Playbooks

Franchise Playsheet

West Coast

PlaysheetOffense
2Formations
3Sets
30Plays

Overview

The West Coast playbook is a compact franchise situational playsheet built entirely out of 21 personnel (2 RB, 1 TE, 2 WR). Its 30 plays make it smaller than most of the game's 42 offensive franchise playsheets. Everything runs through two formations: Near carries 21 plays (70%) across 2 sets, and Far carries the remaining 9 plays (30%) in a single set. Both are rare. Far appears in only 6 of the game's 236 playbooks and Near in only 9, so opponents see these alignments far less often than standard shotgun and singleback looks.

The passing menu reads like a classic timing and horizontal stretch system. It covers Curl, Out, Flood, Sail and Corner concepts to high low zone defenders, Post and Go shots to punish safeties who creep down, and Wheel and Swing routes that turn the two backs into receiving outlets. Dedicated Cover 3 Beater and Cover 2 Beater calls give you answers to the two most common zone shells without leaving your personnel group. Run plays like 0 1 Trap keep linebackers honest, so the defense cannot simply drop into coverage every snap.

Choose the West Coast playbook when you want a focused 21 personnel game plan that forces defenses to respect a two back run look while you pick apart zone with quick, rhythm throws. You give up formation variety. In return you get a tight, repeatable package built around two uncommon offset back alignments that most opponents have not practiced against.

Scheme Fit

The West Coast playbook wants an accurate short to intermediate quarterback with high short and medium accuracy, a receiving capable running back who wins on Wheel and Swing routes, a fullback or second back who can block and catch, and a tight end who handles both inline blocking and flat routes. It fits a patient, rhythm oriented play caller who wants to control the clock with 21 personnel and beat zone with timing throws rather than a spread gunslinger who lives in empty and trips looks.

Playsheet bonuses

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

Coaches who run it: Andy Reid, Kyle Shanahan, Jim Harbaugh, Matt LaFleur

Every play in this playsheet (30 plays)

Find plays by concept, not by formation

Search every playbook by tag and personnel grouping, not just West Coast.

Strengths

  • Near accounts for 70% of the sheet across 2 sets, so you can run many concepts, including Curls, Flood and Sail looks, from one pre-snap picture and keep the defense from reading the call off the alignment.
  • Near and Far appear in only 9 and 6 of the game's 236 playbooks, so opponents have little muscle memory against these offset back looks and often misplay the flat and wheel responsibilities.
  • With two backs on the field every snap, Wheel and Swing concepts create natural RB versus LB mismatches, and a quick hot route on the back to a wheel punishes defenders who bite on the run.
  • Built-in Cover 3 Beater and Cover 2 Beater plays in 21 personnel let you attack both common zone shells without a formation sub, so the defense cannot key its coverage on your personnel group.
  • Run plays like 0 1 Trap from the same personnel stop linebackers from bailing into deep hook zones, which opens the Curl and Out windows underneath.

Weaknesses

  • Every play is 21 personnel, so the defense can sit in a base package all game without having to sub, and you cannot spread them out with 3 or 4 receivers to create nickel or dime mismatches.
  • With Far holding just 9 plays in one set, its menu is thin. Heavy use of Far lets an opponent narrow down your calls quickly and sit on your favorite concepts from that look.
  • At 30 plays the sheet is smaller than most franchise playsheets, so a patient opponent can identify your core Near concepts by the second half and adjust coverage.
  • Only two receivers means dedicated man coverage and press can bracket your WRs, leaving the Post and Go shots with fewer route combos to break man than a spread book would offer.
  • The concept list leans toward zone beaters like Flood, Sail and Curl. Heavy Cover 0 or Cover 1 pressure forces you to rely on hot routes and quick back releases rather than true man beaters built into the sheet.

Usage Tips

Build your base audible package around the Near sets. With 70% of the plays there, keep Curls, a Flood or Sail concept and 0 1 Trap on your audible hotkeys so you can flip between run and pass from the same look on 1st and 10.

On 2nd and medium or 3rd and 4 to 7, go to the Cover 3 Beater and Cover 2 Beater calls. Read the safety shell pre-snap and audible within your Near or Far set instead of changing formations, which gives away tells.

Save the Far set for 2nd and short and change of pace drives. Its rarity (6 of 236 playbooks) makes it a strong surprise look for a Wheel or Swing shot to a back when the defense crowds the box.

Against blitz heavy opponents on 3rd and long, hot route a back to a Swing or Wheel and slide protection toward the pressure. The two back personnel gives you an extra check release built into every play.

After a few successful runs like 0 1 Trap, call Post and Go concepts from the same Near set to exploit safeties who start rotating down into run support.

Formations in this playbook

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