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Flag Football Rules

New Rules 

1. Sideline Boundary Rule
Players on the sidelines must remain behind the 3-yard line marker unless they are actively entering or exiting the field of play.

  • Penalty (Offense): Loss of down

  • Penalty (Defense): Repeat of down for the offensive team

2. No Pitch-Back Rule
QB pitch-backs are no longer permitted. The player who takes the ball off the tee to start the play is the only player allowed to execute a forward pass.

  • Penalty: Loss of down and a 5-yard penalty

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Basic Structure

  • Team Size:

    • 7v7: Maximum 16 players, minimum 6 to play.

    • 5v5: Maximum 10 players, minimum 4 to play.

  • Tournament Formats:

    • Classic Tournament: Double elimination; games continue consecutively until a champion is decided.

    • Pool Play Tournament: Pool play to decide bracket placement, followed by a single elimination tournament.

    • Round Robin: Teams will play a defined number of games against other teams without regard to rank or pools.

  • Player Eligibility: Must be 16 years old and cannot be part of another roster.

  • Equipment: Teams provide a regulation size game ball and matching jerseys/shirts.

  • Gameplay: Passing league only; no hand-offs, kickoffs, or punts.

  • Blitzing: Strictly prohibited.

  • Timers:

    • 7v7: 4.5-second timer on QB Tee.

    • 5v5: 4.0-second timer on QB Tee.

  • Downs:

    • Offense has 4 downs to reach the first down (mid-line).

    • If the offense fails to advance on their own side of the field, the defense takes over at the midline with 4 downs to score.

    • If the offense advances beyond the first down line and then fails to score, the defense takes over at the current line of scrimmage.

  • Championship Game (Tournament Play Only): Winner of the winners’ bracket will automatically select to take the ball or defer to start the championship game instead of using rock-paper-scissors to decide possessions.

  • Uniforms: If two teams have the same color, one team must change uniforms or wear a penny. This applies to individual players as well.

  • Dispute Resolution:

    • Head Referee: Makes the final decision on penalties.

    • Escalation: If needed, the Tournament Director will have the final say. Escalation is not permitted for players and will happen at the discretion of the field head referee.

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QB Tee & Offense

  • QB is not allowed to run beyond the line of scrimmage - passing only.

  • QB arm must be in forward motion when the timer sounds, or the play is considered dead.

  • QB must keep at least one foot behind the front pylon of the QB tee, or it will be considered a running attempt and result in a dead play.

  • Timer for 7v7 is 4.5 seconds and 4.0 for 5v5.

  • All passes must be at or beyond the line of scrimmage.

  • QB must also wear a flag belt with two flags at all times.

  • QB pitch-backs are no longer permitted. The player who takes the ball off the tee to start the play is the only player allowed to execute a forward pass. Penalty: Loss of down and a 5-yard penalty

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Personal Conduct Policies

  • Fighting: Results in ejection from the tournament; lifetime ban possible.

  • Contact Responsibility: Players must avoid purposeful contact; three-strike rule for excessive contact. A 10-yard penalty can be assessed for each instance.

  • Substance Policy: Alcohol and drugs are prohibited; ejection without refund.

  • QB Tee Contact: Purposeful contact by a defensive player will result in ejection from the game.

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Game Clock Structure & Opening Possessions

  • Tournament Play: Two 15-minute halves with a continuous clock.

  • League Play: Two 20-minute halves with a continuous clock.

  • Opening Possession:

    • The game begins with a "Rock, Paper, Scissors" throw between a representative from each team.

    • The winner of the "Rock, Paper, Scissors" has the option to:

      • Take the ball first (offense to start the game).

      • Defer to the second half (meaning the opposing team will start with the ball, and the deferring team will receive the ball to start the second half).

      • If a team representative states "defense," this will be treated as the same as stating "defer to the second half."

  • Timeouts: 2 one-minute timeouts per half; 5-minute halftime; 25-second play clock.

  • Clock Stoppage: Inside the last minute of the second half for close games (within 8 points at the 1-minute mark) with stoppages for scores, out of bounds, incompletions, first downs, change of possession, and sacks.

  • Clock Stoppage (continued): Clock will be stopped by the referee for a 1-minute warning for games within 8 points. 2-point conversions are untimed. Teams are still allowed to use timeouts.

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Scoring & First Downs

  • First Down: Achieved by crossing the mid-field line.

  • Change of Possession: Referees pause play for 5 seconds before the offense is allowed to proceed.

  • Touchdown: Worth 6 points; point after attempt is worth 2 points.

  • Two-Point Conversion: Defense can score 2 points on an interception return during the conversion try.

  • Two-Point Conversion Infraction: If an interception occurs during a 2-point attempt, the offense is not allowed to hold or impede the progress of the returning player beyond what is considered normal play. Doing so results in an automatic 2 points being awarded to the returning team.

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Flag Rules

  • Flag Wear: Each player must wear a flag belt with 2 flags.

  • Penalty: 10-yard penalty and loss of down for the offending team if not wearing flags.

  • Flag Colors: Flags worn by each team can be different.

  • Down Definition: A player is down when one knee, elbow, or wrist touches the ground.

  • Flag Removal: The ball carrier is down when their flag is cleanly removed.

  • Catch Without Flags: A catch made with less than 2 flags results in the player being declared down at the spot of the catch. A 10-yard penalty is assessed if a defender pulls the flag before the catch.

  • Towel as Additional Flag: If a player chooses to wear a towel, the towel will count as an additional flag.

    • The removal or detachment of this towel by a defensive player will be counted as a flag being removed, similar to the standard flag belt.

  • Pushing: 

    • Intentionally pushing a ball carrier out of bounds or during gameplay, with no attempt to pull the flag, will result in a penalty. 

    • 10 yards will be added to the end of the run.

    • This will also be a warning for the player with a repeat offense resulting in ejection from the game. â€‹â€‹â€‹â€‹â€‹

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Use of hands, Defensive Holding / Illegal Contact, Pass Interference, and Blocking

  • Ball Carriers: No protection by stiff-arm, slapping, or lowering the shoulder outside of the natural running motion.

  • Flag Guarding: Immediate stoppage and a 5-yard penalty against the offensive team from the spot of the infraction.

  • Blocking: No extension of arms or legs beyond the body frame; movement is permitted.

  • Pass Interference:

    • Defensive: 10-yard penalty and repeat of down (no automatic first down).

    • Offensive: 10-yard penalty and loss of down.

  • Defensive Holding / Illegal Contact:

    • No Advance: 5-yard penalty and repeat of down.

    • With Advance: Adds 5 yards to the end of the play.

      • If either of these occur on a 4th down in an attempt to stop runner / receiver from advancing then a 5 yard penalty will be assessed and a repeat of down from the new spot will be granted to the offensive team.

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Overtime

  • College Overtime Rules: Teams are guaranteed 1 possession each.

  • Rock-Paper-Scissors: Determines possession; the ball is placed at mid-field with no first downs (4 plays to score).

  • Possession Order: Teams reverse possession until one fails to match the opponent’s score.

  • Pool Play Championship Games: Applies if the tournament format includes Pool Play Championship.

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Players on the sidelines must remain behind the 3-yard line marker unless they are actively entering or exiting the field of play.

  • Penalty (Offense): Loss of down

  • Penalty (Defense): Repeat of down for the offensive team

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