with the ball once the play began in earnest.

Figure 13 Figure 14

PASSING POSSIBILITIES… FROM “RAY”


By keeping all ineligible player blocking assignments tight to the line of scrimmage for all “muddle” play possibilities we
should eliminate any ‘ineligible downfield’ penalties (thinking more of field goal attempts than PAT’s here). Figure 14
demonstrates all the pass route possibilities from “RAY” (both regular and “RAY GUN”).
While the spacing and alignment of all eligible receivers in these particular sets does seem to limit these possibilities, it
should be remembered that it will always be the defensive alignment and attack that will determine “who runs what to
where”. We will use specific, ‘coded’ words and phrases to signal run or pass – just remember, however, that if we keep
our ineligibles “home” near the line of scrimmage, EVERY play could be a potential passing play – until the ball carrier
crosses the line of scrimmage…!!
“MUDDLE HUDDLE” PAT Proposal
RUSH POSSIBILITIES… FROM “POP”
Figure 15 diagrams the basic rush possibilities from a “POP GUN” set. Having only a single back next to QB/Holder limits
the read-option possibility somewhat (though our 3 could change sides occasionally). A ‘half run/half pass’ situation is
diagrammed in Figure 16 – with a pitch/screen pass to 3 to one side, and normal ‘POP GUN’ pass options to the other.
(This also opens up the possibility of a ‘pitch and pass’ option from 3).

Figure 15 Figure 16

PASSING POSSIBILITIES… FROM “POP”

Figure 17 diagrams the complete, mirrored set of “POP” passing options to each side. As with our “RAY” passing
scheme, it will primarily be the defensive alignment and attack that will determine “who runs what to where”.
Figure 17

ADDITIONAL THOUGHTS
As can be gathered from looking at all the potential alignments we could employ from only these “muddle” sets, there also
exist myriad ‘motion’/’pitch’/’throwback’ possibilities that can be either installed as specific, called ‘plays’ or allowed to
develop from sight adjustments as they unfold. As was stated earlier, if we continue to groom and adjust the specific
alignments and assignments we can positively execute from all of our “muddle” sets as we move through the season, we
will continue to befuddle and frustrate opponents as we move through the season. (This also allows us to ‘make’ our
opponents prepare for something that they’ve seen on film that we may – or may not – run anymore! I’m particularly
thinking of motions, pitches, reverses, and throwbacks here…!!)
Given that the general nature of each of these “muddle” executions – run and pass – function as their own, built- in “fire”
protocols, there is no need to use any prescribed “fire” procedures when operating in them.
“MUDDLE HUDDLE” PAT Proposal
POTENTIAL DEFENSIVE LOOKS
The potential defensive looks diagramed below are based off of our own defensive “Muddle Huddle Protocol”. This is a
prescribed set of alignment “rules” our defense would learn – and use – to most positively defend against any ‘muddle’
alignment used against us by any opponent. (Always thinking of the “Axiom of Special Teams” = It’s always better to
have it and not need it, than to need it and not have it”.)
It has been my experience that most teams we play don’t subscribe to this particular way of thinking, and will more than
likely not put any real, concerted effort into preparing for our “muddle huddle” sets and executions – especially if they
mainly see us shifting OUT of our ‘muddle’ set into a standard PAT set.
Figures 18 & 19 diagram the basic defensive alignment we would employ against both the “swinging gate” and “split six”
sets. We can easily develop specific ‘rules’ that will dictate when we snap from our ‘muddle’ sets and when we “shift” to
our standard PAT/Field Goal sets…

And, as I’m always fond of saying: “If we ever really, really need two points, we’re just going to keep our offense on the
field, anyway…!!!”

These “muddle” sets and executions serve more to ‘steal’ two – or even six! – whenever we can…!!

Figure 18

Figure 19

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