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Trips Right Flood (5v5 Flag Football)

Zone is the default defense in many youth and rec 5v5 leagues. Defenders guard areas, not people. The simplest way to beat it is to put more receivers in one area than there are defenders guarding it. Trips Right Flood sends three receivers to the right side at three depths, so the defenders on that side have to give up one of them.

What it beats

  • Common 5v5 zones with a rusher and four in coverage: usually two underneath and two deep, or three underneath and one deep.
  • Defenses that stay balanced against trips. Your three receivers go against their two on that side.
  • Not built for tight man. Against man, call Mesh or Bunch Scissors instead.

Formation and routes

Trips right: Z widest, Y middle, X inside, all on the right side. C at center, QB in shotgun. Five players: QB, C, X, Y, Z. No backside receiver. C releases left as the late outlet.

  • Z (deep): go route down the sideline to clear the deep defender.
  • Y (middle): out at 8 yards to the sideline.
  • X (short): flat at 2–3 yards to the right.
  • C: snap, then short hook at 4 yards slightly left of the ball.
  • QB: read the right-side underneath defender. If he widens to the flat, throw Y. If he sinks under Y, throw X.
-55101520LOSZYXCQ
Solid line is the route. Dashed line is motion. The mark is where the ball arrives. Q is the quarterback.

How to run it

  1. Call it into the wide side of the field.
  2. Z sprints vertical. If the deep defender doesn't turn and run, Z is the throw.
  3. Y pushes to 8 yards and snaps outside.
  4. X releases to the flat right away, fast and flat.
  5. The QB looks at one defender, the underneath defender on the trips side, and throws away from him.
  6. If the rush gets home, C on the hook is the hot throw.

Coaching points

  • Three depths, one side. About 3, 8 and 15+ yards. Walk it with cones until the spacing is automatic.
  • Throw to grass, not to a jersey. Against zone, receivers settle in open space. Teach them to show their numbers to the QB.
  • The rusher is on a clock. Under NFL FLAG rules the rusher starts 7 yards off the line, and the QB has 7 seconds to throw. Flood comes out quickly.
  • Mirror it. Practice Trips Left Flood as well, so the defense can't cheat to one side.

Common mistakes

  • Y and X finish at the same depth, so one defender covers both.
  • Z jogs and the deep defender walks forward into Y's window.
  • The QB looks deep first every time and holds the ball into the rush.
  • Receivers keep drifting after they hit their spot instead of sitting in the window.

Variation: Flood Sit

Turn Y's out into a sit at 6 yards between the underneath defenders. It is easier for younger QBs and receivers who can't yet throw or catch a timing out.

Rules check

NFL FLAG 5v5 uses a 7-yard rush line and a 7-second pass clock in official rulebooks we checked. Rec, church and adult co-ed leagues often change both. Some adult co-ed leagues add rules about who must be thrown to, so check your league.

Printable wristband card

TRIPS R FLOOD | Z: go | Y: out 8 | X: flat | C: hook L | QB: read flat D

Short form: FLOOD R: Z go, Y out, X flat, C hook

FAQ

What is the best 5v5 flag football play against zone?
Overload plays like Flood work well, because they put three receivers in an area that two defenders are guarding. High-low plays like Smash and Curl-Flat also work, because they force one defender to choose between two receivers.
How do you beat a zone defense in flag football?
Spread defenders out with routes at different depths, put more receivers on one side than the defense has defenders there, and have receivers sit in the open spaces between defenders. Quick, short throws also beat the rusher.
How do I know if the defense is in zone or man?
Send a receiver in motion before the snap. If a defender follows him across the field, it's probably man. If the defenders shift but stay in their areas, it's probably zone.

Animate this play free in Formation Lab — draw Trips Right Flood, watch it animate against a zone, and text it to your team.