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How to Run Flag Football Tryouts
A flag football tryout is a test of space and timing, and the quarterback is the position every other score depends on. A receiver cannot be scored on a catch that was never thrown well, and a defender cannot be scored on a pull against a ball carrier who never cut. This is a ninety-minute run of show that keeps every player moving, gives the quarterbacks their own look, and keeps every evaluator looking at something.
A 90-minute flag football tryout, minute by minute
This is the shape most leagues settle on for a group of twelve to thirty players. The numbers are a guide: shorten the rotations for a younger group, and give the scrimmage longer for an older one.
| Time | What happens | Who runs it |
|---|---|---|
| 0:00 to 0:10 | Check-in, numbers, belts fitted and checked, medical forms confirmed, then a dynamic warm-up, all together. | Registrar and one coach |
| 0:10 to 0:20 | The 40-yard dash, or a shorter sprint for the youngest group. Two attempts each, with the faster time recorded. | Two timers and a starter |
| 0:20 to 0:35 | Agility: a shuttle with the time recorded, then a cone drill for the plant and the turn. | One evaluator and a timer |
| 0:35 to 0:55 | Routes and catching in pairs and small groups, with the same quarterbacks throwing to every receiver. Catches counted out of ten. | One evaluator for receivers, one for throwers |
| 0:55 to 1:10 | Flag pulling in pairs. Quarterback candidates throw at targets in a separate group, then the groups swap. | One evaluator per group |
| 1:10 to 1:25 | 5-on-5 scrimmage in short series, teams mixed every game, everyone playing both ways. | Every evaluator, one eye each |
| 1:25 to 1:30 | Water, thank you, and exactly what happens next and when families will hear. | Head coach |
The six flag football drills and stations, and how to run each
These are the stations the scorecard builder can add to the sheet, in the order they usually run. Delete the ones you are not running: a station on the sheet that never happened leaves a blank that looks like a missing score.
- 40-yard dash. Two timers with stopwatches at the finish and a starter at the line. Each player runs twice from a standing start, and you record the faster time. Run it first, after the warm-up, while legs are fresh. Decide the distance for the age group, shorten it for the youngest, and run everyone the same distance. What to score: Record the time as a time. It feeds speed on the grid, but it is not the same thing as speed on the field.
- Agility. A short shuttle, timed, and a cone drill with a plant and a turn, run for footwork. Mark the cones before the group arrives and demonstrate it once. Two attempts each, with the faster shuttle time recorded. What to score: Agility on the grid, and the shuttle time in the measurables table. Watch the feet and the hips: low and quick, or tall and long.
- Routes and catching. Pairs of receivers and defenders, with the same quarterbacks throwing to every receiver. Run the same few routes, such as a slant, an out and a go, for everyone, and throw ten balls to each receiver. Count the catches and write them in the measurables table. Defenders cover the route so you see separation and not just a receiver running alone. What to score: Route running, catching and speed on the field. Score the route and the catch apart, and decide whether a miss was the throw.
- Flag pulling. Pairs with a ball carrier and a defender, a short distance apart, with the carrier cutting once. The defender closes on an angle, slows down and pulls the flag. Run it a set number of times each and count the clean pulls, with the same carrier for each defender where you can. Stop the drill if any player makes contact. What to score: Flag pulling, with a note on the angle and the control. Do not score by flags pulled in the scrimmage, which depends on the matchup.
- Throwing accuracy. Quarterback candidates throw to a target or to the same receiver, a fixed number each, at the same distances. Ask for volunteers, and give everyone else a short turn. Count throws on target out of ten, and watch the release and where the ball goes in relation to the defender. What to score: Throwing, and the count of throws on target in the measurables table. Keep the receivers the same for everyone.
- 5-on-5 scrimmage. 5-on-5 in short series, using your league's rules for rushing and for no-run zones. Mix the teams every game, rotate quarterbacks and centers in with the same number of snaps, and make everyone play both ways. Put an evaluator on each side of the ball. What to score: Field vision and coachability, and a second look at anything that looked different from the drills.
Keeping a flag football tryout safe
A game with no tackling is not a game with no injuries, and a tryout is the one session where every player is trying hard and nobody knows the others. The rules that cover it belong to your league and your school, and they change, so treat this as questions to answer before the day.
- Gear. What does your league require for shorts, jerseys, jewelry, cleats and mouthguards? Many leagues expect shorts without pockets and a jersey that stays clear of the flags. Say so in the announcement so no one is turned away at the field.
- Contact. Flag football is built around no intentional contact, and a tryout should be too, by your league's definition. Stop a drill the first time a player blocks, shoves or dives at another player, and say why.
- Heat and weather. What do your league and school require, where is the water and the shade, and what conditions shorten or cancel the session? Build a water break into every change of station.
- Collisions. Routes and pulls put players on crossing paths. Space the groups apart, and keep a drill that sends players toward each other to one pair at a time.
- An emergency plan. A written plan with the address of the field, the nearest phone and the person who will make the call, and a first-aid kit and ice at the field before the first player arrives.
How many people you need
The usual way to wreck a tryout is to run it with too few evaluators and ask each to watch everything. A workable plan, by turnout:
| Players | Evaluators | Helpers | Notes |
|---|---|---|---|
| Up to 16 | 3 | 1 timer, 1 registrar | One evaluator for receivers and defenders, one for the quarterbacks, and one for the scrimmage. |
| 17 to 30 | 4 or 5 | 2 timers, 1 registrar | Add an evaluator to each large group, and a second on the scrimmage. This is the size most sessions are. |
| 31 to 48 | 6 or more | As above, plus a field helper | Run two groups at once on two fields, or split into two sessions. One field cannot give forty players a fair scrimmage. |
Two evaluators on every station is better than one, scoring independently, and impossible for most volunteer leagues. If you can only double up on one thing, double up on the quarterbacks, since every other score depends on them.
Flag football tryout checklist
Most tryout problems start before the first player arrives. Pack and set up from this list the evening before, so the morning goes on watching players.
- Paperwork. A sign-in sheet, each player's registration and medical consent, one scoring sheet per evaluator with spares, and clipboards and pens.
- Numbers. Numbered pinnies in two colors, so the scrimmage teams can be mixed and told apart, and a master list of numbers to names that only the registrar holds.
- Belts and flags. Enough flag belts for every player plus spares, with every flag on every belt, counted before the session. Check the flags release cleanly.
- Footballs. The size your age group uses, enough for the throwing groups to work at once, plus spares that are pumped.
- Timing. Two stopwatches at the finish, cones to mark the sprint, the shuttle and the field, and a visible clock or a timer so rotations end when they should.
- Field assignments. Which group starts at which station, written on a sheet where everyone can see it, so the first rotation does not begin with twenty players asking where to go.
- First aid and water. A first-aid kit, ice, water for everyone at every station, and the plan for heat and weather written down.
- Afterward. A way to collect every scoring sheet before anyone leaves, and a short message ready that says when and how families will hear.
Running the scrimmage so it is fair
The scrimmage is the only place you see route timing, flag pulling and the quarterback under pressure all at once, which makes it the part most worth running well. A badly arranged one scores the arrangement.
- Use your league's rules. Rush lines, no-run zones, who may run the ball and how many players play are set by the league. Play the version your teams will play, so the scrimmage tests the game.
- Mix the teams every game. Two players who are always on the same team are judged as a pair. Write the rotation down before the session so nobody is choosing sides in front of the group.
- Give every quarterback candidate the same snaps. A quarterback who gets three plays and one who gets nine have not had the same tryout. Rotate them in and write the count down.
- Make everyone play both ways. A receiver who never defends and a defender who never catches are half-scored. Rotate positions so every player is seen on both sides of the ball.
- Keep the series short. A few plays at a time keeps the pace honest, because as players tire, their play becomes less representative of their usual level.
Mistakes that make flag football tryout scores wrong
- Over-reading the 40. Speed is one column of eight. A fast player who cannot catch is a fast player who cannot catch, and a slow starter can still be a very good defender with the right angle.
- Scoring a catch without checking the throw. If the quarterback threw it behind the receiver, the receiver did not drop it. Decide which one failed before writing a number.
- Counting flags pulled in the scrimmage. It depends on who the defender was matched against. Score the angle and the technique, and use the controlled drill for the count.
- Letting the strongest players play together. A team of the best players makes everyone else look worse, and a team of the weakest makes the best look like stars. Spread the ability you already know about across the teams.
- Forgetting the center. A center who snaps accurately every time and gets open is easy to overlook, because nothing they do looks dramatic.
- Scoring only the players who touch the ball. A defender with great angles and a receiver who draws the coverage away are scored on the same sheet as the quarterback.
After the tryout
Average the independent sheets before anyone discusses a name, tell families privately and before the roster goes up, and keep the sheets until any appeal window has closed. The longer version, which applies to every sport, is the general tryouts and evaluation guide.
Once the teams exist, the paperwork is the registration form, the code of conduct and the equipment checkout.
Other sports, and the general version
This is the flag football version. The general tryouts & evaluation 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 about flag football tryouts
How long should flag football tryouts be?
Ninety minutes is a sensible target for one age group of twelve to thirty players on one field. Less than an hour does not leave enough time for position work and a scrimmage, and more than two hours is scoring fatigue, not skill. If you need a second session, score both and average them rather than treating the second as a tiebreak.
What drills should we run at flag football tryouts?
Six stations cover what a coach scores: the 40-yard dash, an agility drill, routes and catching, a flag pulling drill, throwing for quarterback candidates, and a 5-on-5 scrimmage. Keep each one simple enough that a nervous ten-year-old understands it from one demonstration, because a player confused by the drill is not being scored on the skill.
How do we run a tryout with only a few coaches?
Run fewer stations at a time and pair players off. Routes, flag pulling and agility all work in pairs, so two evaluators can watch a dozen players. Save the third evaluator for the quarterbacks and the scrimmage.
Should every player try quarterback?
Not every player, but everyone who wants to. A short throwing station for all, then a longer one for the volunteers, finds quarterbacks you did not expect without making a nervous player throw in front of the group. Count throws on target and keep the receivers the same for every quarterback.
What equipment do we need?
Flag belts with all their flags, in enough sizes for the group, footballs in the size your age group uses, cones, stopwatches and numbered pinnies. Check every belt before the session starts, because a belt with a missing flag turns a pull into an argument.
More flag football tools
The rest of the flag football toolkit
Flag Football Registration Form
Positions, throwing hand, last season's level, uniform sizes and three jersey number choices, on a form for sign-up day.
Open the generatorFlag Football Code of Conduct
Flag belt, no-contact and flag-pulling rules for players, and sideline and spot rules for parents, on one page with one signature.
Open the generatorFlag Football Tryout Evaluation Form
A scoring grid for speed, agility, flag pulling, routes, catching, throwing and field vision, with a table for the 40-yard dash, shuttle and catches.
Open the generatorFlag Football Player Evaluation Form
A mid-season report for a parent: flag football skills against the age group, a section for each position, and room for words.
Open the generatorFlag Football Equipment & Uniform Checkout
Flag belts and spare flags, jersey and shorts, with a count, size, condition and replacement cost, and a return date.
Open the generatorPlaybook 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.
Take sign-ups for the tryout
Open the tryout as its own program with a birth-date window and a cap on spots, collect the fee if you charge one, and have every family give you the same information before they arrive.
How it worksBuild the teams from one pool
Registered players land in a single pool and you place them on teams afterward, so the rosters you build from your scorecard are the ones families see. A roster can hold players, coaches, managers and volunteers.
How it worksTell families what happens next
Post the results and next steps on the team message board, with an Acknowledge button to see who has read them. Email and text blasts for anything that cannot wait are on the paid plans.
How it worksThe 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.
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.