YMCA of Boulder Valley Jr. Buffs YOUTH FOOTBALL COACHES MANUAL. YMCA of Boulder Valley (303) / (303)

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1 YMCA of Boulder Valley Jr. Buffs YOUTH FOOTBALL COACHES MANUAL YMCA of Boulder Valley (303) / (303)

2 Table of CONTENTS 1. COACHING OVERVIEW/PHILOSOPHY 2. GETTING STARTED 3. FLAG FOOTBALL RULES 4. PRACTICE PLANS 5. GAME PLAN 6. TECHNIQUE 7. OFFENSE 8. DEFENSE 9. HEALTH AND SAFETY

3 COACHING OVERVIEW/PHILOSOPHY *The YMCA of Boulder Valley sports programs are designed to provide age-appropriate experiences throughout life. Beginning with skill clinics and continuing with league play, adult sports and volunteer opportunities. *YMCA Youth Sports provide opportunities for kids of all ages to develop an appreciation of sports, learn physical and leadership skills and have fun! Kids come first in YMCA sports and everyone plays. Limited scorekeeping and our ongoing commitment to good sportsmanship round out the program. Coaching is by parents and other adult volunteers who care about the healthy development of all kids. *Flag Football provides kids with a chance to learn and have fun playing the game without all the equipment needed for tackle football. It is important for our coaches to enjoy working with kids in a positive environment. In most cases as a coach, you are introducing these kids to football for the first time and it is important that everyone has an enjoyable experience that keeps kids excited about playing football in the future. As a Flag Football Coach you have a direct influence on the kids playing. By teaching the fundamentals of the game and having fun, every coach and player will enjoy teaching and playing the great sport of football. *There are many facets to the sport of football. By keeping the coaching as simple as possible, players are more likely to learn and understand the main concepts of football. Coaching these concepts as three separate phases make the teaching and learning process much easier. The three phases consist of Offense, Defense and Special Teams. Main fundamentals to teach on Offense include: The overall concept of moving the ball, getting first downs and scoring touchdowns Lining up correctly in the formation called- By showing play cards prior to each play, each player should know what position they are and where to line up Knowing their individual assignment- Each play card will show what each player s assignment is on that specific play How to carry the ball securely and run up-field, avoiding defenders How to run specific routes at the specific depths and catch the ball How to throw the ball correctly The concept of blocking and how to shadow block (no contact) How to handoff/pitch the ball correctly Main fundamentals to teach on Defense include: The concept of stopping the opponent s offense to get the ball back The rules and regulations while on defense How to pull flags to stop the opponent s progress Understanding the difference between a man or zone defense Lining up correctly by showing play cards prior to each play- Each player should know what position they are and where to line up

4 Main fundamentals to teach on Special Teams include: The concepts of coverage and return, through punting The rules and regulations while on special teams Lining up correctly in the formation called- By showing play cards prior to each play, each player should know what position they are and where to line up Knowing their individual assignment- Each play card will show what each player s assignment is on that specific play How to punt and cover How to shadow block and protect on punt coverage and returns How to pursue and pull an opponent s flag to stop return Coaching Staff, GETTING STARTED *As a coach, your job is very important to the team s success and the player s overall experience and enjoyment. While you need to make sure players understand the rules, formations and penalties, you must also be careful not to overwhelm players. Remember, the emphasis should always be on fun. *YMCA stresses the importance of designing each game to let every player participate and be a part of the team s success. It is also important to emphasize sportsmanship by shaking hands after games with the other team and to applaud good play by both sides during games. *Organization and planning are vital in eliminating stress and confusion for both the players and coaches. Having a practice plan schedule will help organize and schedule different areas that your players can work on. It will also help keep the kids attention span and focus as you move to different drills and practice sessions. See the practice plan section for a guideline to help organize each weekly practice. While teaching skills and lessons are important, keep your lessons as simple as possible. Overloading the players with strategies and information will only confuse them. *On game day your duties will include helping with the overall set up of the game operations. Helping the referees in keeping track of the down markers and rush line will make the game run smoothly, with less confusion or disputes. It is vital to be respectful to the referees at all times. Have play cards ready for your team prior to games. Remember: 1. Parents and players put a lot of trust in coaches to help mold each child s athletic experience. 2. Success shouldn t be measured in wins or losses. Success should be measured by the education and positive experience each player has.

5 3. Be energetic and enthusiastic without being intimidating. 4. Follow the rules accordingly to promote a standard for competition and to protect the players. 5. Playing football should be fun. Be patient and don t push the players beyond their limits in practice or in games. 6. Encourage players to set lofty goals. Be positive and refrain from any discouraging remarks. 7. Most importantly remember to have fun!!! Make this an enjoyable experience for all players, parents and coaches. The Game FLAG FOOTBALL RULES YMCA of Boulder Valley Youth Flag Football Rules Playing time for 2 nd -6 th shall be 40 minutes, two 20 minute halves. (Halves will be broken down into 2 ten minute quarters). Playing time for K/1 st shall be 24 minutes, two 12 minute halves. (Halves will be broken down into 2 six minute quarters). Halftime shall be 5 minutes. Start of Game Each coach must designate a captain for every game. A coin toss will determine who shall receive the choice of possession or side at the beginning of the game. If only one team is ready to play at game time, they will automatically have the choice. The offensive team takes possession at its 15-yard line (to begin the game, after each possession and after each score). Each cone designates a first down, every 15 yards. (In the K/1 st Grade League, the team will take the ball at the 10 yard line, with cones every 10 yards to indicate a first down). If the offense turns the ball over, the defense gains possession at the spot of the ball. Players and coaches cannot question judgment calls. Teams will switch sides after each quarter. Players for K/1 st Grade League Teams will be set up with a maximum of 10 players, with 5 taking the field at any particular time. The offensive team must have a minimum of 1 player on the ball at the line of scrimmage.

6 END ZONE ^ NO RUN ZONE ^ ^ NO RUN ZONE ^ ^ NO RUN ZONE ^ END ZONE ^ NO RUN ZONE ^ Players for 2 nd -6 th Grade Leagues Teams will be set up with a maximum of 14 players, with 7 taking the field at any particular time. The offensive team must have a minimum of 1 player on the ball at the line of scrimmage. All Players The YMCA emphasizes equal participation; therefore, all players must be allowed to play different positions in equal playing time. Quarterbacks must be substituted at least once; and, may not play more than half of the game as quarterback. All other substitutions will also occur each quarter throughout the game. PLAYERS MUST HAVE EQUAL PLAYING TIME. When the official blows the whistle for subs, the players need to hustle on and off the field. The Field K/1 st Grade League - The gridiron will be 40 yards long X 20 yards wide; (cones will be set up every 10 yards for first downs). 2 nd -6 th Grade Leagues - The gridiron will be 60 yards long X 30 yards wide; (cones will be set up every 15 yards for first downs). No Run Zones are in place to prevent teams from conducting power run plays. While in the No Run Zones, (a 5 yard imaginary zone before midfield and before the end zone), teams may not run the ball in any fashion. All plays, including those that begin with a handoff, must be pass plays. Each offensive squad approaches only TWO No Run Zones in each drive (one zone 5 yards from midfield to gain the first down and one zone 5 yards from the goal line to score a TD).

7 The Equipment The YMCA requires that players use tennis shoes or rubber cleats and a mouth guard. No Metal Cleats. No obstructive clothing should be worn that might harm members of the other team or cover the flags. The players must wear the YMCA issued t-shirt, which must be tucked in; and, are not permitted to hang over the flag belt. Flags are provided and must be worn by all players on the field. Running Direct hand-offs, options and pitches/sweeps are allowed. The ball is spotted where the ball is when the carrier s flag is pulled. Flag guarding is not allowed (swiping a defender s hand away from the flag). Passing All passes are allowed (including backwards). In the result of a backward pass that is dropped, it is a live ball. Interceptions may be returned by the defense for a positive gain. Receiving All players are eligible to receive passes (including the quarterback if the ball has been handed off or thrown behind the line of scrimmage). Only one player is allowed to be in motion at a time. A player must have at least one foot inbounds when making a reception. Rushing the Quarterback The defense will position itself three yards off the line of scrimmage. This extends the neutral zone. All players who rush the passer must be a minimum of seven yards from the line of scrimmage when the ball is snapped. The referee will designate a Rush Line seven yards from the line of scrimmage. Any number of players can rush the quarterback. Players not rushing the quarterback may defend on the line of scrimmage. Once the ball is handed off, the seven-yard rule is no longer in effect and all defenders may go behind the line of scrimmage. An illegal rush penalty is 5 yards from the line of scrimmage and a first down. Teams are not required to rush the quarterback. Pass Coverage No contact with the receiver is allowed and the defensive back must refer to the extended neutral zone (3 yards off of the ball).

8 Fumbles All fumbles will be live balls. Intentional contact/pushing and piling on other players will NOT be tolerated. Intentional contact is a 10 yard penalty and automatic 1 st down (or loss of down for the offense). Dead Balls The ball must be snapped between the legs, not off to the side, to start the play. NO CENTER SNEAKS. Play is ruled DEAD when: - Offensive player s flag is pulled - Ball carrier steps out of bounds - Touchdown is scored - Ball carrier s knee hits the ground - If the carrier s flag falls off, play is dead when the carrier is touched by ONE HAND Punts Punting will not be allowed in any league. As this is a non-contact league, punt returns/covers could prove dangerous, resulting in collisions. Therefore, teams will go for it on 4 th down; and, if they do not convert the first down, it will effectively be a punt. The defense will take over on downs from their OWN 15 yard line (10 yard line for K/1 st ). Blocking No use of hands and no INTENTIONAL CONTACT allowed. Shadow blocking is encouraged (think picks and screens in basketball). *With any sport, there will be inevitable contact. Players bumping into each other, hand checks, going for a live ball, etc. is inevitable and will be treated as such. Inevitable contact will NOT be penalized. It is the INTENTIONAL CONTACT, i.e. running through a player, pushing, holding, punching the ball, swiping, tackling, etc. that will be penalized. Tackling/Intentional Contact 1. An attempt to encircle the body of an opponent with hands or arms, thus impeding progress = 10 yard penalty will be assessed at the point of infraction and automatic first down (or loss of down for offense).

9 2. Pushing out of bounds rather than going for the flag = 10 yard penalty at the point of infraction and automatic first down. 3. Any excessive contact by the offense or defense (such as those listed above) = 10 yard penalty will be assessed at the point of infraction and automatic first down (or loss of down for offense). 4. If any of the above occur from the defense inside the 20 yard line, the ball will be placed half the distance to the goal from the infraction, first and goal. If the offense commits the infraction, the 10 yard penalty and loss of down will stand. COACHES AND PLAYERS ARE NOT ALLOWED TO ARGUE JUDGMENT CALLS. Time-Outs Each team is allotted one time-out per half. False Start/Off-Sides Movement by a player who is set or a player who runs toward the line of scrimmage while in motion is considered a false start = 5 yard penalty. Encroachment into the neutral zone prior to the snap by the defense is considered off-sides = 5 yard penalty. Scoring/Extra Points A touchdown or extra point is scored when the offensive player with the ball crosses the goal line. All teams will attempt the point after from the 5 yard line (No Run Zone will NOT apply). Coaching Coaches may coach from the sidelines or on the field. Coaches are expected to maintain the YMCA core values of Caring, Honesty, Respect and Responsibility at all times and to be a LEADER. No argument or questioning of judgment calls by referees: they are here for the same reason as the coaches, to teach the kids and see them have fun! Work together, demonstrate positive Sportsmanship and always remember to HAVE FUN!

10 PRACTICE PLANS Week 1 a. Stretching Fundamentals b. Running Fundamentals c. Offensive/Defensive Positions d. Agility Drills/Cones Week 2 a. Stretching Fundamentals b. Running Fundamentals c. Offensive/Defensive Positions d. Passing/Catching Fundamentals and Drills e. Kicking/Special Teams Fundamentals Week 3 a. Stretching Fundamentals b. Running Fundamentals c. Offensive/Defensive Positions d. Blocking Fundamentals Week 4 a. Stretching Fundamentals b. Running Fundamentals c. Offensive/Defensive Positions d. Agility Drills/Cones Week 5

11 a. Stretching Fundamentals b. Running Fundamentals c. Offensive/Defensive Positions d. Passing/Catching Fundamentals and Drills e. Kicking/Special Teams Fundamentals Week 6 a. Stretching Fundamentals b. Running Fundamentals c. Offensive/Defensive Positions d. Blocking Fundamentals Week 7 a. Stretching Fundamentals b. Running Fundamentals c. Offensive/Defensive Positions d. Agility Drills/Cones Week 8 a. Stretching Fundamentals b. Running Fundamentals c. Offensive/Defensive Positions d. Passing/Catching Fundamentals and Drills e. Kicking/Special Teams Fundamentals Chase Flag Football Practice Drill Ideas- Article Source:

12 Purpose: A flag football drill to develop running skills and avoid having the flag pulled. Organization: Set out a 40 x 40-yard area. Place cones 2 yards apart to simulate a mini-end zone. Recommended for six pairs of players, the maximum number of kids is 20. If cones are not available, marks on the ground or floor, t-shirts, or tape can be used. Balls are optional. Drill Outline: * Pair players up - one as a RB and one as a DB. The DB is in back of the RB and chasing the RB from behind. * RB's should carry a football (if available). * Each RB starts off on the end line at either side of the playing area. * The DBs start 5 yards behind the RBs. * On the coach's whistle, the RBs attempt to cross through the mini-end zones without getting their flags pulled by the pursuing DBs. * The DB must chase the RB. * Both flags are pulled, RB is out. If one flag pulled, the RB keeps going. * Any end zone can be crossed and there is no order in which the end zones have to be crossed. * The drill lasts 45 seconds and then you switch RB's to DB and DB's to RB. Progression: Shorten time to 30 seconds. Coaching Points: * RBs run plays with their heads up. * DB watches the movement of RB's hips, not his/her head or shoulders. QB Toss A flag football drill for tossing to the running back. Purpose: To develop proper tosses or pitches. Organization: Set out a 20 x 20-yard area. Divide teams into even groups and place players opposite each other across the line about 5 yards apart. Players on Team A are the quarterbacks. The players on the B team are running backs. They will switch positions after each turn. Footballs for each pair are recommended and the entire class can participate if space permits. Drill Outline: * The QBs will have their backs to the RBs. * The first several practices, the instructor will call the cadence, "SET GO." The instructor will then choose a QB to call out the cadence.

13 * Each QB holds the football in front of them with their knees bent and their feet apart. * On the QB's "SET GO" the RB moves to the right to take the pitch from the QB at a distance of 3-5 yards. * The first time through the drill, have players move in slow motion to get the feel of the drill. * Switch positions; the QBs are now RBs and vice versa. * The players now run half speed through the drill to the left. * The players switch positions again and run through the drill at full speed. Coaching Points: * The QB will look at the stomach area of the RB when making the pitch it to that area. Open Area A flag football drill for quarterbacks and wide receivers. Purpose: For a WR to find an open area in order to catch a pass. Organization: Set out a 10 x 10-yard area. Divide the players into groups of six, five players on offense and a single player on defense. Station four players in the corners of the area and a lone receiver, shadowed by a defender inside the area. This can be duplicated to allow full participation for entire class. One football is needed per group. Drill Outline: * The object is for the QB's to pass the football around until an opportunity arises to throw the football to the WR. * The length of the drill is 30 seconds. Six points are awarded for each reception and the defense is awarded three points for an interception. * Either switch to a whole new group of players at QB, WR, and DB. Or, switch kids on the field into new positions or bring new kids into game. Progression: * Lower drill time to (20) seconds in length. * Add an additional DB to the field. * If the football is intercepted, put the QB who threw the interception on defense. Coaching Points: * How WR and QB communicate. * Defenders should focus on WR hips not shoulders.

14 Run & Shoot This flag football drill helps players understand simple passing routes, from the perspective of both quarterback and receiver. Development Goals Passers: accuracy and how to lead receivers Receivers: how to run pass routes Defensive Backs: how to watch receivers and cut to the ball. Coaching Points Divide your team into three groups. The first player in line is the first passer; the second goes out to play defensive back; the third is the receiver. The outside groups run simple 10-yard square-out patterns, while the middle group runs 10-yard turn-ins or buttonhooks. Rotate each line this way: After passing, the quarterback becomes the next receiver; the next player in line becomes the passer; the first receiver becomes the defensive back; and the first defensive back moves on to the next group. Make sure players get chances at all three positions. Bengal in the Middle How to run the drill: Set up a field of play that should be based on the age and number of players involved. I used this drill with 10 players that were 8 years old and set up a field of play that was 25 yards wide by 40 yards long. One player is chosen to start in the middle and play defense. The rest of the team starts at one end of the field of play and are considered offensive players with the ball. Give each player a ball to carry if available. If there is not a ball for everyone, have them take turns carrying the ball. On the whistle, all the offensive players sprint to the other end of the playing field or other "goal line". The defensive player in the middle tries to get as many flags as he can. If an offensive player gets his flag pulled, runs out of bounds, falls down, fumbles, or his flag just falls off, He joins the defensive player in the middle. This goes on until there are no more offensive players left. Equipment needed: Flags and flag belts Cones Footballs

15 Number of players: 5-15 Skills that are improved: Running with the ball Flag pulling Conditioning Variations: Playing field can be larger or smaller. The drill should be done several times to achieve the conditioning benefit. a. Pre-Game Day Organization GAME PLAN Be sure to have a checklist of all equipment needed for game-day. Balls Cones Flags Jerseys Play Cards Coaches and Volunteers b. Pre-Game Warm-up Be sure your team arrives early enough to have an organized stretch and warm up to get the players loose in order to prevent injuries. c. Play Calling Team playbook vs. Air- Run the play cards against air to get players familiar with plays that will be called during the game.

16 Have play cards drawn up to show players where to line up and what their assignment is, in order to eliminate any confusion with the players. d. Substitution and Sideline Procedure o o o o -Have one coach/volunteer in charge of keeping the sideline organized. -Players must keep a minimum of five yards from the sideline to prevent any collisions. -Have plenty of water available to keep the players hydrated. -Have substitutions organized by number in order to get everyone in the game with equal reps. Everyone plays!! e. Half-Time Organization o o -Designate a Team Mom or develop a rotation of parents to volunteer to bring orange slices, refreshments or snacks to keep the players energized and hydrated at half-time. -Go over any adjustments or coaching points that came up during the first-half. f. Post-Game Talk o o o -Emphasize good sportsmanship at all times -Line up to shake the opposing players hands -Keep post game speeches positive and inspirational Ask two questions: Did you try your hardest? Did you have fun? A yes to both questions and everyone wins! TECHNIQUE Catching The proper technique of catching a ball has three steps: First, extend your arms and place your hands in the shape of an open triangle. Second, follow the ball through with your eyes. Third, secure the ball tight and high against your ribs, forearm and biceps in order to assure ball security. Throwing Keep a light grip on the ball because holding the football with too much power causes you to have less control over the ball. Throw the ball in a half circle motion starting from your ear. The ideal release point for the football is at about three-quarters of the way through your half circle motion. Point your right thumb to the ground after your release to help throw a spiral. Blocking

17 Shadow blocking (no contact/no hands) is allowed and encouraged. a. Offensive Formations OFFENSE 1. An offensive team must have a minimum of one player on the line of scrimmage (the Center) and up to four players on the line of scrimmage. The quarterback must be off the line of scrimmage. a. One player at a time may go in motion. b. No motion is allowed towards the line of scrimmage. 2. Movement by a player who is set or a player who runs toward the line of scrimmage while in motion is considered a false start. 3. The center must snap the ball with a rapid and continuous motion between his/her legs to a player in the backfield, and the ball must completely leave his/her hands. b. Running Plays 1. The ball is spotted where the ball carrier has the ball. 2. No-Run Zones are designed to avoid short-yardage, power-running situations. Teams are not allowed to run in these zones. (Reminder: Each offensive squad approaches only TWO No-Run Zones in each drive: one 5 yards from midfield to gain the first down, one 5 yards from the goal line to score a TD). 3. The player who takes the handoff can throw the ball from behind the line of scrimmage. 4. Once the ball has been handed off in front or behind the quarterback, all defensive players are eligible to rush. 5. Runners may leave their feet. 6. Flag Obstruction All jerseys MUST be tucked in before play begins. The flags must be on the player s hips and free from obstruction. Deliberately obstructed flags will be considered flag guarding. c. Passing Plays 1. All passes must be from behind the line of scrimmage. 2. Shovel passes are allowed. 3. The quarterback has a seven-second pass clock. If a pass is not thrown within the seven seconds, play is dead, the down is consumed and the ball is returned to the line of scrimmage. Once the ball is handed off, the 7-second rule no longer is in effect. If the QB is standing in the end zone at the end of the 7-second clock, the ball is returned to the line of scrimmage (LOS). DEFENSE a. Defensive Formations, Plays, and Alignments

18 1. Coaches may choose to play a man-to-man defense by lining up players to cover a specific player on the offense. 2. Zone defense is where players have specific areas of the field to cover and the players that enter their zone. 3. All players who rush the passer must be a minimum of seven yards from the line of scrimmage when the ball is snapped. 4. Teams are not required to rush the quarterback, seven second clock in effect. HEALTH AND SAFETY a. This is NOT the NFL. At no time are you permitted to tackle or block an opponent. b. Be sure everyone is paying attention at all times to avoid collisions and deflected balls. c. We require that individuals use a mouth guard when playing. d. Know your surrounding areas and potential safety hazards to prevent accidents. An inspection should be done before each game for safe playing conditions (i.e. Proximity of Adjacent Courts chasing stray shots / loose balls). e. Warm-up 10 to 15 minutes before play starts and make sure to stretch. f. Fumbles can be recovered and advanced. Do not jump on players or pile on the ball. g. Demonstrate responsibility while engaging in flag football. Sportsmanship and courtesy will be required at all times. This should become evident through fair play. The following is a list of illegal equipment on the flag football field: a. Headwear containing any hard, unyielding, stiff material, including billed hats, or items containing exposed knots. b. Jewelry. c. Pads or braces worn above the waist. d. Shoes with metal, ceramic, or detachable cleats. e. Shirts or jerseys that do not remain tucked in (e.g. hoodies, sweatshirts). f. Pants or shorts with any belt(s), belt loop(s), pockets(s), or exposed drawstring(s). g. Leg and knee braces made of hard, unyielding material, unless covered on both sides and all edges overlapped. h. Any slippery or sticky foreign substance on any equipment or exposed part of the body.

19 i. Exposed metal on clothes or person. j. Towels attached at the player's waist. PLAYBOOK

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25 K/1st PLAYBOOK Handoff

26 PITCH

27 FAKE FAKE

28 Handoff to Blue <<Green - Stay put let blue come by you with ball FAKE handoff to blue Pitch to green

29 Handoff Look like pass Handoff

30 QB Pitch to green Half Back!! Next play, run the Cobra Special Pass. Make sure QB runs right, not left. QB could fake pass first. #1 #2 QB Pitch to Green Half Back Half Back Make it look like a RUN! Then pass to Orange!!! QB also has option to run if orange not open. PITCH! FAKE RUN - PASS

31 Pitch to green drift out for pass Green act like run trun around and pass Pitch to green drift out for pass Green act like run trun around and pass

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