The flag football route tree
By the Playwrist team · Updated 2026-10-16
The route tree is a numbered list of the basic pass routes, 0 through 9, so one number tells a receiver where to go. The tree here is the one NFL FLAG teaches coaches, credit to NFL FLAG's flag football plays guide: six basic routes, 0 to 5, and four advanced double moves, 6 to 9. Below is each route, what it's for, the depths that fit a 5v5 flag field, and which of our no-run-zone plays use it.
How the numbering works
Every route starts with the same push straight upfield (the stem), then breaks. The numbers go up as the routes get longer and harder:
- 0 to 5, the basic routes: the hitch, slant, out, post, corner and fly. One break each. Teach these first.
- 6 to 9, the advanced routes: the option, stop and go, post corner and chair. Each one has two moves, to sell one route and run another. Add them once your receivers run the basics without thinking.
The numbering is a coaching convention, not a rule, and teams number routes differently: other systems put odd numbers outside and even numbers inside, or number the flat and curl too. What matters is that everyone on your team uses the same numbers.
The ten routes
Depths are measured from the line of scrimmage. The diagram uses full-field depths (most breaks at about 7 yards); on a 25-yard 5v5 field, or for younger players and a short-armed QB, shorten them, as our no-run-zone plays do.
| # | Route | What it's for | Depth and break | Used in our no-run-zone plays |
|---|---|---|---|---|
| 0 | Hitch | A sure, quick catch when the defender plays off you | About 7 yd, then pivot back toward the QB a couple of yards (4–5 yd on a 5v5 field) | Quick Hitches (X, Z), Smash (Z) |
| 1 | Slant | The fastest throw against a rush | A couple of steps upfield, then a long angle toward the middle | Slant-Fade (Y) |
| 2 | Out | Moves the ball to the sideline, away from the middle | About 5 yd, then a square cut to the sideline | Double Out (X at 2 yd, Y at 5–6 yd), Slant-Fade (X) |
| 3 | Post | Attacks the deep middle | About 7 yd, then 45° toward the middle | Double Out (Z, a "skinny" post with a softer angle) |
| 4 | Corner | Attacks the deep sideline behind a short defender | About 7 yd, then 45° toward the sideline | Smash (Y) |
| 5 | Fly (go, fade) | Takes the top off the defense; clears space underneath | Straight upfield, fast; a fade drifts toward the sideline | Smash (X), Slant-Fade (Z), Dig-Flat (X) |
| 6 | Option | Beats a defender who jumps the slant | Start like a slant toward the middle, then cut flat back to the sideline | Not used |
| 7 | Stop and Go | Beats a defender who sits on the hitch | About 7 yd, stop as if for a hitch, then take off upfield | Not used |
| 8 | Post Corner | Beats a deep defender who bites on the post | About 7 yd, a short post break, then turn to the corner | Not used |
| 9 | Chair | Beats a defender who jumps the out | About 4 yd, cut to the sideline, then turn straight upfield | Not used |
Our five no-run-zone plays use all six basic routes and none of the advanced ones: a double move takes time, and with rushers coming from about 7 yards these plays get the ball out on the QB's second or third step. They also use three routes that aren't on this tree (below).
What each route asks of the receiver
0 Hitch. Sprint the stem so the defender backs up, then stop hard and pivot back toward the QB, numbers facing the ball. The hitch is the first route to teach: one move, one catch.
1 Slant. Two or three hard steps upfield, then cut toward the middle and keep running. Catch it with your hands, away from your body. On a 5v5 field the middle in front of the QB is where rushers run, so short slants stop a few steps outside the ball.
2 Out. Push upfield, plant on the outside foot and cut square to the sideline. On a 25-yard field the wide receivers line up about 3 yards inside the sideline, so the out has little room: catch it and turn upfield, don't drift out of bounds.
3 Post. Push upfield, then break 45° toward the middle. A skinny post uses a softer angle so it stays outside the ball and away from the rushers.
4 Corner. Push upfield like a post or a fly, then break 45° to the back corner. Finish deep. A corner that flattens early runs into the receiver underneath.
5 Fly. Run straight, fast and away from the defender. Even when the ball doesn't come, the fly pulls defenders deep and opens the short routes. A fade is a fly that drifts toward the sideline, with the ball thrown over the outside shoulder.
6 Option. Sell the slant for two or three steps toward the middle. When the defender jumps inside, cut flat back toward the sideline, away from that defender.
7 Stop and Go. Run the hitch: about 7 yards, stop and show your numbers to the QB. When the defender drives on it, take off upfield. The QB pump-fakes the hitch to sell it.
8 Post Corner. Break toward the post first. When the deep defender turns to the middle, break back out to the corner.
9 Chair. Run a short out at about 4 yards. When the defender jumps it, turn straight upfield along the sideline.
Routes that aren't on the tree
These show up in our plays and in most playbooks, but the tree above doesn't number them.
- Flat: 1–2 yards past the line, then flat toward the sideline. A safe, short throw. Used in Double Out (C) and Dig-Flat (RB). A pass caught behind the line doesn't count in a no-run zone, so the flat is never a catch at the line.
- Curl (hook): push upfield, then turn inside back to the QB and settle in the hole between defenders. The short version, a hook at 4 yards, is the center's job in Smash, Slant-Fade and Dig-Flat.
- In (dig, drag): push upfield, then cut square toward the middle; shallow, it's a drag. Used in Dig-Flat (Z). Give it its own depth so it never crosses close to another receiver.
- Comeback: sell the fly, plant at 8 to 10 yards, and come back toward the sideline. A timing route for a QB with arm strength.
- Wheel: starts like a flat, then turns up the sideline.
Teach the tree in one practice
- Walk it. Line up every player, center included, and walk each route at half speed while calling its number.
- Run it on air. QB throws each number to each receiver with no defense. Hitches, flats and slants first.
- Call combos. Two numbers make a concept. For example, a hitch under a corner is Smash; a slant with a go outside is Slant-Fade. Put the numbers on your wristband cards.
- Add one defender. Have the QB read that defender on two routes, the same read used in the no-run-zone plays.
A coach can open any of those plays in Playwrist, change a route number or depth to suit their players, and print the result.
FAQ
Is the route tree numbering a rule? No. It's a coaching convention, and teams number routes differently. Pick one system and use it everywhere: practice, wristbands and play calls.
Can the center run a route? In most flag football leagues, yes: every player is an eligible receiver, the center included. Whether the QB can catch a pass, and when, varies by league, so check yours.
Can a receiver block for a teammate? In most flag leagues, no: blocking and screening are against the rules. A few allow limited no-contact screen blocking, so check your league. Either way, plan routes that get open by themselves.
Which routes work best in a no-run zone? In leagues with no-run zones, a snap inside one must end in a forward pass that crosses the line. Quick routes that finish within about 7 yards (hitch, slant, out, flat, corner, fade) fit best. See the five no-run-zone plays.
Playwrist isn't affiliated with or endorsed by NFL FLAG or any league. Rules vary by league; check with yours.