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Franchise Playsheet

Run N Shoot Gun

PlaysheetOffense
1Formation
2Sets
30Plays

Overview

The Run N Shoot Gun is a single-formation franchise situational playsheet built entirely out of Shotgun with 10 personnel (1 RB, 0 TE, 4 WR). All 30 plays, spread across 2 sets, come from the same four-receiver alignment. That makes it one of the more focused offensive sheets in the game, and at 30 plays it is also larger than 20% of the 42 offensive franchise playsheets. The design follows run and shoot logic: spread the defense horizontally with four wideouts, read the coverage, and attack the grass the defense leaves open.

The passing menu is weighted toward coverage-specific answers. Flood, Seam, Stick, In, Flat and Option Route concepts give you dedicated Cover 3 Beater and Cover 2 Beater calls, plus quick-game options like 45 Quick Base for fast completions against soft zone. The run game is not an afterthought. Trap, Power Run and base Run Play calls let you punish defenses that drop into dime or light boxes to match your four receivers, so the same Shotgun look carries both halves of the offense.

Choosing the Run N Shoot Gun means giving up formation variety in exchange for consistency and disguise. Every snap looks identical pre-snap, so opponents cannot read run or pass from alignment or personnel. The trade-off is that you need to win with pre-snap reads, hot routes and smart audibles rather than with formation shifts. This sheet suits a player who wants a spread, tempo-friendly game plan and is comfortable living in one look for an entire drive.

Scheme Fit

The Run N Shoot Gun wants a quarterback with fast release and strong short and medium accuracy who can process coverage pre-snap, backed by four receivers with good route running and separation, plus a shifty running back with vision who can hit Trap and Power Run lanes against light boxes. Offensive linemen with strong pass blocking matter more than road graders, since six man protection is the ceiling on every snap. Pick this sheet if you like reading defenses, living in the spread and winning with audibles and hot routes rather than formation variety.

Playsheet bonuses

  • IUnlocks the playsheet
  • II+3Pass Block, Pass Block Power, Pass Block Finesseall OL
  • III+3Short Route Running, Awarenessall WR & TE
  • IV+7Short AccuracyQB

Every play in this playsheet (30 plays)

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Strengths

  • Every one of the 30 plays comes from Shotgun in 10 personnel, so the defense gets zero pre-snap tells from formation or personnel. Your Trap and Power Run calls look exactly like your Flood and Seam calls at the line.
  • Four receivers on every snap stretch zone coverage horizontally. The dedicated Cover 3 Beater and Cover 2 Beater concepts (Flood, Seam, Stick) give you built-in answers once you ID the shell with a pre-snap motion.
  • Opponents who match 10 personnel with dime or nickel leave light boxes. Trap and Power Run from the spread let you gash those sub packages without subbing out of your passing personnel.
  • At 30 plays, the sheet is larger than 20% of offensive franchise playsheets, so you get real depth inside a single formation. You can cycle through different concepts from the same look without becoming predictable.
  • Because you never change formation, audibling within the 2 Shotgun sets is fast. Hot routes on four receivers (streaks, slants, drags) let you convert a zone beater into a man answer at the line.

Weaknesses

  • There is no tight end, fullback or heavy personnel anywhere in the sheet. Short yardage and goal line situations must be solved with spread runs or quick throws, and a stacked box can shut down Power Run and Trap.
  • With 100% Shotgun, there is no under center play action and no formation variety at all. Opponents who realize the sheet never changes can set a single base defense and nano blitz with confidence.
  • Pass protection is limited to five linemen and one back on every snap. Overload blitzes can outnumber your blockers, especially on deeper Flood and Seam developments.
  • The concept list leans heavily toward zone beaters (Cover 2 Beater, Cover 3 Beater, Flood). Tight press man coverage with a user-controlled safety forces you to rely on hot routes and Option Route reads rather than built-in man beaters.
  • Only 2 sets exist, so you cannot shift into bunch, trips stack or compressed alignments to create natural picks and rubs against man.

Usage Tips

Build your core audible package entirely within the Shotgun sets: one Trap or Power Run call, one Cover 3 Beater (Flood), one Cover 2 Beater (Seam), and a quick game call like 45 Quick Base for pressure situations.

On 1st and 10, check the defense's personnel. If they match your 10 personnel with dime, audible to Trap or Power Run and attack the light box before throwing.

On 2nd and medium against single high, reach for Flood concepts to high low the flat and curl defenders. Against two high shells, go to Seam to split the safeties.

On 3rd and short to medium, lean on Stick, Flat and In concepts for high percentage throws. Send a receiver in motion first to confirm man or zone, then hot route the Option Route receiver accordingly.

In short yardage and red zone snaps where the defense packs the box, avoid forcing the run. Use 45 Quick Base or Stick with a quick hot route slant to get the ball out before the blitz arrives.

Formations in this playbook

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