Playbooks
Franchise Playsheet
Pull Party is a 40 play situational playsheet that sits larger than 83% of the game's 42 offensive franchise playsheets, and it spends that volume on a very specific idea: gun-first football that still gets downhill through pulling run concepts. Shotgun carries 55% of the book with 22 plays across 3 sets, Singleback adds 11 plays (28%) across 2 sets, and Pistol contributes 7 plays (18%) from a single set. That is a compact formation count (3 formations, 6 sets) with deep play counts inside each one, which is exactly what you want for a tight audible package where every look shares a backfield and a blocking family.
The concept list tells you how it wants to attack. Dive, Run Play and trap style calls like 0 1 Trap give you gap-scheme and interior man movement, HB Counter gives you the pulling downhill hitter the name suggests, and the passing tree is built on quick and intermediate answers: Hitch, Stick and Stick Concept for man beaters and flat control, Corner and Dagger for intermediate zone beaters, dedicated Cover 2 Beater and Cover 3 Beater calls for when you have diagnosed the shell, Four Verts for shot plays, and Screen Pass to punish over-aggressive edge pressure. With 12 personnel (1 RB, 2 TE, 2 WR) and 11 personnel (1 RB, 1 TE, 3 WR) on the menu, you can swap between run-heavy two tight end looks and three receiver spacing without leaving the formation families you have already practiced.
What you get over another book is run-game identity inside Shotgun and Pistol rather than in spite of them. Most heavily gun-weighted playsheets force you to choose between spread passing and real gap-scheme runs. Here the Pistol set (18%) gives you a true downhill read with the back at depth, the Singleback pair gives you two tight end power looks, and the 22 Shotgun plays give you the Stick, Dagger and Four Verts structure to keep defenses honest off the same alignments. If you like calling runs and passes out of overlapping formations so your opponent cannot tell which is coming, this is a strong pick.
This playsheet wants a quarterback who is comfortable operating from Shotgun and Pistol with good short and intermediate accuracy, because Hitch, Stick and Dagger carry the passing load, and enough mobility to escape when the pocket collapses on Four Verts. On the ground it needs a decisive one cut back with vision for pulling and trap blocking plus interior offensive linemen with high run block and impact blocking, and the 12 personnel calls reward a big-bodied tight end who can block in line and still flex to the slot. Pick Pull Party if you like calling a real gap-scheme run game out of spread alignments and want a small, deeply stocked formation set you can master rather than a sprawling book you only half know.
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Anchor your audible package in Shotgun and use two of its three sets as your base, one tilted to 11 personnel for Stick, Hitch and Dagger and one tilted to 12 personnel for 0 1 Trap and Dive, so any down and distance is one audible away.
Call Pistol on 1st and 10 and 2nd and short where the depth of the back makes HB Counter and Dive read cleanly, and keep it out of obvious passing downs where its 7 play pool becomes predictable.
Use Singleback with 12 personnel on 2nd and 4 through 2nd and 7, where the two tight end look invites a run commit and Corner or the Cover 3 Beater call punishes a rolled coverage.
On 3rd and 4 to 3rd and 7, go to Stick Concept from Shotgun and read the flat defender: sit the stick against zone, and hot route the outside receiver on a slant or drag if you read press man.
Save Four Verts for after you have established 0 1 Trap and HB Counter from the same formation, and pair it with a play-action tendency so single-high safeties bite on the run action first.
Keep Screen Pass in your back pocket for the drive after your opponent starts sending edge pressure, and check to it when you see a widened defensive end pre-snap.
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