Playbooks
Franchise Playsheet
The Pull Party is a 40 play situational offensive playsheet built around one idea: move linemen across the formation and hit the defense with gap runs, then punish the fill with quick, rhythm passing. Its run menu is anchored by pulling concepts like HB Counter and 0 1 Trap, backed by Power and Power Run tags, so the core of this sheet is kick out blocks, wrapping guards and backside lead action rather than zone stretch. At 40 plays it is larger than 83% of the game's 42 offensive franchise playsheets, which gives you more situational answers than most sheets without the bloat of a full playbook.
The formation spread is Shotgun heavy: 22 plays (55%) across 3 sets, with Singleback carrying 11 plays (28%) across 2 sets and Pistol adding 7 plays (18%) in a single set. Personnel stays within 11 and 12, so you toggle between a three receiver spread look and a two tight end look that adds a second blocker at the point of attack. That means the pulling game shows up both in the gun, where HB Counter attacks lighter boxes, and under center style looks like Singleback and Pistol, where 0 1 Trap lets the back press downhill with a full head of steam.
The passing side is compact and purposeful: Stick, Flat, Slant and Dagger concepts, tagged as Cover 2 and Cover 3 beaters, plus Block and Release routes that let a tight end chip before working into the flat. Choose the Pull Party if you want a gap run identity that forces linebackers to read pullers, paired with quick zone beaters that keep second and long manageable. It rewards patient, ball control play callers more than players hunting deep shots every snap.
The Pull Party wants athletic guards and a tight end with strong run block and lead block ratings who can pull and kick out, plus a decisive downhill back with good vision and break tackle to hit Counter and Trap cutback lanes. At quarterback, accuracy and fast processing on short and intermediate throws matter more than arm strength, since Stick, Slant, Flat and Dagger reward quick reads against zone. It fits a patient, ball control play caller who likes to set up passes with a physical run game and toggle between 11 and 12 personnel to change the box count.
Select any row to open that play.
Search every playbook by tag and personnel grouping, not just Pull Party.
Build your first and 10 audibles in Shotgun around HB Counter paired with a Stick call: if the box shows six or fewer defenders, run Counter; if a safety rolls down, check to Stick to hit the soft flat defender.
On second and medium, go to Singleback 12 personnel and call 0 1 Trap, since the extra tight end sells run and the trap pull hits linebackers who are flowing to the formation strength.
On third and 3 to 6 from Shotgun, identify the shell pre snap: use Slant and Flat combinations against Cover 3 and Stick against Cover 2, and hot route a back to a quick flat if the defense shows a nano blitz look.
Save the Pistol set for 0 1 Trap in short yardage and second and short, and mix it sparingly because with only 7 plays it becomes predictable fast.
When a user defender starts reading your pulls, flip to Block and Release from Singleback so the tight end chips, then leaks into the flat behind the linebacker who is attacking the run fit.
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