Playbooks

Franchise Playsheet

Multiplicity

PlaysheetOffense
3Formations
7Sets
40Plays

Overview

Multiplicity is a 40 play franchise playsheet that runs bigger than 83% of the 42 offensive franchise playsheets in the game, and it spends almost all of that volume in one place: Shotgun, which holds 30 of the 40 plays (75%) spread across 5 separate sets. The name promises multiplicity and the sets deliver it, but the multiplicity is horizontal rather than vertical. You are not jumping between wildly different personnel looks every snap, you are staying in 11 personnel out of Shotgun and changing the picture with set changes, motions and hot routes instead. The concept list backs that up with Out, Flood, Cover 3 Beater, Motion and general Pass Play tags sitting alongside a real run menu of Counter, Power Run, Iso, Outside Zone and Zone Run.

The remaining 10 plays are split evenly between I Form (5 plays, 13%, one set) and Singleback (5 plays, 13%, one set), and those two blocks carry the heavier personnel. I Form brings 21 personnel with two backs and a lead blocker for the Iso and Power Run work, while Singleback leans on 12 personnel with two tight ends for downhill Zone Run reps like Inside Zone. That gives you a two speed offense: a five set Shotgun core for tempo and spacing, and a compact 10 play package you can flip to when you want to run the same gap scheme with an extra body in the box instead of a receiver on the numbers.

Choosing Multiplicity over a more balanced franchise book means choosing depth inside one formation family rather than breadth across many. Five Shotgun sets is enough to build a full audible package that never leaves Shotgun, so every play you call comes off the same alignment tempo and your opponent has to defend your motions and route combos rather than your huddle. Plays like HB Zone Toss stress the perimeter, Boomerang 0 1 Trap gives you a misdirection run out of a passing look, and Inside Zone out of the Singleback package is your short yardage answer. Play Action ties the two halves together: you can sell the same Zone Run and Counter tracks you have already established and hit the Flood and Out concepts behind them.

Scheme Fit

This playbook wants a quarterback comfortable operating from Shotgun on the majority of snaps with quick decision making for the Out and Flood spacing concepts, plus enough mobility to handle the Boomerang 0 1 Trap style misdirection and Play Action rollouts. Your back needs to fit both halves of the book: vision and burst for Outside Zone and HB Zone Toss on the perimeter, and enough contact balance to run Iso and Power Run behind the I Form lead blocker. Pick Multiplicity if you are a user who likes to call from one formation family and win with pre snap motions, hot routes and set changes rather than constantly swapping personnel, and if your roster has at least one blocking capable tight end to make the Singleback 12 personnel package worth using.

Playsheet bonuses

  • IUnlocks the playsheet
  • II+3Run BlockOL
  • III+3Play Action, Deep AccuracyQB
  • IV+5Medium Route Running, Deep Route RunningHB, WR & TE

Every play in this playsheet (40 plays)

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Strengths

  • Thirty Shotgun plays across five sets lets you build an entire audible package inside one formation, so you can flip between sets without giving away run or pass and every snap starts from the same pre snap rhythm your opponent cannot time.
  • The Cover 3 Beater and Flood tags out of Shotgun 11 personnel give you a built in answer to the single high zone shells most users default to, and the Out concepts underneath punish the same corners when they bail on depth.
  • Motion tagged plays out of the Shotgun sets let you identify man or zone before the snap and then reshape the concept with hot routes, which matters more here than in a book that has to change formations to change looks.
  • The I Form set gives you a true 21 personnel lead blocker package for Iso and Power Run, so your short yardage calls do not have to come from a spread look where the defense can crowd the box with five defensive backs.
  • Singleback 12 personnel adds a second tight end for Zone Run work like Inside Zone, giving you a heavier run identity and formation sub flexibility without abandoning the Shotgun core you call from on early downs.

Weaknesses

  • Seventy five percent of the playsheet lives in Shotgun, so a user who plays the formation call itself can sit in the same defensive shell all game and only adjust between your five Shotgun sets rather than adjusting to new personnel.
  • I Form and Singleback carry just five plays each from a single set apiece, which means your entire heavy package is narrow and predictable once you show it on third and short or at the goal line.
  • There is no under center multiplicity beyond those two sets, so quarterback sneaks, hard play action fakes from depth and true two back diversity are limited compared with a book that spreads plays across more under center formations.
  • The concept list is built around Out, Flood and Cover 3 Beater style spacing, so man heavy coverage with a user defender sitting on the flat can squeeze the short and intermediate reads that the Shotgun sets rely on.
  • With only 40 plays total and 12 concept families, deep vertical shot plays are thin, which lets a defense play with safeties at depth and force you to grind out the Zone Run and Counter game.

Usage Tips

Build your primary audible package entirely out of the five Shotgun sets so you can move between them on the fly, and keep an Out concept, a Flood concept and a Counter or Outside Zone run on the same audible wheel for first and ten and second and medium.

Use the Motion tagged Shotgun plays on second down to read the defender's reaction and identify man or zone, then use that read to pick your third down concept rather than guessing at the line.

Save the I Form set for third and one, fourth and short and goal line, where the Iso and Power Run calls get you a lead blocker, and do not show it early or an opponent will start stacking the box every time you go under center.

Go to the Singleback 12 personnel package with Inside Zone when you want to control tempo and keep an extra tight end in as a run blocker or chip defender, especially with a lead in the fourth quarter.

Run your Play Action calls only after you have established the Zone Run and Counter tracks out of Shotgun, because the fake sells off the run reps the defense has already seen from that exact set.

Formations in this playbook

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