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VERSION 2.18 PLAYBOOK

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These are the new play calls for NuGameplan, which is version 2.18.
Further changes will be made as the rules and software are updated.

RT - RUN OFF TACKLE - This is has been redefined with the halfback as the ball carrier instead of the FB.

LT - RUN OFF LEFT TACKLE - This is has been redefined with the halfback as the ball carrier instead of the FB.

RG - RUN OFF GUARD - This is the same as the old RT play (Run off Tackle) with the FB as the ball carrier.

LG - RUN OFF LEFT GUARD - This is the same as the old LT play (Run off Left Tackle) with the FB as the ball carrier.

LW - DRAW SWEEP LEFT - Same as the draw sweep play (a delayed hand off to half back going outside with the line showing pass) but to the weak side.

RH - ROCKET MAN - This is a half back up-and-over dive play. Strictly short yardage as he's not going to land on his feet.

SH - SHOVEL PASS - This is an inside screen to a running back in traffic - effectively a draw/trap on a passing play.

LC - TIGHT END SCREEN - This is a screen pass to a tight end (a bigger and maybe faster target, but less elusive than a running back - and you lose the blocking strength of the tight end).

QC - FLANKER SCREEN - This is quick pass to an outside receiver. Forming an effective screen needs a multiple receiver set and suitable blocking skills.

SK - SHORT CROSSFIELD PASS - This is a short out pass to the weakside receiver, aiming to pick off a weakside blitz or the corner rotating out into a deep zone.

LK - STRONGSIDE PASS - This is a pass to the tight end on a short block & release pattern, aiming to pick off a strongside blitz.

SA - DOUBLE CROSS - A short pass to a wideout on a crossing pattern with another wide receiver running a crossing pattern from the other side (ie. both on "short in" patterns) attempting a "pick" on a defender in man coverage. Poor against zone defences.

CI - CHECK DEEP TO IN - A pass to a wide receiver on an in pattern following a pump fake to another receiver going deep. Best if the defence is primed to cover the deep pattern.

CO - CHECK DEEP TO OUT - A pass to a wide receiver on an out pattern following a pump fake to another receiver going deep. Best if the defence is primed to cover the deep pattern.

CS - CHECK OUT TO SLANT - A pass to a wide receiver running a slant following a pump fake to another receiver running an out pattern to draw the safety out of position. Best if the defence is primed to cover the out pattern.

CL - CHECK IN TO LONG - A pass to a receiver going deep following a pump fake to another receiver running an in pattern to draw the safety out of position. Best if the defence is primed to cover the in pattern.

FC - FULLBACK SCREEN - The fullback screen is the same play as the normal screen pass SC, except it's to the fullback.

HP - HALFBACK PASSES - The HI, HL, HO, HP and HC passes are duplicates of the FI, FL, FO, FP and FC passes. Currently all these plays can go to any running back, but this will change shortly so that the F passes are to the fullback and the H passes are to the other running backs (halfbacks and utility back). The HC and SC screen passes will still be the same (for now).

OD - OPTION DRAW PASS - A deep pass to a wide receiver with an option for the QB to hand off on a DE Delay (draw) play to the blocking back if the defence is "soft" with extra defenders dropping back into coverage.

OK - OPTION KEEPER - A misdirection draw play where the QB hands off to a back running outside the tackle with an option for the QB to read the defence and keep the ball on a naked bootleg to the weak side.

OW - OPTION SWEEP - A misdirection draw play where the QB hands off to a back running to the weak side with an option for the QB to read the defence and keep the ball on a scramble to the strong side.

DM - MAX PROTECT DEEP - A deep pass to a wide receiver with the backs and tight end held back in pass protection. The risk of a sack or hurry may be reduced (depending on the formation) but the lack of secondary receivers reduces the dumpoff chance.

CP - CHECKDOWN PASS - The Checkdown Pass is an "uncallable" dumpoff pass to a wide receiver, similar to the DP (Dumpoff Deep) play. DP and CP should normally be attributed to different receivers.

The CP & DP plays are similar but use slightly different skills. The DP has a secondary receiver getting open deep and the CP has a receiver breaking off to a comeback pattern - so it will be shorter with a reduced chance of yards after the catch.

 

SD - SIDELINE DEFENCE - This is a pass defence with a safety committed to double coverage on the outside receiver. It's good against out pattens and weak against everything else.

ID - INSIDE DOUBLE - This is a pass defence with a safety committed to double coverage over the middle. It's good against in pattens and slants, and weak against everything else.

TD - TIGHT END DOUBLE - This is a pass defence with a safety committed to double coverage on the tight end. It's good against passes to the tight end but weak against everything else.

RS - RUN SUPPORT - This is an aggressive run defence with a safety committed to run support. It's good against the run, and weak against the pass.

CD - JUMP COVER CORNER - This is an aggressive pass defence with the corner committed to jumping the pass route and a safety committed to coverage over the top. It's good against quick and short patterns, both in and out, but weak against everything else.

CR - RUN CORNER FORCE - This is an aggressive run defence with the strongside corner committed to forcing a running play inside or making a delayed blitz on a passing play. It's good against outside runs and weak against out and deep patterns.

CB - RUN CORNER BLITZ - This is an aggressive run defence with the weakside corner committed to forcing a running play inside or making a delayed blind side blitz on a passing play. It's good against weakside runs and weak against out and deep patterns.

LS - LINEBACKER STRONG - This is a mixed defence with a linebacker committed to picking up a receiver coming out of the backfield. It's good against screens and flare patterns, and weak against in patterns and rushing inside.

ZB - ZONE BLITZ - This is a linebacker blitz combined with a zone defence with the usual strengths and weaknesses against passing plays - but weak against the run.

AB - DOUBLE A BLITZ - Has linebackers in both "A" gaps (between the center and the guards) to pressure the QB and mess up the blocking schemes. Strong against the run inside and should be weak against running outside or weakside and with the problems you should expect with two linebackers out of the coverage and pursuit.

AD - DOUBLE A DROP - This is a the Double A with one of the linebackers (or a defensive end) dropping off into pass coverage (probably looking for the "hot" receiver).

AS - DOUBLE A SLANT/PINCH - This is a run defence with the defence slanting in (ie. "over" from the weak side and "under" from the strong side, hence a "pinch" in the A gaps) to stuff up the run inside. It's the inside version of the over and under defences, but should be vulnerable to outside runs on either side.

ZV - ZONE OVER - A zone defence with the front four in an overshift to the strong side, weakening the pass rush but trying to break up runs to the strong side.

ZN - ZONE UNDER - A zone defence with the front four in an undershift to the weak side, weakening the pass rush but trying to break up runs to the weak side.

ZA - ZONE PINCH - A zone defence with the front four pinching inside, weakening the pass rush but trying to stop the offence running inside.

ZK - WEAK ZONE - This is the same as the Zone defence (ZD) except the weak side corner is rolled up while the strong side corner drops into the deep zone - the ZD is a Strong Zone with the weak side corner dropping off and the strong side corner staying short.


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