NFL FLAG LEAGUE RULES
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Players:
- Must have mouthguard in at all times when on the field.
- Flags must be a different color from jersey.
- Jerseys must be tucked in. No jerseys covering flags.
- Flags may NOT be wrapped. Flags are to be used properly. No glueing, taping, etc. NO CHEATING
- Must wear shorts with no pockets, or pockets must be taped.
- No metal cleats are permitted.
- Home team wears colored jersey, away team wears white jersey
Ball Sizes:
- PreK/K - Pee Wee
- 1/2 - Pee Wee
- 3/4 - Pee Wee and can use Junior
- 5/6 - Junior
- 7/8 - Junior and can use Youth
Game Format:
- Field is approx. 30 yards wide and 40 yards long, not including the 6 yard end zones.
- Games for all levels are 6 on 6.
- Teams of 8-10 players
- Four 10-minute running clock quarters (1 minute break between quarters, 3 minute break at half)
- Coin flip determines choice of possession or direction (winning team can elect to defer to the 2nd half). Any team deferring means that the opposing team will automatically receive the ball to start the game, with deferring team receiving the ball to start the second half.
- Two 30-second timeouts per half
- The clock will only stop for time-outs and injuries (it does not stop for incomplete passes, out of bounds, change of possession)
- The clock will also stop in the final 2 minutes of the game if there is an offensive penalty, while the defense is trailing, or vice versa.
- If a timeout is called after a touchdown, the clock will not start until the play after the conversion attempt
- Teams switch sides at halftime
- Overtime (only in the playoffs)– if the score is tied, an overtime period will take place with each team receiving a possession.
- Coin flip determines choice of 1st or 2nd possession
- Possession begins at the 10 yard line (both teams will go in the same direction)
- If a touchdown is scored, a team can elect to go for a 1 or 2 point conversion.
- If an interception occurs and is returned for a touchdown on the first possession of an overtime period the game is over.
- If an interception occurs the team intercepting the ball can elect to take possession at the 10 yard line, or where the runner is flagged.
- If the game is still tied, overtime will be repeated until there is a winner.
- Teams alternate first possession each overtime period
Basics:
- Each possession to begin a half or after a score at the 5 yard line
- 40 second play clock
- The offensive team has 4 plays to get a first down, then 4 plays to score once they have crossed mid-field.
- Option to punt on 4th down. If elected opposing team starts on their 5 yard line. If team goes for it on 4th down and does not make the 1st down or touchdown it is a turnover on downs. Ball is placed at spot of down.
- Interceptions can be returned, and possession will begin where the defenders flag is pulled.
- There are no limits on run plays, so each team has unlimited run plays.
- No player may line up in the neutral zone. Automatic dead ball foul if the offensive or defensive player enters the neutral zone.
- QB has to throw the ball within 7 seconds
- If the QB does not release the ball before time expires, it is a sack, with the ball being placed 5 yards back from the previous spot.
- If the ball is handed off or tossed in the backfield and the carrier throws the ball after the sack clock has expired, the play will be blown dead and a sack called.
- A sack can occur in the end zone, with a resulting safety, if the ball is snapped inside of the 5 yard line. Any sack occurring on a play that starts from the 5 yard line will be placed on the 1 foot line. This does not apply at the PreK/K and 1/2 divisions, as there are no safeties in those grades. Any ball dropped in the end zone, flag pulled in the end zone, or sack inside of the 5 yard line will simply have the ball placed at the 1 foot line.
- A play will be considered a run play, when the ball carrier crosses the line of scrimmage, or if the flag is pulled before the player throws the ball. A play in which a player takes a hand-off from the quarterback, and then throws a forward pass will be considered a pass play. A fumbled hand-off will be considered a run play. A fumbled exchange between the center and QB will not be considered a run.
- Shovel passes are allowed, except in the 5 yard no run zone. Any pass not thrown in an overhand manner, inside the no-run zone will be considered a shovel pass and blown dead, regardless of whether the ball is caught in front or behind the line of scrimmage.
- No rushing the QB for Divisions PreK/K and 1/2 - Defensive players cannot cross the line of scrimmage until a handoff has occurred.
- DIVISIONS 3/4, 5/6 AND 7/8: ANY AND ALL PLAYERS MAY RUSH THE QB FROM THE RUSH LINE, WHICH IS 10 YARDS FROM THE LINE OF SCRIMMAGE.
- No jumping at the QB when rushing the QB. You may jump straight up to block the pass. If the defensive player makes contact with the QB it is considered roughing the passer unless the referee declares it incidental contact.
- No Direct QB Runs
- There are no runs within five yards of the midfield first down, or five yards of the goal line. Exceptions for divisions PreK/K and 1/2 where the “No Run Zone” DOES NOT APPY
- One first down at midfield
- Ball is placed where the ball is when the flag is pulled
- The players feet determine where the ball is down, not where the ball is. Thus if you are reaching the ball over the goal line and the flag is pulled before the players feet cross the goal line, it is NOT a touchdown. Ball is down where the flag is pulled.
- Snapped ball has to pass between the center’s legs
- Center cannot take a handoff from the QB (NO center sneaks)
- Absolutely no laterals or pitches beyond the line of scrimmage.
- All players are eligible
- No leaping (if a player dives, the ball will be spotted where the runner left his feet)
- A receiver must have one foot in bounds when making a reception
- A player is considered in bounds as long as the first foot or other body part contacts the ground in the field of play. If the players foot or other body part touches out of bounds first, the player is out of bounds.
- Only one player can be in motion at the same time
- Absolutely no tackling or blocking
- There are no fumbles. The ball is dead at the sport where the carrier lost the ball.
- No stripping or punching the ball out by the defense.
- In the case of simultaneous possession by both the offensive and defensive player, possession is awarded to the offense.
- A play is dead when:
- Flag is pulled
- Runner’s knee touches the ground
- Runner steps out of bounds
- If a player loses his flag then the opposing team must touch him down.
- Games cannot end on a defensive penalty
- If the offense commits a penalty on the games’ final possession the game is over.
Coaches:
- Each team may have no more than 4 coaches (1 head coach and 2 assistant coaches, team manager) on their sideline
- Coaches are not permitted on the field at the 7th-8th grade divisions.
- Only 1 coach in the defensive huddle at all Divisions except 7/8 (no coaches on field), and the coach must be to the side of the field at snap of the ball.
- Two coaches in the offensive huddle in PreK/K and 1/2 Division, only one coach at the 3/4 and 5/6 Divisions.
Mercy Rules:
- If a team is in front by 28 or more points, they cannot advance an interception. The team will take over possession at their own 5 yard line.
- If a team is up by 28 or more points they may NOT rush the QB.
- If a team is up by 28 or more they only have 2 downs to get a first down.
- Any team up by 35 or more points will not receive an offensive possession. The losing team will retain possession, and will continue to reset the ball back at the 5 yard line should they not gain a first down.
Scoring:
Touchdowns = 6 points
Extra Point (5 yard line) = 1 pt
Extra Point (10 yard line) = 2 pts
Safety = 2 pts
Defensive Extra Point Return = 2 PTS from either 5 yard line or 10 yard line
Penalties
Defensive:
▪ Defensive Pass Interference - Ball placed at spot of foul and automatic 1st down
▪ Illegal Contact (holding, jams, etc.) – 5 yard penalty and down over
* Stripping the ball - 10 yard penalty and down over
▪ Illegal Flag Pull (before player has ball) – 5 yard penalty and down over
▪ Offside – 5 yard penalty and replay the down
▪ Illegal Rushing (before a hand-off has occurred) – 5 yard penalty and replay the down
* Roughing the passer - 5 yard penalty and automatic 1st down
▪ Tackling – 10 yard penalty and down over
▪ Inadvertent tackle – 5 yard penalty (NO DOWN OVER)
▪ Inadvertent tackle From Behind w/clear path to end zone – Automatic Touchdown
* Unnecessary Roughness - 10 yard penalty and automatic first down
▪ Palpably Unfair Act - when referee determines a palpably unfair act deprived a team of a touchdown, or a longer play, a touchdown will be rewarded, or a distance penalty will be determined by the referee after consultation with other officials
▪ Unsportsmanlike conduct – 10 yard penalty and automatic 1st down (possible ejection - automatic ejection for 2nd unsportsmanlike)
▪ Unsportsmanlike conduct will not be tolerated (Rough play, verbal abuse, trash talking, etc. is cause for an ejection)
▪ If an unsportsmanlike tackle occurs when a runner has a “clear-path” to the end zone, the offensive team will be rewarded with a touchdown
▪ Any ejection will cause player to miss next game. Second ejection is grounds for expulsion from the league.
Offensive:
▪ Offensive Pass Interference – 10 yard penalty and loss of down
▪ Illegal motion (2 men in motion) – 5 yard penalty and loss of down
▪ False Start – 5 yard penalty and loss of down
▪ Illegal Forward Pass – 5 yard penalty and loss of down
▪ Blocking – ball is dead at the spot of the block, 10 yard penalty and loss of down
▪ Leaping – ball is dead at the spot
▪ Flag Guarding (including stiff arms) – ball is dead at spot. 10 yard penalty and loss of down
▪ Unsportsmanlike conduct – 15 yard penalty and loss of down (possible ejection - automatic ejection for 2nd unsportsmanlike)
▪ Unsportsmanlike conduct will not be tolerated (Rough play, verbal abuse, trash talking, etc. is cause for an ejection)
* Unnecessary roughness - 10 yard penalty and loss of down
* Impeding the rusher - 5 yard penalty and loss of down
* Illegal Procedure - 5 yard penalty and loss of down
* Delay of Game – clock is stopped and a 5 yard penalty and loss of down
* There is no intentional grounding penalty
League rules may be changed at any time if problems arise due to concerns with safety conditions, sportsmanship, or competitive balance.