Line of scrimmage (LOS)
#The imaginary line where the ball is placed before each play. The offense lines up behind it and the defense in front of it.
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Every word used in PreSnap, explained in plain language: the field, the positions, the route tree, offensive concepts, coverages and how a quarterback reads the defense.
The imaginary line where the ball is placed before each play. The offense lines up behind it and the defense in front of it.
The moment the center passes the ball back to the quarterback and the play starts. Everything before it is “pre-snap”; everything after it is “post-snap”.
The offense has 4 tries (downs) to gain 10 yards. “3rd & 8” means it is the third try and 8 yards are still needed. Flag leagues often use a midfield line instead of 10 yards.
💡 On 3rd down, throw past the first-down marker, not short of it.
Gaining the yards needed gives the offense a new set of downs.
The area at each end of the field. Catching or carrying the ball into it is a touchdown.
Worth 6 points for reaching the end zone with the ball, plus a try for the extra point.
The last 20 yards before the end zone. The field is shorter, so passing windows are tighter and throws must be quicker.
💡 Near the goal line, deep routes run out of space: think corners, fades and quick slants.
The short lines in the middle of the field where the ball is placed. The wide side of the field is the “field side”; the short side is the “boundary”.
The protected space the offensive line forms around the quarterback to give him time to throw.
When the quarterback is tackled (or his flag is pulled) behind the line of scrimmage before throwing.
💡 Under pressure, a quick throw or a throw-away beats taking a sack.
A pass caught by the defense. The defense takes the ball, so it is the worst result of a throw.
💡 Never throw late over the middle into a defender’s area.
A pass that nobody catches. The ball goes back to the line of scrimmage and the down is used, which is still much better than an interception.
A version without tackles: the ball carrier is stopped by pulling a flag from the belt. Usually 5-on-5, and pass rushers start 7 yards from the line.
The leader of the offense. Takes the snap, reads the defense and decides where the ball goes.
The player who snaps the ball. In flag football he is also an eligible receiver.
The five big players (center, two guards, two tackles) who protect the quarterback and block for the run. They do not catch passes.
Lines up next to or behind the QB. Runs with the ball, helps protect, and is often the check-down receiver.
Fast players who line up wide and run routes to catch passes. In this game the outside receivers are X and Z.
A receiver lined up between the offensive line and an outside receiver. Great at quick routes and crossing the middle.
A bigger receiver who lines up near the line. Can block or run routes, often in the middle of the field.
The players across from the offensive line. They rush the quarterback and stop the run.
Plays behind the defensive line. Stops the run, covers short zones or running backs, and sometimes blitzes.
Covers the wide receivers. Can line up close (press) or several yards back (off).
An extra (fifth) defensive back who usually covers the slot receiver.
The deepest defenders. The free safety guards the deep middle; the strong safety plays closer, often on the tight end’s side. Counting them is the first step to reading the coverage.
In flag football, the defender who chases the quarterback. He usually has to start 7 yards from the line.
A numbered map of the basic routes a receiver can run. Many teams use odd numbers for routes that break outside and even numbers for routes that break inside, but every playbook has its own version.
💡 Learn the shape first, then the timing: the throw goes as the receiver breaks.
A short route toward the sideline, almost level with the line. A great check-down against a blitz or deep coverage.
A couple of steps upfield, then a sharp cut at an angle toward the middle. Fast and very hard to cover in man.
💡 Throw it as soon as the receiver turns his head: it is a timing route.
Deep upfield, then turn back toward the sideline. Works when the cornerback is running scared of the deep ball.
Run upfield, stop and turn back toward the quarterback, settling in the open space between defenders.
Upfield, then a 90° cut toward the sideline. Thrown on time, before the defender can close.
Upfield, then a 90° cut toward the middle. Good against zone when the linebackers drop deep.
Upfield, then break at an angle toward the back corner of the field. Attacks the space behind short cornerbacks, like in Cover 2.
Upfield, then break at an angle toward the middle of the field (toward the goal posts). Beats a single safety who stays outside.
Straight upfield as fast as possible. Stretches the defense deep.
Five or six yards upfield, then stop and turn to the quarterback. A quick throw when the cornerback plays far off.
A vertical route between the defenders’ zones, usually by the slot or tight end, attacking the space between the safeties.
A deep route toward the sideline, with the ball thrown over the defender’s outside shoulder. Very common near the goal line.
Starts toward the sideline like a flat, then turns upfield along the sideline. Great against a linebacker in man.
A short crossing route a few yards past the line, running across the field.
A quick route the quarterback throws right away when a blitz leaves a receiver open, before the extra rusher arrives.
💡 Before the snap, know which receiver is your “hot” if they blitz.
A safe short throw, usually to the running back, when nobody downfield is open.
A set of routes designed to work together to beat a defense, for example by putting two receivers against one defender.
The outside receiver runs a hitch and the inside receiver runs a corner. The cornerback can’t cover both: if he sits on the hitch, throw the corner; if he drops deep, throw the hitch. A classic Cover 2 beater.
💡 Read the cornerback, not the receivers.
Two receivers cross a few yards past the line, almost brushing shoulders. In man coverage the defenders get stuck in the traffic.
Three receivers at three depths on the same side (deep, middle and short). There are more receivers than zone defenders on that side.
A curl and a flat on the same side. The flat defender has to choose: if he covers the flat, throw the curl; if he sits on the curl, throw the flat.
Four receivers run deep at once. Against Cover 3 there are only three deep defenders, so one seam opens up.
Two receivers at different depths on the same defender. Throw to whichever one he does not cover.
Receivers spread across the field at the same depth, so one zone defender can’t cover both sides.
The quarterback fakes a handoff before throwing. If the linebackers step up to stop the run, the space behind them opens.
A receiver moves sideways before the snap. If a defender follows him, it is probably man coverage; if not, probably zone.
Receivers cross close to each other so a man-to-man defender is slowed down by the traffic. Deliberately blocking a defender is a penalty.
The order in which the quarterback reads his receivers: 1, then 2, then 3. If read 1 is covered, move on fast.
Each defender follows one receiver wherever he goes.
💡 Beat it with speed, crossing routes and throwing away from the defender.
Each defender guards an area of the field and covers whoever enters it.
💡 Beat it by finding the empty grass between zones and sitting there.
Man coverage with no deep safety, while everyone else blitzes. Throw hot and fast.
Man coverage with one free safety deep in the middle as help.
Two safeties split the deep field in halves while the cornerbacks stay short.
A Cover 2 where the middle linebacker runs deep down the middle to close the hole between the safeties.
Three deep defenders each guard a third of the field, with four defenders underneath.
Four deep defenders each guard a quarter of the field. Strong against deep passes but open underneath.
When extra defenders (linebackers or defensive backs) rush the quarterback. More pressure, but fewer defenders in coverage.
A blitz where a defensive lineman drops into coverage to replace the blitzer, so the hot throw may run into him.
The cornerback lines up right in front of the receiver to jam him at the line.
The cornerback lines up several yards back, giving up short throws but protecting against deep ones.
Which side of the receiver the defender is on. Throw away from him: if he is inside, throw outside.
The defense shows one coverage before the snap and rotates into another after it. Look again right after the snap.
How the deep field is split: 2 deep defenders = halves (Cover 2), 3 = thirds (Cover 3), 4 = quarters (Cover 4).
The short zones: the flat near the sideline and the hook/curl zone in the middle, about 5 to 10 yards deep.
What the QB checks before the snap: how many safeties are deep, how the defenders line up and whether anyone follows the motion.
0 deep = Cover 0; 1 deep = Cover 1 or Cover 3; 2 deep = Cover 2 or Cover 4.
💡 Look 10 or more yards deep before anything else.
Confirming the coverage right after the snap, because defenses rotate and disguise.
The one defender the play is designed to read. Watch what he does and throw to the receiver he leaves open.
The open space between defenders where the ball can fit.
Throwing the ball out of bounds when nothing is open, to avoid a sack or an interception.
Defenders, especially safeties, watch the quarterback’s eyes. Good QBs look one way to move the safety, then throw the other way.
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