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Free Flag Football Tryout Evaluation Form & Scorecard

A good flag football tryout takes contact out of the evaluation and narrows it to speed, agility, flag pulling, routes, catching and the throw, all of which you can test cleanly in a station. The quarterback decides more plays than any other position, so the scorecard has a place to score that group on its own.

8scoring criteria
4positions scored
3file formats
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What each flag football criterion actually measures

The scorecard loads these eight columns. They are short labels, and the labels hide most of the judgment, so here is what an evaluator is looking at under each.

  • Speed. Straight-line speed, which goes in the table below as a time, and speed on the field, which is different: the burst off the line, the break out of a cut, the closing speed on a ball carrier. Flag fields are short, so acceleration often matters more than top speed. A fast 40 and a slow first step are two different things.
  • Agility. Changing direction without slowing: stopping on a route, cutting away from a defender, the plant and the turn. Watch the feet and the hips. A player who stays low with the feet under the body is agile. One who takes long steps and rises is not yet.
  • Flag pulling. Getting to the ball carrier on a good angle, slowing down to stay in control, and reaching for the flag and not the jersey. Score the angle and the technique, not the number of flags a player pulls, because that depends on who they were matched against.
  • Route running. Running the route as it was drawn: the stem, the break, the cut and the finish, with the eyes finding the quarterback. Score the route apart from the catch, so a good route with a bad throw is not scored as a bad route.
  • Catching. Eyes on the ball into the hands, hands away from the body, and securing it before running. Score the catch on balls a player could catch, since a bad throw is not a dropped pass.
  • Throwing. Accuracy, a quick release and a ball the receiver can catch. Score quarterback candidates in full, and give everyone else a few throws, because the quarterback is chosen from the whole group.
  • Field vision. Seeing the field: where the defenders are, where the open space is, and what the play needs next. For a quarterback it is the read, for a receiver it is the soft spot in the coverage, and for a defender it is the angle to the flag.
  • Coachability. The player who adjusts when shown something, not the one who nods. Correct one thing in the middle of a drill, such as a plant foot or the angle of a pull, and watch who fixes it on the next rep.

What to score once you split into groups

A skill that decides one position is noise on everyone else's sheet, which is why these sit apart from the general set. Most flag football players play both ways, so use them for the groups you actually split. Pick a position in the builder and the scorecard columns rebuild themselves.

Quarterback

The most decisive position in the game and the one worth running as its own group. Watch the release first: where your league allows a rusher, a quick, accurate throw beats a strong arm. Score the read and the decision, and see whether the quarterback finds a second receiver when the first is covered.

  • Throwing accuracy
  • Release speed
  • Reading the defense
  • Decision making
  • Mobility and scrambling
  • Coachability

Receiver

Route running, hands and release. Run the same routes for every receiver against a defender where you can, because a receiver who is open against nobody has shown nothing about separation. Score what a receiver does without the ball, such as finding the soft spot in a zone and getting open when a play breaks down.

  • Route running
  • Hands
  • Release and separation
  • Speed
  • Field awareness
  • Coachability

Rusher / defender

Pulling flags is the whole job. Score the angle, the speed of approach and the control at the end of it, and whether the player pulls the flag or the jersey. For rushers, add timing: starting on the count and not before, where your league uses one. Defenders in coverage are scored on staying with a receiver and finding the ball.

  • Flag pulling technique
  • Closing speed
  • Coverage awareness
  • Pursuit angles
  • Rush timing
  • Coachability

Center

The center snaps and then releases into a route, so score both. Snap accuracy and consistency, especially with a rusher coming, then the release and the route, since in most leagues the center is an eligible receiver. A center who snaps well and gets open is a rare and valuable player.

  • Snap accuracy
  • Snap consistency under pressure
  • Releasing into a route
  • Field awareness
  • Coachability

How to score a flag football tryout

A five point scale gives evaluators a consistent way to compare players across the same drills and the same age group. It is printed above the grid so every evaluator reads the same words, and the last column is an average, not a total.

ScoreWhat it means
5Well above the group
4Above the group
3At level for this age group
2Developing
1Needs significant work
  • Agree on the 3 before anyone is scored. Have every evaluator watch the same few routes, flag pulls and throws, and say out loud what a 3 looks like for this age group. A lot of the disagreement between evaluators is about where the middle is, not about the players.
  • Score what you saw, when you saw it. Write the number before the next player steps in. Leave a cell blank for a skill the session never tested, such as throwing for a player who did not try quarterback. A blank costs a player nothing, because the average only counts what was scored.
  • Score each column on its own. A fast player should not lift a flag pulling score, and a dropped pass should not pull down route running.
  • Score independently, then average. Two evaluators who confer during the session produce one opinion twice.
  • Score the route and the throw separately. A catch depends on two players. Decide which one failed before you write a number.

Times and counts are numbers, not scores

The scorecard has a second table beneath the scoring grid for the numbers a flag football evaluation produces: the 40-yard dash, the shuttle, catches out of ten, throws on target out of ten, and the positions each player auditioned at. They are there on purpose.

  • Write the number, not a score. Seven catches out of ten is information. A 4 is an opinion about it. Keep the information until you have seen the whole group.
  • Decide what a 3 means for the age group first. Then convert, once, for everyone, the same way. Shorten the sprint for the youngest groups if you like, and keep it the same for everyone.
  • Do not let a number decide alone. Speed follows growth at youth ages, and ten throws are a small sample. A quarterback who throws seven on target to weak receivers may be better than one who throws eight to strong ones.
  • Count the same ball for everyone. Throws and catches should come from the same quarterbacks and to the same receivers, or the counts measure the pairing.
  • Leave it blank if it was not measured. Not every group runs every test, and an empty cell is honest.

The six stations the builder can add to the sheet, and the order they run in, are on the flag football tryouts guide, along with a ninety-minute schedule and a staffing plan.

Other sports, and the general version

This is the flag football version. The general tryout evaluation scoresheet works for any sport, and the flag football forms and templates page lists the other 5 flag football documents.

Playbook Logix provides customizable templates for informational and administrative use. They are not legal advice and will not meet the requirements of every organization, sport or jurisdiction. Review anything you intend to rely on with your own attorney or your insurance carrier, and check your league and state requirements.

Common questions

What should a flag football tryout evaluation form include?

The skills you will actually test that day: speed, agility, flag pulling, route running, catching, throwing, field vision and coachability. Add a notes column and a row for each player. Keep timed and counted work, such as the 40-yard dash, the shuttle and catches out of ten, in a separate table as raw numbers.

How do you score a flag football tryout?

On a five point scale that every evaluator reads the same way, scored independently and averaged afterwards. Agree out loud what a 3 looks like for the age group before anyone is scored, write each number before the next player steps in, and leave a cell blank for anything the session never tested.

How do you evaluate a quarterback fairly?

Give every quarterback candidate the same receivers, the same routes and the same number of throws, and count the throws on target out of ten. A quarterback who throws to a receiver who drops everything looks worse than one who throws to a good one, so the receivers have to be the same for everyone.

Should we time the 40-yard dash?

Time it as a number, and decide the distance for the age group first. Flag fields are short and the game is won by the burst off the line, so a shorter sprint can be a better test for the youngest players. Record it as a time and keep it out of the 1 to 5 grid.

Do we score by position?

Yes, once you split into groups. Score the whole group on the general criteria while everyone is together, then use the position criteria for quarterbacks, receivers, rushers and defenders, and centers. Pick a position in the builder and the columns rebuild. Most players play both ways, so use the position sheets for the groups you actually split.

How many evaluators do we need?

At least one for the quarterbacks and one for everyone else, with a second scoring independently where you can. Average the sheets afterwards and do not let evaluators confer during the session.

Can we use this sheet to place players and balance teams?

Yes. Many leagues rate players so teams can be balanced by age and skill, not to decide who plays. The same sheet works: average the scores, and use the Players to look at again line to flag the ones you want a second look at before the draft.

Playbook Logix

What happens after the flag football tryout

Playbook Logix is registration, rosters, payments, schedules and team messaging for youth and adult sports, in one place. The scorecard decides who plays where. Playbook Logix takes over once the teams exist, and it can handle the sign-ups before them.

The Starter plan is free, and the iPhone and Android app is free on every plan. Anything described above as Coach plan and above needs a paid plan. See the plans or the mobile app. Nothing you type into the template above is sent to us, whether or not you ever sign up.

After the tryout comes the roster

Playbook Logix takes the part that starts once the team exists: registration, medical forms parents fill in on their phone, who has paid, and a roster that is the same in everyone's pocket. There is a free plan.