Playbooks
Franchise Playsheet
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.
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.
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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.
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