Compare the canonical offensive concepts and defensive calls used by the simulator.
Inside Zone
A downhill zone run that lets the back choose the crease after the defense commits.
11 Personnel / Gun Doubles · inside run · beginner
Linemen step in unison and block a zone rather than a man. The runner presses the line, reads the first-level flow, and cuts to the first opening.
Outside Zone
A perimeter run that stretches every defender before the runner makes one decisive cut.
12 Personnel / Singleback Tight · outside run · intermediate
The entire line reaches the edge. The back stretches horizontally, then plants once a defender loses leverage.
Power
A downhill gap run that uses a pulling guard to create an extra blocker at the point of attack.
12 Personnel / Pistol Strong · gap run · intermediate
Down blocks create a gap, the backside guard pulls, and the fullback or H-back kicks the end. The runner follows the extra hat.
Counter
A misdirection gap run that moves pursuit one way before two pullers lead the back the other way.
11 Personnel / Gun Trips · gap run · advanced
The back takes a false step, two pullers wrap opposite the initial flow, and the defense that overpursues is left without a fit.
Slant-Flat
A quick two-route stretch that forces the flat defender to choose between inside and outside leverage.
11 Personnel / Gun Doubles · quick pass · beginner
The outside receiver slants inside while a back or slot immediately occupies the flat. One defender cannot cover both.
Stick
A quick spacing concept that gives the quarterback a three-receiver answer against underneath zone leverage.
11 Personnel / Gun Trips · quick pass · beginner
The stick sits at five to six yards, a flat route widens, and an inside hook or glance occupies the next defender.
Curl-Flat
An outside high-low that places a curl behind the defender responsible for the flat.
11 Personnel / Gun Doubles · intermediate pass · intermediate
The outside receiver stems and sits at 12 yards while a back or slot occupies the flat. The curl-flat defender must choose a level.
Mesh
Two shallow crossers meet in the middle to create traffic against man and horizontal stress against zone.
11 Personnel / Gun Doubles · intermediate pass · intermediate
Two receivers rub at three to five yards. A sit or over route occupies the next level. Versus man, throw the winner of the rub. Versus zone, throw the hole.
Play-Action Cross
A run-action pass that pulls linebackers forward before sending a receiver across the space behind them.
12 Personnel / Singleback Tight · intermediate pass · advanced
The fake sells inside zone or power. Linebackers step up, then a crossing route occupies the vacated second level while a boot or glance holds the edge.
Four Verticals
Four receivers attack the deep field simultaneously, stretching every safety and corner vertically.
11 Personnel / Gun Doubles · deep pass · advanced
Outside receivers take the sideline stems, inside receivers occupy the seams. Two-high is stressed by the seams; one-high is stressed by the four-on-three.
Halfback Screen
A delayed pass that invites the rush upfield before releasing the back behind a convoy of linemen.
11 Personnel / Gun Trips · screen · intermediate
The quarterback shows a drop, linemen release late, and the back slips underneath the rush. The throw must beat the first pursuing linebacker.
Cover 2 Zone
Two deep safeties protect the halves while corners control the flats and reroute outside receivers.
even front · zone coverage
The pre-snap shell looks two-high. Corners start soft, then squat the flats after the snap.
Cover 3 Sky
Three deep defenders divide the field while a safety rotates down to handle the strong curl-flat and run support.
under front · zone coverage
It can start two-high. After the snap a safety rotates down and a corner bails to the deep third.
Cover 4 Quarters
Four deep defenders match vertical releases by quarter while safeties read inside receivers for pass or run.
even front · match coverage
The two-high look stays after the snap unless an inside receiver goes vertical.
Cover 1 Robber
Man coverage underneath with one deep safety and a robber hunting routes across the middle.
over front · man coverage
It can show two-high, then one safety drops to the post and the other drives the crossing window.
Cover 6
A split-field call that plays Cover 2 to one side and quarters to the other.
over front · split-field coverage
Two-high pre-snap. One corner squats a flat while the other matches a vertical.
Man Pressure
A five-man pressure presentation that overloads interior protection while defensive backs play tight man.
double-mug front · pressure
Linebackers walk to the guards late. Coverage looks like Cover 1 once the extra rusher leaves.
Fire Zone
Five rushers attack from one side while a defensive end drops into a three-deep, three-under fire zone.
under front · pressure
It can look like a four-man rush until an end drops and a linebacker replaces him in the rush.
Bear Run Pressure
A five-man bear front covers every interior offensive lineman and attacks run gaps immediately.
bear front · run defense
The five-down look is rarely hidden. Safeties can still rotate to Cover 1 or Cover 3 behind it.