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Coaches’ Playbook “Keep it FUN” John Maldonado, Commissioner [email protected] 760.636.0477 Tom Roche, Commissioner [email protected] 949.836.4753

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Coaches’ Playbook

“Keep it FUN”

John Maldonado, [email protected]

760.636.0477

Tom Roche, [email protected]

949.836.4753

Coaching Tips

5 Point Checklist10 Tips for a Successful Season

5 Point Checklist

The “5 Point Checklist” is the foundation for successfully coaching youth football. At the end of the football game, ask yourself the following: Did I build confidence in the kids? Did I keep it simple? Did the kids have FUN? Did they learn something new? Did they display good sportsmanship?If you answered yes to each of these questions, then you were a great coach.

Building Confidence Many kids feel nervous, timid, or simply unsure about their abilities even though they may be athletically gifted. Making their first catch, fist long run, first intercep-tion, or first touchdown is a BIG deal! With a little confidence building, don’t be surprised if you unleash a monster! A kid on my team, “Austin”, was a great example of this. He was scared of the ball, about his performance, and didn’t even want to be involved in the play. I noticed that early, so in the first game of the season I ran him on a double reverse. Sixty (60) yards and a smile from ear to ear later, he was standing in the end zone in disbelief.

Keep it Simple!Simplicity is the key to coaching youth football. Whether you are coaching 4 year olds or 15 year olds, the same concepts apply. I only teach my kids what is critical to be successful. Excessive adult terminology and overly complex plays are a recipe for disaster.

Keep it Fun!Remember, kids want (and deserve) to have fun. It is possible to keep them focused, well disciplined, AND have fun all at the same time. A kid will only be a kid once. Let them enjoy it and challenge yourself to create an experience they will never forget! If you make them laugh they will loosen up, have more fun, and probably even play better. “Bobby, we are running a double reverse and you are getting the ball. I want you to run like your pants are on fire!”

Help Kids Learn the Game!Make it a point to teach the kids something NEW every week. Don’t just teach them how, teach them WHY? Kids are great learners and they always want to know “why”. Well, teach them why! “You are blitzing because...putting pressure on the quarterback will cause him to make a mistake.” “When catching a ball, you want to hook the ball into your hands because...you are less likely to drop it.”

SportsmanshipTake the time to help kids learn the values of sportmanship. Honesty, integrity, respect, teamwork, and fair play will go a long way not only on the field, but also in life. Recognize and reward your kids for displaying these great attributes.

10 Tips for a Successful Season

Flag Football PlaybookAn architect would never attempt to build a house without a blueprint or “plans”. Just the same, a team should never show up to a game without good plays or an organized game plan. Make sure you have reliable flag football plays and your teammates have access to it. Consider using wristbands to speed play.

Pressure the Opposing QuarterbackEven the best quarterbacks play poorly when they get too much pressure. Get in there and get in there fast! Most interceptions are created by excessive defensive pressure. Often times, the slower players are used to rush the QB. Instead, send your fastest and most athletic player after that QB! Speed and agility are needed to really shake things up. Keeping “fresh legs” for BZs is also important, so plan on rotating players every few plays.

Pitch the BallIn most flag football leagues, a fumble is a dead ball. Because of this, pitching the ball is a MUST. The risk-reward continuum is outstanding in your favor and your team should take full advantage of this. Flipping the ball is a team concept and everyone should be thinking “flip”. Just be sure that your players know that they can only flip it behind them. The chance of you turning a short yardage play into a touchdown far outweighs the possibility of a turnover.

Learn the “Route Tree”Make sure that every player on the team learns the route tree. It’s a great tool for running warm routes in practice, but it’s also nice for calling individual “hot routes” from the line of scrimmage.

TurnoversAvoiding turnovers is the most critical component of the game. When the game begins, you can assume that your team will get 6 drives (possessions) and your opponent will get 6 drives. If you throw 2 interceptions, they get 8 drives and you get 4. All things equal, this is a tremendous obstacle to overcome. Since almost all turnovers are passes, train your QB to be wise. On those low percentages or dangerous throws, don’t force it. Just throw it away!

Play to Your TalentsAll players have different skills and attributes. Some players have the ability to think through complex situations and react well on their feet. Other players have great hands, good speed, or an uncanny ability to pull flags. Put your players where they are likely to perform best.

10 Tips for a Successful Season (con’t)

Extra PointsSpend a substantial part of your practice time working on the conversions. If both teams score the same amount of touchdowns, which happens quite often, the deciding factor will often be determined by who makes the extra points.

MisdirectionMisdirection is the single most effective way to beat a defense. Misdirection is the art of making a defense think a play is going one way when, in fact, it’s going the other. The key to successful misdirection is to freeze the defense for one or two seconds, then attack the opposite side they think you are attacking. Pull them one way and then go the other.

Pulling FlagsEvery missed flag means 5 to 7 more yards for the other team. Make sure you practice grabbing flags. This is often overlooked but very important in stopping your opponent’s offense.

Be Prepared and OrganizedTake advantage of the limited time you have each week with your players. Having a structured practice, easy to teach plays, and a whistle can quickly convert your group into a competitive team. Focus drills on running the perfect play. Have fun and be patient!

Practicing

IntroductionSample Practice Plan & Exercises

Offensive DrillsDefensive Drills

Offensive Player Descriptions

For visual examples of drills and skills please view this YouTube video link

http://www.youtube.com/watch?v=MdB0uO8C_ds

Introduction

Introduction:Coaching youth sports can be challenging. With a little guidance and organization your experience can be extremely rewarding. The key to successful coaching is being prepared and organized. Many coaches spend a lot of time on drills not associated with the types of plays they will run. By having a list of plays designed before you practice, this allows you to focus your drills around running perfect plays. The goal for the season should be teach every player their positions and football. This may look a little disorganized in the first week or two, but if you stay patient and continue to coach, the players and your games can become competitive and the experience for everyone can be enjoyable.

Product Information Statement:Flag football plays designed for youth flag football. These plays have been used successfully and are created so that the coach can effectively communicate, and the players can easily understand. There are 25 color pages of organized run and pass plays which utilizes 7 different formations. Each page provides one key play along with other play options on the same page. The positions are color coded so the play can be easily called and understood in the huddle. There are various options per play so you don’t have to thumb through 100 of pages to find and call plays. Although the book has 25 key plays, each play has other options leading to a total of over 50 plays in this manual.

Keys to Offense:On offensive the key to success is getting the players to be patient while running the play so the play develops. Surprisingly, many plays, basic or advanced, can result in positive yards if the play is run correctly. It is important to get the timing down for the plays. Quick hit plays must be run quickly –meaning the runner and QB must execute their part as soon as the ball is snapped. In other plays the plays can be run at a comfortable pace to ensure fakes and hand-offs are completed without mistakes. Many of these plays consist of misdirection and fakes. It is important that the players not getting the ball take the fake correctly and the actual ball carrier is patient to let the play develop ahead of him so the lanes are open. Proper delays and clean hand-offs can be the difference between being competitive or not.

Keys to Defense:On defense the key to success is also patience. Many teams will runs fakes and end-a-rounds, so the defensive players must stay in their position or zone until the player with the ball comes through their area, or cross the line of scrimmage. The goal is to keep the runner inside, meaning the defensive ends must not let the runner get to the outside of them. Defense should be designed to utilize every player regardless of their skill. Each player should be taught their position, and coached for improvement throughout the year.

Introduction (con’t)

Recommendations:The plays are in order of difficulty. I recommend teaching a few pages at a time. The most important thing is to execute the plays correctly. Once the players understand the plays their experience and yours will make great strides forward.

Disclaimer:Information in this document is to be used as information purposes only. The authors do not guarantee, warranty, or provide predictions regarding this information. They also do not imply these will work in every situation and/or are governed by your league. You should consult with your league to ensure they will conform to their standards. Nothing in this document constitutes, or is meant to constitute, advice of any kind.

Sample Practice Plan & Exercises

Sample Practice Plan: (based on 90 minutes)10 minutes–Warm-up –Two equal rows one in front of the other. Spread out with enough room to do the exercise.2.5 minutes–Quick water break30 minutes–Drills focused on fundamentals –both offense and defense. You can divide the team into two groups –offense and defense. Have your defensive coaches run the players through drills focused on defensive fundamentals. Do the same for offense. After 15 minutes switch groups.2.5 minute–Water break20 minute–Scrimmage –Offense against defense2.5 minute–Water break20 minute–Scrimmage –Switch offensive and defensive teams2.5 minute–Water break/closing comments

Sample ExercisesCross-over Toe Touches–Starting position feet spread apart, hands/arms pointed straight out to each side. Take you right hand and reach over and touch/hold your left foot. Hold position for count of ten. Then left hand to right foot. Do this two times each.

Picking Berries–Starting position feet spread apart, hands on hips. Reach out and touch the ground in front of you 3 times –each time getting closer to being right below you, then return to standing position (hands on hips). One set of 10 reps. 1, 2, 3, 1 –1,2,3,2 –1,2,3,3 –1,2,3,4 and so on.

Run Sprints–Form two equal rows -one in front of the other. Coach move back so the players will have about 30 yards to run. Have the players get into a RB set. Coach will yell out –DOWN, SET, HUT (or whatever cadence you will use during games). The players will get into set position and run on HUT. One row at a time. Do this a few times and make sure the players do not leave early.

Offensive Drills

Passing DrillsDrill 1 - This is the easiest and most common passing drill.Line your QB up with a line of receivers on the left or right side of the QB. Have the receivers run routes at the same time and the QB throw to one of them. You can add a DB into the mix to make it interesting.

Drill 2 - This drill helps with accuracy and decision making.Have two receivers line up 5 yards apart and 10 yards away from the QB. Place one defender in between the receivers. Have your QB “thread the needle” and keep the ball out of the defenders’ reach.

Catching DrillsDrill 1 - This drill helps receivers catch unexpected or errant throws.Have the WR line up 10 yards away from the QB with the WR’s back to the QB. As soon as you say go, the QB will throw the ball and the WR will have no idea where the ball is going to be until the last second. The WR should react quickly and snag the ball out of the air.

Drill 2 - This helps the receiver make quick decisions and improve catching dramatically.Two QBs should stand next to each other, each one holding two balls and facing the WR. The WR should stand 5 yards back facing the two QBs. When you give the signal, the first QB should throw the ball. Repeat until all the balls are thrown.

Route Running DrillsThe best way to improve route running is to practice, practice, practice. At first, break it down and go half speed, focusing in on the receiver’s breaks. Do not throw any balls until the routes are run properly. Once the player’s routes are “crisp”, start throwing balls to them. Have a contest to see which player runs the best routes and they will all compete and strive for perfection! The best receiver of all-time, Jerry Rice, was not the fastest, tallest, or the best jumper in the game. He did, however, run crisp disciplined routes that set him apart from all the others.

Ball Carrying DrillsDrill 1 - This drill helps the ball carrier get better at cutting and juking.Set up an obstacle course with cones. Tell ball carrier to run and juke when they reach each cone. You can also use spins or back steps in place of jukes.

Drill 2 - This drill helps the ball carrier beat defenders in open space.Set up a 5 x 7 yard square with cones. Place a defender in the middle. Have your ball carrier go one-on-one with a defender. See if the runner can make it to the other end without getting caught.

Offensive Drills (con’t)

QB Mobility DrillsDrill 1 - This drill teaches QB mobility from an accelerated blitz.Have the QB line up in a shotgun behind the C. The C should snap the ball and run a 7 step hook. Have a defender blitz the QB, starting 3 yards closer than the usual blitz location. The QB should avoid the blitz as best as possible before hitting the C, as the C turns and looks for the ball.

Drill 2 - This drill shows the QB why vision is important.Have the QB line up in a shotgun behind the C. Have a defender blitz the QB from the usual DB position from different angles. The QB should “elude” the defenders for 5 seconds before they throw the ball.

Hand-off Drills:This drill helps with getting the QB focused on plays running left or right, faking if needed, and ultimately getting the ball to the final runner. It also helps with getting the RB to understand which direction they are running, if they’re getting the ball or not, and in which order they will start. I use this drill as my warm-up before games. It focuses on the fundamentals of running plays.

The Drill: Set-up the Pro-Set offense without the receiver. QB, Center and the two RB positions. All the remaining players will get in lines at the RB positions. Have a coach stand directly in front to the Center/QB and call out which RB is getting the ball, either left or right, along with any fakes. I start this drill with basic hand-offs to either running back one at a time. I then start using both RB’s (left and right) and throwing in miss-directions and fakes. This drill really helps with getting the QB focused on plays running left or right, faking if needed and ultimately getting the ball to the final runner. It also helps with getting the RB to understand which direction they are running, if their getting the ball or not, and in which order they will start.

Defensive Drills

Flag Pulling:The Proper Flag Pull - Teach the players to grab the flag at the point the flag connects to the belt. It is much easier to grab this area as opposed to the end of the flag, which has much more movement and is more difficult to grab.

Drill 1 - Set up two stations (Better and Beginner) –for each station align cones about 4 yards apart and 15 yards long. Select one player to be the flag puller first –the others will run the ball. Have a coach be QB and hand the ball off. (this is also a chance to teach correct hand-offs). Have each runner, one at a time, run the ball at the defensive player. The runner must stay in the cones. The defensive player will start about 5 yards in front of the QB. The defensive player will focus primarily on staying in front of the runner –moving left or right, and making a good grab at the flag (at the belt). It is important the defensive player not over commit and run up on the runner. The runner will more than likely run past him/her every time. Running up on the runner will come with more experience. Have each runner run through 2 or 3 times before rotating a runner for the defensive player.

Drill 2 – This is a good flag pulling and vision drill.Set up a 10x10 yard square. Put all your players in the middle of the square. When you give the signal, each player must pull the other players flags while dodging others trying to pull their own flag. Last player standing wins. This is FUN!

Drill 3 – This is a great drill for taking angles and pulling flags.Set up a 15x15 yard triangle with cones. Have two sets of lines, one on each bottom corner. One side is the ball carrier, the other the flag puller. When you give the signal, the ball carrier should sprint towards the point of the triangle while the flag puller cuts the ball carrier off before they reach either top cone.

Interception DrillsDrill 1 – This drill helps the DB “make a play” off a tipped ball.Have a defender line up 5 yards from the QB. Have another defender line up 3 yards behind the first defender. Have the QB throw a high ball to the first defender. The first defender should then “tip” the ball backwards. The second defender then makes an attempt to intercept the ball.

Drill 2 – This drill helps teach receivers how to “jump” routes and steal the ball.Have a WR line up 10 yards away from the QB. The defender should line up two yards behind the WR and 1 yard offset left or right. On your signal, the QB should throw the ball and the defender should then “jump” the ball, cutting the receiver off and intercept-ing the ball in stride.

Defensive Drills (con’t)

Coverage DrillsDrill 1 – This drill helps teach reaction and foot work.A WR and a defender should face each other, standing 1 yard apart. The WR should then shuffle left, right, forward and backward. The defender should stick with the WR, matching their every move. It is also important that the barrier of 1 yard stays the same throughout the whole drill.

Drill 2 – This drill teaches how to make up speed and catch players from behind.A WR faces down field. The defender lines up directly behind the WR so they are back to back. On your signal, the receiver will run straight forward. The defender then has to turn around and catch up to the WR before the ball is thrown by the QB.

Pursuit DrillsDrill 1 – This drill helps teach your team proper angles of pursuit.Have your defense line up in their base defense. Your faster players should line up as close to the sideline as they can before going out of bounds. On your command, have a RB take a hand-off and run across the LOS towards the end zone, giving him a slight head start. Once he has crossed 5 yards beyond the line of scrimmage, the defense can begin to chase him. Every defensive player needs to pursue the offensive player aggressively. This teaches pursuit skill and team flag pulling concepts.

Drill 2 – This drill helps teach defenders how to “sniff” out a play.Line up a center, a QB in shotgun, and two RBs in wishbone. Line up one defender 7 yards back. Once the center snaps the ball, the two RBs should run towards their nearest side line. The QB should then purposely stare down the RB he wants to hit. The defender should be watching the QB and shuffle parallel with the LOS toward the RB the QB is eyeing. The QB should then throw the pass and the defender should burst toward the RB as he is receiving the ball. The defender should then cut the RB off and pull the flag before the RB can gain positive yards. Repeat this over and over. Each time, the QB should make it less obvious which RB he is targeting.

Blitzing Drills (Blitzer = BZ)Drill 1 – This drill helps reduce the time it takes to sack the QB.Have the BZ attack the QB like they would in a regular game but add 3 more yards on to the designated blitzing location. Have the BZ blitz from this new spot on your command. Count to five, and if the QB is not sacked, then the QB wins. But if the BZ gets the sack, then the BZ wins. With this added yardage and time pressure, your BZ should have more urgency and focus when blitzing.

Drill 2 – This drill helps simulate WRs crossing through the BZ path to the QB.The BZ should line up in their normal location. Strategically place cones in the BZ path. On your whistle, have the BZ attack the QB without knocking over any cones. The BZ should dodge the cones and still be able to get to the QB in a 5 second window.

Offensive Player Descriptions/Responsibilities

Center (C) The C lines up over the ball. The C’s main responsibility is to give clean snaps to the QB. Also, the C is basically a receiver and can catch balls. Most of the time, Cs are over-looked by the defense and can be used as a dangerous weapon. The C can be very successful in short yardage and red zone situations. The C should try to keep a low profile during the games and then expose the defense when it matters the most. Note: an “eligible center” is the most dangerous receiver on the field.

Quarter Back (QB)The QB lines up directly behind the center, facing the opposing team’s end zone. The QB can line up in two different spots, either under center (directly behind the center) or in shotgun (3-5 yards behind the center). The QB is the offensive captain and the leader of the offense. There are three major things that your QB should be able to do:

1. Protect the ball. Turnovers (interceptions) are detrimental to an offense. 2. Throw accurately. Accuracy is more important than arm strength. 3. Have mobility. QB should have the ability to scramble and elude the BZs.

It’s fine if your QB doesn’t have all three of these qualities, but two out of three would be helpful. You should warm up with the QB before they begin throwing in the game. Remind your QB that if the receivers aren’t open, to throw the ball away. A wasted down is much better than a turnover.

Running Back (RB)The running back can line up in multiple locations, but almost always lines up in the backfield. Here are some formations your RB can set up in:

1. The “I” formation – 1 yard behind the QB. 2. Wishbone – 1 yard behind the QB but offset 2 yards from the ball 3. Spread – lined up like a WR.

The RB’s main responsibilities are: making positive yards when running the ball, helping set up the pass, and catching out of the back field. Your RB should never be afraid of defenders and should always run forward, never moving laterally or backwards. The RB needs to show quickness and vision. “Power” running is not really an option with the no blocking rules so your RB should behave like a jack rabbit, not a rhino. Also, the RB needs to be able to dodge defenders in open space with virtually no contact. Lowering the shoulder, stiff arming, and hurdling are not appropriate ways to “shed” defenders. Jukes, spin moves, and back steps are the best options.

Full Back (FB)The FB is basically the same as a RB except that the FB lines up between the QB and RB. The FB has no blocking duties and should be considered as another RB.

Standard Playbook

“Keep it FUN”

5 YD 5 YD

10 YD 10 YD

Wide Receiver

SPLIT SET - RIGHT

Center

QuarterbackRunning Back

Running Back

Line of Scrimmage Line of Scrimmage

Wide Receiver

5 YD 5 YD

10 YD 10 YD

Wide Receiver

TWINS - RIGHT

Center

Quarterback

Running Back

Running Back

Line of Scrimmage Line of Scrimmage

Wide Receiver

5 YD 5 YD

10 YD 10 YD

Wide Receiver

TWINS - LEFT

Center

Quarterback

Running Back

Running Back

Line of Scrimmage Line of Scrimmage

Wide Receiver

5 YD 5 YD

10 YD 10 YD

Wide Receiver

TRIPS - LEFT

Center

Quarterback

Running Back

Line of Scrimmage Line of Scrimmage

Wide ReceiverRunning Back

5 YD 5 YD

10 YD 10 YD

Wish Bone Hand-off to Green – Run Straight

Speed Green - Right

**Option #2 Red End around after fake to green

**Option #3 Fake to Green or Red give to blue

Option #2

Option #3

5 YD 5 YD

10 YD 10 YD

Wish Bone Hand-off to Blue – Run Straight

Speed Blue - Left

**Option #2 Purple End around after fake to Blue

**Option #3 Fake to Blue or Purple give to Green

Option #3

Option #2

5 YD 5 YD

10 YD 10 YD

Wish Bone Green Leads Right

Hand-off to Blue

**Red waits until Blue gets hand-off

Blue Sweep - RIGHT

5 YD 5 YD

10 YD 10 YD

Wish Bone Blue Leads Left

Hand-off to Green

Purple waits until Green gets hand-off

Green Sweep - LEFT

5 YD 5 YD

10 YD 10 YD

Wish Bone Green Lead Right Hand-off to Blue

**Red waits until Blue gets hand-off

End Around - Left

2nd option to this play –QB fakes to BLUE and hands the ball to RED

3rd option to the play –BLUE fakes the hand-off to RED

5 YD 5 YD

10 YD 10 YD

Wish Bone Blue Lead Left

Hand -off to Green Green hand -off to Purple

Purple waits until Green gets hand-off

End Around - Right

2nd option to this play –QB hands the ball directly to Purple

3rd option to the play –RB fakes the hand-off to Purple

5 YD 5 YD

10 YD 10 YD

Split Set Right Hand -off to Green Run Left

Green hand to Blue Run Right

Reverse - Right

5 YD 5 YD

10 YD 10 YD

Splits Set Left Hand-off to Blue Run Right

Blue hand to Green Run Left

Green Reverse - Left

5 YD 5 YD

10 YD 10 YD

Twins Right Fake the hand-off to Green

Hand-off to Blue

Fake End Around - Left

**Blue waits until Green runs by.

**Red waits for Blue to get ball before running.

Fake

2nd option to this play –QB hands the ball directly to Green

5 YD 5 YD

10 YD 10 YD

Twins Left Fake the hand-off to Blue

Hand-off to Green

Fake End Around - Right

**Green waits until Blue runs by.

**Purple waits for Green to get ball before running.

Fake

2nd option to this play –QB hands the ball directly to Blue

5 YD 5 YD

10 YD 10 YD

Wish Bone Fake to Blue Right

Hand-off to Green Rush Left

**Green must wait until Blue goes by

fake

Bull Rush - LEFT

5 YD 5 YD

10 YD 10 YD

Wish Bone Fake to Green Rush Left

Hand-off to Blue Rush Right

**Blue must wait until Green goes by

fake

Bull Rush - RIGHT

5 YD 5 YD

10 YD 10 YD

Wish Bone

Hand-off to Green Rush Left

**Blue waits until Green goes by

**except during option plays #3 and #4.

Green Missile - LEFT

2nd option to this play –QB fakes to Green then gives to Blue

3rd option to this play –QB fakes to Blue going first and hands to Green

4th option to this play –QB gives to Blue and Green follows.

Option

5 YD 5 YD

10 YD 10 YD

Wish Bone

Hand-off to Blue Rush Right

Blue Missile - RIGHT

2nd option to this play –QB fakes to Blue then gives to Green

3rd option to this play –QB fakes to Green going first and hands to Blue

4th option to this play –QB gives to Green and Blue follows.

**Green waits until Blue goes by

**except during option plays #3 and #4.

Option

5 YD 5 YD

10 YD 10 YD

Wish Bone QB Run Left

Hand-off to Blue Running Right Green Run Left

**Blue steps left then goes right

Blue Rocket - Right

5 YD 5 YD

10 YD 10 YD

Wish Bone QB Run Right

Hand-off to Green Running Left Blue Run Right

**Green steps right then goes left

Green Rocket - Left

5 YD 5 YD

10 YD 10 YD

Split Set Left Quick Hand-off to Yellow Green and Blue run Right

Center Sneak

Red waits until yellow receives hand-off

After hand-off QB fakes hand-off to Blue

Fake

5 YD 5 YD

10 YD 10 YD

Split Set Right Quick Fake Hand-off to Yellow Hand the ball to Blue run Right

Fake Center Sneak

Fake

5 YD 5 YD

10 YD 10 YD

Split Set Right QB Roll-out Right

Blue - 5 yard out pattern Fake to Green Running Left

Blue 1st optionRed 2nd optionGreen 3rd option

FakeQB Roll-out

55555555555555555555 YYYYYYYYYYYYYYYYYYYYYYYYY

Roll-out Pass-Right

5 YD 5 YD

10 YD 10 YD

Wish Bone QB Drop back pass to Center

Green and Blue run Left

Center Pass

Option #2YDYDYDYDYDDYDYDYDYDYDYDYYDYDYDYYDYDYDYYDDYYDYDDDDYDYDDDDDDDYDDDDYDYDYDYDDDD

2nd option to this play –Center does out based on Defense.

3rd option to this play –QB looks to Yellow but throws to Green

4th option to this play –QB looks to Yellow but throws to Blue.

Option #3Option #4

5 YD 5 YD

10 YD 10 YD

Wish Bone QB Drop back pass

Blue run Left to catch pass Green stay to get hand-off

Fake Pass - DRAW

**QB must fake the throw to blue. **Green must wait until QB gives him the ball.

Fake Pass

5 YD 5 YD

10 YD 10 YD

Twins Right

QB Quick Pass to Purple

Quick Pass

**Options are #2 Green, #3 Yellow and # 4 Red

5 YD 5 YD

10 YD 10 YD

Wish Bone Hand-off to Blue – Run Wide Right

Blue passes back to QB

**Red waits until Blue gets hand-off

QB Pass - Left

**Option #2 RB fakes the throw to QB and runs.

5 YD 5 YD

10 YD 10 YD

Trips Left First option is Green

**Green delays

Green Fade Left

5 YD 5 YD

10 YD 10 YD

Twins Left First option is Purple

Blue delays

All Fade Right

DEFENSE5 YD 5 YD

10 YD 10 YD

4 - 2

Line of Scrimmage

DEFENSE5 YD 5 YD

10 YD 10 YD

3 - 3

Line of Scrimmage

DEFENSE5 YD 5 YD

10 YD 10 YD

2 – 2 – 2 Inside

Line of Scrimmage

YDDDDDDDDDDDDDDDDDDDDDDDDDDD 5555555555555555555555555555 YYYYYYYYYYYYYYYYYYYYYYYYYY

DEFENSE5 YD 5 YD

10 YD 10 YD

3 – 2 – 1 Outside

Line of Scrimmage

Passing Tree

OUTSTOP

FLY

QUICK SLANT

SLANT

POST

CURL FLAG

FADE

Rules & Equipment

“Keep it FUN”

RULES & EQUIPMENT

“FRIDAY NIGHT LIGHTS” (FNL) Flag Football is a 6 on 6 game filled with fun and action. The offensive team plays for a first down at midfield and a touchdown in the end zone. Running and passing plays are allowed, although there are “no running zones” at midfield and near each goal line. The defensive team covers receivers, rushes the passer and pulls flags to make “tackles”. It is intended to be a “non-contact” sport.

THE BASICS

• A coin toss determines first possession. • The offensive team takes possession of the ball at its 5 yard line and has 3 plays to cross midfield for a 1st down. Once a team crosses midfield, it has 3 plays to score a touchdown. If the offense fails to score, the ball changes possession and the new offensive team takes over on its 5 yard line. • If the offensive team fails to cross midfield, possession of the ball changes and the opposition starts its drive from its 5 yard line. • All possession changes, except interceptions, start on the offenses 5 yard line. • Interceptions may be returned • Teams change sides after halftime. Possession changes to loser of coin toss.. • For divisions K, 1st/2nd and 3rd/4th Grade….1 Coach is allowed on field per team.

PLAYERS/GAMES

Teams must field a minimum of 5 players at all times. Most Teams consist of a maximum of 8 players – 6 on the field, with 2 substitutes. ALL PLAYERS MUST PLAY A MINIMUM 3 OUT OF THE 4 QUARTERS (EVERYONE SITS ONE FULL QUARTER). SUBSTITUTIONS ARE ONLY ALLOWED AT THE QUARTER BREAKS UNLESS THERE IS AN INJURY.

PLAY ADVANTAGE RULE (8 vs. 7 only)

If one team has 8 players and the other team has 7 players…..The coach with 7 players, must notify the Referee prior to the start of game that he only has 7 players. The referee will then notify the other coach who then has the OPTION to identify which of the 7 players MUST sit one quarter. The 7 player teams coach will decide which quarter this player will sit. If this is not identified prior to the start of the game, for whatever reason, and later recognized during the game…..the 8 player teams coach can still identify the player that must sit. It is both the Referee and 7 player Coach’s responsibility to recognize and identify this prior to the start of the game.

RULES & EQUIPMENT (con’t)

TIMING/OVERTIME

Games are played with 10 minute running quarters (40 minutes), 1 minute water break between quarters and a 5 minute halftime. If the score is tied at the end of 40 minutes, teams move directly into overtime (EXCEPT 1ST/2ND GRADE AND 3RD/4TH GRADE DIVISION WHICH WILL REMAIN A TIE). The following tie-breaker system will be used for all overtime games. • Coin flip determines possession • Ball is placed at Midfield • After 3 plays, the referee will mark where the ball ended up (cone, flag, etc) • Opposing team will now take over at Midfield run their 3 plays going in the same direction. • Whichever team gains the most yards on 3 plays wins the game • If both teams are tied after 3 plays, we do it again until there is a winner. • Negative net yards on offense will count against you. Other team must still run their 3 plays. • If ball is intercepted and returned for a touchdown, game is over.Each time the ball is spotted, a team has 30 seconds to snap the ball. Teams may receive one warning before a delay of game penalty is enforced.2 timeouts per half and they do not carry over to 2nd half if unused.

SCORINGTouchdown = 6 pointsExtra Point:1 point (played from 5 yard line) or2 points (played from 12 yard line)

RUNNING • The quarterback cannot run with the ball. • Hand-offs, laterals and pitches are allowed as per NFL rules. • NO CENTER SNEAKS!! • No-Running zones located approx. 5 yards from each end zone (as marked) and approx. 5 yards on either side of midfield (as marked) are designed to avoid short yardage, power-running situations. • The player who takes the hand-off, lateral or pitch can throw the ball from behind the line of scrimmage. • Once the ball has been handed off, lateraled or pitched, all defensive players are eligible to rush. • Spinning is allowed and Players CAN LEAVE THEIR FEET (NEW) • The ball is spotted where the ball carrier’s feet are when the flag is pulled, not where the ball is. • Player running with the ball must make an effort to avoid INTENTIONALLY running over or initiating aggressive contact on the defensive player. Penalty, if called, is unsportsmanlike conduct.

RECEIVINGAll players are eligible to receive passes (including the QB, if the ball has been handed off, lateraled or pitched behind the line of scrimmage as per NFL Rules). As in the NFL, only one player is allowed in motion at a time. A player must have at least one foot inbounds when making a reception.

PASSING • The QB has a seven second “pass clock”. If the QB does not get rid of the ball within the seven seconds, play is dead, loss of down. Once the ball is handed off, the seven second rule no longer is in effect. • Shovel passes are allowed • Interceptions may be returned.

DEAD BALLS • The ball must be snapped between the legs, not off to one side, to start play. • Play is ruled “dead” when: o Ball carrier’s flag is pulled o Ball carrier steps out of bounds o Touchdown or safety is scored o Ball carrier’s knee hits the ground o Ball carrier’s flag falls out o Ball carrier’s flags are not positioned on the side of the hips (slide to back side by tailbone). This is very subjective and up to the ref to determine the severity of the issue. Warnings MAY be given instead of dead ball. It is Coach & Players responsibility to check this throughout the game.

**NOTE: THERE ARE NO FUMBLES (therefore NO STRIPPING OF THE BALL). THE BALL IS SPOTTED WHERE THE BALL HITS THE GROUND**

RUSHING THE QUARTERBACKAll players who rush the QB must be a minimum of seven yards from the line of scrimmage (as marked by ref) when the ball is snapped. Any number of players can rush the QB. Players not rushing the QB may defend on the line of scrimmage only until the ball leaves QB hands.

Once the ball is handed off, the seven – yard rule no longer is in effect, and all defenders may go behind the line of scrimmage. A special marker, or the referee, will designate seven yards from the line of scrimmage. Remember, NO BLOCKING, TACKLING, OR STRIPPING OF THE BALL IS ALLOWED.

SPORTSMANSHIP/ROUGHINGIf the field Official/Referee or Commissioner witnesses any acts of tackling, elbowing, cheap shots, blocking or ANY unsportsmanlike act, the game will be stopped and the player/coach or fan may be ejected from the game. The penalty if called is a dead ball at point of infraction and automatic 1st down. If penalty is against the offense, then 10 yds + loss of down, from original line of scrimmage. It will ALWAYS benefit the other team.

**FOUL PLAY WILL NOT BE TOLERATED**

Trash talking is illegal. Officials have the right to determine offensive language. (Trash talk is talk that may be offensive to officials, opposing players, teams or spectators.) If trash talking occurs, the referee may give one warning and if it continues, the player(s), coach’s and fans will be subject to ejection from the field and premises. The game will not continue until the ejected party has left the premises. If they do not leave, the ref will forfeit the game immediately and award the Win to the opposing team.

Anyone ejected from a game (player, coach, fans), for any reason, will not be allowed on the premises for the next game. If they are ejected a 2nd time during the season, they will not be allowed on the premises for the next TWO games and are subject to dismissal from the league with NO REFUND.

UNSPORTSMANLIKE CONDUCT BY ANYONE WILL NOT BE TOLERATED!!

PENALTIES (ALL PENALTIES CAN BE DECLINED)

All penalties will be called by the referee.

DEFENSE

Offsides5 yards and automatic 1st down

Interference10 yards and automatic 1st down.

Illegal Contact(Holding, blocking, etc)10 yards and automatic 1st down.

Illegal Flag Pull(before receiver has ball)10 yards and automatic 1st down

Illegal Rushing(starting rush from inside 7-yard marker)10 yards and automatic 1st down.

“Last Man Standing” (last defender tackles ball carrier instead of pulling flag or intentionally pulls flag early to prevent a TD)Automatic Touchdown + potential unsportsmanlike penalty and ejection from game.

OFFENSE

Illegal Motion (more than one person moving, false start, etc.)5 Yards and loss of down

RULES & EQUIPMENT (con’t)

Illegal Forward Pass (pass thrown beyond line of scrimmage)5 yards and loss of down

Offensive pass interference(Illegal pick play, pushing off/away defender)10 yards and loss of down

Flag Guarding10 yards (from line of scrimmage and loss of down)

Charging (Intentionally running over defender)10 yards and loss of down

Delay of GameClock stops, 10 yards and loss of down

Referees determine incidental contact that may result from normal run of play. All penalties will be assessed from the line of scrimmage!!

Only the team captain may ask the referee questions about rule clarification and interpreta-tions. Players cannot question judgment calls.

Games cannot end on a defensive penalty, unless the offense declines it.

STANDINGS

Official league standings and playoff seedings* are determined based on the following: 1) Win/Loss Winning PCT (All games are included) 2) Head to Head 3) Avg Pts. Allowed per game 4) Coin Flip

*NOTE – For playoffs, all 1st place teams get top seeds, then rule above is applied.

ATTIRE

Cleats are allowed, except for metal spikes. Inspections will be made. All players must wear a protective mouthpiece; there are no exceptions!!

Official FNL Team jerseys and FNL Flags must be worn during play. Flags must be of a different color than the shorts. Shorts must be of a solid color. No stripes or pockets are allowed on the shorts. FNL commissioners and/or referees will determine if there are any uniform violations. Any violation of the attire rule should be rectified ASAP. If violation continues the Head Coach is subject to a 1 game suspension and game is subject to forfeit as determined by the FNL Commissioners.

NOTE: THERE ARE NO KICKOFFS, AND NO BLOCKING IS ALLOWED

COACHES COACH – PLAYERS PLAY – REFEREES REF – FANS CHEER

RULES & EQUIPMENT (con’t)