Playbooks
Franchise Playsheet
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.
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.
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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.
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