Playbooks

Shotgun Trips in 10 personnel puts four wide receivers and one running back on the field, with three receivers stacked to one side and a lone X receiver isolated on the backside. Unlike Doubles or Bunch sets in Shotgun, Trips creates a true 3x1 alignment. The defense has to choose between rotating coverage toward the trips side and leaving the X on an island, or playing balanced and giving up numbers to the strong side. With no tight end on the field, every eligible option is a speed threat, so linebackers and nickel defenders get forced into coverage against receivers they cannot run with.
The playbook here is deep and versatile. Four Verticals, Levels, Cross Flood, and Stick Wheel flood the trips side against zone. 61 X Choice, Middle Slant, and Fade Stops attack the isolated X against man. The RPO menu (RPO Alert Screen, RPO Alert Bubble, RPO Peek Stick, RPO Read Screen, RPO Zone Alert Screen, RPO Base Alert Bubble) plus the RNS concepts let you punish defenders who cheat toward the box or the numbers. A real run game is still there with Inside Zone, HB Counter, HB Mid Draw, Speed Option, and the Mtn HB Draw, so light boxes against 10 personnel get punished on the ground.
The biggest matchup edge is putting your best route runner at X and forcing a one-on-one read on every snap. When the defense rolls a safety to the trips side, the backside X gets single coverage with no help over the top. When they stay balanced, the inside slot (the #3 receiver) usually draws a linebacker or a slower safety, which is exactly what Slot Drive, Slot Corner, and Curl Post Wheel are built to exploit.
Read the safety rotation pre-snap: if the single-high safety shades toward trips, audible to 61 X Choice or Middle Slant and throw to the X; if the safeties stay balanced, attack the flood side with Levels or Stick Wheel.
Against heavy blitz or Cover 0 looks, audible to RPO Alert Bubble, Bubble Screen, or HB Slip Screen, or hot route the RB to a block and the X to a slant for a quick answer.
On 3rd and medium against zone, Stick, Mtn Stick, and Curls give you a reliable sticks throw; put a streak on the #1 receiver to clear the flat if the corner squats.
When the defense subs into dime to match 10 personnel, lean on Inside Zone, HB Counter, and Mtn HB Draw to punish the light box, then come back with PA Read or PA Middle once the linebackers start triggering downhill.
Use motion with the #3 receiver to identify man versus zone. If a defender follows him across the formation, call a man beater like Slot Drive KO or Fade Stops; if the coverage just shifts, stay with zone beaters like Cross Flood.


































