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7V7 LEAGUE RULES | 5V5 LEAGUE RULES | CO-ED 6V6 LEAGUE RULES
7V7 League Rules
GAME CLOCK FORMAT
- Each game is played in two 20-minute halves. A running clock format is used except for the final two minutes of each half.
- The clock will stop on out-of-bounds, first downs, change of possession, extra points and incomplete passes in the final two minutes of the half.
- Each team receives two, 30-second time outs per half. (No carry over)
- Mercy Rule- If a team is up by 17 points with 2-minutes to go in the game, the clock will run.
EQUIPMENT
- Flags are provided by the league. You can use your own but they must be triple threat flags where the whole belt comes off. No pop flags.
- Cleats are allowed, no metal spikes.
- Footballs are provided by the teams. Use your own high school, college or NFL ball.
- Players should not wear shorts with pockets.
SCORING
- Touchdowns = 6 points
- Safety = 2 points and ball is punted from the 20yd line.
- Extra Points = 5 yards out = 1 point; 12 yards out = 2 points
DRIVES
- There are no kickoffs
- Drives begin on the 5-yard line at the beginning of each half. Turnovers via interceptions and downs will be spotted where the ball is down.
- Drives consist of four plays to either make a first down or score a touchdown.
- Interceptions may be returned, and the drive will begin where the player is marked down.
- Extra points CAN be returned and will ALWAYS count as 2-points, even if the offensive team was going for a 1-point conversion (1 & 2 point extra points only).
SNAPPING THE BALL
- The ball must be snapped between the legs.
- Each time the ball is spotted a team has 30 seconds to snap the ball. A five-yard penalty will be assessed for delay of game.
RUNNING PLAYS
- There is no limit to the number of handoffs made behind the line of scrimmage.
- Players must be lined up on or behind the line of scrimmage.
- Laterals and pitches are acceptable.
- The “No Run Zone” is designated to avoid short yardage power running. It is located five yards before the goal line only. The “No Run Zone” does not exist prior to the first down lines.
- A player who takes a handoff behind the line of scrimmage can throw the ball as long as he does not pass the line of scrimmage.
- There is no diving (or flipping) when running with the ball.
RECEIVING
- All players are eligible to receive passes (including the QB if the ball has been handed off or backwards lateraled behind the line of scrimmage).
- Players must have at least one foot inbounds when making a catch.
- If a player tips a ball and then catches the pass, having their flag pulled before the catch and after the ball was tipped, they are down at the spot of the catch.
- Bump and run coverage is ALLOWED within 3 yards of the line of scrimmage.
- A player who starts a play without a flag is ineligible and cannot make a play on the ball (penalty for making a play on the ball is a loss of down or replay the down depending on which team the penalty is on). Making a play on the ball includes touching the ball or attempting to catch or bat down a pass.
PASSING
- Shovel passes are legal passes from behind the line of scrimmage.
- Interceptions may be returned for touchdowns
RUSHING THE QUARTERBACK
- ANY player may rush the quarterback.
- Rusher must go for the quarterback’s flags. Rusher may attempt to block the pass but it is a penalty to make contact with the QB’s arm even if the ball is deflected.
- If contact is made with the ball in an attempt to block a pass while the ball is in the quarterback’s hand this is also illegal contact.
BLOCKING/SCREENING
- Screening can only occur with hands behind a player’s back or below their waist in the front to protect themselves, in lateral movements at the line of scrimmage and/or creating a pocket for the QB without initiating contact with the rusher. Players hands must be below their waste either behind their backs or in front of themselves. The offense can only have a maximum of 2 players screening on the line.
- Downfield blocking is permitted but ONLY in a ‘basketball style’ screen. Players cannot use their arm or body, but are permitted to stand in between the runner and defender. The player cannot run between the runner and defender.
DEAD BALLS
- Play is ruled over when/where the ball is spotted:
- When the ball hits the ground.: Includes bad snap, at the spot of a fumble (no fumble recoveries allowed), when the ball carrier loses his flag (pulled off or falls off).
- ** Note: If the receiver catches a ball and he has lost his flag already, it goes as a completed pass, and he is one-hand touch from that moment. If the flag is pulled by an opponent prior to the reception (Illegal Flag Pull) he may advance the ball and the defense must touch him with one-hand. If a player’s flags have been pulled prior to the catch (Illegal Flag Pull) by the defense, penalty is five yards from the end of the play, plus automatic first down.
- When the ball carrier’s knee hits the ground the play is ruled dead. Players CAN put their hand down to keep balance, but not to block a flag pull. If the ball touches the ground the play is ruled dead.
- When the ball carrier steps out of bounds the ball is ruled dead.
ADDRESSING OFFICIALS (QUESTIONING CALLS)
- Only the designated captain is allowed to stop the flow of the game to address the officials.
- All interactions with captains and officials will be made in a sportsmanlike manner.
- Ejections will result in a 1-game suspension following the game the player was ejected from.
- Fighting will result in suspension from the entire season.
OVERTIME
- Flip for first possession.
- The ball will be spotted at the twenty yard line and each team will receive FOUR downs to try and outscore the other team.
- If the score remains tied after each team has received four downs, the team that objectively gained the most yardage will be awarded 1-point and declared the winner (this rule does not apply during the playoffs).
- NO additional timeouts are awarded for the overtime period.
PENALTIES
- Excessive contact/Rough Play – 10 yards + loss of down
- Defensive Pass interference is spotted at the point of the foul + automatic first down, defensive holding on a player with the ball is 5 yards from hold + automatic first down, excessive contact/Rough Play – 10 yards + 1st down
OFFENSIVE PENALTIES
- Illegal Motion – 5 yards and replay down
- Illegal Forward Pass (Play is not dead) – 5 yards from spot and loss of down
- Flag Guarding/Stiff Arming – 5 yards from spot and loss of down
- Illegal Contact w/ rusher – 5 yards and loss of down
- Offside – 5 yards and replay down
- Illegal diving (or flipping) – down at the spot
- Pass Interference – 10 yards and replay the down
- Delay of Game – 5 yards and replay down
- Running in a no-run zone – Loss of down
DEFENSIVE PENALTIES
- Offside – 5 yards and replay down
- Illegal Rush – 5 yards and replay down
- Illegal Contact w/ QB – 10 yards and automatic first down
- Interference – spot of foul and automatic first down
- Illegal Flag Pull – 5 yards from the end of the play and an automatic first down
- Last-Man Rule – Touchdown (2 points for returned conversion)
- In the event that the defensive player commits a flagrant penalty and there are no other defensive players between the offensive player and the end-zone, the referee has the discretion to credit the offensive player with a touchdown (or extra point conversion).
- In the event that the defensive team intercepts an extra-point conversion attempt, and the defensive player is flagrantly fouled by the (original) offensive player, two points shall be credited to the (original) defensive team.
PLAYOFFS
- Tie breakers will be determined by: 1) Head to head 2) Point Differential-30pt max 3) Flip of Coin
- Playoffs will be played in single-elimination format in with all teams making the playoffs
OTHER NOTES
- Game cannot end on a defensive penalty even if time expires. One additional play will be required to finish the game.
- The Referees will call the game as they see it. If you have a question about a rule, the captain should approach the official with any questions.
- An offensive team that receives a penalty in the no-run zone that brings them out of the no-run zone will have no-run status until the next down. After that one down with no-run status the team will be able to run as long as they are still outside of the no-run zone.
PUNTING
- Option 1) Teams can do an actual punt but they cannot fake, and the offensive players cannot cross the line of scrimmage until the ball is punted
- Option 2) Teams may choose to give the opponents the ball 20-yards from where the ball is currently spotted.
NUMBER OF PLAYERS TO START
A minimum of 5 players are required to start the game.
PLAYING FIELD
- Length: 80 Yards
- End Zones: 10 Yards
- Width: 40 yards
- First Down Mark: 20-yards
5V5 League Rules
EQUIPMENT
- Flags are provided by the league. You can use your own but they must be triple threat flags where the whole belt comes off. No pop flags.
- Cleats are allowed, no metal spikes.
- Footballs are provided by the teams. Use your own high school, college or NFL ball.
- Players should not wear shorts with pockets.
GAME CLOCK FORMAT
- Each game is played in two 20-minute halves. A running clock format is used except for the final two minutes of each half.
- The clock will stop on out-of-bounds, first downs, change of possession, extra points and incomplete passes in the final two minutes of the half.
- Each team receives two, 60-second time outs per half. (No carry over)
- Mercy Rule- If a team is up by 20 points with 2-minutes to go in the game, the clock will run.
SCORING
- Touchdowns = 6 points
- Safety = 2 points
- Extra Points = 5 yards out = 1 point; 12 yards out = 2 points
DRIVES
- There are no kickoffs
- Drives begin on the 5-yard line at the beginning of each half. Turnovers via interceptions and downs will be spotted at where the ball is down.
- Drives consist of four plays to either make a first down or score a touchdown.
- Interceptions may be run back, and the drive will begin where the player’s flag is pulled.
- Extra points CAN be returned and will ALWAYS count as 2-points, even if the team was going for a 1-point conversion (1 & 2 point extra points only).
SNAPPING THE BALL
- The ball must be snapped between the legs.
- Each time the ball is spotted a team has 30 seconds to snap the ball. A five-yard penalty will be assessed for delay of game.
- Arena motion is legal
RUNNING PLAYS
- There is no limit to the number of handoffs made behind the line of scrimmage.
- Players must be lined up on or behind the line of scrimmage.
- Laterals and pitches are acceptable.
- The “No Run Zone” is designated to avoid short yardage power running. It is located five yards before all first downs and five yards before the end zone.
- A player who takes a handoff behind or beside the quarterback can throw the ball as long as he does not pass the line of scrimmage.
- There is no diving (or flipping) when running with the ball.
RECEIVING
- All players are eligible to receive passes (including the QB if the ball has been handed off behind the line of scrimmage).
- Player must have at least one foot in-bounds when making a catch.
- If a player tips a ball and then catches the pass, having their flag pulled before the catch and after the ball was tipped, they are down at the spot of the catch.
- Bump and run coverage is ALLOWED within 3 yards of the line of scrimmage.
- Defenders guarding the center must not make contact with the center until he has risen up and begins to move forward.
- All defenders must be lined up one yard off of the line of scrimmage until the ball is snapped.
- A player who starts a play without a flag is ineligible and cannot make a play on the ball (penalty is a loss of down).
PASSING
- Shovel passes are behind the line of scrimmage.
- Interceptions may be returned for touchdowns
RUSHING THE QUARTERBACK
- ANY player may rush the quarterback, but they must be lined up 5 yards off of the line of scrimmage.
- Rushers must go for the quarterback’s flags. Rushers may attempt to block the pass but it is a penalty to initiate contact with the QB’s arm even if the ball is deflected.
- A rusher initiating contact with the ball while it is still in the quarterback’s hand in an attempt to block a pass will be penalized for illegal contact.
BLOCKING/SCREENING
- Screening can only occur with hands behind a player’s back or protecting themselves in the front, in lateral movements at the line of scrimmage and/or creating a pocket for the QB without initiating contact with the rusher; and the offense can only have a maximum of 2 players screening on the line.
- Downfield blocking is permitted but ONLY in a ‘basketball style’ screen. Players cannot use their arm or body, but are permitted to stand in between the runner and defender. The player cannot run between the runner and defender.
DEAD BALLS
- Play is ruled over when/where the ball is spotted.
- When the ball hits the ground: this includes a bad snap, at the spot of a fumble (no fumble recoveries allowed), when the ball carrier loses his flag (pulled off or falls off).
- Note: If the receiver catches a ball and he has lost his flag already, it goes as a completed pass, and he is one-hand touch from that moment. If the flag is pulled by an opponent prior to the reception (Illegal Flag Pull) he may advance the ball and the defense must touch him with one-hand. If a player’s flags have been pulled prior to the catch (Illegal Flag Pull) by the defense, penalty is five yards from the end of the play plus automatic first down.
- When the ball carrier’s knee hits the ground the play is ruled dead. Players CAN put their hand down to keep balance, but not to block a flag pull. If the ball touches the ground the play is ruled dead.
- When the ball carrier steps out of bounds the ball is ruled dead.
ADDRESSING OFFICIALS (QUESTIONING CALLS)
- Only the designated captain is allowed to stop the flow of the game to address the officials.
- All interactions with captains and officials will be made in a sportsmanlike manner.
- Ejections will result in a 1-game suspension following the game the player was ejected from.
- Fighting will result in suspension from the entire season.
OVERTIME
- Flip for first possession.
- College Rules:
- The ball will be spotted at mid-field and each team will receive FOUR downs to try and outscore the other team.
- If the score remains tied after each team has received four downs, the team that gained the most yardage will be awarded 1-point and declared the winner (this rule does not apply for league playoff games).
- NO additional timeouts are awarded for the overtime period.
PENALTIES
- Excessive contact/Rough Play – 10 yards + loss of down
- Defensive Pass interference is spotted at the point of the foul + automatic first down, defensive holding on a player with the ball is 5 yards from hold + automatic first down, excessive contact/Rough Play – 10 yards + 1st down
OFFENSIVE PENALTIES:
- Illegal Motion – 5 yards and replay down
- Illegal Forward Pass (Play is not dead) – 5 yards from spot and loss of down
- Flag Guarding/Stiff Arming – 5 yards from spot and loss of down
- Illegal Contact w/ rusher – 5 yards and loss of down
- Offside – 5 yards and replay down
- Illegal diving (or flipping) – down at the spot
- Pass Interference – 10 yards and replay the down
- Delay of Game – 5 yards and replay down
- Running in a no-run zone – Loss of down
DEFENSIVE PENALTIES
- Offside – 5 yards and replay down
- Illegal Rush – 5 yards and replay down
- Illegal Contact w/ QB – 10 yards and automatic first down
- Interference – spot of foul and automatic first down
- Illegal Flag Pull – 5 yards from the end of the play and an automatic first down
- Last-Man Rule – Touchdown (2 points for returned conversion)
- In the event that the defensive player commits a flagrant penalty and there are no other defensive players between the offensive player and the end-zone, the referee has the discretion to credit the offensive player with a touchdown (or extra point conversion).
- In the event that the defensive team intercepts an extra-point conversion attempt, and the defensive player is flagrantly fouled by the (original) offensive player, two points shall be credited to the (original) defensive team.
PLAYOFFS
Tie breakers will be determined by:
- Head to head
- Point Differential: 35pt max
- Flip of Coin
Playoffs will be played in single-elimination format with all teams making the playoffs. Overtime in playoffs will be the same as the regular season format except for the yardage rule. We will play until one team is leading in score. After 2 OT series each team must go for 2 point conversions.
OTHER NOTES
- Game cannot end on a defensive penalty even if time expires. One additional play will be required to finish the game.
- The Referees will call the game as they see it. If you have a question about a rule, the captain should approach the official with any questions.
- An offensive team that receives a penalty in the no-run zone that brings them out of the no-run zone will have no-run status until the next down. After that one down with no-run status the team will be able to run as long as they are still outside of the no-run zone.
- Players are not permitted to play if they are wearing shorts with pockets. All players must wear shorts without pockets to play in the game.
PUNTING
For Men’s 5v5 league: On 4th down, teams have the option to attempt for a 1st down and risk a turnover on downs at the spot of the failed attempt, or to ‘punt’ (though not an actual punt) and pin the other team on its own 5-yard line.
LINE OF SCRIMMAGE
There is no minimum amount of players that have to be on the line of scrimmage to start a play.
STARTING THE GAME:
A minimum of 4 players are required to start the game.
PLAYING FIELD
Men’s 5v5 Playing Field Size:
- Length: 50 yards
- End Zones: 10 yards
- Width: 30 yards
- First Down Marker: Mid-field (25 yards)
Co-Ed 6v6 League Rules
GAME CLOCK FORMAT
- Each game is played in two 20-minute halves. A running clock format is used except for the final two minutes of each half.
- The clock will stop on out-of-bounds, first downs, change of possession, extra points and incomplete passes in the final two minutes of the half.
- Each team receives two, 60-second time outs per half. (No carry over)
- Mercy Rule- If a team is up by 20 points with 2-minutes to go in the game, the clock will run.
EQUIPMENT
- Flags are provided by the league. You can use your own but they must be triple threat flags where the whole belt comes off. No pop flags.
- Cleats are allowed, no metal spikes.
- Footballs are provided by the teams. Use your own high school, college or NFL ball.
- Players should not wear shorts with pockets.
SCORING
- Touchdowns = 6 points
- Safety = 2 points
- Extra Points = 5 yards out = 1 point; 12 yards out = 2 points
DRIVES
- There are no kickoffs
- Drives begin on the 5-yard line at the beginning of each half. Turnovers via interceptions and downs will be spotted at where the ball is down or where the flag is pulled of the person returning an interception.
- Drives consist of four plays to either make a first down or score a touchdown.
- Interceptions may be run back and the drive will begin where the player’s flag is pulled.
- Extra points CAN be returned and will ALWAYS count as 2-points, even if the team was going for a 1-point conversion (1 & 2 point extra points only).
SNAPPING THE BALL
- The ball must be snapped between the legs.
- Each time the ball is spotted a team has 30 seconds to snap the ball. A five-yard penalty will be assessed for delay of game.
RUNNING PLAYS
- There is no limit to the number of handoffs made behind the line of scrimmage.
- Player must be lined up behind the line of scrimmage.
- Laterals and pitches are acceptable.
- The “No Run Zone” is designated to avoid short yardage power running. It is located five yards before all first downs and five yards before the end zone.
- The player who takes the handoff can throw the ball as long as he does not pass the line of scrimmage.
- There is no diving (or flipping) when running with the ball.
- Players can jump step or jump back to avoid a flag pull.
RECEIVING
- All players are eligible to receive passes (including the QB if the ball has been handed off behind the line of scrimmage.
- Player must have at least one foot in-bounds when making a catch.
- If a player tips a ball and then catches the pass, having their flag pulled before the catch and after the ball was tipped, they are down where the flag was pulled.
- Bump and run coverage is ALLOWED within 3 yards of the line of scrimmage against the same gender.
PASSING
- Shovel passes are legal forward passes that take place behind the line of scrimmage.
- Interceptions may be returned for touchdowns
RUSHING THE QUARTERBACK
- ANY player may rush the quarterback as long as they are lined up 5-yards off of the line of scrimmage.
- Rusher must go for the quarterback’s flags. Rusher may attempt to block the pass but it is a penalty to make contact with the QB’s arm even if the ball is deflected.
BLOCKING/SCREENING
- Screening can only occur with hands behind players back and or across their chest and mid-section, in lateral movements at the line of scrimmage; the offense can only have a maximum of 2 players screening on the line.
- Downfield blocking is permitted but ONLY in a ‘basketball style’ screen. Players cannot use their arm or body, but are permitted to stand in between the runner and tackler. The player cannot run between the runner and defender.
DEAD BALLS
- When/where the ball is spotted:
- When the ball hits the ground: Includes bad snap, at the spot of a fumble (no fumble recoveries allowed), when the ball carrier loses his flag (pulled off or falls off).
- Note: If the receiver catches a ball and he has lost his flag already, it goes as a completed pass, and he is one-hand touch from that moment. If the flag is pulled by an opponent prior to the reception (Illegal Flag Pull) he may advance the ball and the defense must touch him with one-hand. If a player’s flags have been pulled prior to the catch (Illegal Flag Pull) by the defense, penalty is five yards from point of reception, plus automatic first down or the team can elect to decline the penalty and accept the outcome of the play.
- When the ball carrier’s knee or elbow hits the ground the play is ruled dead. Players CAN put their hand down to keep balance, but not to avoid/block a flag pull.
- When the ball carrier steps out of bounds the ball is ruled dead.
ADDRESSING OFFICIALS 9QUESTIONING CALLS)
- Only the designated captain is allowed to stop the flow of the game to address the officials.
- All interactions with captains and officials will be made in a sportsmanlike manner.
- Unsportsmanlike penalties will require the player to sit out for the remainder of that half.
- Ejections will result in a 1-game suspension following the game the player was ejected from.
- Fighting will result in suspension from the entire season.
OVERTIME
- Flip for first possession.
- The ball will be spotted at mid-field and each team will receive FOUR downs to try and outscore the other team.
- If the score remains tied after each team has received four downs, the team that objectively gained the most yardage will be awarded 1-point and declared the winner (this rule does not apply to playoffs).
- NO additional timeouts are awarded for the overtime period.
PENALTIES
- Excessive contact/Rough Play – 10 yards + loss of down
- Defensive Pass interference is spotted at the point of the foul + automatic first down, defensive holding on a player with the ball is 5 yards from hold + automatic first down, excessive contact/Rough Play – 10 yards + 1st down
OFFENSIVE PENALTIES
- Illegal Motion – 5 yards and replay down
- Illegal Forward Pass (Play is not dead) – 5 yards from spot and loss of down
- Flag Guarding/Stiff Arming – 5 yards from spot and loss of down
- Illegal Contact w/ rusher – 5 yards and loss of down
- Offside – 5 yards and replay down
- Illegal diving (or flipping) – down at the spot
- Pass Interference – 10 yards and replay the down
- Delay of Game – 5 yards and replay down
- Running in a no-run zone – Loss of down
DEFENSIVE PENALTIES
- Offside – 5 yards and replay down
- Illegal Rush – 5 yards and replay down
- Illegal Contact w/ QB – 10 yards and automatic first down
- Interference – spot of foul and automatic first down
- Illegal Flag Pull – 5 yards from spot and automatic first down
- Last-Man Rule – Touchdown (2 points for returned conversion)
PLAYOFFS
Playoffs will be played in single-elimination format with all teams making the playoffs. Tie breakers will be determined by:
- Head to head
- Point Differential: 35pt max
- Flip of Coin
OTHER NOTES
- Game cannot end on a defensive penalty even if time expires. One additional play will be required to finish the game.
- The Referees will call the game as they see it. If you have a question about a rule, the captain should approach the official with any questions.
PUNTING
For Co-Ed 6v6 leagues: On 4th down, teams have the option to attempt for a 1st down and risk a turnover on downs at the spot of the failed attempt, or to ‘punt’ (though not an actual punt) and pin the other team on its own 5-yard line.
LINE OF SCRIMMAGE
For Co-Ed 6v6 leagues: There is no rule to how many people must be lined up on the line of scrimmage at the snap of the ball.
STARTING THE GAME
For Co-Ed 6v6 Leagues: A minimum of 5 players are required to start the game. If a team starts the game with 1 female they are still not allowed to have more than 4 men on the field at any time.
Female Specific Rules in Co-Ed Leagues
- Female Requirements: A minimum of two females is required on the field. In the regular season, teams may play with only one female to avoid a forfeit, yet are still only allowed a maximum of 4 males on the field.
- Female Touches: A female must be included in an attempt to progress the ball once every 3 plays. Including a female is either: her throwing a pass, receiving a handoff, or being the targeted wide receiver (referee discretion). A backwards lateral downfield to a female is NOT considered including a female. If a female is not included in an attempt to progress the ball within three downs the penalty will be: a loss of down and the next play will still be a “closed” play (you have to include a female in an attempt to progress the ball).
- Extra Points for Females: If a female scores or initiates a touchdown (throwing a pass), the team will be awarded 9 points as opposed to 6. An additional one point will be added if a female initiates either a 1-point or 2-point conversion attempt.
- Physicality with Females: Opposite genders should not engage in bump & run contact with one another. Opposite genders should also attempt to avoid contact with one another when rushing or blocking. At the referee’s discretion penalties will be called for minimal contact that is ruled unsafe towards an opposite gender.
PLAYING FIELD
Co-Ed 6v6 Playing Field Size:
- Length: 50 yards
- End Zones: 10 yards
- Width: 30 yards
- First Down Marker: Mid-field (25 yards)