3x1 Trips
Three receivers to one side — stress the numbers.
Three eligible receivers to one side, one to the backside. Trips creates a numbers advantage — 3 receivers against 2 or 3 defenders — and forces the defense to choose exactly how it matches up.
What it does to the defense
Quarters (Cover 4) gets stressed: it's 3-on-2 to the trips side. Cover 2 has to widen fast. It forces 'poach' and 'push' calls and reveals the coverage — if no safety rotates to trips, it's zone.
How each scheme uses it
Air Raid
Flood the trips side: vertical, out, and flat overload two defenders. Backside dig gets the 1-on-1.
West Coast
Drive concept to the trips side; backside slant vs the off corner. Levels stresses the hook defenders.
Power Run (Gap)
Run weak — the defense over-shifts to trips. Then play-action backside post behind the rotated safety.
Wide Zone
Bootleg away from trips into the vacated flat; trips-side bubble off the zone read.
Spread Option
Read the trips-side end; RPO glance thrown behind the rolled coverage.
Vertical
Trips-side verticals: the #3 seam against a safety who can only choose one. Backside fade in 1-on-1.