Playbooks

Wide Trips HB WK

Specialists3DRBGadgetPower HBSLWR

Overview

Wide Trips HB WK is a four receiver, 10 personnel Shotgun set that puts three wideouts in a stretched trips bunch to the field, isolates a single X receiver on the backside, and offsets the halfback to the weak side, away from the trips. Compact trips looks like Trips TE or Bunch keep receivers tight to the formation. This set widens the splits, so the defense has to declare its coverage rotation early. Safeties must widen to honor three vertical threats. The weak side HB alignment puts your back on the same side as the isolated X, which creates a natural two man game on the backside against a single corner and whatever linebacker or safety is responsible for the back.

No tight end means five linemen plus your back handle protection, and that trade buys space and speed. Your slot receiver (SLWR tag) works inside against nickel and dime defenders. Your 3DRB gets split field space for angle routes, slip screens, and checkdowns. The Power HB tag matters because HB Off Tackle and HB Base give you legitimate downhill runs against the light boxes that four wide personnel forces. The Gadget tag reflects the screen game (Slot Mid Screen, HB Angle Screen, HB Slip Screen) and misdirection concepts like Scissors that punish defenses overplaying the trips side.

The playbook covers every coverage shell. All Go and Deep Flood attack two high and single high safeties vertically. Levels, Stick, and Trips Cross shred zone underneath. Quick Slants and Curls X Post provide quick man beaters, and RZ Dusty and Corner Strike handle the red zone. The core idea is to overload the field side with trips, then punish the defense on the weak side with the X and the halfback once it rotates coverage.

Strengths

  • Trips width forces a coverage declaration: if the defense bumps a safety over to match trips, the backside X receiver is isolated one on one, and Curls X Post or a hot routed slant to the X becomes an easy man beater.
  • Deep Flood and Levels create high and low and three level reads against Cover 3 and Cover 4, putting the flat defender and the curl flat player in conflict, with the SLWR sitting in the void.
  • The weak side HB alignment pairs your 3DRB with the isolated X, so HB Angle Screen, HB Slip Screen, and the angle route in Air Raid Under attack linebackers in man and punish zone blitzes that vacate the backside hook.
  • A light box against 10 personnel makes HB Off Tackle and HB Base viable with a Power HB, keeping nickel and dime defenses honest and setting up RPO style tempo off the same look.
  • Quick Slants, Stick, and Trips Cross give fast answers to Cover 0 and Cover 1 pressure, with mesh style crossers and picks from the trips alignment that are hard to user without leaving another receiver open.

Weaknesses

  • With no tight end and only one back, protection is thin: overload blitzes and nano blitzes aimed at the weak side A gap or off the trips edge can get home before deep developing concepts like All Go and Deep Flood finish.
  • A skilled user controlled safety or linebacker sitting in the middle hook can undercut Trips Cross, Stick, and Levels, since many of the set's zone beaters target the same intermediate window.
  • Defenses can play Cover 3 Match or Cover 4 with trips checks (Solo or Mable style) to handle the three receiver side without over rotating, taking away the easy isolation on the backside X.
  • The run game is predictable from this alignment: the weak side HB offset tips run direction, and opponents who read your tendencies can spill runs with a slanted line shift and a blitzing nickel.
  • The screen heavy Gadget package is vulnerable to defensive linemen dropping into zone and to spies, and a single screen read by a user can become a turnover or a big loss.

Usage Tips

Pre snap, count the safeties and watch the rotation toward trips: a single high look with a safety shading trips means you check to Curls X Post or hot route the X to a slant or fade for a man isolation on the backside.

Against two high shells showing six or fewer in the box, audible to HB Off Tackle or HB Base and make the defense prove it can stop the Power HB before you throw deep.

On 3rd and short to medium, Stick and Quick Slants are your go to calls, and you can hot route the HB to a block or quick out depending on whether the blitz shows weak side pressure.

When you read Cover 3 on early downs, dial up Deep Flood or Levels and slide protection toward the trips side to buy time for the corner route and the intermediate out to open.

Mix in HB Slip Screen and Slot Mid Screen after the defense starts sending nickel pressure or dropping into zone, and pair them with All Go from the same look to keep users from cheating on either.

Plays (16)

Plays in Wide Trips HB WK
PlaySaveOpen
Air Raid UnderDig, Speed Out, Streak +2
All GoGo, Deep Cross, Crosser +3
Corner StrikeCorner, Flat, In +1
Curls X PostCurl, Post, Swing +1
Deep FloodCorner, Out, Post +3
HB Angle ScreenScreen Pass, Angle, Hitch +3
HB BaseRun Play
HB Off TackleRun Play
HB Slip ScreenScreen Pass, Deep Cross, Crosser +2
LevelsIn, Option Route, Pass Play
Quick SlantsSlant, Flat, Pass Play
RZ DustyCorner, Post, In +3
ScissorsBlock and Release, Corner, Post +2
Slot Mid ScreenScreen Pass, Bubble Screen, Slant +2
StickStick, Flat, Hitch +4
Trips CrossCrosser, Deep Cross, Option Route +4

Other Sets in Shotgun

4wr Pack Trips

18 Plays · 1 RB, 0 TE, 4 WR

4WR Trips Strong

18 Plays · 1 RB, 0 TE, 4 WR

Box

18 Plays · 1 RB, 0 TE, 4 WR

Bunch Open

9 Plays · 1 RB, 0 TE, 4 WR

Flanker Close

17 Plays · 1 RB, 0 TE, 4 WR

Spread

85 Plays · 1 RB, 0 TE, 4 WR

Spread Slots Close

22 Plays · 1 RB, 0 TE, 4 WR

Trey 4WR

21 Plays · 1 RB, 0 TE, 4 WR

Trio 4wr Str

15 Plays · 1 RB, 0 TE, 4 WR

Trips

49 Plays · 1 RB, 0 TE, 4 WR

Trips HB Wk

61 Plays · 1 RB, 0 TE, 4 WR

Trips Slots Close

27 Plays · 1 RB, 0 TE, 4 WR

See all 237 sets in Shotgun