USA Flag football rules are used for league and tournaments worldwide.
The official USA Flag flag football rulebook contains all current rules governing the playing of flag football that are in effect for the 2023/2024 tournament season. Affiliated and sanctioned leagues and tournaments may amend the rules from time to time to regional preferences where appropriate
The use of the word “illegal” in this rulebook applies only to situations that violate our flag football rules, and are not meant to denote illegality under any public law or regulations enforced by another organization.
The use of the word “flagrant” when described as an action by a player or participant, indicates an intentional violation of the rules deemed an excessive, avoidable and gratuitous act in the judgement of the official or officials, and does not necessarily imply malice on the part of the offending player or declare any intent other than perceived result.
Every style of flag football that we offer first utilizes our common-to-all general rules as a baseline for each format. These rules are meant to standardize the game in areas where each style should be synchronized to be easier for players and officials alike to understand the basics of the game from one format to another.
Read these rules first for any style you play, as they apply to every style we offer, then also make sure and check out the style-specific rules in their specific chapters that are unique to their particular format.
Article 1. We declare, USA Flag to be a self-appointed governing organization for the sport of flag football through common consent of our participating teams. We are aware that many leagues play with a variety of rule books that differ from USA Flag, however USA Flag endeavors to be the ultimate overseeing body for all forms and styles of flag football.
Article 2. Our officials administer the rules of this league not any other organization (past or present).When more details are needed than are outlined in our abridged USA Flag Rule Book(s), game officials will defer to the most current National Federation of State High Schools Rule Book.
Article 3. The ball will be spotted wherever the ball was at the time of the flag pull or the ball carrier left the field-of-play.
Article 4. Order of tie breakers to determine seeding for playoffs are as follows: Overall record, head to head: (only applies if every team with the same record played each other directly), point differential, points against, points scored, battle points, registration date, coin toss.
Article 1. Players, coaches and spectators must keep their comments profanity free. Disrespectful language, racist, sexist, homophobic remarks, obscene gestures/behavior, and bullying are prohibited.
Article 2. Foul play will not be tolerated. Any staff member that hears or sees anything that leads them to believe an infraction of the required personal conduct outline has been committed the person responsible may be dismissed for the rest of the tournament.
Article 3. Fighting will lead to an immediate ejection for the remainder of the tournament, possible suspension or even a lifetime exclusion.
Article 4. Alcohol, other intoxicants, weapons, drones and pets are prohibited on our permitted fields.
Article 1. For the safety of our officials and their ability to administer the game all team personnel must remain at least two yards off the sidelines and inside the designated team boxes 5 yard lines of goal line 4v4, 5v5, 6v6 or 20 yard lines of goal line 7v7 or 8v8)
Article 2. Coaches may signal or call-in plays during the play clock but must be out-of-bounds before the snap. Coaches on the field-of-play during game play will be assessed a timeout.
Article 3. After all touchdowns and successful PAT attempts, the ball carrier must report to an official who will ensure the flag was not tampered with by pulling the flag from the ball carrier.
Article 4. Teams are required to position themselves on an opposite sideline from the opponent. A team occupying a sideline during a previous game with a back to back game on the same field will have priority on the same sideline until they no longer have a game scheduled there.
Article 5. If teams cannot agree on a sideline to occupy the Referee will conduct a coin toss and assign sidelines.
Article 6. Officials may require that boom-boxes or other noise producing devices be turned off or eliminated as they interfere with the game official’s ability to communicate and administer the game.
Article 7. Teams are required to clean up their garbage after contests.
Article 1. Rosters must be completed through the registration system or in person on paper before your first game on an official roster sheet. Team captains must invite players by entering their email address or sending them the invite link. Players must accept the invite, register themselves and accept the waiver in order to be eligible to participate.
Article 2. If the team captain is also playing, they must register themselves as a player on the roster and accept the waiver. If the team captain is not playing, their spot on the roster does not count toward the roster maximum.
Article 3. Failure to complete your roster will result in a forfeit if protested and removal from the event without refund.
Article 4. Players are not eligible to be on a roster for more than one team in each format (i.e.5v5 Non-Contact, etc) including lower skill divisions (Pro, Comp, Rec, etc). If a player is found to be on multiple rosters, only their PRO roster would be deemed legal, and if on multiple PRO rosters, all rosters are deemed illegal. Age specific divisions are excluded, so you may play in one O35 or U24 division of the same style.
Article 5. Transgender players may play on the team that matches the gender on their state or federal issued identification document.
Article 6. Players must have a valid I.D. or copy of their I.D. with them at all times. In the event of a Roster Protest this is the only form accepted as proof of identity.
Article 7. The number of players that can be on a team’s roster varies by style.
4v4, 5NC. 5AIO, 5 Gauntlet, 5 Olympic: 12
5 & 6 contact: 15
7 & 8 screen: 20
8 contact: 30
Article 8. Refer to Rule 5: Section 2 for roster challenges.
Article 1. During tournament play the number of teams that advance to playoff rounds will be determined by the number of teams in each bracket.
Article 1. Practice and competitions will be suspended immediately when lightning is detected within 10 miles. All athletes and spectators should seek safe shelter during severe weather (but not under trees). Play shall not resume for at least 30 minutes after the last sight of lightning or sound of a thunderclap. Three long blasts from an air horn, car horn, or whistle will be the signal it is safe to continue play.
Article 1. Players may not wear hard, unyielding, or stiff material items that in the view of the officiating crew may present a hazard to other players.
Article 2. It is strongly suggested, but not required that all players wear a protective mouthpiece while on the field-of-play.
Article 3. Players must wear pants or shorts that do not have pockets, belt loops, zippers, or exposed draw strings. Pants or shorts with pockets that have been professionally sewn-shut are allowed at the game official’s discretion. Pants or shorts cannot be tapped or turned inside out unless the shorts are double lined.
Article 4. Players may wear knit or stocking-style caps. Hard-billed caps must be removed or turned around backward. Players may wear a headband made of non-abrasive material. Rubber or elastic bands may be used in hair. Soft-shelled helmets designed for flag football players may be worn.
Article 1. Teams must supply their own flags. All styles will use Shruumz, Sonic Flag-A-Tag or Pop style belts and flags with the exception of 8v8 Contact styles which will use triple threat. Canvas, vinyl, and uncut cloth flags are legal at the directors discretion.
Article 2. Bring extra flags and belts, event organizers may not have flags for sale and have no means in which to replace or repair damaged flags. Your participation is subject to having the correct and working flags.
Article 3. Having the correct and legal flags is solely the responsibility of the participant. If you are not certain if your flags are legal or allowed, it is your duty to confirm with the officials or director prior to game start in order to avoid consequences of illegal equipment.
Article 4. Altered or tampered flags could result in an ejection or forfeit. No shortening, cutting, using a cloth material or other substrate different from the traditional vinyl material (at the discretion of the officials and director), etc.
Article 5. Youth size flags may not be worn in adult leagues. Youth and adult flags must be no less than 14” long as measured from the bottom of the popper or flag belt when there is no popper present and no less than 1 ¾” wide. All flags must be of Vinyl material, no cloth or “split” flags allowed, to be assessed at a tournament directors discretion. Always check your flags with the officials prior to your game if you are not certain they are legal. (Failure to Wear Proper Equipment – 5-yards, loss of down)
Article 6. Flags must be a contrasting color to a player’s pants/shorts. Contrasting is at the official’s discretion.
Article 7. Flags must be on the player’s hips and free from obstruction. Deliberately obstructed flags will be considered Illegal Equipment. Flags must be evenly distributed on the belt. Suction cups must face down and away from the body. Belts must be snug around the waist to avoid rotating.
Article 8. If a player chooses to wear a hand towel, or any other object, on their waist it will be treated as part of the flag belt.
Article 9. If a ball carrier starts the play wearing an incomplete, improperly worn, or improperly secured flag belt, or no flag belt at all, they may not advance the ball after taking possession of it and will be ruled down where they took possession of the ball. For example: They may catch a pass but not advance it.
Article 10. The person taking the snap is an exception to this rule, they may take the snap and advance the ball or otherwise participate in a play and will be downed by one-hand touch.
Article 11. If a player is legally or illegally deflagged during a play and then comes into possession of the football later during the same play, they must be downed by one-hand touch.
Article 12. All players on the field are eligible receivers at the snap regardless of possible uniform violations.
Article 13. A missing flag violation will not delay the game or stop a live play.
Article 1. Some type of team jersey is required; the minimal standard is similar-colored shirts. Teams must carry two colored shirts, a dark color and a light color. They do not have to be official uniforms, the light colored one can be a white T-shirt. If both teams are wearing the same color, there will be a coin toss, and the losing team will need to change into a different color. Failure to have 2 differing jerseys can result in a forfeit.
Article 2. Players must ensure their jerseys are long enough to remain tucked in during the entire play or short enough so there is a minimum of 4” from the bottom of the jersey to the player’s waistline. (Jerseys should never cover the flag belt).
Article 3. When a shirt is untucked at the snap a hold will not be called on the defender that is making a fair and legal attempt at the ball carrier’s flag. It is the player’s responsibility to check their equipment before each snap.
Article 4. Footballs must be pebble grained leather or rubber covered and meet the recommendations of size and shape for a regulation football. Adult men’s teams must use a regulation size ball. Adult women’s and Coed teams may use a regulation or intermediate sized ball.
Article 5. Players must wear close-toed shoes. Cleats with exposed metal are never allowed.
Article 6. Players may wear eye protection to include prescription glasses or flexible sunglasses.
Article 7. Players may wear a face shield molded to the face with no protrusions to protect against facial injury.
Article 8. Jewelry that in the judgment of a game official might endanger other players must be removed before play.
Article 9. Player’s finger nails must be trimmed or taped over to protect opponents. Alternatively, players may wear gloves to protect their opponents.
Article 10. Players may tape forearms, hands and fingers. Players may wear soft gloves, elbow pads, shin guards, and knee pads. Unyielding items such as braces, casts, or anything with exposed metal are not allowed.
Article 11. Officials will endeavor to identify missing, incomplete or improperly worn flag belts prior to the snap and announce for example “number X, down on possession”. The player with the missing flag violation must fix the issue during the next dead ball situation or leave the field until they have done so.
Article 12. Go Pro or other camera devices are not permitted on the chest or head. Always confirm with a director before wearing.
(length of games and stop-clock procedures vary by style)
Article 1. Game time is forfeit time. To avoid a forfeit, teams may use team timeouts to ‘buy’ time. Forfeit will only officially be declared by an official Tournament Director at their discretion.
Article 2. Time outs are 30-seconds.
Article 3. The offense has a 25-second play clock to snap the ball before a delay of game penalty is assessed.
Article 4. Length of games and stop-clock procedure vary by style, please refer to individual style rules books. When officials go to the ‘stop clock’ mechanic the clock will stop / start as listed below:
Article 5 . In order to keep to schedule, the game clock shall start one minute after the coin toss formalities have concluded and on the ready-for-play whistle in the second half, regardless if the teams have taken the field or not.
Article 1. Officials may stop the clock as needed.
Article 2. Team timeouts are 30 seconds. After 30 seconds the official will audibly place the offense on a 25-second play clock. Timeouts do not roll over from the first half.
Article 3. Team captains are encouraged to yell “clock?” or “clock check?” in lieu of “time?” to avoid confusion when requesting a team timeout.
Article 4. Event directors may enter the field of play during any dead ball situation to address matters they believe should not wait till half-time or the end of the game by calling a ‘Director’s time-out’.
Article 1. Team captains may be asked to bring their game ball(s) to the coin toss for inspection.
Article 2. Game officials will confirm with team captains during the coin toss that the teams are in correct and legal uniforms (pockets, flags, contrasting colors, unyielding materials, etc.).
Article 3. Referee will issue the first warning about unsportsmanlike conduct, excessive rough play, and language.
Article 4. During tournament play “Home” or “Away” will be determined using either a strength of play record (“seeding”) or randomly (“draft-style”).
Article 5. First possession is decided using a coin toss. The head official will ask the ‘calling captain’ their choice of “heads” or “tails”. The official will ask the opposing team to repeat and confirm the choice before flipping the coin. The head official will then confirm the call. The captain winning the toss shall choose one of the following options:
Article 6. The loser of the coin toss shall make a choice of the remaining options. Before the start of the second half, the choice of options shall be reversed. If a team captain does not attend the coin toss, the opposing team will win the toss. 1st choice in the 2nd half will be awarded to the team who deferred or loser of coin flip from the first half if no defer.
Article 7. In order to keep to schedule, the game clock shall start one minute after the coin toss formalities have concluded, regardless if the teams have taken the field or not.
Article 1. Only the team captain or head coach may ask the referee questions about rule clarification and interpretations. Generally, officials are happy to answer quick response and general questions during the game if they do not impede the game. The priority is to spot the ball then address questions without impeding the play clock.
Article 2. If a captain or head coach believes an official has made a procedural error they may call for a timeout. If an official tournament director and the head official agrees that there has been a procedural error (e.g., wrong down, incorrect penalty yardage, etc.) the procedural error will be addressed and the timeout will not be charged. The challenge must be made to an official before the next snap.
Article 3. If a team loses a challenge they lose all timeouts for the half in 7v7 & 8v8 styles. In 4v4, 5v5, & 6v6 teams would lose all remaining time outs for the game. In the event the captain or head coach loses a procedural challenge and the captain’s team did not possess a legal team timeout a fifteen-yard unsportsmanlike conduct penalty will be assessed.
Article 4. Only procedural issues may be addressed, not an official’s judgment call or no-call.
Article 5. If the protesting team is unsatisfied with the ruling of the challenge on the field and would like to elevate the challenge to a league director / head of officials, they may do so.
Article 6. If the protest is ultimately lost, the protesting team will lose all remaining timeouts of that half. If the protesting team does not have any timeouts left in the half they will lose all of the timeouts in the following half.
Article 7. If the team doesn’t possess any timeouts at all they will be assessed an unsportsmanlike conduct penalty.
Article 1. To protest a roster, a team captain must specifically request a protest from the officials and select one individual player to challenge. This must occur while the game is in play and only one roster protest per team may occur per game.
Article 2. Challenges must be examined by an official tournament director and fully enforced first before another or cross-protest can be issued.
Article 3. During tournament play if a player is found playing on a team illegally, the team will immediately forfeit the game the illegal player participated in. They are not allowed to protest back at that time because the game is no longer in play.
Article 4. If a team loses a challenge they lose all timeouts for the half in 7v7 & 8v8 styles. In 4v4, 5v5, & 6v6 teams would lose all remaining time outs for the game. If the protesting team does not have any timeouts left in the half they will lose all of the timeouts in the following half. In the event the captain or head coach loses a procedural challenge and the captain’s team did not possess a legal team timeout a fifteen-yard unsportsmanlike conduct penalty will be assessed.
Article 1. Offensive players must come to a complete stop for one second before the ball is snapped unless they are the only player in motion.
Article 2. No offensive player may begin a play closer than five yards from a sideline unless they were momentarily at least 9-yards from a sideline (this is sometimes referred to as “inside the numbers” or “checking in”). All players must substitute from their sideline only. This allows the defense to be aware of their presence and avoids deceptive plays by the offense.
Article 3. The ball must be snapped between the center’s legs.
Article 4. It is a false start if any player on offense enters the neutral zone before the snap.
Article 5. The offense may not act or move in a manner that, in the judgment of the covering official, is clearly intended to cause the defense to encroach. Verbalizing play-calls or snap counts alone are not acts or moves that should be considered unless they are in conjunction with other acts or moves. The speed, abruptness, down and distance and if any player pretends to have the ball or otherwise simulate action at the snap will be considerations.First penalty “illegal procedure”, Second penalty “unsportsmanlike
Article 6. Direct snaps are legal to any player not on the line-of-scrimmage.
Article 7. The ball will be declared dead if any portion of the ball carrier’s body other than their hands and feet (knee, elbow, buttocks, ball-in-hand, etc.) touches the ground.
Article 8. The offense is responsible for retrieving the ball and returning it an official or to the line of scrimmage at the end of each play.
Article 1. Unintentional fumbles and intentional laterals end the play when they hit the ground or go out of bounds and remain with the team that initiated the act. If a lateral, muffed or fumbled ball is intercepted before hitting the ground or going out of bounds it remains live.
Article 2. Forward fumbles that hit the ground will be marked where the ball carrier’s feet were when he/she lost control and not the spot where the ball hit the ground.
Article 3. Muffed snaps will be marked where the ball hit the ground.
Article 4. Fumbles and laterals that hit the ground do not stop the clock.
Article 1. Ball carriers are allowed to leave their feet, jump, and spin as evasive maneuvers in order to advance the ball as long as they do not put another player’s safety at risk. Not every insignificant jump or small hop constitutes a safety issue and player safety risk is at the discretion of each official. Jump cuts or leaping between two defenders is allowed if they do not initiate noteworthy contact with the defender or put another player’s safety at risk.
Article 2. Ball carriers may not hurdle over another player. Ball carriers may not dive, lunge, or fall forward in a perceived intentional manner in order to advance the ball or achieve a line-to-gain. This is a judgment call by the game officials.
Article 3. Ball carriers may extend the ball out in front of them to gain additional yardage.
Article 4. Diving by the defense to capture a ball carrier’s flag is legal.
Article 5. Ball carriers must make every effort to avoid a defender who has established a stationary position.
Article 6. Runners may leave their feet to avoid collision or falling on another player.
Article 7. Passers may jump vertically to throw the ball over a defender.
Article 8. The offense may use multiple backward hand-offs or laterals.
Article 1. The ball carrier’s flags must be accessible to the defense throughout the play. Flags may not be tucked in pants, tucked under jerseys, worn improperly, looped around the waist belt, or knotted.
Article 2. Flag guarding is the act of a ball carrier denying a defender the opportunity to capture their flag in any physical way. The ball carrier shall not flag guard by flailing of arms, using their hands, arms, elbows or extremely dipped shoulders to deny the opportunity of an opponent to remove a flag.
Article 3. The ball carrier may not swat a defender’s hands away nor pin the flag against their body using the ball or hands. An official may call flag guarding if they feel that a ball carrier’s natural running motion gave the ball carrier a decisive advantage over the defender and the running motion caused part of the ball carrier’s body to block a de-flagging attempt.
Article 4. What constitutes flag guarding is up to the official’s judgment. We recommend you carry the ball with your hands held high on the body to avoid flag guarding. This is one of the most difficult transitions for traditional football players. Flag guarding shall not be called if there is no defensive player within reasonable distance to capture the flag.
Article 5. The ball carrier may bend at the knees to dip low, side cut, skip, or take short hops. Extreme low dips (sometimes called a “duck-walk”) are legal and do not constitute flag guarding in themselves, as long as the flag carrier’s flags are still exposed and the defensive player isn’t physically impeded (i.e. the ball carrier isn’t using his arms, hands, shoulder, ball, etc. to impede the defender. Normally flag guarding can be avoiding while “duck-walking” when the ball carrier keeps his hands and elbows high on the body (ex: at shoulder-level). Examples of flag guarding:
Article 6. No penalty will be called if a ball carrier simultaneously flag guards as the defender pulls the flag.
Article 7. Tampering with the flag in any way to gain advantage is illegal.
Article 1. Only one forward pass per play. Once the ball has passed the line-of-scrimmage it cannot be returned to behind the line-of-scrimmage and thrown forward legally.
Article 2. If any portion of the passer’s body is behind the line-of-scrimmage it is a legal pass.
Article 3. All players are eligible to receive a pass unless they have stepped out-of-bounds of their own accord. Players may re-establish themselves in the field of play and catch the ball if another player has touched the ball first.
Article 4. Any offensive player who receives either a forward or backward handoff behind scrimmage can pass the ball from behind the line-of-scrimmage.
Article 5. Backward passes are allowed.
Article 6. If the passer’s flag has been pulled while the passer still has the ball in their hand, it is a sack. There is no allowance given for the passer’s arm being in motion at the time of the sack. Ball in hand at all equals a sack.
*Intentional grounding does not apply to 4v5 or 5v5 Non-Contact where intentional grounding is allowed.
Article 1. A passer may not throw the ball into the ground to avoid a loss of yardage or conserve time.
Article 2. An exception to this rule is it is legal to conserve time by intentionally throwing the ball to the ground immediately (spiking) after receiving either a direct hand-to-hand snap or from the “shot-gun” formation for styles that do not allow hand-to-hand snaps. The spike must be fluid and immediate after the snap or it is intentional grounding.
Article 3. A pass may not be intentionally thrown into an area not occupied by an offensive receiver.
Article 4. Passers may not throw the ball out-of-bounds to stop the clock as in NFL or NCAA games.
Article 5. Intentional grounding can occur anywhere behind the line of scrimmage.
Article 1. A pass is completed when an offensive player simultaneously places at least one foot inbounds and momentarily maintains possession of the ball.
Article 2. Simultaneous catches between a defensive and offensive player go to the offense.
Article 3. In the event of a bobbled catch, i.e., the ball is batted about by the receiver in an attempt to catch it, and the intended receiver is de-flagged before taking full possession there is no penalty for early flag pull.
Article 4. Whether or not a ball is tipped or touched in the air has no bearing on the play as it applies to fouls anywhere on the field (roughing, personal fouls, illegal contact, etc.).
Article 5. If a receiver steps out-of-bounds of their own accord and is the first to touch a pass, it is illegal touching. The play will be allowed to continue to a dead ball situation (5-yards from previous and a loss of down, if accepted).
Article 6. A receiver must “survive the ground” if falling while attempting to make a catch.
Article 7. Receiver cannot intentionally redirect the ball in the direction of their end zone to further advance the ball.
Article 1. Stripping or attempting to strip the ball from a player’s hand, including the quarterback, is illegal. Stripping is defined as the ball in a players hands for an elapsed period of time and a defender knocking it out.
Article 2. Defensive teams may not simulate the offensive team’s signals or cadence.(First penalty “illegal procedure”, Second penalty “unsportsmanlike”)
Article 3. There are no “free plays” for the offense. After the head official blows the ready-for-play whistle and the snapper puts their hand(s) on the ball, no player may enter the neutral zone until the ball is moved to start the snap. Entering the neutral zone before the snap is known as “offside” or encroachment which causes the play to be immediately blown dead and the offending team is penalized five yards.
Article 4. If a defensive team intentionally commits a penalty in order to achieve a specific goal and the penalty is declined, any subsequent attempts to continue committing the penalty will result in a 15 yard unsportsmanlike penalty and automatic first down for the offense.
Example: Offense has the ball 2nd down and 3 yards to gain prior to a first down. Defense intentionally jumps offsides to try and get offense to accept a first down and long line to gain. If offense declines, and defense immediately attempts the same penalty again, an additional unsportsmanlike penalty will be enforced.
Article 1. Defensive players must make a concerted effort to avoid charging into the quarterback.
Article 2. In general, defensive players may not “crash” the quarterback’s throwing arm, shoulder or body even if the ball is touched first. This rule applies to holders and kickers as well.
Article 3. It is a quarterbacks right to step into a throw, and the rushers duty to avoid contact. If contact is significant and forceful at the discretion of the officials, whether attempting to go for the flag or not, it may be deemed roughing the passer.
Article 4. An insignificant “brush-by” may be allowed by the referee but is not guaranteed.
Article 5. Making contact with the quarterback while blocking a pass or attempting to block a pass may result in a roughing the passer penalty.
Article 6. Whether or not a ball is tipped in the air has no bearing on the play as it applies to fouls (roughing, personal fouls, etc.).
Article 7. A roughing penalty will not be enforced if a quarterback initiates contact with a defensive player while in the throwing motion; for example, during the passer’s follow through the player’s arm makes contact with an opponent’s hand, arm, or shoulder. In this instance the impetus of the contact is the action of the quarterback and not the defender. This is a judgment call.
Article 1. Flag football is a finesse game versus the brute strength game of traditional tackle football.
Article 2. Flag pulling is the legal removal of a flag from an opponent in possession of the ball. Legal flag pulls must begin with the hands leading toward the opponent’s hips and flags.
Article 3. No player shall make any contact with an opponent which is deemed unnecessary or excessive and which incites roughness. (This is a judgment call, IAW NFHS rule 9-4-3g, Illegal Personal Contact)
Article 4. No player has the right to over-aggressively ‘body up’, ‘wrap up’, ‘play through’, ‘bull rush’, charge, spear or lead with a shoulder against an opponent even to capture a flag. Players must play to capture the flag, not to commit Illegal Personal Contact.
Article 5. Pushing out on the sidelines is not permitted unless the defense was making a fair, legal, and reasonable attempt to pull the ball carrier’s flags, i.e. the defender’s hands were aimed low at the ball carrier’s hips and flags and not high up on the body.
Article 6. Pushing, striking, holding, slapping or tripping while attempting to pull a flag is not permitted.
Article 7. A defensive player may not pull the flag of a player who is not in possession of the ball.
Article 8. Any defensive player who removes the flag from an offensive ball carrier is encouraged to show good sportsmanship and hold the flag above their head to assist the officials in locating the spot where the capture occurred.
Article 9. Players may be penalized for unsportsmanlike conduct for throwing, spiking, obscuring, or delaying the ball carrier in recovering their pulled flag.
Article 10. If a player’s flag inadvertently falls off during the play the de-flagging reverts to a one-hand touch of the runner between the shoulder and the knees.
Article 11. When a ball carrier flag guards and a defensive player pulls the ball carrier’s flag simultaneously, no penalty will be called for flag guarding.
Article 12. If a defensive player physically contains, tackles, or attempts to tackle the ball carrier (e.g., bear hugs, holds, wrestles with, obstructs, pushes the ball carrier out-of-bounds, tackles, or attempts to tackle, etc.) without making a clear, legal attempt to pull the ball carrier’s flag, the offensive team will be awarded at least one line-zone-to-gain or fifteen-yards (offended team’s choice) from the spot of foul and an automatic first down.
Article 13. This type of action can result in a score awarded if the foul occurred inside the final line-zone-to-gain or the covering official reasonably believes the foul is the only thing that prevented the ball carrier from scoring Refer to Last man rule. Rule 10, Section 20. (Teaching point: Play the flag not the ball carrier’s body or ball as in traditional tackle football).
Article 1. Pass interference normally occurs above the waist; entangled feet are not considered pass interference. Incidental contact is not considered pass interference.
Article 2. A player may “find” their opponent by reaching out and placing a hand on him/her as long as touching does not delay or impede him/her. This is not considered pass interference.
Article 3. Contact away from the direction of the pass is not considered pass interference. It is considered illegal contact. Examples of pass interference include:
Article 4. Whether a pass is catchable or uncatchable has no bearing on pass interference.
Article 5. A player may use their arms or hands to intentionally obstruct the receiver’s view (face guarding) of the ball without turning their own head to play the ball as long as contact is not made with the receiver.
Article 6. If defensive pass interference occurs in the end zone the ball will be placed on the one-yard line, automatic first down.
Article 1. Interceptions may be returned. In the event of an interception, the intercepting team must secure the ball with “clean hands,” i.e., they must not have committed a foul before or simultaneous to the interception.
Article 2. If the intercepting team gained the interception with “clean hands” they will be awarded a first down where the ball becomes dead regardless of penalty occuring during/after obtaining possession. (flag pull, stepping out-of-bounds, fumbled, etc.)
Article 3. The ball will be spotted wherever the ball was at the time of the flag pull or the ball carrier left the field-of-play.
Article 4. Fouls by the intercepting team after an interception will be assessed from the spot of the foul. Fouls by the intercepted team after the interception will be assessed at the end of the run.
Article 1. A touchdown occurs when the ball carrier crosses the football over the plane of their endzone before the ball carriers flag is pulled. Once the scoring team has informed an official of which point conversion choice they want to attempt the decision cannot be changed unless the scoring team uses a team timeout.
Article 2. If a penalty occurs during an extra point attempt, the penalty will be assessed but the extra point value remains the same.
Article 3. Decisions cannot be changed after a penalty. For example, if the offense attempts a 1-point PAT and is penalized five yards for a false start, they cannot change their mind and go for a 2-point PAT, regardless if the offensive team calls a timeout.
Article 4. Unsportsmanlike conduct and personal fouls during successful touchdown attempts will be assessed at half the distance to the goal during the PAT attempt (e.g., 2-point PAT attempts will be spotted at the 5-yard line and 1-point attempts at the 2 ½-yard line) or on the kickoff. All other defensive penalties may be declined by the offense and the score will stand.
Article 5. Dead ball fouls committed by the offense that do not carry a loss-of-down penalty (false start, offside, etc.) will result in penalty yardage assessed and the down replayed.
Article 6. Fouls by the offense during a PAT attempt that carry a loss-of-down penalty (flag guarding, illegal advancement, illegal forward pass, etc.) will result in the PAT being “no good” and the attempt will not be repeated.
Article 7. Fouls committed by the offense in unsuccessful PAT attempts will be declined by the defense and the PAT will be “no good” and will not be replayed.
Article 8. Fouls simultaneous to the snap (illegal shift, illegal motion, illegal formation, etc.), if accepted, will result in penalty yardage assessed and the down replayed.
Article 9. Fouls by the defense during an unsuccessful PAT attempt will result in a retry after the options are administered. The offense may opt to accept or decline penalty yardage before the retry.
Article 10. Interceptions on any PAT can be returned by the defense for two points regardless of PAT point attempted.
Article 11. If multiple changes of possessions occur on a PAT, resulting in the original offensive team scoring, they will be awarded points based on the original attempt. i.e. 1 point if they were originally going for 1, or 2 if they were going for 2, etc.
Article 1. Terminologies and Designations – Team A is the team that initiates the snap. Team B is the opponent that began the play on defense. Safeties occur when the ball becomes dead in the offense’s (Team A’s) end zone or Team A commits a foul in their end zone. The team’s End Zone is the one it is defending. The goal line is IN the End Zone. Examples include:
Article 2. Team B Exceptions:
Article 1. Only one coin toss is allowed during overtime regardless of the number of overtime periods played.
Article 2. If additional overtimes are played, the captains will alternate choices (for example: the winner of the overtime coin toss chooses defense. If there is another overtime period the loser of the overtime coin toss now gets to choose).
Article 3. For winning the coin toss, a team may choose offense, defense
Article 4. Kicking for points in overtime is allowed at the 8v8 Contact formats if goal posts are available.
Article 5. Each team is allowed one timeout per each overtime period.
Article 6. Interceptions are returnable in overtime for two points in extra point shootouts.
Article 7. Overtime penalties will be assessed as during the regular game. Styles of play that enforce penalties differently in the last 2 minutes do not apply in overtime.
Article 8. The goal line shall always be the line-to-gain in overtime, regardless of the number of overtimes played.
Article 9. During 3rd OT the winner will be determined by longest play, with the exception of Championship games. Those continue with extra points.
Article 1. Officials do not have to call everything they see but they must completely see everything they call.
Article 2. Game officials may not use any recording or replay in making any decision relating to the game.
Article 3. Officials must not tolerate taunting, baiting, and unsportsmanlike acts.
Article 4. Game official must err on the side of safety while officiating.
Article 1. The game may not end with a defensive penalty unless it is declined.
Article 2. Penalties by the offense that include a loss of down with time expired in either half (i.e., there is no time on the clock) will not extend the half or game.
Article 3. Offsetting penalties will not extend the half or game.
Article 4. Forfeits that occur prior to game will be recorded as 28-0 for 4v4 and 5v5 games and 17-0 for 7/8/9 player formats. Forfeits that occur during the game will be recorded at these scores or the actual score of the game at the time of the forfeit, whichever is the larger differential.
Article 5. A forfeit will not be official until expressly issued by a director only and deemed final.
Article 6. Team’s and players participating in multiple styles that are not guaranteed to be scheduled separately, or in the same schedule block, are required to have enough players to participate to avoid a forfeit and no rescheduling or holding the game up will be administered.
Article 7. It is each team’s responsibility to have enough players present at the coinflip in order to avoid a forfeit, even in the event of other divisions or fields running behind. The only time a game will be held up officially is when those styles have specifically been guaranteed not to overlap as detailed on the event page. If you are not certain if your team’s games will overlap, make sure to double check prior to schedules being released.
Article 8. No period or half can end if there is an obvious timing error or any other irregularity has occurred and verified.
Article 9. Four unsportsmanlike by one team will result in a forfeiture.
Article 1. Officials should aim to assist teams to avoid penalties (preventative officiating). Cautions and teaching points are appropriate most times.
Article 2. It is not the mission of the game officials to flag every small, nuanced infraction of traditional high-level football unless it produces a significant unfair advantage. Preventative officiating examples include:
Article 3. Prior to a snap, officials can require and warn players to adjust their flags to their proper alignment. Repeated warnings of this nature can result in an unsportsmanlike penalty.
Article 4. Teams must be located on opposite sidelines and substitute from their own sideline while game is in play.
Article 5. When teams and players are in the team area, adequate room along the sideline must be made available in order for officials to work the sideline and properly officiate the contest.
Article 1. No penalty or penalty flag stops a live play.
Article 2. Be ‘game-aware’ of where you should be to make your best call.
Article 3. Officiating is a team sport. Keep regular eye-contact with fellow officials and mimic their commands and hand signals.
Article 4. Remember to ‘dead ball’ officiate. Just because the play is over doesn’t mean you don’t have to pay attention.
Article 5. Officials must highly endeavor to announce down and distance before any snap. While it always the team coach’s responsibility to be game aware, the officiating crew should always endeavor to keep them informed.
Article 6. Resist the temptation to watch the ball in the air, no foul has ever occurred up there. Watch your players.
Article 7. Resist the temptation of running with the whistle in your mouth to avoid inadvertent whistles.
Article 8. Use short-underhand tosses to avoid hitting players with the ball when relaying the ball to a game official.
Article 9. Officials should throw their hat to the ground when they see a player step out-of-bounds.
Article 10. All officials will respect the calls of other officials. However, it is purely acceptable for an official to ‘come over the top’ of another official if the official had a better angle or saw something the other did not.
Article 11. In order to be convincing and ‘sell’ your calls: use strong whistle and flag mechanics, clear and crisp signals and a strong and clear voice.
Article 12. In the interest of safety do not attempt to throw your penalty flag to the exact spot of the foul when you may inadvertently hit a player with the thrown flag. Throw it somewhere parallel to the spot of the foul, but DO throw your flag to acknowledge a penalty occurred.
Article 1. The ball will be spotted wherever the ball was at the time of the flag pull or the ball carrier left the field-of-play.
Article 2. A ball spotter / ball marker or line judge shall be used to mark the line-of-scrimmage.
Article 3. When a ball carrier’s flag accidentally falls off — but not as a result of any action by the defense — that player will be downed by one-hand touch.
Article 4. Flag guarding is notionally and effectively the end of the play. However, the play will be allowed to come to its natural dead-ball situation without the whistle being blown.
Article 5. If a defensive player initiates contact with a ball carrier while making an attempt to capture the ball carrier’s flag and that force causes the ball carrier backward prior to the flag being captured ‘forward progress’ will be awarded as long as the ball carrier does not make a move under their own power to continue the play.
Article 6. If the ball is intercepted in the end zone and intercepting team fouls in the end zone prior to the ball being brought back into the field (example: flag guarding) the result of the play will be a touchback and the foul will be administered from the touchback spot. This will not result in a safety.
Article 7. If the entire ball is brought back into the field of play and then a foul occurs anywhere on the field, including the end zones, the penalty will be administered from the spot of the foul.
Article 1. Penalties are assessed for live ball fouls in the order they occurred before dealing with dead ball fouls.
Article 2. Live ball and dead ball fouls do not offset one another.
Article 3. Officials may accept or decline penalties on a coach’s behalf if they are obvious. However, the coach has the last word.
Article 4. There is no limit of how many dead ball fouls can be enforced.
Article 5. Penalties will be assessed half the distance to the goal when the yardage is more than half the distance to the goal.
Article 6. Fouls simultaneous to the snap,will be blown dead, if accepted, will result in penalty yardage assessed and the down replayed.
Article 7. An official shall have the authority to rectify an error and correct a down until the series has ended.
Article 8. Penalties associated with automatic first downs: An offended team may accept the automatic first down portion of a penalty but decline the yardage portion or they may accept both the yardage and the automatic first down.
Article 9. Yardage portions of any penalty may be declined.
Article 10. Disqualifications, Ejections and Unsportsmanlike Conduct are the only three penalties that cannot be declined.
Article 11. The loss-of-down aspect of a penalty has no significance following a change of possession or if the line to gain is reached after the enforcement.
Article 12. If an Opponent of the scoring team commits a foul (other than unsportsmanlike conduct or nonplayer foul) during a down in which a touchdown is scored and there was no change in possession, offense may accept the result AND choose enforcement on PAT or Next Possession.
NFHS 2023 rulebook: Page 69 for reference
Article 1. For live ball fouls, the penalty yardage will be marked off first, then the next line-to-gain (first-down marker) will be established.
Article 2. On a change of possession, all live-ball penalties will be administered prior to determining the next line-to-gain. Once that line is established all dead ball penalties will be administered.
Article 3. To determine if a first down was achieved on any given running or passing play, the official will mark off any un-administered live-ball penalty yards before making the determination.
Article 4. If a penalty awards an automatic first down (e.g., roughing the passer) and the original line-to-gain was not achieved after the yardage was resolved, the original line-to-gain will remain in effect.
Article 1. Officials will hustle but not hurry. They must control the game and not let an anxious team set the pace. Please keep a consistent and brisk pace throughout the game to ensure teams get the maximum amount of playing time possible.
Article 2. If a snap occurs before the officials are ready, ready-to-play whistle or announcement, the ball will be blown dead and the quarterback issued a warning for the first offense. For the second offense a Delay-of-Game penalty will be earned.
Article 3. Officials may stop the clock as they see fit in order to administer a fair, controlled contest.
Article 4. Offensive teams may not take advantage of defensive substitutions to run “quick snap” plays to catch defensive teams not ready. Offense does not have to wait for defense if officials are set and ready to play has occurred.
Article 1. If the ball is intercepted between the 5-yard line and the goal line and the player’s momentum takes them into the End Zone where the ball becomes dead in their possession or the intercepting team fouls in the end zone (example: flag guarding) the ball belongs to the intercepting team and the penalty will be assessed from the spot where it was intercepted. It is not a touchback. It is not a safety.
Article 1. Safe play is our utmost concern. Officials will penalize any noteworthy contact above the shoulders (head, neck, or face) between players, even if accidental.
Article 1. Holding is a judgment call. Officials will penalize any noteworthy hold that provides a significant unfair advantage. A simple tug or momentary grasp may not necessarily constitute holding. Holding is an attempt to gain a physical advantage by using hands or arms to hook, lock, clamp, grasp, encircle or restraining an opponent. Be aware defenders will be given the benefit of the doubt if the ball carrier’s shirt is untucked.
Article 1. No player may make contact with an opponent that is judged to be unnecessary or provokes rough-play or retaliation.
Article 2. In the judgment of the game official, when one player uses enough force to knock another to the ground by pulling, tripping, bear-hugging, charging, sweeping, flinging, shoving, ‘bodying-up’ etc. Whether or not the player goes to the ground is irrelevant.
Article 3. It is possible for a player(s) to go to the ground and it not be considered Illegal Contact, such as unintentional collision, i.e., the runner and defender meeting in the same space during the play, when a defender is making a fair, safe and reasonable attempt to capture the ball carriers flag and the ball carrier is making a fair, safe and reasonable attempt to avoid the defender. Simply stated, two solid objects tried to occupy the same space at the same time.
Article 4. If a defender trips or compresses a ball carrier while pursuing the offensive player from the rear (typically seen in break-away plays), even if the defender is making a fair and reasonable attempt to capture the ball carrier’s flag, the defender will be called for Illegal Contact. The defender is obliged to make a fair, SAFE and reasonable attempt.
Article 5. Safety is paramount.
Article 6. Incidental contact between opponents that does not grant either player an advantage should not be penalized.
Article 1. Before, or instead of, disqualification or ejection an official may order (but is not required to) a player a “cool down” period if the official chooses.
Article 2. Players should think of this ‘cool down’ as a warning before being ejected and be thankful for it.
Article 3. This period will consist of five consecutive plays and will be tracked by the official that ordered the ‘cool down’.
Article 4. The player must be off the field for five consecutive plays regardless. A score or other event does not release the player back to the field. They must stay off the field for five consecutive plays.
Article 1. Disqualifications, Ejections and Unsportsmanlike Conduct are the only three penalties that cannot be declined. They are completely the option of the game officials. The yardage portion of the penalty may be declined but infraction itself cannot.
Article 2. The difference between disqualification and ejection is completely the determination of the presiding referee and may not be appealed.
Article 3. Disqualifications are normally reserved to address lower-level transgressions.
Article 4. A disqualification will last for the remainder of the contest the player was disqualified for.
Article 5. A disqualified player may play in the next scheduled contest.
Article 6. An ejected player may not play in the next scheduled contest. They must sit out at least one additional game.
Article 7. Any official may disqualify a player.
Article 8. To eject a player all officials must agree and it must be reported to the Style Director prior to play resuming. A Director makes the final decision on a disqualification or ejection
Article 9. Ejections / disqualifications may occur for but are not limited to:
Article 1. Disrespect toward an official, coach, spectator or another player will constitute unsportsmanlike conduct.
Article 2. Players shall not ‘showboat’, taunt, spike the ball or flag belt toward an opponent, or be excessive in any way, to include using force against or verbally attack or harass another player.
Article 3. Celebrations are fine but keep them short, conservative and not directed at an opponent.
Article 4. Use of inflammatory words or gestures is prohibited.
Article 5. If unsportsmanlike conduct occurs during a live play and the team did not score on that play, the penalty will be assessed from the new line-of-scrimmage, i.e., will be added to or subtracted from the end of the play.
Article 1. Fighting will lead to immediate ejection, possible suspension or lifetime exclusion.
Article 2. Fighting is any act or attempt to act by a player or non-player to strike or engage a player or non-player in a combative manner unrelated to football. Such acts include, but are not limited to, attempting to or striking with the arms, hands, legs, feet, or foreign object whether or not there was contact.
Article 3. Any player who comes off the sideline to participate in a fight will be disqualified or ejected.
Article 4. If either team leaves the bench during a fight the game will be forfeited immediately.
Article 1. Teams may incur bench fouls for a variety of reasons to include but not limited to:
Article 1. If an official blows an inadvertent whistle they will declare the ball dead where the ball was at the time the inadvertent whistle. The team against which the action offended may have the option of accepting the play (i.e., the yards gained and the down advances) or replaying the down from the original line-of-scrimmage.
Article 2. If the ball was in the air when the inadvertent whistle occurred it will be returned to the line-of-scrimmage and the down will be replayed.
Article 3. If a penalty marker is thrown prior to an inadvertent whistle, an accepted penalty will be administered as in any other play situation. When the foul is accepted, the inadvertent whistle is disregarded.
Article 4. When an inadvertent whistle is triggered by an unfair act or an act used to deceive or confuse a game official the officiating crew may use their collective judgement to fairly adjudicate the situation. It may result in yardage awarded, a score granted, and/or the guilty player disqualified, etc. It is solely up to the officiating crew to decide.
Article 1. Neither team shall commit act(s) which, in the judgment of the game officials, tends to make a travesty of the game.
Article 2. The head official may enforce any penalty or remedy any situation with anything he/she considers equitable — including the award of a first down, a line-zone-to gain, a replay, a score with the approval of an official tournament director.
Article 3. If an ineligible player (ex: not on the roster, previously disqualified or previously ejected) is discovered by any means (ex: observation, challenge, etc.) participating in a live ball play that team will forfeit the game and the Unfair Act is assessed to the head coach.
Article 1. If the last defensive player physically contains the ball carrier (e.g., bear hugs, flagrantly holds, pushes the ball carrier out-of-bounds above the hip, tackles, attempts to tackle, etc.) without making a clear, legal attempt to pull the ball carrier’s flag or commits illegal contact, the offensive team will be awarded at least one line-zone-to-gain distance from the spot of foul and an automatic first down.
Article 2. In the spirit of the Unfair Acts Rule: Officials have the discretion to award a score if a flagrant foul occurred inside the final line-zone-to-gain or they reasonably believe a foul is the only thing that prevented the ball carrier from scoring. To evoke this rule we require there must be total agreement of all game officials that saw the foul. (IAW Rule 9-9-5 NFHS).
Article 1. The escalation ladder helps you determine an appropriate way of dealing with difficult situations. It is not a road map to be followed exactly, it doesn’t have to be followed step-by-step. However, try to handle the situation at the lowest-level possible if appropriate.
The following 4v4 Non-Contact flag football rules for men and women are USA Flag approved.
These rules are an extension of our 5v5 Non-Contact rules so read through those first, along with the General Rules as they apply to every style we offer. Below are the changes to this style for 4v4 Non-Contact:
Article 2. Minimum 2 players to start a game. May only have up to 4 players on the field at any one time.
Article 1. Teams may handoff (unlimited), pitch, or throw back in the backfield. Only 1 lateral or throwback behind the LOS is allowed for the player to remain eligible to pass. If a 2nd throwback occurs behind the LOS, that player is now considered a runner and may advance the ball on the ground, but may not advance the ball forward through the air or will be penalized for an illegal forward pass. The player who receives the pitch or handoff may throw the ball as long as he or she is not beyond the line of scrimmage.
The following 5v5 non-contact flag football rules for men and women are USA Flag approved.
Read through the General Rules first, as they apply to every style we offer, then also make sure and check out the style-specific rules below that are unique to this format.
Article 1. Standard dimensions of the field are 60 yards long by 25 yards wide with 7 yard endzones. Approved field sizes may fluctuate from 53-64 yards long when necessary, or 23-30 yards wide. Endzones should not be shorter than 5 yards.
Article 1. Game Time is FORFEIT TIME – upon approval by a USA Flag director. Guaranteed schedule blocks in scenarios where fields may be behind are the only exception, where teams will be given reasonable time to get to their next games at the discretion of the USA Flag directors.
Article 2. Minimum 3 players to start a game. May only have up to 5 players on the field at any one time.
Article 3. The offensive team takes possession of the ball at their 5-yard line and has three plays to cross mid-field. Once a team crosses mid-field they have three plays to score. If the offensive team fails to cross mid-field, the ball changes possession. If the offense does not score, the ball changes possession. All drives start from the 5-yard line with the exception of an interception.
Article 4. No blocking is allowed. No intentional contact is allowed.
Article 1. Tournament clock is 25 minutes long. Two 12 minute halves and 1-minute halftime.
Article 2. Each team has two 30 second timeouts PER GAME. If a time out is called after a TD the clock will not run until the change of possession and the offense snaps their ball.
Article 3. The play clock is 25 seconds from the end of the previous play.
Article 1. The clock will run continuously during the 12 minutes of the first half unless a team timeout is used or play is stopped by an official (e.g. deal with an injury, challenge, referee conference, game management purposes, etc.)
Article 2. The head official will give a verbal two-minute warning (for rule specific changes inside 2 minutes)
Article 3. The clock will run during point-after-touchdown attempts (PATs) in the first half unless either team opts to use a team timeout.
Article 1. In the second half the clock will run continuously for the first 11 minutes unless a team timeout or an official’s time out is used.
Article 2. The one-minute warning will stop the clock in the second half if the score difference is 8 points or less.
Article 3. The head official will give a verbal two-minute (for rule specific changes) and one-minute warning as close as possible to the actual marks but will not interrupt a live play.
Article 4. At the one minute warning officials will use a ‘stop’ clock mechanic for the remainder of the contest.
Article 1. The quarterback may not run unless the ball has been thrown back, handed or pitched to him or her in the backfield.
Article 2. Teams may handoff (unlimited), pitch, or throw back in the backfield. UNLIMITED laterals or throwbacks behind the LOS are allowed for the player to remain eligible to pass.
Article 3. Pitching (backwards/laterally) is allowed downfield (unlimited). Handoffs are allowed forward or backwards when behind the line of scrimmage, and only backwards beyond the line of scrimmage. A handoff DOES NOT count as a lateral/throwback.
Article 4. A forward pass DOES NOT have to cross the LOS to be a legal play.
Article 5. If the ball is placed on the “Back” of ANY player, the player MUST run the ball (no give and go to the QB on the back)
Article 6. No run zones are located 5 yards before mid-field and 5-yards before the end zone. You may not run the ball in the no run zone (5-yards before the first down and end zone), only forward passes are allowed to advance the ball past the line of scrimmage. Laterals and handoffs are still allowed.
Article 7. Ball is spotted where the ball is at the time of the flag pull. The ball must break the plane of the midfield or goal line to be considered a first down or touchdown.
Article 8. Players may NOT block down field in any form.
Article 1. The quarterback has 5 seconds to pass the ball if there is no rush. If the ball is not thrown, then the play is dead. After the ball is ruled dead it is returned to the line of scrimmage.
Article 2. Once the ball is handed off or pitched backwards the 5 second count stops. If the defensive team rushes, then there is no 5 second count.
Article 1. All players are eligible to receive a pass, including the quarterback, if the ball has been pitched or handed off in the backfield.
Article 1. Players that blitz/rush the quarterback must be a minimum of 7 yards from the line of scrimmage when the ball is snapped.
Article 2. The 7 yards will be measured off by a referee.
Article 3. Players that are not 7 yards from the line of scrimmage when the ball is snapped may not enter into the backfield until there is a change of possession.
Article 4. The blitzer/rusher is allowed a direct lane to the line of scrimmage as long as he or she rushes from either side of the center or outside the bunch formation. The offense must avoid interfering with the rusher if he or she has established a lane. Officials will announce LANE or NO LANE for rushers/blitzers prior to the snap. This is a judgment call/decision based on the spacing between the players in the offensive formation. A space of 6″ or greater in length between two players constitutes a lane at the officials discretion.
Article 5. The rush of a blitzer has to be immediately after the snap, quick and straight towards the point where the quarterback receives the snap in order to retain the right of way. If a blitzer is rushing late, slowly, aiming at another spot, changing direction during the rush or just does not rush the quarterback, the player loses the right of way but still can participate as any other defensive player.
Article 1. No Mercy Rule during pool play games. If a team is up by 28 points or more during bracket play at any time or 19 Points at the final minute, the game will be over.
Article 1. All penalties inside of 2 minutes of BOTH halves remain the same except:
The following 5v5 Gauntlet flag football rules for men and women are USA Flag approved.
These rules are an extension of our 5v5 Non-Contact rules so read through those, along with the General Rules first, as they apply to every style we offer. Below are the changes to this style for Gauntlet:
Article 1. The offensive team takes possession of the ball at midfield and has 4 plays to score. If the offensive team fails to score, the ball changes possession. All drives start from midfield with the exception of an interception returned past midfield or a penalty assessment marked prior to the start of the series.
Article 2. The quarterback may run IMMEDIATELY unless the ball is spotted inside the NO RUN ZONE.
Article 3. No under center snaps. All snaps must be received at or beyond the QB SNAP LINE (this line is an imaginary line running parallel 5 yards behind the LOS from sideline to sideline). An illegal snap (under center or not traveling to or beyond the QB Snap Line) will continue the play but result in a 5 yard penalty and loss of the down.
Article 4. No QB pass clock (even if there is no rush)
Article 5. Receivers are allowed to use techniques to avoid contact/shed coverage by the defense within 2 yards of either side of the LOS (ex. swim move, hand battle)
Article 6. 3 Timeouts per game per team.
Article 1. Rush line is 5 yards from LOS.
Article 2. The rusher must DECLARE their intent to rush with 1 hand raised high above their head until the snap is initiated. This signal will notify the officials and the offensive team who is rushing and who to avoid in the rusher’s path to the line of scrimmage. Failure to signal will result in the rusher losing his/her right of way/direct path to the line of scrimmage.
Article 3. Jamming is allowed for 2 yards either side of LOS except on center position. Contact (jamming) must occur between the shoulder and waist line. Contact (jamming) of the center is NOT ALLOWED.
Article 4. Interceptions may be returned. An interception that is not returned past midfield will result in a touchback, with the intercepting team’s offense taking over at midfield on a change of possession. If an interception is returned past midfield, the offense will start at the point of return or scored a touchdown if returned all the way to the opposing endzone.
The following 5v5 Olympic division flag football rules for men and women are USA Flag approved.
These rules are an extension of our 5v5 Non-Contact rules so read through those, along with the General Rules first, as they apply to every style we offer. Below are the changes to this style for Olympic:
Article 1. Rosters for teams playing 5v5 Olympic must consist of players that are U.S. Citizens for U.S. teams, or citizens of their respective countries for International. Residence is determined by each player’s active and valid photo ID with current address for U.S. teams, or proof of citizenship or current residence for International.
Article 1. The offensive team has 4 plays to get a first down, and 4 plays to score once a first down is achieved.
Article 2. No Laterals or handoffs of any kind for the offense once the ball has crossed the line of scrimmage. Any intentional or inadvertent lateral or handoff will be deemed an illegal pitch at the spot where the ball is handed or lands in an attempted lateral. This is a live ball penalty. Illegal advancement will incur a 5 yard penalty from the spot of the foul and a loss of down.
Article 3. 3 Timeouts per game per team.
Article 1. The rusher must DECLARE their intent to rush with 1 hand raised high above their head until the snap is initiated. This signal will notify the officials and the offensive team who is rushing and who to avoid in the rusher’s path to the line of scrimmage. Failure to signal will result in the rusher losing his/her right of way/direct path to the line of scrimmage.
The following 5v5 Air It Out flag football rules for men and women are USA Flag approved.
These rules are an extension of our 5v5 Non-Contact rules so read through those, along with the General Rules first, as they apply to every style we offer. Below are the changes to this style for Air It Out:
Article 1. The offensive team has 4 plays to get a first down, and 4 plays to score once a first down is achieved.
Article 2. The quarterback may not run or cross the line of scrimmage at any point. All plays must include a forward pass that advances the ball. A forward pass can be legally completed behind the line of scrimmage and advanced.
Article 3. No Laterals or handoffs of any kind on offense or defense. Any intentional or inadvertent lateral or handoff will be deemed an illegal pitch at the spot where the ball is handed or lands in an attempted lateral. This is a live ball penalty. Illegal advancement will incur a 5 yard penalty from the spot of the foul and a loss of down.
Article 4. Teams are awarded 3 timeouts per game.
The following 5v5 non-contact coed flag football rules for men and women are USA Flag approved.
These rules are an extension of our 5v5 Non-Contact rules so read through those, along with the General Rules first, as they apply to every style we offer. Below are the changes to this style for coed:
Article 1. 5v5 Non-Contact Coed flag football teams must consist of 2 females on the field at the same time or be subject to forfeit. A typical team would consist of 3 males and 2 females, but you may use more females than required, but no less than 2. As long as you have 3 females and a minimum of 3 total players on the field you are eligible for play.
For women’s and coed formats a full size or Intermediate size football is allowed.
Article 1. To ensure coed participation, a penalty will ensue if the offensive team fails to use a female as an operative player within 3 consecutive downs. This applies to the full game. The penalty for running 3 consecutive plays without a female as an Operative Player will be a 5 yard penalty and a loss of down (i.e. if it was 1st down during the penalty, it is now 2nd down) and the female must now be the operative player on the next play.
Article 2. An Operative Player is defined as a player who:
Article 3. An Operative Player is NOT defined as a player who:
Article 4. Examples of an operative player:
Article 5. The ball must be advanced past the line of scrimmage to or from a female operative player to count as a female play.
Article 6. Defensive Penalties: All defensive penalties will reset the operative player requirement for the offense.
Article 7. Laterals: If at any point in a scoring play a male player on the scoring team receives a lateral or handoff downfield or initiates a pitch/handoff downfield, or in the backfield and runs past the line of scrimmage, the play will be ruled a 6 point play whether a female was involved as an operative player at any point or not. Female to Female pitch/handoffs downfield will carry a 9 point value if scored
Article 1. Touchdowns
Article 2. Extra Points
Article 3. No Mercy Rule during pool play games. During playoffs, if a team is up by 48 points or more during tournament play at any time or 28 points at the final minute, the game will be over.
Article 1. The one-minute warning will stop the clock in the second half if the score difference is 12 points or less.
The following 5v5 Air-It-Out coed flag football rules for men and women are USA Flag approved.
These rules are an extension of our 5v5 Air-It-Out rules so read through those, along with the General Rules first, as they apply to every style we offer. Below are the changes to this style for coed:
Article 1. 5v5 Non-Contact Coed flag football teams consist of 4 females and one male Quarterback only on offense, or rusher on defense. You may use all female players with no penalty.
Article 2. A male offensive player must be the first person to receive the snap on offense if participating.
Article 3. A male defensive player may only be used as a rusher, they may defend a pass providing they are behind the LOS. If the male intercepts the pass, he is down at the spot of the catch. A female rusher has no such restrictions.
Article 4. Standard scoring rules are in effect and no operative player rule is necessary.
Article 5. Teams have 3 timeouts per game.
Article 6. In the event of an interception, a male quarterback is deemed ineligible to defend, pull flags or participate in any way other than stand motionless until the play is completed. A female QB has no such restrictions.
For women’s and coed formats, a full size or Intermediate size football is allowed.
The following 5v5 Beach flag football rules for men and women are USA Flag approved.
These rules are an extension of our 5v5 Non-Contact rules for adults, or 5v5 Youth rules for youth, so read through those, along with the General Rules first, as they apply to every style we offer. Below are the changes to this style for Gauntlet:
Article 1. Beach 5v5 rules are identical to the traditional 5v5 non-contact youth and adult rules with the following changes:
The following 5v5 contact flag football rules for men and women are USA Flag approved.
Read through the General Rules first, as they apply to every style we offer, then also make sure and check out the style-specific rules below that are unique to this format.
Article 1. Standard dimensions of the field are 60 yards long by 25 yards wide with 7 yard endzones. Approved field sizes may fluctuate from 53-64 yards long when necessary, or 23-30 yards wide. Endzones should not be shorter than 5 yards.
Article 1. Game Time is FORFEIT TIME – upon approval by a USA Flag director. Guaranteed schedule blocks in scenarios where fields may be behind are the only exception, where teams will be given reasonable time to get to their next games at the discretion of the USA Flag directors.
Article 2. Minimum 3 players to start a game. May only have up to 5 players on the field at any one time.
Article 3. The offensive team takes possession of the ball at their 5-yard line and has three plays to cross mid-field. Once a team crosses mid-field they have three plays to score. If the offensive team fails to cross mid-field, the ball changes possession. If the offense does not score, the ball changes possession. All drives start from the 5-yard line with the exception of an interception.
Article 4. Blocking is allowed.
Article 1. Tournament clock is 25 minutes long. Two 12 minute halves and 1-minute halftime.
Article 2. Each team has two 30 second timeouts PER GAME. If a time out is called after a TD the clock will not run until the change of possession and the offense snaps their ball.
Article 3. The play clock is 25 seconds from the end of the previous play.
Article 1. The clock will run continuously during the 12 minutes of the first half unless a team timeout is used or play is stopped by an official (e.g. deal with an injury, challenge, referee conference, game management purposes, etc.)
Article 2. The head official will give a verbal one-minute warning.
Article 3. The clock will run during point-after-touchdown attempts (PATs) in the first half unless either team opts to use a team timeout.
Article 1. In the second half the clock will run continuously for the first 11 minutes unless a team timeout or an official’s time out is used.
Article 2. The one-minute warning will stop the clock in the second half if the score difference is 8 points or less.
Article 3. The head official will give a verbal one-minute warning as close as possible to the actual marks but will not interrupt a live play.
Article 4. At the one minute warning officials will use a ‘stop’ clock mechanic for the remainder of the contest.
Article 1. No Mercy Rule during pool play games. If a team is up by 28 points or more during bracket play at any time or 19 Points at the final minute, the game will be over.
Article 1. All offensive players may run the ball at any time, except in the no-run zones which are located 5 yards before mid-field and 5 yards before the goal line only in the direction that the offense is going.
Article 2. Teams may handoff (unlimited), pitch, or throw back in the backfield. UNLIMITED laterals or throwbacks behind the LOS are allowed for the player to remain eligible to pass.
Article 3. Pitching (backwards/laterally) is allowed downfield (unlimited). Handoffs are allowed forward or backwards when behind the line of scrimmage, and only backwards beyond the line of scrimmage. A handoff DOES NOT count as a lateral/throwback.
Article 4. A forward pass DOES have to cross the LOS to be a legal play In the no run zone.
Article 5. If the ball is placed on the “Back” of ANY player, the player MUST run the ball (no give and go to the QB on the back)
Article 6. Ball is spotted where the ball is at the time of the flag pull. The ball must break the plane of the midfield or goal line to be considered a first down or touchdown.
Article 7. Only the center needs to be lined up on the LOS
Article 1. CONTACT IS ALLOWED: Open hand contact allowed between shoulder and waist. Blocking in the back is not allowed.
Article 2. Players may block down field. Blocking downfield is only allowed once the ball is completed downfield. Players may block downfield for all running plays or when the pass is behind the LOS except when the LOS is established inside the no run zone. Offensive players blocking downfield before the ball is thrown downfield will be assessed a pass interference penalty (5 yards from the LOS).
Article 3. Crackback Blocking and Blindside blocking is NOT allowed. Crack-back block is a blind-side block on a player by an opponent who starts downfield and then cuts back toward their own goal line to make contact. A blind-side block is engaging an opponent other than the runner who does not see the blocker approaching.
Article 1. There is no 5 second count to pass the ball if not rushed.
Article 1. All players are eligible to receive a pass, including the quarterback, if the ball has been pitched or handed off in the backfield.
Article 1. Players may rush from anywhere as long as any part of their body is not across the LOS.
Article 2. The Center is protected when he snaps the ball. The Center cannot be touched until he/she picks up their head and takes one step towards his/her pattern or assumes a blocking position.
Article 1. Defensive players can Jam the receiver at the line and up to 5 yards downfield. However, you cannot hold, trip or grab the receiver.
The following 6v6 Contact flag football rules for men and women are USA Flag approved.
These rules are an extension of our 5v5 Contact rules so read through those, along with the General Rules first, as they apply to every style we offer. Below are the changes to this style for 6v6 Contact:
Article 1. The offensive team has 4 plays to get a first down, and 4 plays to score once a first down is achieved.
Article 2. The quarterback may not run or cross the line of scrimmage at any point. All plays must be include a forward pass that advances the ball. A forward pass can be legally completed behind the line of scrimmage and advanced outside of the no run zone.
Article 3. No Laterals or handoffs of any kind on offense or defense. Any intentional or inadvertent lateral or handoff will be deemed an illegal pitch at the spot where the ball is handed or lands in an attempted lateral. This is a live ball penalty. Illegal advancement pitch will incur a 5 yard penalty from the spot of the foul and a loss of down.
Article 4. Teams consist of 6 active players on the field at one time. Players may play with as few as 4 players, any less will result in a forfeit.
Article 5. 3 Timeouts per game per team.
The following 7v7 screen flag football rules for men and women are USA Flag approved.
Read through the General Rules first, as they apply to every style we offer, then also make sure and check out the style-specific rules below that are unique to this format.
Article 1. 40 yards from goal line to goal line with two end zones of 10 yards each.
Article 2. Field shall be divided into 2 zones of 20 yards each.
Article 3. Field shall be a minimum of 40 yards wide and a maximum of 53 1/3 yards wide.
Article 4. Marking the five (3) yard line and ten (10) yard line are optional for use during the PAT. These may be marked as hash marks in the center of the field no more than five (5) yards in width
Article 5. Lines should be clearly marked and use of cones or yard line markers along the sideline to signify zone lines are strongly recommended for use during championship play.
Article 1. The game shall be played between two teams of no more than seven (7) players each, on a rectangular field with a properly shaped, sized and inflated ball.
Article 2. A team may legally play with no fewer than six (6) players.
Article 3. To start the game, half, or after a touchdown, the offensive team takes possession of the ball at their 3 yard line and has four plays to advance to the midfield.
Article 4. If a team fails to secure a first down, the defense will take control of the ball at their own 3 yard line.
Article 1. Tournament clock is 40 minutes long. Two 20 minute halves and a 2-minute halftime.
Article 2. The play clock is 25 second and starts once the official marks the ball ready for play. (Delay of Game penalty if exceed 25 seconds)
Article 3. Each team shall have two (2) time outs per half.
Article 4. After a team time-out, the game clock will start at the snap of the ball.
Article 5. Because the game clock is a continuous click, it does not stop during P.A.T. attempts or on change of possessions.
Article 6. The game clock will stop for team time-outs, official time-outs, and at the discretion of the official to retrieve long incomplete passes.
Article 7. The on-field captain or quarterback may request the amount of time left in the game from the officials at any time. Officials will be expected to give the correct time.
Article 8. A “stop-clock” will be in effect in the last two minutes of the first and second half.
Article 1. At the two minute warning of the second half, if the score difference is 9 points or more, a pro clock will not be initiated and will continue with a running clock. Same applies if a team scores during the 2 minutes to create a 9 or more point lead. If a team scores to create a one possession game within 2 minutes of the second half, a pro clock will then be initiated.
Article 2. During bracket play, if a team is ahead by 28 points or more at any point in the game or 19 points at 2 minutes, the game will be over. This does not apply during pool play.
Article 1. Any number of players may be on the offensive or defensive L.O.S. at the snap. Defense line must be one (1) yard off the ball at the snap.
Article 2. There will be free substitution as long as players being substituted for are off the field prior to the next snap OR player is out of the area of play and is departing the field in haste. “Sleepers” on substitutions will not be allowed on any play. No player may line up closer than 5 yards from the sideline unless they came out of the huddle or unless they were on the field of play during the previous play and did not leave the field of play.
Article 3. Two or more offensive players may be shifting their position at the same time prior to the snap. Their movement may be in any direction but they must become set for one full count before the ball is snapped or before another player can go in motion prior to the snap.
Article 4. Only one player is allowed to be in motion at the snap and their movement must be parallel or away from the L.O.S. and must be continuous.
Article 5. Any stance is permitted. Any number of players may be on the offensive or defensive L.O.S. at the snap. Defense line must be one (1) yard off the ball at the snap. No defensive player may be within 4 yards of the ball if lined up directly in front of the center or within one yard of the ball if lined up to the side of the center at the snap.
Article 6. No direct snap may be taken at anytime. The snap must travel a minimum of 2 yards to be legal (either backwards or sideways).
Article 1. Only screen blocking is permitted. Screen Blocking shall be defined as obstructing the rusher’s path to the quarterback or ball carrier, as long as it is done behind the L.O.S., with any part of the body except head, hips, and legs. There can be no independent movement of the elbows.
Article 2. Screeners must have their hands/arms by their side, behind their back, or directly in front of their body with arms fully extended down. A screener may not leave their feet to screen or use a screen to initiate any form of contact with the rusher. The screeners feet must be set and planted when in proximity with the rusher.
Article 3. The main responsibility of avoiding contact lies with the rusher, however the screener may not step into the rusher or initiate contact in any way.
Article 4. Moving screens shall be penalized from the end of run (E.O.R.) or the point of infraction (P.O.I.), whichever hurts the offensive team the most. If the illegal screen is judged to have caused excessive contact, it will be penalized 10 yards and loss of down.
Article 1. There can be only one forward pass per play.
Article 2. The quarterback or any player receiving the snap, hand-off or lateral behind the line of scrimmage can run at any time, at any point on the field.
Article 1. All players are eligible to receive a pass, including the quarterback, if the ball has been pitched or handed off in the backfield.
Article 1. Teams may handoff (unlimited), pitch, or throw back in the backfield. UNLIMITED laterals or throwbacks behind the LOS are allowed for the player to remain eligible to pass.
Article 2. Pitching (backwards/laterally) is allowed downfield (unlimited). Handoffs are allowed in front or behind. A handoff DOES NOT count as a lateral/throwback.
Article 3. A forward pass DOES NOT have to cross the LOS to be a legal play.
Article 4. Players may NOT block down field in any form.
Article 1. A rusher must be one yard off the line of scrimmage and one yard outside of the center (not head up) in order to rush.
Article 2. A rusher may not run over a screen blocker. The rusher may not pull the screener toward him or push the screener away from him
Article 3. The defensive may rush as many players as it wishes.
Article 1. There is no punting. If a turnover on downs occurs, the defense takes possession of the ball at their own 3 yard line.
The following 7v7 screen legacy flag football rules for men and women are USA Flag approved.
Read through the General Rules first, as they apply to every style we offer, then also make sure and check out the style-specific rules below that are unique to this format.
Article 1. 80 yards from goal line to goal line with two endzones of 10 yards each. .
Article 2. Field shall be divided into 4 zones of 20 yards each.
Article 3. Field shall be a minimum of 40 yards wide and a maximum of 53 1/3 yards wide.
Article 4. Marking the three (3) yard line and ten (10) yard line are optional for use during the PAT. These may be marked as hash marks in the center of the field no more than five (5) yards in width
Article 1. The game shall be played between two teams of no more than seven (7) players each, on a rectangular field with a properly shaped, sized and inflated ball.
Article 2. A team may legally play with no fewer than six (6) players.
Article 6. To start the game, half, or after a touchdown, the offensive team takes possession of the ball at their 14 yard line and has four plays to advance to the next line to gain. .
Article 7. If a team fails to secure a first down, the defense will take control of the ball at that location..
Article 1. Tournament clock is 40 minutes long. Two 20 minute halves and a 2-minute halftime.
Article 2. The play clock is 25 seconds and starts once the official marks the ball ready for play. (Delay of Game penalty if exceed 25 seconds)
Article 3. Each team shall have two (2) time outs per half.
Article 4. A “stop-clock” will be in effect in the last two minutes of the first and second half
Article 1. At the two minute warning of the second half, if the score difference is 9 points or more, a stop clock will not be initiated and will continue with a running clock. Same applies if a team scores during the 2 minutes to create a 9 or more point lead. If a team scores to create a one possession game within 2 minutes of the second half, a stop clock will then be initiated.
Article 2. During bracket play, if a team is up by 28 points at any point or 19 points at 2 minutes the game will be over. This does not apply during pool play.
Article 1. Any number of players may be on the offensive or defensive L.O.S. at the snap. Defense line must be one (1) yard off the ball at the snap.
Article 2. Two or more offensive players may be shifting their position at the same time prior to the snap. Their movement may be in any direction but they must become set for one full count before the ball is snapped or before another player can go in motion prior to the snap.
Article 3. Only one player is allowed to be in motion at the snap and his movement must be parallel or away from the L.O.S. and must be continuous
Article 4. Any stance is permitted. Any number of players may be on the offensive or defensive L.O.S. at the snap. Defense line must be one (1) yard off the ball at the snap. No defensive player may be within 4 yards of the ball if lined up directly in front of the center or within one yard of the ball if lined up to the side of the center at the snap.
Article 5. No direct snap may be taken at any time. The snap must travel a minimum of 2 yards to be legal (either backwards or sideways).
Article 1. Only screen blocking is permitted. Screen Blocking shall be defined as obstructing the rusher’s path to the quarterback or ball carrier, as long as it is done behind the L.O.S., with any part of the body except head, hips, and legs. There can be no independent movement of the elbows.
Article 2. Screeners must have their hands/arms by their side, behind their back, or directly in front of their body with arms fully extended down. A screener may not leave their feet to screen or use a screen to initiate any form of contact with the rusher. The screener’s feet must be set and planted when in proximity with the rusher.)
Article 3. The main responsibility of avoiding contact lies with the rusher, however the screener may not step into the rusher or initiate contact in any way.
Article 4. Moving screens shall be penalized from the end of run (E.O.R.) or the point of infraction (P.O.I.), whichever hurts the offensive team the most. If the illegal screen is judged to have caused excessive contact, it will be penalized 10 yards and loss of down.
Article 1. There can be only one forward pass per play.
Article 2. The quarterback or any player receiving the snap, hand-off or lateral behind the line of scrimmage can run at any time, at any point on the field.
Article 1. All players are eligible to receive a pass, including the quarterback, if the ball has been pitched or handed off in the backfield.
Article 1. Teams may handoff (unlimited), pitch, or throw back in the backfield. UNLIMITED laterals or throwbacks behind the LOS are allowed for the player to remain eligible to pass.
Article 2. Pitching (backwards/laterally) is allowed downfield (unlimited). Handoffs are allowed in front or behind. A handoff DOES NOT count as a lateral/throwback.
Article 3. A forward pass DOES NOT have to cross the LOS to be a legal play.
Article 4. Players may NOT block down field in any form.
Article 1. A rusher must be one yard off the line of scrimmage and one yard outside of the center (not head up) in order to rush.
Article 2. A rusher may not run over a screen blocker. The rusher may not pull the screener toward him or push the screener away from him
Article 3. The defense may rush as many players as it wishes.
Article 1. The offense may choose to punt on 4th down.
.Article 2. If a punt is to be made, the offense must announce it to the referee before the ball can be declared ready for play. Offense must declare within 10 seconds after asked by the referee on 4th down play.
Article 3. When the offense declares punt, it becomes a guaranteed punt, and only if the following occurs may an offensive team change their declaration:
A- a Defensive penalty occurs prior to the punt
B- The offense calls a timeout
Article 4. The offense may have any number of players on the LOS. The returning team must have 4 players on the LOS and must remain in that zone until the ball is kicked.
Article 5. After the punt is declared, it must be made and neither team may cross the LOS until the ball is kicked.
Article 6. If the punt hits a member of the punting team, which has not crossed the LOS, it is dead where at that spot. Any member of the punting team may down the punt if it is beyond the LOS and has touched the ground prior to being downed. The punt will be declared dead at the spot where it is first touched by the punting team.
Article 7. The punt receiving team must be given an opportunity to field the punt in the air; therefore, there will be a 10 yard penalty if touched in the air beyond the LOS by the punting team, from the P.O.I.
Article 8. The punt returning team may have 3 returners in deep position. The 2 returners that do not carry the ball may not be moving screens. They may move forward to be maneuvering for a lateral behind the ball carrier.
Article 9. The punt receiving team may field a punt in the air, off of a bounce (one or more), or directly off of the ground, if fielded cleanly. When a punt touches a player on the receiving team who is in bounds and the ball rebounds into the air, all players become eligible to intercept and advance the ball before it touches the ground.
Article 10. When a punt is left unattended, it becomes dead where it rolls still.
Article 11. Punts muffed by the receiving team in the end zone before possession, and ball hits in or out of the end zone, it will be a touchback. If the ball is touched in the air or on the ground by the punting team in the end zone, it is a touchback. If a punt receiver who has gained possession of the punt in the end zone is deflagged prior to crossing the goal line into the field of play, it is a touchback. If punt receiver remains in the end zone for 5 seconds after fielding punt, or downs punt by knee or ball touching ground after possession, it is a touchback.
Article 12. If at any point on a punt return (or interception) the ball is advanced or received out of the end zone, the lateraled back into the end zone and muffed, it is considered a safety.
We defer to the rules set forth by the TAAF (Texas Amateur Athletic Federation) for our 8v8 Screen Men’s Rules.
The following 8v8 screen coed and 8v8 coed Legacy flag football rules for men and women are USA Flag approved.
These rules are an extension of our 7v7 Screen and 7v7 Legacy rules for their respective styles so read through those, along with the General Rules first, as they apply to every style we offer. Below are the changes to this style for coed:
Article 1. 8v8 Screen Coed Flag Football teams must consist of a maximum of 5 males on the field at any one time. The other 3 players must be female, and you may use more or less females than required with a minimum of 1 female participant, but cannot exceed 3 male participants.
Article 1. For women’s and coed formats, a full size or Intermediate size football is allowed.
Article 1. To ensure coed participation, a penalty will ensue if the offensive team fails to use a female as an operative player within 3 consecutive downs. This applies to the full game. The penalty for running 3 consecutive plays without a female as an Operative Player will be a 5 yard penalty and a loss of down (i.e. if it was 1st down during the penalty, it is now 2nd down) and the female must now be the operative player on the next play.
Article 2. An Operative Player is defined as a player who:
Article 3. An Operative Player is NOT defined as a player who:
Article 4. Examples of an operative player:
Article 5. The ball must be advanced past the line of scrimmage to or from a female operative player to count as a female play.
Article 6. Defensive Penalties: All defensive penalties will reset the operative player requirement for the offense.
Article 7. Laterals: If at any point in a scoring play a male player on the scoring team receives a lateral or handoff downfield, initiates a pitch/handoff downfield, or in the backfield and runs past the line of scrimmage, the play will be ruled a 6 point play whether a female was involved as an operative player at any point or not. Female to Female pitch/handoffs downfield will carry a 9 point value if scored
Article 1. Touchdowns
Article 2. Extra Points
Article 3. No Mercy Rule during pool play games. During playoffs, if a team is up by 48 points or more during tournament play at any time or 28 points at the final minute, the game will be over.
Article 1. At the two minute warning of the second half, if the score difference is 13 points or more, a stop clock will not be initiated and will continue with a running clock. Same applies if a team scores during the 2 minutes to create a 13 or more point lead. If a team scores to create a one possession game within 2 minutes of the second half, a stop clock will then be initiated.
The following 8v8 Contact flag football rules for men and women are USA Flag approved.
Read through the General Rules first, as they apply to every style we offer, then also make sure and check out the style-specific rules below that are unique to this format.
Article 1. Standard dimensions of the field are 60 yards long by 53 yards wide with 10 yard endzones. Approved field sizes may fluctuate from 60-120 yards long when necessary, or 50-53 yards wide. Endzones should not be shorter than 9 yards.
Article 2. One first down line-to-gain at the 20 yard midfield marker.
Article 3. If a 100-yard field is used, line-to-gain markers are located on the 20-, 40-, 40, and 20-yard lines. If an 80-yard field is used, line-to-gain markers are located on the 20-, 40-, and 20-yard lines.
Article 4. Offensive teams have four downs to successfully advance to the next zone-line-to-gain and earn a new set of downs.
Article 1. Game Time is FORFEIT TIME – upon approval by a USA Flag director. Guaranteed schedule blocks in scenarios where fields may be behind are the only exception, where teams will be given reasonable time to get to their next games at the discretion of the USA Flag directors.
Article 2. Minimum 6 players to start a game. May only have up to 8 players on the field at any one time.
Article 4. All players are eligible receivers.
SECTION 3. GAME CLOCK FORMAT
Article 1. Games are 40 minutes (two 20 minute halves). Halftime is two minutes.
Article 2. Each team will have two time outs per half.
Article 3. The clock will run continuously during the first 18 minutes of each half unless a team timeout is used or play is stopped by an official (e.g. deal with an injury, challenge, referee conference, etc.)
Article 4. A “stop-clock” will be in effect in the last two minutes of the first and second half, unless the point differential is 17 points or more in the last two minutes of the second half.
Article 5. The head official will give a verbal two-minute warning as close as possible to the actual two-minute mark but will not interrupt a live play.
Article 6. The two-minute warning will stop the clock.
Article 7. The time remaining on the clock will be announced after every play inside the final two minutes of the contest.
Article 8. The clock will not run during point-after-touchdown attempts (PATs) in last two minutes of each half.
Article 9. The play clock is 25 seconds at the officials ready.
Article 1. The offensive may not have more than four players in the backfield at the snap.
Article 2. Only one offensive player may be in motion at the snap and that motion must be parallel to the line-of-scrimmage. Any player in motion must be moving atleast one yard off the line of scrimmage.
Article 3. Players who go in motion do not count as “being on the line”.
Article 4. There are no required distances between the center and other offensive players on the line.
Article 5. No offensive player may start a play closer than five yards from the sideline.
Article 6. The ball must be snapped while positioned between the hashmarks on a regulation field. If no hashmarks are available, it must be snapped between the width of the goalposts.
Article 1. Contact blocking is allowed between the shoulders and waist only (a.k.a. “inside the frame”). Blocking in the back is not allowed.
Article 2. Blockers must be on their feet before, during and after contact is made with their opponents.
Article 3. No contact of any kind is allowed above the shoulders of an opponent. Illegal blocks include:
Article 4. Swim moves (a player using a maneuver similar to a freestyle swimming stroke to get past an opponent) are legal. However, if the swim move results in contact to an opponent above the shoulder (neck, head, or face) it is illegal.
Article 5. Downfield blocking for the ball carrier is allowed.
Article 6. Blocking downfield while the ball is in the air is pass interference except if the pass is behind the line of scrimmage.
Article 7. Two-on-one blocking is permitted as long as both blockers are engaging the opponent above the waist.
Article 8. If a player turns to expose their back, it is not an illegal block as long as their opponent maintains contact with the player from the initial block.
Article 1. The quarterback — the player initially receiving the snap — may run to advance the ball at any time.
Article 2. The offense may use multiple backward hand-offs or laterals.
Article 3. To execute a center sneak, the ball must completely leave the center’s hands on the snap and they must take at least one step backwards off the line-of-scrimmage before receiving direct hand-off from the quarterback before advancing the ball.
Article 1. Teams can make an unlimited number of backward passes and then throw a forward pass provided the player throwing the ball is behind the line of scrimmage.
Article 1. The center is considered a defenseless player while their head is down in the snapping position and cannot be contacted until they assume a blocking position or has fired out into their pattern.
Article 1. Defensive players must make a concerted effort to avoid charging into an unprotected player.
Article 2. To assist defensive players to avoid unnecessary contact with the passer the covering official will endeavor, but is not required, to announce “balls away” when the ball has left the passer’s hand.
Article 1. Contacting receivers within the initial five yards from scrimmage is allowed as long as the ball is not in the air.
Article 2. Contact within the initial five yards must be continuous (i.e. no “re-loading”) and applied “inside the frame” of the body.
Article 3. A defender may turn an opponent “off their route” as long as the defender’s hands are “inside the frame”.
Article 1. There is no kicking, field goals or punting.
Article 1. If a safety occurs, the defense will take possession of the ball at their own 3 yard line.
Article 1. There is no mercy rule during pool play, but there is during single elimination playoffs or double-elimination format tournaments.
Article 2. During tournament or league play the mercy rule will be automatically invoked if the score differential reaches 17 or more points during the final two minutes of the second half or 28 or more points at any time in the second half.
Article 3. Forfeits that occur prior to the game will be recorded as 17-0. Forfeits that occur during the game will be recorded as 17-0 or the actual score of the game at the time of the forfeit, whichever is the larger differential.
The following 8v8 Contact flag football rules for men and women are USA Flag approved.
Read through the General Rules first, as they apply to every style we offer, then also make sure and check out the style-specific rules below that are unique to this format.
Article 1. Standard dimensions of the field are 120 yards long by 53 yards wide with 10 yard endzones. Approved field sizes may fluctuate from 100-120 yards long when necessary, or 50-53 yards wide. Endzones should not be shorter than 9 yards.
Article 2. One first down line-to-gain at the 20 yard midfield marker.
Article 3. Line-to-gain markers are located on the 20-, 40-, 40, and 20-yard lines. If an 80-yard field is used, line-to-gain markers are located on the 20-, 40-, and 20-yard lines.
Article 4. Offensive teams have four downs to successfully advance to the next zone-line-to-gain and earn a new set of downs.
Article 1. Game Time is FORFEIT TIME – upon approval by a USA Flag director..
Article 2. Minimum 6 players to start a game. May only have up to 8 players on the field at any one time.
Article 4. All players are eligible receivers.
SECTION 3. GAME CLOCK FORMAT
Article 1. Games are 40 minutes (two 20 minute halves). Halftime is two minutes.
Article 2. Each team will have two time outs per half.
Article 3. The clock will run continuously during the first 18 minutes of each half unless a team timeout is used or play is stopped by an official (e.g. deal with an injury, challenge, referee conference, etc.)
Article 4. A “stop-clock” will be in effect in the last two minutes of the first and second half, unless the point differential is 17 points or more in the last two minutes of the second half.
Article 5. The head official will give a verbal two-minute warning as close as possible to the actual two-minute mark but will not interrupt a live play.
Article 6. The two-minute warning will stop the clock.
Article 7. The time remaining on the clock will be announced after every play inside the final two minutes of the contest.
Article 8. The clock will not run during point-after-touchdown attempts (PATs) in last two minutes of each half.
Article 9. The play clock is 25 seconds at the officials ready.
Article 1. The offensive may not have more than four players in the backfield at the snap.
Article 2. Only one offensive player may be in motion at the snap and that motion must be parallel to the line-of-scrimmage. Any player in motion must be moving atleast one yard off the line of scrimmage.
Article 3. Players who go in motion do not count as “being on the line”.
Article 4. There are no required distances between the center and other offensive players on the line.
Article 5. No offensive player may start a play closer than five yards from the sideline.
Article 6. The ball must be snapped while positioned between the hashmarks on a regulation field. If no hashmarks are available, it must be snapped between the width of the goalposts.
Article 1. Contact blocking is allowed between the shoulders and waist only (a.k.a. “inside the frame”). Blocking in the back is not allowed.
Article 2. Blockers must be on their feet before, during and after contact is made with their opponents.
Article 3. No contact of any kind is allowed above the shoulders of an opponent. Illegal blocks include:
Article 4. Swim moves (a player using a maneuver similar to a freestyle swimming stroke to get past an opponent) are legal. However, if the swim move results in contact to an opponent above the shoulder (neck, head, or face) it is illegal.
Article 5. Downfield blocking for the ball carrier is allowed.
Article 6. Blocking downfield while the ball is in the air is pass interference except if the pass is behind the line of scrimmage.
Article 7. Two-on-one blocking is permitted as long as both blockers are engaging the opponent above the waist.
Article 8. If a player turns to expose their back, it is not an illegal block as long as their opponent maintains contact with the player from the initial block.
Article 1. The quarterback — the player initially receiving the snap — may run to advance the ball at any time.
Article 2. The offense may use multiple backward hand-offs or laterals.
Article 3. To execute a center sneak, the ball must completely leave the center’s hands on the snap and they must take at least one step backwards off the line-of-scrimmage before receiving direct hand-off from the quarterback before advancing the ball.
Article 1. Teams can make an unlimited number of backward passes and then throw a forward pass provided the player throwing the ball is behind the line of scrimmage.
Article 1. The center is considered a defenseless player while their head is down in the snapping position and cannot be contacted until they assume a blocking position or has fired out into their pattern.
Article 1. Defensive players must make a concerted effort to avoid charging into an unprotected player.
Article 2. To assist defensive players to avoid unnecessary contact with the passer the covering official will endeavor, but is not required, to announce “balls away” when the ball has left the passer’s hand.
Article 1. Contacting receivers within the initial five yards from scrimmage is allowed as long as the ball is not in the air.
Article 2. Contact within the initial five yards must be continuous (i.e. no “re-loading”) and applied “inside the frame” of the body.
Article 3. A defender may turn an opponent “off their route” as long as the defender’s hands are “inside the frame”.
Article 1. The Kicking team will kick from their 40-yard line unless moved by penalty.
Article 2. Teams have one minute from the end of the PAT attempt to execute kickoffs.
Article 3. All players of the kicking team must start with one foot on the kicking line with the exception of the kicker. (no run up allowed)
Article 4. The receiving teams restraining line will be 10-yards from the kicking teams restraining line.
Article 5. Four players on the receiving team must start the play within 5 yards of the receiving teams restraining line.
Article 6. A kick that breaks the goal line is still live and may be carried out (returned) by the receiving team.
Article 7. If a kickoff goes out of bounds untouched beyond the receiving team’s restraining line, but before the 35-yard line, the ball is put in play at the point where the ball left the field of play plus a 5 yard penalty tacked on.
Article 8. If the ball goes out of bounds untouched between the 35 yard line and the goal line the ball is put in play at the 35 yard line.
Article 9. Touchbacks will be spotted at the 20 yard line,.
Section 2. Field Goals/PAT Kicks
Article 1. Field goals may be attempted at any time. Snaps for field goals must be executed between the “hashes”
Article 2. A 1” or 2” kicking block may be used by the kicking team.
Article 3. The offense must have 4 players on the LOS at the snap.
Article 4. Defensive players cannot rush the Center/Guard (A Gap) if the Center/Guard’s feet are touching at the snap, unless they vacate the area on their own.
Article 5. This gap will stay ineligible after the snap regardless if their feet remain touching.
Article 6. Offensive lineman cannot be forced to vacate their position.
Article 7. Fake Field goals are allowed.
Article 8. The holder can be down on one knee and get up and run or pass the ball during a fake field goal.
Article 9. The snap must be caught in one continuous motion and placed on the ground for the field goal attempt.
Article 10. If the ball hits the ground on a snap, it is dead and the attempt is no good.
Article 11. The holder may not pass or “flick” the ball forward or backward without raising from their knee.
Article 12. Whether or not a ball is tipped or blocked by the defense has no bearing on the play as it applies to fouls (roughing, personal fouls, etc.)
Section 3. MISSED OF BLOCKED FIELD GOALS
Article 1. A missed or blocked field goal remains live until it hits the ground, goes out of bounds, or otherwise becomes dead by rule.
Article 2. A missed or blocked field goal is returnable by the defense to include returning it from the end zone.
Article 3. The kicking team may recover but may never advance a missed field goal that has crossed the LOS that was not batted or deflected.
Article 4. The kicking team may recover and advance a missed or blocked field goal that has crossed the LOS but was batted or deflected behind the kicking team’s LOS.
Article 5. After a missed or blocked field goal and when the offense becomes dead the new offensive captain now has two options to put the ball back in play:
Section 4. Protected Punt
Article 1. The offense may choose to punt on 4th down.
.Article 2. If a punt is to be made, the offense must announce it to the referee before the ball can be declared ready for play. Offense must declare within 10 seconds after asked by the referee on 4th down play.
Article 3. When the offense declares punt, it becomes a guaranteed punt, and only if the following occurs may an offensive team change their declaration:
A- a Defensive penalty occurs prior to the punt
B- The offense calls a timeout
Article 4. Both teams must have 4 players on the LOS and must remain in that zone until the ball is kicked. Linemen may raise their arms and/or jump to distract, or try to block the kick but may not cross the LOS. Additionally, they cannot move laterally until the ball is kicked.
Article 5. After the punt is declared, it must be made and neither team may cross the LOS until the ball is kicked.
Article 6. If the punt hits a member of the punting team, which has not crossed the LOS, it is dead where at that spot. Any member of the punting team may down the punt if it is beyond the LOS and has touched the ground prior to being downed. The punt will be declared dead at the spot where it is first touched by the punting team.
Article 7. The punt receiving team must be given an opportunity to field the punt in the air; therefore, there will be a 10 yard penalty if touched in the air beyond the LOS by the punting team, from the P.O.I.
Article 8. The punt returning team may have 4 returners in deep position.
Article 9. The punt receiving team may field a punt in the air, off of a bounce (one or more), or directly off of the ground, if fielded cleanly. When a punt touches a player on the receiving team who is in bounds and the ball rebounds into the air, all players become eligible to intercept and advance the ball before it touches the ground.
Article 10. When a punt is left unattended, it becomes dead where it rolls still.
Article 11. Punts muffed by the receiving team in the end zone before possession, and ball hits in or out of the end zone, it will be a touchback. If the ball is touched in the air or on the ground by the punting team in the end zone, it is a touchback. If a punt receiver who has gained possession of the punt in the end zone is deflagged prior to crossing the goal line into the field of play, it is a touchback. If punt receiver remains in the end zone for 5 seconds after fielding punt, or downs punt by knee or ball touching ground after possession, it is a touchback.
Article 12. If at any point on a punt return (or interception) the ball is advanced or received out of the end zone, the lateraled back into the end zone and muffed, it is considered a safety.
Section 5. Fair Catch Kick
Article 1. After any fair catch, the receiving team may may request a fair catch scrimmage kick for 3 points.
Article 2. The team captain can choose any player to attempt the scrimmage free kick,
Article 3. The free kick must be executed from anywhere between the hash marks regardless of where the fair catch was called.
Article 4. The player executing the free kick may use a drop kick, a kicking block, or have a teammate place and hold the ball. Punting style or kicking tee may not be used.
Article 5. On all free kicks the defense must be a minimum of 10 yards away from the kicking line and may not rush.
Article 6. Unsuccessful free kicks may not be returned.
Article 7. No snap is required for a Fair Catch Kick.
Article 8. Change of possession of unsuccessful free kicks will be at the spot of the unsuccessful free kick.
Section 6. Onside Play Option
Article 1. The option is only available to the team behind in score during the final 2 minutes of the second half and only immediately after the trailing team has scored a touchdown or field goal.
Article 2. This is an untimed down.
Article 3. This option is not available after the trailing team has scored a safety.
Article 4. This option is never available to the team ahead in points.
Article 5. Ather the trailing team has scored and attempted the extra point, the team captain of the trailing team must inform the referee they intend to attempt an onside play.
Article 6. The ball is placed on the teams 20 yard line, going out.
Article 7. This play is treated exactly like a 4th down play including the assessment of penalties with one exception. If a foul occurs that includes an automatic first down (ie. roughing the passer) the offense will not receive a new set of downs. They will receive the 15 yard penalty and replay the down, (ie, fourth and five from the 35 yard line, line to gain is the 40 yard line.)
Article 8. The offense must advance the ball to the 40 yard line or beyond, after all live ball penalties have been accessed in order to retain the ball.
Article 9. Dead ball penalties will not be considered in determining if the line to gain was achieved.
Article 10. If the offense retains the ball the next zone-line-to-gain will be determined.
Article 11. If the offense does not retain the ball the defense will take possession of the ball where it became dead (end of the run or previous LOS) ands the next zone-line-to-gain will be established.
Article 12. Interceptions returned to the end zone by the defense during an onside play are worth 6 points and a PAT attempt.
Article 13. There is no limit to the amount of onside plays a team may use as long as the provisions of lines 1, 2, and 3 of this section are still valid.
Article 1. The kicking team (team giving up the safety) must free kick (punt, kick from a kicking block using a teammate to hold the ball on the block, or kick using a teammate to hold the ball on the ground) from its own 20 yard line. Kicking from a kicking tee is not allowed.
Article 2. Snapping the ball is not required on a safety free kick,
Article 3. Defensive players may be no closer than 10 yards from the kicker at the kick and may not rush.
SECTION 3. MERCY RULE
Article 1. There is no mercy rule during pool play, but there is during single elimination playoffs or double-elimination format tournaments.
Article 2. During tournament or league play the mercy rule will be automatically invoked if the score differential reaches 17 or more points during the final two minutes of the second half or 28 or more points at any time in the second half.
Article 3. Forfeits that occur prior to game will be recorded as 17-0. Forfeits that occur during the game will be recorded as 17-0 or the actual score of the game at the time of the forfeit, whichever is the larger differential.
We defer to the rules set forth in the Unified 9-Man Ineligible Rulebook here.
The following 5v5 non-contact flag football rules for men and women are USA Flag approved.
Read through the General Rules first, as they apply to every style we offer, then also make sure and check out the style-specific rules below that are unique to this format.
Article 1. Standard dimensions of the field are 60 yards long by 25 yards wide with 7 yard endzones. Approved field sizes may fluctuate from 53-64 yards long when necessary, or 23-30 yards wide. Endzones should not be shorter than 5 yards.
Article 1. Game Time is FORFEIT TIME – upon approval by an USA Flag director.
Article 2. Minimum 3 players to start a game. May only have up to 5 players on the field at any one time.
Article 3. The offensive team takes possession of the ball at their 5-yard line and has four plays to cross mid-field. On 4th down, teams have 5 seconds to declare to go for it or punt. Once a team crosses mid-field they have three plays to score. If the offensive team fails to cross mid-field, the ball changes possession.
Article 4. If the offense does not score, the ball changes possession. All drives start from the 5-yard line with the exception of an interception or failed 4th down conversion, where defense takes over at the spot.
Article 5. No blocking is allowed. No intentional contact is allowed.
Article 1. Approved football sizes:
Article 2. Teams must wear Youth Shruumz or Sonic Flag-a-Tag flags (if custom flags are worn they must be of equal dimensions as Sonic flags). NO NFL FLAG BELTS. Flags will not be allowed that have been altered (cut, taped, etc.). Mushroom Flags are not allowed for youth. The flags cannot be the same color as a player’s shorts.
Article 1. Coaches are volunteers whose role it is to help young people learn to play and enjoy football. Parents are encouraged to support their youth and their coach at all times.
Article 2. Coaches (1 Coach per Team) in the 8U and under divisions only are permitted on the field to assist players with their position alignment and mentoring on offense only (no coaches allowed on the field while on defense). At the snap, on-field coaches must be 5 yards behind the quarterback and are not allowed to continue instructing or coaching until the play ends.
Article 3. Coaches of all other age divisions may not come on to the field of play during a game unless a player is injured. Coaches who come on the field of play anytime during a game will be penalized. One sideline warning per game will be issued after which the following penalties will result:
Article 4. Only three coaches per team are allowed on the sidelines. ONLY THE HEAD COACH CAN ADDRESS THE GAME OFFICIALS.
Article 1. Tournament clock is 25 minutes long. Two 12 minute halves and 1-minute halftime.
Article 2. Each team has two 30 second timeouts PER GAME. If a time out is called after a TD the clock will not run until the change of possession and the offense snaps their ball.
Article 3. The play clock is 25 seconds from the end of the previous play.
Article 1. The clock will run continuously during the 12 minutes of the first half unless a team timeout is used or play is stopped by an official (e.g. deal with an injury, challenge, referee conference, game management purposes, etc.)
Article 2. The head official will give a verbal two-minute warning (for rule specific changes inside 2 minutes)
Article 3. The clock will run during point-after-touchdown attempts (PATs) in the first half unless either team opts to use a team timeout.
Article 1. In the second half the clock will run continuously for the first 11 minutes unless a team timeout or an official’s time out is used.
Article 2. The one-minute warning will stop the clock in the second half if the score difference is 8 points or less.
Article 3. The head official will give a verbal two-minute (for rule specific changes) and one-minute warning as close as possible to the actual marks but will not interrupt a live play.
Article 4. At the one minute warning officials will use a ‘stop’ clock mechanic for the remainder of the contest.
Article 1. The quarterback may not run unless the ball has been thrown back, handed or pitched to him or her in the backfield.
Article 2. Teams may handoff unlimited times in the backfield. Handoffs are allowed forward or backwards when behind the line of scrimmage, and only backwards beyond the line of scrimmage. A handoff DOES NOT count as a lateral/throwback.
Article 3. Lateral rules:
Article 4. A forward pass DOES NOT have to cross the LOS to be a legal play.
Article 5. If the ball is placed on the “Back” of ANY player, the player MUST run the ball (no give and go to the QB on the back)
Article 6. No run zones are located 5 yards before mid-field and 5-yards before the end zone. You may not run the ball in the no run zone (5-yards before the first down and end zone), only forward passes are allowed. The no run zone does not apply to the 6U division.
Article 7. Ball is spotted where the ball is at the time of the flag pull. The ball must break the plane of the midfield or goal line to be considered a first down or touchdown.
Article 8. Players may NOT block down field in any form.
Article 1. The quarterback has 7 seconds to pass the ball if there is no rush. If the ball is not thrown, then the play is dead. After the ball is ruled dead it is returned to the line of scrimmage.
Article 2. Once the ball is handed off or pitched backwards the 7 second count stops. If the defensive team rushes, then there is no 7 second count.
Article 1. All players are eligible to receive a pass, including the quarterback, if the ball has been pitched or handed off in the backfield.
Article 1. Rushing is ONLY allowed for 8U divisions and up and is NOT allowed for youth ages 7U and below.
Article 2. Players that blitz/rush the quarterback must be a minimum of 7 yards from the line of scrimmage when the ball is snapped.
Article 3. The 7 yards will be measured off by a referee.
Article 4. Players that are not 7 yards from the line of scrimmage when the ball is snapped may not enter into the backfield until there is a change of possession.
Article 5. The blitzer/rusher is allowed a direct lane to the line of scrimmage as long as he or she rushes from either side of the center or outside the bunch formation. The offense must avoid interfering with the rusher if he or she has established a lane. Officials will announce LANE or NO LANE for rushers/blitzers prior to the snap. This is a judgement call/decision based on the spacing between the players in the offensive formation.
Article 6. The rush of a blitzer has to be immediately after the snap, quick and straight towards the point where the quarterback receives the snap in order to retain the right of way. If a blitzer is rushing late, slowly, aiming at another spot, changing direction during the rush or just does not rush the quarterback, the player loses the right of way but still can participate as any other defensive player.
Article 1. Mercy Rule for both pool play and bracket play is a team up by 28 points at any point or 19 points in the final minute.
Article 1. All penalties inside of 2 minutes of BOTH halves remain the same except:
The following Youth 5v5 Air-It-Out flag football rules for boys and girls are USA Flag approved.
These rules are an extension of our traditional 5v5 Youth rules so read through those, along with the General Rules first, as they apply to every style we offer. Below are the changes to this style for Youth 5v5 Air It Out:
SECTION 1. OFFENSE
Article 1. The offensive team has 4 plays to get a first down, and 4 plays to score once a first down is achieved.
Article 2. The offensive team has the option to use a male or female quarterback of any age and is not bound by division age restrictions, including adults. The quarterback may not run or cross the line of scrimmage at any point. All plays must be include a forward pass that advances the ball. A forward pass can be legally completed behind the line of scrimmage and advanced.
Article 3. No Laterals or handoffs of any kind on offense or defense. Any intentional or inadvertent lateral or handoff will be deemed an illegal pitch at the spot where the ball is handed or lands in an attempted lateral. This is a live ball penalty. Illegal pitch will incur a 5 yard penalty from the spot of the foul and a loss of down.
Article 4. Teams are awarded 3 timeouts per game.
Article 5. In the event of an interception, the quarterback is deemed ineligible to defend, pull flags or participate in any way other than stand motionless until the play is completed.
SECTION 2. DEFENSE
Article 1. There is no rushing allowed. The quarterback has 5 seconds to attempt a pass or the ball will be deemed dead at the previous spot.
The following Youth 6v6 flag football rules for boys and girls are USA Flag approved.
These rules are an extension of our traditional 5v5 Youth rules so read through those, along with the General Rules first, as they apply to every style we offer. Below are the changes to this style for Youth 6v6:
SECTION 1. OFFENSE
Article 1. Both offense and defense may have a maximum of 6 players on the field participating in a play, and a minimum of 4.
Article 2. The offensive team has 4 plays to get a first down, and 4 plays to score once a first down is achieved.
Article 3. The quarterback may not advance the ball past the line of scrimmage on the ground unless:
Article 4. Unlimited laterals and handoffs on offense and defense.
Article 5. Teams are awarded 3 timeouts per game.