GYFL FLAG FOOTBALL RULES
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GYFL Rules Fall 2026
Contents
Players and Playing Equipment 4
SECTION 1. THE BALL: LIVE, DEAD, LOOSE, READY FOR PLAY. 5
SECTION 2. SCREEN BLOCKING.. 6
SECTION 3. CATCH, RECOVERY, POSSESSION.. 6
SECTION 4. DOWN, BETWEEN DOWNS AND LOSS OF DOWN.. 8
SECTION 6. THE NEUTRAL ZONE. 9
SECTION 7. ENCROACHMENT AND OFFSIDE. 9
SECTION 10. SNAPPING THE BALL. 10
SECTION 12. START OF GAME, TIMING.. 11
Section 13. Series of Downs, Scoring, On-Side Kick. 16
Section 14. Pre-Snap and Snapping. 17
Section 17. Rushing the Quarterback. 25
Section 18. Conduct of Players and Others Subject to the Rules. 27
Section 19. UNSPORTSMANLIKE CONDUCT. 29
Section 20. Penalty Enforcement 31
The Flag Football Code
The Flag Football Code: Flag football is a fast-paced, competitive, and non-contact sport that demands the highest standards of sportsmanship and integrity from all participants. Coaches, players, and others associated with the game are expected to uphold values of fairness, respect, and self-control at all times. There is no place for unfair tactics, unsportsmanlike conduct, or behavior deliberately designed to provoke, intimidate, or cause harm to an opponent. The Flag Football Code of Ethics states: a. The Football Code shall be an integral part of this code of ethics and should be carefully read and observed. b. To gain an advantage by circumvention or disregard for the rules brands a coach or player as unfit to be associated with the sport. The Flag Football Focus Group will endeavor to support the emerging community governing flag football. Specific standards will continue to develop; in the interim the Focus Group will stand by rule and appropriate penalty, to prohibit all forms of illegal contact, unfair tactics, and unsportsmanlike conduct. Rules alone cannot accomplish this end. Only the continued best efforts of coaches, players, officials, and allies of the game can preserve the ethical standards that the public has a right to expect in collegiate sport. Therefore, as a guide to players, coaches, officials, and others responsible for the welfare of the game, the Focus Group champions the following code:
Coaching Ethics
Deliberately teaching players to violate or exploit the rules is indefensible. Coaches are educators whose primary responsibility is to model integrity and sportsmanship. Instruction that promotes illegal contact, flag guarding, obstruction, or disrespect toward officials undermines both the competitive integrity and educational mission of the sport. Such instruction is unfair to one’s opponent, harmful to the character of athletes, and has no place in a game that emphasizes skill, discipline, and respect. The following are unethical practices in flag football: a. Teaching or encouraging illegal contact, including pushing, screening, or impeding an opponent’s movement. b. Attempting to deceive opponents or officials through false injury, delay tactics, or deliberate misrepresentation. c. Using profanity, disrespectful language, or gestures toward opponents, teammates, or officials. d. Encouraging or tolerating any action that compromises player safety or the spirit of non-contact play. e. Criticizing officials publicly or privately in a manner that undermines respect for the game. f. Using nontherapeutic or performance-enhancing substances, which is inconsistent with the aims and purposes of amateur athletics. Coaches must constantly reinforce that flag football is a game of strategy, skill, and quickness — not contact. Illegal contact is the most frequently called foul, and teams that play disciplined, controlled defense embody the highest ideals of the sport.
Talking to an Opponent
Talking to an opponent in any manner that is demeaning, vulgar, taunting, or designed to provoke a response is unsportsmanlike and illegal. Players and coaches are expected to demonstrate respect before, during, and after the game. Competitive spirit should never come at the expense of character. Coaches are urged to emphasize these standards frequently and support all officials’ actions to uphold them.
Talking to Officials
When an official imposes a penalty or makes a decision, they are performing their duty as they see fit. Officials are on the field to uphold the integrity of the game, and their judgments should be accepted with respect. The AFCA Code of Ethics states: a. On- or off-the-record criticism of officials to players or the public shall be considered unethical. b. For a coach or player to address uncomplimentary or confrontational remarks to any official during the game—or to engage in conduct that might incite teammates or spectators against officials—is conduct unworthy of participation in the game. If multiple infractions occur further disciplinary action will be taken by the league.
Illegal Contact
Flag football is a non-contact sport. Any form of physical contact that impedes, displaces, or endangers an opponent is unfair and contrary to the spirit of the game. Illegal contact eliminates skill and strategy and must be strictly avoided. The objective of the game is to advance the ball by execution, teamwork, and speed—without using contact to gain advantage. Coaches and players must thoroughly understand the rules governing legal flag pulls, positioning, and body control. Because illegal contact is the most commonly called foul in flag football, it must be a point of continuous emphasis in practice, coaching, and player conduct.
Sportsmanship
The player or coach who intentionally violates a rule is guilty of unfair play and unsportsmanlike conduct. Whether or not such action is detected or penalized, it discredits the good name of the game. Respect for the opponent, the officials, and the game itself is the foundation of flag football. The true measure of success is not only the score, but the demonstration of integrity, discipline, and teamwork that define flag football.
Players and Playing Equipment
1. All players must wear official NFL FLAG belts and flags. When worn correctly, the belt should sit at and be tight around the waist, there shall be one flag positioned over each hip. If the flags are not located as indicated, then the offending player shall be asked to readjust their flags until they are set in legal position. If the flags are determined not to be on the hips at the start of the play. The player will be down at the spot of the ball where the player took possession of the ball. All jerseys must be tucked in the pants or shorts prior to the start of the play if they hang below the belt line. Nothing may be worn on the flag belt (wrist coaches, hand warmers, and towels) All players MUST wear mouth guards at all times while on the field.
2. Game balls will be age specific 6U, 8U, 8U Girls, 10U girls Pee Wee Size (Blue or Black Ball) 10U Coed, 12U Coed, 12U Girls, 14U Coed, 14U Girls divisions will use a Junior size ball (Brown or White Ball) High School Girls will use youth size ball (Wilson GST Composite or Leather Ball)
3. Players must wear shoes. Cleats are highly recommended, However, cleats with exposed metal are never allowed and must be removed.
4. Players may tape their forearms, hands and fingers. Players may wear gloves, elbow pads and knee pads. Braces with exposed metals are not allowed.
5. Players must remove all jewelry and hats. Headbands or winter beanies are allowed. No hard brim hats of any type are allowed (Stud earrings will be allowed)
6. Players may wear soft shell helmets (must be strapped on the playing field), protective headbands, beanies, skull caps, and sunglasses while on the field. Prescription glasses are permitted
7. Only league issued Official NFL Flag Jerseys will be allowed. Teams MAY NOT wear a jersey with a club affiliation of any type at anytime without the consent of the league. The HOME TEAM shall wear that jerseys that are the DARK COLOR and the VISITING TEAM shall wear the LIGHT COLOR Jerseys. Absolutely no modifications can be made to the jersey (Numbers, Names, Ect..) without league approval.
8. No custom uniforms are allowed. Black or single-color leggings, and compression pants are allowed but, must be worn under shorts. Shorts may not have pockets of any type, exposed drawstrings, zippers, belts, or belt loops.
9. Absolutely no full face masks or pajama pants are allowed.
10. LEAGUE & TOURNAMENT PLAY: Electronic communication between any player with their coach or spectator for their team is prohibited. If a team or individual is using electronic communication with a player or coach, at any time, that team will be disqualified immediately from play. This does not limit possible additional discipline at the sole discretion of the league.
SECTION 1. THE BALL: LIVE, DEAD, LOOSE, READY FOR PLAY
Live-ball
A live ball is a ball in play. A pass, kick or fumble that has not yet touched the ground is a live ball in flight.
Dead ball
A dead ball is a ball not in play.
Loose Ball
A loose ball is a pass, fumble, or a kick. A loose ball that has not yet touched the ground is in flight. A grounded loose ball is one that has touched the ground. Any loose ball continues to be a loose ball until a player secures possession of it or until it becomes dead by Rule, whichever comes first.
b. All players are eligible to touch, catch or recover a fumble or a backward pass in flight.
c. All players are eligible to touch a forward pass.
When Ball Is Ready for Play
A dead ball is ready for play when:
a. When an official places the ball at the line of scrimmage and all officials steps away to their positions and the referee sounds their whistle the 25 second play clock will begin. If the ball is snapped before the whistle has sounded a penalty for illegal procedure will be called.
b. With the play clock set at 25 seconds after an injury to a player, the referee sounds their whistle and signals to start the game clock and signals that the ball is ready for play
SECTION 2. SCREEN BLOCKING
Screen Blocking
Screen blocking is illegally obstructing an opponent without using any part of the body to initiate contact and while remaining within the frame of the body.
Blind-Side Block
A blind-side block is an open field screen block against an opponent that is initiated from outside the opponent’s field of vision, in a direction back towards the original position of the ball, or otherwise in such a manner that the opponent cannot reasonably navigate around the block and results in a collision.
SECTION 3. CATCH, RECOVERY, POSSESSION
Possession
Possession refers to custody of (a) a live-ball as previously defined or (b) a dead-ball to be snapped. It may refer either to player possession or team possession
Player Possession
The ball is in player possession when a player has the ball firmly in their grasp by holding or controlling it with hand(s) or arm(s) while contacting the ground inbounds
Team Possession
The ball is in team possession:
1. When one of its players has player possession, including when they are attempting a kick;
2. While a forward pass thrown by a player of that team is in flight
3. During a loose ball if a player of that team last had player possession
4. When the team is next to snap the ball.
5. A team is in legal possession if it has team possession when its players are eligible to catch or recover the ball.
Belongs To
“Belongs to,’’ as contrasted with “in possession”, denotes custody of a dead-ball. Such custody may be temporary, because the ball must next be put in play in accordance with rules governing the existing situation.
Catch, Interception, Recovery
To catch a ball means that a player:
1. Secures firm control with the hand(s) or arm(s) of a live-ball in flight before the ball touches the ground, and
2. Touches the ground inbounds with any part of the body, and then
3. Maintains control of the ball long enough to enable that player to perform an act common to the game, i.e., advance it, avoid an opponent, etc., and
4. Satisfies paragraphs b, c, and d below.
b. If a player goes to the ground in the act of catching a pass (with or without contact by an opponent) the player must maintain complete and continuous control of the ball throughout the process of contacting the ground, whether in the field of play or in the end zone. This is also required for a player attempting to make a catch at the sideline and going to the ground out-of-bounds. If the player loses control of the ball which then touches the ground before they regain control, it is not a catch. If the player regains control inbounds prior to the ball touching the ground it is a catch
c. If the player loses control of the ball while simultaneously touching the ground with any part of their body, or if there is doubt that the acts were simultaneous, it is not a catch. If a player has control of the ball, a slight movement of the ball, even if it touches the ground, will not be considered loss of possession; the player must lose control of the ball for there to be a loss of possession.
d. If the ball touches the ground after the player secures control and continues to maintain control, and the elements above are satisfied, it is a catch.
e. An interception is a catch of an opponent’s pass or fumble.
f. A catch by any kneeling or prone inbounds player is a completion or interception.
g. A player recovers a ball if they fulfill the criteria in paragraphs a, b, c, and d for catching a ball that is still alive after hitting the ground.
h. When in question, the catch, recovery or interception is not completed.
Simultaneous Catch or Recovery
A simultaneous catch or recovery is a catch or recovery in which there is joint possession of a live-ball by opposing players inbounds.
SECTION 4. DOWN, BETWEEN DOWNS AND LOSS OF DOWN
Down
A down is a unit of the game that starts after the ball is ready for play with a legal snap and ends when the ball becomes dead.
Between Downs
Between downs is the interval during which the ball is dead.
Loss of Down
“Loss of down” is an abbreviation meaning “loss of the right to repeat a down.
SECTION 5. FLAG REMOVAL
Flag Removal
The Flag is considered “removed” and the play is dead in the following situations:
a. When either flag is clearly removed from its belt coupling.
b. If a flag or belt apparatus inadvertently comes off a ball carrier during a down, the play is ruled dead at that spot.
c. If a flag or belt apparatus inadvertently comes off a non-ball carrier during a down, the play shall be ruled dead once that player possesses the ball.
d. If a flag is legally removed or inadvertently comes off a non-ball carrier during a down, the player may reattach the flag prior to gaining possession and continue to participate throughout the down.
e. If a flag is torn into more than one piece or a flag belt is torn off.
f. A defensive player may not intentionally remove the flags of a player who is clearly not in possession of the ball.
Flag Guarding
Flag Guarding is the act of physically preventing a defensive player from removing an opponent’s flags.
SECTION 6. THE NEUTRAL ZONE
a. The neutral zone is the space between the two scrimmage lines extended to the sidelines. Its width is one yard.
b. The neutral zone is established when the ball is ready for play.
c. The neutral zone exists until there is a change of team possession, until a kick crosses the neutral zone or until the ball is declared dead.
SECTION 7. ENCROACHMENT AND OFFSIDE
Offside
After the ball is ready for play, offsides occurs when an offensive player is beyond the nose of the football when the ball is snapped (this includes the center)
a. 6U and 8U Coed and 8U Girls Division: This penalty will not be enforced
b. All other divisions this will be strictly enforced
Encroachment
After the ball is ready for play, offside occurs when a defensive player:
a. Is in or beyond the neutral zone when the ball is legally snapped; or
b. Contacts an opponent beyond the neutral zone before the ball is snapped; or
c. Contacts the ball before it is snapped; or
d. Threatens an offensive player positioned on the line, causing an immediate reaction, before the ball is snapped; or
SECTION 8. PASSES
Passing
Passing the ball is throwing it. A pass continues to be a pass until it is caught or intercepted by a player or the ball becomes dead.
Forward and Backward Pass
A pass is forward if the ball first strikes the ground, a player, an official or anything else beyond the line of scrimmage.
b. A pass is backwards when the ball is thrown equal to or behind the depth of the quarterback.
c. A snap becomes a backward pass when the snapper releases the ball.
SECTION 9. SHIFT
A shift is a simultaneous change of position or stance by two or more offensive players after the ball is ready for play but before a legal snap.
b. Shifting players must be motionless for one full second before the snap.
SECTION 10. SNAPPING THE BALL
a. A legal snap is passing the ball backward from its position on the ground with a quick and continuous motion of the hand or hands, with the ball actually leaving the hand or hands in this motion.
b. The snap starts when the ball is moved legally and ends when the ball leaves the snapper’s hands; the ball then becomes alive.
c. Unless moved in a backward direction, the movement of the ball doesn’t start a legal snap. It is not a legal snap if the ball is first moved forward or lifted.
d. The snap must go between the snapper’s legs; but to be legal, it must be a quick and continuous backward motion
SECTION 11. TEAM
Team
All teams MUST be registered with a minimum of 8 players. A coach may request no less than 8 kids at registration. If a group of kids registers with less than 8, the league will fill the remaining spots for the team.
c. A normal size team is 10 players. The league will do its best to make sure no team has more than 10. Teams can be over 10 players, but no more than 12.
d.
To play a game a team should have at least five (5) players.
If a team has only four (4) players, the game can still be played with the teams
playing 4 on 4. Any team with less than 4 players will forfeit the game.
6U Division
a. 'No Run' zones are eliminated. Teams may run the ball anywhere on the field.
b. Defenders may NOT rush the passer unless there is a legal handoff executed in the backfield
c. One Coach for each team is permitted on the field pre and post snap to help their players, but post snap at a safe distance to plays completion.
d. If the ball falls to, or touches the ground during the initial center to quarterback exchange, the play is ruled a 'Do Over' with no loss of down, once per down. On a second consecutive occurrence, the down is consumed.
1. If the quarterback is in “shotgun position” there will be no “do over” allowed
e. Regular Season play clock is 35 seconds Tournament play is 25 seconds
8U Division
a. Regular Season
1. One offensive coach allowed on the field.
2. No defensive coaches are allowed on the field at any time.
b. Tournament Play
1. No coaches are allowed on the field at any time.
2. All plays must be called from the sideline.
SECTION 12. START OF GAME, TIMING
Pregame
Five minutes prior to the game, the teams will line up on the sideline for an equipment check. The referee will inspect the following
Pants/Shorts
Players shall wear pants or shorts, which shall not have pockets of any type, zippers, exposed drawstrings, belts, and/or belt loops. Taping pockets is not allowed. The color of the pants/shorts shall be a solid color (no prints or graphics) and in contrasting color from the flags. No pajama pants are allowed.
Flags and Flag Belt
Must be NFL flags no club flags are allowed, no Shruumz flags are allowed. Flags issued for use in NFL Flag National Tournaments are allowed if the NFL Flag Logos are on the flags.
When worn correctly, the belt should sit at and be tight around the waist, there shall be one flag positioned over each hip. If the flags are not located as indicated, then the offending player shall be asked to readjust their flags until they are set in legal position. Excess material around the waist belt shall be tucked away, removed or taped.
Play Books (Wrist Coaches)
Players may wear a soft, pliable wrist/forearm band that contains plays. No playbook may be worn around the waist or flag belt.
Head Gear
Players may wear a soft helmet which meets the standards, has been sanctioned and wears the logo of a proper sanctioning organization.
a. If a helmet is worn it must be strapped on the field
b. Players shall not wear hats with a hard brim.
c. Headbands and hats are legal provided they are not considered dangerous to any player. They shall be made of nonabrasive cloth and the only logos permitted are the manufacturers and/or the team, club, or school logo.
Mouthpiece
Each player shall wear a mouthpiece. The mouthpiece must be an intra-oral device of readily visible color. It must be made with FDA-approved base materials and cover all upper teeth. It is recommended that the mouthpiece be properly fitted.
Cleats
Must be non-metal
Coin Toss
Three minutes prior to the scheduled starting time, the referee shall conduct a coin toss at midfield in the presence of no more than three captains from each team and another game official, first designating the speaking captain of the visiting team to call the coin toss.
b. During the coin toss, each team shall remain in their team area on or behind their respective sideline.
c. The winner of the toss shall choose one of the following options: 1. Choose whether their team will start on offense or defense. 2. Choose the goal their team will defend
d. The opponent (loser of the toss) shall exercise the remaining available option, 1 or 2 above
Length of Periods and Intermissions
Playing time shall be 40 minutes divided into two periods of 20 minutes each.
a. No period shall end until the ball is dead and the referee declares the period ended.
b. The intermission between the first and second half of a regular season game shall be 5 minutes.
Play Clock
a. 6U Division: Regular Season 35 seconds, playoffs 25 seconds
b. All other divisions 25 seconds
Timing Adjustments
The clock will only stop for:
a. time outs (three per game 30 seconds in length)
b. injured player, referee or spectator
c. Referees discretion
Extension of Periods
A period shall be extended for an untimed down if one or more of the following occurs during a down in which time expires in the first or second half:
1. A penalty is accepted for a live-ball foul(s). At the option of the offended team, the period is not extended if the foul is by the team in possession and the statement of the penalty includes a loss of down. The game cannot end on a defensive penalty.
2. There are offsetting fouls.
3. An official sounds their whistle inadvertently or otherwise incorrectly signals the ball dead.
b. Additional untimed downs will be played until a down is free of the circumstances in statements above.
c. If a touchdown is scored during a down in which time in a period expires, the period is extended for the try.
Overtime
Home team calls the coin toss to determine the team that chooses to be on offense or defense first.
1st OVERTIME:
Each team will get one (1) play from the defense’s 5-yard line for one point or the defense’s 10-yard line for two points.
Each team has the choice to go for 1 or 2 points in the first OVERTIME PERIOD ONLY.
Example: Team A starts on offense and chooses to go for one point from the 5-yard line and is successful. Team B is then on offense and can choose to either go for one point from the 5-yard line to tie and force a second round of overtime or to go for two points from the 10-yard line for the win. If the second team on offense in an overtime round fails to beat or match the team that went first, the game is over.
2nd OVERTIME:
If a second round of overtime must be played, the team that lost the coin toss will get to choose offense or defense for the start of the second round of overtime. This process continues with teams alternating the choice to be on offense or defense to start every round of overtime.
Both teams must attempt a 2-point conversion from the 10-yard line.
3rd OVERTIME:
Each team will get 1 play from the 5-yard line going out from the endzone. The team with the most yards will be the winner. The team with the most yards will be awarded 1 point added to their final score
The Final Score will be recorded to include all points scored in the overtime periods
All regulation period rules and penalties are in effect.
There are no timeouts in overtime. Each team will be afforded one (1) ‘coaches challenge’ for the entire overtime session. Challenge MUST be a misapplication of a rule, NOT a judgement call by an official.
Interceptions are returnable for a score in OT and are worth 2 points.
Interceptions returned for a score in the first or second overtime period, the game is over. Interceptions advanced in the third overtime period, the game is over.
Timeouts
a. Each team will have three timeouts per game.
b. Injury Timeout, clock will start when injured player has been removed from the field
c. Officials Timeout, may be called by the head referee at anytime
Start of Game and Second Half
For all age groups except 6U Division the game and start of the second half will begin with a kickoff.
Kickoff
Players will line up at the designated line for their age group.
The Ball should be thrown or kicked in bounds. If the ball goes out of bounds the receiving team has the option of taking a 5-yard penalty from the out of bounds spot or retry the kickoff. After 3 attempts, the penalty must be taken.
Player "kicking off" the ball can have a running start but must not exceed the designated line for their age group. No one can advance past the line until the ball is in the air.
If the ball goes through the back of the end zone, or is downed in the end zone, the receiving team will have first down at the 5-yard line. There are no turnovers on a kickoff.
Designated lines:
6U age group: Does not apply
8U age group: 10-yard line
10U age group: 10-yard line
12U age group: 5-yard line
14U age group: Goal Line
Junior High and High School Girls: Goal Line
Receiving the Kickoff
a. The first player to catch, pick up and/or control the ball will be the receiving player
b. When the referee blows the whistle ready for play the clock will begin.
c. There will be no laterals, handoffs or pitching of any kind.
d. If the kicking team touches the ball while it is on the ground, the ball is down at that spot. (The ball MUST be on the ground)
e. If the receiving player kneels to control the ball the player will be down at that spot.
f. The ball may still be controlled by a player if tipped or fumbled by him/herself or any other player.
g. Receiving players may cross the midfield stripe to control the ball after the throw if the ball lands on the opposite side of midfield.
h. If kicking team touches the ball before it is controlled by a receiving player, the ball will be marked down at that spot, and the receiving team will have first down from there. (The ball MUST be on the ground)
i. Receiving players can advance the ball from the end zone or kneel (touchback) and take the ball first down at the 5-yard line.
j. Receiving players may not run backwards into the end zone and kneel. This will count as safety.
k. Once the receiving player has control of the ball, the other players on the receiving team must remain still until the end of the play.
l. Receiving player can run around his teammates but teammates are not allowed to block or move from the position they are in until the receiving player is down
m. Players from the kicking team that make contact with stationary players from the receiving team will receive illegal contact penalties as per our regular rules and yardage will be assessed at the end of the run.
n. ALL OFFENSIVE PENALTIES FROM THIS PLAY WILL BE ASSESSED AT THE SPOT OF FOUL
o. DEFENSIVE PENALTIES WILL BE ASSESSED AT THE END OF THE RUN
Section 13. Series of Downs, Scoring, On-Side Kick
Series of Downs
a. The offensive team takes possession of the ball at its 5-yard line (except for the first play of each half) and has four Plays to cross midfield.
b. If the offense fails to cross midfield (Line to Gain) on three downs the coach will have five seconds to declare “Punt or Play”
c. If the offense declares “Punt” the ball will be placed at the opponents 5-yard line
d. If the offensive team goes for it on fourth down and does not cross midfield, the opposing team will start its possession from the dead ball spot.
e. If the coach has not declared in five seconds, the ball will be placed on the line of scrimmage and will be played. The coach may call a timeout and then declare “punt” to change the possession of the ball to the other team at their five-yard line.
f. Once a team crosses midfield, it has three plays to score a touchdown.
g. If the offense fails to score, the ball changes possession and the new offensive team take over on its 5-yard line.
h. All possession changes, except the first play of either half or interceptions, start on the offensive's 5-yard line.
Scoring
Touch Down
a. 6 Points
b. A team that scores a touchdown must declare whether it wishes to attempt a 1-point conversion (from the 5-yard line) or a 2-point conversion (from the 10-yard line). Extra Point Conversions
a. 1 point attempt from the five-yard line is pass only
b. 2-point attempt from the ten- yard line is run or pass
c. Any change, once a decision is made to try for the extra point, requires a charged timeout. A decision cannot be changed after a penalty
d. Any extra point attempt that results in a interception may be returned for 2 points
Safety
a. 2 points
b. A safety occurs when the ball-carrier is declared down in his/her own end zone. Runners can be called down when their flags are pulled by a defensive player, a flag falls out, they step out of bounds, their knee or arm touches the ground, a fumble occurs in the end zone or if a snapped ball lands in or beyond the end zone.
On Side Kick
a. An on-side kick may only be attempted in the second half by the team that is losing.
b. After a score the offensive team may elect to “Keep the Ball” by attempting an on-side kick.
c. 6U, 8U, and 10U Divisions
d. Attempt will be one play 5 yards from the line to gain (4th and 5 yards)
e. 12U, 14U, Junior High Girls, High School Girls Divisions
f. Attempt will be one play 10 yards from the line to gain (4th and 10 yards)
g. If the on-side kick is successful, the offense will have three downs to score
h. If the try is unsuccessful the defense will take over from the dead ball spot.
Mercy Rule
a. When one team gains a 28-point advantage, the game will be officially over, and no further scores will be recorded.
b. Teams can agree to continue to play a “Scrimmage”
c. The team that lost the game can elect to allow a “rusher” or play without
d. The losing team will dictate the format of the “scrimmage” example goal line plays, 10 offensive plays, 10 defensive plays
e. Regular Season Play: referee may elect to end the game five minutes early
f. Tournament Play: Game is over and no scrimmage will be allowed
Section 14. Pre-Snap and Snapping
Starting with a Snap
a. The ball shall be put in play by a legal snap
b. A legal snap is passing the ball backward from its position on the ground with a quick and continuous motion of the hand or hands, with the ball actually leaving the hand or hands in this motion.
c. No player shall put the ball in play before it is ready for play (Referee has blown the whistle)
d. PENALTY [b-c] Dead-ball foul: Five yards from the succeeding spot and loss of down.
Shift and False Start
a. Shift. After a huddle or shift and before the snap, all Team A players must come to an absolute stop and remain stationary in their positions without movement of the feet, body, head or arms for at least one full second before the ball is snapped. See page 10
b. False Start. Each of the following is a false start by Team A if it occurs prior to the snap after the ball is ready for play and all players are in scrimmage formation:
c. 1. Any movement by one or more players that simulates the start of a play.
d. 2. The snapper moving to another position.
e. 3. An offensive player making any quick, jerky movement before the snap, including but not limited to: (a) The snapper shifting or moving the ball, moving their thumb or fingers, flexing their elbows, jerking their head, or dipping their shoulders or buttocks. (b) The quarterback making any quick, jerky movement that simulates the beginning of a play. (c) A back simulating receiving the ball by making any quick, jerky movement that simulates the beginning of a play.
Offensive Team Requirements—Prior to the Snap
Each of the following (a-c) is a dead-ball foul. Officials should blow the whistle and not allow the play to continue. After the ball is ready for play and before it is snapped:
a. Snapper. The snapper: May not move to a different position nor have any part of their body beyond the neutral zone
b. May not lift the ball, move it beyond the neutral zone or simulate the start of a play
c. False Start. No Team A player may commit a false start or contact an opponent.
d. PENALTY[a-d] Dead-ball foul: Five yards from the succeeding spot and loss of down.
Offensive Team Requirements—At the Snap
Violation of each of the following (a-c) is a live-ball foul; the play is allowed to continue.
a. Offsides. Once the snap is imminent, no other Team A player may be in or beyond the neutral zone
b. Formation. At the snap Team A must be in a formation that meets these requirements:
1. All players must be inbounds.
3. The only player required to be on the offensive scrimmage line is the snapper.
c. Player in Motion
1. One player may be in motion, but that player may not be moving toward their opponent’s goal line.
2. Players may shift the formation; however, players must be set for one second prior to the snap.
3. Refer to page 10
PENALTY [a-c]—Live-ball foul: Five yards from the previous spot and loss of down.
Defensive Team Requirements
The defensive team requirements are as follows:
a. Each of the following (1-5) is a dead-ball foul. Officials should blow the whistle and not allow the play to continue. After the ball is ready for play and before the ball is snapped:
1. No player may touch the ball except when moved illegally, nor may any player contact an opponent or in any other way interfere with them.
2. No player may enter the neutral zone causing an offensive player to react immediately or commit any other dead-ball offside foul.
3. No player may cross the neutral zone and without making contact continue their charge toward any player in the offensive backfield.
4. Player(s) aligned in a stationary position one yard from the line of scrimmage may not make quick, abrupt or exaggerated actions that are not part of normal defensive player movement.
5. No player shall use words or signals that disconcert opponents when they are preparing to put the ball in play. No player may call defensive signals that simulate the sound or cadence of, or otherwise interfere with, offensive starting signals
PENALTY [1-3]—Dead-ball foul, Encroachment: Five yards from the succeeding spot automatic first down
PENALTY [4-5]—Dead-ball foul, delay of game. Five yards from the succeeding spot; automatic first down
b. When the snap starts:
1. No player may be in or beyond the neutral zone at the snap.
2. All players must be inbounds
PENALTY—Live-ball foul. Five yards from the previous spot; automatic first down
Section 15. RUNNING
Ball Placement
The ball is spotted where the ball is when the flag is pulled.
Teams
a. Teams are not allowed to run in the ‘NO RUN ZONES’ (Except 6U Division) - (Reminder: Each offensive team approaches only TWO no-run zones in each drive – one 5 yards from midfield to gain the first down and one 5 yards from the goal line to score a TD)
b. No blocking or “screening” is allowed at any time
c. Offensive players in “close proximity” of the ball carrier must stop their motion once the ball has crossed the line of scrimmage. No running with the ball carrier.
The Quarterback
a. The quarterback is the offensive player who receives the snap under center directly, in shotgun formation or a player in motion.
b. The quarterback cannot directly run with the ball across the Line of Scrimmage.
PENALTY [b]Live-ball foul. Five yards from the previous spot; loss of down
c. The quarterback may perform the following acts behind the line of scrimmage.
1. Direct handoffs
2. Pitches
3. Lateral
4. Backwards pass
d. If any of these take place beyond the line of scrimmage
1. PENALTY Live Ball Foul. Five yards from the previous spot loss of down
e. The QB may NOT handoff, pitch or lateral the ball first to the center.
1. PENALTY Live Ball Foul. Five yards from the previous spot loss of down
f. Any player who receives a handoff, backward pass, pitch or lateral can throw the ball from behind the line of scrimmage.
g. Once the ball has been handed off, in front, behind or to the side of the quarterback, or a backward pass, pitch or lateral has occurred, the 7-second passing clock is eliminated, and all defensive players are eligible to rush.
h. Definition of a “Legal Handoff” - Total loss of possession directly from 1 offensive play to another.
Ball Carriers
a. Ball carriers may leave their feet and the play will continue for spinning, jump cuts, QB’s passing or if there is a clear indication that he/she has done so to avoid a collision with another player. The play will continue without stoppage.
b. PENALTY—Live-ball foul. Five yards from the spot of the foul; loss of down
c. Runners are not permitted to jump, leap or hurdle, in the officials' judgement, while advancing the ball. The play is to be blown dead and a penalty will be enforced from the spot where the jump, leap or hurdle occurred
PENALTY—Live-ball foul. Five yards from the spot of the foul; loss of down
d. Once the ball is advanced beyond the LOS, the current ball carrier is the only player allowed to have possession of the ball until the play is dead
Flag Guarding
A runner shall not flag guard by using their hands, arms, body, or the ball to cause contact between the runner and an opponent that denies the opponent the opportunity to pull or remove the flag belt. Examples of flag guarding include, but are not limited to, the following:
1. Placing or swinging the hand or arm over a flag.
2. Placing the ball in possession over a flag
3. Lowering the shoulders in such a manner that places the arm over the flag belt
4. Contacting an opponent with an extended hand or arm.
PENALTY—Live-ball foul. Five yards from the spot of the foul; loss of down
Helping the Ball Carrier or Passer
a. The ball carrier shall not grasp a teammate; and no other player of their team shall grasp, pull, or lift them to assist their forward progress.
b. Teammates of the ball carrier or passer shall not use interlocked interference by grasping or encircling one another in any manner while contacting an opponent.
PENALTY—Live-ball foul. Five yards from the succeeding spot; loss of down
Holding the Runner
a. An opponent shall not hold, grasp, or obstruct the forward progress of a runner when in the act of removing the flag from the belt.
PENALTY—Live-ball foul. Spot Foul; Five yards automatic first down
Section 16. Passing
Legal Forward Pass
a. Only 1 forward pass, thrown from behind the line of scrimmage, is permitted each offensive play.
b. The quarterback has seven seconds to throw, pitch, lateral or throw a backwards pass. If not thrown in seven seconds, the down is consumed and the ball is returned to the previous spot.
c. The ball must be released prior to crossing the line of scrimmage.
d. All passes MUST be forward and received beyond the line of scrimmage
e. Shovel passes are allowed, but must be received beyond the line of scrimmage
f. The quarterback has a seven-second pass clock. If a pass is not thrown within the seven seconds, play is dead, loss of down. The seven-second clock is always on regardless of the quarterback being rushed or not.
g. Once the ball is handed off, pitched or lateraled behind the line of scrimmage, the 7 second rule is no longer in effect.
h. If the QB is standing in the end zone at the end of the 7 second clock, the ball is returned to the line of scrimmage (LOS) and it will be the next down.
i. Once the ball has been handed off, the seven second clock no longer applies
j. If a backwards pass is thrown, the seven second clock no longer applies
k. There are an unlimited number of backwards passes allowed
Illegal Forward Pass
a. If any part of the quarterbacks’ body crosses the line of scrimmage, the pass will be considered an illegal forward pass.
b. It is the second forward pass during the same down.
c. It is thrown from in or behind the offensive scrimmage line after a ball carrier’s entire body and the ball has been beyond the offensive scrimmage line.
d. If a non-blocked pass does not pass the line of scrimmage it is considered an illegal forward pass and will be assessed a penalty
e. If a passer catches their untouched forward pass.
f. PENALTY—Live-ball foul. Five yards from the line of scrimmage; loss of down
Eligibility To Touch Legal Forward Pass
a. All Team A players are eligible to touch or catch a pass (Exception: Team A player who threw the pass).
b. A team A eligible player loses their eligibility when the player goes out-of-bounds.
Eligibility Lost by Going Out-of-bounds
a. No offensive receiver who goes out-of-bounds and returns inbounds during a down shall touch a legal forward pass while in the field of play or end zones or while airborne until it has been touched by an opponent or official. (Exception: This does not apply to an originally eligible offensive player who immediately returns inbounds after going out-of-bounds due to contact by an opponent). If the player touches the pass before returning inbounds, it is an incomplete pass and not a foul for illegal touching.
Eligibility Gained or Regained
a. When a Team B (Defensive Player) player or an official, touches a legal forward pass, all players become eligible.
Complete Pass
a. Any forward pass is complete when caught by a player of the passing team who is inbounds, and the ball continues in play unless completed in the opponent’s end zone or the pass has been caught simultaneously by opposing players. If a forward pass is caught simultaneously by opposing players in bounds, the ball becomes dead and belongs to the passing team.
Incomplete Pass
a. a. Any forward pass is incomplete if the ball is out-of-bounds by rule or if it touches the ground when not firmly controlled by a player
b. It also is incomplete when a player leaves their feet and receives the pass but first lands on or outside a boundary line.
c. When a legal forward pass is incomplete, the ball belongs to the passing team at the previous spot.
d. When an illegal forward pass is incomplete, the ball belongs to the passing team at the spot of the pass (Exception: If Team B declines the penalty for an illegal pass thrown from the end zone, the ball shall next be put in play at the previous spot).
Illegal Contact and Pass Interference
Illegal Contact
a. During a down in which a legal forward pass crosses the neutral zone, illegal contact by Team A and Team B players is prohibited from the time the ball is snapped until it is touched by any player or an official.
1. Defenders must allow the offensive players a “free release” from the line of scrimmage (NO press coverage is allowed)
2. Illegal contact occurs down field before the ball has been thrown
3. Defensive players may not use hands or arms to restrict, hold, displace, or otherwise illegally obstruct an opponent
b. PENALTIES
1. Illegal contact offense 5 yards from previous spot loss of down
2. Illegal contact defense 5 yards from the previous spot automatic first down
Pass Interference
c. Offensive pass interference is contact by a Team A player beyond the neutral zone that interferes or displaces a Team B player during a legal forward pass play in which the forward pass crosses the neutral zone. It is the responsibility of the offensive player to avoid the opponents.
d. Actions that constitute offensive pass interference include but are not limited to the following four categories:
1. Initiating contact with a defender by shoving or pushing off thus creating separation in an attempt to catch a pass.
2. Driving through a defender who has established a position on the field.
3. Blocking downfield during a pass that legally crosses the line of scrimmage.
4. Picking off a defender who is attempting to cover a receiver.
e. It is not offensive pass interference:
1. When two or more eligible players are making a simultaneous and bona fide attempt to reach, catch or bat the pass. Players of either team have equal rights to the ball.
2. When the pass is in flight and two or more players are in the area where they might receive or intercept the pass and an offensive player in that area impedes an opponent, and the pass is not catchable.
f. Defensive pass interference is contact beyond the neutral zone by a Team B player whose intent to impede, displace or play through the back of an eligible opponent is obvious and could prevent the opponent the opportunity of receiving a catchable forward pass. When in question, a legal forward pass is catchable. Defensive pass interference occurs only after a legal forward pass is thrown.
g. Actions that constitute defensive pass interference include, but are not limited to, the following six categories:
1. Early contact by a defender who is not playing the ball is defensive pass interference provided the other requirements for defensive pass interference have been met, regardless of how deep the pass is thrown to the receiver
2. Playing through the back of a receiver in an attempt to make a play on the ball
3. Grabbing and restricting a receiver’s arm(s) or body in such a manner that restricts their opportunity to catch a pass
4. Extending an arm across the body (arm bar) of a receiver thus restricting their ability to catch a pass, regardless of the fact of whether or not the defender is looking for the ball
5. Cutting off or riding the receiver out of the path to the ball by making contact without playing the ball
6. Hooking and restricting a receiver in an attempt to get to the ball in such a manner that causes the receiver’s body to turn prior to the ball arriving.
h. It is not defensive pass interference:
1. When two or more eligible players are making a simultaneous and bona fide attempt to reach, catch or bat the pass. Eligible players of either team have equal rights to the ball.
i. PENALTIES
1. Offensive pass interference 5 yards from previous spot loss of down
2. Defensive pass interference spot foul automatic first down
a. If the foul occurs in the endzone the ball is placed at the one yard line automatic first down.
Section 17. Rushing the Quarterback
Rushers
a. All players who rush the passer must be a minimum of 7 yards from the line of scrimmage when the ball is snapped.
b. Up to two (2) players can rush the quarterback
c. Rushers MUST identify themselves (maximum of two players) by raising their hand before the snap
1. Hand must be held above head
2. Arm must stay up until the snap occurs
3. Rushers MUST rush the passer immediately after the snap
4. Delayed rush is NOT permitted
5. Declared rushers DO NOT have to rush.
6. Players not rushing the quarterback can defend the line of scrimmage.
7. Players rushing the quarterback may attempt to block a pass; however, contact to the QB, unless ruled incidental by the official, would result in a roughing the passer penalty.
d. Once the ball is handed off, pitched, lateraled or thrown backwards behind the line of scrimmage, all defenders may cross the line of scrimmage to defend and pull the flag.
e. A special marker, or the game official, will designate a rush line 7 yards from the line of scrimmage. Defensive players should verify they are in the correct position with the official on every play.
A legal rush is:
a. Any rush by the 1 or 2 designated rushers, 7 yards from the line of scrimmage
b. A rush from anywhere on the field AFTER the ball has been handed off, pitched or thrown backwards by the player receiving the snap.
A penalty may be called if
a. The rusher leaves the rush line before the snap and crosses the line of scrimmage before a handoff, pitch, lateral or pass – Illegal rush (5-yards from the line of scrimmage and first down).
b. Any defensive player crosses the line of scrimmage before the ball is snapped – Encroachment (5-yards from line of scrimmage and first down)
c. Any defensive player not lined up at the rush line crosses the line of scrimmage before the ball is passed, pitched, lateraled or handed off – Illegal rush (5-yards from the line of scrimmage and first down).
d. If the offense draws the identified rusher(s) across the 7-yard marker prior to the snap of the ball, the rusher(s) CANNOT legally rush. Jumping the rush is not a penalty until the rusher crosses the line of scrimmage prior to a handoff, pitch, lateral or forward pass.
e. Teams are never required to rush the quarterback with the 7 second clock in effect
Impeding the Rusher
a. The offense cannot impede the rusher’s PATH to the quarterback, regardless of where they line up prior to the snap.
b. The PATH is set pre-snap from the rusher or rushers directly to the QB.
1. The rusher must maintain a straight line to the quarterback’s original position even if the ball has been handed off.
2. If the rusher deviates from this line at anytime there will be no impedance.
c. PATH does not move once the quarterback moves.
d. If the “path or line” is occupied by a moving offensive player, then it is the offense’s responsibility to avoid the rusher
e. If the offensive player does not move after the snap, then it is the rusher(s) responsibility to go around the offensive player and avoid contact.
f. Any disruption to the rusher’s path and/or contact will result in an ‘Impeding the Rusher’ penalty.
PENALTY
Live ball penalty; five yards from the previous spot loss of down
Sack
a. A sack occurs if the quarterback’s flags are pulled behind the line of scrimmage. The ball will be spotted where possession of the ball is when the flag is pulled.
b. A 2-point Safety is awarded if a flag pull takes place in the offensive team’s end zone.
6U Division
a. NO rushing is allowed
Section 18. Conduct of Players and Others Subject to the Rules
PERSONAL FOULS
All fouls in this section (unless noted) and any other acts of unnecessary roughness are personal fouls. Except as otherwise noted, the penalties for all personal fouls are as follows: PENALTY—Personal foul. Ten yards. Flagrant offenders shall be ejected. For dead-ball fouls, Ten yards from the succeeding spot. Penalties for Team A live-ball personal fouls behind the neutral zone are enforced from the previous spot. Safety if the Team A live-ball foul occurs behind Team A’s goal line.
Flagrant Fouls
a. Before the game, during the game and between periods, all flagrant fouls require ejection. Automatic first down for Team B flagrant personal fouls if not in conflict with other rules
b. Examples of flagrant fouls include but are not limited to:
1. Fighting
2. Tackling the runner similar to tackle football in which it is obvious that there is no attempt to pull the flag.
a. If there were no defenders down field the “last man rule” may be enforced
3. The player may or may not be ejected depending on the severity of the contact.
Stripping
a. No player shall strip or attempt to strip the ball from a runner by punching, striking, or grabbing the ball.
Striking
a. No player shall make contact with an opponent that is deemed unnecessary, including using knees, fists, locked hands, elbows, or any part of the forearm or hand.
Throwing a Runner
a. No player shall throw or push the runner to the ground
b. PENALTY: Spot Foul automatic first down
Tripping
a. . No player shall trip an opponent. Tripping is intentionally using the lower leg or foot to obstruct an opponent below the knee.
b. PENALTY: Five yards from the line of scrimmage automatic first down
Flag Removal
a. No player shall intentionally remove a flag from an opposing player other than the ball carrier.
b. PENALTY: Five yards from the line of scrimmage automatic first down
Charging and Illegal Contact Offense
a. No player shall initiate contact with an opponent by charging, driving through, running into an opponent, nor by leading with a shoulder or extended elbow
b. A runner shall not charge into nor contact an opponent in their path nor attempt to run between two opponents or between an opponent and a sideline. The runner must avoid contact by changing direction.
c. PENALTY: spot foul 5 yards loss of down
Roughing the Passer
a. No defensive player shall unnecessarily rough a passer, when it is obvious the ball has been thrown forward legally.
b. Contacting the passer’s throwing hand or arm (ball is considered an extension of the arm)
c. Contacting the passer’s head or neck area
d. It is not roughing the passer if the contact is initiated by the passer (e.g., passer contacts the head or body of an opponent during the follow through of a pass where the opponent is making a legal attempt to pull the flags at waist level)
e. PENALTY: Five yards from the line of scrimmage automatic first down
Section 19. UNSPORTSMANLIKE CONDUCT
Unsportsmanlike Acts
There shall be no unsportsmanlike conduct or any act that interferes with orderly game administration on the part of players, substitutes, coaches, spectators or authorized attendants or any other persons subject to the rules, before the game, during the game, or between periods.
a. Specifically prohibited acts and conduct include
1. Using abusive, threatening or obscene language or gestures, or engaging in such acts that provoke ill will or are demeaning to an opponent, to game officials, or to the image of the game, including but not limited to:
a. Pointing the finger(s), hand(s), arm(s) or ball at an opponent, or imitating the slashing of the throat.
b. Taunting, baiting or ridiculing an opponent verbally or using sound effects of any type; braking, screaming or any noise making device.
c. Inciting an opponent or spectators in any other way, such as simulating the firing or brandishing of a weapon or placing a hand by the ear to request recognition.
d. Any delayed, excessive, prolonged or choreographed act by which a player (or players) attempts to focus attention upon themself (or themselves)
e. An unopposed ball carrier obviously altering stride when approaching the opponent’s goal line or diving into the endzone (Taunting)
f. Punching one’s own chest or crossing one’s arms in front of the chest while standing over a prone player.
g. Dead-ball contact fouls such as pushing, shoving, striking, etc. that occur clearly after the ball is dead and that are not part of the game action
h. After a score or any other play, no player shall:
i. (b) Intentionally kick or spin the ball.
j. (c) Spike the ball into the ground.
k. (d) Throw the ball high into the air.
l. (e) Any other unsportsmanlike act or actions that delay the game.
PENALTY
a. Coach or Spectator
1. Offense: Live Ball or Dead Ball: 15 yards from line of scrimmage loss of down Defense: Live Ball or Dead Ball: 15 yards from line of scrimmage automatic first down
2. Two unsportsmanlike conduct penalties on the coach or spectators will result in a forfeit
b. Players
1. Offense: Live Ball or Dead Ball: 10 yards from line of scrimmage loss of down Defense: Live Ball or Dead Ball: 10 yards from line of scrimmage automatic first down
Unfair Acts
The following are unfair acts:
a. A team refuses to play within two minutes after being ordered to do so by the referee
b. An obviously unfair act not specifically covered by the rules occurs during the game. This includes substitutes, coaches or any other persons subject to the rules, other than a player or official, interfering in any way with the ball or a player while the ball is in play.
c. “Last Man Rule” If the offensive player is running down the field with only one defender to beat and that defender intentionally; tackles, trips, of forces out of bounds without an attempt to pull the flag.
1. If this occurs before mid-field; automatic first down at the spot of the foul
2. If this occurs past mid-field; touchdown
PENALTY—Unsportsmanlike conduct. The referee may take any action they consider equitable, which includes assessing a Ten-yard penalty from the succeeding spot and automatic first down, directing the down to be repeated, awarding a score, or forfeiting the game.
Contacting an Official
Persons subject to the rules shall not intentionally contact a game official forcibly during the game.
PENALTY
Flagrant unsportsmanlike conduct. Dead-ball foul. Fifteen yards from the succeeding spot and automatic ejection.
Sideline Interference
PENALTY
Dead-ball foul. First infraction: Warning for sideline interference. No yardage penalty. Second infraction: Delay of game for sideline interference. Five yards from the succeeding spot (offense loss of down, defense automatic first down.) Third and subsequent infractions: Team unsportsmanlike conduct for sideline interference. Ten yards from the succeeding spot (offense loss of down, defense automatic first down.)
Section 20. Penalty Enforcement
How and When Completed
a. A penalty is completed when it is accepted, declined, offset, or canceled according to rule, or when the choice is obvious to the referee
b. Any penalty may be declined.
c. An ejected player must leave the game whether the penalty is accepted, declined, offset or canceled
d. When a foul is committed, the penalty shall be completed before the ball is declared ready for play for any ensuing down.
e. Penalties are assessed live ball then dead ball. Live ball penalties must be assessed before play is considered complete
f. Penalties will be assessed half the distance to the goal yardage when the penalty yardage is more than half the distance to the goal.
g. Spot fouls administered in the end zone: Defensive (Ball on one-yard line, first down) / Offensive (Safety)
Types of Fouls
a. Dead-ball: A foul that occurs prior to a legal snap or after the ball has become dead by rule. This includes live-ball fouls that are treated as dead-ball fouls
b. Live-ball: A foul that occurs during a down
c. Simultaneous With Snap: A foul that occurs as the ball is snapped. These are live-ball fouls considered as occurring during that down
d. These penalties are always enforced separately; Live-ball then dead ball
Live-Ball Fouls by the Same Team
a. When two or more live-ball fouls are committed by the same team during the same down, the offended team may elect only one of these penalties. The other fouls are declined by rule
Offsetting Fouls
a. When live-ball fouls are committed by both teams during the same down, the fouls offset and the down is repeated. Live-ball fouls do not offset dead-ball fouls
b. Exception
c. Team A (offense) is offsides at the snap. Team A throws an interception and Team B during the return flag guards. These penalties will not offset. Team B will be penalized five-yards from the spot of the foul first down.
Dead-ball Fouls
a. Penalties for dead-ball fouls are administered separately and in order of occurrence.
b. Exception: When dead-ball unsportsmanlike or dead-ball personal fouls are committed by both teams during the same dead-ball period, and none of the penalties have been completed, the yardage penalties cancel and the number or type of down established before the fouls occurred is unaffected.
Live-Ball—Dead-Ball Fouls
a. Live-ball fouls do not offset dead-ball fouls
b. When a live-ball foul by one team is followed by one or more dead-ball fouls (including live-ball fouls treated as dead-ball fouls) by an opponent or by the same team, the penalties are administered separately and in the order of occurrence.
Interval Fouls
a. Penalties for fouls that occur between the end of the second half and the start of the extra period for overtime, between possession series during an extra period, and between extra periods are enforced from the spot of the next possession series.
Penalty Chart
Defensive Spot Fouls
Defensive pass interference
Automatic first down
Holding/Illegal Contact
+5 yards and automatic first down
Striping
+5 yards and automatic first down
Offensive Spot Fouls
Screening or blocking
-5 yards and loss of down
Charging
-5 yards and loss of down
Flag guarding
-5 yards and loss of down
Holding/Illegal Contact
-5 yards and loss of down
Defensive Penalties
Defensive unnecessary roughness
+10 yards and automatic first down
Defensive unsportsmanlike conduct
Player +10 yards and automatic first down Coach/Spectator 15yd LOD
Taunting
+10 yards from line of scrimmage and automatic first down
Offside / illegal substitution
+5 yards from line of scrimmage and automatic first down
Illegal rush (Starting rush from inside 7-yard marker)
+5 yards from line of scrimmage and automatic first down
Illegal flag pull (Before the receiver has the ball)
+5 yards from line of scrimmage and automatic first down
Roughing the passer
+5 yards from line of scrimmage and automatic first down
Offensive Penalties
Offensive unnecessary roughness
-10 yards and loss of down
Offensive unsportsmanlike conduct
Player-10 yards and loss of down Coach/Spectator 15 yards LOD
Taunting
-10 yards and loss of down
Offside / false start / illegal substitution
-5 yards from line of scrimmage and loss of down
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
-5 yards from line of scrimmage and loss of down
Illegal motion /Shift (More than one person moving)
-5 yards from line of scrimmage and loss of down
Delay of game
-5 yards from line of scrimmage and loss of down
Impeding the rusher
-5 yards from line of scrimmage and loss of down
Illegal Procedure
-5 yards from line of scrimmage and loss of down
GYFL Rules Fall 2026
Contents
Players and Playing Equipment 4
SECTION 1. THE BALL: LIVE, DEAD, LOOSE, READY FOR PLAY. 5
SECTION 2. SCREEN BLOCKING.. 6
SECTION 3. CATCH, RECOVERY, POSSESSION.. 6
SECTION 4. DOWN, BETWEEN DOWNS AND LOSS OF DOWN.. 8
SECTION 6. THE NEUTRAL ZONE. 9
SECTION 7. ENCROACHMENT AND OFFSIDE. 9
SECTION 10. SNAPPING THE BALL. 10
SECTION 12. START OF GAME, TIMING.. 11
Section 13. Series of Downs, Scoring, On-Side Kick. 16
Section 14. Pre-Snap and Snapping. 17
Section 17. Rushing the Quarterback. 25
Section 18. Conduct of Players and Others Subject to the Rules. 27
Section 19. UNSPORTSMANLIKE CONDUCT. 29
Section 20. Penalty Enforcement 31
The Flag Football Code
The Flag Football Code: Flag football is a fast-paced, competitive, and non-contact sport that demands the highest standards of sportsmanship and integrity from all participants. Coaches, players, and others associated with the game are expected to uphold values of fairness, respect, and self-control at all times. There is no place for unfair tactics, unsportsmanlike conduct, or behavior deliberately designed to provoke, intimidate, or cause harm to an opponent. The Flag Football Code of Ethics states: a. The Football Code shall be an integral part of this code of ethics and should be carefully read and observed. b. To gain an advantage by circumvention or disregard for the rules brands a coach or player as unfit to be associated with the sport. The Flag Football Focus Group will endeavor to support the emerging community governing flag football. Specific standards will continue to develop; in the interim the Focus Group will stand by rule and appropriate penalty, to prohibit all forms of illegal contact, unfair tactics, and unsportsmanlike conduct. Rules alone cannot accomplish this end. Only the continued best efforts of coaches, players, officials, and allies of the game can preserve the ethical standards that the public has a right to expect in collegiate sport. Therefore, as a guide to players, coaches, officials, and others responsible for the welfare of the game, the Focus Group champions the following code:
Coaching Ethics
Deliberately teaching players to violate or exploit the rules is indefensible. Coaches are educators whose primary responsibility is to model integrity and sportsmanship. Instruction that promotes illegal contact, flag guarding, obstruction, or disrespect toward officials undermines both the competitive integrity and educational mission of the sport. Such instruction is unfair to one’s opponent, harmful to the character of athletes, and has no place in a game that emphasizes skill, discipline, and respect. The following are unethical practices in flag football: a. Teaching or encouraging illegal contact, including pushing, screening, or impeding an opponent’s movement. b. Attempting to deceive opponents or officials through false injury, delay tactics, or deliberate misrepresentation. c. Using profanity, disrespectful language, or gestures toward opponents, teammates, or officials. d. Encouraging or tolerating any action that compromises player safety or the spirit of non-contact play. e. Criticizing officials publicly or privately in a manner that undermines respect for the game. f. Using nontherapeutic or performance-enhancing substances, which is inconsistent with the aims and purposes of amateur athletics. Coaches must constantly reinforce that flag football is a game of strategy, skill, and quickness — not contact. Illegal contact is the most frequently called foul, and teams that play disciplined, controlled defense embody the highest ideals of the sport.
Talking to an Opponent
Talking to an opponent in any manner that is demeaning, vulgar, taunting, or designed to provoke a response is unsportsmanlike and illegal. Players and coaches are expected to demonstrate respect before, during, and after the game. Competitive spirit should never come at the expense of character. Coaches are urged to emphasize these standards frequently and support all officials’ actions to uphold them.
Talking to Officials
When an official imposes a penalty or makes a decision, they are performing their duty as they see fit. Officials are on the field to uphold the integrity of the game, and their judgments should be accepted with respect. The AFCA Code of Ethics states: a. On- or off-the-record criticism of officials to players or the public shall be considered unethical. b. For a coach or player to address uncomplimentary or confrontational remarks to any official during the game—or to engage in conduct that might incite teammates or spectators against officials—is conduct unworthy of participation in the game. If multiple infractions occur further disciplinary action will be taken by the league.
Illegal Contact
Flag football is a non-contact sport. Any form of physical contact that impedes, displaces, or endangers an opponent is unfair and contrary to the spirit of the game. Illegal contact eliminates skill and strategy and must be strictly avoided. The objective of the game is to advance the ball by execution, teamwork, and speed—without using contact to gain advantage. Coaches and players must thoroughly understand the rules governing legal flag pulls, positioning, and body control. Because illegal contact is the most commonly called foul in flag football, it must be a point of continuous emphasis in practice, coaching, and player conduct.
Sportsmanship
The player or coach who intentionally violates a rule is guilty of unfair play and unsportsmanlike conduct. Whether or not such action is detected or penalized, it discredits the good name of the game. Respect for the opponent, the officials, and the game itself is the foundation of flag football. The true measure of success is not only the score, but the demonstration of integrity, discipline, and teamwork that define flag football.
Players and Playing Equipment
1. All players must wear official NFL FLAG belts and flags. When worn correctly, the belt should sit at and be tight around the waist, there shall be one flag positioned over each hip. If the flags are not located as indicated, then the offending player shall be asked to readjust their flags until they are set in legal position. If the flags are determined not to be on the hips at the start of the play. The player will be down at the spot of the ball where the player took possession of the ball. All jerseys must be tucked in the pants or shorts prior to the start of the play if they hang below the belt line. Nothing may be worn on the flag belt (wrist coaches, hand warmers, and towels) All players MUST wear mouth guards at all times while on the field.
2. Game balls will be age specific 6U, 8U, 8U Girls, 10U girls Pee Wee Size (Blue or Black Ball) 10U Coed, 12U Coed, 12U Girls, 14U Coed, 14U Girls divisions will use a Junior size ball (Brown or White Ball) High School Girls will use youth size ball (Wilson GST Composite or Leather Ball)
3. Players must wear shoes. Cleats are highly recommended, However, cleats with exposed metal are never allowed and must be removed.
4. Players may tape their forearms, hands and fingers. Players may wear gloves, elbow pads and knee pads. Braces with exposed metals are not allowed.
5. Players must remove all jewelry and hats. Headbands or winter beanies are allowed. No hard brim hats of any type are allowed (Stud earrings will be allowed)
6. Players may wear soft shell helmets (must be strapped on the playing field), protective headbands, beanies, skull caps, and sunglasses while on the field. Prescription glasses are permitted
7. Only league issued Official NFL Flag Jerseys will be allowed. Teams MAY NOT wear a jersey with a club affiliation of any type at anytime without the consent of the league. The HOME TEAM shall wear that jerseys that are the DARK COLOR and the VISITING TEAM shall wear the LIGHT COLOR Jerseys. Absolutely no modifications can be made to the jersey (Numbers, Names, Ect..) without league approval.
8. No custom uniforms are allowed. Black or single-color leggings, and compression pants are allowed but, must be worn under shorts. Shorts may not have pockets of any type, exposed drawstrings, zippers, belts, or belt loops.
9. Absolutely no full face masks or pajama pants are allowed.
10. LEAGUE & TOURNAMENT PLAY: Electronic communication between any player with their coach or spectator for their team is prohibited. If a team or individual is using electronic communication with a player or coach, at any time, that team will be disqualified immediately from play. This does not limit possible additional discipline at the sole discretion of the league.
SECTION 1. THE BALL: LIVE, DEAD, LOOSE, READY FOR PLAY
Live-ball
A live ball is a ball in play. A pass, kick or fumble that has not yet touched the ground is a live ball in flight.
Dead ball
A dead ball is a ball not in play.
Loose Ball
A loose ball is a pass, fumble, or a kick. A loose ball that has not yet touched the ground is in flight. A grounded loose ball is one that has touched the ground. Any loose ball continues to be a loose ball until a player secures possession of it or until it becomes dead by Rule, whichever comes first.
b. All players are eligible to touch, catch or recover a fumble or a backward pass in flight.
c. All players are eligible to touch a forward pass.
When Ball Is Ready for Play
A dead ball is ready for play when:
a. When an official places the ball at the line of scrimmage and all officials steps away to their positions and the referee sounds their whistle the 25 second play clock will begin. If the ball is snapped before the whistle has sounded a penalty for illegal procedure will be called.
b. With the play clock set at 25 seconds after an injury to a player, the referee sounds their whistle and signals to start the game clock and signals that the ball is ready for play
SECTION 2. SCREEN BLOCKING
Screen Blocking
Screen blocking is illegally obstructing an opponent without using any part of the body to initiate contact and while remaining within the frame of the body.
Blind-Side Block
A blind-side block is an open field screen block against an opponent that is initiated from outside the opponent’s field of vision, in a direction back towards the original position of the ball, or otherwise in such a manner that the opponent cannot reasonably navigate around the block and results in a collision.
SECTION 3. CATCH, RECOVERY, POSSESSION
Possession
Possession refers to custody of (a) a live-ball as previously defined or (b) a dead-ball to be snapped. It may refer either to player possession or team possession
Player Possession
The ball is in player possession when a player has the ball firmly in their grasp by holding or controlling it with hand(s) or arm(s) while contacting the ground inbounds
Team Possession
The ball is in team possession:
1. When one of its players has player possession, including when they are attempting a kick;
2. While a forward pass thrown by a player of that team is in flight
3. During a loose ball if a player of that team last had player possession
4. When the team is next to snap the ball.
5. A team is in legal possession if it has team possession when its players are eligible to catch or recover the ball.
Belongs To
“Belongs to,’’ as contrasted with “in possession”, denotes custody of a dead-ball. Such custody may be temporary, because the ball must next be put in play in accordance with rules governing the existing situation.
Catch, Interception, Recovery
To catch a ball means that a player:
1. Secures firm control with the hand(s) or arm(s) of a live-ball in flight before the ball touches the ground, and
2. Touches the ground inbounds with any part of the body, and then
3. Maintains control of the ball long enough to enable that player to perform an act common to the game, i.e., advance it, avoid an opponent, etc., and
4. Satisfies paragraphs b, c, and d below.
b. If a player goes to the ground in the act of catching a pass (with or without contact by an opponent) the player must maintain complete and continuous control of the ball throughout the process of contacting the ground, whether in the field of play or in the end zone. This is also required for a player attempting to make a catch at the sideline and going to the ground out-of-bounds. If the player loses control of the ball which then touches the ground before they regain control, it is not a catch. If the player regains control inbounds prior to the ball touching the ground it is a catch
c. If the player loses control of the ball while simultaneously touching the ground with any part of their body, or if there is doubt that the acts were simultaneous, it is not a catch. If a player has control of the ball, a slight movement of the ball, even if it touches the ground, will not be considered loss of possession; the player must lose control of the ball for there to be a loss of possession.
d. If the ball touches the ground after the player secures control and continues to maintain control, and the elements above are satisfied, it is a catch.
e. An interception is a catch of an opponent’s pass or fumble.
f. A catch by any kneeling or prone inbounds player is a completion or interception.
g. A player recovers a ball if they fulfill the criteria in paragraphs a, b, c, and d for catching a ball that is still alive after hitting the ground.
h. When in question, the catch, recovery or interception is not completed.
Simultaneous Catch or Recovery
A simultaneous catch or recovery is a catch or recovery in which there is joint possession of a live-ball by opposing players inbounds.
SECTION 4. DOWN, BETWEEN DOWNS AND LOSS OF DOWN
Down
A down is a unit of the game that starts after the ball is ready for play with a legal snap and ends when the ball becomes dead.
Between Downs
Between downs is the interval during which the ball is dead.
Loss of Down
“Loss of down” is an abbreviation meaning “loss of the right to repeat a down.
SECTION 5. FLAG REMOVAL
Flag Removal
The Flag is considered “removed” and the play is dead in the following situations:
a. When either flag is clearly removed from its belt coupling.
b. If a flag or belt apparatus inadvertently comes off a ball carrier during a down, the play is ruled dead at that spot.
c. If a flag or belt apparatus inadvertently comes off a non-ball carrier during a down, the play shall be ruled dead once that player possesses the ball.
d. If a flag is legally removed or inadvertently comes off a non-ball carrier during a down, the player may reattach the flag prior to gaining possession and continue to participate throughout the down.
e. If a flag is torn into more than one piece or a flag belt is torn off.
f. A defensive player may not intentionally remove the flags of a player who is clearly not in possession of the ball.
Flag Guarding
Flag Guarding is the act of physically preventing a defensive player from removing an opponent’s flags.
SECTION 6. THE NEUTRAL ZONE
a. The neutral zone is the space between the two scrimmage lines extended to the sidelines. Its width is one yard.
b. The neutral zone is established when the ball is ready for play.
c. The neutral zone exists until there is a change of team possession, until a kick crosses the neutral zone or until the ball is declared dead.
SECTION 7. ENCROACHMENT AND OFFSIDE
Offside
After the ball is ready for play, offsides occurs when an offensive player is beyond the nose of the football when the ball is snapped (this includes the center)
a. 6U and 8U Coed and 8U Girls Division: This penalty will not be enforced
b. All other divisions this will be strictly enforced
Encroachment
After the ball is ready for play, offside occurs when a defensive player:
a. Is in or beyond the neutral zone when the ball is legally snapped; or
b. Contacts an opponent beyond the neutral zone before the ball is snapped; or
c. Contacts the ball before it is snapped; or
d. Threatens an offensive player positioned on the line, causing an immediate reaction, before the ball is snapped; or
SECTION 8. PASSES
Passing
Passing the ball is throwing it. A pass continues to be a pass until it is caught or intercepted by a player or the ball becomes dead.
Forward and Backward Pass
A pass is forward if the ball first strikes the ground, a player, an official or anything else beyond the line of scrimmage.
b. A pass is backwards when the ball is thrown equal to or behind the depth of the quarterback.
c. A snap becomes a backward pass when the snapper releases the ball.
SECTION 9. SHIFT
A shift is a simultaneous change of position or stance by two or more offensive players after the ball is ready for play but before a legal snap.
b. Shifting players must be motionless for one full second before the snap.
SECTION 10. SNAPPING THE BALL
a. A legal snap is passing the ball backward from its position on the ground with a quick and continuous motion of the hand or hands, with the ball actually leaving the hand or hands in this motion.
b. The snap starts when the ball is moved legally and ends when the ball leaves the snapper’s hands; the ball then becomes alive.
c. Unless moved in a backward direction, the movement of the ball doesn’t start a legal snap. It is not a legal snap if the ball is first moved forward or lifted.
d. The snap must go between the snapper’s legs; but to be legal, it must be a quick and continuous backward motion
SECTION 11. TEAM
Team
All teams MUST be registered with a minimum of 8 players. A coach may request no less than 8 kids at registration. If a group of kids registers with less than 8, the league will fill the remaining spots for the team.
c. A normal size team is 10 players. The league will do its best to make sure no team has more than 10. Teams can be over 10 players, but no more than 12.
d. To play a game a team should have at least five (5) players.
If a team has only four (4) players, the game can still be played with the teams
playing 4 on 4. Any team with less than 4 players will forfeit the game.
6U Division
a. 'No Run' zones are eliminated. Teams may run the ball anywhere on the field.
b. Defenders may NOT rush the passer unless there is a legal handoff executed in the backfield
c. One Coach for each team is permitted on the field pre and post snap to help their players, but post snap at a safe distance to plays completion.
d. If the ball falls to, or touches the ground during the initial center to quarterback exchange, the play is ruled a 'Do Over' with no loss of down, once per down. On a second consecutive occurrence, the down is consumed.
1. If the quarterback is in “shotgun position” there will be no “do over” allowed
e. Regular Season play clock is 35 seconds Tournament play is 25 seconds
8U Division
a. Regular Season
1. One offensive coach allowed on the field.
2. No defensive coaches are allowed on the field at any time.
b. Tournament Play
1. No coaches are allowed on the field at any time.
2. All plays must be called from the sideline.
SECTION 12. START OF GAME, TIMING
Pregame
Five minutes prior to the game, the teams will line up on the sideline for an equipment check. The referee will inspect the following
Pants/Shorts
Players shall wear pants or shorts, which shall not have pockets of any type, zippers, exposed drawstrings, belts, and/or belt loops. Taping pockets is not allowed. The color of the pants/shorts shall be a solid color (no prints or graphics) and in contrasting color from the flags. No pajama pants are allowed.
Flags and Flag Belt
Must be NFL flags no club flags are allowed, no Shruumz flags are allowed. Flags issued for use in NFL Flag National Tournaments are allowed if the NFL Flag Logos are on the flags.
When worn correctly, the belt should sit at and be tight around the waist, there shall be one flag positioned over each hip. If the flags are not located as indicated, then the offending player shall be asked to readjust their flags until they are set in legal position. Excess material around the waist belt shall be tucked away, removed or taped.
Play Books (Wrist Coaches)
Players may wear a soft, pliable wrist/forearm band that contains plays. No playbook may be worn around the waist or flag belt.
Head Gear
Players may wear a soft helmet which meets the standards, has been sanctioned and wears the logo of a proper sanctioning organization.
a. If a helmet is worn it must be strapped on the field
b. Players shall not wear hats with a hard brim.
c. Headbands and hats are legal provided they are not considered dangerous to any player. They shall be made of nonabrasive cloth and the only logos permitted are the manufacturers and/or the team, club, or school logo.
Mouthpiece
Each player shall wear a mouthpiece. The mouthpiece must be an intra-oral device of readily visible color. It must be made with FDA-approved base materials and cover all upper teeth. It is recommended that the mouthpiece be properly fitted.
Cleats
Must be non-metal
Coin Toss
Three minutes prior to the scheduled starting time, the referee shall conduct a coin toss at midfield in the presence of no more than three captains from each team and another game official, first designating the speaking captain of the visiting team to call the coin toss.
b. During the coin toss, each team shall remain in their team area on or behind their respective sideline.
c. The winner of the toss shall choose one of the following options: 1. Choose whether their team will start on offense or defense. 2. Choose the goal their team will defend
d. The opponent (loser of the toss) shall exercise the remaining available option, 1 or 2 above
Length of Periods and Intermissions
Playing time shall be 40 minutes divided into two periods of 20 minutes each.
a. No period shall end until the ball is dead and the referee declares the period ended.
b. The intermission between the first and second half of a regular season game shall be 5 minutes.
Play Clock
a. 6U Division: Regular Season 35 seconds, playoffs 25 seconds
b. All other divisions 25 seconds
Timing Adjustments
The clock will only stop for:
a. time outs (three per game 30 seconds in length)
b. injured player, referee or spectator
c. Referees discretion
Extension of Periods
A period shall be extended for an untimed down if one or more of the following occurs during a down in which time expires in the first or second half:
1. A penalty is accepted for a live-ball foul(s). At the option of the offended team, the period is not extended if the foul is by the team in possession and the statement of the penalty includes a loss of down. The game cannot end on a defensive penalty.
2. There are offsetting fouls.
3. An official sounds their whistle inadvertently or otherwise incorrectly signals the ball dead.
b. Additional untimed downs will be played until a down is free of the circumstances in statements above.
c. If a touchdown is scored during a down in which time in a period expires, the period is extended for the try.
Overtime
Home team calls the coin toss to determine the team that chooses to be on offense or defense first.
1st OVERTIME:
Each team will get one (1) play from the defense’s 5-yard line for one point or the defense’s 10-yard line for two points.
Each team has the choice to go for 1 or 2 points in the first OVERTIME PERIOD ONLY.
Example: Team A starts on offense and chooses to go for one point from the 5-yard line and is successful. Team B is then on offense and can choose to either go for one point from the 5-yard line to tie and force a second round of overtime or to go for two points from the 10-yard line for the win. If the second team on offense in an overtime round fails to beat or match the team that went first, the game is over.
2nd OVERTIME:
If a second round of overtime must be played, the team that lost the coin toss will get to choose offense or defense for the start of the second round of overtime. This process continues with teams alternating the choice to be on offense or defense to start every round of overtime.
Both teams must attempt a 2-point conversion from the 10-yard line.
3rd OVERTIME:
Each team will get 1 play from the 5-yard line going out from the endzone. The team with the most yards will be the winner. The team with the most yards will be awarded 1 point added to their final score
The Final Score will be recorded to include all points scored in the overtime periods
All regulation period rules and penalties are in effect.
There are no timeouts in overtime. Each team will be afforded one (1) ‘coaches challenge’ for the entire overtime session. Challenge MUST be a misapplication of a rule, NOT a judgement call by an official.
Interceptions are returnable for a score in OT and are worth 2 points.
Interceptions returned for a score in the first or second overtime period, the game is over. Interceptions advanced in the third overtime period, the game is over.
Timeouts
a. Each team will have three timeouts per game.
b. Injury Timeout, clock will start when injured player has been removed from the field
c. Officials Timeout, may be called by the head referee at anytime
Start of Game and Second Half
For all age groups except 6U Division the game and start of the second half will begin with a kickoff.
Kickoff
Players will line up at the designated line for their age group.
The Ball should be thrown or kicked in bounds. If the ball goes out of bounds the receiving team has the option of taking a 5-yard penalty from the out of bounds spot or retry the kickoff. After 3 attempts, the penalty must be taken.
Player "kicking off" the ball can have a running start but must not exceed the designated line for their age group. No one can advance past the line until the ball is in the air.
If the ball goes through the back of the end zone, or is downed in the end zone, the receiving team will have first down at the 5-yard line. There are no turnovers on a kickoff.
Designated lines:
6U age group: Does not apply
8U age group: 10-yard line
10U age group: 10-yard line
12U age group: 5-yard line
14U age group: Goal Line
Junior High and High School Girls: Goal Line
Receiving the Kickoff
a. The first player to catch, pick up and/or control the ball will be the receiving player
b. When the referee blows the whistle ready for play the clock will begin.
c. There will be no laterals, handoffs or pitching of any kind.
d. If the kicking team touches the ball while it is on the ground, the ball is down at that spot. (The ball MUST be on the ground)
e. If the receiving player kneels to control the ball the player will be down at that spot.
f. The ball may still be controlled by a player if tipped or fumbled by him/herself or any other player.
g. Receiving players may cross the midfield stripe to control the ball after the throw if the ball lands on the opposite side of midfield.
h. If kicking team touches the ball before it is controlled by a receiving player, the ball will be marked down at that spot, and the receiving team will have first down from there. (The ball MUST be on the ground)
i. Receiving players can advance the ball from the end zone or kneel (touchback) and take the ball first down at the 5-yard line.
j. Receiving players may not run backwards into the end zone and kneel. This will count as safety.
k. Once the receiving player has control of the ball, the other players on the receiving team must remain still until the end of the play.
l. Receiving player can run around his teammates but teammates are not allowed to block or move from the position they are in until the receiving player is down
m. Players from the kicking team that make contact with stationary players from the receiving team will receive illegal contact penalties as per our regular rules and yardage will be assessed at the end of the run.
n. ALL OFFENSIVE PENALTIES FROM THIS PLAY WILL BE ASSESSED AT THE SPOT OF FOUL
o. DEFENSIVE PENALTIES WILL BE ASSESSED AT THE END OF THE RUN
Section 13. Series of Downs, Scoring, On-Side Kick
Series of Downs
a. The offensive team takes possession of the ball at its 5-yard line (except for the first play of each half) and has four Plays to cross midfield.
b. If the offense fails to cross midfield (Line to Gain) on three downs the coach will have five seconds to declare “Punt or Play”
c. If the offense declares “Punt” the ball will be placed at the opponents 5-yard line
d. If the offensive team goes for it on fourth down and does not cross midfield, the opposing team will start its possession from the dead ball spot.
e. If the coach has not declared in five seconds, the ball will be placed on the line of scrimmage and will be played. The coach may call a timeout and then declare “punt” to change the possession of the ball to the other team at their five-yard line.
f. Once a team crosses midfield, it has three plays to score a touchdown.
g. If the offense fails to score, the ball changes possession and the new offensive team take over on its 5-yard line.
h. All possession changes, except the first play of either half or interceptions, start on the offensive's 5-yard line.
Scoring
Touch Down
a. 6 Points
b. A team that scores a touchdown must declare whether it wishes to attempt a 1-point conversion (from the 5-yard line) or a 2-point conversion (from the 10-yard line). Extra Point Conversions
a. 1 point attempt from the five-yard line is pass only
b. 2-point attempt from the ten- yard line is run or pass
c. Any change, once a decision is made to try for the extra point, requires a charged timeout. A decision cannot be changed after a penalty
d. Any extra point attempt that results in a interception may be returned for 2 points
Safety
a. 2 points
b. A safety occurs when the ball-carrier is declared down in his/her own end zone. Runners can be called down when their flags are pulled by a defensive player, a flag falls out, they step out of bounds, their knee or arm touches the ground, a fumble occurs in the end zone or if a snapped ball lands in or beyond the end zone.
On Side Kick
a. An on-side kick may only be attempted in the second half by the team that is losing.
b. After a score the offensive team may elect to “Keep the Ball” by attempting an on-side kick.
c. 6U, 8U, and 10U Divisions
d. Attempt will be one play 5 yards from the line to gain (4th and 5 yards)
e. 12U, 14U, Junior High Girls, High School Girls Divisions
f. Attempt will be one play 10 yards from the line to gain (4th and 10 yards)
g. If the on-side kick is successful, the offense will have three downs to score
h. If the try is unsuccessful the defense will take over from the dead ball spot.
Mercy Rule
a. When one team gains a 28-point advantage, the game will be officially over, and no further scores will be recorded.
b. Teams can agree to continue to play a “Scrimmage”
c. The team that lost the game can elect to allow a “rusher” or play without
d. The losing team will dictate the format of the “scrimmage” example goal line plays, 10 offensive plays, 10 defensive plays
e. Regular Season Play: referee may elect to end the game five minutes early
f. Tournament Play: Game is over and no scrimmage will be allowed
Section 14. Pre-Snap and Snapping
Starting with a Snap
a. The ball shall be put in play by a legal snap
b. A legal snap is passing the ball backward from its position on the ground with a quick and continuous motion of the hand or hands, with the ball actually leaving the hand or hands in this motion.
c. No player shall put the ball in play before it is ready for play (Referee has blown the whistle)
d. PENALTY [b-c] Dead-ball foul: Five yards from the succeeding spot and loss of down.
Shift and False Start
a. Shift. After a huddle or shift and before the snap, all Team A players must come to an absolute stop and remain stationary in their positions without movement of the feet, body, head or arms for at least one full second before the ball is snapped. See page 10
b. False Start. Each of the following is a false start by Team A if it occurs prior to the snap after the ball is ready for play and all players are in scrimmage formation:
c. 1. Any movement by one or more players that simulates the start of a play.
d. 2. The snapper moving to another position.
e. 3. An offensive player making any quick, jerky movement before the snap, including but not limited to: (a) The snapper shifting or moving the ball, moving their thumb or fingers, flexing their elbows, jerking their head, or dipping their shoulders or buttocks. (b) The quarterback making any quick, jerky movement that simulates the beginning of a play. (c) A back simulating receiving the ball by making any quick, jerky movement that simulates the beginning of a play.
Offensive Team Requirements—Prior to the Snap
Each of the following (a-c) is a dead-ball foul. Officials should blow the whistle and not allow the play to continue. After the ball is ready for play and before it is snapped:
a. Snapper. The snapper: May not move to a different position nor have any part of their body beyond the neutral zone
b. May not lift the ball, move it beyond the neutral zone or simulate the start of a play
c. False Start. No Team A player may commit a false start or contact an opponent.
d. PENALTY[a-d] Dead-ball foul: Five yards from the succeeding spot and loss of down.
Offensive Team Requirements—At the Snap
Violation of each of the following (a-c) is a live-ball foul; the play is allowed to continue.
a. Offsides. Once the snap is imminent, no other Team A player may be in or beyond the neutral zone
b. Formation. At the snap Team A must be in a formation that meets these requirements:
1. All players must be inbounds.
3. The only player required to be on the offensive scrimmage line is the snapper.
c. Player in Motion
1. One player may be in motion, but that player may not be moving toward their opponent’s goal line.
2. Players may shift the formation; however, players must be set for one second prior to the snap.
3. Refer to page 10
PENALTY [a-c]—Live-ball foul: Five yards from the previous spot and loss of down.
Defensive Team Requirements
The defensive team requirements are as follows:
a. Each of the following (1-5) is a dead-ball foul. Officials should blow the whistle and not allow the play to continue. After the ball is ready for play and before the ball is snapped:
1. No player may touch the ball except when moved illegally, nor may any player contact an opponent or in any other way interfere with them.
2. No player may enter the neutral zone causing an offensive player to react immediately or commit any other dead-ball offside foul.
3. No player may cross the neutral zone and without making contact continue their charge toward any player in the offensive backfield.
4. Player(s) aligned in a stationary position one yard from the line of scrimmage may not make quick, abrupt or exaggerated actions that are not part of normal defensive player movement.
5. No player shall use words or signals that disconcert opponents when they are preparing to put the ball in play. No player may call defensive signals that simulate the sound or cadence of, or otherwise interfere with, offensive starting signals
PENALTY [1-3]—Dead-ball foul, Encroachment: Five yards from the succeeding spot automatic first down
PENALTY [4-5]—Dead-ball foul, delay of game. Five yards from the succeeding spot; automatic first down
b. When the snap starts:
1. No player may be in or beyond the neutral zone at the snap.
2. All players must be inbounds
PENALTY—Live-ball foul. Five yards from the previous spot; automatic first down
Section 15. RUNNING
Ball Placement
The ball is spotted where the ball is when the flag is pulled.
Teams
a. Teams are not allowed to run in the ‘NO RUN ZONES’ (Except 6U Division) - (Reminder: Each offensive team approaches only TWO no-run zones in each drive – one 5 yards from midfield to gain the first down and one 5 yards from the goal line to score a TD)
b. No blocking or “screening” is allowed at any time
c. Offensive players in “close proximity” of the ball carrier must stop their motion once the ball has crossed the line of scrimmage. No running with the ball carrier.
The Quarterback
a. The quarterback is the offensive player who receives the snap under center directly, in shotgun formation or a player in motion.
b. The quarterback cannot directly run with the ball across the Line of Scrimmage.
PENALTY [b]Live-ball foul. Five yards from the previous spot; loss of down
c. The quarterback may perform the following acts behind the line of scrimmage.
1. Direct handoffs
2. Pitches
3. Lateral
4. Backwards pass
d. If any of these take place beyond the line of scrimmage
1. PENALTY Live Ball Foul. Five yards from the previous spot loss of down
e. The QB may NOT handoff, pitch or lateral the ball first to the center.
1. PENALTY Live Ball Foul. Five yards from the previous spot loss of down
f. Any player who receives a handoff, backward pass, pitch or lateral can throw the ball from behind the line of scrimmage.
g. Once the ball has been handed off, in front, behind or to the side of the quarterback, or a backward pass, pitch or lateral has occurred, the 7-second passing clock is eliminated, and all defensive players are eligible to rush.
h. Definition of a “Legal Handoff” - Total loss of possession directly from 1 offensive play to another.
Ball Carriers
a. Ball carriers may leave their feet and the play will continue for spinning, jump cuts, QB’s passing or if there is a clear indication that he/she has done so to avoid a collision with another player. The play will continue without stoppage.
b. PENALTY—Live-ball foul. Five yards from the spot of the foul; loss of down
c. Runners are not permitted to jump, leap or hurdle, in the officials' judgement, while advancing the ball. The play is to be blown dead and a penalty will be enforced from the spot where the jump, leap or hurdle occurred
PENALTY—Live-ball foul. Five yards from the spot of the foul; loss of down
d. Once the ball is advanced beyond the LOS, the current ball carrier is the only player allowed to have possession of the ball until the play is dead
Flag Guarding
A runner shall not flag guard by using their hands, arms, body, or the ball to cause contact between the runner and an opponent that denies the opponent the opportunity to pull or remove the flag belt. Examples of flag guarding include, but are not limited to, the following:
1. Placing or swinging the hand or arm over a flag.
2. Placing the ball in possession over a flag
3. Lowering the shoulders in such a manner that places the arm over the flag belt
4. Contacting an opponent with an extended hand or arm.
PENALTY—Live-ball foul. Five yards from the spot of the foul; loss of down
Helping the Ball Carrier or Passer
a. The ball carrier shall not grasp a teammate; and no other player of their team shall grasp, pull, or lift them to assist their forward progress.
b. Teammates of the ball carrier or passer shall not use interlocked interference by grasping or encircling one another in any manner while contacting an opponent.
PENALTY—Live-ball foul. Five yards from the succeeding spot; loss of down
Holding the Runner
a. An opponent shall not hold, grasp, or obstruct the forward progress of a runner when in the act of removing the flag from the belt.
PENALTY—Live-ball foul. Spot Foul; Five yards automatic first down
Section 16. Passing
Legal Forward Pass
a. Only 1 forward pass, thrown from behind the line of scrimmage, is permitted each offensive play.
b. The quarterback has seven seconds to throw, pitch, lateral or throw a backwards pass. If not thrown in seven seconds, the down is consumed and the ball is returned to the previous spot.
c. The ball must be released prior to crossing the line of scrimmage.
d. All passes MUST be forward and received beyond the line of scrimmage
e. Shovel passes are allowed, but must be received beyond the line of scrimmage
f. The quarterback has a seven-second pass clock. If a pass is not thrown within the seven seconds, play is dead, loss of down. The seven-second clock is always on regardless of the quarterback being rushed or not.
g. Once the ball is handed off, pitched or lateraled behind the line of scrimmage, the 7 second rule is no longer in effect.
h. If the QB is standing in the end zone at the end of the 7 second clock, the ball is returned to the line of scrimmage (LOS) and it will be the next down.
i. Once the ball has been handed off, the seven second clock no longer applies
j. If a backwards pass is thrown, the seven second clock no longer applies
k. There are an unlimited number of backwards passes allowed
Illegal Forward Pass
a. If any part of the quarterbacks’ body crosses the line of scrimmage, the pass will be considered an illegal forward pass.
b. It is the second forward pass during the same down.
c. It is thrown from in or behind the offensive scrimmage line after a ball carrier’s entire body and the ball has been beyond the offensive scrimmage line.
d. If a non-blocked pass does not pass the line of scrimmage it is considered an illegal forward pass and will be assessed a penalty
e. If a passer catches their untouched forward pass.
f. PENALTY—Live-ball foul. Five yards from the line of scrimmage; loss of down
Eligibility To Touch Legal Forward Pass
a. All Team A players are eligible to touch or catch a pass (Exception: Team A player who threw the pass).
b. A team A eligible player loses their eligibility when the player goes out-of-bounds.
Eligibility Lost by Going Out-of-bounds
a. No offensive receiver who goes out-of-bounds and returns inbounds during a down shall touch a legal forward pass while in the field of play or end zones or while airborne until it has been touched by an opponent or official. (Exception: This does not apply to an originally eligible offensive player who immediately returns inbounds after going out-of-bounds due to contact by an opponent). If the player touches the pass before returning inbounds, it is an incomplete pass and not a foul for illegal touching.
Eligibility Gained or Regained
a. When a Team B (Defensive Player) player or an official, touches a legal forward pass, all players become eligible.
Complete Pass
a. Any forward pass is complete when caught by a player of the passing team who is inbounds, and the ball continues in play unless completed in the opponent’s end zone or the pass has been caught simultaneously by opposing players. If a forward pass is caught simultaneously by opposing players in bounds, the ball becomes dead and belongs to the passing team.
Incomplete Pass
a. a. Any forward pass is incomplete if the ball is out-of-bounds by rule or if it touches the ground when not firmly controlled by a player
b. It also is incomplete when a player leaves their feet and receives the pass but first lands on or outside a boundary line.
c. When a legal forward pass is incomplete, the ball belongs to the passing team at the previous spot.
d. When an illegal forward pass is incomplete, the ball belongs to the passing team at the spot of the pass (Exception: If Team B declines the penalty for an illegal pass thrown from the end zone, the ball shall next be put in play at the previous spot).
Illegal Contact and Pass Interference
Illegal Contact
a. During a down in which a legal forward pass crosses the neutral zone, illegal contact by Team A and Team B players is prohibited from the time the ball is snapped until it is touched by any player or an official.
1. Defenders must allow the offensive players a “free release” from the line of scrimmage (NO press coverage is allowed)
2. Illegal contact occurs down field before the ball has been thrown
3. Defensive players may not use hands or arms to restrict, hold, displace, or otherwise illegally obstruct an opponent
b. PENALTIES
1. Illegal contact offense 5 yards from previous spot loss of down
2. Illegal contact defense 5 yards from the previous spot automatic first down
Pass Interference
c. Offensive pass interference is contact by a Team A player beyond the neutral zone that interferes or displaces a Team B player during a legal forward pass play in which the forward pass crosses the neutral zone. It is the responsibility of the offensive player to avoid the opponents.
d. Actions that constitute offensive pass interference include but are not limited to the following four categories:
1. Initiating contact with a defender by shoving or pushing off thus creating separation in an attempt to catch a pass.
2. Driving through a defender who has established a position on the field.
3. Blocking downfield during a pass that legally crosses the line of scrimmage.
4. Picking off a defender who is attempting to cover a receiver.
e. It is not offensive pass interference:
1. When two or more eligible players are making a simultaneous and bona fide attempt to reach, catch or bat the pass. Players of either team have equal rights to the ball.
2. When the pass is in flight and two or more players are in the area where they might receive or intercept the pass and an offensive player in that area impedes an opponent, and the pass is not catchable.
f. Defensive pass interference is contact beyond the neutral zone by a Team B player whose intent to impede, displace or play through the back of an eligible opponent is obvious and could prevent the opponent the opportunity of receiving a catchable forward pass. When in question, a legal forward pass is catchable. Defensive pass interference occurs only after a legal forward pass is thrown.
g. Actions that constitute defensive pass interference include, but are not limited to, the following six categories:
1. Early contact by a defender who is not playing the ball is defensive pass interference provided the other requirements for defensive pass interference have been met, regardless of how deep the pass is thrown to the receiver
2. Playing through the back of a receiver in an attempt to make a play on the ball
3. Grabbing and restricting a receiver’s arm(s) or body in such a manner that restricts their opportunity to catch a pass
4. Extending an arm across the body (arm bar) of a receiver thus restricting their ability to catch a pass, regardless of the fact of whether or not the defender is looking for the ball
5. Cutting off or riding the receiver out of the path to the ball by making contact without playing the ball
6. Hooking and restricting a receiver in an attempt to get to the ball in such a manner that causes the receiver’s body to turn prior to the ball arriving.
h. It is not defensive pass interference:
1. When two or more eligible players are making a simultaneous and bona fide attempt to reach, catch or bat the pass. Eligible players of either team have equal rights to the ball.
i. PENALTIES
1. Offensive pass interference 5 yards from previous spot loss of down
2. Defensive pass interference spot foul automatic first down
a. If the foul occurs in the endzone the ball is placed at the one yard line automatic first down.
Section 17. Rushing the Quarterback
Rushers
a. All players who rush the passer must be a minimum of 7 yards from the line of scrimmage when the ball is snapped.
b. Up to two (2) players can rush the quarterback
c. Rushers MUST identify themselves (maximum of two players) by raising their hand before the snap
1. Hand must be held above head
2. Arm must stay up until the snap occurs
3. Rushers MUST rush the passer immediately after the snap
4. Delayed rush is NOT permitted
5. Declared rushers DO NOT have to rush.
6. Players not rushing the quarterback can defend the line of scrimmage.
7. Players rushing the quarterback may attempt to block a pass; however, contact to the QB, unless ruled incidental by the official, would result in a roughing the passer penalty.
d. Once the ball is handed off, pitched, lateraled or thrown backwards behind the line of scrimmage, all defenders may cross the line of scrimmage to defend and pull the flag.
e. A special marker, or the game official, will designate a rush line 7 yards from the line of scrimmage. Defensive players should verify they are in the correct position with the official on every play.
A legal rush is:
a. Any rush by the 1 or 2 designated rushers, 7 yards from the line of scrimmage
b. A rush from anywhere on the field AFTER the ball has been handed off, pitched or thrown backwards by the player receiving the snap.
A penalty may be called if
a. The rusher leaves the rush line before the snap and crosses the line of scrimmage before a handoff, pitch, lateral or pass – Illegal rush (5-yards from the line of scrimmage and first down).
b. Any defensive player crosses the line of scrimmage before the ball is snapped – Encroachment (5-yards from line of scrimmage and first down)
c. Any defensive player not lined up at the rush line crosses the line of scrimmage before the ball is passed, pitched, lateraled or handed off – Illegal rush (5-yards from the line of scrimmage and first down).
d. If the offense draws the identified rusher(s) across the 7-yard marker prior to the snap of the ball, the rusher(s) CANNOT legally rush. Jumping the rush is not a penalty until the rusher crosses the line of scrimmage prior to a handoff, pitch, lateral or forward pass.
e. Teams are never required to rush the quarterback with the 7 second clock in effect
Impeding the Rusher
a. The offense cannot impede the rusher’s PATH to the quarterback, regardless of where they line up prior to the snap.
b. The PATH is set pre-snap from the rusher or rushers directly to the QB.
1. The rusher must maintain a straight line to the quarterback’s original position even if the ball has been handed off.
2. If the rusher deviates from this line at anytime there will be no impedance.
c. PATH does not move once the quarterback moves.
d. If the “path or line” is occupied by a moving offensive player, then it is the offense’s responsibility to avoid the rusher
e. If the offensive player does not move after the snap, then it is the rusher(s) responsibility to go around the offensive player and avoid contact.
f. Any disruption to the rusher’s path and/or contact will result in an ‘Impeding the Rusher’ penalty.
PENALTY
Live ball penalty; five yards from the previous spot loss of down
Sack
a. A sack occurs if the quarterback’s flags are pulled behind the line of scrimmage. The ball will be spotted where possession of the ball is when the flag is pulled.
b. A 2-point Safety is awarded if a flag pull takes place in the offensive team’s end zone.
6U Division
a. NO rushing is allowed
Section 18. Conduct of Players and Others Subject to the Rules
PERSONAL FOULS
All fouls in this section (unless noted) and any other acts of unnecessary roughness are personal fouls. Except as otherwise noted, the penalties for all personal fouls are as follows: PENALTY—Personal foul. Ten yards. Flagrant offenders shall be ejected. For dead-ball fouls, Ten yards from the succeeding spot. Penalties for Team A live-ball personal fouls behind the neutral zone are enforced from the previous spot. Safety if the Team A live-ball foul occurs behind Team A’s goal line.
Flagrant Fouls
a. Before the game, during the game and between periods, all flagrant fouls require ejection. Automatic first down for Team B flagrant personal fouls if not in conflict with other rules
b. Examples of flagrant fouls include but are not limited to:
1. Fighting
2. Tackling the runner similar to tackle football in which it is obvious that there is no attempt to pull the flag.
a. If there were no defenders down field the “last man rule” may be enforced
3. The player may or may not be ejected depending on the severity of the contact.
Stripping
a. No player shall strip or attempt to strip the ball from a runner by punching, striking, or grabbing the ball.
Striking
a. No player shall make contact with an opponent that is deemed unnecessary, including using knees, fists, locked hands, elbows, or any part of the forearm or hand.
Throwing a Runner
a. No player shall throw or push the runner to the ground
b. PENALTY: Spot Foul automatic first down
Tripping
a. . No player shall trip an opponent. Tripping is intentionally using the lower leg or foot to obstruct an opponent below the knee.
b. PENALTY: Five yards from the line of scrimmage automatic first down
Flag Removal
a. No player shall intentionally remove a flag from an opposing player other than the ball carrier.
b. PENALTY: Five yards from the line of scrimmage automatic first down
Charging and Illegal Contact Offense
a. No player shall initiate contact with an opponent by charging, driving through, running into an opponent, nor by leading with a shoulder or extended elbow
b. A runner shall not charge into nor contact an opponent in their path nor attempt to run between two opponents or between an opponent and a sideline. The runner must avoid contact by changing direction.
c. PENALTY: spot foul 5 yards loss of down
Roughing the Passer
a. No defensive player shall unnecessarily rough a passer, when it is obvious the ball has been thrown forward legally.
b. Contacting the passer’s throwing hand or arm (ball is considered an extension of the arm)
c. Contacting the passer’s head or neck area
d. It is not roughing the passer if the contact is initiated by the passer (e.g., passer contacts the head or body of an opponent during the follow through of a pass where the opponent is making a legal attempt to pull the flags at waist level)
e. PENALTY: Five yards from the line of scrimmage automatic first down
Section 19. UNSPORTSMANLIKE CONDUCT
Unsportsmanlike Acts
There shall be no unsportsmanlike conduct or any act that interferes with orderly game administration on the part of players, substitutes, coaches, spectators or authorized attendants or any other persons subject to the rules, before the game, during the game, or between periods.
a. Specifically prohibited acts and conduct include
1. Using abusive, threatening or obscene language or gestures, or engaging in such acts that provoke ill will or are demeaning to an opponent, to game officials, or to the image of the game, including but not limited to:
a. Pointing the finger(s), hand(s), arm(s) or ball at an opponent, or imitating the slashing of the throat.
b. Taunting, baiting or ridiculing an opponent verbally or using sound effects of any type; braking, screaming or any noise making device.
c. Inciting an opponent or spectators in any other way, such as simulating the firing or brandishing of a weapon or placing a hand by the ear to request recognition.
d. Any delayed, excessive, prolonged or choreographed act by which a player (or players) attempts to focus attention upon themself (or themselves)
e. An unopposed ball carrier obviously altering stride when approaching the opponent’s goal line or diving into the endzone (Taunting)
f. Punching one’s own chest or crossing one’s arms in front of the chest while standing over a prone player.
g. Dead-ball contact fouls such as pushing, shoving, striking, etc. that occur clearly after the ball is dead and that are not part of the game action
h. After a score or any other play, no player shall:
i. (b) Intentionally kick or spin the ball.
j. (c) Spike the ball into the ground.
k. (d) Throw the ball high into the air.
l. (e) Any other unsportsmanlike act or actions that delay the game.
PENALTY
a. Coach or Spectator
1. Offense: Live Ball or Dead Ball: 15 yards from line of scrimmage loss of down Defense: Live Ball or Dead Ball: 15 yards from line of scrimmage automatic first down
2. Two unsportsmanlike conduct penalties on the coach or spectators will result in a forfeit
b. Players
1. Offense: Live Ball or Dead Ball: 10 yards from line of scrimmage loss of down Defense: Live Ball or Dead Ball: 10 yards from line of scrimmage automatic first down
Unfair Acts
The following are unfair acts:
a. A team refuses to play within two minutes after being ordered to do so by the referee
b. An obviously unfair act not specifically covered by the rules occurs during the game. This includes substitutes, coaches or any other persons subject to the rules, other than a player or official, interfering in any way with the ball or a player while the ball is in play.
c. “Last Man Rule” If the offensive player is running down the field with only one defender to beat and that defender intentionally; tackles, trips, of forces out of bounds without an attempt to pull the flag.
1. If this occurs before mid-field; automatic first down at the spot of the foul
2. If this occurs past mid-field; touchdown
PENALTY—Unsportsmanlike conduct. The referee may take any action they consider equitable, which includes assessing a Ten-yard penalty from the succeeding spot and automatic first down, directing the down to be repeated, awarding a score, or forfeiting the game.
Contacting an Official
Persons subject to the rules shall not intentionally contact a game official forcibly during the game.
PENALTY
Flagrant unsportsmanlike conduct. Dead-ball foul. Fifteen yards from the succeeding spot and automatic ejection.
Sideline Interference
PENALTY
Dead-ball foul. First infraction: Warning for sideline interference. No yardage penalty. Second infraction: Delay of game for sideline interference. Five yards from the succeeding spot (offense loss of down, defense automatic first down.) Third and subsequent infractions: Team unsportsmanlike conduct for sideline interference. Ten yards from the succeeding spot (offense loss of down, defense automatic first down.)
Section 20. Penalty Enforcement
How and When Completed
a. A penalty is completed when it is accepted, declined, offset, or canceled according to rule, or when the choice is obvious to the referee
b. Any penalty may be declined.
c. An ejected player must leave the game whether the penalty is accepted, declined, offset or canceled
d. When a foul is committed, the penalty shall be completed before the ball is declared ready for play for any ensuing down.
e. Penalties are assessed live ball then dead ball. Live ball penalties must be assessed before play is considered complete
f. Penalties will be assessed half the distance to the goal yardage when the penalty yardage is more than half the distance to the goal.
g. Spot fouls administered in the end zone: Defensive (Ball on one-yard line, first down) / Offensive (Safety)
Types of Fouls
a. Dead-ball: A foul that occurs prior to a legal snap or after the ball has become dead by rule. This includes live-ball fouls that are treated as dead-ball fouls
b. Live-ball: A foul that occurs during a down
c. Simultaneous With Snap: A foul that occurs as the ball is snapped. These are live-ball fouls considered as occurring during that down
d. These penalties are always enforced separately; Live-ball then dead ball
Live-Ball Fouls by the Same Team
a. When two or more live-ball fouls are committed by the same team during the same down, the offended team may elect only one of these penalties. The other fouls are declined by rule
Offsetting Fouls
a. When live-ball fouls are committed by both teams during the same down, the fouls offset and the down is repeated. Live-ball fouls do not offset dead-ball fouls
b. Exception
c. Team A (offense) is offsides at the snap. Team A throws an interception and Team B during the return flag guards. These penalties will not offset. Team B will be penalized five-yards from the spot of the foul first down.
Dead-ball Fouls
a. Penalties for dead-ball fouls are administered separately and in order of occurrence.
b. Exception: When dead-ball unsportsmanlike or dead-ball personal fouls are committed by both teams during the same dead-ball period, and none of the penalties have been completed, the yardage penalties cancel and the number or type of down established before the fouls occurred is unaffected.
Live-Ball—Dead-Ball Fouls
a. Live-ball fouls do not offset dead-ball fouls
b. When a live-ball foul by one team is followed by one or more dead-ball fouls (including live-ball fouls treated as dead-ball fouls) by an opponent or by the same team, the penalties are administered separately and in the order of occurrence.
Interval Fouls
a. Penalties for fouls that occur between the end of the second half and the start of the extra period for overtime, between possession series during an extra period, and between extra periods are enforced from the spot of the next possession series.
Penalty Chart
Defensive Spot Fouls
Defensive pass interference Automatic first down
Holding/Illegal Contact +5 yards and automatic first down
Striping +5 yards and automatic first down
Offensive Spot Fouls
Screening or blocking -5 yards and loss of down
Charging -5 yards and loss of down
Flag guarding -5 yards and loss of down
Holding/Illegal Contact -5 yards and loss of down
Defensive Penalties
Defensive unnecessary roughness +10 yards and automatic first down
Defensive unsportsmanlike conduct Player +10 yards and automatic first down Coach/Spectator 15yd LOD
Taunting +10 yards from line of scrimmage and automatic first down
Offside / illegal substitution +5 yards from line of scrimmage and automatic first down
Illegal rush (Starting rush from inside 7-yard marker) +5 yards from line of scrimmage and automatic first down
Illegal flag pull (Before the receiver has the ball) +5 yards from line of scrimmage and automatic first down
Roughing the passer +5 yards from line of scrimmage and automatic first down
Offensive Penalties
Offensive unnecessary roughness -10 yards and loss of down
Offensive unsportsmanlike conduct Player-10 yards and loss of down Coach/Spectator 15 yards LOD
Taunting -10 yards and loss of down
Offside / false start / illegal substitution -5 yards from line of scrimmage and loss of down
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 -5 yards from line of scrimmage and loss of down
Illegal motion /Shift (More than one person moving) -5 yards from line of scrimmage and loss of down
Delay of game -5 yards from line of scrimmage and loss of down
Impeding the rusher -5 yards from line of scrimmage and loss of down
Illegal Procedure -5 yards from line of scrimmage and loss of down

