What is the Flood concept in NFL Flag?

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

In NFL Flag a flood commits three of your four eligible receivers to one side, which is a bigger share of the offense than the same call costs at any other format. Y runs the flat at five, Z the seam between, and the centre takes the corner over the top at fourteen. One defender on that side has to pick a level and be wrong.

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Flood out of I Formation, drawn for NFL Flag. Three routes to the left at three depths: Y runs flat to the sideline, the centre takes the corner over the top, and Z runs the seam between them. One defender covering that side has to pick a level, and whichever he picks the quarterback throws the other. X runs out to the right as the backside escape if the flood is covered. Source: NFL FLAG 2024 Playbook, I Formation Play 2 (p36).Open this play in the designer →

Why Flood works in NFL Flag

  • Three routes is three quarters of your receivers

    You have four eligibles here, counting the centre. Flooding one side with three of them leaves a single receiver backside, so the concept is close to an all-in call rather than a quarter-of-the-formation call the way it is at eleven players. If the defense rotates to that side you are genuinely out of answers, which is why it pairs with a backside check.

  • The corner at fourteen is a seven-second route

    The deepest route on this play needs most of the clock to get there, and the pass clock stops the play at seven seconds whether or not anybody is open. That makes flood the concept in this batch that is most constrained by the rule, and it is why the flat at five exists: it is the answer when the corner has not developed in time.

  • The rush cap is what buys the corner its time

    Only two defenders may rush, and from seven yards back rather than from the line. That is the protection paying for the deepest route on the play, and it is precisely what a handoff would have thrown away. A coach who runs on first down and floods on second is making two opposite bets about the same rule.

  • It attacks a decision, not a matchup

    The defender who steps up to take the underneath route opens the intermediate one behind him. The one who carries the deep route vacates the flat. You are not asking a receiver to beat anybody, you are asking a defender to be in two places, which is a bet that pays out regardless of how athletic his side of the field is.

  • The read is teachable in one sentence

    Start high and work down. That is the whole instruction, and it is why Flood is one of the few three-option concepts a young quarterback can run correctly on the second day of practice. The ball goes to the first receiver who is not covered, starting from the deepest.

  • It puts three men where the defense has two

    Most defenses distribute evenly across the field, so overloading one sideline creates a local numbers advantage before anybody moves. Formation does most of the work here, which is why the concept survives being run out of a different look in every game format.

How to read it

  1. 1

    Pick your side before the snap

    Flood is a one-way concept. Decide which sideline you are attacking by counting defenders on each side, and do not change your mind after the snap.

  2. 2

    Take the deep route if the flat defender carries

    If the underneath defender drops with the intermediate route, the space behind him at the top of the concept is open. This is the biggest completion in the play and it is the first thing you look for.

  3. 3

    Take the intermediate if he sits

    If he stays shallow to take the underneath route, the middle height is uncovered. This is the throw the concept produces most often and the one worth being happy with.

  4. 4

    Take the underneath route and get down

    If both levels above are carried, the shortest route is open by definition. Throw it, let him turn upfield, and call it again next series.

What changes in NFL Flag

  • Three routes is three quarters of your receivers

    You have four eligibles here, counting the centre. Flooding one side with three of them leaves a single receiver backside, so the concept is close to an all-in call rather than a quarter-of-the-formation call the way it is at eleven players. If the defense rotates to that side you are genuinely out of answers, which is why it pairs with a backside check.

  • The corner at fourteen is a seven-second route

    The deepest route on this play needs most of the clock to get there, and the pass clock stops the play at seven seconds whether or not anybody is open. That makes flood the concept in this batch that is most constrained by the rule, and it is why the flat at five exists: it is the answer when the corner has not developed in time.

  • The rush cap is what buys the corner its time

    Only two defenders may rush, and from seven yards back rather than from the line. That is the protection paying for the deepest route on the play, and it is precisely what a handoff would have thrown away. A coach who runs on first down and floods on second is making two opposite bets about the same rule.

When not to call Flood

  • It gives up the other half of the field

    Three receivers on one sideline means the backside is a single route and a decoy. Against a defense that recognises the concept and rotates coverage toward it, the backside answer is the play, not the flood itself, so know what that answer is before you call it.

  • It is slow against pressure

    The deep route has to get to its depth before the read means anything. If the defense is bringing extra rushers, the quarterback will be throwing the underneath route every time, which is a fine outcome but not the reason you called it.

Take it to your team

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

Open Flood in the designer

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

Open this play in the designer

Related questions

Why does flood feel more expensive in NFL Flag?
Because it uses three of your four eligible receivers. At eleven players a flood is three of five and you still have a backside half of the formation. Here it is three quarters of what you have, so if the defense rotates coverage to the flooded side there is one man left to throw to. Know what your backside answer is before you call it.
How long do I have to throw it?
Seven seconds from the snap. The rulebook's pass clock ends the play at that point regardless, and the corner route on this concept needs most of it. If your quarterback is still reading at five seconds, the flat at five is the throw. Practise it with a count so the clock is a habit rather than a surprise.
Who should run the corner?
On the install it is the centre, which surprises coaches who are used to plain 5v5 where that player is a running back. He is eligible here and starts in the middle of the formation, which gives him the cleanest release to the corner of anyone on the play.

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 Flood concept in NFL Flag?” RC Football, 2026. rc-football.com/plays/nfl-flag/flood