Playbooks

Shotgun Empty Base takes 11 personnel (1 RB, 1 TE, 3 WR) and removes every blocker from the backfield, leaving the quarterback alone behind five offensive linemen with five eligible receivers spread across the field. The running back splits out as a receiver and the tight end detaches into a slot or wing alignment. That separates Empty Base from the rest of the Shotgun sets, which keep a back beside the QB for pass protection, RPO mesh points, or play-action. Because the personnel is technically 11, defenses that sub by personnel often stay in base or nickel. That hands you a spread passing formation against slower linebackers and fewer defensive backs.
The main matchup advantage comes from forcing the defense to declare coverage. With the RB and TE aligned outside the box, any linebacker who follows them tells you man coverage before the snap. A defender who stays inside while the receiver goes uncovered signals zone or a blitz. The 3DRB tag matters here: a receiving back lined up wide against a linebacker or a slow safety is one of the easiest isolations to exploit. The SLWR tag puts your quickest slot receiver inside, where option routes and crossers carve up nickel defenders.
The play list is a complete spread menu. Quick game comes from Stick, Shock, Hitches, and Curl Flats. You get deep shots from Four Verticals, Verticals, Spot N Go, Stick Z Post, and Corner Strike, and crossing concepts from Mesh, Y Cross, Inside Cross, Drive Under, and Shock Shake Crossers. Air Raid staples 686, 986, and 986switch are included. The Gadget tag covers Jet Touch Pass, Fk Screen Sluggo, and Fk Screen Verts, and QB Draw, Mtn HB Screen, WR Screen, WR Mid Screen, and Slot Pick Screen punish defenses that sell out against the pass.
Motion the split-out RB or slot receiver before every snap to read coverage: a defender following across the field means man, so check to Mesh, Slot Pick Screen, or Drive Under, and if nobody follows, stay with Stick or Shock against zone.
On third and short or third and medium, call Stick or Stick N Nod and read the flat defender, throwing the stick if he widens and the flat if he sinks, which gives you a high percentage conversion against most shells.
When you see an obvious blitz look with a single high safety, hot route the 3DRB to a slant or quick out and the SLWR to a drag, or audible to WR Screen or Mtn HB Screen to punish the vacated rushers.
In two-minute drills, rotate Four Verticals, 986, and Spot N Go to attack the sideline and deep seams, then use QB Draw once the defense commits to dropping seven into deep zones.
Set up Fk Screen Sluggo and Fk Screen Verts only after you have run WR Screen or Hitches several times, so the corners and robber are already jumping the short throws when the double move comes.


























