Playbooks

Bunch Open TE is Shotgun's trips-bunch look built on 11 personnel, but the key wrinkle is in the name: the tight end is detached and set into the bunch cluster rather than attached to the tackle. You get a three man stack to one side (typically the TE, slot, and outside receiver in a tight triangle) with the X isolated backside and the back offset next to the quarterback. That alignment gives you a true one on one island on the weak side while the bunch side forces the defense to declare whether it is banjoing the cluster in man or spotting up in zone.
What separates this set from standard Shotgun Bunch or Trips looks is the flexibility of that detached tight end. Because he is in the cluster instead of on the line, he releases clean off the snap with no chip responsibility, which is why the play art is loaded with option and spot concepts (Clearout Z Option, Z Spot, Mtn Sprint Z Spot, Mtn Mesh Spot) that stress a linebacker or nickel in space. A 6'5 TE running an option route against a 80 speed backer in the flat area is the single best matchup this set manufactures, and it shows up on nearly every concept in the book.
The RPO package is where Bunch Open TE really earns its slot in a competitive playbook. RPO Alert Bubble, RPO Zone Alert Bubble, and RPO Peek WR Screen all let you read the second level defender over the bunch and either hand off into a light box or throw the bubble to a numbers advantage. Pair that with Same Side Zone, HB Draw, and HB Slip Screen and you have a run game that keeps the same look, plus Flood, Y Trail, and Dig Return for the dropback answers. The Gadget and SLWR tags mean you can drop a speed back or gadget athlete into the cluster and create a coverage mismatch the defense has to burn an adjustment on.
Read the defender over the bunch pre snap on RPO Alert Bubble and RPO Zone Alert Bubble: if he is stacked at seven yards or wider than the slot, hand it off into the light box, and if he is tight to the line, throw the bubble
Against single high with a user in the middle, go to Flood or Sprint Double Out and work the sideline where the user cannot get depth in time
On third and medium, Mtn RPO Read Snag and Z Spot are your best zone beaters because the snag sits in the soft spot while the corner route holds the deep third defender
Motion the point man of the bunch across the formation to diagnose coverage: if a defender chases, it is man and you go to Clearout Z Option or Mtn Mesh Spot, and if the defense stays static, it is zone and you go to Z Spot or Flood
Keep the back in on Dig Return and Fake Screen Verticals when you see a two high shell with creeping second level defenders, because those are your longest developing concepts and the pressure will get home otherwise
Use the Gadget and SLWR tags to put your fastest athlete in the bunch on HB Slip Screen and the bubble RPOs, then punish whichever linebacker gets stuck in space