Trips Flood (7v7 Flag Football)
Flood sends three receivers to the same side at three different depths: short, middle and deep. Zone defenses guard areas. When three receivers enter an area that two defenders are guarding, somebody comes open. Trips formation sets that up before the snap.
What it beats
- Cover 3. The flat and the deep third get stretched. The defender in the curl/flat area can't cover both the out and the flat.
- Cover 2. The corner route sits behind the flat defender and in front of the deep-half safety.
- Teams that don't adjust to trips. If the defense stays balanced, the offense has 3-on-2 to the trips side.
Formation and routes
Trips right: X wide left, F in the left slot. Z, H and Y stacked to the right (Z widest, H middle, Y inside). C at center, QB in shotgun. Seven players: QB, C, X, Y, Z, H, F.
- Z (deep): vertical clear, or a go route outside the numbers. Takes the top off.
- H (middle): 10–12 yard out or corner, breaking toward the sideline.
- Y (short): release to the flat at 2–4 yards.
- X (backside): dig at 12 yards. Punishes the defense if it rotates to trips.
- F (left): swing to the left flat. The short throw away from the trips.
- C: snap, sit at 5 yards in the middle.
- QB: read deep to short on the trips side. Z if open deep, then H, then Y. If the defense rotates to trips, throw X on the dig or F on the swing. C is the late outlet.
How to run it
- Line up trips to the field (wide) side, with F on the left.
- On the snap, Z sprints vertical and drives the deep defender off.
- H pushes to 10–12 yards and breaks out to the sideline.
- Y releases flat to the sideline at shallow depth.
- F swings to the left flat and settles.
- The QB watches the flat defender. If he sinks to H, throw the flat to Y. If he jumps Y, throw H.
- If the defense rotates hard to trips, come back to X on the dig, or to F in the left flat.
Coaching points
- Spacing beats speed. Three distinct levels: about 3, 11 and 20+ yards. If two routes end at the same depth, one defender covers both.
- Z has to run like he's getting the ball. If the deep defender doesn't respect him, H's window closes.
- Throw H on the break. The out route is a timing throw, and a late ball gets picked in 7v7.
- Know your pass clock. 7v7 passing leagues often use a short pass clock (check yours), so the QB must be ready to dump it to Y.
- F's swing stays shallow. A left flat that climbs upfield runs into X's dig.
Common mistakes
- H rounds the out and floats back toward the flat.
- Y rushes to the flat too deep (5–6 yards) and runs into H's window.
- The QB hunts the deep shot every snap and takes a sack (or a clock violation).
- Running it to the short side, which leaves the out no room.
- F releases vertical instead of swinging, so the backside has no flat.
Variation: Flood Switch
Z and H switch release lanes: H goes vertical and Z runs the out underneath. It looks the same but gives defenders who play rules a different picture.
Rules check
There are two kinds of 7v7. Passing-league 7v7 usually has no rush, no run and a short pass clock. 7v7 flag leagues may keep a rusher and a run game. Clock length and rushing rules vary, so check your league.
Printable wristband card
TRIPS R FLOOD | Z: go | H: out 12 | Y: flat | X: dig 12 | F: swing L | C: sit 5 | QB: Z > H > Y > C
Short form: FLOOD R: Z go, H out, Y flat, X dig, F swing, C sit
FAQ
- What is a flood concept in flag football?
- Flood is a passing play that puts three receivers on the same side of the field at short, medium and deep depths. Zone defenses usually have only two defenders in that area, so one receiver ends up open. It's often run from a trips formation.
- What is the best 7v7 play against zone defense?
- High-low and overload concepts like Flood, Smash, Levels and Snag are common 7v7 zone beaters, because each one puts two or more receivers on a single defender. Flood is a good first install because the read is simple: deep to short on one side.
- How do you read Trips Flood as a quarterback?
- Read the trips side from deep to short. If the deep route is open, take it. If the flat defender drops under the out route, throw the flat. If he jumps the flat, throw the out. If the defense rotates to the trips, throw X on the dig or F on the left flat swing. The center sitting in the middle is the late outlet.
Animate this play free in Formation Lab — draw Trips Flood on a 7v7 field, watch the three levels animate, and text it to your team.