Force Youth Flag Football Rule Book
GAME FORMAT:
Divisions: Games are played as either 6v6 or 5v5.
Field Size: The field measures 25 yards wide by 50 yards long, including two 5-yard end zones.
Game Length: Two 20-minute halves with a running clock and a 5-minute halftime.
Starting Possessions: All offensive possessions begin at the 5-yard line following scores, turnovers, or halftime.
Play Clock:
30 seconds for all divisions
45 seconds for Kindergarten–2nd Grade
First Downs:
Teams have 3 plays to reach midfield
After midfield, teams have 4 plays to score
Eligible Receivers: All players are eligible to receive a pass.
Offensive Formation (New Rule)
The offense must line up with a minimum of three players on the line of scrimmage, including one player on each side of the center.
Purpose: This rule promotes balanced formations and prepares players for higher levels of play.
All Girl Divisions will use 3/4 Division Rules
SCORING:
Touchdown: 6 points
Extra Point (from 5 yards): 1 point
Extra Point (from 10 yards): 2 points
Safety: 2 points (defense receives possession)
Interception on PAT returned for a score: 2 points
DIVISION-SPECIFIC RULES:
Kindergarten–2nd Grade
45-second play clock
Unlimited running plays
One coach permitted on the field (offense and defense)
5-second pass count
3rd–4th Grade & All Girls Divisions
30-second play clock
Maximum of two runs per possession (one run per series)
No runs allowed inside the 5-yard line or on extra points
One coach permitted on the field
4-second pass count
5th–6th Grade
30-second play clock
One run allowed per possession
No runs inside the 5-yard line or on extra points
4-second pass count
7th–8th Grade
30-second play clock
Defense may blitz once per possession
Quarterback may only run if the defense blitzes
4-second pass count
Roughing the Passer (New Rule – 7th–8th Grade Only)
Any unnecessary contact or aggressive action toward the quarterback during a declared rush results in:
10-yard penalty
Automatic first down
Purpose: Player safety and proper defensive technique.
DEFENSIVE RUSH RULES
(7th–8th Grade Only)
One blitz allowed per possession and must originate beyond the +5-yard line
Rusher must begin at least 3 yards off the line of scrimmage
Defensive player must declare intent to rush to the official
Sack count is suspended on a declared rush
Only the declared rusher may cross the line of scrimmage
Any other defensive player rushing results in a penalty
The center may not obstruct or impede the rusher
The quarterback may run only if blitzed
PASSING RULES:
Pass time limits:
K–2nd Grade: 5 seconds
3rd–8th Grade: 4 seconds
Forward passes thrown behind the line of scrimmage are illegal
Lateral or backward passes are permitted
Double passes are allowed when the first pass is lateral or backward
Defensive players may cross the line of scrimmage after a handoff or backward pass (Deception Rule)
RUNNING GAME RULES:
Running plays are limited by division
Quarterback runs are prohibited, except in 7th–8th grade when blitzed
Diving, leaping, and flag guarding are not allowed
The play is dead when:
A flag is pulled
The ball is fumbled
The runner steps out of bounds
PENALTIES:
Offensive Penalties
Illegal formation: 5 yards, replay the down
Flag guarding: 5 yards plus loss of down
Illegal forward pass: 5 yards plus loss of down
Blocking or leaping: Loss of down at the spot of the foul
Defensive Penalties
Pass interference: 10 yards
Illegal contact: 5 yards
Illegal rushing: 5 yards
Illegal flag pull: 5 yards
Inadvertent tackling: 5 yards (touchdown awarded if it prevents a breakaway score)
GAME ADMINISTRATION:
Coin toss determines initial possession or direction of play
In the final minute of the second half, the clock stops for:
Incomplete passes
Out-of-bounds plays
Change of possession
Penalties
Touchdowns
Each team receives two 30-second timeouts per half
Ball placement is determined by the furthest point of the ball at the time the flag is pulled
OVERTIME RULES (Playoffs Only)
Each team receives one play from the 5-yard line
Teams must attempt a 2-point conversion after scoring
The game ends after both teams have equal offensive attempts, provided one team leads
SPECIAL RULES
Tackling and blocking are prohibited
One player may be in motion at the snap
Direct quarterback runs are not allowed (except 7th–8th grade blitz situations)
Mercy Rule
A 24-point differential activates the mercy rule:
The trailing team starts at the opponent’s 10-yard line with 4 plays to score
The leading team starts at its own 5-yard line with:
2 plays to earn a first down
2 plays to score
If the point difference falls below 24, standard rules resume
COMMON SCENARIOS & CLARIFICATIONS:
Passes Behind the LOS: Forward passes thrown behind the line of scrimmage are illegal. The quarterback may throw a lateral or backward pass; the receiver may then run (if allowed) or throw a forward pass.
Blocking: After a catch, offensive players may not interfere with defenders attempting to pull flags, including moving screens.
Backward Passes Downfield: Hook-and-ladder plays and backward or lateral passes beyond the line of scrimmage are legal.
Pass After Sack Count Expires: Once the sack count expires, the play is dead immediately, even if a pass or interception is in progress.
Quarterback Kneel: A quarterback may take a knee to run out the clock. In the final minute of the second half, this is treated as an incomplete pass and stops the clock.
