Playbooks

Franchise Playsheet

Pull Party

PlaysheetOffense
3Formations
6Sets
40Plays

Overview

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.

Scheme Fit

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.

Playsheet bonuses

  • IUnlocks the playsheet
  • II+3Run Block, Run Block Finesse, Run Block PowerOL
  • III+3Impact Blocking, Lead BlockingOL
  • IV+5Carry, Break Tackleall HB/FB

Every play in this playsheet (40 plays)

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Every play in this playsheet
PlaySaveOpen
0 1 TrapSinglebackWing Flex
Counter WeakSinglebackWing Flex
HB Toss StrongSinglebackWing Flex
Mtn 0 1 TrapSinglebackWing Flex
PA Boot ScreenSinglebackWing Flex
Quick SlantSinglebackWing Flex
Slot Fade ShotSinglebackWing Flex
Cheat HB StretchSinglebackTrips
Cheat PA Boot Lt FlatSinglebackTrips
HB Power OSinglebackTrips
PA Y GlanceSinglebackTrips
HB CounterPistolWing Slot
HB Power GPistolWing Slot
HB Slip ScreenPistolWing Slot
Jet PA Slot ScreenPistolWing Slot
PA Jailbreak ScreenPistolWing Slot
RPO Pin Alert BubblePistolWing Slot
Strong PowerPistolWing Slot
0 1 TrapShotgunDoubles Y Off WK
Counter YShotgunDoubles Y Off WK
Fk Power WR ScreenShotgunDoubles Y Off WK
HB Slow ScreenShotgunDoubles Y Off WK
Mtn Inside Zone SplitShotgunDoubles Y Off WK
PA Power Y PopShotgunDoubles Y Off WK
Mtn PA WR Power ReadShotgunSpread Y-Slot
Mtn WR Power ReadShotgunSpread Y-Slot
Orbit Cross ScreenShotgunSpread Y-Slot
Power ReadShotgunSpread Y-Slot
Power Read TossShotgunSpread Y-Slot
Buck SweepShotgunWing Trips WK
Counter BashShotgunWing Trips WK
Counter YShotgunWing Trips WK
GT Counter BashShotgunWing Trips WK
Inside Zone SplitShotgunWing Trips WK
Mtn HB Slip ScreenShotgunWing Trips WK
Mtn Inside Zone SplitShotgunWing Trips WK
PA Inverted VeerShotgunWing Trips WK
PA Power Y PopShotgunWing Trips WK
Power ReadShotgunWing Trips WK
Wide TrapShotgunWing Trips WK

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Strengths

  • Pulling runs live in all three formations, with HB Counter out of Shotgun and 0 1 Trap in both Singleback and Pistol, so you can run the same gap scheme identity without being tied to one look the defense can key on.
  • The 55% Shotgun share across 3 sets gives you real variety in 11 personnel, letting you spread the box with three receivers before calling HB Counter so the pulling guard and tight end face fewer defenders at the point of attack.
  • Stick, Flat, Slant and Dagger tagged as Cover 2 and Cover 3 beaters give you clean pre snap answers: read the safety shell, then audible into the matching zone beater instead of forcing a run into a loaded box.
  • Singleback 12 personnel pairs a second tight end with Block and Release routes, so you can chip an edge rusher on play action style looks and still get a checkdown into the flat, which is valuable against nano blitz pressure off the edge.
  • At 40 plays the sheet is deeper than most franchise playsheets, so you can build a full audible package per formation without repeating the same call and letting a CPU or human opponent adjust.

Weaknesses

  • The pass concept list is short and zone focused (Stick, Flat, Slant, Dagger with Cover 2 and Cover 3 beater tags), so against press man or Cover 0 you lean on hot routes rather than a dedicated man beater call.
  • Pistol has only 7 plays in 1 set, so it is easy to scout: opponents who see Pistol can sit on 0 1 Trap and gap run looks, which limits how often you can go there before it becomes a tell.
  • No heavy formations beyond 12 personnel means short yardage and goal line situations rely on Singleback and pulling runs, and a defense that walks down its safety and slants the front can blow up pullers before they reach the hole.
  • With the run game built on pulling linemen, a user controlled linebacker who reads the guard's pull and shoots the vacated gap can stuff Counter and Trap repeatedly, and the sheet has few outside zone or perimeter answers listed to punish that.
  • Dagger is the only intermediate to deep concept listed, so defenses that squeeze the flats and underneath zones can live with it and dare you to push the ball vertically.

Usage Tips

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.

Formations in this playbook

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