5V5 FLAG FOOTBALL GUIDE
5v5 flag football plays you can make your own
Start with a drawing you can read, then change it for your team. These 12 original five-player passing examples are editable starting points for a playbook, with a quarterback, a center and three receiver labels.
These drawings have not been reviewed by a coach. Choose actual distances, timing and assignments with your team, and check your league rules before taking a version to practice.
How to read a five-player diagram
The offense moves toward the top of the picture. The dashed line is the schematic starting line; the background stripes do not measure yards. A colored shape marks a starting position, and its line and arrow show that player's movement path. No passing order, defenders or ball-flight paths are drawn.
QB identifies the quarterback behind C, the center. X, Z and H identify three receiver positions in these drawings. Their names and positions can be changed in the editor. A label does not certify that a player is eligible or correctly aligned under your rules.
Read one path at a time. In this example, X and Z go upfield before turning sideways toward the outer edges. C has a shorter sideways finish in the left half, while H continues straight. QB has no movement path. This describes the picture; it does not tell the quarterback which player to target.
Choose by the change you want to make
If you are learning the drawing controls, start with Straight route example. Each path has one end point, so it is easy to see what happens when you move a player or shorten a route. To edit a sideways break, choose Out route example. To edit an inward angle, choose Slant route example.
The later examples give you return segments, longer diagonal breaks and asymmetric starting shapes to work with. They are different drawing exercises, rather than a ranking of plays or recommendations against a particular defense. A route name describes a path; it does not guarantee a receiver will be open.
- Straight
- Continue upfield without a drawn break. Also called a fly route.
- Out
- Go upfield, then turn sideways toward a sideline.
- Slant
- Take a short stem, then angle upfield toward the middle.
- Hitch
- Go upfield, then turn back toward the quarterback.
- Post
- Take an upfield stem, then angle toward the middle.
- Corner
- Take an upfield stem, then angle toward a sideline.
Terminology reference: NFL FLAG route guide. Our coordinates, combinations and explanations are original. There is no affiliation or endorsement.
12 original passing examples
Compare the diagrams before adding anything to your own book. Each editing link opens the original example for review; adding a copy is a separate action in the tool.
Example 01 · Split with offset H
Straight route example
Four straight paths with different end points. Start here to read the field and move a route.
Try changing: Drag X together with its route, then shorten the route by moving its end point.
Read & edit this exampleExample 02 · Split with offset H
Out route example
X and Z turn toward the edges. C turns across the middle, while H continues straight.
Try changing: Move X's break point upfield or downfield, then mirror the drawing to compare directions.
Read & edit this exampleExample 03 · Split with offset H
Slant route example
X and Z angle inward from opposite sides. H and C have straight paths.
Try changing: Adjust X's angled end point without moving its starting position.
Read & edit this exampleExample 04 · Split with offset H
Hitch pair
Two outside paths turn back. C turns sideways and H continues upfield.
Try changing: Move Z's turn and return points together to change its depth; keep the final segment pointing back.
Read & edit this exampleExample 05 · Split with offset H
Post and outs
X has an inward angle after a longer stem. Z and C have sideways breaks; H stays straight.
Try changing: Change X's stem length while keeping its last segment diagonal and inside the left half.
Read & edit this exampleExample 06 · Split with offset H
Corner and hitch
Z angles toward the right edge, X turns back, and C turns sideways.
Try changing: Move Z inward before widening its corner; check that the end point stays inside the field.
Read & edit this exampleExample 07 · Split with offset H
Post and corner
X angles inward and Z angles outward. H turns sideways; C turns back.
Try changing: Move one break at a time and compare the result with an independent copy.
Read & edit this exampleExample 08 · Trips right
Trips right: staggered outs
X, H and Z start to the right of C. Two sideways breaks sit at different drawn depths.
Try changing: Move X and H farther apart before changing either sideways break.
Read & edit this exampleExample 09 · Trips left
Trips left: slant and hitch
Z, H and X start to the left of C. One path angles inward, one returns and one stays straight.
Try changing: Move Z's inward end point within the space between H and C.
Read & edit this exampleExample 10 · Split with offset H
Center out with split straights
C has a longer sideways finish. X and Z continue straight; H turns back in the right half.
Try changing: Change C's sideways length while keeping its end point inside X's straight path.
Read & edit this exampleExample 11 · Split with offset H
Offset slant with outside hitches
H angles inward from an offset start. X and Z turn back; C continues straight.
Try changing: Shorten H's inward finish before it reaches C's straight path.
Read & edit this exampleExample 12 · Split with offset H
Corner pair with inside straights
The two outside paths angle away from the middle. C and H have separate straight paths.
Try changing: Narrow the starting width and adjust both outward end points to suit your field.
Read & edit this exampleTurn one example into your own play
- Open the original diagram. Review all five player paths and the practice check. Nothing is added just by reading the example.
- Select Add to playbook & edit. The editor creates an independent copy in your current playbook. Choose a name you will recognize on the call sheet.
- Make one change. Move a starting position, adjust a break or shorten an end point. Check the whole drawing after each change so the notes still describe the routes.
- Write your own coach notes. Specify the real distances and timing you intend to use. If you mirror the play, check any left/right wording and update the notes.
- Organize and print. Give the play a group, choose its position in your book, then generate a matching print pack.
Your saved version can be edited again; it does not change the original library drawing. For the controls and a worked edit, follow the play designer guide. When you are ready to carry the drawing to the sideline, follow the wristband sizing and printing guide.