Playbooks

Normal Wide

SpecialistsGadget

Overview

Normal Wide takes the standard Full House alignment (quarterback under center with three backs stacked behind him) and pushes both wideouts out toward the numbers instead of keeping them tight to the formation. That spacing change matters more than it sounds. Widening the X and Z forces the defense to declare its coverage earlier, opens the alley for the run game, and gives you clean one on one leverage on the outside instead of the congested short field you get from the Wide/Tight or Close variations. The 21 personnel tag (2 RB, 1 TE) still tells the defense run, so you routinely get base personnel and single high shells on a set that has genuine four vertical and play action equity.

The three man backfield is the real weapon. From this look you can motion any back out, hot route them to angles or swings, or leave them in as extra protectors, and the defense has to sort that out post snap. Angle Swing and HB Smash attack the flat and second level where linebackers are responsible in man, and those matchups are the cleanest mismatch in the set: a 90 speed back running an angle route against a 75 acceleration middle linebacker is a free five to eight yards every time. Meanwhile Close Z Clown, Close Z Corner, and WR DBL Shake isolate the widened receivers away from all the backfield traffic, so your primary read gets no help from safeties who are cheating toward the box.

The run game is the foundation that makes everything else honest. Power O, Counter Lead, Close Cntr Lt, and HB Sweep all pull linemen with two lead blockers ahead of the carrier, and HB Slam and HB Draw give you quick hitters when the defense widens. Once opponents commit to stopping that, PA Middle, PA Power O, and PA Comebacks punish aggressive linebacker triggers with the exact same backfield presentation. The Gadget tag means you also get misdirection concepts like HB Misdirection that flip flow entirely, which is what keeps user-controlled linebackers from just sitting downhill on every snap.

Strengths

  • Widened splits create true isolation on the X and Z, so Close Z Clown, Close Z Corner, and DBL Stop N Gos give you one on one shots against single high without safety help arriving on time.
  • Three backs in the gun-free backfield mean unlimited hot route flexibility: block, swing, angle, or flat depending on the blitz look, and Angle Swing already has the man beater built into the play art.
  • Heavy run concepts with two lead blockers (Power O, Counter Lead, Close Cntr Lt, HB Sweep) hit clean against base personnel that stays in the box to respect 21 personnel.
  • Play action off identical run presentation (PA Middle, PA Power O, PA Comebacks) freezes user-controlled linebackers who commit downhill, and the widened receivers give the deep concepts room to work.
  • Curls and Slants are efficient zone beaters that sit in the vacated hook windows created when the second level flows to the run threat.

Weaknesses

  • Under center with three backs means slower dropbacks and no immediate gun read, so A gap and interior nano blitzes get home before your outside routes develop.
  • 21 personnel invites base defenses with extra linebackers, which is a bad matchup when you actually want to throw four verticals or attack the seams.
  • Only two receivers on the field caps your route combo variety compared to spread sets, and a user defender can shade one side knowing the concept is limited.
  • The set telegraphs run on first and second down, so disciplined opponents commit a user-controlled linebacker or safety to the box and dare you to beat them with two wideouts.
  • Widened splits lengthen the outside throws, giving user-controlled corners and robbers extra time to break on comebacks, stop and gos, and corner routes.

Usage Tips

Establish Power O and Counter Lead early to force base personnel and single high, then attack with PA Power O and PA Comebacks off the exact same look once the linebackers start triggering.

Read safety depth pre-snap: two high means pound the interior run game, single high or shaded coverage means go to Close Z Corner or DBL Stop N Gos on the isolated receiver.

Against man coverage, hot route a back to an angle route out of the backfield and let your speed advantage over the covering linebacker win the matchup, especially on third and medium.

If you diagnose interior pressure, keep two backs in to block and audible to Slants or Curls so you have a quick answer before the nano arrives.

Save HB Misdirection and the Gadget looks for when the opponent has a user-controlled linebacker keying backfield flow, and mix in HB Draw when the defense widens to chase your outside receivers.

Plays (19)

Plays in Normal Wide
PlayDiagramOpen
Angle SwingSwing, Angle, Pass Play
Close Cntr LtRun Play, Counter, Power Run +1
Close Z ClownPass Play, Play Action, Corner +5
Close Z CornerCorner, Pass Play
Corner StrikeCorner, Pass Play
Counter LeadCounter, Run Play, Power Run
CurlsCurl, Pass Play
DBL Stop N GosStop And Go, Pass Play, Man Beater
HB DrawDraw, Run Play
HB MisdirectionMisdirection, Run Play
HB SlamDive, Run Play
HB SmashSmash, Pass Play, Cover 2 Beater
HB SweepSweep, Run Play
PA ComebacksPlay Action, Pass Play, Comeback
PA MiddlePlay Action, Pass Play
PA Power OPower, Play Action, Power Run +1
Power OPower, Run Play, Power Run
SlantsSlant, Pass Play
WR DBL ShakePass Play, Play Action, Corner +5

Other Sets in Full House

Normal

2 Plays · 2 RB, 1 TE, 2 WR

Tight

9 Plays · 3 RB, 2 TE, 0 WR