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Flag50 Coaches · 7v7 Girls & College

The Best 7v7 Running Plays: Dive, Power, and Jet Sweep

In 7v7 you line up with a back in the backfield, which 5v5 does not give you, and three plays carry the run game: Dive, Power from Gun I, and the Jet Sweep in full motion. None of them is a quarterback keeper. Add the now screen and the defense has to defend the whole field.

Three of the 15 plays in the Flag50 7v7 playbook are runs, Dive, Power, and Jet Sweep, and every one of them is a handoff to a back or a receiver in motion rather than a quarterback keeper.

Coaching tip: Run the ball on first down twice in the first quarter even if you gain nothing. The rest of your passing game is worth more once the defense has to keep a player home.

Run game: The run game in 7v7 is any play where a back or a receiver in motion carries the ball after a handoff, rather than the quarterback carrying it past the line.

Plays curated by the Flag50 coaching staff
5 10 15 20 25 30 35 40 LOS QB C A X Y Z H
#1

Dive

Spread · diagram from the Flag50 7v7 playbook
The first run you teach

Dive is the whole run game in one play: a handoff up the middle from a balanced formation that needs no motion, no fake, and no read.

Read progression
No read. Hand it off the center hip and let the back pick the open side.
Say this in the huddle
Take it straight ahead and get what is there.
When to call it
Short yardage, the first play after a timeout, and any snap where you want a clean, simple down.
beginnerrunshort-yardage
5 10 15 20 25 30 35 40 LOS QB C A X Y Z H
#2

Power

Gun I · diagram from the Flag50 7v7 playbook
Downhill with a running start

Power puts the back deep behind the quarterback so she is already at full speed when she takes the handoff, which is what makes it the short-yardage hammer.

Read progression
No read. The handoff is the play.
Say this in the huddle
Receivers, block the player over you until the whistle.
When to call it
Third and short, goal to go inside the 3, and late in a game when you want to keep the clock moving.
intermediaterunshort-yardagered-zone
5 10 15 20 25 30 35 40 LOS QB C H Z Y X A
#3

Jet Sweep

Trips Right · diagram from the Flag50 7v7 playbook
Speed to the edge

The jet sweep is the fastest way to get your best athlete the ball in space, and the full-speed motion means she is past the rusher before the defense reacts.

Read progression
No read. Sell the pass fake, then hand it to H in full motion.
Say this in the huddle
H, do not slow down for the handoff. Run through it.
When to call it
First down, after a long completion, and any time the defense has shown a slow edge.
intermediateruntrick
5 10 15 20 25 30 35 40 LOS QB C Z X Y H A
#4

Now Screen

Quads Right · diagram from the Flag50 7v7 playbook
A run you throw

The now screen is the run game by another name: a one-step throw behind three blockers that asks your runner to read a wall the same way she reads a hole.

Read progression
Catch and throw to Z now, behind the three-receiver wall.
Say this in the huddle
Z, get vertical off the wall, do not run sideways.
When to call it
When the defense has tightened up against the inside run and the edge is soft.
intermediatescreen
5 10 15 20 25 30 35 40 LOS QB C X Z Y H A
#5

Mesh

Spread · diagram from the Flag50 7v7 playbook
Off the Dive look

Mesh comes out of the same Spread formation as Dive, so a defense that has started stepping up to stop the run gets two crossers behind it.

Read progression
First crosser, then the second, then the back out of the backfield.
Say this in the huddle
Same look as Dive. Sell it and then cross.
When to call it
Second down after two runs from Spread, especially against a defense playing tight.
intermediatequick-gameman-beater
5 10 15 20 25 30 35 40 LOS QB C X Y Z H A
#6

Stick

Trips Right · diagram from the Flag50 7v7 playbook
Off the Jet look

Stick lines up in the same Trips Right set as the jet sweep, so the defenders who slid to the motion side leave the stick window open.

Read progression
Flat defender only. She sits, throw the out. She widens, throw the stick.
Say this in the huddle
Jet motion first, then sit down at 5 and look for it.
When to call it
The snap right after a jet sweep gained yards, on any down.
beginnerquick-gameblitz-beater

Run game wristband set

Three runs, one screen, and two passes off the same formations. Number the runs low so a nervous quarterback can call one without thinking.

Run game wristband set: one call per situation
SlotPlayFormationWristband call
Base runDiveSpreadSPREAD DIVE
Short yardagePowerGun IGUN I POWER
Edge runJet SweepTrips RightTRIPS RIGHT JET
Run you throwNow ScreenQuads RightQUADS RIGHT NOW SCREEN
Pass off the Dive lookMeshSpreadSPREAD MESH
Pass off the Jet lookStickTrips RightTRIPS RIGHT STICK

Common questions

Who carries the ball on a 7v7 running play?

A back or a receiver in motion. In the Flag50 7v7 playbook, A takes the handoff on Dive and Power and H takes it on the Jet Sweep. The quarterback hands off rather than carrying the ball past the line. Check your state association adoption of the NFHS flag football rules for how it treats a quarterback run.

How many running plays should a 7v7 team carry?

Three. One inside run, one short-yardage run, and one edge run cover every situation a 7v7 offense meets, which is why the Flag50 7v7 playbook carries exactly Dive, Power, and Jet Sweep. A fourth run usually takes practice time away from your quick game.

What does a back in the backfield change about a 7v7 offense?

It forces the defense to keep a player home. A 7v7 offense that never hands off lets all seven defenders drop into coverage, which shrinks every passing window. Two handoffs a quarter is enough to stop that.

When should a 7v7 team hand off instead of throwing?

On short yardage, at the goal line, when the wind or the rain is against you, and immediately after a defense has blitzed three snaps in a row. Those are the four situations where a handoff is the higher-percentage call.

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