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.
Positions & Responsibilities
- 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'.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
Play Sets
Offensive Line — Blocking Without Contact
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.
Classic use. RT reaches out and pulls the edge rusher's flag at the snap. Sack averted, ball stays live, offense keeps the down.
Screen pass to the outside. The slot WR is the power block downfield, pulling the first defender who closes on the ball carrier.
QB throws a deep post. The backside TE trails the play and power-blocks the safety who breaks on the ball. Receiver runs free.
WR takes the jet. The RB leads and power-blocks the alley defender the moment the WR turns the corner.
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.
Pass Rush & Sacks
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.