Playbooks
Franchise Playsheet
Screen Game is a single formation situational playsheet: 27 plays, all of them out of Shotgun, spread across 5 sets. There is no under center package, no pistol, no heavy personnel wrinkle to fall back on. Everything runs through 11 (1 RB, 1 TE, 3 WR) and 10 (1 RB, 0 TE, 4 WR), which means every snap starts with the quarterback already depth and the back already aligned as a pass option rather than a downhill runner. As a situational sheet it is bigger than only 7% of the game's 42 offensive franchise playsheets, so you are choosing focus over breadth on purpose.
The concept list tells you exactly what the 27 plays are for. Screen work headlined by HB Cross Screen gives you the built in answer to pressure, and it is paired with Post, Double Posts, Seam and Crosser shots so the same Shotgun looks that sell a checkdown can also attack the deep middle. The explicit Cover 2 Beater and Cover 4 Beater tags mean you get plays designed against specific zone shells instead of guessing, and Play Action plus Motion concepts let you manipulate a defense that has started to sit on the quick game. The run side is deliberately narrow: Inside Zone, Zone Run and generic Run Play calls that exist to keep second down honest, not to grind out four minute drives.
You pick Screen Game when you want a compact, repeatable Shotgun identity where every play looks like the last one at the snap. Because all 27 plays share one formation family, your pre snap process becomes muscle memory: same audible tree, same hot route spots, same read progression. A player running a balanced book with six or seven formations has more answers but slower hands. This sheet trades variety for speed, and against opponents who blitz early and often, the screen and man beater pairing off identical alignments is a real edge.
Screen Game wants a receiving back with strong catching, route running and elusiveness ratings, because HB Cross Screen and the checkdown game are the spine of all 27 plays. You need offensive linemen who can get out in space on screens and a quarterback with quick release and accuracy in the short and intermediate range, since every snap starts in Shotgun with no under center run threat to lean on. Pick this sheet if you are a fast pre snap operator who likes hot routing from a single formation family and punishing blitz heavy opponents, and avoid it if your roster is built around a power back or you want a real short yardage package.
Search every playbook by tag and personnel grouping, not just Screen Game.
Build your primary audible around the Shotgun 11 (1 RB, 1 TE, 3 WR) sets and keep HB Cross Screen as one of the four, so you always have a pressure release on any down without scrolling the playsheet.
Save the Shotgun 10 (1 RB, 0 TE, 4 WR) sets for second and long or third and 7 plus, where the extra receiver widens the box and your Post, Double Posts and Crosser concepts get one on one leverage.
Use the Cover 2 Beater and Cover 4 Beater tagged plays as your dedicated third down calls once you have identified the shell, and hot route the back out of the formation if you read man coverage instead.
Call Inside Zone and Zone Run on first down early to make the defense honor the run out of Shotgun, then come back with Play Action and Motion concepts on the same look in the second quarter.
Do not go back to the screen game more than twice a drive. Once the opponent user controls the middle linebacker over the screen, pivot to Seam and Post shots off the identical Shotgun alignment.
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