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This article provides a practical overview of offensive play in American football. We start with purpose and concepts, go in-depth with running and passing plays, look at option concepts, pre-snap formations and motion, blocking principles, and finish with advanced pass concepts as well as examples of how coaches combine everything into a gameplan.

Table of Contents

Offense – purpose, language, and playcalling

Offensive football is about moving the ball efficiently, creating first downs, and scoring points. Plays are called via a playcall, which specifies formation, personnel, protection, and the actual concepts (run or pass). Modern offenses often use packaged plays, where multiple options are built in: the QB can change the play (audible), change protection, or read a specific defender (key) after the snap.

Running plays (run)

The run is the foundation for many offenses: they control the clock, keep the defense honest, and make play-action dangerous. The two main schools are zone and man/gap. Zone focuses on blocking areas and creating cutback lanes; man/gap creates a specific hole via pulling blockers and double teams.

  • Inside Zone: Run up the middle; RB reads first down lineman past the center and cuts up (cutback, bang, or bounce).
  • Outside Zone / Stretch: Horizontal flow; RB aims for the edge and reads the shoulder of the contain/edge.
  • Power: Classic gap run with down-blocks and a pulling guard leading into the hole (typically C-gap).
  • Counter: Backside flow from the O-line and pull from the backside guard/tackle – lures the defense off before attacking.
  • Trap: Quick inside attack where a pulling guard “traps” a defensive tackle.
  • Sweep / Toss: Perimeter run with lead blockers in space; good against heavy inside fronts.
  • Draw: The line sells pass, but the RB gets the ball – punishes aggressive pass rush.

Inside Zone – reads

Zone step RB read

Power – pull and kick-out

Pull Kick-out

Passing plays (pass)

Passing plays range from quick quick game (3-step) to deep concepts (5-/7-step). The goal is to attack specific zones in the defense and create mismatches. The QB typically reads high-low, progression, or a specific defender.

  • Quick game: Slant, hitch, stick, speed-out – timing, rhythm, and yards after catch.
  • Intermediate: Dagger (dig + clear), curl-flat, spacing, drive – attacks hook/curl.
  • Deep: Post, corner, deep over, four verts – requires solid protection and play-action threat.
  • Screens: RB/WR/TE screens, tunnel/bubble – punishes blitz and soft zone.
  • Play-action: Sells run to open space behind LBs; especially effective from 12 personnel.

Option and RPO

In option plays, a defender is left unblocked and forced to choose – the QB reads him and decides. In RPO (Run-Pass Option) a run block is combined with a quick pass option. If the box is too heavy, the QB throws quickly outside; if it’s light, the ball is given to the RB. Read-option lets the QB keep the ball if the edge crashes.

  • Zone read: QB reads backside edge; give/keep.
  • Triple option: Give/keep/pitch depending on two keys.
  • RPO (stick/bubble/glance): Quick combination against linebacker fit or soft leverage.

6) RPO – glide/quick out of zone look

Give Bubble

Formations & pre‑snap motion

Formation determines the starting point: personnel (e.g. 11 = 1 RB, 1 TE), splits, stacks/bunch, and alignments. Pre-snap motion is used to reveal man vs. zone, get favorable matchups, and change the strength side. Shifts require everyone to be set for a moment before the snap.

  • 11 personnel: Balanced standard; three WRs create horizontal space.
  • 12 personnel: Two TEs – physical run and heavy play-action.
  • Spread/Empty: Four-five WRs – forces defense into nickel/dime.
  • Bunch/Stack: Tight WR clusters that create natural picks and free release.
  • Pistol/Shotgun: QB deeper for better vision; pistol keeps RB central for both ways.

Blocking schemes (zone vs. man/gap)

In zone the line works laterally and doubles up to the 2nd level; RB reads holes. In man/gap a hole is created via down-blocks, pull, and kick-out. The choice matches the roster and the opponent’s fronts. Protections in pass (slide/half-slide/man) determine who is responsible for extra rushers (rule: hot or site-adjust on WR).

Advanced pass concepts

  • Mesh: Two crossing drags create a natural rub against man; back/over as 3rd read.
  • Smash: Hitch/corner high-low against Cover 2 corner.
  • Flood: Three-on-one side at deep/mid/short; effective against Cover 3.
  • Y-Cross: Cross over the middle with deep clear – Air Raid classic.
  • Four Verticals: Stretches two high safeties vertically; read the seam.
  • Levels/Drive: Horizontal routes at multiple depths – easy progression.

Mesh – cross against man

Mesh point Over

Flood – three-on-one side

Out Corner Go

Smash – high-low against Cover 2

Hitch Corner Cover 2-corner read high-low

From concepts to gameplan

A good gameplan builds on your own strengths and the opponent's weaknesses. Typically, the first 10–15 plays are scripted to test reactions. On 3rd & short, power/counter and quick game can dominate; on 3rd & long, screens, draws, and flood variants are planned against Cover 3. In the red zone near the goal, condensed splits, rub concepts, and heavier personnel (12/13) are used together with play-action.


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