Playbooks

HB Mid Draw out of Shotgun Trips 10 personnel shows a delayed handoff to the HB with the offensive line selling pass protection before opening running lanes up the middle. The three trips receivers and single WR release vertically to hold their coverage assignments and clear out the box, buying the interior line time to reach the second level. This is a pure run play designed to punish aggressive pass rush upfield, with the primary read being the frontside gap first and a cutback lane behind the center if the linebackers bite on the pass-rush fake.
Pre-snap identify if the defense is in a two high shell or single high since two high shells often mean lighter boxes that this draw can exploit if the front six overpursues. Key the defensive tackles and edge rushers post-snap, if they are crashing hard upfield off the snap the cutback lane behind center opens immediately. Watch for user-controlled linebackers sitting in the hole or spying the backfield, since a disciplined Mike linebacker reading the mesh point can blow this play up for a loss. This play struggles against run blitzes and cover 0 looks where extra defenders are stacked in the box pre-snap with no regard for the pass-first trips alignment. Look for defenders flowing hard to the trips side, since that opens the backside cutback for a home run if the ball carrier is patient.
Call this on early downs or in obvious passing situations like second and long to exploit defenses that are keying pass rush or dropping into coverage. Watch the linebacker depth pre-snap: if they are creeping up expecting run blitz, this play loses value, but if they are sitting back in coverage shells this draw hits hard. Use the trips side receivers as decoys and never hot route them off their vertical releases since their job is to occupy defenders and open the middle of the field. Pair this with RPO Base Alert Bubble or RPO Alert Screen earlier in a drive so the defense respects the pass-first shotgun trips look, then hit them with the draw once they start rushing upfield. Best used against nano blitz packages and DL stunts since the delayed mesh point lets the draw hit right after the rush commits past the mesh point.

































