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Coaching Tennessee girls' high school flag football

Tennessee plays the NFHS rulebook with a few TSSAA changes. The field is 80 x 40 yards. Playoff games use a 3-flag belt. There are no field goals, and halftime is 10 minutes. Overtime is 1 try each. A 19-point lead late keeps the clock running.

Updated · Coaching 101

Who this guide is for

You don't need to know football. Most new coaches are parents who said yes. This guide gets you through your first practice and your first game.

Who
Tennessee girls' high school coaches, varsity and JV.
Level
Tennessee girls' high school (TSSAA)
Ages
Ages 14 to 18
Format and rules
7v7, Tennessee girls' high school

Athletes who can learn a real playbook, read coverage and play several positions. Many are new to flag football but not to sport, so teach the rules early: fouls decide close games.

Your first practice: 60 minutes

Use the same 5 blocks every week. The full plan has the drills, coaching points and a free PDF.

  1. 10 minWarm-up
  2. 20 minSkill stations
  3. 15 minTeam period
  4. 10 minScrimmage
  5. 5 minCooldown

Positions in 7v7, and what each player does

Carry 10 to 14 players. Plan substitutions by series so every player gets real snaps on offense and defense.

Offense

Center
Snaps, then becomes a receiver underneath. A center who catches well turns every blitz into a free completion.
Quarterback
Reads the coverage before the snap, makes the call at the line and gets the ball out on time.
Running back
Handoffs, pitches and the check-down route. On pass plays she reads the rush and leaks out to the open side.
Wide receivers (2)
The outside threats. Their depth and speed move the safeties and open the middle.
Slot receivers (2)
Line up inside the wideouts and run the quick, option and crossing routes that move the chains.

Defense

Rusher or rushers
Pressure the passer within the rules of your ruleset. Even a rush that never gets there speeds up the throw.
Cornerbacks (2)
Match the wide receivers. Teach outside leverage first: push routes back toward help.
Linebackers (2)
Drop into the short middle, wall off crossing routes and pull the flag on runs and short catches.
Safeties (1 or 2)
Deep help. Read the quarterback's eyes, break on the throw and finish with a sure flag pull.

What to teach first

  1. 1

    Flag pulling

    Pursuit angles and leverage: force the runner back inside to help, then pull. Track missed pulls every practice.

  2. 2

    Route basics

    Releases, depth and the break. Teach how each route changes against man and zone.

  3. 3

    Snap and handoff

    Shotgun snap to a target, mesh point on handoffs, and one run play that looks like your best pass play.

  4. 4

    No-contact habits

    Know exactly what your ruleset allows for blocking and contact, and coach to the line. Flag guarding and illegal contact are drive-killers.

10 rules that change how you coach

In our words, with the rulebook section to check. Your league can change some of these, so confirm with your league before the first game.

  1. 1.An 80 x 40 yard field

    The rule: NFHS field 1: 80 yards between the goal lines, 40 wide.

    Short and narrow: quick game, crossing routes and tight coverage win here.

    Watch: Marking the yardageHow to stat it in BreakAway (0:38)

    TSSAA item 1

  2. 2.Belts change for the postseason

    The rule: Regular season: both teams wear the same kind of belt with the same number of flags. Postseason: a 3-flag belt.

    Both teams wear the same belt style in the regular season; the postseason uses three flags. Practice with three before the playoffs.

    Watch: Logging a flag pullHow to stat it in BreakAway (0:44)

    TSSAA item 11

  3. 3.Every snap from the middle

    The rule: None. Every snap comes from the middle of the field.

    No hash marks, so field side never changes your call.

    Watch: Marking the yardageHow to stat it in BreakAway (0:38)

    TSSAA item 13

  4. 4.No field goals or kicked tries

    The rule: Not adopted. Under NFHS, that means no field goals or kicked tries. No kicking tee.

    Every try is a play, so drill both.

    Watch: Punting on 4th downHow to stat it in BreakAway (0:26)

    TSSAA items 7, 20NFHS 8-3-3 NOTE; 8-4-1

  5. 5.A 10-minute halftime

    The rule: 10 minutes. Coaches may agree to shorten it. A longer one needs the state office's OK.

    Coaches may agree to shorten it.

    Watch: Calling halftimeHow to stat it in BreakAway (0:29)

    TSSAA item 17

  6. 6.Overtime is one try each, no timeouts

    The rule: One try each: 1 point from the 3 or 2 from the 10. Both go toward the same goal. Repeat until someone wins. The home team calls the toss. No timeouts, but 1 minute between periods.

    The home team calls the toss. Have your tries ready before regulation ends.

    Watch: Logging the extra pointHow to stat it in BreakAway (0:39)

    TSSAA Overtime Regulations 1 to 3

  7. 7.19 points late runs the clock

    The rule: If a team leads by 19 or more at the 4th quarter's two-minute timeout, the clock keeps running. Coaches may agree to end early.

    A 19-point lead at the 4th-quarter two-minute timeout keeps the clock running.

    Watch: Calling halftimeHow to stat it in BreakAway (0:29)

    TSSAA Mercy Rule Regulations 1, 2

  8. 8.Tries from the 3 or the 10

    The rule: Touchdown: 6. On the try, you pick 1 point from the 3 or 2 from the 10. Field goals (3) and kicked tries (1) count only where the state allows them. Then the other team starts at its 14. A team still behind may keep the ball instead. It gets 4th down at its own 20.

    Go for 1 from the 3 or 2 from the 10. A team still behind after its try may keep the ball. Plan that call before the game.

    From a real gameHarbor Point Mariners vs LC LegendsScore 6-0Q1Try from 3 (1-point try)Ball on opp 3

    Harbor Point scored first to lead 6-0. On the try, a runner carried it in for 1 point.

    In NFHS play, a 1-point try is snapped from the 3. A 2-point try is snapped from the 10.

    Watch: Logging the extra pointHow to stat it in BreakAway (0:39)

    NFHS 8-1; 8-3-1, 8-3-3, 8-3-9; 8-4-1

  9. 9.Flag guarding is 10 yards

    The rule: Using the hands, arms or ball to stop a flag pull. It only counts if there is contact. Penalty: 10 yards. You keep the down.

    It counts when hands, arms or the ball cause contact to stop a pull. Teach ball carriers to run with arms in.

    Watch: Logging a penaltyHow to stat it in BreakAway (0:32)

    NFHS 9-2-2b, c; Penalty summary; 10-1-6; Points of Emphasis

  10. 10.Rushers play the flag

    The rule: Not fully checked. The rush rules are in a part of the book we have not read. The penalty list has no rush-line foul. Rushers must go for the flag. Hitting the QB's arm is roughing: 10 yards and a first down.

    Contact with the passer's arm is roughing, 10 yards and a first down. Aim rushers at the hip.

    Watch: Logging a sackHow to stat it in BreakAway (0:41)

    NFHS Penalty summary, 9-4-4; Points of Emphasis

The official rulebook

The NFHS rulebook is sold by NFHS. BreakAway does not reproduce it: get your copy from NFHS.

Compare these rules with other rulebooks

For your level

The NFHS rules underneath

Everything TSSAA does not change follows the NFHS rulebook. The girls' high school guide covers the NFHS rules that change coaching most.

Game-day checklist

  • A flag belt and flags for every player, plus spares, in a color that does not match anyone's shorts.
  • Mouth guards, water and a first aid kit.
  • Game balls in the size your ruleset sets for this age.
  • Your roster with jersey numbers, and who starts at quarterback and center.
  • A short play sheet: three or four plays, one for the goal line, one for the try.
  • A quick word with the other coach and the official on the rules you are playing.
  • Someone to stat the game in the BreakAway app. Families follow along, and every player gets a stat card.
  • Eligibility, uniforms and the belt style your association requires.
  • Your plan for overtime and the mercy rule under your rules.

Stat your games free in BreakAway

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  • Start from the closest preset in the app. Change what your league does differently. Save it to your team and stat every game.
  • 100,000+ ruleset combinations, so your league's rules fit.
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A completed pass, logged in seconds.

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