PLumas Lake Youth Sports Association Building Community through Sports & Recreation

Flag Football Rules

FLAG RULES AND PLAYS

Flag Football is a five-on-five game filled with fun and action. In this game, the offensive team plays for a first down at midfield and a touchdown in the end zone. Running and passing plays are allowed, although there are “no-running zones” at midfield and near each goal line. The defensive team covers receivers, rushes the passer and grabs flags to make “tackles.”

Attire
Cleats are allowed, except for metal spikes. Inspections must be made. All players must wear a protective mouthpiece; there are no exceptions.  Team jerseys are supplied and need to be tucked in if they hang below the waist.  Shorts color may vary but needs to be different than your team flag color.

The Basics
A coin toss determines first possession. The offensive team takes possession of the ball at its 5-yard line and has three plays to cross midfield. Once a team crosses midfield, it has three plays to score a touchdown. If the offense fails to score, the ball changes possession and the new offensive team takes over on its 5-yard line. If the offensive team fails to cross midfield, possession of the ball changes and the opposition starts its drive from its 5-yard line. All possession changes, except interceptions, start on the offense’s 5-yard line. Teams change sides after the first 20 minutes. Possession changes to loser of coin toss and the clock does not stop. There are no kickoffs in the 5-7 & 8-10 age groups.  No blocking is allowed. Teams must field a minimum of five players at all times.

Timing/Overtime
Games are played to 40 minutes running time. If the score is tied at the end of 40 minutes, teams move directly into overtime. The first team to score wins. Each time the ball is spotted, a team has 30 seconds to snap the ball. Teams will receive one warning before a delay-of-game penalty is enforced. Each team has one 60-second and one 30-second time-out per half. Officials can stop the clock at their discretion.

Scoring

Touchdown:
6 points

Extra point:
1 point (played from 5-yard line) or
2 points (played from 12-yard line)

Safety:
2 points

Running
The quarterback cannot run with the ball. Only direct handoffs behind the line of scrimmage are permitted. Offense may use multiple handoffs. “No-running zones” located five yards from each end zone and five yards on either side of midfield are designed to avoid short-yardage, power-running situations. The player who takes the handoff can throw the ball from behind the line of scrimmage. Once the ball has been handed off, all defensive players are eligible to rush. Spinning is allowed, but players cannot leave their feet to avoid a defensive player (no diving). The ball is spotted where the ball carrier’s feet are when the flag is pulled, not where the ball is. Absolutely NO laterals or pitches of any kind are allowed.

Receiving
All players are eligible to receive passes (including the quarterback if the ball has been handed off behind the line of scrimmage). As in the NFL, only one player is allowed in motion at a time. A player must have at least one foot inbounds when making a reception.

Passing
Shovel passes are allowed. The quarterback has a seven-second “pass clock.” If a pass is not thrown within the seven seconds, play is dead, loss of down. Once the ball is handed off, the seven-second rule no longer is in effect. Interceptions change the possession of the ball at the point of interception. Interceptions are the only changes of possession that do not start on the 5-yard line.

Dead Balls
The ball must be snapped between the legs, not off to one side, to start play.
Substitutions may be made on any dead ball.
Play is ruled “dead” when:
• Ball carrier’s flag is pulled
• Ball carrier steps out of bounds
• Touchdown or safety is scored
• At the point of an interception (interception returns are not allowed)
• Ball carrier’s knee hits the ground
• Ball carrier’s flag falls out

Note: There are no fumbles. The ball is spotted where the ball hits the ground.

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

Once the ball is handed off, the seven-yard rule no longer is in effect, and all defenders may go behind the line of scrimmage. A special marker, or the referee, will designate seven yards from the line of scrimmage. Remember, no blocking or tackling is allowed.

Sportsmanship/Roughing
If the referee witnesses any acts of tackling, elbowing, cheap shots, blocking or any unsportsmanlike act, the game will be stopped and the player will be ejected from the game. FOUL PLAY WILL NOT BE TOLERATED.

Trash talking is illegal. Officials have the right to determine offensive language. (Trash talk is talk that may be offensive to officials, opposing players, teams or spectators.) If trash talking occurs, the referee will give one warning. If it continues, the player or players will be ejected from the game.

Field Diagram

flag football

Penalties
All penalties will be called by the referee.

Defense:

Offsides
Five yards and automatic first down

Interference
10 yards and automatic first down

Illegal contact
(holding, blocking, etc.)
10 yards and automatic first down

Illegal FLAG pull
(before receiver has ball)
10 yards and automatic first down

Illegal rushing
(starting rush from inside 7-yard marker)
10 yards and automatic first down

Offense:

Illegal motion
(more than one person moving, false start, etc.)
Five yards and loss of down

Illegal forward pass
(pass thrown beyond line of scrimmage)
Five yards and loss of down

Offensive pass interference
(illegal pick play, pushing off/away defender)
10 yards and loss of down

FLAG guarding
10 yards (from line of scrimmage) and loss of down

Delay of game
Clock stops, 10 yards and loss of down

Referees determine incidental contact that may result from normal run of play. All penalties will be assessed from the line of scrimmage.

Only the team captain may ask the referee questions about rule clarification and interpretations. Players cannot question judgment calls.

Games cannot end on a defensive penalty, unless the offense declines it.

FLAG FOOTBALL PLAYS

How to Set and Call a Formation
Passing Tree
Receiver Route Definitions
Running Back Routes Definitions/Secondary Routes
How to Call a Play
Play Examples - 1
Play Examples – 2
Advanced Play Calling


How to Set and Call a Formation
In NFL FLAG we work with the understanding that there are three basic formation calls: Split T, Twins and Trips. Variations and adjustments to the formation may be made.

In our first series of plays we run out of the most basic formation, the Split T, where one receiver is on either side of the ball, split out approximately 10-12 yards from the center, with a single running back set behind the quarterback. This is a balanced formation in NFL FLAG with no strong side, therefore we will not have a call side (no right or left). The forma tion when set looks like the letter “T.”

The first call made when setting a play will be the formation.

Passing Tree
The Passing Tree is a numbered system used for the passing routes.

The passing tree system is designed so that all even-numbered routes (2,4,6,8) are run towards the middle of the field and all odd-numbered routes (1,3,5,7,9) are be run towards the sideline.

These routes are used for all positions on the field.

The running back has extra routes that are always be referred to by name.

Since the ball is always placed in the middle of the field, the center faces the dilemma, and all of the center’s routes should be based on the play design.


Receiver Route Definitions

Quick Out:

This is a 5-8 yard route forward then the receiver cuts out towards the sideline then looks for the ball.

Slant:
This is a 3-5 yard route forward then the receiver breaks towards the middle of the filed on a 45 degree angle and looks for the ball.

Deep Out:
This is a 10-15 yard route. It should be run exactly like the quick out only deeper.

Drag/In:
This is a 5-8 yard route forward then the receiver breaks into the middle of the filed on a 90 degree angle and looks for the ball.

Flag:
This is a 10-15 yard route forward then the receiver breaks at a 45 degree angle towards the sideline and looks for the ball.

Curl:
This is a 5-8 yard route forward then the receiver stops and turns to the ball.

Post Corner:
This is a 12-20 yard route forward then the receiver cuts on a 45 degree angle to the middle of the field for a few steps then the receiver cuts on a 45 degree angle towards the sideline and then looks for the ball.

Post:
This is a 12-20 yard route forward then the receiver breaks on a 45 degree angle towards the middle of the field and looks for the ball.

Fly:
This route is run straight up the field with the receiver looking for the ball after he gets past about 15 yards.

* For younger participants the passing routes can be reduced by half.


Running Back Route Definitions/Secondary Routes

While your backs may run any of the assigned routes on the primary passing tree, these routes have been designed as a high-percentage second option to complete a pass.

These routes will not be numbered. You will always refer to them by name.

Replace:
This is a 8-15 yard route where the running back angles forward on a 45 de gree angle and then goes straight up the field and looks for the ball.

Arrow:
This route the running back drives on a 45 degree angle towards the sideline and looks back for the ball.

Circle:
This route starts toward the sideline and then circles back to in front of the QB.

Out/In:
This route starts straight up the field then the running back breaks “out” or “in” depending on the play.

Secondary Routes
Replace:
Exactly what the route is called. Your secondary or safety receiver should drive to and replace the area where your receivers were aligned. Works well in the case when receivers clear out one side of the field.

Arrow:
A route in which the receiver drives on a 45 degree angle, always toward the side line. The receiver should always look over the outside shoulder for the pass.

Stop:
Look for open space. Turn to the quarterback with your back to the defender. This should be a pass to the chest.

Flare:
Rounded off pattern in the backfield with the completion coming near or at the line of scrimmage. Usually executed by a running back being used as a second or third option. A pass option for a quarterback when his main options have been shut down.

How to Call a Play
Now that you’ve read your passing tree and understand the pass routes available, there are two options you have in play calling. The simple option is to use positions attached to route names. The more advanced option is to use the passing tree numeric system.

There will be a few constants when calling plays.

  1. You will always call the formation first, including the alignment (left or right, if necessary). You’ll call an alignment in an unbalanced formation (anything but a Split T. See examples below).

  2. You will always call your receiver pass routes from left to right (then your Halfback (H) route, followed by the Center route)

Plays Examples -1
See printer friendly version for details.

Plays Examples -2
See printer friendly version for details.

Advanced Play Calling
If you want a more advanced system to call plays, you can use the actual numbers attached to the routes on the passing tree to call your receiver routes (refer to passing tree for routes and the numbers associated with them). You are still calling your receiver routes from left to right. Instead of designating the receiver and the route he/ she will run, you call out a sequence of numbers that tells the receiver which route to run.

Now this play would be called:
Trips Right – 999 – Center Arrow

Instead of:

Trips Right – Left Fly – Middle Fly – Right Fly – Center Arrow

The key to using this numeric system is to ensure that each receiver knows their position within the formation.

• The first number is the left receiver
• The second number is the middle receiver
• The third number is the right receiver

Important Reminders:

You will continue to call the routes (without using numbers) for the running back (when necessary), and the center.

If you are using a two-receiver formation, then the play call should only be two digits rather than three.

back to top

 

 




Privacy Policy | Contact Us | ©2009 Plumas Lake Youth Sports Association




Sports Programs

Join Our Email List
Email:  

ADVERTISEMENTS