T Bone-Jumbo - T Trap

For a long time I tried in vain to come up with a great outside run for T Bone-Jumbo, only to be stymied by the lack of a receiver split wide to block the cornerback on tosses and sweeps. After a fairly idle off season I came back for with a flurry of new plays to try out for Madden '06, and while T Trap isn't exactly the outside play I originally envisioned, I must say that the results pleasantly exceeded my expectations. To put it quite simply T Trap is one of the most versatile and purely effective running plays that I've ever developed. It has big gain potential yet is fairly reliable, cutbacks can be made in almost any direction for significant gains, and a bevy of motion and Playmaker options provide a huge number of looks for defenses.

One weakness I have found is that very aggressive defenses, especially ones with active, attacking linebackers (such as the Philadelphia Eagles), are able to stop this play much more frequently than typical defenses. This maybe is to be expected for any running play intended primarily to go outside. It also makes sense given that the play is a bit slower developing than the average running play, with the pulling guard and FB and the hop step taken by the back. This shouldn't discourage you from using T Trap regularly, just be sure to mix things up to keep defenses off balance and keep them out of attack mode. Additionally, the longer setup time is what allows the RB to react to the defense and blocking unfolding and make the cutbacks necessary to take advantage of openings, so it's a worthwhile tradeoff.

Player Assignments

Position Action
Left Tackle Run Block
Left Guard Pull Right
Center Run Block
Right Guard Run Block
Right Tackle Run Block
QB Handoff to HB
SE and TE Run Block
Left FB (FB #2) Lead Off Right
Right FB (FB #1) Lead Wide Right
HB Hop Step - Sprint Right

See the Madden Playbook Guide for a description of these symbols.

Blocking Assessment

T Trap manages to trap defenders with the help of the deceptive lead block of the strong side FB. While defenders are likely to flow to the middle anticipating a run up the gut behind this FB's lead block, the actual purpose is to free up the right side of the offensive line, as well as the inside FB and pulling guard, to block outward to the strong side. If the defense gets sucked in deep enough the RB will have clear running to the outside. If not, well, as you'll see there are a quite a few cutback opportunities available in other directions.

As indicated the first option is to get outside, staying behind the lead blocking inside FB until defenders are cleared out before hitting the turbo. Don't worry about a CB split out wide, the FB should be able to clean his clock easily enough, so just stay behind your block until the way is clear. If the CB is able to stay outside take the first cutback option, inside of the leading FB but outside all offensive linemen. More likely than a CB forcing the RB inside late, a blitzing LOLB or looping defensive end (such as with DE Contain) might shut down the outside early to force this cutback. The chances for a long run are reduced inside but don't worry, there are still good gains to be had, especially since an outside blitz will open lanes straight upfield.

Cutback option #2 is inside of the pulling guard, back behind the other big bodies of the O-line as well as the strong side FB. This is something to look for if the D-line spreads wide before the snap. Occasionally, if the defenders all rush to the strong side you might take cutback #3, bouncing back all the way out around left tackle. I don't do this often, but I have managed some good gains when defenders are out of position. A better solution is usually to Playmaker to a weak side run, at least if the defense shows it's overload before the snap. Motioning the strong side FB over to lead block provides a backup running play almost as good as the original drawn up, though more vulnerable to backside pursuit.

One final note: those of you sticking with Madden 2005 might not have quite as much success with T Trap as players of 2006; although it's successful against CBs spread out wide in zone coverage the outside runs usually take advantage of the Madden 2006 behavior which causes even zone CBs to slide over to cover the nearest eligible receiver. I didn't design the play to take advantage of this quirk (which has annoyed me to no end with my own defenses), but the fact is that a lot of outside runs are suddenly more effective in 2006 than in previous versions.




Contact Arkaein with any comments or questions regarding the Monstrous Madden Playbook.