Playbooks

Power Read is a run play out of Shotgun Split Slot Open with 20 personnel, showing a two back look with the QB and HB mesh point at the snap. The offensive line executes a power blocking scheme, pulling the backside guard to lead through the hole while the read defender (typically a defensive end) determines whether the QB hands off to the HB running downhill or pulls the ball and attacks the edge himself. This is a run play, not a pass concept, and the primary read progression is the QB reading the unblocked edge defender to decide give or keep before the mesh point.
Pre-snap, check the alignment of the defensive end or outside linebacker on the read side, since a wide 9 technique alignment signals the defense wants to force the give every time. Post-snap, key the read defender's first step, if he crashes down inside on the HB, the QB pull is wide open, if he stays home or squeezes the edge, the give is the correct call. Watch for a user-controlled defender spying the QB, since that eliminates the keep option and forces the offense into the handoff read every time. Look for linebacker depth at the snap, shallow linebackers filling the power gap quickly can blow up the interior lane before the pulling guard gets there. Man coverage on the perimeter with no extra run support in the box is the ideal shell to attack, while an overloaded blitz front with numbers advantage in the box shuts this play down.
Pre-snap, identify if the defense is stacking the box with 8 or more defenders, since Power Read struggles against heavy run blitzes and gap exchange fronts.
Look for a slow-reacting defensive end or a 3-4 outside linebacker who crashes hard on the HB, since that is your green light to pull the ball on the read.
Use manual motion or a quick pre-snap shift to bait the read defender into showing his hand before the snap.
Pair this play with HB Off Tackle or FB Inside from the same set to keep the box defenders honest on similar run action, then hit them with Power Read once they start flowing too fast.
On third and short or first and ten, this play punishes teams that sim the CPU logic on the edge defender or run base 4-3 fronts without discipline.