Playbooks

Trips TE Flex Close WK

Specialists3DRBGadgetSLWR

Overview

Trips TE Flex Close WK is an 11 personnel Shotgun set that stacks three eligible receivers to the strong side, with the tight end flexed off the line as the inside trips receiver and the slot and outside receivers aligned in tighter, compressed splits. The halfback is offset to the weak side, opposite the trips, and the lone X receiver is isolated backside. Standard Gun Trips TE spreads the field wide. The Close alignment tightens the trips cluster, which creates natural rub and release space for crossers, corners, and in-breakers while still keeping the formation in a passing shell.

The flexed TE is the matchup lever. Because he is detached, defenses must decide whether to cover him with a linebacker, a safety, or a nickel, and each choice creates a mismatch. China Y-Shake, Read Y Corner, and Return Sprint TE Screen are built to exploit that decision. The weak offset back gives you a legitimate run threat away from the trips through Inside Zone, Outside Zone, HB Power, and the Bounce Read Option. It also sets up swing and slip screen concepts that punish defenses overloading coverage toward the trips side. The SLWR tag reflects how often the slot is the primary read, and the 3DRB tag marks the halfback as a real receiving weapon rather than a pass blocker.

This set's identity comes from the motion-tagged playbook. Mtn, Bounce, and Return variants shift receivers or the back pre-snap to reveal man versus zone, change strength, and generate leverage before the snap. Combined with RPO Read Bubble, Return RPO Alert Swing, and play-action shots like PA Deep Sail and Return PA Deep Sail, the set earns its Gadget tag. You can run a full, balanced attack from one alignment and make the defense guess every snap.

Strengths

  • Compressed trips splits create natural picks and traffic for Mtn Mesh Go's, Mtn Mesh Rail, and Bounce Shallow Cross, making this one of the more reliable man beater clusters in 11 personnel.
  • The flexed TE forces a coverage decision on every snap, and China Y-Shake and Read Y Corner punish a linebacker or safety matched on him with a two-way go against Cover 1 and Cover 3.
  • Switch Dagger, Mtn Dagger, and PA Flood flood the strong side with vertical and intermediate layers that stress Cover 3 and Cover 4 flat and curl defenders, especially after motion confirms zone.
  • The weak offset back creates a balanced run threat away from the trips, so Inside Zone, Same Side Zone, and HB Power attack lightened boxes when the defense slides coverage to the three-receiver side.
  • Motion variants (Mtn, Bounce, Return) give you built-in pre-snap coverage reads without burning an audible, and RPO Read Bubble and Return RPO Alert Swing let you punish box count decisions post-snap.

Weaknesses

  • With the TE detached and the back offset, pass protection is thin. Overload and nano blitzes from the weak side or the A gaps can get home before deeper concepts like Verticals or PA Deep Sail develop.
  • The isolated backside X receiver is predictable, and a user-controlled safety or press corner rolled that way can take away the single-receiver side and force everything into the crowded trips cluster.
  • The tight trips alignment invites bracket and banjo coverage, and defenses that match with Cover 3 Match or Cover 4 Palms can pass off the crossers and blanket the Close concepts.
  • The motion-heavy play list can telegraph intent against opponents who study tendencies, particularly if Return Sprint plays always roll toward the trips side.
  • The run game has limited gap scheme options, so defenses can stack a heavy weak side front against the offset back and sell out on stopping the zone runs without much penalty.

Usage Tips

Use Mtn and Bounce motion plays on early downs to read defender movement. If a defender travels across with the motion man, check to Mtn Mesh Go's or Mtn Smash Slot Choice. If the defense rotates or bumps, work Switch Dagger or Stick against zone.

On 3rd and medium, China Y-Shake and Stick are high percentage calls. Hot route the backside X to a slant or drag to give yourself a quick outlet against Cover 0 pressure.

When the defense shifts its box and safeties toward the trips, audible to Inside Zone, Same Side Zone, or Bounce Read Option to attack the weak side where your back is already aligned.

Against blitz-heavy opponents, block the halfback on deeper shots or call HB Slip Screen and Return Sprint TE Screen to punish aggressive rushers and slow down the nano pressure.

Set up PA Deep Sail and Return PA Deep Sail after two or three zone run calls, since the play-action pull on linebackers opens the sail window between flat and deep third defenders in Cover 3.

Plays (30)

Plays in Trips TE Flex Close WK
PlaySaveOpen
Bounce Inside ZoneRun Play
Bounce Read OptionRun Play
Bounce Shallow CrossShallow Cross, Crosser, Drag +5
China Y-ShakeCorner, Dig, In +1
HB PowerRun Play
HB Slip ScreenScreen Pass, Deep Cross, Crosser +3
Inside ZoneRun Play
Mid ZoneRun Play
Mtn DaggerDeep Cross, Crosser, Dig +4
Mtn Fake Screen WheelScreen Pass, Wheel, Deep Cross +7
Mtn HB SwingSwing, Pass Play
Mtn Mesh Go'sGo, Corner, Curl +4
Mtn Mesh RailDeep Cross, Crosser, Drag +3
Mtn Smash Slot ChoiceOption Route, Bubble Screen, Corner +3
Outside ZoneRun Play
PA Deep SailCorner, Post, Fade +7
PA FloodCorner, Fade, Flat +6
Read Y CornerCorner, Curl, Post +2
Return PA Deep SailCorner, Post, Flat +8
Return Post CurlCurl, Post, Block and Release +3
Return RPO Alert SwingSwing, Pass Play, Run Play
Return Sprint ComebackCorner, Flat, Hook +1
Return Sprint SpotCorner, Flat, Pass Play
Return Sprint TE ScreenScreen Pass, Bubble Screen, Corner +2
RPO Read BubbleBubble Screen, Pass Play, Run Play
Same Side ZoneRun Play
Shallow Slot FadeFade, Shallow Cross, Block and Release +6
StickStick, Block and Release, Curl +3
Switch DaggerBlock and Release, Deep Cross, Crosser +4
VerticalsDeep Cross, Crosser, Fade +4

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