Game
- Each game begins with a coin toss between captains from each team to determine who starts with the ball. The visiting team calls the toss.
- The winner of the toss chooses offense or defense. The loser chooses the direction they'd like to start. Teams may not defer to the second half.
- K/1st, 2nd/3rd and 4th/5th: the offense takes possession on its own 5-yard line and has four plays to cross midfield for a first down, then four plays to score. 6th and 7th/8th: the offense starts on its own 20-yard line and has four plays to get a first down. First downs are every 20 yards (20, 40, 40, 20).
- If the offense fails to score or get a first down, the opposing team starts its drive on its own 5- or 20-yard line.
- All possession changes, except interceptions, start on the offense's 5- or 20-yard line. On interceptions, the ball is spotted where the runner was pulled or downed.
- Teams change sides after the first half. Possession goes to the team that started the game on defense.
- Mercy rule: if a team is winning by 28 points, the opposing team gets one possession to score. If they don't score, the game is recorded as it stands and goes into scrimmage mode: running clock, no additional points.
- A false start in the no run zone keeps the offense in the no run zone after the penalty. Once in the no run zone, the offense must complete a forward pass beyond the line of scrimmage and gain the first down before it can run again. No run zones are on the 5-yard lines by each end zone, and 5 yards on each side of midfield on the smaller fields.
- All-girls divisions play 5 on 5. All other divisions play 7 on 7.
Terminology
- Line of scrimmage (LOS)
- An imaginary line through the point of the football, across the width of the field.
- Line-to-gain
- The line the offense must pass to get a first down or score.
- Rush line
- An imaginary line across the field, 7 yards into the defensive side from the line of scrimmage.
- Offense
- The team with possession of the ball.
- Defense
- The team trying to stop the offense from advancing the ball.
- Passer
- The offensive player who throws the ball. May or may not be the quarterback.
- Rusher
- The defensive player assigned to rush the quarterback, by pulling flags or blocking the pass.
- Downs (1-2-3-4)
- The offense has four attempts to cross the line-to-gain for a new set of downs or a score.
- Live ball
- The period when the play is in action. Live ball penalties are part of the play and enforced before the down is complete.
- Dead ball
- The period immediately before or after a play.
- Whistle
- Signals the end of a play or a stop in action for a timeout, halftime or the end of the game.
- Inadvertent whistle
- A whistle blown in error.
- Flag guarding
- When the ball carrier blocks a defender from pulling flags with a stiff arm, lowered elbow or head, or a hand or arm over the flags.
- Shovel pass
- A legal underhand or pushed pass, received beyond the line of scrimmage.
- Lateral
- A backward or sideways toss by the ball carrier.
- Unsportsmanlike conduct
- Rude, confrontational or offensive behavior or language.
- No run zone
- The 5-yard space where teams cannot run the ball.
Equipment
- The league provides each player an NFL FLAG belt and NFL FLAG jersey. Teams may use their own ball if it's league-approved.
- Players must wear shoes. Football cleats are encouraged. Cleats with exposed metal aren't allowed.
- Players may tape forearms, hands and fingers, and may wear gloves, elbow pads and knee pads. Braces with exposed metal aren't allowed.
- Players must remove watches, earrings and any jewelry officials consider hazardous.
- Official NFL FLAG jerseys must be worn during games.
- Jerseys must be tucked in. Holding won't be called on a player whose jersey stays untucked after an official's warning.
- Shorts and pants must have no pockets. Players may not tape their shorts or turn them inside out.
- Mouthpieces are required. After one warning, playing without a mouthpiece is a penalty.
- Home teams wear dark jerseys. Away teams wear light jerseys.
Field
- K–3rd: 70 × 30 yards with two 10-yard end zones and a midfield line-to-gain. 4th/5th: 80 × 40 yards. 6th–8th: full field, 120 × 50 yards with two 10-yard end zones.
- No run zones are on the 5-yard lines near the end zones, and near midfield on the smaller fields. They prevent power-run plays. In a no run zone, every play must be a pass, even with a handoff.
- Stepping on the boundary line is out of bounds.
- Spectators must stay in the marked areas on the sidelines and follow league policies on where they may stand.
Field diagrams
- 50-yard field plus two 10-yard end zones
- Start on your own 5. Cross midfield for a first down
- No run zones inside each 5-yard line and 5 yards either side of midfield
- 60-yard field plus two 10-yard end zones
- Start on your own 5. Cross midfield for a first down
- No run zones inside each 5-yard line and 5 yards either side of midfield
- 100-yard field plus two 10-yard end zones
- Start on your own 20. First downs at your 40, their 40, their 20
- No run zones inside each 5-yard line. Rushers start 10 yards off the ball
Diagrams follow the Field and Game sections of the 2025 rule book. The coaches reminder lists 80 × 40 for K–5th, so confirm field size with the league.
Back to topTiming & Overtime
- Games are four 10-minute quarters with a 3-minute halftime.
- The clock stops only for timeouts and injuries. In the final two minutes, it also stops on incompletions, spikes and out-of-bounds plays.
- Teams have a 30-second play clock from when the ball is spotted. One warning, then a delay of game penalty.
- Each team has two 30-second timeouts per half.
- Officials may stop the clock at their discretion.
- On an injury, the clock stops and restarts when the injured player leaves the field.
- A game tied after 40 minutes is recorded as a tie.
- In the playoffs, overtime decides a winner (below).
Overtime format
- Each team gets at least one possession, unless the first team throws an interception and the intercepting team scores.
- The coin toss winner chooses first possession.
- All regulation rules and penalties apply.
- Each team has one timeout.
Change of possession
Possession changes when Team A is stopped on downs or scores. Team B takes over on the same 50/20-yard line, even if Team A's possession ended in an interception.
Multiple overtimes
- 1st OT
- As above. Teams may go for a 1- or 2-point PAT.
- 2nd OT
- Coin toss loser gets first possession, from the 10-yard line, with one play to score. Scoring teams must go for 2.
- 3rd OT
- First possession returns to the team that had it first in the 1st OT, from the 5-yard line, one play to score. Scoring teams must go for 2.
- 4th OT
- Coin toss loser goes first. Teams start on the 5-yard line facing away from the end zone, with one play to gain as many yards as possible. Most yards wins.
Scoring
- Touchdown: 6 points.
- PAT, K/1st, 2nd/3rd, 4th/5th: 1 point from the 5-yard line (pass only), or 2 points from the 12-yard line (run or pass). PAT, 6th and 7th/8th: 1 point from the 5-yard line (kick), or 2 points from the 12-yard line (run or pass).
- Safety: 2 points. Awarded when the ball carrier is down in their own end zone: flags pulled, a flag falls out, they step out of bounds, or a knee or elbow hits the ground. An offensive penalty in the end zone is also a safety.
- Field goals and PAT kicks (6th, 7th/8th only): field goals are 3 points, PAT kicks 1 point. Field goals can't be returned. Defenders may block a kick by jumping straight up behind the line of scrimmage. No rushing on field goals or PATs. The holder must catch the ball, then put a knee down to hold it.
- Conversion returns: 2-point conversions are returnable on both fields.
- The ball and one flag must cross the line for a first down or touchdown to count.
Coaches
- Coaches are volunteer parents or family members helping players learn and enjoy the game. Parents are encouraged to support the coach.
- K/1st and 2nd/3rd: one coach is allowed on the field to direct the huddle and help players line up. Coaches must get out of the way before the snap, or risk a penalty.
- Coaches follow the NFL FLAG coaching guidelines and code of conduct.
- Coaches are responsible for their sideline, players and parents.
- Coaches may not make contact with an official. Doing so results in ejection.
- Each team may have up to 3 registered coaches on the sideline.
Live Ball / Dead Ball
- The ball is live at the snap and stays live until the official whistles it dead.
- The official marks the neutral zone and line of scrimmage. Any player entering the neutral zone is an automatic dead ball foul. Officials may give both teams a courtesy warning to move back.
- A player who catches the ball in the air is in bounds if one foot lands in the field of play.
- The defense may not mimic the offense's signals to confuse players while the quarterback calls the snap. That's an unsportsmanlike penalty.
- Substitutions may be made on any dead ball.
- Any official may whistle the play dead.
- A play is dead when: the ball hits the ground; the ball carrier's flag is pulled; the ball carrier steps out of bounds; a touchdown, PAT or safety is scored; the ball carrier's knee or arm hits the ground; a receiver catches the ball while missing one or more flags; the 7-second pass clock expires; or there's an inadvertent whistle.
- On an inadvertent whistle, the offense chooses to take the ball where it was when the whistle blew (the down counts), or replay the down from the original line of scrimmage.
- A team may use a timeout to question an official's rule interpretation. If the official was right, the timeout is charged. If not, it isn't, and the correct ruling is enforced.
No fumbles. The ball is spotted where the ball carrier's feet were at the time of the fumble. Officials should agree on any controversial call so both teams get the full benefit of it.
Back to topRunning
- The ball is spotted where the runner's flag is pulled, not where the ball is.
- The quarterback cannot run with the ball. The QB may scramble in the backfield but can't advance past the line of scrimmage. The QB is the player who receives the snap.
- Only direct handoffs behind the line of scrimmage are allowed: in front of, behind or beside the player. Multiple handoffs are allowed.
- The player who takes the handoff may throw from behind the line of scrimmage.
- Once the ball is handed off, all defenders may rush.
- Runners may not leave their feet to advance. Diving, leaping or jumping to avoid a flag pull is flag guarding.
- Spinning and lateral moves are allowed, but players can't leave their feet.
- Runners may leave their feet to clearly avoid a collision.
- No blocking or screening. Offensive players must stop moving once the ball crosses the line of scrimmage. Downfield blocking is called if officials judge a downfield player affected the play.
- Jerseys and belts must be tucked in before the play. A pulled belt strap counts as a flag pull. Flags must sit on the hips, unobstructed.
Passing
- A pass or toss may be thrown behind the line of scrimmage, except in the no run zone, where it must travel at least one yard past the line.
- Shovel passes are allowed but must be received beyond the line of scrimmage.
- The quarterback has a 7-second pass clock. When it expires, the QB is sacked and the play is dead. After a handoff, the pass clock no longer applies.
- If the QB is in the end zone when the pass clock expires, the ball returns to the line of scrimmage.
Receiving
- Every player is an eligible receiver, including the quarterback if the ball was handed off behind the line of scrimmage.
- Only one player may be in motion at a time, parallel to the line of scrimmage. No motion toward the line.
- A receiver needs at least one foot in bounds for a catch.
- Simultaneous possession by an offensive and defensive player goes to the offense.
- Interceptions change possession at the spot of the interception. They're the only possession changes that don't restart on the 5-yard line.
- Interceptions on a PAT are returnable for points.
Rushing the Passer
- Rushers must start at least 7 yards from the line of scrimmage (10 yards on the full field) at the snap. Any number of players may rush. Non-rushers may defend at the line of scrimmage.
- After a handoff, the rush-line rule ends and all defenders may cross the line of scrimmage.
- A marker or the referee shows the 7- or 10-yard rush line. Defenders should check their position with the ref each play.
- A legal rush is: (a) any rush from 7 or 10 yards off the line; (b) any rush from anywhere after the QB hands off; (c) a rusher who leaves early may return, reset and then rush legally (before the snap); (d) a rusher who leaves early may rush legally if the handoff happens before they cross the line of scrimmage.
- A penalty may be called if: (a) the rusher leaves the rush line early and crosses the line of scrimmage before a handoff or pass (illegal rush); (b) any defender crosses the line of scrimmage before the snap (offside); (c) a defender not at the rush line crosses the line before a pass or handoff (illegal rush).
- Rushers may try to block a pass but may make no contact with the quarterback. Contact while blocking or trying to block a pass is roughing the passer.
- Impeding the rusher: the offense cannot impede the rusher, who has the right to a clear path to the QB. The rusher can't line up directly over the center. A moving offensive player in the rusher's path must avoid the rusher. A stationary offensive player is the rusher's responsibility to go around. Doesn't apply if the rusher lines up 5 yards to either side of the center.
- A sack happens when the QB's flags are pulled behind the line of scrimmage. The ball is spotted where the QB was. A sack in the offense's own end zone is a safety.
Flag Pulling
- A legal flag pull happens when the ball carrier has full possession of the ball.
- Defenders may dive to pull flags but can't tackle, hold or run through the ball carrier.
- It's illegal to strip or try to take the ball from the ball carrier at any time.
- If a player's flag falls off during the play, a one-hand touch ends the play. If untouched, they can run all the way to the end zone.
- Defenders may not intentionally pull flags from a player without the ball.
- Flag guarding is any attempt by the ball carrier to block access to the flags: stiff-arming, dropping the head, hand, arm or shoulder, or covering the flags with the jersey.
Formations
- The offense must have at least one player (the center) and up to four players on the line of scrimmage. The quarterback must be off the line. One player at a time may go in motion, 1 yard behind and parallel to the line. No motion toward the line.
- Offensive players must be set for one second before the snap, unless they're the only player in motion.
- Movement by a set player, or a motion player moving toward the line, is a false start.
- The center must snap the ball in one quick, continuous motion between the legs to a player in the backfield, and the ball must fully leave the center's hands.
Unsportsmanlike Conduct
- Intentional tackling, elbowing, cheap shots, blocking or any unsportsmanlike act seen by the field monitor or referee stops the game and gets the player ejected, at the referee's discretion. No appeals. Foul play will not be tolerated.
- Players may not physically or verbally abuse any opponent, coach or official.
- Ball carriers must try to avoid defenders with an established position. Defenders may not run through the ball carrier to pull flags.
- Fans must show good sportsmanship too. Cheer for your players, don't harass officials or other teams, keep it clean and compliment every player. Keep younger kids, coolers, chairs and tents at least 10 yards off the field in the end zone area, and stay in marked spectator areas. Fans who don't follow league policy may be removed by officials or field marshals.
Penalties
- The referee calls all penalties.
- Referees judge incidental contact from normal play.
- All penalties are enforced from the line of scrimmage unless noted.
- Only the team captain or head coach may ask the referee about rule clarifications. Players may not question judgment calls.
- A game may not end on a defensive penalty unless the offense declines it.
- Live ball penalties are enforced before dead ball penalties, and before the play is complete.
- When the penalty yardage is more than half the distance to the goal, it's enforced as half the distance.
Spot Fouls
| Penalty | Enforcement |
|---|---|
| Defensive pass interference | Automatic first down |
| Holding | +5 yards & automatic first down |
| Stripping | +10 yards & automatic first down |
| Defensive unnecessary roughness | +10 yards & automatic first down |
| Screening, blocking or running with the ball carrier | −5 yards & loss of down |
| Charging | −10 yards & loss of down |
| Flag guarding | −10 yards & loss of down |
| Offensive unnecessary roughness | −10 yards & loss of down |
Defensive Penalties
| Penalty | Enforcement |
|---|---|
| Offside | +5 yards from LOS. Dead ball foul; the offense replays the down. |
| Illegal rush | +5 yards from LOS & automatic first down |
| Illegal flag pull | +5 yards from LOS & automatic first down |
| Roughing the passer | +10 yards from LOS & automatic first down |
| Taunting | +10 yards from LOS & automatic first down. A touchdown on the play still counts; the PAT is spotted on the 30-yard line. |
| Defensive pass interference | Spot foul, automatic first down |
| Holding | Spot foul, +5 yards & automatic first down |
| Stripping | Spot foul, +10 yards & automatic first down |
| Defensive unnecessary roughness | Spot foul, +10 yards & automatic first down |
Offensive Penalties
| Penalty | Enforcement |
|---|---|
| Offside / false start | −5 yards from LOS & replay the down |
| Illegal forward pass | −5 yards from LOS & loss of down |
| Offensive pass interference | −5 yards from LOS & loss of down |
| Illegal motion (more than one player moving) | −5 yards from LOS & loss of down |
| Delay of game | −5 yards from LOS & loss of down. 30 seconds to snap the ball. |
| Impeding the rusher | −5 yards from LOS & loss of down |
| Screening, blocking or running with the ball carrier | Spot foul, −5 yards & loss of down |
| Charging | Spot foul, −10 yards & loss of down |
| Flag guarding | Spot foul, −10 yards & loss of down |
| Offensive unnecessary roughness | Spot foul, −10 yards & loss of down |
Coaches Reminder
Please read carefully.
- Playtime
- Equal playtime is mandatory and will be monitored closely. Make sure every player gets equal opportunity on the field.
- Game format
- K/1st, 2nd/3rd and 4th/5th play 7v7 on an 80 × 40 field. 6th and 7th/8th play full-field 7v7.
- Defensive offside
- 5-yard penalty (dead ball foul). The offense replays the down.
- Taunting
- +10 yards from the line of scrimmage and an automatic first down. A touchdown on the same play still counts, but the extra point is spotted at the 30-yard line.
- Play clock
- Starts when the ball is spotted, not when the play ends.
- Defensive backs
- Must play the ball. Corners must turn their heads toward the ball. If both players make contact while playing the ball, no foul. No slapping the receiver's hands.
- Downfield blocking
- Not allowed. Receivers can't block downfield or escort the ball carrier.
- Uniform & equipment
- No taped pockets. Players whose shorts have pockets can't play. Mouthguards are mandatory. Foul language won't be tolerated.
- Mercy rule
- If a team leads by 28 at the start of the 4th quarter, the trailing team gets one possession to score. If they don't, the game enters scrimmage mode and the clock doesn't stop.
- Full-field setup (6th, 7th/8th)
- Home team: sideline without parents. Away team: sideline with parents. We'll adjust based on behavior and flow.
We're here to develop our players, have fun and create a positive environment. It's about the kids, and only the kids.
Lead by example, stay organized, and always put players' development and enjoyment first. Thank you, coaches!
