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.