Playbooks

Scheme Playbook

Run N Gun Offense

SchemeOffense
8Formations
27Sets
395Plays

Overview

Run N Gun Offense is a 395 play generic scheme book that splits the difference between spread passing and downhill running without fully committing to either. Shotgun carries the load at 210 plays across 13 sets (53% of the book), and Singleback adds another 107 plays across 6 sets (27%), so four out of every five plays come from a one back look. That is the core identity: you operate out of Shotgun and Singleback the vast majority of the time, then use the remaining 20% to change tempo with Pistol (30 plays, 2 sets), I Form (21 plays, 1 set), Weak I (9 plays), Goal Line Offense (9 plays), and Wildcat (6 plays).

The concept list tells you how the passing game is wired. Play Action, Pass Play, Flat, Spot, Motion and Cover 3 Beater sit alongside Power, Power Run, Counter, Toss and Dive, which means the run and pass menus are built to mirror each other out of the same one back shells. Plays like Bench and Cross Drag from Shotgun and Ace TE Drag from Singleback give you the drag and flat combos that beat man coverage, while the Cover 3 Beater tagging points you at the zone shells most users default to. On the ground, 0 1 Trap, Blast Rt and FB Dive cover interior gap runs, toss and dive out of heavier looks, and Goal Post exists purely as a Hail Mary shot.

Choosing Run N Gun Offense over a tighter book gets you two things a specialist does not have. First, personnel range: 23, 11, 21, 10, 12, 13 and 22 groupings mean you can go four wide from Shotgun or three tight ends from a heavy set without leaving the playbook. Second, Wildcat, which shows up in only 15 of the game's 236 playbooks and gives you six plays of a formation most opponents have never had to defend. This is a book for players who want to be able to answer whatever the defense commits to, rather than one that forces the defense to answer a single dominant formation.

Scheme Fit

Run N Gun Offense wants a quarterback who can throw the intermediate drag, spot and flat combos on rhythm and escape on Play Action rollouts, plus a running back with real receiving and pass block ratings since 80% of your snaps come from one back Shotgun and Singleback looks. The heavier 13, 22 and 23 personnel calls need a tight end who can actually block in line and interior linemen with strong run block power for the Power, Counter, Trap and Dive menu, while the six Wildcat plays are worth far more with an athletic back who can throw or a receiver with high carry and elusiveness for direct snap gadget work. Pick this book if you want a balanced play caller's toolkit with a rare formation in your back pocket, not if your roster is built around a single dominant power run identity or a pure four wide vertical attack.

Example Plays from this Playbook

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Strengths

  • Shotgun at 210 plays across 13 sets gives you enough set variety to build a full audible package where every formation shows the same personnel but different splits, letting you rotate sets all game without ever repeating a look the opponent has already seen.
  • The Shotgun plus Singleback stack (317 of 395 plays, 80%) means your run and pass menus live in the same one back shells, so Power, Counter and Dive can be called from the exact formations you throw Bench and Cross Drag from, and the defense gets no pre-snap tell from your alignment.
  • Wildcat appears in only 15 playbooks of the game's 236, so those six plays are effectively unscouted for most opponents, and its direct snap look forces users off their default nickel adjustments and into blind man matchups.
  • Seven personnel groups (23, 11, 21, 10, 12, 13 and 22) let you use formation subs to put a receiving back in 11 or a second tight end in 12 without touching the depth chart, and the 30 plays of Pistol give you a middle gear between Shotgun tempo and I Form power.
  • Play Action and Motion concepts paired with Power Run out of Singleback create real conflict for user linebackers: the run share is heavy enough that play action holds them, and motion pre-snap identifies man or zone before the snap.

Weaknesses

  • Only 39 plays across I Form, Weak I and Goal Line Offense combined (10% of the book), so the true two back short yardage and clock kill menu is shallow and opponents can load a run fit against the handful of Blast Rt and FB Dive style calls they know are coming.
  • I Form covers 21 plays out of a single set and Weak I covers 9 out of one set, meaning there is no set to set variation in your heavy formations and a user who beats the fit once beats it every time.
  • Hail Mary is only 3 plays across 2 sets, so your desperation and end of half menu is essentially just Goal Post with no layered four verticals alternative to change the read.
  • Because 53% of the book is Shotgun, disciplined opponents can sit in nickel and dime, user a middle linebacker over your drag and spot combos, and dare you to run from a light box for four quarters.
  • The concept list is broad but not deep on option or RPO style football, so a mobile quarterback in this book is used mostly as a scramble threat off Play Action rollouts rather than as a designed run element.

Usage Tips

Build your primary audible package entirely out of Shotgun sets, since 13 sets and 210 plays let you keep Bench, Cross Radrag style drag combos and a Power or Counter run under the same audible menu on every down.

On first and second down between the 20s, alternate Singleback runs (Power, Counter, Toss) with Ace TE Drag from the same set so the run and pass look identical out of the 107 play Singleback grouping.

Reach for Pistol on second and medium: those 30 plays across 2 sets give you a run threat with better vision than Shotgun and better pass depth than I Form, which is exactly the down and distance where users guess.

Save I Form, Weak I and Goal Line Offense for third and one, fourth and one and four minute clock situations only, since the combined 39 plays are too few to survive repeated exposure.

Call Wildcat once per game in a short yardage or plus territory situation, not as a base package, because its value comes from the fact that only 15 of the game's 236 playbooks carry it and the opponent has to burn a timeout or guess.

Formations in this playbook

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