Playbooks

Empty Chips

Specialists3DRBGadgetPower HBSLWR

Overview

Empty Chips is an empty backfield look out of the Shotgun formation that keeps 11 personnel (1 RB 1 TE) on the field but removes every body from the backfield. The QB sits alone in the gun while the running back and tight end flex out alongside the three wide receivers, giving you five immediate eligible receivers on every snap. Unlike standard Shotgun sets such as Trips TE or Doubles, where the HB either stays in to block or releases late out of the backfield, Empty Chips puts your back on the line of scrimmage as a true route runner from the start. That spreads the defense horizontally and forces coverage declarations before the snap.

The personnel package is where this set earns its value. Because the defense sees 11 personnel, most opponents stay in base nickel with a linebacker or two on the field, and then have to cover your HB and TE in space. A third down back (3DRB) or gadget-tagged runner lined up wide is a linebacker mismatch waiting to happen, and a receiving tight end flexed off the line can draw a safety or linebacker who cannot carry vertical routes. The SLWR tag points to how much of the play art runs through the slot: Slot Sail, Dagger, and Post Cross all feature inside receivers attacking the seams and intermediate levels while outside receivers clear space.

Conceptually, Empty Chips is built for quick game reads and full field progressions. Curl Flat and Flood give you layered zone beaters, Dagger and Deep Post Out stress quarters and Cover 2 safeties, Post Cross and Corner Strike attack man and single high shells, and TE Screen punishes aggressive pressure. QB Zone keeps the defense honest by giving you a designed run with a spread box, which is especially dangerous with a mobile quarterback when the defense has emptied the middle to match five receivers.

Strengths

  • Five immediate receivers force the defense to declare coverage pre snap, and motioning the HB or TE across the formation instantly reveals man (defender follows) or zone (defenders bump), making your read post snap much faster.
  • The HB and TE flexed wide create natural linebacker mismatches against base nickel, so a 3DRB or gadget back on a hot routed slant, angle, or streak is a reliable man beater against Cover 1 and Cover 0.
  • Flood, Curl Flat, and Slot Sail provide layered high, middle, and low stretches that attack Cover 3 and Cover 3 Match, with the flat and sail routes stressing the curl flat defender on every rep.
  • Dagger and Deep Post Out create deep over the top and dig combinations that exploit quarters safeties who bite on the vertical, and the slot seam clearing action opens intermediate windows against Cover 2 and Cover 4.
  • QB Zone from a spread empty box gives you a legitimate run threat against light boxes and cover zero blitzes that leave the middle vacated, and TE Screen punishes over aggressive pressure packages with a quick release to your tight end.

Weaknesses

  • Only five blockers are available with no HB in the backfield, so any six or seven man pressure (Cover 0, Mid Blitz, nickel overloads) creates free rushers unless you get the ball out on the first read.
  • A user controlled linebacker or safety sitting in the hook zone or robber area can jump Post Cross, Dagger digs, and curl routes, since much of the play art funnels through the middle of the field.
  • Opponents can show pressure and then drop into Cover 2 Sink or Cover 3 Buzz, baiting you into hot routed quick throws that land right into zone defenders squatting underneath.
  • The lack of backfield action removes play action and most of the run game, so QB Zone becomes predictable and a QB spy or linebacker contain assignment can neutralize it entirely.
  • Nano blitzes that overload one edge against the slide protection can force sacks before deep developing routes like Deep Post Out or Corner Strike reach their breaks.

Usage Tips

Motion your HB or TE before every snap to read man versus zone, then choose the correct side of the play: slot and back routes against man, flat and curl stretches against zone.

When you see Cover 0 or a heavy blitz look, hot route the flexed HB to a slant or quick out and consider the TE Screen or a smoke to the outside receiver to beat pressure before it arrives.

Use Flood and Curl Flat on 3rd and short to medium against Cover 3, reading the flat defender and throwing to whichever receiver he does not carry.

Against two high shells on early downs, call Dagger or Deep Post Out and read the safety: if he drops with the seam, hit the dig; if he jumps the dig, throw over the top.

Call QB Zone when the defense shows a light box with defenders spread to cover all five receivers, especially in the red zone and on 3rd and short with a mobile quarterback.

Other Sets in Shotgun

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See all 237 sets in Shotgun