Youth Flag Game Rules
rise flag football game format
- Field is 25 yards wide and 50 yards long, including the 5-yard end zones.
- Games are 6 v 6 or 5 v 5 formats.
- Two 20-minute running clock halves (5-minute break at half) with two timeouts per halves- 20 seconds each
- Each possession starts at the 5-yard line after scores, turnover on downs and/or halftime
- 30-second play clock (45-second play clock for K-2nd Grade Division)
- The offensive team has three downs to get a first down at mid-field, then 4 downs to score once they have crossed mid-field
- All players are eligible!
- NO RUSHING THE QUARTERBACK, unless the QB fakes a handoff, which will trigger a defensive player to cross the LOS and rush the QB.
- Clock stops in the last minute of the game on incompletions and out of bounds
- 3 players must be on the LOS, or it will result in illegal formation; the center and one player on both sides need to be on the LOS.
- Touchdowns = 6 points
- Extra Point (5-yard line) = 1 point
- Extra Point (10-yard line) = 2 points
- Safety = 2 points and the defense gets the ball
A safety can happen when the ball carrier’s flag is pulled in the endzone
- 45-second play clock
- Unlimited runs
- One coach is allowed on the field for both offense and defense
- Pass count is 5 seconds until “sack”
- 30-second play clock
- Two runs per offensive possession
- One run allowed to gain a 1st Down (teams CAN run the ball within 5 yards of
- midfield)
- One run allowed to advance towards the end zone
- No runs 5yds or less from the end zone
- No runs on extra points
- One coach is allowed on the field for both offense and defense
- Pass count is 4 seconds until “sack”
- 30-second play clock
- One run per offensive possession (teams CAN run the ball within 5 yards of midfield)
- No runs 5yds or less from the End Zone
- No runs on extra points
- No Coach is allowed on the field
- Pass count is 4 seconds until “sack”
- - 5 v 5 Olympic format
- 25x50 yard field plus 5 yard end zones
- 4 downs to get the 1st down and 4 downs to score a touchdown
- 30-second play clock
- Defense can rush the QB one time per defensive possession
- QB can run the ball if defense decides to rush the QB
- No coach allowed on the field
- Pass count is 4 seconds until “sack”
- - 7-8 Division will allow 1 QB rush/blitz per defensive possession outside of the +5 yard line
- The rusher must be 3 yards off the LOS
- There is no QB rush/blitz if the LOS is at the +5 to goal line
- The defensive player must declare to the official that they will rush/blitz the QB
- When the player declares, the sack count is off
- When a player declares, whether rush or not, this will count as the rush
- If a rusher leaves before the ball is snapped and are inside the 3 yard rush zone, they cannot rush unless they reestablish behind the 3 yards rush zone
- If a rusher leaves before the ball is snapped and crosses the LOS, this will be
- offsides on the defense, resulting in a 5-yard penalty and repeat the down.
- The rush/blitz can come from any defensive position as long as they declare and are 3 yards off the line of scrimmage
- Center exception - The center may remain stationary, but may not move to
- impede the rusher.
- Impeding the rusher will result in a 10-yard penalty and loss of down.
- There is 5-yard penalty if a player other than the declared player rushes the QB
- The only time a QB can run the ball is if a QB rush/blitz occurs
- There will be no pass count on a declared QB rush/blitz
-
Coin flip determines choice of possession or direction (winning team can elect to defer to the 2nd half)
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The clock will only stop for time-outs and injuries unless it is the last minute of the game; it does not stop for incomplete passes, out of bounds, change of possession
- LAST 1 MINUTE OF THE GAME – The clock will stop in the final 1 minute of the game on these actions:
- Incompletions
- Out of bounds
- QB sack and kneel downs
- Change of possession Penalties – If it’s an offensive penalty, the clock will start on the official unless dead ball foul
- If a timeout is called after a touchdown, the clock will not start until the play after the conversion attempt
- Teams switch sides at halftime
- If there is a bad snap, the ball is dead and placed at the LOS – there is no loss of yardage
- Center cannot take a handoff from the QB
- Ball is placed where a flag pulled, not where the ball is when the flag is pulled.
- A receiver must have one foot in bounds when making a reception
- Laterals are allowed but if the ball hits the ground, the ball is spotted at that yard mark
- Absolutely no tackling or blocking (stationary pick is allowed, but player cannot move)
- Only one player can be in motion at the same time
- Games cannot end on a defensive penalty
- K-2nd, 3rd-4th, and ALL girls’ divisions – the center can sidesaddle snap.
- If teams choose to do sidesaddle snaps, the center must snap the ball to the QB standing DIRECTLY behind the center – no trick plays can be run from the direct sidesaddle snap.
- 5th -8th Divisions, the center must snap between the legs.
- Defensive players can cross the line of scrimmage when a handoff, fake handoff, or backward pass has occurred.
- This “Deception Rule” is applied to define the integrity of the LOS and
- development of the passing game for both offense and defense; the rule applies to all divisions
- Interceptions can be returned for a TD if the intercepting team’s flag is pulled before the end zone; possession will begin where the defender is flagged.
- If a team is up by 30 or more points, they only have 2 downs to get a first down and 2 downs to score until that point difference is trimmed below 30 points, then regular game rules apply
- The team that is behind by 30 or more points will start their offensive possession at the +10-yard line and gets 4 downs to score
- If the point difference is trimmed below 30 pts, then regular game rules apply
- The winning team in 7-8 division cannot rush the QB when ahead by 30 or more points.
- The Offense must throw the ball within:
- K – 2nd Grade – 5 seconds
- 3rd – 8th Grade – 4 seconds
- Pass count sounds as follows:
- K-2nd Division – ONE one-thousand, TWO one-thousand, THREE one-thousand, FOUR one-thousand, SACK!!
- 3rd – 8th Division – ONE one-thousand, TWO one-thousand, THREE one-thousand, SACK!!
- The sack count starts on the snap of the ball, no matter what the offensive play is attempted – the word SACK ends the play.
- Forward pass can be underhand or overhand if it is beyond the LOS
- If the QB does not release the ball before time expires, the result of the play is a sack and the ball stays at the LOS
- There are NO forward passes behind the LOS; this will result in a 5-yard penalty and loss of down
- NO RUSHING THE QUARTERBACK (except in the 7-8 division; see rushing rules). In grades K-6th, the QB can hand or pitch the ball off to another player, and they can throw the ball within the allotted time; if/when the QB hands or pitches or throws a backward pass to another player, this alerts the defense that they can cross the LOS to pull the flag of the player with the ball
- All grade levels have the option to throw a backward pass for a double pass play; this alerts the defense that they can cross the LOS to pull the flag of the player with the ball
- Defense must start 2 yds off the line of scrimmage unless the ball is at the +1 then the defense can start at the goal line.
- K-2nd, 3rd-4th, and ALL girls’ divisions – the center can sidesaddle snap.
- If teams choose to do sidesaddle snaps, the center must snap the ball to the QB standings DIRECTLY behind the center – no trick plays can be run from the direct sidesaddle snap
- 5th-8th– the center must snap between the legs
- A play will be considered a run play, when the ball carrier crosses the line of scrimmage, or if a player takes a hand-off from the quarterback and does not cross the line of scrimmage in the allotted time.
- A play in which a player takes a hand-off from the quarterback, and then throws a forward pass will be considered a pass play, and not count as a team’s run play.
- If you are going to use a run/pass Option (RPO) play with your RB, this will alert the defense that they can cross the LOS to pull the ball carrier’s flag
- If the QB gives the ball to the RB after a run play has been executed within the offensive possession, the RB can only throw the ball within the sack count.
- The ball carrier can spin to avoid their flag being pulled, but cannot flag guard
- No fumbles (a fumbled, or stripped ball is dead and placed at the spot of the fumble with the offensive team retaining possession)
Offensive Pass Interference
-10-yard penalty and replay the down
Roughing the Passer
-10-yard penalty and automatic 1st down
Illegal motion (2 men in motion)
-5-yard penalty and replay the down
Illegal Formation
-5-yard penalty and replay the down
Illegal Run
-5-yard penalty and loss of down
False Start
-5-yard penalty, replay the down
Illegal Forward Pass
-5-yard penalty and loss of down (QB steps over the LOS or QB throws a forward pass behind the LOS with both feet)
Blocking
-5- yard penalty from the spot of the foul and loss of down
Leaping
-5-yard penalty from the spot of the foul and loss of down
Flag Guarding (including stiff arms)
-5-yard penalty from the spot of the foul and loss of down
Unsportsmanlike conduct
-15-yard penalty (possible ejection)
Delay of Game
-clock is stopped and a 5-yard penalty
Defensive Pass Interference
-10-yard penalty and replay down, unless it’s an offensive catch; Offense decides. 1st down can occur depending on the yardage.
Illegal Contact (holding, jams, etc.)
-5-yard penalty and replay down, unless it’s an offensive catch; Offense decides. 1st can occur depending on the yardage.
Defensive Holding while pulling flag
-5-yard penalty added to the end of the play. 1st down can occur depending on the yardage.
Illegal Flag Pull (before player has ball)
-5-yard penalty and replay down. 1st down can occur depending on the yardage.
Off-sides
-5-yard penalty and replay down. 1st down can occur depending on the yardage
Illegal Rushing (before a hand-off has occurred)
-5-yard penalty and replay the down; offense decides depending on the result of the play. 1st down can occur depending on the yardage.
Roughing the Passer
-10-yard penalty and automatic 1st down
Inadvertent tackle
-5-yard penalty added to the end of the play and replay down
Inadvertent tackle From Behind w/clear path to end zone
-automatic touchdown
Unsportsmanlike conduct
-15-yard penalty and automatic 1st down (possible ejection) Defensive Penalties inside the 10-yard line will result in half the distance to the goal line, if applicable.
- The clock will stop in the final 1 minute of the game on these actions:
- Incompletions
- Out of Bounds
- QB Sack
- Change of Possession
- Penalties. If it’s an offensive penalty the clock will start on the official
- unless dead ball foul.
- TWO 30-second timeouts per half
- If a timeout is called after a touchdown, the clock will not start until the play after
- the conversion attempt
- If there is a bad snap, the ball is dead and placed at the LOS. There is no loss
- of yardage.
- Offense can throw a backward pass behind the LOS
- Ball is placed where a flag pulled, not where the ball is when the flag is pulled.
- A receiver must have one foot in bounds when making a reception.
- Laterals are allowed but if the ball hits the ground, the ball is spotted at that yard mark.
- Absolutely no tackling or blocking (stationary pick is allowed but player cannot move)
- Only one player can be in motion at the same time.
- 1 Player must be on the Line of Scrimmage on both sides of the ball or Illegal Formation; The Center does not count.
- Games cannot end on a defensive penalty.
- Coin flip determines choice of overtime offensive possession
- Possession begins at the 5-yard line (both teams will go in the same direction)
- Offensive team will get 1 down to score from the 5-yard line
- If a touchdown is scored, the scoring team must go for a 2-point conversion
- An extra point cannot be returned for points; it is a dead ball play
- If the defense intercepts the ball, it’s a change of possession unless the defense returns it
- Game Over if intercepting team returns it for a TD on its 1st defensive possession per OT
- Game Over if the intercepting team was ahead in points in OT prior to playing defense
- Game Over if a team has more points than the other team, after both shared an offensive possession
- If the game is still tied, overtime will be repeated until there is a winner