Playbooks

Franchise Playsheet

Chain Mover

PlaysheetOffense
2Formations
4Sets
30Plays

Overview

Chain Mover is a situational offensive playsheet built for one job: converting manageable downs with short, high-percentage throws. Every concept on the sheet is a pass concept, including Flat, Curl, Curl Flat, Drag, Crosser, Speed Out and Deep Cross, plus Screen Pass and Hb Screen calls. Several plays are tagged as Cover 2 Beater and Cover 3 Beater, so the sheet is tuned for the moment you need a sticks-level throw against a known shell. At 30 plays it sits above roughly a fifth of the game's 42 offensive franchise playsheets, which means many sheets are larger. The payoff is a focused call screen with little dead weight.

The sheet is heavily weighted toward Pistol, which accounts for 21 plays (70%) across 3 sets. Shotgun contributes the other 9 plays (30%) from a single set. Personnel stays light: 11 (1 RB, 1 TE, 3 WR) and 10 (1 RB, 0 TE, 4 WR). The Pistol sets carry most of the curl, flat and crossing work. The lone Shotgun set, represented by Curls, gives you a spread look when you want to empty the box of a tight end and widen the defense.

Choose Chain Mover when your game plan runs on rhythm passing and moving the chains rather than chunk plays. You get three Pistol sets that share a formation base, so your pre-snap reads carry over from set to set. You also get dedicated Cover 2 and Cover 3 beaters and two screen variations to punish pressure. Deep Cross is the only concept on the sheet with real vertical intent. This is a conversion sheet, not a shot-play sheet.

Scheme Fit

Chain Mover fits an accurate, quick release quarterback with strong short accuracy and fast processing. It wants route running slot receivers who win on curls, outs and crossers, and a pass catching back who can handle the screens and flat routes. Pick it if you like to grind drives with timing throws and pre snap coverage reads, and skip it if your offense is built around the run game or deep shots.

Playsheet bonuses

  • IUnlocks the playsheet
  • II+3Pass BlockOL
  • III+3Short Route Running, Medium Route RunningWR & TE
  • IV+5Short Accuracy, Medium AccuracyQB

Every play in this playsheet (30 plays)

Select any row to open that play.

Every play in this playsheet
PlaySaveOpen
Curl FlatPistolBunch
Dash FloodPistolBunch
Flanker DrivePistolBunch
HB CounterPistolBunch
HB DivePistolBunch
Lead Swing CurlsPistolBunch
MeshPistolBunch
PA Pin DeepPistolBunch
SpacingPistolBunch
HB CounterPistolDoubles
HB ZonePistolDoubles
Middle HookPistolDoubles
SlantsPistolDoubles
Weak FloodPistolDoubles
Y Shallow CrossPistolDoubles
Mtn HB StretchPistolOpen Flex
Mtn HB Zone WkPistolOpen Flex
Mtn PA Boot RtPistolOpen Flex
PA X SlantPistolOpen Flex
SlantsPistolOpen Flex
Z SpotPistolOpen Flex
CurlsShotgun4wr Pack Trips
Double InsShotgun4wr Pack Trips
Double SlantsShotgun4wr Pack Trips
HB BaseShotgun4wr Pack Trips
Inside ZoneShotgun4wr Pack Trips
Ohio HB AngleShotgun4wr Pack Trips
PA WR InShotgun4wr Pack Trips
ScatShotgun4wr Pack Trips
Stick X-slantShotgun4wr Pack Trips

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Strengths

  • Pistol makes up 70% of the sheet across 3 sets, so you can stay in one formation family on consecutive downs while changing looks and concepts, which makes it hard for an opponent to key tendencies off formation alone.
  • Labeled Cover 2 Beater and Cover 3 Beater calls let you audible straight to a built answer once you read the safety shell pre snap, instead of hot routing a generic play into a zone beater.
  • Curl, Curl Flat, Flat and Speed Out give you layered short outside throws that attack flat defenders and hook droppers. Pair them with a slide protection adjustment and they are quick completions against nano blitz pressure.
  • Drag, Crosser and Deep Cross supply natural man beaters. Receivers get separation working across the field, so you can convert against Cover 1 and Cover 0 without relying on hot routes.
  • Screen Pass and Hb Screen punish aggressive users who spy or blitz, and 10 personnel lets you pull a tight end off the field to spread the defense and thin out the second level before you throw the screen.

Weaknesses

  • There are no run concepts on the sheet, so defenses can play pass on every snap, drop extra defenders into underneath zones and sit on curls and flats.
  • Shotgun is limited to a single set with 9 plays. Once an opponent sees that set, they can predict a spread passing look and adjust coverage the moment you break the huddle in it.
  • Deep Cross is the only concept on the sheet built to push the ball downfield. Defenders can squat on short routes, and users can crowd the sticks with little fear of a vertical punishment.
  • Personnel only includes 11 and 10, with no heavy groupings. You cannot sub into extra blockers for short yardage or protection against overload blitzes.
  • The 70% Pistol lean means an opponent who scouts the sheet can build a coverage plan around Pistol spacing and route distribution.

Usage Tips

On 3rd and 1 to 4, stay in the Pistol sets and call Curl Flat or Speed Out. Read the flat defender and throw the out or flat route if he sinks, or hit the curl if he jumps the flat.

On 3rd and 5 to 9, audible to the Cover 2 Beater or Cover 3 Beater based on the pre snap safety look. Check the Drag or Crosser if you see press man with a single high safety.

Use the Shotgun set and its Curls look on 2nd and medium or against sub packages. Shift to 10 personnel to force nickel or dime, then work curls against softer off coverage.

Keep Hb Screen and Screen Pass in your audible package for any down after you see the defense show a blitz. Screens are your answer to pressure because the sheet has no run concepts.

Save Deep Cross for 3rd and long or after you have trained the defense to squat on short throws. Motion a receiver to reveal man or zone before the snap so you know whether the crosser will be open.

Formations in this playbook

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