RULES
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Boys and Girls Divisions
1st/2nd Grade
3rd/4th Grade
5th/6th Grade
7th/8th Grade
High School
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Boys and Girls Elementary and Middle School Division will have a minimum of 6 players on each roster and maximum of 13 players.
Boys and Girls high school division will have a minimum of 8 players per roster and maximum of 20 players per roster. -
The Game: The game shall be played between 2 teams of not more than 5 players on the field each. Teams must start games with five players on the field. In the event of an injury, a team with insufficient substitute players may play with four players on the field but no fewer than four. Teams shall have only players of the same gender.
Coin Toss: At the start of each game, captains from both teams meet at midfield for the coin toss to determine who starts with the ball. The visiting team calls the toss. The winner of the coin toss has the choice of offense or defense. The loser of the coin toss has the choice of direction.
Supervision: The game shall be played under the supervision of 2 or more officials and a Field General.
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Elementary and Middle School Divisions:
Field Dimensions: Field dimensions are 25 X 70 yards in total with two 10-yard end zones and a 50 yard field of play.
No Run Zones: 5 Yds before the 1st down and 5 yds before the touchdown.High school Division:
Total Dimensions: 100 yards x 40 yards (including end zones)Playing Length: 80 yards (split into four 20-yard zones)
End Zones: 10 yards deep
Width: 40 yards
Markings: Yard lines every 20 yards (zone-based play)
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Specifications: All game balls will be provided by NXT LVL on the field.
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Uniforms: Uniforms NXT LVL jerseys. If you do not have your jersey. You can wear the same color plain t-shirt. Jerseys must be tucked in. If you do not have your shorts. Wear same color shorts with no pockets.
Mandatory Equipment: Players must wear tightly fixed flag belts with pop-sockets and two identical flags that are clearly visible and contrast with the shorts/pants. The use of a mouthpiece is MANDATORY.
Prohibited Equipment: Beanies and cold weather apparel are permitted, but any excessive/decorative apparel is prohibited and will be at the staff’s discretion. Includes, but not limited to metal spikes, ski goggles, pajama pants, jewelry, etc.
Glasses/eyewear: Oakley glasses and prescription glasses are approved as long as they have the safety strap.
Flag Specifications: Every effort shall be made to keep one flag on each hip of the player.
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Areas and Lines
The Field: The area within the safety area and the space above.
Field of Play: The area within the boundary lines other than the end zones.
End Zones: The 10-yard areas at both ends of the field.
No-Running Zones: The 5-yard areas at both ends of the field in front of the goal lines. A No-run zone is in place to prevent teams from conducting run plays. While in the No-run zones, teams cannot run the ball in any fashion. All plays must be pass plays, even with a handoff.
Goal Lines: The vertical plane separating the end zone from the field of play.
Middle Line: Midway between the goal lines, which is the line to gain for a new series of downs.
Team and Player Designations
Offense (O) and Defense (D): The offense is the team which puts the ball in play by a snap. The defense is the opposing team.
Center: The center is the offensive player who snaps the ball and is eligible to run routes.
Quarterback: The quarterback is the offensive player who first gets possession of the ball after the snap. They are also the first runners.
Receiver/back: Any player who does not initiate the snap nor receive the snap is considered an eligible receiver/back and can either receive a handoff or catch a pass.
Blitzer: A defender who lines up with all parts of their body more than 7 yards away from the scrimmage line at the snap can establish themselves as a blitzer with a legal signal by raising one hand clearly above the head at least during the last second prior to the snap.
Rusher: A defender who does not give a signal and legally crosses the scrimmage line is a rusher.
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Areas and Lines
The Field: The area within the safety area and the space above.
Field of Play: The area within the boundary lines other than the end zones.
End Zones: The 10-yard areas at both ends of the field.
No-Running Zones: The 5-yard areas at both ends of the field in front of the goal lines. A No-run zone is in place to prevent teams from conducting run plays. While in the No-run zones, teams cannot run the ball in any fashion. All plays must be pass plays, even with a handoff.
Goal Lines: The vertical plane separating the end zone from the field of play.
1st downs: 20 YD Marked Zones
Team and Player Designations
Offense (O) and Defense (D): The offense is the team which puts the ball in play by a snap. The defense is the opposing team.
Center: The center is the offensive player who snaps the ball and is eligible to run routes and Block with hands behind back.
Quarterback: The quarterback is the offensive player who first gets possession of the ball after the snap. They are also the first runners.
Receiver/back: Any player who does not initiate the snap nor receive the snap is considered an eligible receiver/back and can either receive a handoff or catch a pass.
Blitzer: A defender who lines up with all parts of their body more than 7 yards away from the scrimmage line at the snap can establish themselves as a blitzer with a legal signal by raising one hand clearly above the head at least during the last second prior to the snap.
Rusher: A defender who does not give a signal and legally crosses the scrimmage line is a rusher.
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Start of Each Period
First Half: A coin toss determines who starts with the ball.
Second Half: Teams defend the opposite goal line.
Playing Time
Length of Play and Halftime: The total playing time shall be 40 minutes, divided into two 20-minute halves, with a 3-minute halftime.
Extension of Periods: A period shall be extended until a down has been played which is free from live ball fouls.
When Clock Starts: The game clock starts when the ball is next legally snapped.
When Clock Stops: The game clock stops at the end of each half, for a charged team timeout, or for an injury, though officials can stop the clock at their discretion for injury, to stop a team from delaying or other unsportsmanlike conduct. The last 2-minutes of each half.
Mercy Rule: If the score difference is 35 points or more, the game is over.
Timeouts
Charged Team Timeouts: Each team is entitled to 3 charged team timeout per game.
Injury Timeout: The injured player must be removed from the game for at least one down.
Length of Timeouts: A charged team timeout shall not exceed 30 seconds.
Overtime (Playoffs Only)
A coin flip will determine the team that chooses to be on offense or defense first.
Each team will take turns getting one (1) play from the defense’s 5-yard line for one point or the defense’s 10-yard line for two points. Whether to go for one or two points is up to the offensive team.
All regulation period rules and penalties are in effect. There are no timeouts in overtime.
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Live Ball – Dead Ball
Dead Ball becomes Alive: A dead ball becomes a live ball with the start of a legal snap.
Live Ball becomes Dead: A live ball becomes dead when an official shall sound a whistle for various reasons, including when a flag is pulled or the ball hits the ground.
Inadvertent Whistle
In the case of an inadvertent whistle, the offense has two options:
Take the ball where it was when the whistle blew, and the down is consumed.
Replay the down from the original line of scrimmage.
Spotting the Ball
The spot of the ball is the position of the ball when the flag is pulled, not the location of the feet or hips.
Possession
A player who gains possession of the ball is considered inbounds as long as the first foot or body part other than the hand comes down in the field of play. Stepping on the boundary line is considered out of bounds.
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A Series: Started, Broken, Renewed
Downs: The offensive team takes possession of the ball at its 5-yard line and has four (4) “downs” (plays) to cross midfield. Once a team crosses midfield, it has (4) plays to score a touchdown. If the offense fails to cross midfield or fails to score, the ball changes possession, and the new offensive team takes over on its own 5-yard line.
All possession changes except interceptions start on offense’s 5-yard line.
When to Award Series
A series of 4 consecutive scrimmage downs shall be awarded to the team that is next to put the ball in play by a snap at the beginning of each half and after a score (including try), safety, touchback or change of team possession.
A new series shall be awarded to the offense if:
It is in legal possession (following the application of any accepted live ball penalty) of the ball beyond the middle when the ball is declared dead and it is the first time in this series that has happened.
An accepted penalty results in or mandates a first down.
Down and Possession after a Penalty
Foul Before Change of Team Possession: If a penalty is accepted for a foul that occurred before any change of team possession, the down shall be repeated.
Foul After Change of Team Possession: If a penalty is accepted for a foul that occurred after change of team possession, the next down shall be a first down.
Penalty Declined: If a penalty is declined, the number of the next down shall be whatever it would have been if that foul had not occurred.
Fouls by Both Teams: If offsetting fouls occur during a down, the previous down shall be repeated.
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The Scrimmage
Ball Ready for Play: No player shall put the ball in play before it is ready. The ball shall be put in play within 25 seconds after the Referee has declared the ball ready for play.
Starting with a Snap: A legal snap is handing or passing the ball backward from its position on the ground with a quick and continuous backward motion. The snap must be between the center’s legs.
Offensive Team Requirements: The quarterback has 7 seconds to pass or hand-off the ball after the snap.
Defensive Team Requirements: Before the ball is snapped all defenders shall be in bounds and behind their scrimmage line. A maximum of 2 players may establish themselves as a blitzer.
Handing the Ball: The offense may hand off the ball multiple times as long as both players are behind the scrimmage line. No snapper shall receive a forward hand-off.
Legal Running Plays
Only direct handoffs and backward passes behind the line of scrimmage are permitted. Handoffs may be in front, behind or to the side of the offensive player but must take place behind the line of scrimmage. The offense may use multiple handoffs. The quarterback cannot directly run with the ball.
The “center sneak” play is not allowed as centers are ineligible to receive handoffs.
Any player who receives a handoff can throw the ball from behind the line of scrimmage.
Once the ball has been handed off in front, behind or to the side of the quarterback, all defensive players are eligible to rush.
Receiving
Eligible Receivers: All players are eligible to receive passes.
Legal Reception: A player must have at least one foot inbounds to make a legal reception.
Simultaneous Possession: In the case of simultaneous possession by both an offensive and defensive player, possession is awarded to the offense.
Interceptions: Interceptions are returnable and are the only changes of possession that do not result with starting on the 5-yard line.
Passes and Fumbles
Shovel passes are allowed but must be received beyond the LOS.
The quarterback has seven (7) seconds to throw the ball.
If a pass is not thrown within the seven (7) seconds, the play is whistled dead and it’s a loss of down. (Treat it like an incomplete pass).
Once the ball is handed off or thrown backwards behind the line of scrimmage, there is no seven (7) second rule.
If the QB’s flag is pulled before the ball leaves his or her hand, the play is ruled dead and the ball is spotted where the QB’s feet are.
If a pass is tipped/blocked by the defender and the QB catches the ball, the play is whistled dead and considered an incomplete pass.
The QB may throw the ball to avoid a sack. Pass must go beyond the LOS and in the vicinity of a receiver.
Backward Pass: A quarterback or runner may laterally pass the ball backwards provided it has not previously been carried beyond the scrimmage line. There are NO downfield laterals. Backward passes are permitted in the no-run zones, but the ball cannot be advanced beyond the scrimmage line.
Complete Pass: Any pass caught by an eligible player touching the ground in bounds is completed.
Incomplete Pass: Any pass is incomplete if the ball touches the ground when not firmly controlled by a player.
Fumble: When a fumble hits the ground, the ball is dead and belongs to the fumbling team.
Illegal Touching and Batting: The passer is only allowed to touch their own pass after it has been touched by a defender.
Forward Pass and Blitzing
Rules for forward passing and blitzing/rushing
Forward Pass
Legal Forward Pass: A team may make one forward pass during each scrimmage down from a point behind the scrimmage line. It has to go pass the line of scrimmage. All other passes are backward passes, even if it is lateral (parallel to the scrimmage line).
The quarterback may throw the ball away to avoid a sack. The pass must go beyond the line of scrimmage and be in the vicinity of a receiver.
Quarterbacks cannot spike the ball dead unless the ball travels beyond the line of scrimmage and is in the vicinity of a teammate.
Any player who has received a legal handoff can throw the ball forward as long as they are still behind the line of scrimmage.
Illegal Forward Pass: A forward pass is illegal if thrown by an offensive player who is beyond the scrimmage line.
Pass Interference: Pass interference is physical contact on a legal forward pass play.
Blitzer and Rusher
Blitzer: All Blitzers must be a minimum of seven yards behind the line of scrimmage when the ball is snapped and must declare themselves by raising their hand. Players not blitzing the quarterback can defend on the line of scrimmage. No more than two players may establish themselves as Blitzers on a given play.
Rusher: Once the ball is handed off, the 7-yard rule no longer is in effect, and all defenders may go behind the line of scrimmage. At this point players crossing the line of scrimmage are Rushers.
Legal Blitzing: A marker, or the official, will designate a rush line seven yards from the line of scrimmage. Defensive players should verify they are in the correct position and identify themselves before every play.
A legal blitz is:
Any rush from a point 7 yards from the defensive line of scrimmage.
If a blitzer leaves the rush line early (breaks the 7-yard area), they may return to the rush line, reset and then legally rush the quarterback.
If a blitzer leaves the rush line early and the ball is handed off before he/she crosses the line of scrimmage, he/she may legally rush the second receiver.
Roughing the Passer
Players blitzing the quarterback may attempt to block a pass; however, NO contact can be made with the quarterback in any way. Blocking the pass or attempting to block the pass and then making contact with the passer will result in a roughing the passer penalty.
Impeding the Blitzer
The offense cannot impede the Blitzer in any way. The Blitzers have the right to a clear path to the quarterback, regardless of where they line up prior to the snap. If the “path or line” is occupied by a moving offensive player, then it is the offense’s responsibility to avoid the Blitzer. Any disruption to the Blitzer’s path and/or contact will result in an impeding the blitzer penalty. If the offensive player does not move after the snap, then it is the Blitzer’s responsibility to go around the offensive player and to avoid contact.
Quarterback Sack
A sack occurs if the quarterback’s flags are pulled behind the line of scrimmage. The ball is placed where the quarterback’s feet are when the flag is pulled.
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FLAG FOOTBALL – COMPLETE RULES
👥 PLAYERS
7 vs 7 on the field
Offense:
1 QB
1 Center
5 eligible receivers
OFFENSESNAP
Ball snapped from center to QB
QB can be under center or shotgun
PASSING
Must be thrown behind the line of scrimmage
Only one forward pass per play
Laterals allowed anytime
No set pass clock in official rules (rush creates pressure)
RUNNING
QB CAN RUN
Allowed:
Direct QB runs
Handoffs
Pitches
No-run zones:
Typically within 5 yards of midfield and goal line
RECEIVING
All players eligible (center depends on ruleset)
Must have 1 foot in bounds
Interceptions are live and can be returned
DEFENSE
🏃 RUSHING
Rushers must start 7 yards off the line of scrimmage
Can rush immediately after snap
No limit on rushers
FLAG PULL
Play ends when:
Flag is pulled
Ball carrier steps out
Knee touches ground
CONTACT
No tackling
No holding
No pushing receivers
Only incidental contact allowed
BLOCKING (IMPORTANT)
ALLOWED (SCREEN BLOCKING)
Hands must be:
Behind back OR at sides
Blocker can:
Stand in path
Take position
Purpose:
Shield defender, not move them
NOT ALLOWED
No extending arms
No pushing or driving
No initiating contact
DOWNS & POSSESSION
Start at own 5 or 10 yard line
4 downs to reach midfield
4 downs to score
Turnover on downs if unsuccessful
SCORING
Touchdown = 6
Extra points:
1 point from 5-yard line
2 points from 10-yard line
PENALTIES
OFFENSE
False start
Illegal forward pass
Offensive pass interference
Flag guarding (protecting flags)
DEFENSE
Pass interference (often automatic first down)
Illegal rush (inside 7 yards)
Holding or illegal contact
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Introduction
The Flag Football Code is a code of ethics and should be carefully read and observed. The code is a guide to players, coaches, officials and others responsible for the benefit of the game. Flag Football is a non-aggressive, non-contact, but still competitive sport. Fairness, sportsmanship and conduct are expected from players, coaches, officials and others associated with the game. There is no place for unfair tactics, unsportsmanlike conduct or acts that are intended to intentionally cause injury or disrespect. A coach or player who attempts to gain an advantage by deliberately circumventing or disregarding the rules is unsuitable for Flag Football. The rule book attempts to prohibit all forms of unnecessary contact, unfair tactics and unsportsmanlike conduct; however, rules cannot cover every potential situation. Only through the best efforts of coaches, players and officials, can the highest ethical standards be maintained.
Coaching Ethics
Deliberately teaching players to violate the rules is indefensible. The coaching of intentional contact, aiming or interference will break down rather than aid in the building of the character of players. Such instruction is not only unfair to opponents but is demoralizing to the players entrusted to a coach’s care and has no place in the game. In the relationship with players under their care, the coaches should always be aware of the tremendous influence they have, both for better and worse. Coaches should never place the value of a win above that of the character and ethics of their players. The safety and welfare of their players should always be uppermost in their mind, and they must never be sacrificed for any personal prestige or selfish glory. In teaching the game of Flag Football, the coach must realize that certain rules exist that are designed to protect the player and provide common standards for determining a winner and a loser. Any attempt to circumvent these rules, to take unfair advantage of an opponent, or acts of deliberate unsportsmanlike conduct, have no place in the game, nor has any coach guilty of teaching them any right to call themselves a coach. The coach should set the example for winning without boasting and losing without bitterness. A coach who conducts themselves according to these principles need have no fear of failure, for in the final analysis, the success of a coach can be measured in terms of the respect they have earned from their players and their opponents.
Sportsmanship
A player or coach who intentionally violates a rule is guilty of unfair play and unsportsmanlike conduct and whether or not they escape being penalized, they bring discredit to the good name of the game. Players, coaches and officials should emphasize the elimination of initiating contact against an opponent. Feigning an injury for any reason is unethical. An injured player must be given full protection under the rules, but feigning injury is dishonest, unsportsmanlike and contrary to the spirit of the rules. Talking to a teammate, opponent or official in any manner that is demeaning, vulgar, abusive or “trashy” or intended to incite a physical response or verbally put an opponent down is illegal. Coaches are urged to discuss this conduct frequently and support all officials’ actions to control it. When officials impose a penalty or make a decision, they are simply doing their duty as they see it. They are on the field to uphold the integrity of the game of Flag Football and their decisions are final and conclusive and should be accepted by players and coaches. To address uncomplimentary remarks to any official during the game, or to engage in conduct that might incite players or spectators against the officials is a violation of the rules and must be considered conduct unworthy of any participant in the sport.
Principles
The most important principle of the rules is to avoid any significant and impactful contact. The first important aspect of this principle is to make the flags an easy target. The runner is restricted from using anything other than legal flags and legal tactics (e.g. spinning) to restrict an opponent’s access to their flags. In return the flag puller must take all reasonable steps to minimize contact during the act of removing the flag from an opponent. The second important aspect of this principle is right of place and right of way, which determine who is charged with avoiding contact. As a general rule, priority is given to the offense up to the point before the ball is passed or handed off and to the defense thereafter. Conversely, the responsibility to avoid contact lies with the opposing player.
Some other principles are:
A blitzer sacrifices their stance by raising one hand in order to be given right of way.
The offense should calculate the blitzer’s lane in order to give them right of way and avoid interfering with them.
The runner has to calculate the defender’s action in order to avoid contact.
Limitations to backwards passes are in place to avoid playing a game similar to Rugby.
Penalties and their enforcement are not perfect. It is a balance between practical simplicity and fair perfection.
Equipment
Gaining an advantage by using wide pants or camouflaging flags is unfair. Using pants with stripes or different colors, or flags which do not contrast clearly with the player’s pants, disadvantages the opponent. Any attempt to gain an advantage by using illegal equipment shall be penalized by the officials and coaches and players should be aware of how this reflects on their character. A team with perfect equipment (jerseys, pants and flags) by rule should be respected more than one which sacrifices adherence to the rules for the sake of aesthetics.
Right of Way
Right of way (and right of place) is established to give both sides the possibility to play a fair game and avoid unnecessary contact. This right should not be abused in order to provoke contact, or by aiming at an opponent forcing them to react, or by intentionally restricting the room an opponent has to move as permitted by rule. Avoiding interference with the legal actions of an opponent is demanded and expected. Intentionally contacting an opponent, even with right of way, will be penalized.
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General Provisions
The officials will call all penalties.
Game officials determine incidental contact that may result from normal run of play.
All penalties will be assessed from the line of scrimmage, except as noted (spot fouls).
Only the team captain or head coach may ask the referee questions about rule clarification and interpretations. Players may not question calls.
Games may not end on a defensive penalty unless the offense declines it.
Penalties are assessed live ball then dead ball. Live ball penalties must be assessed before play is considered complete.
Penalties will be assessed half the distance to the goal yardage when the penalty yardage is more than half the distance to the goal.
Defensive Spot Fouls
Holding: Automatic first down
Stripping: +10 yards and automatic first down
Illegal flag pull (Before the receiver has the ball): +5 Yards From the Spot
Illegal Equipment: +5 from the spot. *Further infractions may result in unsportsmanlike conduct up to ejection
Offensive Spot Fouls
Screening, blocking or running with the ball: -10 yards and loss of down
Charging: -10 yards and loss of down
Flag guarding: -5 yards and loss of down
Illegal Equipment: -5 yards from the spot of the foul. *Further infractions may result in unsportsmanlike conduct up to ejection
Defensive Penalties
Defensive pass interference: +10 yards from the line of scrimmage and automatic first down
Defensive unnecessary roughness: +10 yards from the line of scrimmage and automatic first down
Defensive unsportsmanlike conduct: +10 yards from the line of scrimmage and automatic first down
Offsides: +5 yards from line of scrimmage
Illegal rush (Starting rush from inside 7-yard marker): +5 yards from line of scrimmage
Illegal Signal: +5 yards from the line of scrimmage. Live ball foul
Roughing the passer: +5 yards from line of scrimmage and automatic first down
Taunting: +5 yards & automatic first down
Offensive Penalties
Offensive unnecessary roughness: -10 yards from the line of scrimmage and loss of down
Offensive unsportsmanlike conduct: -10 yards from the line of scrimmage and loss of down
Offsides / false start: -5 yards from line of scrimmage
Delay of game: -5 yards from line of scrimmage
Illegal forward pass (Any pass received or lands behind the line of scrimmage or throwing a pass after crossing the line of scrimmage): -5 yards from line of scrimmage and loss of down
Offensive pass interference: -10 yards from line of scrimmage and loss of down
Illegal motion (More than one person moving): -5 yards from line of scrimmage and loss of down
Impeding the Blitzer: -5 yards from line of scrimmage and loss of down
Taunting: -5 yards and loss of down
Center Sneak: -5 yards from the line of scrimmage and loss of down
Backwards lateral pass (downfield): -5 yards from the line of scrimmage and loss of down
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General Duties
Jurisdiction of Officials: The officials’ jurisdiction begins with the coin toss and ends when the Referee declares the score final.
Number of Officials: The game shall be played under the supervision of 2, 3, or 4 officials.
Referee (R)
Position: The initial position of the Referee is behind and to the side of the Field Judge in the offensive backfield.
Basic Responsibilities: The Referee has general oversight and control of the game, has final authority for the score, and has jurisdiction over player equipment.
Down Judge (DJ)
Position: The initial position of the Down Judge is on the scrimmage line at the side line with the down indicator.
Basic Responsibilities: The Down Judge is responsible for the operation of the down indicator and keeps count of the downs.
Field Judge (FJ)
Position: The initial position of the Field Judge is 7 yards deep at the side line opposite the down indicator.
Basic Responsibilities: The Field Judge is responsible for timing the game and has jurisdiction over their side line.
Side Judge (SJ)
Position: The initial position of the Side Judge is 7 or more yards deep at the side line with the down indicator.
Basic Responsibilities: The Side Judge is responsible for timing the game and observing receivers on deep routes.
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Forward Pass
Legal Forward Pass: A team may make one forward pass during each scrimmage down from a point behind the scrimmage line. All other passes are backward passes, even if it is lateral (parallel to the scrimmage line).
The quarterback may throw the ball away to avoid a sack. The pass must go beyond the line of scrimmage and be in the vicinity of a receiver.
Quarterbacks cannot spike the ball dead unless the ball travels beyond the line of scrimmage and is in the vicinity of a teammate.
Any player who has received a legal handoff can throw the ball forward as long as they are still behind the line of scrimmage.
Illegal Forward Pass: A forward pass is illegal if thrown by an offensive player who is beyond the scrimmage line.
Pass Interference: Pass interference is physical contact on a legal forward pass play.
Blitzer and Rusher
Blitzer: All Blitzers must be a minimum of seven yards behind the line of scrimmage when the ball is snapped and must declare themselves by raising their hand. Players not blitzing the quarterback can defend on the line of scrimmage. No more than two players may establish themselves as Blitzers on a given play.
Rusher: Once the ball is handed off, the 7-yard rule no longer is in effect, and all defenders may go behind the line of scrimmage. At this point players crossing the line of scrimmage are Rushers.
Legal Blitzing: A marker, or the official, will designate a rush line seven yards from the line of scrimmage. Defensive players should verify they are in the correct position and identify themselves before every play.
A legal blitz is:
Any rush from a point 7 yards from the defensive line of scrimmage.
If a blitzer leaves the rush line early (breaks the 7-yard area), they may return to the rush line, reset and then legally rush the quarterback.
If a blitzer leaves the rush line early and the ball is handed off before he/she crosses the line of scrimmage, he/she may legally rush the second receiver.
Roughing the Passer
Players blitzing the quarterback may attempt to block a pass; however, NO contact can be made with the quarterback in any way. Blocking the pass or attempting to block the pass and then making contact with the passer will result in a roughing the passer penalty.
Impeding the Blitzer
The offense cannot impede the Blitzer in any way. The Blitzers have the right to a clear path to the quarterback, regardless of where they line up prior to the snap. If the “path or line” is occupied by a moving offensive player, then it is the offense’s responsibility to avoid the Blitzer. Any disruption to the Blitzer’s path and/or contact will result in an impeding the blitzer penalty. If the offensive player does not move after the snap, then it is the Blitzer’s responsibility to go around the offensive player and to avoid contact.
Quarterback Sack
A sack occurs if the quarterback’s flags are pulled behind the line of scrimmage. The ball is placed where the quarterback’s feet are when the flag is pulled.
Holding, Shielding, Contact and Aiming
Holding: Holding is grasping an opponent or their equipment, not releasing immediately and impacting the opponent.
Shielding: Shielding is obstructing an opponent without contact by moving into their path. A moving player without right of way who impedes an opponent from running a pass route, getting to the runner or impedes a legal blitzer is guilty of shielding. A player standing still (with the right of place) is not shielding, even if the player is obstructing an opponent.
Contact: Contact is touching an opponent with impact. Touching with no impact is not a foul.
Aiming: Aiming is to target and initiate contact with an opponent or to run into an opponent on purpose, even with right of way. Aiming is any deliberate or avoidable contact with excessive force, even in an attempted flagpull or while playing the ball during a pass. Aiming is to attack a ball in possession or take away the ball.
Flag Pulling
Legal Flag Pull: A legal flag pull takes place when the ball-carrier is in full possession of the ball.
Diving and Holding: Defenders can dive to pull flags but cannot tackle, hold or run through the ball-carrier when pulling flags.
Stripping: It is illegal to attempt to strip or pull the ball from the ball-carrier’s possession at any time.
Inadvertent Loss of Flag: If a player’s flag inadvertently falls off during the play, the player is down immediately upon possession of the ball and the play ends. The ball is placed where the play is declared dead.
Illegal Flag Pull: A defensive player may not intentionally pull the flags off of a player who is not in possession of the ball. If a defender makes a good-faith flag pull while a receiver bobbles or juggles what will be a completed catch, the ball is down where possession is made.
Formations
Offensive Formations: Offenses must have a minimum of one player on the line of scrimmage (the center) and any number of players on the line of scrimmage. The quarterback must be off the line of scrimmage.
A shift is a simultaneous change of position by 2 or more offensive players after the ball is made ready for play and before the snap. The shift ends when all players have been stationary for 1 full second.
One player at a time may go in motion 1 yard behind and parallel to the line of scrimmage.
No motion is allowed toward the line of scrimmage.
False Start: Movement by a player who is set or a player who runs toward the line of scrimmage while in motion is considered a false start.
Legal Snap: The center must snap the ball with a rapid and continuous motion between his/her legs to a player in the backfield, and the ball must completely leave his/her hands.
Value of Scores
Scoring Plays: Touchdown – 6 points. Successful try from 5 yd – 1 point. Successful try from 10 yd – 2 points. Safety – 2 points. Because of the No-run zone, a one point PAT is pass only; two point PAT can be run or pass.
Defense touchdown on a try – 2 points.
Safety on a try – 1 point
Touchdown
How Scored: A touchdown is scored when the ball in possession of a runner penetrates the plane of the opponent’s goal line or a player catches a pass in the opponent’s end zone.
Try Down
How Scored: Points are scored according to the point values if the try results in a touchdown or safety.
Opportunity to Score: A try is an extra down with the opportunity for either team to score 1 or 2 points.
Next Play: After a try, the ball shall be put in play by the opponent on its own 5-yard line.
Safety
How Scored: It is a safety when the ball becomes dead with any part on or behind the goal line, and the team defending this goal line is responsible for the ball being there.
Touchback
When Declared: It is a touchback when the ball becomes dead with any part on or behind the goal line, and the team attacking this goal line is responsible for the ball being there.
Snap After a Touchback: After a touchback, the ball shall be put in play by the defending team at its own 5-yard line.
Conduct of Players
Rules for player conduct, unsportsmanlike behavior, and substitutions
Contact Fouls
Illegal Contact (IC): No player shall intentionally contact an opponent or an official. The runner has no right of way and is fully charged with avoiding contact.
Game Interference: No substitute or coach shall contact or interfere in any way with the ball, a player or an official during the game.
Non-Contact Fouls
Unsportsmanlike Acts: Includes the use of abusive, threatening, or obscene language.
Unfair Acts: Includes shielding, jumping or diving, flag guarding, and illegal flag pulls.
Unsportsmanlike Conduct
Intentional Contact: If the field monitor or official witnesses any acts of intentional tackling, elbowing, cheap shots, blocking or any unsportsmanlike act, the game will be stopped and the player will be ejected from the game. The decision is made at the referee’s discretion. No appeals will be considered. FOUL PLAY WILL NOT BE TOLERATED!
Players may not physically or verbally abuse any opponent, coach or official.
Ball-carriers MUST make an effort to avoid defenders with an established position.
Defenders are not allowed to run through the ball-carrier when pulling flags.
Offensive Language: Offensive or confrontational language is not allowed. Officials have the right to determine offensive language. If offensive or confrontational language occurs, the referee will give one warning. If it continues, the player or players will be ejected from the game.
Spectator Conduct
Fans must also adhere to good sportsmanship as well:
Yell to cheer on your players, not to harass officials or other teams.
Keep comments clean and profanity free.
Compliment ALL players, not just one child or team.
Field Safety
Fans are required to keep fields safe and kid-friendly:
Stay in the designated areas. The Administrative Zone and field is reserved for league administration, game officials, medical personnel, coaches and players only.
Dispose of ALL trash in designated trash cans.
Unsportsmanlike Conduct Penalties
Defense + 10 yards from line of scrimmage and automatic first down
Offense – 10 yards from the line of scrimmage and loss of down
Substitutions
Substitution Procedures: Any number of legal substitutes may enter the game to replace teammates after the ball is dead. The offense may substitute until the snapper touches the ball. The defense may substitute until the ball is snapped.
Penalty Enforcement
Rules for penalty enforcement and procedures
General
Flagrant Fouls: A flagrant foul requires disqualification.
Unfair Tactics: If a team refuses to play or commits an obviously unfair act, the Referee may take any action considered equitable, including assessing a penalty or forfeiting the game.
Penalties Completed
How and when Completed: A penalty is completed when it is accepted, declined or canceled.
Simultaneous with Snap: A foul that occurs simultaneously with the snap is considered as occurring during that down.
Live Ball Fouls by the Same Team: When 2 or more live ball fouls by the same team are reported, the Referee shall explain the alternative penalties to the non-offending team.
Offsetting Fouls: If live ball fouls by both teams are reported, the fouls offset and the down is replayed.
Dead Ball Fouls: Penalties for dead ball fouls are administered separately and in order of occurrence.
Enforcement Procedures
Basic Spot (BS): The basic spot is the scrimmage line with some exceptions for fouls behind the line of scrimmage or after a change of possession.
Procedures: The enforcement spot for live ball fouls is the previous scrimmage line if not otherwise stated. Fouls with a 10-yard penalty by the non-scoring team during a touchdown are enforced on the try.
Half-Distance Enforcement: No distance penalty, including tries, shall exceed half the distance from the enforcement spot to the offending team’s goal line.
Officials Duties
Duties and responsibilities of game officials
General Duties
Jurisdiction of Officials: The officials’ jurisdiction begins with the coin toss and ends when the Referee declares the score final.
Number of Officials: The game shall be played under the supervision of 2, 3, or 4 officials.
Referee (R)
Position: The initial position of the Referee is behind and to the side of the Field Judge in the offensive backfield.
Basic Responsibilities: The Referee has general oversight and control of the game, has final authority for the score, and has jurisdiction over player equipment.
Down Judge (DJ)
Position: The initial position of the Down Judge is on the scrimmage line at the side line with the down indicator.
Basic Responsibilities: The Down Judge is responsible for the operation of the down indicator and keeps count of the downs.
Field Judge (FJ)
Position: The initial position of the Field Judge is 7 yards deep at the side line opposite the down indicator.
Basic Responsibilities: The Field Judge is responsible for timing the game and has jurisdiction over their side line.
Side Judge (SJ)
Position: The initial position of the Side Judge is 7 or more yards deep at the side line with the down indicator.
Basic Responsibilities: The Side Judge is responsible for timing the game and observing receivers on deep routes.

