Playbooks

Franchise Playsheet

Wide Trips

PlaysheetOffense
1Formation
2Sets
31Plays

Overview

Wide Trips is a single formation situational playsheet: all 31 plays live in Shotgun, split across just two sets, and every one of them runs out of 10 personnel (1 RB, 0 TE, 4 WR). There is no under center package, no heavy set, no play action from a tight end alignment. What you get instead is a concentrated spread playsheet that forces the defense to declare a side pre-snap against trips, then attacks whichever half of the field they undermanned. At 31 plays it is bigger than 59 percent of the game's 42 offensive franchise playsheets, which means the depth is spent inside one look rather than spread across eight formations you would never actually call.

The concept list tells you exactly how it wants to win: All Curl, Hitch and Option Route give you the short and intermediate timing game against man and soft zone, Four Verts and Wheel give you the vertical stress that trips alignments create naturally, and the dedicated Cover 2 Beater and Cover 3 Beater tags let you counter a coverage read without having to manufacture the answer with hot routes. The run game is deliberately narrow: Sweep, Draw and a generic Run Play, all built to punish a defense that has walked a defender out to cover the trips side, plus Swing out of the backfield as a constraint on aggressive edge pressure.

Choosing Wide Trips over a balanced franchise book is a commitment to tempo and pre-snap control. Because you never change formation, your personnel never changes, your audible package never resets, and you can no huddle from one play into the next while keeping the same trips look on the field. That repetition is the point: you learn four or five route combos from two sets cold, and you read the defense rather than hunting through a play menu. Players who want two back power runs, tight end seam work or under center play action rollouts should look elsewhere, because none of that exists here.

Scheme Fit

Wide Trips wants an accurate quarterback with high Short and Medium Accuracy who can throw timing routes on rhythm, since Curl, Hitch and Option Route are the backbone of the playsheet and there is no tight end safety valve. You need four legitimate receivers because 10 personnel is the only grouping here, ideally a route running slot for the Option Route work, a vertical threat for Four Verts and Wheel, and a receiving back with good Catching and Route Running for Swing. Pick this book if you are a fast tempo, pre snap read player who wants to master a handful of trips route combos cold rather than a franchise coach who needs under center power runs and heavy formation flexibility.

Playsheet bonuses

  • IUnlocks the playsheet
  • II+3Short Route Running, Awarenessall WR & TE
  • III+3Medium Route Running, Catch in TrafficWR & TE
  • IV+3Medium AccuracyQB+5Pass BlockOL

Every play in this playsheet (31 plays)

Select any row to open that play.

Every play in this playsheet
PlayOpen
All CurlShotgunWide Trips
All HitchShotgunWide Trips
Deep ChoiceShotgunWide Trips
Four VerticalsShotgunWide Trips
HB Mid DrawShotgunWide Trips
HB SweepShotgunWide Trips
HB SwingShotgunWide Trips
Hitch MillsShotgunWide Trips
PA Read FloodShotgunWide Trips
PA Slot ChoiceShotgunWide Trips
Read OptionShotgunWide Trips
RPO Alert Bubble StickShotgunWide Trips
Speed OptionShotgunWide Trips
Switch VertsShotgunWide Trips
Wheel CurlsShotgunWide Trips
Buck SweepShotgunWide Y Trips WK
CurlsShotgunWide Y Trips WK
Four VerticalsShotgunWide Y Trips WK
HB BaseShotgunWide Y Trips WK
Inside ZoneShotgunWide Y Trips WK
Mtn HB SwingShotgunWide Y Trips WK
Mtn TE AngleShotgunWide Y Trips WK
Mtn TE Mid ScreenShotgunWide Y Trips WK
PA Deep ChoiceShotgunWide Y Trips WK
PA ReadShotgunWide Y Trips WK
Read OptionShotgunWide Y Trips WK
RPO Power PeekShotgunWide Y Trips WK
Shock H OptionShotgunWide Y Trips WK
StickShotgunWide Y Trips WK
Wide Y Trips WKShotgunWide Y Trips WK
Y CornerShotgunWide Y Trips WK

Find plays by concept, not by formation

Search every playbook by tag and personnel grouping, not just Wide Trips.

Strengths

  • Total Shotgun concentration (31 of 31 plays) means one audible package covers the entire playsheet, so you can no huddle repeatedly without the defense ever getting a personnel tell from a formation change.
  • Trips alignment plus 10 personnel forces the defense to either rotate a safety or leave the single receiver side in isolation, and the included Cover 2 Beater and Cover 3 Beater concepts let you punish whichever answer they show without burning a hot route.
  • Four Verts and Wheel out of trips create natural vertical spacing that a tight end heavy book cannot generate, and motioning the inside trips receiver across the formation before the snap reveals man or zone instantly.
  • The Curl, Hitch and Option Route concepts give you three different answers to the same coverage look from the same alignment, so you can run the same set repeatedly and change only the read.
  • Sweep and Draw work off the same spread spacing rather than needing extra blockers, so light boxes created by four wide personnel turn into real run yardage instead of just pass looks.

Weaknesses

  • Zero non Shotgun formations means no under center play action, no QB sneak package and no short yardage power, so third and one and goal line become guesswork.
  • Only two sets across 31 plays gives a studied opponent a very small film library, and once they know the trips strength side they can pre set overload pressure and press coverage to that side every snap.
  • The run concepts stop at Sweep, Draw and a single Run Play, all of which attack the perimeter or the delayed interior, so there is no downhill inside zone or gap scheme to grind out clock with a lead.
  • No tight end in the 10 personnel grouping means no extra edge blocker and no tight end chip, so nano blitz and simulated pressure against a five man protection put immediate heat on the quarterback.
  • Heavy reliance on timing routes (Curl, Hitch, Option Route) makes the playsheet vulnerable to physical press man from a defense that trusts its corners, since there is no motion heavy or bunch release package here to free receivers off the line.

Usage Tips

Build your entire audible package from both Shotgun sets, since that is all this playbook offers, and set your four audible slots as one Curl or Hitch concept, one Option Route, Four Verts and Draw so every down and distance has an answer without a formation change.

On first and ten and second and medium, lean on Option Route and Hitch to stay on schedule, then flip to the Cover 2 Beater or Cover 3 Beater once you have confirmed the opponent's base shell from the previous series.

Save Four Verts and Wheel for second and long or third and eight plus, when the defense drops into a soft shell and the trips side vertical spacing stretches the deep zones.

Call Sweep and Draw specifically when the defense walks a defender out over the trips slot and leaves a light box, and use Swing out of the backfield as your answer to edge pressure instead of trying to slide protect with only five blockers.

Because you never change personnel, no huddle aggressively after any completion to freeze the defense in the coverage you just beat, then hot route the single receiver side to attack the isolated corner.

Formations in this playbook

View Shotgun formation
Sets from Shotgun in this playbook
SetPlaysOpen
Wide Trips1015
Wide Y Trips WK16

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