Playbooks

Trips

Specialists3DRBGadgetSLWR

Overview

Pistol Trips puts the quarterback four yards deep with the back directly behind him, then stacks three receivers to one side with the tight end and X isolated away. That alignment is the key separator from Pistol Bunch or Pistol Y Trips: the spacing between the number one, number two, and number three receivers is wide enough that zone defenders have to declare their leverage pre-snap, but tight enough that a single flat defender cannot cover both the bubble and the outside release. Because you are in 11 personnel, defenses usually answer with nickel, which means you are attacking a light box on run downs while still holding a three-on-two overload to the trips side.

The pistol depth is what makes this set different from a standard Gun Trips look. The back is stacked, not offset, so run direction is hidden until the mesh point, which keeps HB Stretch, HB Counter, Pin Pull Sweep, and Strong Power all viable from the same pre-snap picture. Read Option and both RPO Alert Bubble variants weaponize that ambiguity: you read the box count, hand off into the light side, or throw the alert bubble to the number three receiver when the nickel walks into the box. HB Draw and HB Slip Screen punish opponents who start blitzing to compensate.

Through the air, the trips side isolates your slot on the number two and number three alignments, which is where 3DRB and SLWR tagged players shine, while the single receiver away gets pure man coverage with no help. Inside Cross, Inside Smash, Flood, PA Dagger, and Verticals all flood one zone with three route levels, and PA Ctr Waggle plus PA Boot give you play-action rollouts that move the pocket away from the overload so the quarterback throws with clean eyes.

Strengths

  • Flood and Inside Smash create true three-level stretches on the trips side, forcing a single flat defender to choose between the corner route and the underneath option against Cover 3 and Cover 2 shells.
  • Both RPO Alert Bubble concepts let you pull the bubble to the number three receiver the second the nickel or overhang defender walks into the box, punishing base run fits without a full audible.
  • Inside Cross and Slants are premium man beaters, with the crossers naturally rubbing off the stacked alignment and creating traffic that man defenders cannot navigate cleanly.
  • Pistol depth disguises run direction, so HB Stretch, HB Counter, Pin Pull Sweep, and Strong Power all read identically pre-snap and set up HB Draw and HB Slip Screen against blitz-heavy users.
  • PA Ctr Waggle and PA Boot roll the quarterback away from the trips side, breaking pursuit angles and giving you a clean single-read throw plus scramble yardage against man coverage with no free defender.

Weaknesses

  • The strong-side overload telegraphs your primary attack, and experienced users will simply rotate a safety over the trips side and user the middle hook, killing PA Dagger and Inside Cross.
  • Only one receiver aligns away from the trips, so if the opponent presses the isolated X and matches inside, your backside answers are limited to hot routes and WR Screen.
  • Interior nano blitzes and A-gap pressure get home fast because the pistol back has to declare a run fit at the mesh point, leaving the center and guard on an island.
  • Slip Screen and Bubble Screen both die against users who spam the flat, and 11 personnel means you do not have a second tight end to help wall off edge pressure.
  • Read Option and the RPO variants are read-dependent, and a spike-out or contain-heavy edge defender takes away the quarterback keep entirely, turning the play into a low-percentage handoff into a stacked box.

Usage Tips

Count the box pre-snap. Six or fewer defenders in the box with the nickel widened means hand off HB Stretch or Pin Pull Sweep. Seven with the overhang inside means alert the bubble.

On third and medium, run Stick or Curl Flat and hot route the number three receiver to a drag if you see hard press, which converts the concept into a clean man beater with a built-in checkdown.

Use Verticals against single high and hot route the number two receiver to a corner or streak based on safety leverage, then user the isolated X on the backside if the safety cheats over the trips.

Mix HB Draw and HB Slip Screen once your opponent starts bringing five or more, since the pistol alignment sells run and pulls linebackers forward before the screen releases.

Run PA Boot or PA Ctr Waggle on second down after establishing the stretch game, and always motion the number three receiver across if you need to identify man versus zone before the snap.

Plays (29)

Plays in Trips
PlayDiagramOpen
Bubble ScreenScreen Pass, Bubble Screen, Pass Play
Curl FlatFlat, Curl, Curl Flat +3
FloodFlood, Pass Play, Cover 3 Beater
HB CounterCounter, Run Play, Power Run
HB DiveDive, Run Play
HB DrawDraw, Run Play
HB SlamDive, Run Play
HB Slip ScreenScreen Pass, Hb Screen, Pass Play
HB StretchOutside Zone, Run Play, Zone Run
HB Zone WkInside Zone, Run Play, Zone Run
Inside CrossCrosser, Pass Play
Inside SmashSmash, Pass Play, Cover 2 Beater
PA BootPlay Action, Pass Play
PA Boot LtPlay Action, Pass Play
PA ComebackPlay Action, Comeback, Pass Play
PA Ctr WagglePlay Action, Pass Play
PA Ctr WaqgglePlay Action, Pass Play
PA DaggerPlay Action, Dagger, Pass Play +2
PA Deep InPlay Action, Pass Play
Pin Pull SweepSweep, Pin And Pull, Run Play +1
Read OptionRead Option, Run Play
RPO Alert BubbleRPO, Pass Play, Run Play
RPO Zone Alert BubbleRPO, Pass Play, Run Play
SlantsSlant, Pass Play
SmashSmash, Pass Play, Cover 2 Beater
StickStick, Stick Concept, Pass Play
Strong PowerPower, Run Play, Power Run
VerticalsFour Verts, Pass Play, Cover 2 Beater +1
WR ScreenScreen Pass, Wr Screen, Pass Play

Other Sets in Pistol

Ace

16 Plays · 1 RB, 2 TE, 2 WR

Ace Double Wing

15 Plays · 2 RB, 3 TE, 0 WR

Ace Slot

15 Plays · 1 RB, 2 TE, 2 WR

Bunch

20 Plays · 1 RB, 1 TE, 3 WR

Bunch TE

18 Plays · 1 RB, 1 TE, 3 WR

Bunch X Nasty

6 Plays · 1 RB, 1 TE, 3 WR

Deuce

15 Plays · 1 RB, 2 TE, 2 WR

Deuce Close

12 Plays · 1 RB, 2 TE, 2 WR

Doubles

26 Plays · 1 RB, 1 TE, 3 WR

Doubles Flex Hip

9 Plays · 1 RB, 1 TE, 3 WR

Doubles Hip

17 Plays · 1 RB, 1 TE, 3 WR

Doubles Y Off

32 Plays · 1 RB, 1 TE, 3 WR

Doubles Y Off Stack

18 Plays · 1 RB, 1 TE, 3 WR

East Tight

6 Plays · 1 RB, 3 TE, 1 WR

Full House

15 Plays · 3 RB, 0 TE, 2 WR

Full House Base

14 Plays · 2 RB, 1 TE, 2 WR

Full House Over Close

6 Plays · 2 RB, 1 TE, 2 WR

Full House Pro

6 Plays · 2 RB, 1 TE, 2 WR

Full House TE

10 Plays · 2 RB, 2 TE, 1 WR

Full Panther

10 Plays · Unknown

Open Flex

9 Plays · 1 RB, 1 TE, 3 WR

Open Flex Close

10 Plays · 1 RB, 1 TE, 3 WR

Philly

1 Play · 1 RB, 1 TE, 3 WR

Spread

39 Plays · 1 RB, 0 TE, 4 WR

Strong

30 Plays · 2 RB, 1 TE, 2 WR

Strong Slot

14 Plays · 2 RB, 1 TE, 2 WR

Strong Slot Close

9 Plays · 2 RB, 1 TE, 2 WR

Strong Slot Open

25 Plays · 2 RB, 0 TE, 3 WR

Strong Y Off Close

10 Plays · 2 RB, 1 TE, 2 WR

Tight Slots

13 Plays · 1 RB, 1 TE, 3 WR

Tight Y Off Flex

14 Plays · 1 RB, 1 TE, 3 WR

Trips Left Open

24 Plays · 1 RB, 0 TE, 4 WR

Trips Open

30 Plays · 1 RB, 0 TE, 4 WR

U Off

12 Plays · 1 RB, 2 TE, 2 WR

U Off Stack

9 Plays · 1 RB, 2 TE, 2 WR

U Off Trips

29 Plays · 1 RB, 2 TE, 2 WR

Weak

9 Plays · 2 RB, 1 TE, 2 WR

Weak I Wing

9 Plays · 2 RB, 2 TE, 1 WR

Weak Slot

21 Plays · 2 RB, 1 TE, 2 WR

Weak Slot Open

22 Plays · 2 RB, 0 TE, 3 WR

Wing

18 Plays · 1 RB, 2 TE, 2 WR

Wing Close

13 Plays · 1 RB, 2 TE, 2 WR

Wing Flex

12 Plays · 1 RB, 2 TE, 2 WR

Wing Flex Close

17 Plays · 1 RB, 2 TE, 2 WR

Wing Slot

22 Plays · 1 RB, 2 TE, 2 WR

Wing Tight Z

6 Plays · 1 RB, 3 TE, 1 WR

Y Off Trips

27 Plays · 1 RB, 1 TE, 3 WR

Y Trips

22 Plays · 1 RB, 1 TE, 3 WR