5v5 Offense

The two plays every 5v5 flag football team should install first are Mesh against man coverage and Flood against zone. Nobody may block, so the rest of 5v5 offense is spacing: three receivers and a back spread across a field wider than four defenders can honestly cover.

Pick your format

Everything below is written for this format. Press the pill again for all of them.

What changes at 5v5

Every run is a footrace

No player on the field may block, so a sweep is the back against the corner and the receivers win it by running their defenders away from the ball. That is why ten runs are written for five a side and none of them is a blocking scheme.

The back is one of your receivers

With three receivers and a back, the back has to be a real part of the pattern rather than a checkdown. On Flood he is one of the three levels, which is the biggest single difference from the larger formats.

The rush starts seven yards away

There is no blitz in the usual sense, because the rules put the rusher off the ball. A quarterback who throws on rhythm is gone before he arrives, so the answer to pressure is timing rather than protection.

Start here

  1. 1The best 5v5 play against manMesh, and the fourth most-cited page on the site: two crossers make man defenders collide.
  2. 2How to beat zone in 5v5Flood one side, because four defenders cannot cover a field this wide.
  3. 3The 5v5 sweepThe run every 5v5 offense needs, drawn as the footrace it is when nobody may block.

Concepts

Five passing concepts written for five a side, each with a diagram of three receivers and a back. The cards past them are concepts not yet written at any size. The first two simulate for everyone; the rest need a Coach account.

  • Mesh against man coverage
    Mesh

    Two crossers run opposite ways two yards apart, so any defender chasing one has to get through the other.

    QB reads
    Which crosser comes out of the traffic clean. It is a look, not a progression.

    vs Man
    Both defenders arrive on the same grass at the same moment. One goes over, one goes under, and whoever goes under is late.

  • Flood against man coverage
    Flood

    Three routes to one side at three depths, flat then out then sail, stacked in a single vertical slice of field.

    QB reads
    High to low. Look at the sail first; the moment a defender commits, the level above or below him is open.

    vs Man
    Three routes, three defenders, nobody wrong. Against man a flood is three separate races down one sideline.

  • Four Verticals against man coverage
    Unlock
    Four Verticals

    Four receivers running straight, spaced so no deep defender can cover two of them.

    QB reads
    Count the deep defenders before the snap. Three deep means the seams win; two deep means the middle does.

    vs Man
    Four one-on-one races with no help. The concept is doing nothing. Whoever is losing his matchup is the throw.

  • Spot against man coverage
    Unlock
    Spot

    A corner over the top, a hitch sitting underneath and a flat running away from both, a triangle out of one bunch.

    QB reads
    The flat defender. If he runs with the flat, the hitch is open behind him; if he sits, throw the flat.

    vs Man
    Traffic. Three receivers off one spot means three defenders trying to follow through the same two yards of grass.

  • Smash against man coverage
    Unlock
    Smash

    A hitch at five yards under a corner route at twelve, both to the same side and in the same throwing window.

    QB reads
    The deepest of the two defenders. If he stays, take the hitch; if he leaves, the corner is behind him.

    vs Man
    No conflict at all. The corner sits on the hitch, the safety runs the corner route, and smash becomes two separate one-on-ones.

  • Slant-Flat against man coverage
    Unlock
    Slant-FlatSoon

    One receiver breaking inside, a back running outside underneath him. Two routes, opposite directions, one defender between them.

    QB reads
    The flat defender, and nobody else. He picks one and you throw the other. One read, one beat.

    vs Man
    Both are covered by whoever is on them. The flat is a hard cover from inside leverage, the slant a hard cover from outside.

  • Stick against man coverage
    Unlock
    StickSoon

    An inside receiver to five yards who sits down against zone and keeps running against man, with a flat route under him.

    QB reads
    Read the coverage off the stick route itself: if he sat, it is zone and he is open; if he ran, it is man and you have the flat.

    vs Man
    The stick never stops, so the defender never gets to pass him off. It is a chase, and the flat underneath is a second problem.

  • Double Slants against man coverage
    Unlock
    Double SlantsSoon

    Two receivers on the same side both breaking inside, stacked so one defender is between them.

    QB reads
    Whichever slant the inside defender does not take. Fast, flat and off the back foot.

    vs Man
    Two inside breaks from outside leverage. Both defenders are running across the field with no help inside them.

Formations

Where everyone lines up before the ball moves. Every formation page covers each team size in its own section, so these are the same twelve wherever you coach.

  • Bunch formation with the defense in man coverage
    Bunch

    Three receivers clustered inside about six yards, usually to one side, with nothing outside them.

    What it creates
    Traffic before the snap. Three defenders have to stand in one small square of grass, then the receivers leave it in three directions.

    vs Man
    Three defenders in a space the size of a car, each obliged to follow somebody out of it. Whoever guesses wrong is beaten at the snap, and nobody has run a route yet.

  • Trips formation with the defense in man coverage
    Trips

    Three receivers to one side, spread across the field rather than clustered, and one or none to the other.

    What it creates
    An arithmetic problem. Three receivers running into two defenders' areas leaves somebody uncovered before anyone has run a good route.

    vs Man
    Man travels with the receiver rather than the space, so spreading out costs the defense nothing. Three defenders follow three receivers and trips has bought you very little.

  • Stack formation with the defense in man coverage
    Stack

    Two receivers on one track, one directly behind the other, rather than side by side.

    What it creates
    A free release for the back man. Nobody can get hands on him without going through the receiver in front, so he leaves the line clean every time.

    vs Man
    Two defenders standing in each other's way, having to agree before the snap on who takes the front man and who takes the back one. Whichever they pick, one of them starts late.

  • Empty formation with the defense in man coverage
    Empty

    Nobody in the backfield. Every eligible player is split out, and the quarterback stands alone.

    What it creates
    Maximum receivers and a defense with nothing left to guess about. Every player who could catch it is already where he is going to start from.

    vs Man
    Everybody is covered and nobody is spare, because the offense has put every eligible on the field and the defense has had to answer each one.

5v5 play collection

From the premium collection: diagrams without the written breakdowns the concepts above have.

  • 6 YARD HITCH6 YARD HITCH6 YARD HITCHSWINGQBRBYZX

    All Hitches

    Quick Game

    Everyone to six yards, turn, face the quarterback. The most completable play in the book and the one to open with: it tells you immediately whether the defense is playing off or pressing, and the answer sets up Quick Slants and Smash for the rest of the day. Against soft coverage take it every snap until they come up.

  • SLANTSLANTSLANTSWINGQBRBYZX

    Quick Slants

    Quick Game

    Three-step timing. The ball is out before the rusher gets home, which makes this the answer to a defense that sends every play. Throw it to the slant away from the rush and let the receiver run after the catch. If the defense is pressing, the slant beats it inside; if they are off, throw All Hitches instead.

  • SCREENGOSWINGQBRBYZX

    Bubble

    Screen

    Catch it behind the line with a teammate already in front of you. Z bubbles out of the stack; Y, the outside man, screens the first defender to show. This is a yards-after-catch play and a leverage test: if the defense does not have a man over the stack, it is free yardage every snap until they do.

  • SWEEP10 YARD OUTGOSEAM9 YARD CORNERRPOQBRBXYZ

    Sprint Out

    Run

    An RPO off the sprint. The back snaps it and releases on a corner into the window between the seam and the out; the quarterback sprints the trips side reading the flat defender, and the ball on his path is the decision point. If that defender comes up, throw the corner behind him. If he drops, keep running. Give the quarterback one defender to read and one rule before the snap.

  • DRAGSLANT10 YARD DIG10 YARD POSTDROPQBXRBYZ

    High Low Drag Rt

    High-Low

    The install's bread and butter, and the first thing to teach. The outside man runs a post and the middle man a dig at the same ten yards, so one defender has to choose high or low and is wrong either way. Underneath it, the backside receiver drags all the way across, which gives the quarterback a moving target at four yards when both of the deep answers are covered. Coach the read in that order: post, dig, drag, and throw the drag on the run so the receiver can turn upfield with the ball.

  • 10 YARD POST10 YARD DIGSLANTDRAGDROPQBXRBYZ

    High Low Drag Lt

    High-Low

    The same concept from the other hash, and worth installing on the same day rather than a week later. Everything a coach says about the right-handed version is true here with the words swapped, so a team that has the read down gets a second call for free and an opponent that has taken away one side has taken away nothing. The drag now comes from the single receiver side, which means the quarterback is turning back against his own body to throw it: rep that throw before it matters.

  • GODRAG10 YARD DIG10 YARD POSTDROPQBXRBYZ

    High Low Rt

    High-Low

    High Low Drag with the underneath route changed and the backside man sent deep. The post and the dig are unchanged, so the read a team already owns still works, but now the shallow crosser comes from inside the formation at eight yards rather than from the backside at four, and the single receiver clears out the whole boundary. Use it when a defense has started jumping the drag, because the man who was sitting on that route is now the man the crosser runs away from.

  • 10 YARD POST10 YARD DIGDRAGGODROPQBXRBYZ

    High Low Lt

    High-Low

    High Low from the left hash. The crosser works back toward the single receiver side, which is the side the safety is usually leaving, and the go route on the boundary is what makes that space exist. If the deep middle defender chases the post, the crosser comes open late and in front of the quarterback, which is the easiest throw on the page. The backside go is rarely the answer and is never the first look, but it has to be run at full speed for the rest of it to work.

  • FADESLANTSWINGFADEDROPQBXRBYZ

    Jet Slant Fade

    Quick Game

    A three-step concept off a jet fake, and the fastest ball in the book. Both outside men run fades and the slot runs a three-step slant underneath, so the quarterback has a high answer on each sideline and a low one in the middle before any rush can get home. The jet fake is the part that makes it work: it moves the second level a step in the wrong direction, and the slant is thrown into the space that step leaves. Against a team that plays its corners tight, take the fade.

  • 10 YARD POSTDRAGDRAG10 YARD DIGDROPQBZYRBX

    Scissors

    Crossers

    Two shallow crossers at different depths, running past each other in opposite directions, with a post over the top and a dig behind them. The depths are the play: three yards for one, five for the other, so they cross cleanly instead of colliding, and a defender who tries to pass one off is late on the other. It is the best man-coverage beater in the install because two men running opposite ways through the same ten yards cannot both be covered by defenders who have to run with them.

  • 5 YARD HITCH10 YARD CORNER10 YARD CORNER5 YARD HITCHDROPQBZYRBX

    Smash Quads

    High-Low

    Smash on both sides at once, which is what an empty set buys you. Each outside man hitches at five and each inside man runs a corner at ten, so both flat defenders are put in the same bind at the same time and the quarterback simply throws to whichever one guessed wrong. Read one side pre-snap and do not change your mind. The hitch is the answer against soft coverage and the corner against a defender who jumps it, and a ten-year-old can be taught that sentence in a single practice.

  • 10 YARD CURLFLAT-GOFLAT-GO10 YARD CURLDROPQBZYRBX

    Curl Wheel

    High-Low

    The inside men run to the sideline and turn up it while the outside men curl back at ten, so the two routes on each side trade places. A defender who follows the curl loses the wheel behind him, and one who carries the wheel leaves the curl sitting in front of him. It is the natural answer to a team that has started squatting on the hitches in Smash. The wheel needs time, so this is a five-step drop and the curl is the check-down when the rush wins.

Showing 12 of 18. See the whole 5v5 collection.

Run game

Ten runs written for 5v5, none of them a blocking scheme, because nobody may block and a run succeeds by moving defenders rather than moving bodies.

  • Sweep: the run concept diagram
    Sweep

    The ball carried wide and turned upfield outside everybody, before the defense can get there to meet it.

    The read
    The last defender with outside leverage. If he stays home you cut up inside him; if he chases inside you keep going and beat him to the corner.

  • Toss: the run concept diagram
    Toss

    A sweep with a faster delivery: the ball pitched to a back who is already running wide, so it reaches the edge half a second sooner than a handoff could.

    The read
    The same key as the sweep: the last defender with outside leverage. The toss buys the runner an extra look at him before he has to decide.

  • Dive: the run concept diagram
    Dive

    The ball handed straight ahead through the middle, as fast as the exchange allows. No angle and no race, just the shortest distance to the yards you need.

    The read
    The middle defender. If he sits in the hole, the back takes what the collision gives; if he drops into coverage, the hole was his and he has left it.

  • Jet Sweep: the run concept diagram
    Jet Sweep

    A receiver in full-speed motion takes the handoff as he passes the quarterback and keeps going. He reaches the edge already at top speed, and nobody standing still can match that.

    The read
    Whether anybody ran with the motion. If nobody did, you have one more player to that side than they do; if somebody did, the side he left is a man short.

  • Counter: the run concept diagram
    Counter

    The back takes one step one way to pull the defense with him, then takes the ball back the other way into the space they just left.

    The read
    The defender on the side the play finishes. If he chased the first step, the counter is open; if he stayed home, the fake bought nothing.

  • Reverse: the run concept diagram
    Reverse

    The ball starts wide one way, then a receiver coming back the other way takes it from the runner. The ball changes direction, and so, a second too late, does the defense.

    The read
    The defender on the far side. If he chased the sweep, the reverse has that whole side to itself; if he stayed home, it is a slow play into a man who was waiting for it.

  • End Around: the run concept diagram
    End Around

    A receiver comes around behind the quarterback and takes the ball going the other way. One handoff, not two: a reverse without the part that gets fumbled.

    The read
    The defender on the far side, the same as the reverse. Whoever is on the side the receiver finishes has to decide whether the fake inside is real.

  • Option: the run concept diagram
    Option

    The quarterback runs at one defender with the back trailing him, and leaves that defender alone on purpose. Take the quarterback and the ball is pitched; take the back and the quarterback keeps it.

    The read
    One defender: the pitch key, usually the edge. The quarterback does not read the defense; he reads that man, and gives the ball to whichever player he did not take.

By situation

The situational answers for five a side. The Cover 2 card opens a 5v5 situation page; the rest open the site's original pages, one of them among its most cited, which stay in place until their replacements earn as much.

  • Mesh against man coverage: two receivers running shallow crossing routes that pass within a yard of each other, so the defenders following them collide.
    Three answersvs Man coverage

    A defender on every receiver and nobody deep.

  • Flood against zone: three receivers attacking one side of the field at three different depths, so a single zone defender cannot cover all of them.
    Three answersvs Zone coverage

    Nobody is chasing your receivers. They are guarding grass.

  • Slant-flat against pressure: a receiver slanting inside with a flat route underneath, both breaking within three yards so the ball is gone before the rush arrives.
    Three answersvs the Blitz

    They are sending everyone. You have about two seconds.

  • Smash against Cover 2: a hitch underneath and a corner route over the top of the same defender, so the flat defender is wrong whichever one he takes.
    Three answersvs Cover 2

    Two safeties deep, and a hole between them.

  • Double slants in the red zone: two receivers breaking inside on the same side, both catchable within five yards of the goal line.
    Three answersRed zone

    A short field. The deep routes you like have nowhere to go.

  • Stick on short yardage: a receiver sitting exactly at the distance needed with a route breaking away from him, so the throw is to a spot rather than to a moving target.
    Three answersShort yardage

    Fourth and one. You need a yard, not a play.

  • Dagger on third and long: a vertical clearing the deep defender and a dig breaking in behind him, well past the marker.
    Three answersThird and long

    Past the sticks, not to them.

  • Curl-flat in the two-minute drill: a curl in front of the deep defender with a flat route underneath that finishes out of bounds and stops the clock.
    Three answersTwo-minute drill

    The clock is the defender you actually have to beat.

By age and level

The same game, scaled to what the players can actually execute.

Change any of these for your 5v5 team

Open the play, move the routes, save it to your playbook.

Open the designer