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Nickel and Dime Packages

By 4Football Staff · · 11 min read

Why defenses swap linebackers for extra defensive backs: what nickel and dime mean, who comes on and off the field, when each is used, and the run-defense price a defense pays.

The offense sends a third receiver onto the field, and a moment later the defense answers by sending out a new face too. A linebacker jogs off. A cornerback, who has been on the sideline watching, jogs on. The broadcast says "nickel" and moves on, and a viewer who has never heard the term is left wondering why a coin was mentioned.

The nickel and the dime are two of the most common defensive packages, meaning groups of players chosen for a particular situation. They exist because football is a game of matchups, and the offense chooses its players first. This guide explains what the names mean, how the personnel changes, when coaches use each package, and what a defense gives up in exchange.

Where the names come from

The names are a coin joke. A nickel is worth five cents, and a nickel package has five defensive backs. A dime is worth ten cents, and a dime package has six defensive backs. Some coaches call a seven-defensive-back look a quarter, though it is much rarer.

Now compare those numbers to a standard defense. A base defense, such as a 4-3 or a 3-4, uses four defensive backs: two cornerbacks and two safeties. The nickel adds a fifth, the dime a sixth. Every defensive back that joins the field means a defender from another position leaves, usually a linebacker.

Package Defensive backs Typical result for the front seven
Base 4 Four linemen and three linebackers, or three linemen and four linebackers
Nickel 5 One linebacker comes off the field
Dime 6 A second linebacker comes off the field
Quarter 7 Rare; used for specific situations

Using the front-and-back numbering from our 4-3 defense article, a common nickel from a 4-3 is a 4-2-5: four linemen, two linebackers, five defensive backs. A common dime is a 4-1-6. The exact arrangement changes from team to team, so use the numbers as a rule of thumb.

Who the extra defensive back is

The fifth defensive back in a nickel is usually a third cornerback, often called the nickelback or slot corner. He lines up in the slot, the area between the offensive line and the outside receivers, and covers the slot receiver, typically a quick player who works the middle of the field. The slot corner has to handle fast, shifty receivers in short space, and often has to tackle in the run game.

A team can also use a safety as its fifth defensive back, a look sometimes called a big nickel. A safety is bigger than most corners, so he may be better against a tight end or a physical slot receiver and more effective in run support. The trade-off is that he may be less comfortable covering a very quick receiver.

In a dime, the sixth defensive back may be another cornerback or a safety. The group typically has more interchangeable parts, and several players may line up in different positions depending on the call.

Why the package exists: the offense's personnel

Offenses are labeled by personnel numbers: the first digit is the number of running backs and the second is the number of tight ends, with the remaining players being wide receivers. 11 personnel means one running back, one tight end and three wide receivers. Our article on personnel groupings explains the system fully.

The key point is that when an offense uses 11 personnel, it has three wide receivers on the field, and a base defense has only two cornerbacks. Something has to give. Either a linebacker covers a receiver, which is a mismatch the offense would love, or the defense adds a defensive back to match the number of receivers. The nickel is the usual answer.

The logic follows a simple principle: defenses try to match the number of eligible receivers with defenders who can cover them. With three receivers, they play with at least three corners (or equivalent). With four receivers, they might go to a dime.

Different rules apply at different levels to how quickly the offense can snap the ball after a substitution. At the NFL level, the defense gets a chance to substitute in response to an offense that changes personnel. At other levels, the specifics vary. Tempo-oriented offenses try to take advantage of this by snapping the ball quickly before the defense can change. Our article on tempo and no-huddle offenses describes that approach.

The nickel: the everyday package

The nickel is the most common package in modern football for one reason: offenses use three or more receivers on a large share of snaps. Because of that, many defenses spend more time in nickel than in their nominal base alignment. Analysts often say that nickel has become the new base defense. That is a general observation about trends rather than a rule, and it varies by team, level and the quality of the opponent.

What the nickel is good at

  • Covering three receivers. The slot corner can stay with the slot receiver and stop the defense from using a linebacker in coverage.
  • Pressure from different angles. The nickel back can blitz from the slot, and the offense may not see it coming.
  • Speed. The defense is faster overall, which helps with quick passes and screens.

What the nickel gives up

  • Size. One fewer linebacker means fewer big bodies near the line. Offenses may respond with a run.
  • Run fits. The remaining linebackers and safeties must cover more ground, and a defensive back has to tackle in the box.
  • Depth against tight ends. A tight end may have a size edge against a small defensive back.

The dime: when the pass is expected

The dime puts six defensive backs on the field and is used mainly when the offense is expected to pass. The classic situation is third-and-long, when the offense needs many yards and will probably throw the ball. In that case, the defense can afford to give up some run strength to add coverage.

A dime package typically features:

  • One or no true linebackers. A single linebacker, or a safety playing near the line, handles the middle.
  • Three or four rushers. The pass rush is usually from the defensive line, with the defensive backs in coverage.
  • Deep coverage. Extra defensive backs allow for a variety of disguised looks.

Our article on third-and-long defense explores how defenses use the dime in those situations.

The dime is used in other situations too: when the offense lines up with four receivers, in two-minute situations when the offense needs yards quickly, and sometimes to counter a particular passing game. It carries a risk, though. With only one or two defenders near the line, a team that can run the ball can gain large chunks of yardage. Offenses often counter a dime with a draw play or a quick run.

Quarter and other specialty looks

A quarter package uses seven defensive backs. It appears in very specific situations, such as a defense guarding against a long pass on the last play of a half, when it wants to cover the end zone with as many players as possible. It is not a regular part of a game plan. Some teams also use other names for particular combinations. Because terms differ from one staff to another, a package's name on television may not match the name a team uses internally.

How the front seven changes

When a linebacker comes off the field, the rest of the defense shifts to fill the gap. A few common adjustments:

  1. The defensive line often stays the same. The four linemen remain, so the pass rush is largely unchanged.
  2. The remaining linebackers cover more ground. With fewer linebackers, each has a bigger area to protect, so they must be fast and smart.
  3. Safeties move closer to the line. A safety may play near the box to help against the run.
  4. Alignment shifts. Defenses sometimes bring a defensive back close to the line to give the look of an extra linebacker. That helps disguise the intention.

This is where the idea of the hybrid player appears. A safety who can play near the line and also cover, or a linebacker who can run with a receiver, has real value because he lets the defense stay in one package against several offensive looks.

A hypothetical example

Imagine a team with a base 4-3 defense facing a first-and-ten. The offense lines up in 11 personnel with three wide receivers, one tight end and one running back. The defensive coordinator, anticipating the pass, calls for nickel. A linebacker leaves and a slot corner enters. The defense is now a 4-2-5.

The offense hands off to the running back. The remaining two linebackers and a safety have to tackle the back, and the play gains six yards because the defense had one fewer player near the ball. On the next play, it is second-and-four. The offense sends the same personnel, and the defense stays in nickel. This time the slot corner stays with the slot receiver, no one is open quickly, and the four-man rush sacks the quarterback for a loss of seven.

On third-and-eleven, the offense adds a fourth receiver. The defense goes to dime, replacing a second linebacker with another defensive back. The four linemen rush and the six defensive backs and one linebacker cover. The pass falls incomplete and the team punts.

This sequence is invented for illustration, and real games are much messier. But it shows the rhythm of matching the offense: personnel, down and distance, and tendencies determine the call.

The slot corner's job in detail

The slot is one of the hardest places to defend. A receiver lined up inside has options in both directions: he can run toward the middle of the field, where help may be waiting, or break outside toward the sideline. He also starts closer to the ball, so routes develop quickly. The slot corner's job is a combination of skills:

  • Quick feet. He must change direction with the receiver and not get beaten by a sharp cut.
  • Play recognition. From the slot he sees the offensive line, the backfield and the quarterback, so he is often among the first to recognize a run or a screen.
  • Willing tackling. On run plays and short passes, he is frequently the nearest defender to the ball and has to make the stop in space.
  • Awareness of crossing routes. Slot receivers often run routes that cross the middle, which can produce traffic. A defender who loses track of his man in that traffic gives up an easy catch.

Teams also differ in how they use the slot corner against the run. Some tuck him in close to the line, and others ask him to stay wide and fit the run only if the ball comes his way. The right answer depends on how many linebackers are available and how strong the run game is.

What coverage a nickel plays

A package is a personnel group, not a coverage. The same five defensive backs can play several different pass defenses. A nickel might run man-to-man with a safety deep, a three-deep zone, or a quarters coverage where the four deepest defenders each cover a deep section. The coverage menu is large, and the right choice depends on the down, the distance and the offense's formation.

What changes is the set of players available to carry out each coverage. With an extra defensive back, the defense can play man-to-man across the field without using a linebacker on a receiver, or it can show a zone with more players in space. That flexibility is the reason the package is popular.

How offenses attack a nickel

Offenses study the packages their opponents use and look for ways to exploit them.

  1. Run the ball. If the defense has taken a linebacker off the field, a run at the remaining linebackers may produce yards. Offenses sometimes keep a tight end or fullback on the field and run from a formation that looks like a pass.
  2. Put a tight end on a small defender. If a safety or slot corner has to cover a tight end who is much bigger, a quick throw to the tight end is a good option.
  3. Use motion. A receiver who moves before the snap can reveal whether the defense is playing man or zone, and can drag a defender out of position.
  4. Spread the formation. More receivers than the defense expects, as in a four-receiver formation, can force an even lighter package.
  5. Tempo. Snapping quickly limits the defense's ability to swap players, so the wrong package may be stuck on the field.

None of these is a guaranteed counter, and defenses prepare answers to each of them.

Common questions

Is the nickel always a pass defense? Not exactly. It is designed for passing situations, but a good nickel package can play the run too. The slot corner and safeties are often asked to tackle, and defenses practice stopping the run from the nickel.

Can a defense blitz from nickel? Yes. A nickel blitz sends the slot corner or a safety toward the quarterback.

Does the package change at the high school level? The same idea applies, though fewer teams have the personnel to run several packages. Many high school defenses stay in one base structure and adjust by changing a player's responsibilities.

What is the downside of going to nickel too often? The defense may be less physical against the run. An offense that notices a defense in nickel on every snap may run more to take advantage.

Watching the substitution game

To see packages for yourself, watch what happens between plays. The offense sends in a substitute, and the defense responds. Look at the linebackers and the defensive backs on the field, count the players away from the line, and note the offense's formation. You can follow live games on our scores page and look up players and positions on the players page.

Because the packages depend on who is healthy, the injury report is useful for guessing which defensive backs might be on the field.

The short version

  • Nickel means five defensive backs; dime means six; quarter means seven.
  • The extra defensive back usually replaces a linebacker.
  • The slot corner covers slot receivers, and a safety can serve as a "big nickel."
  • Nickel is the everyday package because offenses use three or more receivers so often.
  • Dime is mainly for passing situations like third-and-long.
  • The trade-off is run defense: fewer linebackers and bigger gaps to fill.
  • The names vary between staffs, so use them as a general guide to what is on the field.

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