Playbooks

Double Cross is a dual crosser concept out of Y Off Trips Nasty that puts two deep crossing routes on a collision course to stress zone defenders and pick off man coverage. The outside trips receiver runs a deep dig that crosses the field, the middle trips receiver runs an under crosser going the opposite direction, and the third trips receiver breaks outside on a corner route to clear the deep zone. Underneath, the backside receiver runs a quick out while the RB checks into the flat as a shallow outlet, giving the quarterback a layered progression from the deep crossers down to the flat check down.
Pre-snap, identify if the defense is showing single high or two high safeties, since single high leaves the deep corner route on an island against Cover 3 rotation. Check linebacker depth before the snap, shallow linebackers signal man coverage or a blitz look that the crossers can exploit with natural rub picks. Post-snap, key the mike linebacker or any user controlled defender sitting in the shallow hook zone, as this is the biggest threat to jumping the underneath crosser. Against Cover 2 or Cover 4 shells, the deep crossers can get squeezed by safeties rotating over the top, so be ready to work the flat route or RB check down instead. If the defense blitzes with zero coverage, get the ball out immediately to the RB flat route since both crossers will not have time to clear the underneath traffic.
Look for the crossers to naturally rub off man coverage defenders, so call this against man heavy teams that like to press or blitz off the trips side.
Use the flat route and RB check down as your answer versus a hard blitz when the deep crossers need extra time to develop.
Pair this with Mtn X Drag or Dagger Whip earlier in a series so the defense starts sitting on shallow crossers, then hit them with the deeper cross for an explosive play.
Best called on second or third and medium to long since both crossers take a few seconds to clear traffic and develop depth.
Watch for user linebackers sitting in the middle of the field, since they can jump the near crosser if you telegraph the throw too early.