Playbooks
RPO Zone Peek is a true run pass option built off an inside zone run scheme from Shotgun Doubles Y Off with 11 personnel. The quarterback rides the zone read mesh point while peeking a quick pass option built into the concept, giving him a run key on the box defenders and a throw key on the second level defender assigned to the peek route. This play is a hybrid run beater and light box zone beater, and the primary read progression is box count first (hand off if the count favors the run), then peek throw if a linebacker or slot defender bites down on the run action.
Pre-snap, check safety depth and box count, a light box with two high safeties tells the offense to expect run while a stacked box tells the QB to expect the peek throw. Post-snap, key the flow of the linebacker or slot defender attached to the peek route, aggressive run fits from that defender open the throw window instantly. User controlled defenders sitting at the peek route depth or spying the mesh point can shut this play down, so if you see a user flashing to that area at the snap, take the handoff instead. Cover 3 and other run heavy fronts with fast flowing linebackers are the biggest liability for this play since the peek defender can both fill the run gap and still be in position on the throw. Man coverage with off corners and light boxes tends to gift the run lane, so treat pure man alignments as a green light to trust the zone hand off over the RPO throw.
Count the defensive box before the snap and only plan to hand it off if you have a numbers advantage against the run front.
Watch the flow of the second level defender tied to the peek route, if he crashes on the zone action immediately pull and throw the peek window.
Use this in early down and medium distance situations where defenses are more likely to load the box to stop the run, since that is exactly when the peek throw opens up.
Pair this play with RPO Peek Slant or RPO Zone Y Peek later in a series so defenders who adjusted to the peek throw get gashed by the actual zone run instead.
Avoid calling this against known blitz heavy defenses without checking your protection first, since the zone flow can get blown up before the mesh point read even develops if the front is stunting hard.



































