GAME FORMAT
6 V 6 FLAG GAME FORMAT
Field 30x60yrds, including the 5-yard end zones.
Two 20-minute running clock halves
It’s a 6v6 player format
possession starts at the opposite 5-yard line
25-second play clock (45-second play clock for K-2nd Grade Division)
Mid field is a first down teams have 3 downs to get there and then 4 downs to score after first down
NO RUSHING THE QUARTERBACK
SCORING
Touchdowns = 6 points
Extra Point (5-yard line) = 1 point
Extra Point (10-yard line) = 2 points
Field Goal (mid field) = 3 points
Safety = 2 points and the defense gets the ball
DIVISION Rules
K-2ND GRADE DIVISION RULES
45-second play clock
Unlimited runs
One coach per team is permitted on the field
Sack count is 5 seconds
3RD-4TH GRADE DIVISION RULES
30-second play clock
Two runs per offensive possession
One run allowed to gain a 1st Down (first 3 downs)
One run allowed after first down while advancing towards the endzone
5 yard no run zone leading into the endzone
You can run for a 2 point conversion not on a single point conversion
Each team can have one coach on the field
Sack count is 4seconds
5TH - 6TH GRADE DIVISION RULES & GOALS
25-second play clock
No runs per offensive possession
No Coach allowed on the field
Sack count is 4 seconds
7TH - 9TH GRADE DIVISION RULES
25-second play clock
No coach allowed on the field
Pass count is 3 seconds until “sack”
Field Goal rules
This option can only be used on your 1st set of downs before the mid field.
On 3rd down you can have the option to either try for the 1st down or go for 3 points
The way this works is the ball would be moved to mid field and everyone except the QB and Center will be moved to the opposing 5 yard line. On the snap of the ball the QB has the opportunity to throw the ball into the end zone and if caught by one of his teammates the team will receive 3 points if unsuccessful it will be turn over on downs, this play has to be a pass and the center is eligible as well.
RULES of the game
Coin flip determines who gets the ball, then the other team choices what way they would like to defend
The clock will only stop for time-outs and injuries unless it is the last minute of the game
During the final minute of a game, the clock will be stopped in specific situations, which include incompletions, out of bounds plays, quarterback sacks, and kneel downs. Additionally, the clock will pause for a change of possession and for penalties, except in cases of offensive penalties where the clock will resume on the official's signal, unless it is a dead ball foul. Each team is granted two 30-second timeouts per half, which they may use to stop the clock.
If a timeout is called after a touchdown, the clock will not start until the play after the conversion attempt
A receiver must have one foot in bounds when making a reception
Teams switch sides at halftime
Fumbled snap is considered dead ball and no lose of yardage
Center cannot take a handoff from the QB
The ball will be placed at the spot where the flag was pulled
Only one player can be in motion at the same time
No blocking
3 players must be on the LOS or it will result in illegal formation
Defensive players can cross the line of scrimmage when a handoff, fake handoff, or backward pass has occurred.
MERCY RULE
When a team is leading by 30 points or more, they are only given two downs to gain a first down and two downs to score until the point difference falls below 30 points, at which point regular game rules will apply. On the other hand, the team that is trailing by 30 or more points will begin their offensive possession at the +10 yard line and have four downs to score. If the point difference falls below 30 points, the regular game rules will apply once again.
PASS GAME RULES
The Offense must throw the ball within:
K – 2nd Grade – 5 seconds
3rd – 4th Grade – 4 seconds
5th – 6th Grade – 4 seconds
7th – 8th Grade – 3 seconds
The sack count starts on the snap of the ball no matter what the offensive play is attempted – the word SACK is said in place of the last number
No underhand passing
In the event that the quarterback fails to release the ball before the time expires, the play will be considered a sack, and the ball will remain at the line of scrimmage.
NO RUSHING THE QUARTERBACK!
In grades K-4th, the quarterback has the ability to hand or pitch the ball to another player who can then throw the ball within the allotted time. Whenever the quarterback hands, pitches, or throws a backward pass to another player, it signals to the defense that they can cross the line of scrimmage to pull the flag of the player with the ball. However, it should be noted that the sack count clock continues and does not reset when the ball is pitched for a double pass play.
SNAPPING THE BALL
All snaps need to be between the legs, quarterbacks can be in shotgun or under center (no trip plays can be ran if the quarterback is under center)
RUN GAME RULES
If the ball carrier crosses the line of scrimmage or a player takes a hand-off from the quarterback and fails to cross the line of scrimmage within the designated time, the play will be classified as a run play. Conversely, if a player takes a hand-off from the quarterback and subsequently throws a forward pass, it will be classified as a pass play and will not count towards the team's run play count.
The play is dead when the following occurs to the ball carrier:
The flag is removed by the opposing team.
The runner's knee or elbow makes contact with the ground.
The runner steps out of bounds.
The runner loses their flag, and the opposing team must touch them down.
The runner dives, jumps or leaps, and the ball is placed where the runner left their feet.
Direct quarterback runs are not allowed
Fumbles are considered dead balls
GAME PENALTIES
OFFENSE PENALTIES:
Offensive Pass Interference: If an offensive player interferes with a defender's attempt to intercept or defend a pass, a 10-yard penalty will be enforced, and the down will be replayed.
Illegal Motion (2 men in motion): If two players are in motion before the snap, a 5-yard penalty will be enforced, and the down will be replayed.
Illegal Formation: If the offense lines up incorrectly, a 5-yard penalty will be enforced, and the down will be replayed.
Illegal Run: If a player runs with the ball and is not the quarterback or runs forward before receiving the ball, a 5-yard penalty will be enforced, and it will result in a loss of down.
False Start: If an offensive player moves before the snap, a 5-yard penalty will be enforced, and the down will be replayed.
Illegal Forward Pass: If the quarterback throws a forward pass after crossing the line of scrimmage or throws a forward pass behind the line of scrimmage, a 5-yard penalty will be enforced, and it will result in a loss of down.
Blocking: If an offensive player blocks illegally, the ball will be placed at the spot of the foul, and it will result in a loss of down.
Leaping: If a defensive player jumps over the line of scrimmage to try to block a pass or a kick, a penalty of the ball being placed at the spot of the foul will be enforced, and it will result in a loss of down.
Flag Guarding (including stiff arms): If a ball carrier uses their hands to prevent the defender from pulling their flag, a 5-yard penalty will be enforced from the spot of the foul, and it will result in a loss of down.
Unsportsmanlike Conduct: If a player behaves in an unsportsmanlike manner, they will receive a 15-yard penalty, and they may be ejected from the game.
Delay of Game: If the offense takes too long to snap the ball, the clock will stop, and a 5-yard penalty will be enforced.
No Intentionally Grounding Penalty: If the quarterback intentionally throws the ball away to avoid a loss of yards or a sack, a 5-yard penalty will be enforced, and it will result in a loss of down, and the clock will start.
DEFENSIVE PENALTIES:
Defensive Pass Interference results in a 10-yard penalty and replay of the down, unless the pass was caught by the offense, in which case the offense decides whether to accept the penalty or the result of the play. Depending on the yardage gained, it may result in a first down.
Illegal Contact, including holding and jams, results in a 5-yard penalty and replay of the down, unless the pass was caught by the offense. The offense decides whether to accept the penalty or the result of the play. Depending on the yardage gained, it may result in a first down.
Defensive Holding while pulling the flag results in a 5-yard penalty added to the end of the play. Depending on the yardage gained, it may result in a first down.
Illegal Flag Pull, when the defender pulls the flag before the player has possession of the ball, results in a 5-yard penalty and replay of the down. Depending on the yardage gained, it may result in a first down.
Off-sides results in a 5-yard penalty and replay of the down. Depending on the yardage gained, it may result in a first down.
Illegal Rushing, when the defender rushes the quarterback before a hand-off has occurred, results in a 5-yard penalty and replay of the down. The offense decides whether to accept the penalty or the result of the play. Depending on the yardage gained, it may result in a first down.
Inadvertent Tackle results in a 5-yard penalty added to the end of the play and replay of the down.
Inadvertent Tackle From Behind with a clear path to the end zone results in an automatic touchdown.
Unsportsmanlike conduct results in a 15-yard penalty and automatic first down. It may also result in ejection from the game.
Defensive penalties inside the 10-yard line will result in half the distance to the goal line if applicable.
OVERTIME
Playoffs and championships only
A coin flip will determine which team will have the first possession in overtime.
Both teams will start at the 5-yard line and go in the same direction.
The offensive team will have one opportunity to score a touchdown from the 5-yard line.
If a touchdown is made, the scoring team must attempt a 2-point conversion.
A returned extra point is not counted as points and is a dead ball play.
If the defense intercepts the ball, they will take over possession, unless they score a touchdown.
If the intercepting team scores a touchdown on their first defensive possession, the game is over.
The game is over if the intercepting team was ahead in points in OT prior to playing defense.
If a team scores more points than their opponent after both have had a possession, the game ends.
If the game is still tied after one possession per team, overtime will be repeated until a winner is determined.
Each overtime period will begin with a different team having the first possession.