League Rules

Last Updated: December 14, 2023

INTRODUCTION

The rules of our league are carefully structured to create a fair, safe, and enjoyable experience for everyone involved. Broken down into four main sections—General Rules, Offensive Rules, Defensive Rules, and Penalties—these guidelines detail the foundational principles and specific regulations governing the game.

GENERAL RULES

I. THE GAME

ROSTER REQUIREMENTS

Number of Players on a Team. Teams may have up to 7 players, with 5 playing in a game.

Minimum Players to Start Game. A team must start a game with at least 5 players; 4 are allowed only if an injury occurs and no substitutes are available.

Teams that use players that are not on their roster will result in forfeiture and a win for the opposing team.

REGULATION

Game Length. Games are played on a 40-minute running clock with two 20-minute halves.

Halftime. Halftime is 2 minutes long.

Timeouts. Each team has two 30-second timeouts per half. They do not carry over.

Coin Toss. At the start of each game, captains from both teams meet at midfield for the coin toss to determine who starts with the ball. The visiting team calls the toss.

  • Winner. The winner of the coin toss has the choice of offense or defense.
  • Loser. The loser of the coin toss has the choice of direction.

Offensive Possession. The offensive team starts with the ball at its 5-yard line and has four downs to cross midfield. Upon crossing midfield, they receive four more plays to score a touchdown.

The Clock. Games are played on a running clock, with exceptions explained below.

  • Start of Clock. The clock starts on the first down after the "ready to play" whistle, except the opening snap of each half. The game clock will start after a 5-minute wait past the scheduled start time.
  • Time to Snap. Teams have 30 seconds to snap the ball after the ball is spotted, with one warning before a delay-of-game penalty is assessed.
  • General Clock Stoppage. In the event of an injury, the clock will stop then restart when the injured player is removed from the field of play. Game officials can stop the clock at their discretion.

OVERTIME

If the score is tied at the end of regulation play, an overtime period will be used to determine a winner. All regulation rules and penalties are in effect. There are no timeouts.

  • First Period. The first overtime period will be played in a "Kansas Tiebreaker" format. The home team will call the coin toss. The winner of the coin toss will choose to either go on offense or defense first. Each team will have one possession from the 20-yard line, with 4 plays to score.
  • Second Period. If the game is tied after the first overtime period, the game will move into a "Sudden Death" overtime format. Each team will get one play from the 5-yard line going out from the endzone. The team with the most yards will be the winner. If neither team finishes with more yards, the ball will be placed at the 5-yard line again and the process will repeat until a winner is determined. The team with the most yards will be awarded 1 point to their final score.

II. EQUIPMENT

Belts and Flags. All players must wear the provided flags and belts.

  • Colors. Flag belts and flags cannot be the same color as the shorts or pants.
  • Placement. Belts holding flags must be secured; a hanging belt will act as a third flag, and if pulled, the player is ruled down.

Uniform. Players must wear league-issued shirt for games, if provided.

  • Shirt/Jersey. Shirts must be tucked into shorts or pants if they hang below the belt line. Untucked shirts may result in a flag guarding being called.
  • Shorts/Pants. Players must wear shorts or pants that do not have open pockets.

Footwear. Players must wear shoes. Molded and screw-in cleats are allowed; metal cleats are not.

Tape/Pads/Braces. Players may tape their forearms, hands and fingers. Players may wear gloves, elbow pads and knee pads. Braces with exposed metals are not allowed.

Headwear/Accessories. Players must remove all jewelry and hats. Winter beanies are allowed. Players may wear soft shell helmets and glasses but they must be secured at all times while on the field.

Game Ball. The league provides the game ball. The football size varies depending on the age group.

  • 2nd & 3rd Grade: "Pee Wee" Size.
  • 4th & 5th Grade: "Junior" Size.
  • 6th & 7th Grade: "Youth" Size.
  • 8th & 9th Grade: "Official" Size.

III. FIELD

Dimensions. The field is 70 yards long by 25 yards wide.

Breakdown. The field has two 25-yard zones and two 10-yard endzones. Crossing the 25 yard line (midfield) is a first down.

  • Midfield Markings. The 25 yard line is marked with cones on each sideline.
  • Endzone Markings. The endzones are marked with four pylons on each corner of the endzone.

IV. SCORING

TOUCHDOWN (6 PTS)

A touchdown is scored after the ball crosses the goal line with possession of the ball.

PAT (Point After Touchdown). A team that scores a touchdown must declare whether it wishes to attempt a 1-point or 2-point conversion.

  • 1 Point: Score from the 5 yard line.
  • 2 Points: Score from the 10 yard line.

Any change, once a decision is made to try for the extra point, requires a charged timeout. A decision cannot be changed after a penalty.

SAFETY (2 PTS)

A safety occurs when the ball-carrier is declared down in their own end zone.

INTERCEPTION (Returned for Score)

  • 6 Points: If the ball is intercepted and returned for a score, the defense is awarded 6 points.
  • 2 Points: If the ball is intercepted and returned for a score on a PAT attempt, the defense is awarded 2 points.

V. COACHES

Coaches are expected to adhere to NFL FLAG philosophies, coaching guidelines and code of conduct.

Number of Coaches. Each team may have up to two coaches on their roster.

During Games. Coaches are permitted to coach on the sideline.

2nd & 3rd Grade Division

  • Pre-Snap. One coach for each team is permitted on the field to help their players.
  • Post-Snap. Coaches may remain on the field, but must keep a safe distance until the play is completed.

Disputes. A team is allowed to use a timeout to question an official's interpretation. If the official's ruling is correct, the team will be charged a timeout. If the rule is interpreted incorrectly, the timeout will not be charged and the proper ruling will be enforced. Officials should all agree in order to change a call on the field that is in dispute.

VI. LIVE BALL/DEAD BALL

The official will indicate the neutral zone and line of scrimmage.

Entering The Neutral Zone. It is an automatic dead ball foul if any player on defense or offense enters the neutral zone. In regard to the neutral zone, the official may give both teams a "courtesy" neutral zone notification to allow their players to move back behind the line of scrimmage.

LIVE BALL

The ball is live at the snap of the ball and remains live until the official whistles the ball dead.

Possession of Ball in the Air. A player who gains possession of the ball in the air is considered in bounds as long as the first foot or other body part contacts the ground in the field of play with possession.

DEAD BALL

Play is ruled dead when:

  • The ball hits the ground. If the ball hits the ground as a result of a bad snap, the ball is then placed where the ball hit 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 touches the ground.
  • The ball carrier's flag falls out.
  • The receiver catches the ball while in possession of one or no flag(s).
  • The 7-second pass clock expires.
  • Inadvertent whistle.
  • The ball carrier leaves their feet diving or to hurdle a player.

Loss of possession is a dead ball.

Whistles. Any official can whistle the play dead.

If inadvertant whistle occurs, the offense has two options:

  • Take the ball where the whistle blew and the down consumed.
  • Replay the down from the original line of scrimmage.

If it occurs on the last play of the half or game, the offense will be awarded one untimed down and given those two options.

Substitutions. Substitutions may be made on any dead ball.

Fumbles. There are no fumbles; ground contact does not have to be made. If the ball is fumbled forwards, then it will be spotted where the ball carrier lost possession.

OFFENSIVE RULES

I. FORMATIONS

Center's Snap. The center must snap the ball with a rapid and continuous motion between their legs to a player in the backfield, and the ball must completely leave the center's hands.

BEFORE THE SNAP

Players on the Line of Scrimmage. Offenses must have a minimum of one player on the line of scrimmage (the center) and up to four players on the line of scrimmage. The quarterback must be off the line of scrimmage.

Shifting Formations. Teams may shift formations prior to the snap as long as they are set for at least 1 second before the ball is snapped.

Motion. One player at a time may go in motion at least 1 yard behind the line of scrimmage.

False Start. Movement by a player who is set or a player who runs toward the line of scrimmage while in motion is considered a false start.

II. RUNNING

HANDOFFS

Direct handoffs behind the line of scrimmage are permitted. Handoffs may be in front, behind or to the side of the offensive player, but must be behind the line of scrimmage.

No Running Zone. To prevent power football in tight spaces, no run zones are located 5 yards before the end zone and on each side of the midfield line-to-gain. If the ball is spotted on or inside the no run zone, the offense must use a pass play to get a first down or touchdown.

Center Sneak. The QB is not allowed to handoff to the center on the first handoff of the play.

Throwing the Ball. Any player who receives a handoff can throw the ball from behind the line of scrimmage.

QB RUNNING

The quarterback cannot directly run with the ball. The quarterback is the offensive player who receives the snap.

PITCHES / LATERALS

Pitches and laterals are NOT permitted. Only direct handoffs are permitted.

LEAVING YOUR FEET

Runners are not permitted to dive or hurdle any player while advancing the ball.

Ballcarriers may leave their feet and the play will continue for spinning, jump cuts, and QB's passing progression.

Jumping or diving to catch a pass is permitted.

Avoiding Collisions. If there is a clear indication that the player has left their feet to avoid a collision with another player, the play will continue without stoppage. However, if while leaving the ground and contact is made, unnecessary roughness penalty may be enforced by the official.

SPOTTING THE BALL

The ball is spotted where the ball is when the flag is pulled.

BLOCKING

No blocking or screening is allowed at any time. Offensive players in close proximity of the ball-carrier must stop their motion once the ball has crossed the line of scrimmage. No running with the ball-carrier.

FLAG OBSTRUCTION

All jerseys must be tucked in before play begins. The flags must be on the player's hips and free from obstruction.

Deliberately obstructed flags will be considered flag guarding.

CHARGING

It is the responsibility of the ball-carrier to avoid colliding with defenders that lie in their path. Unintentional contact will not be penalized provided that the ball-carrier makes an effort to avoid it.

Failure to make an attempt to avoid contact with a defender will result in a charging penalty.

III. PASSING

THROWING REQUIREMENTS

All passes must be thrown with one hand from behind the line of scrimmage and ball out of hand prior to breaching the line of scrimmage.

Only one forward pass is allowed per play.

Intentional Grounding. There is no intentional grounding.

Throwing the Ball Away. The quarterback may throw the ball away to avoid a sack, but must throw the ball beyond the line of scrimmage.

Catching Your Own Pass. If the quarterback throws the ball and then catches it, the play is dead and treated like an incomplete pass.

PASS CLOCK

The quarterback has a 7 seconds to throw the ball. If a pass is not thrown within the seven seconds, the play is dead, the down is consumed and the ball is returned to the line of scrimmage.

Once the ball is handed off, the 7-second rule is no longer in effect.

Standing in the Endzone. If the QB is standing in the endzone at the end of the 7-second clock, the ball is returned to the line of scrimmage.

IV. RECEIVING

RECEIVING REQUIREMENTS

All players are eligible to receive passes, including the quarterback if the ball has been handed off behind the line of scrimmage.

Motion. Only one player is allowed in motion at a time. All motion must be parallel to the line of scrimmage and no motion is allowed toward the line of scrimmage.

In-bounds. A player must have at least one foot or other body part in bounds, contacting the ground first with possession.

Simultaneous Possession. In the case of simultaneous possession by both an offensive and defensive player, possession is awarded to the offense. The receiver will be down at the point of the tied reception.

DEFENSIVE RULES

I. RUSHING THE PASSER

LEGAL RUSH

Any rush from a point 7-yards from the defensive line of scrimmage.

A rush from anywhere on the field after the ball has been handed off by the quarterback.

2nd & 3rd Grade Division. Defenders may not rush the passer.

RUSHING GUIDELINES

Distance from Line of Scrimmage. All players who rush the passer must be a minimum of 7 yards from the line of scrimmage when the ball is snapped.

Once the ball is handed off, the 7-yard rule is no longer in effect and all defenders may go behind the line of scrimmage.

Number of Players That Can Rush. Any number of players can rush the quarterback.

Players That Do Not Rush. Teams are not required to rush the quarterback with the 7-second clock in effect. Players not rushing the quarterback can defend on the line of scrimmage.

Blocking Passes. Players rushing the quarterback may attempt to block a pass; however, contact to the QB, unless ruled incidental by the official, would result in a roughing the passer penalty.

RUSH LINE

A special marker, or referee, will designate a rush line seven yards from the line of scrimmage. Defensive players should verify they are in the correct position with the official on every play.

IMPEDING THE RUSHER

The offense cannot impede the rusher in any way. The rusher has the right to a clear path to the quarterback, regardless of where they line up prior to the snap.

Path to the QB. The path is set pre-snap from the rusher(s) directly to the QB. The path does not move once the quarterback moves.

If the path is occupied by a moving offensive player, then it is the offense's responsibility to avoid the rusher.

Any disruption to the rusher's path and/or contact will result in an impeding the rusher penalty.

Rusher's Responsibility. If the offensive player does not move after the snap, then it is the rusher's responsibility to go around the offensive player to avoid contact.

SACKING THE QB

A sack occurs if the quarterback's flags are pulled behind the line of scrimmage.

Players rushing the passer must make an attempt to pull the flag and not make a play on the ball.

The ball will be spotted where possession of the ball is once the flag is pulled.

Safety. A safety is awarded if the sack takes place in the offensive team's end zone.

JUMPING THE RUSH

If the offense draws the rusher(s) to jump the 7-yard marker prior to the snap of the ball, the rusher(s) cannot rush during the play. However, any other defender that is seven yards back may rush instead.

Jumping the rush is not a penalty until the rusher crosses the line of scrimmage prior to the handoff or passed ball.

A penalty may be called if:

  • The rusher leaves the rush line before the snap and crosses the line of scrimmage before a handoff or pass (illegal rush).
  • Any defensive player that crosses the line of scrimmage before the ball is snapped (offsides).
  • Any defensive player not lined up at the rush line crosses the line of scrimmage before the ball is passed or handed off (illegal rush).

II. FLAG PULLING

LEGAL FLAG PULL

A legal flag pull takes place when the ball-carrier is in full possession of the ball.

Defenders can dive to pull flags but cannot tackle, hold or run through the ball-carrier when pulling flags.

Flag Guarding. An attempt by the ball-carrier to obstruct the defender's access to the flags by stiff arming, dropping the head, hand, ball, arm or shoulder or intentionally covering the flags with the football jersey.

FLAG PULLING GUIDELINES

Stripping or Pulling the Ball. It is illegal to attempt to strip or pull the ball from the ball-carrier's possession at any time.

Flags That Fall Off. If a player's flag inadvertently falls off during a play while that player has possession, the player is down immediately and the play ends. The ball is placed where the flag lands.

Taking Possession of the Ball Without 2 Flags. If a player who has one or no flags in their belt takes possession of the ball, the player is dead at that spot on the field.

Pulling Flags From a Player Without the Ball. A defensive player may not intentionally pull the flags off a player who is not in possession of the ball.

III. TURNOVERS

INTERCEPTIONS

Returning Interceptions. May be returned from anywhere on the field of play, including the endzone.

Other Defenders Must Stop. In the event of an interception, all other defenders on the field must stop and cannot block or impede the offensive players from pursuing the ball-carrier.

Interceptions in Overtime. Interceptions are dead in overtime.

Penalties After an Interception. If the offense throws an interception and subsequently commits a penalty, the yardage will be applied from the line of scrimmage where the intercepting team begins its offensive possession.

SAFETIES

A safety occurs when the ball-carrier is declared down in their own endzone.

The defensive team is awarded 2 points and the ball. The ball is placed on the 5-yard line.

TURNOVER ON DOWNS

If the offensive team fails on a 4th down conversion, the defensive team will start its possession from the spot.

PENALTIES

I. PENALTY GUIDELINES

ASSESSING PENALTIES

All penalties will be assessed from the line of scrimmage, except for spot fouls.

Assessed Live Ball, then Dead Ball. If multiple infractions occur on a single play, any penalties that happened during the live action of the play are enforced first, followed by any penalties that happened before the snap or after the play was over.

Calling Penalties. The referee will call all penalties.

Incidental Contact. Referees determine incidental contact that may result from normal run of play.

Completed Play. Live ball penalties must be assessed before play is considered complete.

Penalties At The End of Half or Game. Games or halves may not end on a defensive penalty unless the offense declines it.

Penalty Yardage > Distance To Goal. Penalties will be assessed half the distance to the goal yardage when the penalty yardage is more than half the distance to the goal.

Disputing Calls. Only the team captain or head coach may ask the referee questions about rule clarification and interpretations. Players may not question calls.

II. SPOT FOULS

A spot foul refers to a penalty that is assessed from the specific location on the field where the infraction occurred, rather than from the original line of scrimmage.

In cases of spot fouls, the penalty yardage is added to or subtracted from the position of the ball at the moment the foul took place.

OFFENSIVE SPOT FOULS

Penalty: -5 yards and loss of down.

  • Screening or Blocking. The act of using one's body to obstruct or shield a defender from reaching the ball-carrier or intended receiver.
  • Charging. An illegal movement of the ball-carrier directly at a defensive player who has established position on the field. This includes lowering the head or initiating contact with a shoulder, forearm or the chest.
  • Flag Guarding. An attempt by the ball-carrier to obstruct the defender's access to the flags by stiff arming, dropping the head, hand, ball, arm or shoulder or intentionally covering the flags with the football jersey.

Spot Fouls in Endzone. If an offensive spot foul occurs within the endzone, it will result in a safety, awarding two points to the defensive team.jersey.

DEFENSIVE SPOT FOULS

Penalty: Automatic first down, and +5 yards in the case of holding or stripping.

  • Defensive Pass Interference. Any action that restricts the receiver's opportunity to make the catch, such as pulling the receiver's arms down, cutting in front of them without playing the ball, or physically pushing or shoving them during the pass's flight.
  • Holding. When a player impedes the progress of an opponent by grabbing or clutching at their clothing, flag belt, or body.
  • Stripping. The act of a defensive player attempting to forcibly remove the ball from the possession of the ball-carrier without pulling the flag.

Spot Fouls in Endzone. If a defensive spot foul takes place within the endzone, the ball will be placed on the 1-yard line, and the offensive team will be awarded a first down.

III. DEFENSIVE PENALTIES

CATEGORY 1 (+10 yards and automatic first down)

Defensive Unnecessary Roughness. Engaging in aggressive actions that are beyond the scope of normal gameplay, endangering the well-being of an opponent.

Defensive Unsportsmanlike Conduct. Demonstrating behavior or actions that are contrary to the spirit of fair play and respect. This includes verbal abuse, gestures, or other forms of disrespect directed towards players, officials, or spectators.

Ejection From Game. Field monitors or referees reserve the right to eject any player for category 1 infractions.

CATEGORY 2 (+5 yards and automatic first down)

Offside. A player that crosses the line of scrimmage before the ball is snapped.

Illegal Substitution. Making player changes in a manner that is not in accordance with the established rules, specifically, substituting players when the ball is live. Substitutions can only be made on any dead ball situation.

Illegal Rush. A defensive player who is not at the designated rush line crosses the line of scrimmage before the ball is passed or handed off.

Illegal Flag Pull. Intentionally pulling the flag of a player who is not in possession of the ball.

Roughing The Passer. Contact made with the QB, unless ruled incidental by the official.

Taunting. Actions or words intended to belittle, mock, or provoke an opponent.

IV. OFFENSIVE PENALTIES

CATEGORY 1 (-10 yards and loss of down)

Offensive Unnecessary Roughness. Engaging in aggressive actions that are beyond the scope of normal gameplay, endangering the well-being of an opponent.

Offensive Unsportsmanlike Conduct. Demonstrating behavior or actions that are contrary to the spirit of fair play and respect. This includes verbal abuse, gestures, or other forms of disrespect directed towards players, officials, or spectators.

Ejection From Game. Field monitors or referees reserve the right to eject any player for category 1 infractions.

CATEGORY 2 (-5 yards and loss of down)

Offside. When an offensive player crosses the line of scrimmage or is positioned beyond it before the snap.

False Start. Any sudden or abrupt movement by an offensive player prior to the snap, signaling the start of the play prematurely.

Illegal Substitution. Making player changes in a manner that is not in accordance with the established rules, specifically, substituting players when the ball is live. Substitutions can only be made on any dead ball situation.

Illegal Forward Pass. Throwing a pass after crossing the line of scrimmage.

Offensive Pass Interference. An offensive player making physical contact with a defender, creating separation, or preventing them from catching the ball, when both players are pursuing a thrown ball.

Illegal Motion. When an offensive player is moving forward at the snap or if more than one player is in motion at the snap.

Delay of Game. Failure to snap the ball within 30 seconds after the ball is spotted.

Impeding The Rusher. Any disruption to the rusher's path and/or contact. If the path is occupied by a moving offensive player, then it is the offense's responsibility to avoid the rusher.

Illegal Procedure. A general violation of the pre-snap formation and movement rules by the offense.

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