Playbooks

Franchise Playsheet

High School Run

PlaysheetOffense
7Formations
12Sets
99Plays

Overview

High School Run is a 99 play specialty offense built around one idea: line up heavy, run the ball, and make the defense commit extra bodies to the box before you ever throw. Nearly two thirds of the book lives in condensed personnel. I Form and Power I combine for 42 plays (42%) across four sets, Goal Line Offense adds 12 plays from a single set, and Full House contributes 9 more. That is a huge chunk of the playbook dedicated to 21, 22, 23, 31 and 32 personnel, which means most snaps put at least two backs on the field and force your opponent to either run base personnel or get out-leveraged at the point of attack.

The run tree is exactly what the formation spread implies: Counter, Power Run and Dive concepts out of I Form and Power I, HB Blast as the bread and butter downhill call, and FB Dive from Full House for short yardage and goal line situations. The passing game is intentionally small and mostly exists to punish the run fits you create. Play Action off those same heavy looks is the main vertical threat, with Corner, Out, Flat, Curl Flat and Flood route families plus Cover 3 Beater concepts like Deep Curl, Bench, Dragon Spacing and Angle Swing giving you enough answers when the safeties start crashing. Hail Mary is present but at 3 plays (3%) across two sets it is a two minute emergency package only.

What you actually get by choosing High School Run over a standard book is formation rarity. Power I appears in only 4 of the game's 236 playbooks and Full House appears in only 9, so most opponents have never had to defend those looks and have no idea which of your run plays comes from them. The 24 Shotgun plays (24%) across two sets are the release valve that keeps you from being purely a condensed team, and the 9 Singleback plays (9%) in 11 and 13 personnel give you a mid-range look for standard down play calling. This is a clock control, keep-the-chains-moving offense for players who want to grind out drives and win the personnel matchup rather than win with scheme speed.

Scheme Fit

High School Run wants a power back with high trucking, carrying and break tackle, a true fullback or a second blocking tight end who can handle lead duties in Power I and Full House, and an offensive line built on run block power and impact blocking rather than pass protection agility. The quarterback does not need elite arm talent but does need play action mechanics and enough accuracy on short and intermediate throws to hit Curl Flat, Out and Flood reads, plus one reliable possession receiver who wins contested catches when you are down to one or two eligible targets. Pick this playbook if you enjoy clock control football, want to run 21 through 32 personnel that most opponents have never defended, and are comfortable winning games 17 to 10 instead of trading scores.

Example Plays from this Playbook

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Strengths

  • Power I (18 plays, 4 of 236 playbooks) and Full House (9 plays, 9 of 236 playbooks) give you two genuinely unfamiliar formations, and because both carry multiple sets you can flip strength with formation shifts and motions without tipping whether Counter, Power Run or Dive is coming.
  • The 42 combined plays in I Form and Power I let you build a single audible package where every call looks identical pre-snap, so the same lead blocking look produces Counter one snap and Play Action Corner or Flood the next.
  • Goal Line Offense at 12 plays from one set plus FB Dive out of Full House means you have a dedicated short yardage and red zone answer instead of forcing a spread run into a stacked box on fourth and 1.
  • Personnel range from 21, 22, 23, 31 and 32 all the way down to 11 and 13 lets you use formation subs to put your best blocking tight end or a second fullback on the field for heavy calls and swap to a receiving back in the Singleback and Shotgun packages.
  • The 24 Shotgun plays across two sets carry Cover 3 Beater and Curl Flat concepts, so when a defense over-commits to the box you can flip into a pass look and hot route the slot without leaving your own audible tree.

Weaknesses

  • At 99 plays this book is smaller than 96% of the game's offensive specialty playbooks, so your total concept pool is limited and a repeat opponent will have seen most of your calls within two games.
  • With only 9 Singleback plays (9%) and no spread-heavy formation at all, you have almost no true empty or trips look to widen a defense, which lets opponents sit in base personnel and keep linebackers in the box all game.
  • The passing tree is narrow: Corner, Out, Flat, Curl Flat, Flood and Cover 3 Beater cover the intermediate and short game, but there is no deep concept variety outside Play Action and the 3 play Hail Mary package, so a two score deficit is hard to erase.
  • Heavy personnel telegraphs intent. Once 21, 22, 23, 31 or 32 hits the field a competent opponent will run cover 1 robber or a box-loading blitz and dare your quarterback to beat man coverage with one or two receivers.
  • Concentrating 42% of the book in I Form and Power I means your run game shares the same blocking schemes repeatedly, so a user controlled defensive lineman or a plugged A gap blitz can kill Dive, HB Blast and Power Run with the same read.

Usage Tips

Build your primary audible package out of I Form and Power I. Live in these two formations on first and second down between the 20s, calling HB Blast and Counter until the linebackers start filling fast, then check into Play Action from the identical look.

Use Full House on third and 1 through third and 3 and anywhere inside the 5. FB Dive from this formation gives you a straight downhill hit before the defense can flow, and the second set lets you shift the backfield to attack the weaker interior gap.

Save Goal Line Offense for fourth and 1 and snaps inside the 3. With only one set and 12 plays you are predictable here, so mix one Play Action call per game to keep the safeties honest.

Treat the 24 Shotgun plays as your obvious passing down package. On third and 7 or longer go to Shotgun and lean on Deep Curl, Bench and Dragon Spacing, hot routing the back to a flat or angle route to beat interior pressure.

Use Singleback (9 plays, 11 and 13 personnel) as your tempo changer on second and 6 to second and 8 so your opponent cannot assume heavy personnel every snap, and keep the 3 Hail Mary plays strictly for end of half situations.

Formations in this playbook

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