6 on 6 Flag Football Plays
These 6 on 6 flag football diagrams adapt five 5v5 concepts with a sixth offensive player. That player can add a receiver or a back, depending on the formation. Confirm your league's player count, field size and rushing rules, then use the notes below to choose an assignment the team can rehearse.
Coaching tips for 6 on 6
- Check the rusher's starting distance, QB-run restrictions and field width before selecting plays.
- Use the sixth player's job to solve a specific need, such as a short outlet or a second running option.
- Keep a reachable target near the QB when installing a deeper concept.
- Walk the original assignments first, then add the sixth player's path and check for crowded routes.
Add all 5 6 on 6 plays to my playbook
Curl-Flat (6 on 6, Doubles)
What the sixth player changes
Two receivers on each side let the QB choose a Curl-Flat side before the snap. The diagram numbers show the right-side pair; on the left, X runs the curl and Y runs the flat.
When to call it
Use when you want a short pass against a defender responsible for both the curl and the flat. Choose the side with a clear throwing lane; it is not an automatic answer against tight man coverage.
QB reads
- Choose a side before the snap, then watch that side's flat defender after the snap. On the shown right side, throw Z's curl if the defender widens with H and the curl lane is open.
- If that defender stays under Z, throw H in the flat only if H has space. On the left side, X is the curl option and Y is the flat option. This is a defender decision, not two mandatory throws.
- If the chosen pair is covered, check C at 5 yards only if C has separation. Do not force the ball between defenders; use the league's legal throwaway option before the rush arrives.
Coaching points
- Keep curls at 6 or 7 yards and bring them back toward the QB. H and Y stay beyond the line for the forward-pass catch.
- C holds the middle at 5 yards and faces the QB. Four wide receivers may create room, but the center still needs an open throwing lane.
- Rehearse both flat-defender reactions and a covered pair. The QB chooses a side rather than scanning both pairs after the snap.
Mesh (6 on 6, Doubles)
What the sixth player changes
The sixth player adds a second outside vertical route. X and Z can draw deep coverage, but defenders may stay in the middle; Y and H still need separation and separate crossing lanes.
When to call it
Use against trailing man coverage when your receivers can cross without contact. Against zone, practice finding gaps rather than running into the next defender.
QB reads
- Start with Y crossing at about 4 yards. Throw ahead into space only if the crossing lane is clear.
- Move to H crossing at about 6 yards if Y is covered. Keep the two crossing depths separate.
- Check C sitting at 8 yards if the crossers are covered and the middle lane is open. If no receiver separates, use the legal throwaway option.
Coaching points
- Y crosses under H, with about 2 yards of depth between them. Rehearse the paths without contact or deliberate screening.
- X and Z run their vertical routes with pace; coverage may follow them or pass them to a deep defender. Do not assume the middle will empty.
- Against zone, settle a crosser only in a clear gap and face the QB. Do not stop next to another receiver or inside a defender's landmark.
Flood (6 on 6, Trips Right)
What the sixth player changes
Trips right creates three levels on the same side without asking C to travel to the sideline. Y runs the short flat, H runs the intermediate out, Z runs deep, and C offers a middle check-down.
When to call it
Use when one sideline defender must choose between short and intermediate routes. Select a side with room for the out and flat, and shorten the progression against quick pressure.
QB reads
- Read Z deep only if Z has separated and the QB has time. Against a fast rush, start with H instead.
- Check H on the right-side out at 8 yards. Throw if H has separation and a clear lane.
- Check Y in the flat beyond the line. If all three right-side levels are covered, C is an unnumbered middle fallback only with a clear lane and enough time; otherwise use the legal throwaway option.
Coaching points
- Space Z, H and Y at different depths; do not let H drift into Y's flat lane.
- X runs the left-side post as a coverage threat. A safety may shade toward X, stay over the flood, or pass the route off.
- Rehearse a covered deep route so the QB comes down to H and Y promptly. C comes back toward the QB at the end of the route.
Smash (6 on 6, Doubles)
What the sixth player changes
A hitch and a corner route on each side let the QB choose a side before the snap. The shown right-side read is H over Z; on the left it is Y over X.
When to call it
Use to put a low outside defender in a high-low decision. If a deep defender can cover the corner, take an uncovered hitch or center rather than forcing the high throw.
QB reads
- Choose a side before the snap, then confirm the outside defender's movement. On the shown right side, throw H's corner only if the defender stays low and there is no deep help in the lane.
- Throw Z's hitch if the defender drops with H and Z has room. On the left, use the same decision with Y's corner and X's hitch.
- Check C at 6 yards if the pair is covered and C is open. Do not force the corner throw over a defender waiting deep.
Coaching points
- The hitches stop at 5 yards and come back toward the QB. Make the short throw on time.
- Corner routes break outward at 6 yards. Maintain sideline space and use a depth the QB can reach.
- Show low, deep and split coverage in practice. Pre-snap alignment is a clue; confirm the coverage after the snap.
Sweep Right (6 on 6, Twins Right, Back Left)
What the sixth player changes
X adds a far-side post to the existing sweep formation. The route may influence a deep defender, but the handoff and the right-side running lane still determine the play.
When to call it
Use when running is allowed and the outside lane has space. Avoid no-run zones, and rehearse the exchange before adding live defenders.
Snap and exchange
- Q receives the snap, turns and gives H a clean handoff behind the line at the practiced exchange point. Secure the exchange before selling any pass fake.
- If the exchange breaks down, secure the ball and follow your league's legal recovery option. The direct-snap QB must not turn a failed handoff into an unauthorized run.
Coaching points
- H approaches the handoff under control, secures the ball, then accelerates toward the right sideline before turning up. Stay in bounds and avoid running into a waiting defender.
- Y, Z, X and C run their assigned pass routes without blocking or screening. Under NFL FLAG rules, nearby teammates must stop once the carrier crosses the line; check the league's exact requirement.
- Run only where running plays are permitted. Receivers selling routes do not guarantee that defenders leave the edge.
Want to draw your own 6 on 6 play? The play designer has a 6 on 6 lineup, and you can print any play with the playbook builder.
Coaching a 5 on 5 team instead? See the 5 on 5 plays. Other formats: 7 on 7
Give the sixth player a specific responsibility
Choose a short outlet, a width threat or a backfield exchange before adding the player to a familiar 5v5 concept. A receiver standing near another route can make the concept worse. Walk all six assignments and freeze at the quarterback's first read to check that the extra player creates a separate option.
Keep the six-player version with the team
The linked full play pages explain the underlying concept, but their primary diagrams may use five players. Use the six-player drawing on this page when teaching the adaptation. Add that version directly to your playbook, then use Make it your own in the Play Lab to customize its six assignments. Rehearse the spacing under your league's field and rushing rules.
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