What is the QB Draw concept in 11v11 tackle football?

Coach Ray Carroll12 seasons, youth and rec flagUpdated
The short answer

In 11v11 tackle football a quarterback draw removes the handoff from the concept entirely. The line pass-sets, every receiver clears out, and the quarterback hesitates as though reading the field before running straight up the middle. Nothing tips it, because until he tucks the ball nothing has happened that looks like a run.

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QB Draw out of Gun Doubles, drawn for 11v11. The quarterback takes the snap, hesitates as though he is reading it, and runs straight up the middle. The line pass-sets to sell it and every receiver runs a vertical clear to pull coverage away from the lane. Third-and-medium against a deep-rotation defense: the rush vacates the middle, the coverage turns its back, and seven or eight yards are free. Deadly if the quarterback can actually run.Open this play in the designer →

Why QB Draw works in 11v11

  • It needs two things flag football does not have

    A pass set to sell, which needs a line, and a quarterback who is allowed to run, which most flag rule sets restrict or forbid outright. Either one alone would rule it out. That is why the flag run game carries QB Keep instead, which needs only a fake and a rulebook that permits the carry.

  • Removing the handoff makes it later and better

    A normal draw has an exchange, and an exchange is visible. Here the only movement that gives it away is the quarterback starting to run, by which point the rushers are past him and the linebackers have turned their backs to drop. No other run in the playbook improves the longer it waits.

  • You are carrying the ball with your most valuable player

    Every carry is a chance to lose the quarterback, and that cost does not go down with how well the play works. Most teams keep this to a handful of calls a season, which is the opposite of how the same idea is used at five a side where the quarterback is often simply the best athlete.

  • Nothing tips it, because nothing happens

    A normal draw has a handoff, and a handoff is visible. On a quarterback draw the only movement that gives it away is the quarterback starting to run, by which point the rushers are already past him and the linebackers have turned their backs to drop into coverage.

  • Everyone in coverage is facing the wrong way

    Defenders dropping into zone are watching the quarterback's eyes and the receivers behind them. The moment he tucks it and goes, every one of them has to turn around and find the ball, and turning around is slow.

  • It is the latest-developing run in the playbook

    The longer the quarterback holds it, the further upfield the rush travels and the wider the lane becomes. No other run improves the longer it waits, which is what makes this the specific answer to a defense that is pinning its ears back.

How to read it

  1. 1

    Hold it longer than feels comfortable

    The lane opens late. A quarterback who runs at two seconds is running into a rush that is still square to him; at three he is running through the space they have just left.

  2. 2

    Keep the eyes downfield until the last moment

    The coverage drops as long as he looks like he is throwing. Dropping the eyes to find the lane is what turns a free ten yards into a linebacker waiting in it.

  3. 3

    Pick the side the rush has cleared

    It is called up the middle but it is run wherever the rushers are not. Usually that means following the widest rusher's vacated gap, which the quarterback can feel as much as see.

  4. 4

    Slide, get down, get out

    This is the least protected player on the team carrying the ball in traffic. Getting the yards and ending the play is the whole outcome; a quarterback still fighting for extra is a risk with no upside worth having.

What changes in 11v11

  • It needs two things flag football does not have

    A pass set to sell, which needs a line, and a quarterback who is allowed to run, which most flag rule sets restrict or forbid outright. Either one alone would rule it out. That is why the flag run game carries QB Keep instead, which needs only a fake and a rulebook that permits the carry.

  • Removing the handoff makes it later and better

    A normal draw has an exchange, and an exchange is visible. Here the only movement that gives it away is the quarterback starting to run, by which point the rushers are past him and the linebackers have turned their backs to drop. No other run in the playbook improves the longer it waits.

  • You are carrying the ball with your most valuable player

    Every carry is a chance to lose the quarterback, and that cost does not go down with how well the play works. Most teams keep this to a handful of calls a season, which is the opposite of how the same idea is used at five a side where the quarterback is often simply the best athlete.

When not to call QB Draw

  • It puts your quarterback in contact on purpose

    Every carry is a chance to lose the most important player on the roster, and that cost does not scale down with how well the play works. Most teams keep this to a handful of calls a season for exactly that reason.

  • It only exists on obvious passing downs

    The concept needs a rush that is committed and coverage that is dropping. On any down where the defense is honouring the run there is no vacated middle, and the play has nothing to run into.

Take it to your team

Draw your plays in the flag football play creator, collect them in the playbook maker, and print printable play cards so every player knows them come Saturday.

Open QB Draw in the designer

Opens this exact 11v11 diagram. Move anybody, change the depths, then save it to your playbook.

Open this play in the designer

Related questions

How is a QB draw different from a QB keep?
A draw sells a pass, which needs linemen pass-setting to invite the rush upfield. A keep sells a handoff, which needs only a back and a fake. That is why the draw is an eleven-man concept and the keep travels to flag football, where there is no line to sell protection with.
When do you call a quarterback draw?
Third and medium to long, against a defense committed to rushing and dropping. It is at its best against exactly the aggressive pass rush that makes everything else difficult, because the harder they come upfield the wider the lane in the middle becomes.
How long should the quarterback hold it?
Longer than feels comfortable. The lane opens late: at two seconds the rush is still square to him, at three he is running through the space they have just vacated. The eyes stay downfield the whole time, because the coverage keeps dropping only as long as he still looks like a passer.

Related guides

Coach Ray Carroll

Coaches 5v5 flag football from kindergarten through 7th grade in San Mateo and San Carlos, California, and built RC Football to design, teach and print the plays his own teams run.

Cite this page: Ray Carroll. “What is the QB Draw concept in 11v11 tackle football?” RC Football, 2026. rc-football.com/plays/11v11/qb-draw