Playbooks

Franchise Playsheet

Motion in the Ocean

PlaysheetOffense
3Formations
4Sets
34Plays

Overview

Motion in the Ocean is a 34 play situational playsheet that runs deeper than 73% of the game's 42 offensive franchise books, but it gets there with unusual discipline: only three formations and four total sets. Half the playbook (17 plays) lives in Shotgun across two sets, another 32% (11 plays) sits in a single Singleback set, and the last 18% (6 plays) comes from Strong I. That is a book built around mastery rather than variety. You are not scrolling through eight formations looking for an answer, you are learning four sets cold and hot routing your way out of everything else.

Scheme Fit

Motion in the Ocean wants an accurate quarterback who can work the intermediate levels, since Curl, Out, Corner and Flood concepts out of Shotgun and Singleback all live between 10 and 20 yards. You need a receiving back who can win an Option Route from the 11 personnel Shotgun sets, at least one blocking tight end for the 12 and 21 personnel Strong I calls, and a route running slot receiver who can beat man coverage on Pivot. Pick this book if you prefer mastering four sets and winning with pre snap reads and hot routes over a player who wants a dozen formations and constant motion disguise.

Playsheet bonuses

  • IUnlocks the playsheet
  • II+3Pass BlockOL
  • III+3Throw PowerQB+3Releasereceivers
  • IV+5Medium Accuracy, Deep AccuracyQB

Every play in this playsheet (34 plays)

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Strengths

  • The 17 play Shotgun core across two sets gives you a full spread passing menu without changing personnel, so you can chain Four Verts, Flood, Pivot and Option Route calls out of the same look and force your opponent to defend concepts instead of formations.
  • Explicit Cover 2 Beater and Cover 3 Beater concepts in a 34 play book mean you are not guessing at coverage answers: you diagnose the shell pre-snap and call the beater directly, which is rare in a playsheet this compact.
  • The 11 play Singleback set is dense enough to be a real down to down package on its own, mixing Curl, Out, Hitch and Corner route combos with HB Draw so run and pass look identical from the same alignment.
  • Strong I at 18% (6 plays) gives you a true 21 personnel heavy package for short yardage and clock work, something most pass heavy Shotgun books have to fake with Singleback formation subs.
  • Three formations and four sets fit cleanly into one audible package, so every pre snap motion, shift and formation sub you set carries across nearly the whole playbook instead of resetting every call.

Weaknesses

  • With half the book in Shotgun and no Pistol, I Form or Gun Bunch style variety, a user who has seen your Shotgun sets twice knows your two base looks and can sit in the same shell all game.
  • Only four sets across three formations means limited formation disguise: your personnel group (11, 12 or 21) tips the call before the ball is snapped, and good opponents will sub their defense accordingly.
  • The run game is thin and predictable. HB Draw and Mtn Counter Solid carry the load, and Strong I's 6 plays are your only true downhill package, so goal line and heavy short yardage situations get uncomfortable fast.
  • Concept coverage skews toward intermediate and vertical passing (Curl, Out, Corner, Four Verts, Flood), which leaves you short on quick screens and safe checkdowns when a nano blitz gets home.
  • Strong I at 18% is too small to build a real ball control identity around, so trailing or leading, you end up back in Shotgun where the defense expects you.

Usage Tips

Build your audible package entirely out of the two Shotgun sets: put a Four Verts call, a Flood call and an Option Route call on the wheel so you can answer man, Cover 2 and Cover 3 without touching the play menu on second and long.

Make the Singleback set your first and second down home. With 11 plays including HB Draw, Curl and Hitch concepts, you can run and pass from an identical alignment and keep the defense from committing to either.

Save Strong I for third and short, fourth and one and four minute drill situations. Six plays is not a game plan, it is a closer, so do not burn the look early or your opponent will have it scouted by the fourth quarter.

Use the Cover 2 Beater and Cover 3 Beater plays as read confirmations, not first choices: identify the shell after the snap rotation, then check to the matching concept out of Shotgun rather than calling it blind.

Hot route your slot to a drag or flat out of the Shotgun sets to manufacture the underneath answer this playbook does not carry natively, especially against blitz heavy users.

Formations in this playbook

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