5v5 play · Trips right
Trips Stick: a 5v5 flag football play that beats zone
Trips Stick starts from trips right. Zone. Two receivers put the flat defender in a bind.
Updated October 20, 2026.
- Trips right
- Beats zone
- 15 yd to goal
- QB: drop back
- Deepest route 18 yd
Why it beats that coverage
Trips Stick makes the flat defender choose between Y sitting at 5 yards and X widening underneath. Throw Y when that defender moves outside, or X when the defender stays inside. Z’s fade stretches the outside lane while C crosses behind the first decision.
The quarterback’s read
- Y on the stick if the flat defender widens
- X in the flat if they sit
- C on the dig
Each player’s job
- QB: Drop back and read the flat defender on the trips side. Look to Y on the stick when the defender widens, X in the flat when the defender sits, then C on the dig. Make the first decision as Y turns.
- C: Run straight to 6 yards, then break left on an in route. Cross behind the shorter throws and keep your chest available to the quarterback. You are the third read if the stick and flat are covered.
- X: Release outside at 1.5 yards and widen into the flat, reaching 3 yards downfield. Keep running away from Y’s sitting point. Stretch the flat defender horizontally without drifting up into the stick window.
- Y: Run to 5 yards, turn toward the quarterback and sit in the open window. The route is a hitch used as the stick read. Show your hands promptly so the ball can arrive before an inside defender closes.
- Z: Run the outside fade toward 18 yards, widening slightly as you climb. Keep your release clear of X and Y. Your vertical route stretches the outside coverage above the two short options.
When to call Trips Stick
Use Trips Stick against zone when an outside defender is responsible for the flat. Start from trips right with 15 yards to the goal line. You have a short inside target, a short outside target and vertical space for Z to carry coverage away.
This is a useful call when you want your quarterback to make one clear decision early. Point out the flat defender before the snap. After the snap, your quarterback watches that player move and throws to the space the defender leaves.
If the line to gain is close, Y’s 5-yard turn gives you a clear landmark to coach. X catches shallower and needs space to continue. Keep the required distance in mind when choosing between an easy completion and a throw that reaches the marker immediately.
What takes away the stick
Zone defenders can squeeze the inside and outside windows with two players. A defender sitting on Y while another widens with X removes the simple choice. Work to C crossing at 6 yards instead of holding the ball and waiting for the first window to reopen.
If the defense drops deeper underneath your inside routes, call Sideline Drive and work toward the boundary. If it changes to tight man coverage, call Mesh Drive so your receivers can create separation while crossing the field. Against a corner squatting low with help inside, Flood Switch adds an outside throw above the flat.
Coaching the turn and throw
Rehearse Y’s turn without a defender first. The receiver should arrive at 5 yards under control and face the quarterback immediately. A slow turn makes the quarterback wait and gives the zone time to close.
Keep X moving outside while Y sits. If both receivers stop next to each other, one defender can cover both. Use cones to separate the flat landmark from the stick landmark, then remove them once the players hold their spacing.
Add one flat defender and alternate the instruction to widen or sit. Your quarterback should say which space opened after every repetition. Then bring in the rest of the defense and keep the same read. The route guide explains how this hitch, flat and in route fit together.
See it run
Watch it against Cover 2.
Trips Stick against Cover 2: the ball goes to Y on the hitch.
Animation is included with Routr Pro.