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USAFlag Rules

The USA Flag Football rules provide a standardized framework for all styles of flag football, outlining general administration, required conduct for players and teams, roster rules, and specific equipment guidelines. Key points include maintaining sportsmanship, ensuring proper uniforms and equipment, and adhering to game timing and clock management procedures. Additionally, the document emphasizes safety protocols during severe weather and the importance of compliance with the governing organization's regulations for fair play.

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0% found this document useful (0 votes)
21 views

USAFlag Rules

The USA Flag Football rules provide a standardized framework for all styles of flag football, outlining general administration, required conduct for players and teams, roster rules, and specific equipment guidelines. Key points include maintaining sportsmanship, ensuring proper uniforms and equipment, and adhering to game timing and clock management procedures. Additionally, the document emphasizes safety protocols during severe weather and the importance of compliance with the governing organization's regulations for fair play.

Uploaded by

rdeno
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 28

USA FLAG GENERAL RULES

Every style of flag football that we offer first utilizes our common-to-all general rules as a baseline
for each format. These rules are meant to standardize the game in areas where each style should be
synchronized to be easier for players and officials alike to understand the basics of the game from
one format to another.
Read these rules first for any style you play, as they apply to every style we offer, then also make
sure and check out the style-specific rules in their specific chapters that are unique to their
particular format.

RULE 1: GENERAL ADMINISTRATION


SECTION 1. GENERAL GOVERNING PHILOSOPHY
Article 1. We declare, USA Flag to be a self-appointed governing organization for the sport of flag
football through common consent of our participating teams. We are aware that many leagues play
with a variety of rule books that differ from USA Flag, however USA Flag endeavors to be the
ultimate overseeing body for all forms and styles of flag football.
Article 2. Our officials administer the rules of this league not any other organization (past or
present). When more details are needed than are outlined in our abridged USA Flag Rule Book(s),
game officials will defer to the most current National Federation of State High Schools Rule Book.
Article 3. The ball will be spotted wherever the ball was at the time of the flag pull or the ball carrier
left the field-of-play.
Article 4. Order of tie breakers to determine seeding for playoffs are as follows: Overall record,
head to head: (only applies if every team with the same record played each other directly), point
differential, points against, points scored, battle points, registration date, coin toss.

SECTION 2. REQUIRED PERSONAL CONDUCT


Article 1. Players, coaches and spectators must keep their comments profanity free. Disrespectful
language, racist, sexist, homophobic remarks, obscene gestures/behavior, and bullying are
prohibited.
Article 2. Foul play will not be tolerated. Any staff member that hears or sees anything that leads
them to believe an infraction of the required personal conduct outline has been committed the
person responsible may be dismissed for the rest of the tournament.
Article 3. Fighting will lead to an immediate ejection for the remainder of the tournament, possible
suspension or even a lifetime exclusion.
Article 4. Alcohol, other intoxicants, weapons, drones and pets are prohibited on our permitted
fields.

SECTION 3. REQUIRED TEAM CONDUCT


Article 1. For the safety of our officials and their ability to administer the game all team personnel
must remain at least two yards off the sidelines and inside the designated team boxes 5 yard lines
of goal line 4v4, 5v5, 6v6 or 20 yard lines of goal line 7v7 or 8v8)
Article 2. Coaches may signal or call-in plays during the play clock but must be out-of-bounds before
the snap. Coaches on the field-of-play during game play will be assessed a timeout.
Article 3. After all touchdowns and successful PAT attempts, the ball carrier must report to an
official who will ensure the flag was not tampered with by pulling the flag from the ball carrier.
Article 4. Teams are required to position themselves on an opposite sideline from the opponent. A
team occupying a sideline during a previous game with a back to back game on the same field will
have priority on the same sideline until they no longer have a game scheduled there.
Article 5. If teams cannot agree on a sideline to occupy the Referee will conduct a coin toss and
assign sidelines.
Article 6. Officials may require that boom-boxes or other noise producing devices be turned off or
eliminated as they interfere with the game official’s ability to communicate and administer the
game.
Article 7. Teams are required to clean up their garbage after contests.

SECTION 4. ROSTER RULES


Article 1. Rosters must be completed through the registration system or in person on paper before
your first game on an official roster sheet. Team captains must invite players by entering their email
address or sending them the invite link. Players must accept the invite, register themselves and
accept the waiver in order to be eligible to participate.
Article 2. If the team captain is also playing, they must register themselves as a player on the roster
and accept the waiver. If the team captain is not playing, their spot on the roster does not count
toward the roster maximum.
Article 3. Failure to complete your roster will result in a forfeit if protested and removal from the
event without refund.
Article 4. Players are not eligible to be on a roster for more than one team in each format (i.e.5v5
Non-Contact, etc) including lower skill divisions (Pro, Comp, Rec, etc). If a player is found to be on
multiple rosters, only their PRO roster would be deemed legal, and if on multiple PRO rosters, all
rosters are deemed illegal. Age specific divisions are excluded, so you may play in one O35 or U24
division of the same style.
Article 5. Transgender players may play on the team that matches the gender on their state or
federal issued identification document.
Article 6. Players must have a valid I.D. or copy of their I.D. with them at all times. In the event of a
Roster Protest this is the only form accepted as proof of identity.
Article 7. The number of players that can be on a team’s roster varies by style.
4v4, 5NC. 5AIO, 5 Gauntlet, 5 Olympic: 12
5 & 6 contact: 15
7 & 8 screen: 20
8 contact: 30
Article 8. Refer to Rule 5: Section 2 for roster challenges.

SECTION 5. PLAYOFFS
Article 1. During tournament play the number of teams that advance to playoff rounds will be
determined by the number of teams in each bracket.
SECTION 6. THUNDER AND LIGHTNING PROTOCOL
Article 1. Practice and competitions will be suspended immediately when lightning is detected
within 10 miles. All athletes and spectators should seek safe shelter during severe weather (but not
under trees). Play shall not resume for at least 30 minutes after the last sight of lightning or sound
of a thunderclap. Three long blasts from an air horn, car horn, or whistle will be the signal it is safe
to continue play.

RULE 2: UNIFORMS AND EQUIPMENT


SECTION 1. SAFETY
Article 1. Players may not wear hard, unyielding, or stiff material items that in the view of the
officiating crew may present a hazard to other players.
Article 2. It is strongly suggested, but not required that all players wear a protective mouthpiece
while on the field-of-play.
Article 3. Players must wear pants or shorts that do not have pockets, belt loops, zippers, or
exposed draw strings. Pants or shorts with pockets that have been professionally sewn-shut are
allowed at the game official’s discretion. Pants or shorts cannot be tapped or turned inside out
unless the shorts are double lined.
Article 4. Players may wear knit or stocking-style caps. Hard-billed caps must be removed or turned
around backward. Players may wear a headband made of non-abrasive material. Rubber or elastic
bands may be used in hair. Soft-shelled helmets designed for flag football players may be worn.

SECTION 2. FLAG BELTS


Article 1. Teams must supply their own flags. All styles will use Shruumz, Sonic Flag-A-Tag or Pop
style belts and flags with the exception of 8v8 Contact styles which will use triple threat. Canvas,
vinyl, and uncut cloth flags are legal at the directors discretion.
Article 2. Bring extra flags and belts, event organizers may not have flags for sale and have no
means in which to replace or repair damaged flags. Your participation is subject to having the
correct and working flags.
Article 3. Having the correct and legal flags is solely the responsibility of the participant. If you are
not certain if your flags are legal or allowed, it is your duty to confirm with the officials or director
prior to game start in order to avoid consequences of illegal equipment.
Article 4. Altered or tampered flags could result in an ejection or forfeit. No shortening, cutting,
using a cloth material or other substrate different from the traditional vinyl material (at the
discretion of the officials and director), etc.
Article 5. Youth size flags may not be worn in adult leagues. Youth and adult flags must be no less
than 14” long as measured from the bottom of the popper or flag belt when there is no popper
present and no less than 1 ¾” wide. All flags must be of Vinyl material, no cloth or “split” flags
allowed, to be assessed at a tournament directors discretion. Always check your flags with the
officials prior to your game if you are not certain they are legal. (Failure to Wear Proper Equipment
– 5-yards, loss of down)
Article 6. Flags must be a contrasting color to a player’s pants/shorts. Contrasting is at the official’s
discretion.
Article 7. Flags must be on the player’s hips and free from obstruction. Deliberately obstructed flags
will be considered Illegal Equipment. Flags must be evenly distributed on the belt. Suction cups
must face down and away from the body. Belts must be snug around the waist to avoid rotating.
Article 8. If a player chooses to wear a hand towel, or any other object, on their waist it will be
treated as part of the flag belt.
Article 9. If a ball carrier starts the play wearing an incomplete, improperly worn, or improperly
secured flag belt, or no flag belt at all, they may not advance the ball after taking possession of it
and will be ruled down where they took possession of the ball. For example: They may catch a pass
but not advance it.
Article 10. The person taking the snap is an exception to this rule, they may take the snap and
advance the ball or otherwise participate in a play and will be downed by one-hand touch.
Article 11. If a player is legally or illegally deflagged during a play and then comes into possession of
the football later during the same play, they must be downed by one-hand touch.
Article 12. All players on the field are eligible receivers at the snap regardless of possible uniform
violations.
Article 13. A missing flag violation will not delay the game or stop a live play.

SECTION 3. MISCELLANEOUS UNIFORM AND GEAR ISSUES


Article 1. Some type of team jersey is required; the minimal standard is similar-colored shirts.
Teams must carry two colored shirts, a dark color and a light color. They do not have to be official
uniforms, the light colored one can be a white T-shirt. If both teams are wearing the same color,
there will be a coin toss, and the losing team will need to change into a different color. Failure to
have 2 differing jerseys can result in a forfeit.
Article 2. Players must ensure their jerseys are long enough to remain tucked in during the entire
play or short enough so there is a minimum of 4” from the bottom of the jersey to the player’s
waistline. (Jerseys should never cover the flag belt).
Article 3. When a shirt is untucked at the snap a hold will not be called on the defender that is
making a fair and legal attempt at the ball carrier’s flag. It is the player’s responsibility to check their
equipment before each snap.
Article 4. Footballs must be pebble grained leather or rubber covered and meet the
recommendations of size and shape for a regulation football. Adult men’s teams must use a
regulation size ball. Adult women’s and Coed teams may use a regulation or intermediate sized ball.
Article 5. Players must wear close-toed shoes. Cleats with exposed metal are never allowed.
Article 6. Players may wear eye protection to include prescription glasses or flexible sunglasses.
Article 7. Players may wear a face shield molded to the face with no protrusions to protect against
facial injury.
Article 8. Jewelry that in the judgment of a game official might endanger other players must be
removed before play.
Article 9. Player’s finger nails must be trimmed or taped over to protect opponents. Alternatively,
players may wear gloves to protect their opponents.
Article 10. Players may tape forearms, hands and fingers. Players may wear soft gloves, elbow pads,
shin guards, and knee pads. Unyielding items such as braces, casts, or anything with exposed metal
are not allowed.
Article 11. Officials will endeavor to identify missing, incomplete or improperly worn flag belts prior
to the snap and announce for example “number X, down on possession”. The player with the
missing flag violation must fix the issue during the next dead ball situation or leave the field until
they have done so.
Article 12. Go Pro or other camera devices are not permitted on the chest or head. Always confirm
with a director before wearing.

RULE 3: CLOCK MECHANICS


(length of games and stop-clock procedures vary by style)

SECTION 1. GENERAL TIMING PROCEDURES


Article 1. Game time is forfeit time. To avoid a forfeit, teams may use team timeouts to ‘buy’ time.
Forfeit will only officially be declared by an official Tournament Director at their discretion.
Article 2. Time outs are 30-seconds.
Article 3. The offense has a 25-second play clock to snap the ball before a delay of game penalty is
assessed.
Article 4. Length of games and stop-clock procedure vary by style, please refer to individual style
rules books. When officials go to the ‘stop clock’ mechanic the clock will stop / start as listed below:
 Defense gains possession of the ball: on the following snap unless it is a PAT attempt
 Either side is awarded a first down after a punt / on the snap
 Inadvertent whistle / at the ready
 Incomplete passes / on the snap
 Intentional grounding / at the ready
 Offense achieves a first down / clocks stops till referee whistles the ready to play whistle
 Out-of-bounds plays with a player in possession of the ball / on the snap
 Intentional loose ball initiated beyond the line of scrimmage that goes out-of-bounds / on the ready
(judgment call)
 Penalty administration (other than Delay of Game) / depends on previous play
 Delay of game / on the snap
 Referee timeout / at the Referee’s discretion
 Safety / when the receiving team take possession of the ball to attempt a return
 Team timeout / on the snap
 Injury / when player is removed from field (depending on the status of clock on previous play)
 Touchback / on the snap
 Touchdown / on the next snap after the PAT attempt. PATs are untimed downs during ‘stop/pro clock
mechanics’.
 Onside Plays are untimed downs.
Article 5 . In order to keep to schedule, the game clock shall start one minute after the coin toss
formalities have concluded and on the ready-for-play whistle in the second half, regardless if the
teams have taken the field or not.

SECTION 2. TIME OUTS AND CLOCK PROTOCOL


Article 1. Officials may stop the clock as needed.
Article 2. Team timeouts are 30 seconds. After 30 seconds the official will audibly place the offense
on a 25-second play clock. Timeouts do not roll over from the first half. (( How many timeouts? 18U
5v5:2/game Women’s AIO 3/game))
Article 3. Team captains are encouraged to yell “clock?” or “clock check?” in lieu of “time?” to avoid
confusion when requesting a team timeout.
Article 4. Event directors may enter the field of play during any dead ball situation to address
matters they believe should not wait till half-time or the end of the game by calling a ‘Director’s
time-out’.

RULE 4: COIN TOSS


SECTION 1. COIN TOSS
Article 1. Team captains may be asked to bring their game ball(s) to the coin toss for inspection.
Article 2. Game officials will confirm with team captains during the coin toss that the teams are in
correct and legal uniforms (pockets, flags, contrasting colors, unyielding materials, etc.).
Article 3. Referee will issue the first warning about unsportsmanlike conduct, excessive rough play,
and language.
Article 4. During tournament play “Home” or “Away” will be determined using either a strength of
play record (“seeding”) or randomly (“draft-style”).
Article 5. First possession is decided using a coin toss. The head official will ask the ‘calling captain’
their choice of “heads” or “tails”. The official will ask the opposing team to repeat and confirm the
choice before flipping the coin. The head official will then confirm the call. The captain winning the
toss shall choose one of the following options:
 Begin on offense
 Begin on defense
 Designate which goal their team will defend
 Defer their choice to the second half
Article 6. The loser of the coin toss shall make a choice of the remaining options. Before the start of
the second half, the choice of options shall be reversed. If a team captain does not attend the coin
toss, the opposing team will win the toss. 1st choice in the 2nd half will be awarded to the team
who deferred or loser of coin flip from the first half if no defer.
Article 7. In order to keep to schedule, the game clock shall start one minute after the coin toss
formalities have concluded, regardless if the teams have taken the field or not.

RULE 5: CHALLENGE PROCEDURE


SECTION 1. RULE CHALLENGES
Article 1. Only the team captain or head coach may ask the referee questions about rule
clarification and interpretations. Generally, officials are happy to answer quick response and
general questions during the game if they do not impede the game. The priority is to spot the ball
then address questions without impeding the play clock.
Article 2. If a captain or head coach believes an official has made a procedural error they may call
for a timeout. If an official tournament director and the head official agrees that there has been a
procedural error (e.g., wrong down, incorrect penalty yardage, etc.) the procedural error will be
addressed and the timeout will not be charged. The challenge must be made to an official before
the next snap.
Article 3. If a team loses a challenge they lose all timeouts for the half in 7v7 & 8v8 styles. In 4v4,
5v5, & 6v6 teams would lose all remaining time outs for the game. In the event the captain or head
coach loses a procedural challenge and the captain’s team did not possess a legal team timeout a
fifteen-yard unsportsmanlike conduct penalty will be assessed.
Article 4. Only procedural issues may be addressed, not an official’s judgment call or no-call.
Article 5. If the protesting team is unsatisfied with the ruling of the challenge on the field and would
like to elevate the challenge to a league director / head of officials, they may do so.
Article 6. If the protest is ultimately lost, the protesting team will lose all remaining timeouts of that
half. If the protesting team does not have any timeouts left in the half they will lose all of the
timeouts in the following half.
Article 7. If the team doesn’t possess any timeouts at all they will be assessed an unsportsmanlike
conduct penalty.

SECTION 2. ROSTER CHALLENGES


Article 1. To protest a roster, a team captain must specifically request a protest from the officials
and select one individual player to challenge. This must occur while the game is in play and only one
roster protest per team may occur per game.
Article 2. Challenges must be examined by an official tournament director and fully enforced first
before another or cross-protest can be issued.
Article 3. During tournament play if a player is found playing on a team illegally, the team will
immediately forfeit the game the illegal player participated in. They are not allowed to protest back
at that time because the game is no longer in play.
Article 4. If a team loses a challenge they lose all timeouts for the half in 7v7 & 8v8 styles. In 4v4,
5v5, & 6v6 teams would lose all remaining time outs for the game. If the protesting team does not
have any timeouts left in the half they will lose all of the timeouts in the following half. In the event
the captain or head coach loses a procedural challenge and the captain’s team did not possess a
legal team timeout a fifteen-yard unsportsmanlike conduct penalty will be assessed.

RULE 6: OFFENSE
SECTION 1. GENERAL OFFENSE
Article 1. Offensive players must come to a complete stop for one second before the ball is snapped
unless they are the only player in motion.
Article 2. No offensive player may begin a play closer than five yards from a sideline unless they
were momentarily at least 9-yards from a sideline (this is sometimes referred to as “inside the
numbers” or “checking in”). All players must substitute from their sideline only. This allows the
defense to be aware of their presence and avoids deceptive plays by the offense.
Article 3. The ball must be snapped between the center’s legs.
Article 4. It is a false start if any player on offense enters the neutral zone before the snap.
Article 5. The offense may not act or move in a manner that, in the judgment of the covering
official, is clearly intended to cause the defense to encroach. Verbalizing play-calls or snap counts
alone are not acts or moves that should be considered unless they are in conjunction with other
acts or moves. The speed, abruptness, down and distance and if any player pretends to have the
ball or otherwise simulate action at the snap will be considerations.First penalty “illegal procedure”,
Second penalty “unsportsmanlike
Article 6. Direct snaps are legal to any player not on the line-of-scrimmage.
Article 7. The ball will be declared dead if any portion of the ball carrier’s body other than their
hands and feet (knee, elbow, buttocks, ball-in-hand, etc.) touches the ground.
Article 8. The offense is responsible for retrieving the ball and returning it an official or to the line of
scrimmage at the end of each play.

SECTION 2. FUMBLES AND MUFFS


Article 1. Unintentional fumbles and intentional laterals end the play when they hit the ground or
go out of bounds and remain with the team that initiated the act. If a lateral, muffed or fumbled
ball is intercepted before hitting the ground or going out of bounds it remains live.
Article 2. Forward fumbles that hit the ground will be marked where the ball carrier’s feet were
when he/she lost control and not the spot where the ball hit the ground.
Article 3. Muffed snaps will be marked where the ball hit the ground.
Article 4. Fumbles and laterals that hit the ground do not stop the clock.

SECTION 3. RUNNING / JUMPING / DIVING


Article 1. Ball carriers are allowed to leave their feet, jump, and spin as evasive maneuvers in order
to advance the ball as long as they do not put another player’s safety at risk. Not every insignificant
jump or small hop constitutes a safety issue and player safety risk is at the discretion of each
official. Jump cuts or leaping between two defenders is allowed if they do not initiate noteworthy
contact with the defender or put another player’s safety at risk.
Article 2. Ball carriers may not hurdle over another player. Ball carriers may not dive, lunge, or fall
forward in a perceived intentional manner in order to advance the ball or achieve a line-to-gain.
This is a judgment call by the game officials.
Article 3. Ball carriers may extend the ball out in front of them to gain additional yardage.
Article 4. Diving by the defense to capture a ball carrier’s flag is legal.
Article 5. Ball carriers must make every effort to avoid a defender who has established a stationary
position.
Article 6. Runners may leave their feet to avoid collision or falling on another player.
Article 7. Passers may jump vertically to throw the ball over a defender.
Article 8. The offense may use multiple backward hand-offs or laterals. (Laterals backwards hand-
offs past the Line of scrimmage??)

SECTION 4. FLAG GUARDING INCLUDING STIFF-ARMING


Article 1. The ball carrier’s flags must be accessible to the defense throughout the play. Flags may
not be tucked in pants, tucked under jerseys, worn improperly, looped around the waist belt, or
knotted.
Article 2. Flag guarding is the act of a ball carrier denying a defender the opportunity to capture
their flag in any physical way. The ball carrier shall not flag guard by flailing of arms, using their
hands, arms, elbows or extremely dipped shoulders to deny the opportunity of an opponent to
remove a flag.
Article 3. The ball carrier may not swat a defender’s hands away nor pin the flag against their body
using the ball or hands. An official may call flag guarding if they feel that a ball carrier’s natural
running motion gave the ball carrier a decisive advantage over the defender and the running
motion caused part of the ball carrier’s body to block a de-flagging attempt.
Article 4. What constitutes flag guarding is up to the official’s judgment. We recommend you carry
the ball with your hands held high on the body to avoid flag guarding. This is one of the most
difficult transitions for traditional football players. Flag guarding shall not be called if there is no
defensive player within reasonable distance to capture the flag.
Article 5. The ball carrier may bend at the knees to dip low, side cut, skip, or take short hops.
Extreme low dips (sometimes called a “duck-walk”) are legal and do not constitute flag guarding in
themselves, as long as the flag carrier’s flags are still exposed and the defensive player isn’t
physically impeded (i.e. the ball carrier isn’t using his arms, hands, shoulder, ball, etc. to impede the
defender. Normally flag guarding can be avoiding while “duck-walking” when the ball carrier keeps
his hands and elbows high on the body (ex: at shoulder-level). Examples of flag guarding:
 stiff arming
 pinning the flag
 swatting
 using the ball as a stiff arm
Article 6. No penalty will be called if a ball carrier simultaneously flag guards as the defender pulls
the flag.
Article 7. Tampering with the flag in any way to gain advantage is illegal.

SECTION 5. PASS PLAYS


Article 1. Only one forward pass per play. Once the ball has passed the line-of-scrimmage it cannot
be returned to behind the line-of-scrimmage and thrown forward legally.
Article 2. If any portion of the passer’s body is behind the line-of-scrimmage it is a legal pass.
Article 3. All players are eligible to receive a pass unless they have stepped out-of-bounds of their
own accord. Players may re-establish themselves in the field of play and catch the ball if another
player has touched the ball first.
Article 4. Any offensive player who receives either a forward or backward handoff behind
scrimmage can pass the ball from behind the line-of-scrimmage.
Article 5. Backward passes are allowed.
Article 6. If the passer’s flag has been pulled while the passer still has the ball in their hand, it is a
sack. There is no allowance given for the passer’s arm being in motion at the time of the sack. Ball in
hand at all equals a sack.

SECTION 6. INTENTIONAL GROUNDING


*Intentional grounding does not apply to 4v5 or 5v5 Non-Contact where intentional grounding is
allowed.
Article 1. A passer may not throw the ball into the ground to avoid a loss of yardage or conserve
time.
Article 2. An exception to this rule is it is legal to conserve time by intentionally throwing the ball to
the ground immediately (spiking) after receiving either a direct hand-to-hand snap or from the
“shot-gun” formation for styles that do not allow hand-to-hand snaps. The spike must be fluid and
immediate after the snap or it is intentional grounding.
Article 3. A pass may not be intentionally thrown into an area not occupied by an offensive receiver.
Article 4. Passers may not throw the ball out-of-bounds to stop the clock as in NFL or NCAA games.
Article 5. Intentional grounding can occur anywhere behind the line of scrimmage.

SECTION 7. CATCHES
Article 1. A pass is completed when an offensive player simultaneously places at least one foot
inbounds and momentarily maintains possession of the ball.
Article 2. Simultaneous catches between a defensive and offensive player go to the offense.
Article 3. In the event of a bobbled catch, i.e., the ball is batted about by the receiver in an attempt
to catch it, and the intended receiver is de-flagged before taking full possession there is no penalty
for early flag pull.
Article 4. Whether or not a ball is tipped or touched in the air has no bearing on the play as it
applies to fouls anywhere on the field (roughing, personal fouls, illegal contact, etc.).
Article 5. If a receiver steps out-of-bounds of their own accord and is the first to touch a pass, it is
illegal touching. The play will be allowed to continue to a dead ball situation (5-yards from previous
and a loss of down, if accepted).
Article 6. A receiver must “survive the ground” if falling while attempting to make a catch.
Article 7. Receiver cannot intentionally redirect the ball in the direction of their end zone to further
advance the ball.

RULE 7: DEFENSE
SECTION 1. GENERAL DEFENSE
Article 1. Stripping or attempting to strip the ball from a player’s hand, including the quarterback, is
illegal. Stripping is defined as the ball in a players hands for an elapsed period of time and a
defender knocking it out.
Article 2. Defensive teams may not simulate the offensive team’s signals or cadence.(First penalty
“illegal procedure”, Second penalty “unsportsmanlike”)
Article 3. There are no “free plays” for the offense. After the head official blows the ready-for-play
whistle and the snapper puts their hand(s) on the ball, no player may enter the neutral zone until
the ball is moved to start the snap. Entering the neutral zone before the snap is known as “offside”
or encroachment which causes the play to be immediately blown dead and the offending team is
penalized five yards.
Article 4. If a defensive team intentionally commits a penalty in order to achieve a specific goal and
the penalty is declined, any subsequent attempts to continue committing the penalty will result in a
15 yard unsportsmanlike penalty and automatic first down for the offense.
Example: Offense has the ball 2nd down and 3 yards to gain prior to a first down. Defense
intentionally jumps offsides to try and get offense to accept a first down and long line to gain. If
offense declines, and defense immediately attempts the same penalty again, an additional
unsportsmanlike penalty will be enforced.

SECTION 2. ROUGHING
Article 1. Defensive players must make a concerted effort to avoid charging into the quarterback.
Article 2. In general, defensive players may not “crash” the quarterback’s throwing arm, shoulder or
body even if the ball is touched first. This rule applies to holders and kickers as well.
Article 3. It is a quarterbacks right to step into a throw, and the rushers duty to avoid contact. If
contact is significant and forceful at the discretion of the officials, whether attempting to go for the
flag or not, it may be deemed roughing the passer.
Article 4. An insignificant “brush-by” may be allowed by the referee but is not guaranteed.
Article 5. Making contact with the quarterback while blocking a pass or attempting to block a pass
may result in a roughing the passer penalty.
Article 6. Whether or not a ball is tipped in the air has no bearing on the play as it applies to fouls
(roughing, personal fouls, etc.).
Article 7. A roughing penalty will not be enforced if a quarterback initiates contact with a defensive
player while in the throwing motion; for example, during the passer’s follow through the player’s
arm makes contact with an opponent’s hand, arm, or shoulder. In this instance the impetus of the
contact is the action of the quarterback and not the defender. This is a judgment call.

SECTION 3. FLAG PULLING MECHANICS


Article 1. Flag football is a finesse game versus the brute strength game of traditional tackle
football.
Article 2. Flag pulling is the legal removal of a flag from an opponent in possession of the ball. Legal
flag pulls must begin with the hands leading toward the opponent’s hips and flags.
Article 3. No player shall make any contact with an opponent which is deemed unnecessary or
excessive and which incites roughness. (This is a judgment call, IAW NFHS rule 9-4-3g, Illegal
Personal Contact)
Article 4. No player has the right to over-aggressively ‘body up’, ‘wrap up’, ‘play through’, ‘bull
rush’, charge, spear or lead with a shoulder against an opponent even to capture a flag. Players
must play to capture the flag, not to commit Illegal Personal Contact.
Article 5. Pushing out on the sidelines is not permitted unless the defense was making a fair, legal,
and reasonable attempt to pull the ball carrier’s flags, i.e. the defender’s hands were aimed low at
the ball carrier’s hips and flags and not high up on the body.
Article 6. Pushing, striking, holding, slapping or tripping while attempting to pull a flag is not
permitted.
Article 7. A defensive player may not pull the flag of a player who is not in possession of the ball.
Article 8. Any defensive player who removes the flag from an offensive ball carrier is encouraged to
show good sportsmanship and hold the flag above their head to assist the officials in locating the
spot where the capture occurred.
Article 9. Players may be penalized for unsportsmanlike conduct for throwing, spiking, obscuring, or
delaying the ball carrier in recovering their pulled flag.
Article 10. If a player’s flag inadvertently falls off during the play the de-flagging reverts to a one-
hand touch of the runner between the shoulder and the knees.
Article 11. When a ball carrier flag guards and a defensive player pulls the ball carrier’s flag
simultaneously, no penalty will be called for flag guarding.
Article 12. If a defensive player physically contains, tackles, or attempts to tackle the ball carrier
(e.g., bear hugs, holds, wrestles with, obstructs, pushes the ball carrier out-of-bounds, tackles, or
attempts to tackle, etc.) without making a clear, legal attempt to pull the ball carrier’s flag, the
offensive team will be awarded at least one line-zone-to-gain or fifteen-yards (offended team’s
choice) from the spot of foul and an automatic first down.
Article 13. This type of action can result in a score awarded if the foul occurred inside the final line-
zone-to-gain or the covering official reasonably believes the foul is the only thing that prevented
the ball carrier from scoring Refer to Last man rule. Rule 10, Section 20. (Teaching point: Play the
flag not the ball carrier’s body or ball as in traditional tackle football).

SECTION 4. PASS COVERAGE


Article 1. Pass interference normally occurs above the waist; entangled feet are not considered pass
interference. Incidental contact is not considered pass interference.
Article 2. A player may “find” their opponent by reaching out and placing a hand on him/her as long
as touching does not delay or impede him/her. This is not considered pass interference.
Article 3. Contact away from the direction of the pass is not considered pass interference. It is
considered illegal contact. Examples of pass interference include:
 Shoving or pushing off to create separation.
 Playing through the back.
 Hook and turn: grabbing the torso and turning an opponent before the pass arrives.
 Not playing the ball: the defender is looking at the receiver and contact materially impedes the
receiver.
 Arm bars, hooking, restricting, grabbing wrists, or turning a receiver.
 Blocking downfield before the ball has been touched, commonly seen through “pick plays”.
 Cutting off the path of a receiver by being in front of them and slowing down or being beside them
and “riding” them off their path to the ball.
Article 4. Whether a pass is catchable or uncatchable has no bearing on pass interference.
Article 5. A player may use their arms or hands to intentionally obstruct the receiver’s view (face
guarding) of the ball without turning their own head to play the ball as long as contact is not made
with the receiver.
Article 6. If defensive pass interference occurs in the end zone the ball will be placed on the one-
yard line, automatic first down.

SECTION 5. INTERCEPTIONS
Article 1. Interceptions may be returned. In the event of an interception, the intercepting team
must secure the ball with “clean hands,” i.e., they must not have committed a foul before or
simultaneous to the interception.
Article 2. If the intercepting team gained the interception with “clean hands” they will be awarded a
first down where the ball becomes dead regardless of penalty occuring during/after obtaining
possession. (flag pull, stepping out-of-bounds, fumbled, etc.)
Article 3. The ball will be spotted wherever the ball was at the time of the flag pull or the ball carrier
left the field-of-play.
Article 4. Fouls by the intercepting team after an interception will be assessed from the spot of the
foul. Fouls by the intercepted team after the interception will be assessed at the end of the run.

RULE 8: SCORING
SECTION 1. POINT AFTER TOUCHDOWN (PAT)
Article 1. A touchdown occurs when the ball carrier crosses the football over the plane of their
endzone before the ball carriers flag is pulled. Once the scoring team has informed an official of
which point conversion choice they want to attempt the decision cannot be changed unless the
scoring team uses a team timeout.
Article 2. If a penalty occurs during an extra point attempt, the penalty will be assessed but the
extra point value remains the same.
Article 3. Decisions cannot be changed after a penalty. For example, if the offense attempts a 1-
point PAT and is penalized five yards for a false start, they cannot change their mind and go for a 2-
point PAT, regardless if the offensive team calls a timeout.
Article 4. Unsportsmanlike conduct and personal fouls during successful touchdown attempts will
be assessed at half the distance to the goal during the PAT attempt (e.g., 2-point PAT attempts will
be spotted at the 5-yard line and 1-point attempts at the 2 ½-yard line) or on the kickoff. All other
defensive penalties may be declined by the offense and the score will stand.
Article 5. Dead ball fouls committed by the offense that do not carry a loss-of-down penalty (false
start, offside, etc.) will result in penalty yardage assessed and the down replayed.
Article 6. Fouls by the offense during a PAT attempt that carry a loss-of-down penalty (flag
guarding, illegal advancement, illegal forward pass, etc.) will result in the PAT being “no good” and
the attempt will not be repeated.
Article 7. Fouls committed by the offense in unsuccessful PAT attempts will be declined by the
defense and the PAT will be “no good” and will not be replayed.
Article 8. Fouls simultaneous to the snap (illegal shift, illegal motion, illegal formation, etc.), if
accepted, will result in penalty yardage assessed and the down replayed.
Article 9. Fouls by the defense during an unsuccessful PAT attempt will result in a retry after the
options are administered. The offense may opt to accept or decline penalty yardage before the
retry.
Article 10. Interceptions on any PAT can be returned by the defense for two points regardless of
PAT point attempted.
Article 11. If multiple changes of possessions occur on a PAT, resulting in the original offensive team
scoring, they will be awarded points based on the original attempt. i.e. 1 point if they were
originally going for 1, or 2 if they were going for 2, etc.

SECTION 2. SAFETIES
Article 1. Terminologies and Designations – Team A is the team that initiates the snap. Team B is
the opponent that began the play on defense. Safeties occur when the ball becomes dead in the
offense’s (Team A’s) end zone or Team A commits a foul in their end zone. The team’s End Zone is
the one it is defending. The goal line is IN the End Zone. Examples include:
 Grounded fumbles in or out of Team A’s end zone (sidelines and end line).
 A player in possession of the ball has their flag pulled in the end zone (except after a change-of-
possession).
 The ball carrier going out-of-bounds behind the goal line (except after a change-of-possession).
 The ball is snapped out of the end zone.
Article 2. Team B Exceptions:
 A flag pull immediately after an interception by Team B in the end zone is a touchback, not a safety. A
Team B player going out-of-bounds behind the goal line immediately after an interception in the end
zone is a touchback, not a Safety.
 If the ball is intercepted by Team B in the end zone and Team B fouls in the end zone prior to the ball
being brought back into the field-of-play (example: flag guarding) the result of the play is a touchback
and the foul will be administered from the touchback spot. This will not a safety.
 If the ball is intercepted Team B between the 5-yard line and the goal line and the player’s momentum
takes them into the end zone where the ball becomes dead in Team B’s possession or Team B fouls in
the end zone (example: flag guarding) the ball belongs to Team B and the penalty will be assessed
from the spot where it was intercepted. It is a touchback. It is not a safety.

RULE 9: OVERTIME
SECTION 1. GENERAL PROCEDURES
Article 1. Only one coin toss is allowed during overtime regardless of the number of overtime
periods played.
Article 2. If additional overtimes are played, the captains will alternate choices (for example: the
winner of the overtime coin toss chooses defense. If there is another overtime period the loser of
the overtime coin toss now gets to choose).
Article 3. For winning the coin toss, a team may choose offense, defense
Article 4. Kicking for points in overtime is allowed at the 8v8 Contact formats if goal posts are
available.
Article 5. Each team is allowed one timeout per each overtime period.
Article 6. Interceptions are returnable in overtime for two points in extra point shootouts.
Article 7. Overtime penalties will be assessed as during the regular game. Styles of play that enforce
penalties differently in the last 2 minutes do not apply in overtime.
Article 8. The goal line shall always be the line-to-gain in overtime, regardless of the number of
overtimes played.
Article 9. During 3rd OT the winner will be determined by longest play, with the exception of
Championship games. Those continue with extra points.

RULE 10: OFFICIATING


SECTION 1. GENERAL OFFICIATING
Article 1. Officials do not have to call everything they see but they must completely see everything
they call.
Article 2. Game officials may not use any recording or replay in making any decision relating to the
game.
Article 3. Officials must not tolerate taunting, baiting, and unsportsmanlike acts.
Article 4. Game official must err on the side of safety while officiating.

SECTION 2. ENDING THE GAME / FORFEITS


Article 1. The game may not end with a defensive penalty unless it is declined.
Article 2. Penalties by the offense that include a loss of down with time expired in either half (i.e.,
there is no time on the clock) will not extend the half or game.
Article 3. Offsetting penalties will not extend the half or game.
Article 4. Forfeits that occur prior to game will be recorded as 28-0 for 4v4 and 5v5 games and 17-0
for 7/8/9 player formats. Forfeits that occur during the game will be recorded at these scores or the
actual score of the game at the time of the forfeit, whichever is the larger differential.
Article 5. A forfeit will not be official until expressly issued by a director only and deemed final.
Article 6. Team’s and players participating in multiple styles that are not guaranteed to be
scheduled separately, or in the same schedule block, are required to have enough players to
participate to avoid a forfeit and no rescheduling or holding the game up will be administered.
Article 7. It is each team’s responsibility to have enough players present at the coinflip in order to
avoid a forfeit, even in the event of other divisions or fields running behind. The only time a game
will be held up officially is when those styles have specifically been guaranteed not to overlap as
detailed on the event page. If you are not certain if your team’s games will overlap, make sure to
double check prior to schedules being released.
Article 8. No period or half can end if there is an obvious timing error or any other irregularity has
occurred and verified.
Article 9. Four unsportsmanlike by one team will result in a forfeiture.

SECTION 3. PREVENTATIVE OFFICIATING


Article 1. Officials should aim to assist teams to avoid penalties (preventative officiating). Cautions
and teaching points are appropriate most times.
Article 2. It is not the mission of the game officials to flag every small, nuanced infraction of
traditional high-level football unless it produces a significant unfair advantage. Preventative
officiating examples include:
 Warning players about unsportsmanlike conduct during the coin toss
 Reminding coaches and players how the clock works
 Clarifying rules
 Tell the quarterback to “wait for my whistle”
 Give players warnings when appropriate
 Remind players on the line to “check with me / look at me” to help them line up correctly
 Announcing “10 seconds to snap, please” and counting down: five, four, three, etc.
 Announcing “balls away” to let the defensive players know they can stop pursuing the passer
 Yelling ‘forward’ or ‘back’ while observing a pass to leave no doubt what you saw
 Keeping sidelines clear of players and coaches etc.
Article 3. Prior to a snap, officials can require and warn players to adjust their flags to their proper
alignment. Repeated warnings of this nature can result in an unsportsmanlike penalty.
Article 4. Teams must be located on opposite sidelines and substitute from their own sideline while
game is in play.
Article 5. When teams and players are in the team area, adequate room along the sideline must be
made available in order for officials to work the sideline and properly officiate the contest.

SECTION 4. MECHANICS OF OFFICIATING


Article 1. No penalty or penalty flag stops a live play.
Article 2. Be ‘game-aware’ of where you should be to make your best call.
Article 3. Officiating is a team sport. Keep regular eye-contact with fellow officials and mimic their
commands and hand signals.
Article 4. Remember to ‘dead ball’ officiate. Just because the play is over doesn’t mean you don’t
have to pay attention.
Article 5. Officials must highly endeavor to announce down and distance before any snap. While it
always the team coach’s responsibility to be game aware, the officiating crew should always
endeavor to keep them informed.
Article 6. Resist the temptation to watch the ball in the air, no foul has ever occurred up there.
Watch your players.
Article 7. Resist the temptation of running with the whistle in your mouth to avoid inadvertent
whistles.
Article 8. Use short-underhand tosses to avoid hitting players with the ball when relaying the ball to
a game official.
Article 9. Officials should throw their hat to the ground when they see a player step out-of-bounds.
Article 10. All officials will respect the calls of other officials. However, it is purely acceptable for an
official to ‘come over the top’ of another official if the official had a better angle or saw something
the other did not.
Article 11. In order to be convincing and ‘sell’ your calls: use strong whistle and flag mechanics,
clear and crisp signals and a strong and clear voice.
Article 12. In the interest of safety do not attempt to throw your penalty flag to the exact spot of
the foul when you may inadvertently hit a player with the thrown flag. Throw it somewhere parallel
to the spot of the foul, but DO throw your flag to acknowledge a penalty occurred.

SECTION 5. MARKING THE SPOT


Article 1. The ball will be spotted wherever the ball was at the time of the flag pull or the ball carrier
left the field-of-play.
Article 2. A ball spotter / ball marker or line judge shall be used to mark the line-of-scrimmage.
Article 3. When a ball carrier’s flag accidentally falls off — but not as a result of any action by the
defense — that player will be downed by one-hand touch.
Article 4. Flag guarding is notionally and effectively the end of the play. However, the play will be
allowed to come to its natural dead-ball situation without the whistle being blown.
Article 5. If a defensive player initiates contact with a ball carrier while making an attempt to
capture the ball carrier’s flag and that force causes the ball carrier backward prior to the flag being
captured ‘forward progress’ will be awarded as long as the ball carrier does not make a move under
their own power to continue the play.
Article 6. If the ball is intercepted in the end zone and intercepting team fouls in the end zone prior
to the ball being brought back into the field (example: flag guarding) the result of the play will be a
touchback and the foul will be administered from the touchback spot. This will not result in a safety.
Article 7. If the entire ball is brought back into the field of play and then a foul occurs anywhere on
the field, including the end zones, the penalty will be administered from the spot of the foul.

SECTION 6. PENALTY ENFORCEMENT


Article 1. Penalties are assessed for live ball fouls in the order they occurred before dealing with
dead ball fouls.
Article 2. Live ball and dead ball fouls do not offset one another.
Article 3. Officials may accept or decline penalties on a coach’s behalf if they are obvious. However,
the coach has the last word.
Article 4. There is no limit of how many dead ball fouls can be enforced.
Article 5. Penalties will be assessed half the distance to the goal when the yardage is more than half
the distance to the goal.
Article 6. Fouls simultaneous to the snap,will be blown dead, if accepted, will result in penalty
yardage assessed and the down replayed.
Article 7. An official shall have the authority to rectify an error and correct a down until the series
has ended.
Article 8. Penalties associated with automatic first downs: An offended team may accept the
automatic first down portion of a penalty but decline the yardage portion or they may accept both
the yardage and the automatic first down.
Article 9. Yardage portions of any penalty may be declined.
Article 10. Disqualifications, Ejections and Unsportsmanlike Conduct are the only three penalties
that cannot be declined.
Article 11. The loss-of-down aspect of a penalty has no significance following a change of
possession or if the line to gain is reached after the enforcement.
Article 12. If an Opponent of the scoring team commits a foul (other than unsportsmanlike conduct
or nonplayer foul) during a down in which a touchdown is scored and there was no change in
possession, offense may accept the result AND choose enforcement on PAT or Next Possession.
NFHS 2023 rulebook: Page 69 for reference

SECTION 7. ESTABLISHING ZONE-LINE-TO-GAIN


Article 1. For live ball fouls, the penalty yardage will be marked off first, then the next line-to-gain
(first-down marker) will be established.
Article 2. On a change of possession, all live-ball penalties will be administered prior to determining
the next line-to-gain. Once that line is established all dead ball penalties will be administered.
Article 3. To determine if a first down was achieved on any given running or passing play, the
official will mark off any un-administered live-ball penalty yards before making the determination.
Article 4. If a penalty awards an automatic first down (e.g., roughing the passer) and the original
line-to-gain was not achieved after the yardage was resolved, the original line-to-gain will remain in
effect.
SECTION 8. PACE OF PLAY
Article 1. Officials will hustle but not hurry. They must control the game and not let an anxious team
set the pace. Please keep a consistent and brisk pace throughout the game to ensure teams get the
maximum amount of playing time possible.
Article 2. If a snap occurs before the officials are ready, ready-to-play whistle or announcement, the
ball will be blown dead and the quarterback issued a warning for the first offense. For the second
offense a Delay-of-Game penalty will be earned.
Article 3. Officials may stop the clock as they see fit in order to administer a fair, controlled contest.
Article 4. Offensive teams may not take advantage of defensive substitutions to run “quick snap”
plays to catch defensive teams not ready. Offense does not have to wait for defense if officials are
set and ready to play has occurred.

SECTION 9. MOMENTUM RULE


Article 1. If the ball is intercepted between the 5-yard line and the goal line and the player’s
momentum takes them into the End Zone where the ball becomes dead in their possession or the
intercepting team fouls in the end zone (example: flag guarding) the ball belongs to the intercepting
team and the penalty will be assessed from the spot where it was intercepted. It is not a touchback.
It is not a safety.

SECTION 10. CONTACT ABOVE THE SHOULDERS


Article 1. Safe play is our utmost concern. Officials will penalize any noteworthy contact above the
shoulders (head, neck, or face) between players, even if accidental.

SECTION 11. HOLDING


Article 1. Holding is a judgment call. Officials will penalize any noteworthy hold that provides a
significant unfair advantage. A simple tug or momentary grasp may not necessarily constitute
holding. Holding is an attempt to gain a physical advantage by using hands or arms to hook, lock,
clamp, grasp, encircle or restraining an opponent. Be aware defenders will be given the benefit of
the doubt if the ball carrier’s shirt is untucked.

SECTION 12. ILLEGAL PERSONAL CONTACT


Article 1. No player may make contact with an opponent that is judged to be unnecessary or
provokes rough-play or retaliation.
Article 2. In the judgment of the game official, when one player uses enough force to knock another
to the ground by pulling, tripping, bear-hugging, charging, sweeping, flinging, shoving, ‘bodying-up’
etc. Whether or not the player goes to the ground is irrelevant.
Article 3. It is possible for a player(s) to go to the ground and it not be considered Illegal Contact,
such as unintentional collision, i.e., the runner and defender meeting in the same space during the
play, when a defender is making a fair, safe and reasonable attempt to capture the ball carriers flag
and the ball carrier is making a fair, safe and reasonable attempt to avoid the defender. Simply
stated, two solid objects tried to occupy the same space at the same time.
Article 4. If a defender trips or compresses a ball carrier while pursuing the offensive player from
the rear (typically seen in break-away plays), even if the defender is making a fair and reasonable
attempt to capture the ball carrier’s flag, the defender will be called for Illegal Contact. The
defender is obliged to make a fair, SAFE and reasonable attempt.
Article 5. Safety is paramount.
Article 6. Incidental contact between opponents that does not grant either player an advantage
should not be penalized.

SECTION 13. COOL DOWN PERIOD


Article 1. Before, or instead of, disqualification or ejection an official may order (but is not required
to) a player a “cool down” period if the official chooses.
Article 2. Players should think of this ‘cool down’ as a warning before being ejected and be thankful
for it.
Article 3. This period will consist of five consecutive plays and will be tracked by the official that
ordered the ‘cool down’.
Article 4. The player must be off the field for five consecutive plays regardless. A score or other
event does not release the player back to the field. They must stay off the field for five consecutive
plays.

SECTION 14. DISQUALIFICATIONS AND EJECTIONS


Article 1. Disqualifications, Ejections and Unsportsmanlike Conduct are the only three penalties that
cannot be declined. They are completely the option of the game officials. The yardage portion of
the penalty may be declined but infraction itself cannot.
Article 2. The difference between disqualification and ejection is completely the determination of
the presiding referee and may not be appealed.
Article 3. Disqualifications are normally reserved to address lower-level transgressions.
Article 4. A disqualification will last for the remainder of the contest the player was disqualified for.
Article 5. A disqualified player may play in the next scheduled contest.
Article 6. An ejected player may not play in the next scheduled contest. They must sit out at least
one additional game.
Article 7. Any official may disqualify a player.
Article 8. To eject a player all officials must agree and it must be reported to the Style Director prior
to play resuming. A Director makes the final decision on a disqualification or ejection
Article 9. Ejections / disqualifications may occur for but are not limited to:
 A second unsportsmanlike or personal foul on a single player
 Any act deemed egregious by the head official
 Disrespectfully addressing or intentionally touching a game official
 Four unsportsmanlike and /or personal fouls by one team (forfeiture)
 Fighting of any kind, with punches thrown or landed, or involving yourself with a fight in order to
escalate the situation without control.

SECTION 15. UNSPORTSMANLIKE CONDUCT


Article 1. Disrespect toward an official, coach, spectator or another player will constitute
unsportsmanlike conduct.
Article 2. Players shall not ‘showboat’, taunt, spike the ball or flag belt toward an opponent, or be
excessive in any way, to include using force against or verbally attack or harass another player.
Article 3. Celebrations are fine but keep them short, conservative and not directed at an opponent.
Article 4. Use of inflammatory words or gestures is prohibited.
Article 5. If unsportsmanlike conduct occurs during a live play and the team did not score on that
play, the penalty will be assessed from the new line-of-scrimmage, i.e., will be added to or
subtracted from the end of the play.

SECTION 16. FIGHTING


Article 1. Fighting will lead to immediate ejection, possible suspension or lifetime exclusion.
Article 2. Fighting is any act or attempt to act by a player or non-player to strike or engage a player
or non-player in a combative manner unrelated to football. Such acts include, but are not limited to,
attempting to or striking with the arms, hands, legs, feet, or foreign object whether or not there
was contact.
Article 3. Any player who comes off the sideline to participate in a fight will be disqualified or
ejected.
Article 4. If either team leaves the bench during a fight the game will be forfeited immediately.

SECTION 17. BENCH FOULS / WARNINGS


Article 1. Teams may incur bench fouls for a variety of reasons to include but not limited to:
 Players or non-players interfering with play or an official
 Disrespect toward officials or other players or non-players
 Players or non-players in the designated restricted zone during a live play
 Non-players on the field of play
 Teams not remaining in the designated team box
 Coaches on the field or becoming entangled in a live play

SECTION 18. INADVERTENT WHISTLE


Article 1. If an official blows an inadvertent whistle they will declare the ball dead where the ball
was at the time the inadvertent whistle. The team against which the action offended may have the
option of accepting the play (i.e., the yards gained and the down advances) or replaying the down
from the original line-of-scrimmage.
Article 2. If the ball was in the air when the inadvertent whistle occurred it will be returned to the
line-of-scrimmage and the down will be replayed.
Article 3. If a penalty marker is thrown prior to an inadvertent whistle, an accepted penalty will be
administered as in any other play situation. When the foul is accepted, the inadvertent whistle is
disregarded.
Article 4. When an inadvertent whistle is triggered by an unfair act or an act used to deceive or
confuse a game official the officiating crew may use their collective judgement to fairly adjudicate
the situation. It may result in yardage awarded, a score granted, and/or the guilty player
disqualified, etc. It is solely up to the officiating crew to decide.

SECTION 19. UNFAIR ACTS RULE


Article 1. Neither team shall commit act(s) which, in the judgment of the game officials, tends to
make a travesty of the game.
Article 2. The head official may enforce any penalty or remedy any situation with anything he/she
considers equitable — including the award of a first down, a line-zone-to gain, a replay, a score with
the approval of an official tournament director.
Article 3. If an ineligible player (ex: not on the roster, previously disqualified or previously ejected)
is discovered by any means (ex: observation, challenge, etc.) participating in a live ball play that
team will forfeit the game and the Unfair Act is assessed to the head coach.

SECTION 20. LAST PLAYER RULE AND PENALTY


Article 1. If the last defensive player physically contains the ball carrier (e.g., bear hugs, flagrantly
holds, pushes the ball carrier out-of-bounds above the hip, tackles, attempts to tackle, etc.) without
making a clear, legal attempt to pull the ball carrier’s flag or commits illegal contact, the offensive
team will be awarded at least one line-zone-to-gain distance from the spot of foul and an automatic
first down.
Article 2. In the spirit of the Unfair Acts Rule: Officials have the discretion to award a score if a
flagrant foul occurred inside the final line-zone-to-gain or they reasonably believe a foul is the only
thing that prevented the ball carrier from scoring. To evoke this rule we require there must be total
agreement of all game officials that saw the foul. (IAW Rule 9-9-5 NFHS).

SECTION 21. ESCALATION LADDER


Article 1. The escalation ladder helps you determine an appropriate way of dealing with difficult
situations. It is not a road map to be followed exactly, it doesn’t have to be followed step-by-step.
However, try to handle the situation at the lowest-level possible if appropriate.

ADULT 5V5 NON-CONTACT RULES


The following 5v5 non-contact flag football rules for men and women are USA Flag approved.
Read through the General Rules first, as they apply to every style we offer, then also make sure and
check out the style-specific rules below that are unique to this format.

RULE 1. OVERVIEW
SECTION 1. THE FIELD
Article 1. Standard dimensions of the field are 60 yards long by 25 yards wide with 7 yard endzones.
Approved field sizes may fluctuate from 53-64 yards long when necessary, or 23-30 yards wide.
Endzones should not be shorter than 5 yards.

SECTION 2. THE GAME


Article 1. Game Time is FORFEIT TIME – upon approval by a USA Flag director. Guaranteed schedule
blocks in scenarios where fields may be behind are the only exception, where teams will be given
reasonable time to get to their next games at the discretion of the USA Flag directors.
Article 2. Minimum 3 players to start a game. May only have up to 5 players on the field at any one
time.
Article 3. The offensive team takes possession of the ball at their 5-yard line and has three plays to
cross mid-field. Once a team crosses mid-field they have three plays to score. If the offensive team
fails to cross mid-field, the ball changes possession. If the offense does not score, the ball changes
possession. All drives start from the 5-yard line with the exception of an interception.
Article 4. No blocking is allowed. No intentional contact is allowed.

SECTION 3. GAME CLOCK FORMAT


Article 1. Tournament clock is 25 minutes long. Two 12 minute halves and 1-minute halftime.
Article 2. Each team has two 30 second timeouts PER GAME. If a time out is called after a TD the
clock will not run until the change of possession and the offense snaps their ball.
Article 3. The play clock is 25 seconds from the end of the previous play.

SECTION 4. FIRST HALF CLOCK


Article 1. The clock will run continuously during the 12 minutes of the first half unless a team
timeout is used or play is stopped by an official (e.g. deal with an injury, challenge, referee
conference, game management purposes, etc.)
Article 2. The head official will give a verbal two-minute warning (for rule specific changes inside 2
minutes)
Article 3. The clock will run during point-after-touchdown attempts (PATs) in the first half unless
either team opts to use a team timeout.

SECTION 5. SECOND HALF CLOCK


Article 1. In the second half the clock will run continuously for the first 11 minutes unless a team
timeout or an official’s time out is used.
Article 2. The one-minute warning will stop the clock in the second half if the score difference is 8
points or less.
Article 3. The head official will give a verbal two-minute (for rule specific changes) and one-minute
warning as close as possible to the actual marks but will not interrupt a live play.
Article 4. At the one minute warning officials will use a ‘stop’ clock mechanic for the remainder of
the contest.

RULE 2. OFFENSE
SECTION 1. RUNNING
Article 1. The quarterback may not run unless the ball has been thrown back, handed or pitched to
him or her in the backfield.
Article 2. Teams may handoff (unlimited), pitch, or throw back in the backfield. UNLIMITED laterals
or throwbacks behind the LOS are allowed for the player to remain eligible to pass.
Article 3. Pitching (backwards/laterally) is allowed downfield (unlimited). Handoffs are allowed
forward or backwards when behind the line of scrimmage, and only backwards beyond the line of
scrimmage. A handoff DOES NOT count as a lateral/throwback.
Article 4. A forward pass DOES NOT have to cross the LOS to be a legal play.
Article 5. If the ball is placed on the “Back” of ANY player, the player MUST run the ball (no give and
go to the QB on the back)
Article 6. No run zones are located 5 yards before mid-field and 5-yards before the end zone. You
may not run the ball in the no run zone (5-yards before the first down and end zone), only forward
passes are allowed to advance the ball past the line of scrimmage. Laterals and handoffs are still
allowed.
Article 7. Ball is spotted where the ball is at the time of the flag pull. The ball must break the plane
of the midfield or goal line to be considered a first down or touchdown.
Article 8. Players may NOT block down field in any form.

SECTION 2. PASSING
Article 1. The quarterback has 5 seconds to pass the ball if there is no rush. If the ball is not thrown,
then the play is dead. After the ball is ruled dead it is returned to the line of scrimmage.
Article 2. Once the ball is handed off or pitched backwards the 5 second count stops. If the
defensive team rushes, then there is no 5 second count.

SECTION 3. RECEIVING
Article 1. All players are eligible to receive a pass, including the quarterback, if the ball has been
pitched or handed off in the backfield.

RULE 3. DEFENSE
SECTION 1. RUSHING THE QUARTERBACK
Article 1. Players that blitz/rush the quarterback must be a minimum of 7 yards from the line of
scrimmage when the ball is snapped.
Article 2. The 7 yards will be measured off by a referee.
Article 3. Players that are not 7 yards from the line of scrimmage when the ball is snapped may not
enter into the backfield until there is a change of possession.
Article 4. The blitzer/rusher is allowed a direct lane to the line of scrimmage as long as he or she
rushes from either side of the center or outside the bunch formation. The offense must avoid
interfering with the rusher if he or she has established a lane. Officials will announce LANE or NO
LANE for rushers/blitzers prior to the snap. This is a judgment call/decision based on the spacing
between the players in the offensive formation. A space of 6ʺ or greater in length between two
players constitutes a lane at the officials discretion.
Article 5. The rush of a blitzer has to be immediately after the snap, quick and straight towards the
point where the quarterback receives the snap in order to retain the right of way. If a blitzer is
rushing late, slowly, aiming at another spot, changing direction during the rush or just does not rush
the quarterback, the player loses the right of way but still can participate as any other defensive
player.

RULE 4. SCORING
SECTION 1. POINTS
 Touchdown: 6 points
 Point After Touchdown:
o (PAT) 1 point from the 5-yard line (no-run zone in effect)
o 2 points from the 12-yard line, run, pass (outside of no-run zone)
o Interceptions returned on PAT’s are worth 2 points
 Safety: 2 points

SECTION 2. MERCY RULE


Article 1. No Mercy Rule during pool play games. If a team is up by 28 points or more during
bracket play at any time or 19 Points at the final minute, the game will be over.

SECTION 3. PENALTIES INSIDE 2 MINUTES


Article 1. All penalties inside of 2 minutes of BOTH halves remain the same except:
 Defensive delay of game (+ 15 yards Unsportsmanlike & 1st Down)
 Leading Team – Offensive delay of game (LOD + clock stops) (only second half)
 Offensive Pre-snap penalties – yardage + LOD
 Defensive Pre-Snap – yardage + Automatic first down

ADULT 5V5 AIR-IT-OUT RULES


The following 5v5 Air It Out flag football rules for men and women are USA Flag approved.
These rules are an extension of our 5v5 Non-Contact rules so read through those, along with the
General Rules first, as they apply to every style we offer. Below are the changes to this style for Air
It Out:

RULE 1: AIR IT OUT CHANGES


SECTION 1. OFFENSE
Article 1. The offensive team has 4 plays to get a first down, and 4 plays to score once a first down
is achieved. (Can you punt if you don’t make midfield??)
Article 2. The quarterback may not run or cross the line of scrimmage at any point. All plays must
include a forward pass that advances the ball. A forward pass can be legally completed behind the
line of scrimmage and advanced.
Article 3. No Laterals or handoffs of any kind on offense or defense. Any intentional or inadvertent
lateral or handoff will be deemed an illegal pitch at the spot where the ball is handed or lands in an
attempted lateral. This is a live ball penalty. Illegal advancement will incur a 5 yard penalty from the
spot of the foul and a loss of down.
Article 4. Teams are awarded 3 timeouts per game.
**************************************************

YOUTH 5V5 STANDARD RULES


The following 5v5 non-contact flag football rules for men and women are USA Flag approved.
Read through the General Rules first, as they apply to every style we offer, then also make sure and
check out the style-specific rules below that are unique to this format.

RULE 1. OVERVIEW
SECTION 1. THE FIELD
Article 1. Standard dimensions of the field are 60 yards long by 25 yards wide with 7 yard endzones.
Approved field sizes may fluctuate from 53-64 yards long when necessary, or 23-30 yards wide.
Endzones should not be shorter than 5 yards.

SECTION 2. THE GAME


Article 1. Game Time is FORFEIT TIME – upon approval by an USA Flag director.
Article 2. Minimum 3 players to start a game. May only have up to 5 players on the field at any one
time.
Article 3. The offensive team takes possession of the ball at their 5-yard line and has four plays to
cross mid-field. On 4th down, teams have 5 seconds to declare to go for it or punt. Once a team
crosses mid-field they have three plays to score. If the offensive team fails to cross mid-field, the
ball changes possession.
Article 4. If the offense does not score, the ball changes possession. All drives start from the 5-yard
line with the exception of an interception or failed 4th down conversion, where defense takes over
at the spot.
Article 5. No blocking is allowed. No intentional contact is allowed.

SECTION 3. EQUIPMENT
Article 1. Approved football sizes:
 9U and below: Pee-wee, junior, and youth size footballs allowed
 10U-13U: Junior and youth size footballs allowed
 14U: Youth size football (with option of using regulation high school sized ball)
Article 2. Teams must wear Youth Shruumz or Sonic Flag-a-Tag flags (if custom flags are worn they
must be of equal dimensions as Sonic flags). NO NFL FLAG BELTS. Flags will not be allowed that have
been altered (cut, taped, etc.). Mushroom Flags are not allowed for youth. The flags cannot be the
same color as a player’s shorts.

SECTION 4. COACHES
Article 1. Coaches are volunteers whose role it is to help young people learn to play and enjoy
football. Parents are encouraged to support their youth and their coach at all times.
Article 2. Coaches (1 Coach per Team) in the 8U and under divisions only are permitted on the field
to assist players with their position alignment and mentoring on offense only (no coaches allowed
on the field while on defense). At the snap, on-field coaches must be 5 yards behind the
quarterback and are not allowed to continue instructing or coaching until the play ends. Coaches
are not allowed to move or interfere with the play in any way or may be called for Unsportsmanlike
penalty if deemed intentional or play-altering.
Article 3. Coaches of all other age divisions may not come on to the field of play during a game
unless a player is injured. Coaches who come on the field of play anytime during a game will be
penalized. One sideline warning per game will be issued after which the following penalties will
result:
 Coach on the field during live action = unsportsmanlike conduct
 Coach on the field during a dead ball = delay of game
Article 4. Only three coaches per team are allowed on the sidelines. ONLY THE HEAD COACH CAN
ADDRESS THE GAME OFFICIALS.

SECTION 5. GAME CLOCK FORMAT


Article 1. Tournament clock is 25 minutes long. Two 12 minute halves and 1-minute halftime.
Article 2. Each team has two 30 second timeouts PER GAME. If a time out is called after a TD the
clock will not run until the change of possession and the offense snaps their ball.
Article 3. The play clock is 25 seconds from the end of the previous play.

SECTION 6. FIRST HALF CLOCK


Article 1. The clock will run continuously during the 12 minutes of the first half unless a team
timeout is used or play is stopped by an official (e.g. deal with an injury, challenge, referee
conference, game management purposes, etc.)
Article 2. The head official will give a verbal two-minute warning (for rule specific changes inside 2
minutes)
Article 3. The clock will run during point-after-touchdown attempts (PATs) in the first half unless
either team opts to use a team timeout.

SECTION 7. SECOND HALF CLOCK


Article 1. In the second half the clock will run continuously for the first 11 minutes unless a team
timeout or an official’s time out is used.
Article 2. The one-minute warning will stop the clock in the second half if the score difference is 8
points or less.
Article 3. The head official will give a verbal two-minute (for rule specific changes) and one-minute
warning as close as possible to the actual marks but will not interrupt a live play.
Article 4. At the one minute warning officials will use a ‘stop’ clock mechanic for the remainder of
the contest.

RULE 2. OFFENSE
SECTION 1. RUNNING
Article 1. The quarterback may not run unless the ball has been thrown back, handed or pitched to
him or her in the backfield.
Article 2. Teams may handoff unlimited times in the backfield. Handoffs are allowed forward or
backwards when behind the line of scrimmage, and only backwards beyond the line of scrimmage.
A handoff DOES NOT count as a lateral/throwback.
Article 3. Lateral rules:
 13U and younger may lateral once behind the line of scrimmage per play, but may not lateral/
pitch/handoff at any time past the line of scrimmage.
 Divisions 14U and older may execute unlimited laterals in the backfield and downfield.
 Any player who receives a handoff, pitch or lateral behind the line of scrimmage may throw the ball as
long as he or she is not fully beyond the line of scrimmage.
Article 4. A forward pass DOES NOT have to cross the LOS to be a legal play.
Article 5. If the ball is placed on the “Back” of ANY player, the player MUST run the ball (no give and
go to the QB on the back)
Article 6. No run zones are located 5 yards before mid-field and 5-yards before the end zone. You
may not run the ball in the no run zone (5-yards before the first down and end zone), only forward
passes are allowed. The no run zone does not apply to the 6U division.
Article 7. Ball is spotted where the ball is at the time of the flag pull. The ball must break the plane
of the midfield or goal line to be considered a first down or touchdown.
Article 8. Players may NOT block down field in any form.

SECTION 2. PASSING
Article 1. The quarterback has 7 seconds to pass the ball if there is no rush. If the ball is not thrown,
then the play is dead. After the ball is ruled dead it is returned to the line of scrimmage.
Article 2. Once the ball is handed off or pitched backwards the 7 second count stops. If the
defensive team rushes, then there is no 7 second count.

SECTION 3. RECEIVING
Article 1. All players are eligible to receive a pass, including the quarterback, if the ball has been
pitched or handed off in the backfield.

RULE 3. DEFENSE
SECTION 1. RUSHING THE QUARTERBACK
Article 1. Rushing is ONLY allowed for 8U divisions and up and is NOT allowed for youth ages 7U and
below.
Article 2. Players that blitz/rush the quarterback must be a minimum of 7 yards from the line of
scrimmage when the ball is snapped.
Article 3. The 7 yards will be measured off by a referee.
Article 4. Players that are not 7 yards from the line of scrimmage when the ball is snapped may not
enter into the backfield until there is a change of possession.
Article 5. The blitzer/rusher is allowed a direct lane to the line of scrimmage as long as he or she
rushes from either side of the center or outside the bunch formation. The offense must avoid
interfering with the rusher if he or she has established a lane. Officials will announce LANE or NO
LANE for rushers/blitzers prior to the snap. This is a judgement call/decision based on the spacing
between the players in the offensive formation.
Article 6. The rush of a blitzer has to be immediately after the snap, quick and straight towards the
point where the quarterback receives the snap in order to retain the right of way. If a blitzer is
rushing late, slowly, aiming at another spot, changing direction during the rush or just does not rush
the quarterback, the player loses the right of way but still can participate as any other defensive
player.

RULE 4. SCORING
SECTION 1. POINTS
 Touchdown: 6 points
 Point After Touchdown:
o (PAT) 1 point from the 5-yard line (no-run zone in effect)
o 2 points from the 12-yard line, run, pass (outside of no-run zone)
o Interceptions returned on PAT’s are worth 2 points
 Safety: 2 points

SECTION 2. MERCY RULE


Article 1. Mercy Rule for both pool play and bracket play is a team up by 28 points at any point or
19 points in the final minute.

SECTION 3. PENALTIES INSIDE 2 MINUTES


Article 1. All penalties inside of 2 minutes of BOTH halves remain the same except:
 Defensive delay of game (+ 15 yards Unsportsmanlike & AFD)
 Intentional Offensive delay of game (-15 yards Unsportsmanlike & LOD + clock stops)
 Offensive Pre-snap penalties – yardage + LOD + clock stops

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