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.
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Penalty (Offense): Loss of down
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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.
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Penalty: Loss of down and a 5-yard penalty
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Basic Structure
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Team Size:
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7v7: Maximum 16 players, minimum 6 to play.
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5v5: Maximum 10 players, minimum 4 to play.
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Tournament Formats:
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Classic Tournament: Double elimination; games continue consecutively until a champion is decided.
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Pool Play Tournament: Pool play to decide bracket placement, followed by a single elimination tournament.
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Round Robin: Teams will play a defined number of games against other teams without regard to rank or pools.
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Player Eligibility: Must be 16 years old and cannot be part of another roster.
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Equipment: Teams provide a regulation size game ball and matching jerseys/shirts.
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Gameplay: Passing league only; no hand-offs, kickoffs, or punts.
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Blitzing: Strictly prohibited.
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Timers:
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7v7: 4.5-second timer on QB Tee.
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5v5: 4.0-second timer on QB Tee.
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Downs:
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Offense has 4 downs to reach the first down (mid-line).
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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.
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If the offense advances beyond the first down line and then fails to score, the defense takes over at the current line of scrimmage.
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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.
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Uniforms: If two teams have the same color, one team must change uniforms or wear a penny. This applies to individual players as well.
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Dispute Resolution:
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Head Referee: Makes the final decision on penalties.
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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
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QB is not allowed to run beyond the line of scrimmage - passing only.
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QB arm must be in forward motion when the timer sounds, or the play is considered dead.
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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.
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Timer for 7v7 is 4.5 seconds and 4.0 for 5v5.
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All passes must be at or beyond the line of scrimmage.
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QB must also wear a flag belt with two flags at all times.
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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
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Fighting: Results in ejection from the tournament; lifetime ban possible.
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Contact Responsibility: Players must avoid purposeful contact; three-strike rule for excessive contact. A 10-yard penalty can be assessed for each instance.
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Substance Policy: Alcohol and drugs are prohibited; ejection without refund.
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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
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Tournament Play: Two 15-minute halves with a continuous clock.
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League Play: Two 20-minute halves with a continuous clock.
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Opening Possession:
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The game begins with a "Rock, Paper, Scissors" throw between a representative from each team.
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The winner of the "Rock, Paper, Scissors" has the option to:
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Take the ball first (offense to start the game).
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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).
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If a team representative states "defense," this will be treated as the same as stating "defer to the second half."
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Timeouts: 2 one-minute timeouts per half; 5-minute halftime; 25-second play clock.
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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.
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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
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First Down: Achieved by crossing the mid-field line.
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Change of Possession: Referees pause play for 5 seconds before the offense is allowed to proceed.
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Touchdown: Worth 6 points; point after attempt is worth 2 points.
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Two-Point Conversion: Defense can score 2 points on an interception return during the conversion try.
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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
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Flag Wear: Each player must wear a flag belt with 2 flags.
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Penalty: 10-yard penalty and loss of down for the offending team if not wearing flags.
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Flag Colors: Flags worn by each team can be different.
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Down Definition: A player is down when one knee, elbow, or wrist touches the ground.
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Flag Removal: The ball carrier is down when their flag is cleanly removed.
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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.
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Towel as Additional Flag: If a player chooses to wear a towel, the towel will count as an additional flag.
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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.
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Pushing:
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Intentionally pushing a ball carrier out of bounds or during gameplay, with no attempt to pull the flag, will result in a penalty.
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10 yards will be added to the end of the run.
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This will also be a warning for the player with a repeat offense resulting in ejection from the game. ​​​​​
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Use of hands, Defensive Holding / Illegal Contact, Pass Interference, and Blocking
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Ball Carriers: No protection by stiff-arm, slapping, or lowering the shoulder outside of the natural running motion.
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Flag Guarding: Immediate stoppage and a 5-yard penalty against the offensive team from the spot of the infraction.
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Blocking: No extension of arms or legs beyond the body frame; movement is permitted.
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Pass Interference:
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Defensive: 10-yard penalty and repeat of down (no automatic first down).
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Offensive: 10-yard penalty and loss of down.
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Defensive Holding / Illegal Contact:
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No Advance: 5-yard penalty and repeat of down.
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With Advance: Adds 5 yards to the end of the play.
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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
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College Overtime Rules: Teams are guaranteed 1 possession each.
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Rock-Paper-Scissors: Determines possession; the ball is placed at mid-field with no first downs (4 plays to score).
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Possession Order: Teams reverse possession until one fails to match the opponent’s score.
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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.
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Penalty (Offense): Loss of down
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Penalty (Defense): Repeat of down for the offensive team
