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FLAG FOOTBALL DEEP DIVE

9v9 = 8 players + 1 quarterback. Here's every position, the WR & RB play sets we run, how the "offensive line" works without contact, and what pass rush & sacks actually look like in flag.

01

The 9-Player Offense

Standard F&F flag offense: 1 QB, 3 OL (center + two guard/tackles), 1 RB, and 4 receivers (two outside WRs, one slot, and one flex — TE, H-back, or a second slot depending on the call). Nine bodies. Every one of them eligible under our rules.

LOSQBRBCGGWRWRSLTE→ EZ
02

Positions & Responsibilities

QB
Quarterback
×1
The keeper on the soccer side. On offense, they're the trigger — snap, scan, deliver.
  • Reads coverage pre-snap: is the safety high, low, or rolling?
  • 5-step drop max. Long holds get you sacked (flag pulled behind the line).
  • Never runs on a designed dropback unless the pocket collapses — that's a scramble, not a play.
  • Signals routes at the line with one-word calls: 'slant', 'go', 'wheel', 'flat'.
C
Center
×1
Snaps the ball, then immediately becomes a short pass option or a screen blocker.
  • Shotgun snap only in F&F — no under-center. Clean snap or the play is dead.
  • After the snap, kneels or steps into the A-gap as a body screen (no contact).
  • Eligible receiver in F&F rules — check-down for a 2-yard dump if pressure comes clean.
OL
Guard / Tackle
×2
Two linemen flanking the center. Screen blockers only — no contact, no hands.
  • Set feet, arms crossed or behind back. Body positioning is the whole job.
  • Cut off the rusher's angle without initiating contact. Contact by the O-line is an offensive foul in flag mode: loss of down, play is dead, unless the defense declines because the play result was better for them.
  • On run plays, sprint to the second level and screen the linebacker's lane.
WR
Wide Receiver
×2–3
Route runners. In 9v9 you'll usually field a split end and a flanker, plus a slot on pass sets.
  • Every route has a landmark and a break count. Speed changes tell the QB what's coming.
  • Sell every route the same way for the first three steps — the break is where you win.
  • After the catch, protect your flags with your off-hand — no stiff-arm, no shielding.
SLOT
Slot Receiver
×1
Inside receiver between the tackle and the split end. The chain-mover.
  • Wins on option routes — read the coverage, sit in the soft spot.
  • Motion pre-snap to declare man vs. zone: if a defender follows, it's man.
  • Primary check-down on scramble drills — always find the QB's eyes.
RB
Running Back
×1
Behind or beside the QB. Runs, catches, and pass-blocks in a screen role.
  • Reads the block, not the hole. In flag there's no hole — there's a lane the screen creates.
  • Second-best route runner on the field. Wheel, angle, and swing are all in their tree.
  • On pass plays without a designed target, chip the rusher's angle then release to the flat.
TE
Tight End / H-Back
×1 (optional)
Hybrid role — line up tight to the tackle or in the backfield. Blocks then releases.
  • Play-action fake sells if the H-back sells it — commit to the mesh.
  • Best red-zone target: seam and corner routes from a compressed set.
  • Can motion into the slot to give the QB a pre-snap read.
03

Play Sets

MESH
Any down
FORMATION · TRIPS RIGHT
Two shallow crossers under a sit route. WRs cross at 4 yards, brush past each other. QB throws to whoever comes open first.
Slot + backside WR cross · Frontside WR sits at 8 · RB flat release
SMASH
2nd & medium
FORMATION · DOUBLES
High-low on the corner. Outside WR runs a hitch at 5, slot runs a corner over top. QB reads the corner defender.
Outside WR: hitch @5 · Slot: corner @10 · RB: check-release
FLOOD
3rd & long
FORMATION · TRIPS LEFT
Three levels on one side: flat, dig, go. Overloads the zone — the QB throws off the deepest defender.
#1 WR: go · #2 WR: dig @12 · #3 (slot/RB): flat @3
LEVELS
3rd & medium
FORMATION · DOUBLES
Two in-breaking routes at different depths. QB throws whichever the underneath defender doesn't cover.
Frontside WR: in @6 · Backside WR: in @12 · RB: swing away
Y-CROSS
Play-action
FORMATION · SLOT RIGHT
Deep crosser off play-action. TE/slot runs across the field at 15 yards, becomes open once the LBs bite on the run fake.
Slot: deep cross · Outside WRs: clear-out go · RB: mesh fake, flat
Hybrid rules — possession, mode switch, clock, overtime, tempo, event format — live in the full I2L Rulebook.
Open Rulebook →
04

Offensive Line — Blocking Without Contact

The Screen Block
In F&F flag rules there is no contact blocking. The O-line uses body positioning to cut off angles. Set your feet on the rusher's inside shoulder, hands behind your back or crossed, and force them to run around you. Contact by the O-line is an offensive foul in flag mode: loss of down, play is dead, unless the defense declines because the play result was better for them.
Pass Protection
Center and both guards form a triangle around the QB, roughly 3 yards deep. Each lineman is responsible for one rush lane — inside, middle, or outside. Communicate with numbers: 'I've got 1', 'I've got 2'. If a rusher slips through, the RB is the last-chance chip.
Run Blocking
On zone runs, all three OL step playside and screen the rusher's pursuit angle. On sweeps and pitches, the playside tackle sprints wide to seal the alley while the guard/center screen the interior. The RB reads the screen, not the defender.
Downfield Blocking
Once the ball crosses the line of scrimmage, receivers become screen blockers too. On bubble screens and jet sweeps, WRs stalk the nearest defender — face them, mirror their steps, and force them to go around. Never turn your back to the ball carrier.
The Power Block
A weapon exclusive to the flag offensive team. Any offensive player — OL, TE, WR, RB — can be the power block, and it works anywhere on the field: behind the LOS, downfield after a catch, on the sideline, in the red zone. No notice. No standing up to declare. No waving hands. The power block is the ninja move of flag: deception and timing, not size or noise. Hands may reach out to pull a defender's flag (defender is out, ball stays live, offense keeps possession), but hands cannot wave, swing, chop, or track. Any waving, swinging, or body contact is an offensive foul: loss of down, play is dead, unless the defense declines.
One Per Play — No Declaration
Only ONE offensive player per play may use the power block. Two or more = offensive foul, loss of down. The offense does NOT declare pre-snap. The defense has no idea which player is the power block until it happens — a lineman, the slot WR, the running back, or the TE could all be the trigger on any given snap.
The Ninja Move of Flag
Deception is key. So is timing. The power block does not telegraph. It does not posture. It arrives at the exact beat when a defender commits — a reach, a pull, and that defender is out. Burn it too early and the play still needs a block; burn it on the wrong defender and the real threat runs free.
Play-Design Examples
① Drop-back: RT reaches out and pulls the edge rusher's flag — sack averted. ② Screen pass: the slot WR is the power block downfield, pulling the first defender to close on the ball carrier. ③ Deep post: the backside TE trails the play and power-blocks the safety who breaks on the throw. ④ Jet sweep: the RB is the power block on the alley defender the moment the WR turns the corner. ⑤ Red zone fade: the inside WR power-blocks the underneath LB so the outside WR gets a clean release.
Defensive Counter
Because the power block can actually eliminate a defender, defenses have to think in beats. Timed rush: two rushers stagger — one to draw the power block, a second on a 1.5-count into the vacated lane. Decoy defender: fake a rush or a break to bait the power block into pulling, then bail while a teammate replaces. Every defender now has to read whether the nearest blocker is a real power block or a bluff before committing.
Diagram

Power Block — Timing & Choice

Exclusive to the flag offensive team. Any player can be the power block, anywhere on the field — no notice, no declaration, no stance. It is the ninja move of flag: deception and timing, not size or noise. One per snap.

This play's power block (1 per snap)
Other offensive players (normal blocking)
Defender being pulled
QB
① Pocket — RT power blocks the edge
LOSRRTGCGTWRWRQB

Classic use. RT reaches out and pulls the edge rusher's flag at the snap. Sack averted, ball stays live, offense keeps the down.

Right timing, right player — one power block per play.
② Downfield — slot WR power blocks
LOSWRSLOTCBQBOLOLOL

Screen pass to the outside. The slot WR is the power block downfield, pulling the first defender who closes on the ball carrier.

Power block works anywhere on the field.
③ Backside TE trails the deep post
LOSWRSTEQBOLOL

QB throws a deep post. The backside TE trails the play and power-blocks the safety who breaks on the ball. Receiver runs free.

Right player, right moment — safety eliminated.
④ Jet sweep — RB power blocks the alley
LOSWRRBOLBQBOLOLOL

WR takes the jet. The RB leads and power-blocks the alley defender the moment the WR turns the corner.

Any offensive player can be the power block.
04b

Flag ↔ Soccer — Position Cross-Reference

F&F is a hybrid game, so every flag role has a soccer twin. Use this map when swapping personnel between offense and defense, or when a soccer-first player is learning the flag side of the ball.

Flag Position
Soccer Counterpart
Side
Why they map
Quarterback
QB
Goalkeeper (as playmaker)
GK
OFF
Both start every possession with the ball, read the field, and distribute. F&F's 'keeper as QB' superstar.
Center
C
Defensive Midfielder / #6
CDM
OFF
Sits in front of the passer, initiates the play, then becomes the short outlet — the pivot both games depend on.
Guard / Tackle
OL
Center-Back
CB
OFF
Screen the danger, hold the shape, no fouls. Position and angle over speed.
Slot Receiver
SLOT
Attacking Midfielder / #10
CAM
OFF
Finds pockets between the lines, reads man vs zone, moves the chains with option routes / through balls.
Wide Receiver
WR
Winger
LW / RW
OFF
Stretch the width, win 1v1s on the touchline, sell the first three steps before the break/cut.
Running Back
RB
Striker (deep-lying / false 9)
ST
OFF
Second-touch scorer — takes the handoff or drifts to the flat, reads the screen the way a 9 reads the last defender.
Tight End / H-Back
TE
Box-to-Box Midfielder / #8
CM
OFF
Hybrid worker — blocks then releases; drops deep to build then arrives late in the box on seam/corner routes.
Cornerback
CB
Full-Back
LB / RB
DEF
Locks the outside 1v1. Mirror the winger/WR, funnel inside to help, never get beat deep.
Safety
S
Sweeper / Libero
SW
DEF
Last line of defense. Reads the QB's eyes / the striker's run, cleans up whatever leaks.
Linebacker
LB
Defensive Midfielder
CDM
DEF
Reads run vs pass, covers the middle third, triggers on the RB/striker underneath.
Rusher / Edge
R
High Press Forward
PF
DEF
Applies the pressure that forces mistakes — the 7-yd rusher is a press trigger on the keeper/QB.
Nickel / Rover
N
Wing-Back
LWB / RWB
BOTH
Position-less hybrid. Covers the slot, rushes off the edge, drops into a zone — same all-terrain profile as a wing-back.
05

Pass Rush & Sacks

The 7-Yard Rule
Only defenders lined up 7 yards behind the line of scrimmage can rush the QB, and only on a live snap. Everyone else has to wait for a handoff or a pass release before crossing the line. This is what makes the QB the most dangerous player in flag.
Who Rushes
Usually one or two defenders — a designated rusher and sometimes a delayed second. More than two rushers leaves the coverage exposed to quick throws. Elite defenses disguise: show two, drop one; show one, add a blitzer on a delay.
Sacks (Flag-Pull Behind LOS)
If the rusher pulls the QB's flag behind the line of scrimmage, it's a sack — the play is dead and the ball is spotted where the flag came off. A sack is NOT a change of possession: mode stays football, offense keeps the ball. Only a goal, touchdown, foul, or interception flips possession and mode.
Legal Rush Path
The rusher cannot contact the QB or the OL. They must run around the screen, not through it. Diving at the flag with an outstretched hand is legal; a shoulder into the QB is a personal foul — change of possession, and the fouled team gets the ball at the point of contact AND chooses the mode (soccer or football).
Beating the Rush
Three tools: (1) quick game — slants, hitches, bubbles out in under 2 seconds; (2) max protect — keep the RB in to chip, run 3 routes; (3) rollout — move the pocket sideways to change the rusher's angle and buy a full second.
Intentional Grounding
If the QB is outside the pocket (past the tackle box), they can throw the ball away as long as it lands near an eligible receiver or reaches the line of scrimmage. Inside the pocket, throwing it away with no receiver in the area is grounding — treated as a sack: play dead, spot at the throw, no change of possession.
Catch In Bounds = Possession
A catch in bounds equals possession. Only one foot is required — tip-toeing the sideline is encouraged. If any part of the foot touches in-bounds, the catch is good. No need to drag the second foot.
06

The WR Route Tree

Nine numbered routes. Every WR should be able to run all nine on call, both sides, with the same first three steps. That is the entire vocabulary — everything else is a combination.

0
Flat
1-step release, break to sideline at 3 yd.
1
Slant
3 hard steps, cut inside 45°, ball on 3rd step.
2
Quick Out
3 steps, plant, break to sideline at 5 yd.
3
Comeback
10 steps upfield, hard plant, come back to 7.
4
Curl
8 steps, turn back to QB at 10 yd, sit in soft spot.
5
Dig / In
12 steps, break in 90°, find the window.
6
Corner
8 steps, break 45° toward the pylon at 12 yd.
7
Post
10 steps, break 45° inside toward the goalpost.
8
Go / Fade
Full-speed vertical. Track ball over back shoulder.
9
Wheel
Fake flat, then turn upfield along the sideline.