Playbooks
Mtn HB Zone Wk is a weak side zone run out of Singleback Y Trips Close, sending the offensive line and fullback-less blocking surface to the weak side away from the trips bunch. The scheme relies on the tackles and guards climbing to the second level with a lead blocker or puller sealing the edge, letting the HB press the line and read the first true down block before cutting. Primary read progression starts with the playside guard and tackle double team or combo block, moving to the backside cutback lane if the front flows too hard toward the trips side.
Watch linebacker depth at the snap: if the mike and will are sitting shallow and crashing hard toward the trips side, the cutback lane opens for a big weak side gain. Identify safety rotation pre-snap: a single high safety shell means the defense is likely selling out to stop the run to the strength, favoring the weak side design. Look for defensive line slants toward the trips side, since a strong slant call away from the run direction can blow up the zone before the double team sets. Post-snap, key the backside defensive end and outside linebacker for contain discipline: disciplined edge defenders who stay home will force the back to commit to the double team block rather than bounce outside. This run gets stopped by a fast flowing linebacker corps that reads zone blocking schemes quickly and fills the cutback lane, so avoid this call against teams that consistently diagnose zone runs with disciplined gap integrity.
Use this play when the defense is stacked to the trips side pre-snap since the weak side zone attacks away from the numbers advantage the defense is honoring.
Check the box count before the snap: if there are six or fewer defenders in the box you have a clean numbers advantage to run this weak.
Pair this with Mtn Jet Slot Choice or Jet PA Wide Zone from the same set so the defense has to respect both the zone run and the play action off it, keeping linebackers honest on their run fits.
On early downs (first and ten or second and short) this play punishes teams that overload the trips side with nickel or dime personnel expecting pass.
If the defense shows a hard crash blitz to the play side, use motion or a hot route to slide protection or bounce the run design by hitting the cutback lane instead of forcing it playside.