Intro
Below are a list of the most common run concepts and terminology in football. I cover what each concept does while adding some key points along with various play images for reference. The list is in alphabetical order. Most of these center around the Halfback (HB) getting the ball, but several of these concepts can also have a Quarterbacks (QB), Fullbacks (FB), and Wide Receivers (WR) running it too.
I use the latest football games like College Football 26 and Madden NFL 26 as a way to organize concepts so what you see below is from the Run Concepts section. Other types of run concepts like Option and RPOs will be covered elsewhere.
The Basics
Before you understand concepts, it helps to know how most coaches use and group these concepts to form a run system. Run systems for most teams fall under one of three categories.
- Zone: Area blocking where linemen move together.
- Examples: Inside Zone, Outside Zone, Draw
- Gap: Pulling linemen to attack specific gaps.
- Examples: Power, Counter, Sweep
- Both: Using a mix of Zone and Gap runs.
You may see certain words below like A Gap or C Gap. The image below shows what this means which are what gaps between linemen are called. The numbers at the top are positions of defenders which will be covered in future defensive posts. For this post though, the letter gaps matter more. Most run systems try to attack all gaps in some way.
Counter
Counter is a gap-scheme running play designed to misdirect the defense by having the backfield move in one direction while the play develops in the opposite direction. It typically features two offensive linemen (usually the backside guard and tackle) pulling across the formation to kick out the end-man and wrap through the hole.
Key Points
- Misdirection & Timing: The running back often takes a “counter step” (a step in the opposite direction of the play) to freeze linebackers and allow the pulling linemen to get into position.
- Blocking Scheme: Playside linemen execute down blocks to seal the inside, while the first puller (Guard) “kicks out” the defensive end or edge defender. The second puller (Tackle or H-Back) “wraps” through the hole to block the first linebacker or defender that appears.
- Versatility: The counter is highly versatile, with variations including the “G-T” (Guard-Tackle), “G-H” (Guard-H-Back), and the “Counter Sweep”. It is effective in both spread and heavy personnel sets.
- Goal: The primary goal is to exploit defenses that over-pursue or aggressively attack the initial flow of the play, allowing for big gains.
- Distinction from Power: Unlike the Power play, where the playside gap is attacked directly, the Counter relies on the initial, opposite-direction action to create openings.
Draw
Draw is a strategic running play designed to deceive the defense by mimicking a pass. The offensive line sets up in pass protection, prompting defenders to retreat or rush the passer, allowing the running back to take a handoff or the quarterback to run through the vacated middle. It is highly effective on passing downs to neutralize aggressive pass rushers.
The draw play remains a staple “change of pace” play, though its usage has evolved with more spread offenses in modern football.
Key Points
- Deception: The quarterback drops back as if passing, often using a pump fake.
- Offensive Line: Instead of blocking aggressively forward immediately, linemen take a “pass set,” retreating slightly to encourage defensive linemen to rush upfield.
- Running Back: Takes a delayed handoff after the defense has committed to defending the pass.
- Targeting Linebackers: Offensive linemen often look to “wash” defenders outside before creating a lane in the middle for the runner.
- Variations
- Quarterback Draw: The QB keeps the ball, often used in empty formations to spread out the defense.
- Set-Draw: The QB takes a shallow drop, immediately handing off to the running back.
- When to Use a Draw Play
- Long Yardage Situations: Frequently used on 2nd or 3rd and long when defenses expect a pass.
- Against Aggressive Pass Rush: To punish defensive linemen who are rushing too far upfield.
- Against Loose Coverage: When linebackers and defensive backs are dropped deep in pass coverage.
Duo
Duo is a foundational, gap-scheme running play in American football often described as “power without a puller,” focusing on generating vertical movement through multiple double teams at the point of attack. It relies on offensive linemen blocking their inside/backside gaps and working vertically to the second-level linebackers. The running back reads the Mike linebacker, hitting either the A or B gap, making it a highly efficient, downhill run.
Duo is highly effective for, and often used by, teams that want a power running game without pulling offensive linemen, allowing them to excel in short-yardage and goal-line situations.
Key Points
- Blocking Scheme: Linemen prioritize vertical double teams (often called “deuce” or “ace” blocks) to drive defenders back, rather than moving laterally like in zone schemes.
- Running Back Read: The running back typically runs to the tight end side, reading the “Mike” (middle) linebacker to determine the final gap.
- Backside Control: While the playside features double teams, the backside guard and center often seal off defenders to prevent them from chasing the play.
- H-Back/Tight End: Often involved in a “J-block” to kick out the end man on the line of scrimmage, similar to a power scheme.
- Distinction from Inside Zone: Unlike inside zone, where linemen step laterally to create cutback lanes, Duo is a more direct, vertical, and physical pounding of the defense.
Inside Zone
Inside Zone is a foundational, downhill running play where the offensive line moves as a unit towards the play side, aiming to create vertical displacement rather than just lateral movement. Linemen block their respective gaps (covered/uncovered rules), utilizing double teams to secure the first level before climbing to linebackers. The running back typically aims for the inside leg of the play-side guard, reading the defense to either “bang” it (vertical), “bend” it (cutback), or “bounce” it (outside).
Key Points
- Offensive Line Blocking: Linemen take steps towards the play-side, often creating double-teams on defensive linemen to push them downfield.
- Covered/Uncovered Rules: A “covered” lineman (defender on or shade-side) works to engage the defender, while an “uncovered” lineman steps toward the play-side and assists in a combo block or climbs to the second level.
- Running Back Reads: The RB typically targets the A or B-gap, reading the movement of the defensive line.
- Cutback Opportunity: A key feature of inside zone is the ability for the RB to “bend” or cut back behind the center/backside guard if the defense over-pursues.
- Backside DE: The backside defensive end is often left unblocked, with the quarterback reading them to determine whether to hand the ball off or keep it, similar to a zone-read.
- Variations: It can be run from under center or shotgun, and often includes “split zone,” where a tight end or fullback moves across the formation to kick out a backside defender.
Iso
Iso is a fundamental run play designed to isolate a linebacker for a lead block by a fullback or another blocker. It is a downhill run scheme (often called “lead” or “ISO lead”) designed to create a one-on-one scenario for a blocker to clear a path for the running back to gain consistent yardage.
Key Points
- Purpose: To gain consistent, short-yardage gains by isolating a linebacker.
- The Action: The offensive line usually performs gap or zone blocks while a fullback (or “sniffer”) leads through a hole to block a linebacker.
- Formation: It is commonly run out of the I-formation or other sets with a fullback, allowing the ball carrier to follow the block for a 5-yard gain.
- Execution: It is a “downhill” play, meaning the ball carrier gets vertical immediately, often through the A or B gap.
Jet Sweep
Jet Sweep is an explosive, perimeter-based football running play characterized by a receiver or running back moving at full speed across the formation (jet motion) to take a handoff just behind the quarterback, aiming to outflank the defense. It uses quick motion to stretch the defense horizontally, force rapid defensive adjustments, and create immediate mismatches, often relying on just three key blocks on the edge to gain significant yards.
Key Points
- Jet Motion: The hallmark of the play, a fast-moving player (often a WR or RB) crosses the formation before the snap, receiving a handoff or pitch at top speed.
- Timing: The quarterback must time the snap so the ball is handed off right as the receiver crosses in front of them.
- Blocking Scheme: Generally utilizes outside zone blocking, where linemen and blockers aim to seal off the edge, often focusing on the defensive end, outside linebacker, and cornerback.
- Purpose: It forces defenders to quickly react to the perimeter, often causing linebackers to overcommit to the sweep, opening up interior running lanes or passing windows.
Complimentary Plays and Variations: Because the motion can disrupt defensive alignment, the jet sweep is frequently paired with other concepts to create a full system:
- Jet Action Pass/Play Action: A fake sweep can open up deep passes or tight end pop passes.
- Counter/Power: Misdirection plays where the back flows with the motion, but the ball goes in the opposite direction.
- RPO (Run-Pass Option): The QB can read a defender and decide to give the ball or throw a quick pass.
- Formations: While originating in the Wing-T, it is heavily used today out of a variety of sets.
Outside Zone
Outside Zone is an offensive running scheme designed to stretch the defense horizontally, using lateral movement by the offensive line to create cutback lanes or reach the edge. Linemen use “reach blocks” to get outside defenders, aiming for a “bend, bang, or bounce” read by the running back, who usually targets the outside leg of the tight end.
Key Points
- Horizontal Stretch: The entire offensive line moves laterally together toward the sideline, forcing defenders to run sideways and making them vulnerable to cutback lanes.
- Reach Blocking: Linemen aim to get their head to the outside (play-side) of the defender to seal them inside, or “torque” them if they cannot reach, turning the defender’s shoulders to the sideline.
- Running Back Reads: The RB aims for the outside leg of the tight end (or edge of the formation) and reads the defensive flow. They look for the defensive end to widen, allowing for a “bounce” (going outside), or a “bang/bend” (cutting upfield behind the center) if defenders flow too fast to the sideline.
- Backside Responsibility: While the front side moves laterally to stretch, the backside linemen often focus on sealing or cutting off defenders to prevent pursuit from behind.
- Variations: Outside Zone is sometimes called HB Tackle or HB Sweep.
Power
Power is a fundamental gap-scheme run play in American football, characterized by a downhill, off-tackle attack. It utilizes a combination of playside down-blocking (often using the “GOD” rule: Gap, On, Down) to create a crease, while the backside guard pulls to lead block for the running back, kicking out the edge defender.
Key Points
- Gap Blocking: Linemen do not block the man in front of them, but rather the gap to their playside, creating double teams.
- Pulling Linemen: The backside or frontside linemen pulls across the formation to lead the way and block the first defender to appear (usually the linebacker).
- Kickout Block: Typically performed by a Tight End (TE) or H-Back, this secures the edge, allowing the runner to attack the B-gap.
- Double Teams: Playside linemen work together to move defensive tackles, allowing one to climb to the linebacker level.
- Versatility: It can be run from various formations (I-formation, shotgun, single back) and is effective against both even and odd defensive fronts.
- Goal: To create superior numbers and force at the point of attack, often considered a “smash-mouth” or “attitude” play, designed to gain consistent yardage in the “B” gap (between the guard and tackle).
Reverse
Reverse (or End Around) is a trick play where the ball is handed to a player (often a running back) moving in one direction, who then hands it to a teammate (usually a wide receiver) running in the opposite direction. This misdirection exploits aggressive defensive flow, allowing the second runner to potentially break for a large gain.
Key Points
- Misdirection: The play is designed to lure defenders towards the initial flow of the ball, leaving the opposite side of the field undefended.
- The Exchange: The crucial moment involves a handoff, often in the backfield, moving opposite to the initial action.
- “Double” Variation: A double reverse involves a second handoff, causing the ball to change direction again, adding more deception but increased risk of a fumble.
- “DIY” Variation: The player receiving the reverse may have the option to pass the ball downfield if defenders converge on them.
- Components: The play usually requires a fast-moving player to take the second handoff, with receivers or blockers, such as the backside guard, blocking for the new direction.
Sweep
Sweep is an outside running play designed to attack the edge of the defense by moving the ball horizontally toward the sideline before turning upfield. It utilizes pulling offensive linemen, tight ends, or fullbacks as blockers to create a wall in front of the running back, who follows them. The goal is to outrun the defensive pursuit and stretch the defense horizontally.
Key Points
- Basic Toss: A handoff to a running back who runs parallel to the line of scrimmage, allowing blockers to get ahead.
- Buck Sweep: A staple in Wing-T offenses, featuring two pulling guards (playside and backside) to create a lead block, often combined with a fullback fake for deception.
- Counter Sweep: A play that fakes a sweep in one direction before the running back cuts back to the opposite side.
- Blocking Scheme: Linemen often use “downblocks” (blocking inward) to seal the inside, while guards pull to the perimeter to lead the play.
Trap
Trap is a quick-hitting, deceptive running scheme that intentionally leaves an aggressive defensive lineman unblocked, only to “trap” them with a pulling guard from the opposite side. This maneuver exploits upfield momentum, creating an immediate running lane for the back to hit downhill. Trap is highly effective at slowing down a dominant interior pass rush and creating large running seams in the middle of the field.
Key Points
- The Trap Block: The playside guard (or tackle) acts as if they are pass blocking or blocks down, allowing the target defensive lineman (usually a 3-technique tackle) to penetrate the backfield.
- The Puller: The backside guard pulls across the formation to kick out (trap) the unblocked defender, targeting their inside shoulder.
- Deception: Often, the playside guard uses a “bluff” to lure the defender upfield before the puller initiates contact.
- Target: The play is designed to neutralize aggressive defensive tackles who over-penetrate, turning their speed against them.
- Variations: While traditionally an under-center run, it is frequently used in shotgun formations, and can be executed by tight ends or fullbacks.













