Run-Pass Options (RPOs) Explained
A run-pass option is one play with two answers, chosen after the snap by reading a single defender. Learn how RPOs work, how they differ from play-action, and how defenses answer.
A quarterback takes the snap in the shotgun, extends the ball toward his running back as if for a handoff, and keeps his eyes on one defender. In the next half second he either pulls the ball back and throws a quick pass, or lets the back take it and run. Neither decision was made in the huddle. The offense called one play with two answers built in, and the quarterback chose after the snap, based on what a single defender did.
That is a run-pass option, usually shortened to RPO. The idea has been around in some form for a long time, but the name spread through college and high school football and then into the NFL as more offenses leaned on it. This guide explains how an RPO is built, how it differs from the plays it resembles, the common types, what the defense is trying to do about it and the rules that keep it fair.
One play, two answers
An RPO combines a real running play and a real, usually short, pass. The offensive line blocks for the run, which means the linemen fire forward toward the defense, and one or more receivers run routes that would work as a pass. The quarterback's job is to decide, after the snap, whether to hand the ball off or to throw.
He makes that decision by reading a conflict defender, sometimes called the "read key" or the "player in conflict." This is a defender who has two jobs at once. A linebacker, for example, is expected to fill the run gap and also to drop back and cover a receiver in the flat. If he runs toward the line to stop the run, he is out of position for the pass; if he drops into coverage to stop the pass, he is out of position for the run. The offense does not ask the quarterback to guess; it asks him to watch.
The decision looks like this:
- If the conflict defender commits to the run, the quarterback pulls the ball and throws to the receiver the defender just left behind.
- If the conflict defender drops into coverage, the quarterback hands off and the run goes on against one fewer defender at the line.
A key point: the offensive line is blocking the run on every RPO. The quarterback is picking the best option, not choosing between a run and a play the line is not prepared for.
RPO, play-action and the read option: three different plays
These three get confused, and the distinctions are worth learning.
| Play | Is the run real? | When is the choice made? | What does the quarterback do? |
|---|---|---|---|
| Play-action pass | The run is a fake | In the huddle: it is a pass | Fakes the handoff, then drops back and throws |
| Read option | The run is real, with the quarterback as a possible runner | After the snap | Gives the ball or keeps it based on a defender, usually a defensive end |
| Run-pass option | The run is real | After the snap | Gives the ball or throws it based on a defender, usually a linebacker or safety |
The dividing line between play-action and an RPO is whether the offense has already decided to pass. In play-action passing, the quarterback fakes a handoff and the pass is the play; the fake is meant to freeze defenders. In an RPO, the handoff is a real option, and if the defender in conflict takes the wrong step, the quarterback can give the ball and a legitimate run develops.
The dividing line between the read option and the RPO is the second option. In the read option, the quarterback chooses between handing off and keeping the ball himself. In an RPO, his choice is between handing off and throwing. Many offenses combine them, so a play can offer a handoff, a keeper and a pass, but the names are usually kept apart. For more on the first, see our article on option football.
The common types of RPO
Coaches use different names, but several families show up in nearly every offense.
Slant-flat and bubble packages
The most common RPO pairs an inside run with a quick pass to the outside. A receiver runs a slant, a short route that cuts toward the middle, and another runs a flat route or a bubble, a quick step outside. The quarterback reads a defender, often an overhang linebacker or a safety who is close to the line. If that defender steps down to stop the run, the quarterback throws; if he widens to cover the receivers, the run goes forward.
Pop pass
A pop pass looks like a play-action throw with a twist. The quarterback fakes or actually hands off, then "pops" the ball to a tight end, a back or a slot receiver who has slipped behind the linebackers. The linebackers have just taken a few steps toward the run, and the receiver finds a small pocket of space behind them.
Glance and stick RPOs
A glance RPO is a quick throw to a receiver on a short in-breaking route, run with the line blocking an inside run. A stick package uses a short route, the stick, combined with other receivers to create a quick, easy read. These plays are designed so that the quarterback has only one defender to look at.
Screen RPOs
Some offenses attach a screen to a run. A receiver screen on one side, with the offensive line blocking the other direction for an inside run, forces the defense to cover two plans at once. If the defense is stacking the box to stop the run, the screen may have only a couple of defenders to block.
Pre-snap versus post-snap
An important distinction in RPO talk is when the quarterback reads. A post-snap RPO is read after the snap by watching the conflict defender, as described above. A pre-snap read lets the quarterback count defenders before the snap and decide to give or throw based on numbers. For example, if the defense has put six defenders in the box against five blockers, a quarterback may choose a quick pass to the side where the defense is thin. In practice most offenses combine the two: they check the numbers, then read a defender after the snap.
Why RPOs work
The strength of an RPO is arithmetic. The defense has eleven players. A running play needs enough of them near the line to stop the run, and a pass play needs enough of them in coverage to stop the throw. Football teams build their defenses around reasonable compromises between those two needs: a safety who can come down, a linebacker who can cover, a cornerback who can tackle.
An RPO attacks the compromise. The offense does not need to outnumber the defense everywhere; it needs to make one defender choose and then punish whichever choice he makes. If the defender is perfectly disciplined and always guesses right, the RPO becomes an ordinary play. Across a game, though, defenders get tired, get fooled and get called to do two things at once, and the margin of error is thin.
RPOs also make life easier for the offense in a few ways:
- They simplify the quarterback's decision. Reading one defender is easier than reading the whole field, so a quarterback can make a fast, confident choice.
- They give an offense a running game and a passing game in one call. The offense is not betting on one outcome before the snap.
- They create short, high-percentage throws. Quick passes thrown to receivers in space are completed more often than deep passes, and they allow the offense to move the ball steadily.
- They adapt to the defense's alignment. An offense that reads a light box will tend to run; one that reads a crowded box will tend to throw.
How the defense fights back
Defenders are not helpless. Several adjustments are common, though each has a cost. Our deeper treatment of the defensive side is in defending the option and the RPO; here are the main ideas.
- Tackle first, cover second. A linebacker is taught to make the run his responsibility, and a defensive back is taught to cover the throw. If everyone does his job, there is no conflict defender.
- Add a defender. Bringing a safety closer to the line gives the defense an extra tackler for the run, though it reduces the number of players deep. This creates the one-on-one matchups the offense wants.
- Play man coverage. In man coverage each defender has a receiver, so the conflict between run and pass is removed for the defenders covering receivers. The cost is that the offense can run against fewer defenders in the box.
- Switch the roles on the fly. Defenses can switch which defender is responsible for what after the snap, which can confuse the read.
- Disguise. Defenders show one look before the snap and shift to another after the ball is snapped, so the quarterback's pre-snap count is wrong.
- Pressure the quarterback. A defense that gets to the quarterback quickly leaves him no time to read.
A good rule of thumb is that no defensive answer works forever. The offense can see which adjustment the defense is using and attack the cost of that adjustment. If the defense brings the safety down, throw over the top. If the defense plays man, run. This is the reason RPOs are taught as a set of reads rather than a single play.
The rules that govern RPOs
RPOs sit in a gray area of the rulebook because the offensive line is blocking for a run while a pass may be thrown. A few rules matter.
- Ineligible receivers downfield. In general, offensive linemen may not be far beyond the line of scrimmage when a forward pass crosses it. How far they may go varies by level and has been a subject of rule changes. In recent years the college game has allowed linemen to be farther downfield than the NFL allows. Our explainer on ineligible receivers downfield and screen pass rules describes how this works in detail.
- Pass interference. A pass that is thrown behind the line of scrimmage is treated differently from one thrown beyond it. Rules about whether receivers can block and whether defenders can contact receivers vary based on where the ball is thrown and the level of play.
- The line of scrimmage. A forward pass has to be thrown from behind the line of scrimmage, so the quarterback's choice to throw must come before he crosses it. Once he hands the ball off, the decision to throw is gone unless the runner is a passer himself.
- Interference with the quarterback. Defenders still cannot hit the quarterback late, whether he runs or throws.
Because the specifics change, check the current rulebook for the level you play or watch: the NFL, NCAA football or your state high school association's rule set. Organizations update the rules, and the differences between levels can decide whether a particular play is legal.
What it takes to run RPOs well
RPOs are easy to describe and hard to run. A few requirements stand out.
A quarterback who reads quickly and honestly. He must be willing to give the ball even when he likes the pass, and to throw when the defense gives him the chance. A quarterback who always throws, or always hands off, becomes predictable.
An offensive line that blocks the run convincingly. If the linemen look like pass blockers, the linebackers will not be pulled forward. The blocking has to be real enough to fool the defender in conflict.
Receivers who win quickly. RPO throws are short and fast. Receivers need to be precise with their depth and their breaks, and they must catch the ball cleanly in tight space.
Repetition. Teams practice reads against defenses that show different looks, so the quarterback learns to respond to each alignment without thinking.
Common misunderstandings
- "An RPO is a trick play." It is a standard, repeatable play with a rule-based decision, not a trick.
- "The quarterback decides whatever he likes." The quarterback is usually reading a specific defender, according to a rule his coaches gave him.
- "RPOs only work in the spread." Spread formations make the conflicts clearer because defenders are spread out, but the principle works from many formations.
- "RPOs are a college and high school thing." They are found at many levels, including the pros. Rules and emphasis differ, but the idea is the same.
- "The defense can just play perfect." The defender in conflict has a split-second to react, and even a good defender will be wrong some of the time.
You can see RPO ideas at any level. In a recreational league, the idea is simpler: the quarterback looks at one defender and decides which of two plays to run. Our Play section covers basic formations for players new to the game. On the viewing side, check the college and high school pages to see how many offenses around the country use quick, spread-style attacks.
The short version
- An RPO is a single play that contains a real run and a real pass, with the quarterback choosing after the snap.
- He reads one conflict defender, usually a linebacker or safety who cannot stop both the run and the pass.
- RPOs differ from play-action, where the pass is already decided, and from the read option, where the choice is between a handoff and a quarterback keeper.
- Common types include slant-flat and bubble packages, pop passes, glance and stick plays, and screens attached to runs.
- Defenses answer by adding defenders to the box, playing man, disguising looks or pressuring the quarterback, but each answer has a cost.
- Rules on ineligible linemen downfield and on contact differ by level, so check the current rulebook.