Playbooks

Franchise Playsheet

Wide Trips

PlaysheetOffense
1Formation
2Sets
31Plays

Overview

Wide Trips is a 31 play franchise situational playsheet built entirely out of Shotgun. Every snap comes from one formation split across 2 sets, and every snap uses 10 personnel (1 RB, 0 TE, 4 WR). That makes it one of the most concentrated sheets in the game. It is still larger than 59% of the 42 offensive franchise playsheets, so you get real depth inside a narrow shell. The focus is on spreading the defense horizontally with four receivers and making it defend the whole field on every play.

The concept list splits between a spread run game and a quick passing attack. On the ground you get Speed Option, Read Option, Sweep, Draw and base Run Play calls, all of which punish light boxes and defenders who crash on the mesh. Through the air the sheet leans on timing and coverage specific answers: Hitch, Slant, Four Verts, All Curl, Block and Release, and dedicated Cover 2 Beater and Cover 3 Beater calls. Because everything shares the same personnel and formation family, the defense gets no substitution tell between run and pass.

Pick Wide Trips over a more balanced sheet if you want to live in empty box spread football. You also give up any pretense of a power game. It suits players who want to read the coverage pre snap, check to the right beater at the line, and use option runs to stop defenses from dropping seven into coverage against four wide.

Scheme Fit

Wide Trips wants a mobile, accurate quarterback who can make Read Option and Speed Option decisions and still get Slant and Hitch throws out on time. It also wants four receivers with real route running and speed, plus a shifty back who can win on Draw and Sweep. It fits players who like spread tempo, reading coverage before the snap, and beating light boxes rather than players who want to line up heavy and run downhill.

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
PlaySaveOpen
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

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Strengths

  • Every play comes out of Shotgun 10 personnel, so the defense never gets a formation sub or personnel tell to separate your Draw and Speed Option calls from Four Verts and Cover 3 Beater.
  • Four receivers on every snap force the defense into nickel or dime shells, which lightens the box for Read Option, Speed Option and Sweep looks where the quarterback or back can get to the edge.
  • Dedicated Cover 2 Beater and Cover 3 Beater calls, plus Four Verts, give you a built in answer to the most common zone shells once you identify the safety rotation pre snap.
  • Quick game staples like Hitch, Slant and All Curl come out of the same Shotgun alignments, so you can hot route a single receiver and get the ball out before a nano blitz gets home.
  • With 31 plays packed into only 2 sets, audible packages are easy to build and remember, and you can flip between run and pass without ever leaving the formation.

Weaknesses

  • There is no under center, pistol, or heavy formation anywhere in the sheet, so short yardage and goal line downs have to be won from Shotgun with no tight end or fullback to add a gap.
  • Zero tight ends and a single back means pass protection is thin. A defense that sends six or overloads one side can beat your five linemen before Four Verts or deep curls develop.
  • The run game depends on option reads, Sweep and Draw rather than downhill gap schemes, so a disciplined front that plays the quarterback and spills the edge can shut down the ground attack.
  • Only 2 sets exist, which means an opponent who has seen your alignments a few drives in can key on receiver splits and jump routes like Slant and Hitch.
  • The listed concepts target Cover 2 and Cover 3 specifically, so quarters or disguised man coverage that rotates late can take away your pre snap reads.

Usage Tips

Build your base audible package from both Shotgun sets with one run (Read Option or Speed Option), one quick pass (Slant or Hitch), one zone beater (Cover 3 Beater) and Four Verts so you can counter any look on first and 10.

On second and short, check to Speed Option or Read Option when the defense subs into dime against your 10 personnel and leaves only five or six in the box.

On third and medium, call All Curl or the Cover 2 Beater against two high safeties, and hot route your slot to a Slant if you see press man across the board.

Against heavy blitz on passing downs, lean on Block and Release or quick Hitch calls, and slide protection toward the pressure side since you have no tight end to chip.

Use Draw and Sweep on second and long after hitting Four Verts, since defenses that sit in deep zone to protect against verticals give up yards underneath and to the perimeter.

Formations in this playbook

View Shotgun formation
Sets from Shotgun in this playbook
SetPlaysOpen
Wide Trips1015
Wide Y Trips WK—16

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