11v11 Offense

The best starting offense in 11v11 football pairs Power, a gap run, with inside zone, a zone run, and has a hot answer ready for the blitz, because at eleven a side a blitz sends more rushers than you can block. Sixteen runs and five passing concepts are written for eleven a side, with every blocking scheme drawn as the scheme it names.

Pick your format

Everything below is written for this format. Press the pill again for all of them.

What changes at 11v11

The run game is a set of blocking schemes

Zone steps playside, gap schemes pull, draws give ground. Each run page draws the scheme it names, and inside zone has its own page because it is a different play from the dive behind identical blocking.

Protection changes the pass concepts

Behind a five-man line the quarterback can let the first crosser go by and wait for the second. Mesh, Flood and the rest are written around that protection, which no flag format has.

Man coverage starts at the line

At eleven a side man is usually press with a five-man rush behind it, so the first job is beating the release, not picking the concept. The situation pages for this size are written in that order.

Start here

  1. 1PowerThe gap run to install first: everyone playside blocks down and the backside guard pulls.
  2. 2Inside zoneThe zone run to pair with it, and a different play from the dive behind the same blocking.
  3. 3Beating man in 11v11Beat the release first, because press coverage decides the play before the concept does.

Concepts

Five passing concepts written for eleven a side, each behind full five-man protection. The first two simulate for everyone; the rest need a Coach account.

  • Mesh against man coverage
    Mesh

    Two crossers run opposite ways two yards apart, so any defender chasing one has to get through the other.

    QB reads
    Which crosser comes out of the traffic clean. It is a look, not a progression.

    vs Man
    Both defenders arrive on the same grass at the same moment. One goes over, one goes under, and whoever goes under is late.

  • Flood against man coverage
    Flood

    Three routes to one side at three depths, flat then out then sail, stacked in a single vertical slice of field.

    QB reads
    High to low. Look at the sail first; the moment a defender commits, the level above or below him is open.

    vs Man
    Three routes, three defenders, nobody wrong. Against man a flood is three separate races down one sideline.

  • Four Verticals against man coverage
    Unlock
    Four Verticals

    Four receivers running straight, spaced so no deep defender can cover two of them.

    QB reads
    Count the deep defenders before the snap. Three deep means the seams win; two deep means the middle does.

    vs Man
    Four one-on-one races with no help. The concept is doing nothing. Whoever is losing his matchup is the throw.

  • Spot against man coverage
    Unlock
    Spot

    A corner over the top, a hitch sitting underneath and a flat running away from both, a triangle out of one bunch.

    QB reads
    The flat defender. If he runs with the flat, the hitch is open behind him; if he sits, throw the flat.

    vs Man
    Traffic. Three receivers off one spot means three defenders trying to follow through the same two yards of grass.

  • Smash against man coverage
    Unlock
    Smash

    A hitch at five yards under a corner route at twelve, both to the same side and in the same throwing window.

    QB reads
    The deepest of the two defenders. If he stays, take the hitch; if he leaves, the corner is behind him.

    vs Man
    No conflict at all. The corner sits on the hitch, the safety runs the corner route, and smash becomes two separate one-on-ones.

  • Slant-Flat against man coverage
    Unlock
    Slant-FlatSoon

    One receiver breaking inside, a back running outside underneath him. Two routes, opposite directions, one defender between them.

    QB reads
    The flat defender, and nobody else. He picks one and you throw the other. One read, one beat.

    vs Man
    Both are covered by whoever is on them. The flat is a hard cover from inside leverage, the slant a hard cover from outside.

  • Stick against man coverage
    Unlock
    StickSoon

    An inside receiver to five yards who sits down against zone and keeps running against man, with a flat route under him.

    QB reads
    Read the coverage off the stick route itself: if he sat, it is zone and he is open; if he ran, it is man and you have the flat.

    vs Man
    The stick never stops, so the defender never gets to pass him off. It is a chase, and the flat underneath is a second problem.

  • Double Slants against man coverage
    Unlock
    Double SlantsSoon

    Two receivers on the same side both breaking inside, stacked so one defender is between them.

    QB reads
    Whichever slant the inside defender does not take. Fast, flat and off the back foot.

    vs Man
    Two inside breaks from outside leverage. Both defenders are running across the field with no help inside them.

Formations

Where everyone lines up before the ball moves. Every formation page covers each team size in its own section, so these are the same twelve wherever you coach.

  • Bunch formation with the defense in man coverage
    Bunch

    Three receivers clustered inside about six yards, usually to one side, with nothing outside them.

    What it creates
    Traffic before the snap. Three defenders have to stand in one small square of grass, then the receivers leave it in three directions.

    vs Man
    Three defenders in a space the size of a car, each obliged to follow somebody out of it. Whoever guesses wrong is beaten at the snap, and nobody has run a route yet.

  • Trips formation with the defense in man coverage
    Trips

    Three receivers to one side, spread across the field rather than clustered, and one or none to the other.

    What it creates
    An arithmetic problem. Three receivers running into two defenders' areas leaves somebody uncovered before anyone has run a good route.

    vs Man
    Man travels with the receiver rather than the space, so spreading out costs the defense nothing. Three defenders follow three receivers and trips has bought you very little.

  • Stack formation with the defense in man coverage
    Stack

    Two receivers on one track, one directly behind the other, rather than side by side.

    What it creates
    A free release for the back man. Nobody can get hands on him without going through the receiver in front, so he leaves the line clean every time.

    vs Man
    Two defenders standing in each other's way, having to agree before the snap on who takes the front man and who takes the back one. Whichever they pick, one of them starts late.

  • Empty formation with the defense in man coverage
    Empty

    Nobody in the backfield. Every eligible player is split out, and the quarterback stands alone.

    What it creates
    Maximum receivers and a defense with nothing left to guess about. Every player who could catch it is already where he is going to start from.

    vs Man
    Everybody is covered and nobody is spare, because the offense has put every eligible on the field and the defense has had to answer each one.

11v11 play collection

From the premium collection: diagrams without the written breakdowns the concepts above have.

  • SLANTFLAT8 YARD HITCHGODRAGLTLGCRGRTXYTEZQBRB

    Slant-Flat

    Quick Game

    The fastest answer in the book to press man. The outside receiver cuts inside immediately at five and the back runs to the flat at three underneath him. One defender has both and he cannot have both. Read him, not the receivers. The sit at six is the second look if the flat defender widens, and the backside go clears the coverage off it. Ball out on three steps; this play is beaten only by patience, never by pressure.

  • 8 YARD CURLFLAT9 YARD HITCHGODRAGLTLGCRGRTXYTEZQBRB

    Curl-Flat

    Quick Game

    The same high-low as Slant-Flat run a beat slower and against zone instead of man. The curl settles at five in the window behind the flat defender while the back runs the flat at four in front of him. He cannot cover both layers, so throw the one he leaves. Second-and-medium and third-and-short is where this lives. Avoid it against press man. The curl needs a clean release to get to its landmark on time.

  • 6 YARD HITCHFLATGO10 YARD CURLDRAGLTLGCRGRTXYTEZQBRB

    Stick

    Quick Game

    Third-and-three to third-and-six, and the reason is the sit at six, a settled target the quarterback can throw to on rhythm. The back runs the flat at four underneath it and the flat defender has to choose. The go clears the corner out of the throwing lane. Read the flat defender only; if the zone rotates underneath, the flat is the hot answer and the ball should already be gone.

  • 5 YARD CURL13 YARD CORNERFLATGODRAGLTLGCRGRTXYTEZQBRB

    Snag

    Triangle

    Three options at three depths in the same quarter of the field: the corner over the top at thirteen, the spot sitting at five, and the flat at four underneath. That triangle is what makes it work against almost any coverage: whichever defender the look gives you, one of the three is uncovered. Second-and-medium when you need positive yards and do not care how you get them.

  • DRAG12 YARD DIGGO10 YARD CURLSWINGLTLGCRGRTXYTEZQBRB

    Drive

    High-Low

    The shallow at three and the dig at twelve released from the same side, so the two of them rub on the way out and then high-low the linebacker level. Against Cover 1 the drag eats horizontal space while the dig stretches the man above it. Take the shallow every time until they jump it, then the dig behind it is a first down. The backside clear pulls the safety away from the dig's landing spot.

  • 7 YARD IN12 YARD DIGGODRAGSWINGLTLGCRGRTXYTEZQBRB

    Levels

    High-Low

    Two in-breaking routes on the same side at seven and twelve, both attacking the hook defender from above and below at once. He can carry one. The quarterback reads him and throws the other, and because both routes are coming back toward the middle the throw is into space rather than at a body. Works against man and against zone-match, which is what made it a staple.

  • CROSS14 YARD POSTFLATGO8 YARD OUTLTLGCRGRTXYTEZQBRB

    Y-Cross

    Crossers

    A high-mid-low triangle that all arrives in the same place. The crosser runs deep at fifteen from the far side, the post at fourteen takes the safety with it, and the back releases to the flat at four underneath. Against Cover 1 the crosser ends up one-on-one with a linebacker on a deep angle, which is the matchup the play is hunting. It is a slow-developing call: second-and-long, with time to throw.

  • SEAM15 YARD DIG14 YARD POSTDRAGFLATLTLGCRGRTXYTEZQBRB

    Dagger

    Vertical Stretch

    The seam runs at eighteen to carry the single-high safety out of the middle, and the dig at fifteen lands in exactly the space he vacated. The order is the play: the seam has to clear before the dig arrives, so the quarterback is throwing to grass, not to a body. Best against single-high, which is what it is built to punish. First-and-ten shot.

  • SWEEPLTLGCRGRTXYTEZQBRB

    Toss Right Sweep

    Run

    Get outside. The back attacks the edge behind blockers reaching or pulling playside, and his footwork is patient then fast: read the kick-out, and turn up the moment the corner is sealed. Turning up early is a two-yard gain; turning up late is a loss. Best against a front that has over-aligned inside and left the perimeter light.

  • RPOSCREENGOGORPOLTLGCRGRTXYTEZQBRB

    Bubble RPO

    RPO

    One play with two answers and the quarterback picks after the snap. He reads the playside linebacker: if that man comes down to fill the run, pull it and throw the bubble, because the receiver already has outside leverage. If he stays wide on the bubble, hand it off, because the box is light. Count the box before the snap and know which one you expect; the read is the play, and being right about it matters more than the call.

  • LTLGCRGRTXYTEZQBRB

    Jet Reverse

    Trick

    Two exchanges and three ball-handlers. The first receiver comes across in pre-snap motion and takes it in stride, carries it briefly against the motion, then hands back to the man coming the other way, who attacks the far perimeter after the defense has flowed to the jet. If they bite on the motion it springs; if they do not, it is a loss. Best in the red zone or on the boundary once you have shown them the jet.

  • HANDOFFSWEEPLTLGCRGRTXTEYQBFBRB

    Buck Sweep

    Run

    The play the whole offense is built on. The quarterback reverse-pivots and puts a deep fake in the fullback's belly as he dives. Run that fake full speed, because the fake is the play. The ball goes to the halfback on a deep track behind the line. The tight end and wing block down to seal inside, and both guards pull: the playside guard kicks out the first defender outside that block, the backside guard stays tight behind him and turns up through the hole to lead on the linebacker.

Showing 12 of 15. See the whole 11v11 collection.

Run game

Sixteen runs written for 11v11, blocking legal and every scheme drawn with a real line. The toss and counter trey are answered by the Sweep and Counter pages, which draw exactly those plays.

  • Sweep: the run concept diagram
    Sweep

    The ball carried wide and turned upfield outside everybody, before the defense can get there to meet it.

    The read
    The last defender with outside leverage. If he stays home you cut up inside him; if he chases inside you keep going and beat him to the corner.

  • Toss: the run concept diagram
    Toss

    A sweep with a faster delivery: the ball pitched to a back who is already running wide, so it reaches the edge half a second sooner than a handoff could.

    The read
    The same key as the sweep: the last defender with outside leverage. The toss buys the runner an extra look at him before he has to decide.

  • Dive: the run concept diagram
    Dive

    The ball handed straight ahead through the middle, as fast as the exchange allows. No angle and no race, just the shortest distance to the yards you need.

    The read
    The middle defender. If he sits in the hole, the back takes what the collision gives; if he drops into coverage, the hole was his and he has left it.

  • Jet Sweep: the run concept diagram
    Jet Sweep

    A receiver in full-speed motion takes the handoff as he passes the quarterback and keeps going. He reaches the edge already at top speed, and nobody standing still can match that.

    The read
    Whether anybody ran with the motion. If nobody did, you have one more player to that side than they do; if somebody did, the side he left is a man short.

  • Counter: the run concept diagram
    Counter

    The back takes one step one way to pull the defense with him, then takes the ball back the other way into the space they just left.

    The read
    The defender on the side the play finishes. If he chased the first step, the counter is open; if he stayed home, the fake bought nothing.

  • Reverse: the run concept diagram
    Reverse

    The ball starts wide one way, then a receiver coming back the other way takes it from the runner. The ball changes direction, and so, a second too late, does the defense.

    The read
    The defender on the far side. If he chased the sweep, the reverse has that whole side to itself; if he stayed home, it is a slow play into a man who was waiting for it.

  • End Around: the run concept diagram
    End Around

    A receiver comes around behind the quarterback and takes the ball going the other way. One handoff, not two: a reverse without the part that gets fumbled.

    The read
    The defender on the far side, the same as the reverse. Whoever is on the side the receiver finishes has to decide whether the fake inside is real.

  • Option: the run concept diagram
    Option

    The quarterback runs at one defender with the back trailing him, and leaves that defender alone on purpose. Take the quarterback and the ball is pitched; take the back and the quarterback keeps it.

    The read
    One defender: the pitch key, usually the edge. The quarterback does not read the defense; he reads that man, and gives the ball to whichever player he did not take.

By situation

All eight situations written for tackle football at eleven a side, where the answers start with protection and the release.

  • Mesh against man coverage: two receivers running shallow crossing routes that pass within a yard of each other, so the defenders following them collide.
    Three answersvs Man coverage

    A defender on every receiver and nobody deep.

  • Flood against zone: three receivers attacking one side of the field at three different depths, so a single zone defender cannot cover all of them.
    Three answersvs Zone coverage

    Nobody is chasing your receivers. They are guarding grass.

  • Slant-flat against pressure: a receiver slanting inside with a flat route underneath, both breaking within three yards so the ball is gone before the rush arrives.
    Three answersvs the Blitz

    They are sending everyone. You have about two seconds.

  • Smash against Cover 2: a hitch underneath and a corner route over the top of the same defender, so the flat defender is wrong whichever one he takes.
    Three answersvs Cover 2

    Two safeties deep, and a hole between them.

  • Double slants in the red zone: two receivers breaking inside on the same side, both catchable within five yards of the goal line.
    Three answersRed zone

    A short field. The deep routes you like have nowhere to go.

  • Stick on short yardage: a receiver sitting exactly at the distance needed with a route breaking away from him, so the throw is to a spot rather than to a moving target.
    Three answersShort yardage

    Fourth and one. You need a yard, not a play.

  • Dagger on third and long: a vertical clearing the deep defender and a dig breaking in behind him, well past the marker.
    Three answersThird and long

    Past the sticks, not to them.

  • Curl-flat in the two-minute drill: a curl in front of the deep defender with a flat route underneath that finishes out of bounds and stops the clock.
    Three answersTwo-minute drill

    The clock is the defender you actually have to beat.

By age and level

The same game, scaled to what the players can actually execute.

Change any of these for your 11v11 team

Open the play, move the routes, save it to your playbook.

Open the designer