Playbooks
Wing Trips WK is a Shotgun set built around 11 personnel (1 RB 1 TE). All three wide receivers stack to the trips side, while the tight end aligns in a wing position off the weak side tackle and the running back sits offset in the backfield. Most Shotgun trips sets pair a lone X receiver with the three-receiver surface. This one replaces the backside wideout with a wing TE, so the weak side reads like a condensed run formation and the strong side stretches the field horizontally. That split identity is the whole point. Defenses must honor a spread passing surface to one side and a gap-scheme run game with an extra blocker to the other.
The wing TE drives the run menu. He can kick out, arc, or wrap as a lead blocker on Counter Bash, GT Counter Bash, Counter Y, Buck Sweep, Wide Trap, and Y Lead Read Option. That gives you true pulling and bash-style concepts without leaving Shotgun. The 3DRB and Gadget tags reflect this: the set rewards a versatile back who can run between the tackles, catch the HB Slip Screen or Mtn HB Slip Screen, and threaten on PA Y Wheel. Read-option tags like Power Read, PA Inverted Veer, and PA Read let the QB put the backside end in conflict, and the wing TE seals that edge.
The passing game uses trips spacing to isolate the inside slot and the running back against linebackers. Stick, Z Spot, and Quads Sprint Spot create high-low reads on flat defenders. Slot Cross, Mtn Cross Z Poco, and 619 Sail flood zones and beat man with crossers. The Quads package (Quads Cross Y Delay, Quads Drive, Quads Sprint Spot) motions the wing TE across the formation to form a four-receiver side. That motion forces checks and often leaves a linebacker or safety matched on the TE. Four Verticals, Switch Comeback, and Switch Z Curl round out the vertical and stem-based answers.
Before the snap, read the box count against the trips side. If the defense shows six or fewer in the box with a safety rotated to trips, go to Counter Bash, GT Counter Bash, or Buck Sweep toward the wing TE.
Against Cover 3 Sky or Buzz on early downs, call Stick or Z Spot and read the curl-flat defender. Hot route the running back to a flat or wheel to add another stretch if the flat defender widens.
Use the Quads plays as a pre-snap diagnostic. Motion the TE across on Quads Drive or Quads Sprint Spot, and if a linebacker follows him, you have man coverage and a mismatch. If the defense bumps and rotates, work the zone voids.
On 3rd and medium against man or blitz, call Slot Cross or 619 Sail. Hot route the wing TE to a block or slant if you see edge pressure, and target the rubs created by the trips stack.
Pair the read game with play action. Once Power Read, PA Inverted Veer, or RPO Alert Out gets the linebackers flowing downhill, come back with PA Y Wheel or PA Power Y Pop to hit the vacated second level.