Rules & Regulations

Basic guidelines for 5 v 5 flag football play based on NFL Flag rules.

 
 

1. Basic Rules

  • All passes must be forward and received beyond the line of scrimmage

  • Only direct handoffs are permitted—there are no laterals or pitches anywhere on the field 

  • The quarterback has seven-second pass clock to get rid of the ball

  • The quarterback can’t run with the ball unless it was handed off first, or rushed by defensive player

  • Offensive players must steer clear of the rusher and may not get in his/her way

  • Any defensive player lined up seven yards off the line of scrimmage is eligible to rush

  • If the ball is handed off, any defender may rush

  • Interceptions are returnable (even on extra point attempts)

  • The ball is dead when it hits the ground, the offensive player’s flag is pulled from their belt, the ball-carrier steps out of bounds, or the ball-carrier’s body—outside of their hands or feet—touches the ground

  • All offensive flag football penalties result in a loss of down and yardage

  • All defensive flag football penalties result in an automatic first down and some are associated with yardage

 
 

OFFENSE:

WR Wide Receiver: Catches the ball.
Can rush (run) with the ball.

C Center: Snaps the ball on every play.
Eligible to catch the ball

QB Quarterback: Throws the ball. Can rush with the ball. Eligible to catch the ball.

RB Running Back (not pictured): Rushes the ball.
Can catch the ball.

DEFENSE:

CB Cornerback: Defends the WR.
Can catch opposing team’s pass attempt.

FS Free Safety: Last line of defense. Plays deep to prevent long passes, or covers SR.
Can catch opposing team’s pass attempt.

LB Linebacker: Defends middle to intermediate passes. First to stop rush attempts. Covers SR. Can catch opposing team’s pass attempt.

PR Pass Rusher: Pressures QB. Ends plays before they develop with sack or flag pull behind the line of scrimmage. Can catch opposing team’s pass attempt.

 
 

2. Equipment and Facilities

• All players must wear shoes. Rubber cleated shoes will be allowed. Open toe, open heel or hard soled shoes will not be allowed. No metal cleats.

• Pants and/or shorts with belt loops and/or pockets are not allowed. A player may not turn her shorts inside out or tape her pockets in order to play.

• Towels may not hang from a participant’s waist or otherwise interfere with the removal of a flag.

• All flag belts must be free of knots.

• Each team can use a football of their choosing for their offense. There are no requirements regarding ball pressure and markings. The official STRIKE LEAGUE ball size will be the Junior 9-12 or the Pee Wee 6-9 (depending on age). The referee shall be the sole judge of any ball offered for play and may change the ball during play at their discretion. During the game, each team must use a legal ball of its choice when in possession.

• Equipment such as helmets, billed hats, pads, or braces worn above the waist, leg, and knee braces made of hard, unyielding substances, casts, and all jewelry are strictly prohibited. Knee braces made of hard, unyielding substances covered on both sides with all edges overlapped, and any other hard substances covered with at least 1/2 inch of slow recovery rubber or similar material will be allowed.

• Teams must use flags provided by STRIKE LEAGUE. All team members must wear the same color shirt. Shirts must be tucked in the pants or cut off a minimum of 4 inches above the waistline. Shirts may not have pockets and may not be tied in knots.

 
 
 

3. Game Rules

Field dimensions are 70 yards by 30 yards with 10 yard endzones.

 
 
 
 
  • The ball will be placed on the five yard line after every touchdown.

  • A team shall have four consecutive downs to advance to the next zone line to gain (and earn a first down).

  • The zone line to gain in any series shall be the zone in advance of the ball, unless distance has been lost due to penalty or failure to gain.

  • A new series of downs will be awarded when a team moves the ball into the next zone.

Flag Belt Removal

  • When the flag belt is taken from the runner, the down shall end and the ball is declared dead. The spot of the ball is determined at the point where the clip of the flag belt becomes detached, not where the belt falls to the ground.

    If a flag belt inadvertently falls off, a one hand tag between the shoulders and the knees constitutes a capture.

    A player may leave their feet to remove a flag.

    The ball becomes dead when:

    1. a legal deflagging occurs.

    2. the ball carrier touches the ground with any part of their body other than the hands or feet.

    3. a fumble hits the ground.

    4. a snap from the center touches the ground. Officials discretion on the call.

  • Each member of the offensive team is eligible to receive a pass unless the player voluntarily goes out of bounds during the play.

  • The center, after assuming the position for the snap and adjusting the ball, may not move nor change the position of the ball in a manner simulating the beginning of a play. The ball must be snapped in one continuous motion, not necessarily between the center’s legs, from the spot designated by the ball marker. The ball may be moved with approval by the official due to poor field conditions. The player receiving the snap must be 2 yards from the line of scrimmage during a scrimmage play and 1 yard from the line of scrimmage for a punt. Penalty: Illegal procedure.

  • Before the snap, all offensive players must come to a complete stop for at least 1 full second. Only one offensive player may be in motion, and may not be moving towards the opponent’s goal line at the time of the snap. If two or more players go in motion before the snap, then this is considered a shift and all players must come set for one full second prior to the snap.

  • For a legal catch, a pass receiver must come down with at least one foot in bounds.

  • Rush-The defense must line up at least 1 yard from the line of scrimmage. This is true even when the offensive team is less than one yard from the end zone or the zone line to gain.

  • All offensive players must be momentarily within 15 yards of the ball. It must be clear who the seven offensive players are on each play. The intent of this rule is to eliminate all sleeper or hideout plays. These plays will result in a 10 yard penalty for illegal participation.

Flag Guarding

  • when the ball-carrier prevents a defender from pulling down their flags. For example, they might stiff arm, cover their flag with their open hand, or lower their elbow. It is illegal and results in a penalty.

Fumbles

  • Fumbles are dead when the ball touches the ground.

  • The ball is put into play at the point where the ball first touched the ground.

  • Any passed or fumbled ball that does not touch the ground may be advanced by any player catching the ball.

  • A ball fumbled into the offensive team’s end zone will result in a safety. If the ball is fumbled into the opponent’s end zone the result is a touchback (opponent’s ball on their 15 yard line).

  • The ball is placed on the five yard line after a safety. The team receiving the 2 points for the safety will put the ball into play with a series of downs.

  • The ball is placed on the five yard line after a touchback. The team puts the ball into play with a series of downs.

  • Extra Point Attempts- A try for three points will be taken from the 20 yard line. A try for two points will be taken from the 10 yard line. A try for one point will be taken from the 3 yard line. If the defense should intercept a pass, they may return it for a score. A score will equal three points, regardless of whether or not the attempt is for one, two, or three points.

  • Tie score at the end of regulation during the playoffs-The field captains shall be brought together and a coin toss will be conducted. During the regular season, NO overtime periods shall be played. During the playoffs, the overtime format will be repeated until a winner is declared. The winner of the toss shall be given the option of either offense or defense. If additional overtime periods are necessary, captains will alternate choices. Each team will be given 4 downs from the same 20 yard line to score a touchdown. If the first team scores, then the second team will still have 4 downs to attempt to win or tie the game. If the defense intercepts the ball and returns it for a touchdown, the game will be over. If not, the ball will be placed at the 20 yard line to begin the series of four downs. Conversion attempts will be held as in regulation play. Each team is entitled to one time out per overtime period.

Rushing

  • All players who rush the passer must be a minimum of seven yards from the line of scrimmage when the ball is snapped. Any number of players can rush the quarterback. Players not rushing the quarterback can defend on the line of scrimmage.

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

No run zone

  • On or inside the five yard buffer zone, you must pass the ball forward over the line of scrimmage and you CANNOT run the ball.

 
 
 

4. Start of the Game and Timing

Toss of the Coin-Three minutes before the start of the game, the referee will conduct a captain’s meeting in which she will designate which captain shall call the toss of the coin. The captain winning the toss will have a choice of options for the first half or shall defer her option to the second half:

  • to choose whether her team will start on offense or defense.

  • to choose the goal her team will defend

    • The captain, not having the first choice of options for a half, shall exercise the remaining option.

  • Two time-outs a half are allowed per team.

  • The ball must be put into play no more than 25 seconds after the official has placed the ball.

  • Games will consist of two 25 minute halves with a three-minute halftime. Timing will be continuous for the first half, and the first 18 minutes of the second half. Only team and official time-outs can stop the clock. Approximately two minutes before the end of the second half the referee shall stop the clock and inform both captains of the time left on the clock. The clock will restart on the snap.

Mercy Rule:

If a team is leading by 50 at halftime or after or 19 points or more in the final two minutes of the game, the mercy rule will be put into effect and the ball game will be over.

One Minute Warning:

During the final minute of the second half the clock will stop for a:

  1. Incomplete legal or incomplete illegal forward pass – clock starts on the snap.

  2. Out-of-bounds – clock starts on the snap.

  3. Safety – clock starts on the snap.

  4. Team time-out – clock starts on the snap.

  5. First down – dependent on the previous play.

  6. Touchdown – clock starts on the snap (after the Try).

  7. Penalty and administration – dependent on the previous play. (EXCEPTION: Delay of game – clock starts on the snap).

  8. Referee’s time-out – clock starts at his/her discretion.

  9. Touchback – clock starts on the snap.

  10. Team A (offense) is awarded a new series – dependent on the previous play.

  11. Team B (defense) is awarded a new series – starts on the snap. (ie. Interception)

  12. Either team is awarded a new series following a legal punt – clock starts on the snap.

  13. Team attempting to conserve time illegally – clock starts on the ready.

 
 
 

5. Screening

Blocking, as in regulation tackle football, is not allowed. A screen block shall take place without contact. The screen blocker shall have her hands behind her back. Any use of the hands, arms, elbows, legs, or body to initiate contact during a screen block is illegal. A blocker may use her hand or arm to break a fall or retain her balance. A player must be on her feet before, during, and after screen blocking. Penalty-personal foul, 10 yards.

 
 
 

6. Flag Pulling

  • In an attempt to remove the flag belt from the ball carrier, defensive players may contact the body of an opponent with his or her hands. A defensive player may not hold, push or knock the ball carrier down in an attempt to remove the flag.

  • No player shall attempt to steal the ball, trip an opponent, contact an opponent who is on the ground, make unnecessary contact with an opponent, deliberately dive or run into an opponent or tackle the ball carrier. Penalty: personal foul, 10 yards.

 
 
 

7. Other Basic Instructions

  1. A defensive player may not remove an offensive player’s flag when the offensive player does not have the ball. Similarly, the defensive player may not remove the quarterback’s flag after the ball has been thrown. Penalty: Illegal flag belt removal, 10 yards.

  2. A defensive player may not remove an offensive receiver’s belt prior to the receiver touching the ball. Penalty: defensive pass interference, 10 yards, and an automatic first down.

  3. A defensive player must avoid running into the quarterback behind the line of scrimmage. If a defender contacts the passer’s hand or arm, whether or not he or she touches the ball, it is roughing the passer. Penalty: 10 yards and an automatic first down.

  4. A player may not fasten his or her flags to his or her uniform or belt other than prescribed in the rules. Penalty: 10 yards and automatic disqualification. The official will check the flags of each person who scores a touchdown or conversion.

  5. Pushing or chucking a receiver/defender is not allowed. Penalty: Illegal use of hands. 10 yards.

  6. An offensive player may not dive or hurdle over, through, or into an opponent who is on their feet.

  7. Any dead-ball penalty occurring after a touchdown will be assessed on the extra point. Any dead ball penalty occurring after a conversion will be assessed on the next play from scrimmage at the 15-yard line.

  8. An offensive player may not stiff-arm or guard his or her flags by blocking them with their hands or the ball.

  9. When an inadvertent whistle is blown by an official, the ball is dead at the point when the whistle was blown. The team against which the inadvertent whistle was blown has the option of accepting the play or replaying the down.

  10. All players on the field must wear flags. Failure to do so will result in a five-yard penalty if noticed prior to the ball being snapped. If noticed after the ball has been snapped, then the player without a flag belt must be touched with one hand between the shoulders and the knees (after the ball has been snapped, a penalty cannot be assessed).

  11. Spiking the ball is considered unsportsmanlike conduct. Penalty: 10 yards.

  12. The offensive team is responsible for retrieving the ball after a play.

  13. The 25-second clock begins when the official signals “ready for play.”

 
 
 

8. Summary of Fouls and Penalties

 
 

Loss of 5 yards:

  1. Required equipment worn illegally.

  2. Delay of game.

  3. Illegal Snap.

  4. False start.

  5. Encroachment.

  6. Illegal Procedure.

  7. Illegal forward pass (5 yards from point of pass and loss of down).

  8. Intentional grounding (5 yards from point of pass and loss of down).

  9. Helping the runner: the runner shall not grasp a teammate or be grasped, pulled or pushed by a teammate.

Loss of 10 yards:

  1. Delaying the start of either half.

  2. Two or more consecutive encroachments during same interval between downs. The initial encroachment 5 yards.

  3. Offensive pass interference.
    (Loss of down)

  4. Defensive pass interference.
    (Automatic 1st down)

  5. Unsportsmanlike Conduct.

  6. Spiking the ball or not returning the ball to the official during the dead ball.

  7. Attempt to steal the ball from the carrier. 2nd offense is unsportsmanlike conduct (disqualification).

  8. Hurdling.

  9. Unnecessary contact of any sort.

  10. Roughing the passer.
    (Automatic 1st Down)

  11. Defensive use of hands.

  12. Guarding the flag belt (flag guarding) and stiff arming.

  13. Personal foul.

  14. Flagrant unsportsmanlike conduct. (Disqualification)

  15. Flagrant personal fouls. (Disqualification)

  16. Intentionally tampering with flag belt. (Disqualification)

  17. Illegal equipment.