Playbooks

Double In is an Empty Trips Speed concept out of Shotgun 11 personnel that isolates two in-breaking routes from the trips side while stretching the field vertically and horizontally on the backside. The X receiver on the backside runs a go route to occupy the deep half, the inside trips receiver runs a deep in that sits behind the linebackers, the middle trips receiver runs a shallow in underneath, and the outside trips receiver runs a corner/flat breaking route with the tight end releasing on a short in from the line. This is a man beater that attacks with natural pick leverage from the bunched trips alignment, and the primary read progresses from the deep in to the shallow in with the go route as a hot answer against soft coverage.
Pre-snap, identify if the defense rolls into a two-high shell or single-high look, since two-high alignments open up the deep in window between the linebackers and safeties. Watch the flat defender and underneath hook defender on the trips side, if they widen with the outside corner route it opens a throwing lane for both in-breaking routes. Man coverage with no safety help over the top is the best shell to attack, the natural pick from the bunch alignment creates immediate separation on the deep in route. Cover 3 and Cover 4 zone shells with disciplined linebacker drops can squeeze the window for the deep in, so look for a linebacker sitting in the intermediate middle zone as a sign to check down to the shallow in instead. Post-snap, key any user-controlled defender flying downhill on the shallow in, since that usually signals man coverage or a blitz, which means the deep in or backside go route becomes the better answer.
Check the safety shell before the snap, if you see two high safeties the deep in behind the linebackers has room to sit down in the void.
Against man coverage look immediately to the trips bunch for natural rub action, the deep in should separate off the traffic created by the shallow in and corner routes.
Use the backside go route as a hot route answer if the defense shows Cover 0 or brings a corner blitz off the edge, it forces a one-on-one shot play with no safety help.
Pair this play with Flanker Under or Whip Unders in your play-calling sequence, since both start with similar trips alignment but hit different levels, keeping linebackers and zone defenders guessing on route depth.
Best called on second or third and medium, since the double in concept needs a couple seconds to develop and works well when the defense is not selling out on the run.