Flag Football Rules

Flag Football Rules

ATTIRE

  • Cleats are allowed, except for metal spikes. Inspections will be conducted.
  • All players must wear a protective mouthpiece—no exceptions.
  • Flag belts must remain unobstructed by attire.
  • Coaches will receive a warning for uniform violations before the start of the game.
  • A player on the field without a mouthpiece will result in a 10-yard penalty.
  • Official league jerseys must be worn during play. If a player forgets their jersey, they must have an alternate uniform approved by the opposing team’s head coach, or they will not be allowed to participate.

PRE-GAME

  • Each sideline referee will introduce themselves to the respective coach and team.
  • Referees will conduct an equipment check, ensuring proper flag placement and mouthpieces.
  • A coin toss will determine whether the visiting team starts on offense or defense.

THE BASICS

  • Games are played 7-on-7 unless league specifies otherwise due to numbers mainly for girls and HS division. 
  • If a team does not have enough players, the opposing coach is not required to reduce their number of players.
  • Each game consists of two 20-minute halves.
    • The first half has a running clock.
    • The second half stops in the last two minutes of play for specific game stoppages (incomplete passes, turnovers, scoring plays, out-of-bounds plays, and penalties).
  • The first possession is determined by a coin toss.
  • No kickoffs—offensive teams start at the 5-yard line.
  • No blocking or tackling is allowed. Players may act as stationary picks but cannot move to impede defenders.
  • Offensive teams have 4 plays to cross midfield.
  • After crossing midfield, teams have 3 plays to score.
  • Teams may choose to punt on third down, in which case possession starts at the opponent’s 5-yard line.
  • If the coach does go for it on 4th down and fails to cross the first down marker, the opposing team takes possession at the spot of the ball.
  • Interceptions may be returned.
  • Teams switch sides after the first half.
  • Only one coach is allowed on the field for grades 1-6. No coaches are permitted on the field for grades 7-12. In the girls' divisions, coaches are allowed on the field for grades 4-8, but not for grades 9-12.
  • No flag guarding—players cannot use hands, arms, or the ball to prevent flag pulls.
  • No flag guarding. A runner shall not flag guard by using their hands, arms, or the ball to deny the opportunity for an opponent to pull or remove the flag belt.
  • A player may use a spin move, however; must keep their arms away from their flag to avoid flag guarding.

PLAYER PARTICIPATION

  • The player participation policy is that each player shall start and play the entire game, either on offense or defense, except in case of an injury or sickness. The purpose of this rule is to allow every participant to play the entire game.
  • At the change of any possession, all players on the sideline must enter the game.
  • Full compliance with the participation rule is mandatory. Coaches found guilty by the Rules Committee for not complying with this policy will be disciplined. Specific sanctions will start with a warning, and may include, forfeiture of games, suspension of coaches, exclusion from League post season competition, and expulsion from the League by the Board. Complaints should be filed in writing through the commissioner of flag.
     

TIMING / OVERVIEW

  • If the score is tied at the end of the regulated time, teams move directly into overtime. If the team that wins the toss scores first, the opposing teams get an opportunity to match the score. If the opposing team fails to do so, they lose.
  • If the opposing team scores, the cycle is repeated.
  • Each time the ball is spotted, a team has 30 seconds to snap the ball (5-8 has 40sec). Teams will receive 1 warning before a delay-of-game penalty is enforced.
  • Each team has one 60-second and one 30-second time-out per half.
  • Officials can stop the clock at their discretion.
  • Final 2 minutes - during the final 2 minutes of regulation time, the clock will stop on incomplete passes, after all scoring plays, turnovers, turnover on downs, a ball carrier getting out of bounds, or a penalty flag.
  • Overtime – There is no longer a game clock, just a play clock. There will be a coin flip to determine who will have the ball first. Teams will each have 1 possession and the ball spotted on the 12 yard line. They will have 3 downs to score. After a score they may elect to go for 1 or 2 points for the Point after attempt.
  • Each team will be given 1 full timeout in the overtime period.
  • This season there will be no ties. We will play until a winner is decided.
  • After 3rd Overtime, the scoring team MUST go for 2 points.
  • Starting after the 2nd Overtime the ball will be moved up from the 12 yard line to the 5 yard line and each team will be given one play to score. 

SCORING

  • Touchdown: 6 points
  • Extra Points:
    • 1 point (from the 5-yard line)
    • 2 points (from the 12-yard line, run or pass)
    • If a 1-point attempt is intercepted, the ball is dead.
    • If a 2-point attempt is intercepted, the defense may return it for 2 points.
  • Safety: 2 points + change of possession.

RUNNING

  • The quarterback cannot run with the ball.
  • Once a lateral leaves the quarterback’s hands anyone on the opposing team may cross the line of scrimmage.
  • Once the ball has been handed off, all defensive players are eligible to rush.
  • Offense may use multiple hand offs/laterals behind the line of scrimmage only.
  • The player who takes the hand off can throw the ball from behind the line of scrimmage.
  • “No running zone is located 5 yards from each end zone and 5 yards on either side of midfield are designed to avoid short-yardage, power-running situations.
  • Once the ball carrier crosses the line of scrimmage, all other offensive players must stop moving. If they impede the defense or run with the ball carrier, it is considered blocking and a penalty will be enforced.
  • Spinning is allowed, but players cannot leave their feet to avoid a defensive player (no diving).
  • The ball is spotted where the ball carrier's waist/hips are the moment the flag is pulled, not where the ball is.
  • Absolutely NO laterals or pitches of any kind are allowed beyond the line of scrimmage.
  • If the ball carrier’s flag falls out without being pulled by a defender, than the defense only needs to touch the ball carrier with one hand to end the play.

RECEIVING

  • All players are eligible to receive passes (including the quarterback if the ball has been handed off behind the line of scrimmage).
  • As in the NFL, only one player is allowed in motion at a time.
  • A player must have at least one foot in bounds when making a reception.
  • After a receiver catches a pass beyond the line of scrimmage, all other offensive players must stop moving. If they impede the defense or run with the ball carrier, it is considered blocking and a penalty will be enforced. Players may act as stationary picks but cannot move to impede defenders.

PASSING

  • Shovels passes are allowed.
  • The quarterback has a 7 second "pass clock"; If a pass is not thrown within the 7 seconds, play is dead, loss of down.
  • Once the ball is handed off or passed, the 7 second rule is no longer in effect. Ball goes back to the line of scrimmage.
  • Interceptions may be returned.
  • No lateral passes/pitches beyond the line of scrimmage.

DEAD BALLS 

  • The ball must be snapped between the legs, not off to one side (except for grades 1&2 division) to start play.
  • Substitutions may be made on any dead ball. (Only for a player that is playing both ways. Not for a player that was recently on the sideline.)
  • Play is “dead” when:
    • The ball carrier's flag is pulled
    • The ball carrier steps out of bounds
    • A touchdown or safety is scored
    • The ball carrier's knee hits the ground
    • A fumble occurs (ball is placed at the spot it hits the ground).
  • There are no fumbles. The ball is spotted where the ball hits the ground. The only exception is for the grades 1 & 2 division games. During the snap of the ball. Snaps that hit the ground are live and play will continue. Only the quarterback is allowed to pick up the ball.

RUSHING THE QUARTERBACK

  • Players rushing the passer must start:
    • Grades 1-6: At least 7 yards from the line of scrimmage when the ball is snapped.
    • Grades 7-12: At least 10 yards from the line of scrimmage when the ball is snapped.
  • 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 7/10-yard rule no longer is in effect, and all defenders may go behind the line of scrimmage.
  • A special marker, or the referee, will designate 7/10 yard marker from the line of scrimmage.

SPORTSMANSHIP 

  • Foul Play If the field monitor or referee witnesses any acts of tackling, elbowing, cheap shots, blocking or any unsportsmanlike act, the game will be stopped and the player will be ejected from the game and a 15 yard penalty enforced. FOUL PLAY WILL NOT BE TOLERATED!
  • Trash talk, showboating, cruising or taunting results in one warning; repeat offenses lead to ejection. (officials will determine what is considered foul language. 
  • Trash talk is talk that may be offensive to officials, opposing players, teams or spectators. If trash talking, “Show-Boating” or taunting occurs, the referee will give one warning. If it continues, the player or players will be ejected from the game and a 15 yard penalty will be enforced. 
  • Coaches, parents, or spectators engaging in unsportsmanlike behavior may cause game forfeits and further disciplinary action.

SLAUGHTER RULE

  • If a team leads by 25+ points (cap at 32 points), the trailing team starts at the 49-yard line until they score.
  • The No Run Zone is eliminated until the trailing team scores.
  • No team may win by more than 24 points. If a team leads by 24+, they keep possession until the margin is reduced.
  • Defensive interceptions during a Slaughter Rule scenario result in a dead ball play.

 

PENALTIES

All penalties will be called by the referee.

DEFENSE

  • Offsides - 5 yards and repeat of down
  • Interference - 5 yards and repeat down
  • Illegal contact (holding, blocking, etc.) - when ball is in the air, the defender cannot go through the receiver to get the ball. -5 yards and repeat down
  • Illegal Flag Pull (before receiver has ball) – 5 yards and Repeat Down
  • Illegal Rushing – (starting rush from inside 7-yard marker) - 5 yards and Repeat Down
  • Too Many Players on Field – 5 Yards and repeat down
  • Unsportsmanlike Conduct – 15 yards and automatic 1st down

OFFENSE

  • Illegal motion (more than 1 person moving, false start, etc.) - 5 yards and repeat the down. Play is blown dead when penalty is called.
  • Illegal forward pass (pass thrown beyond line of scrimmage) - 5 yards and loss of down (do not repeat down)
  • Offensive pass interference (illegal pick play, pushing off/away defender) - 5 yards and loss of down loss of down
  • Flag guarding - 5 yards (from the spot of the foul) and loss of down
  • Charging – 5 yards and loss of down
  • Jumping –5 yards (from the spot of the foul) and loss of down
  • Delay of game - Clock stops, loss of 5 yards. Defense may not decline this penalty. Replay down
  • Too Many Players on Field – 5 Yards and repeat down
  • Unsportsmanlike Conduct – 15 yards and loss of down
  • No Run Zone Penalty – 5 yards and loss of down - If a team is within 5 yards of mid-field or the goal line, they must
  • run a pass play. The pass must go beyond the line of scrimmage. (No screens) The ref will let you know when you are
  • in the “No Run”, but if it looks close, it is also the coach’s responsibility to ask the ref for a measurement.

NO RUN ZONE 

  • If the offense is in the “No Run” zone and receives a penalty that takes them out of the “No Run” zone, they are still in a pass only situation.
  • The “No Run” zone has been eliminated from the grades 1&2 division. They are allowed to run or pass from any spot on the field.
  • The pass must go beyond the line of scrimmage.

OFFENSE & DEFENSE

  • Referees determine incidental contact that may result from normal run of play. Only the team captain may ask the referee questions about rule clarification and interpretations.
  • Players cannot question judgment calls.
  • Games cannot end on a defensive penalty, unless the offense declines it.