NFL Flag at Gateway Rules (updated 12/1/2024)

Note: Items in red font have changed recently from previous rules.

  1. Game
    1. At the start of each game, captains from both teams meet at midfield for the coin toss to determine who starts with the ball. The visiting team calls the toss.  
    2. The winner of the coin toss has the choice of offense or defense. The loser of the coin toss has the choice of direction. Possession changes to start the second half to the team that started the game on defense.
    3. The offensive team takes possession of the ball at its 5-yard line and has four (4) downs to cross midfield. Once a team crosses midfield, it has three (3) downs to score a touchdown.
      1. If the offensive team fails to cross midfield on 3 downs, and elects to "punt" on 4th down, possession of the ball changes and the opposition starts its drive from its own 5-yard line. If the offensive team goes for it on 4th down and does not cross midfield, the opposing team will start possession from the spot.
      2. Offensive Teams MUST declare 4th down intent; “Play or Punt”, when asked by the referee and prior to the ‘Ready for Play’ or risk a delay of game penalty.
      3. Teams may use a timeout only to change the declaration of “Play” at any time prior to the expiration of the play clock.
      4. If the declaration is “Punt” the ball changes possession and will be placed at the opposing Team’s 5-yard line, 1st down, with NO option to change the declaration.
      5. If the offense fails to score, after crossing midfield the ball changes possession and the new offensive Team starts at its 5-yard line
    4. Teams change sides after the first half. Possession changes to the team that started the game on defense. 


  1. Terminology

Boundary Lines

 The outer perimeter lines around the field. They include the sidelines and back of the end zone lines.

Line of Scrimmage

 (LOS) an imaginary line running through the point of the football and across the width of the field.

Line-to-Gain

The line the offense must pass to get a first down or score.

Rush Line

An imaginary line running across the width of the field seven yards (into the defensive side) from the line of scrimmage.

Offense

The team with possession of the ball.

Defense

The team opposing the offense to prevent it from advancing the ball.

Passer

The offensive player that throws the ball and may or may not be the quarterback.

Rusher

The defensive player assigned to rush the quarterback to prevent him/ her from passing the ball by pulling his/her flags or by blocking the pass.

Live Ball

Refers to the period of time that the play is in action. Generally used in regard to penalties. Live ball penalties are considered part of the play and must be enforced before the down is considered complete.

Dead Ball

Refers to the period of time immediately before or after a play.

Whistle

Sound made by an official using a whistle that signifies the end of the play or a stop in the action for a timeout, halftime or the end of the game.

Inadvertent Whistle

Official’s whistle that is performed in error.

Charging

An illegal movement of the ball-carrier directly at a defensive player who has established position on the field. This includes lowering the head or initiating contact with a shoulder, forearm or the chest.

Flag Guarding

An illegal act by the ball-carrier to prevent a defender from pulling the ball-carrier’s flags by stiff arm, lowering elbow or head or by blocking access to the runner’s flags with a hand, arm or ball.

Shovel Pass

A legal forward pass across the LOS underhand, backhand or by pushing the ball forward.

Lateral

A backward or sideway toss of the ball by the ball-carrier.

Unsportsmanlike Conduct

A rude, confrontational or offensive behavior or language.


  1. Equipment
    1. All players must wear official NFL FLAG belts and flags provided by Gateway Flag. All players MUST always wear mouth guards while on the field. Game balls are age specific.
      1. 4U & 5U – Red Mini ball
      2. 6U-9U – Blue/Black Pee Wee ball
      3. 10U-14U- Brown/White Junior ball
      4. 17U High school ball
    2. Players must wear shoes. Cleats with exposed metal are not allowed.
    3. Players may tape their forearms, hands and fingers. Players may wear gloves, elbow pads and knee pads. Braces with exposed metals are not allowed.
    4. Players must remove all jewelry and hard billed hats. Winter beanies are allowed.
    5. Players may wear soft shell helmets and sunglasses, but they must be always secured while on the field.
    6. Players’ jerseys must be tucked into shorts or pants if they hang below the belt line.
    7. We recommend players wear shorts or pants that do not have pockets. Shorts or pants with belt loops or pockets must be taped. Games will not be delayed for a player to tape up pockets.
    8. Participants must bring their own official NFL FLAG belts and mouth guards to the field.   Extra belts and mouth guards may be available for purchase if needed. Flag belts and flags cannot be the same color as their shorts or pants.
  2. Field
    1. Field dimensions are approximately 25 yards wide by 70 yards with two 10-yard endzones. No Run zones are located five yards prior to the line to gain and five yards prior to the endzone in the offense’s direction.
    2. No-run zones are in place to prevent teams from conducting power run plays. While in the no-run zones (a 5-yard imaginary zone before midfield and before the end zone), teams cannot run the ball in any fashion. All plays must be passing plays, even with a handoff.  
  3. Timing and Overtime
    1. Regular Season Games are played on a 40-minute continuous clock with two 20-minute halves, unless one team gains a 35-point advantage which will end the game unless teams agree to continue without changing the score. The clock stops for halftime, injuries and the Officials’ discretion. The last minute of the 2nd half a stop-clock is used, meaning the clock stops for penalties, incomplete passes, out of bounds, touchdowns, and change of possession. The clock does not run on an extra-point play in the last minute.
    2. Halftime is 2 minutes.
    3. Each time the ball is spotted, a team has 30 seconds to snap the ball.
    4. Each team has 3 timeouts per GAME that carryover from the first to the second half if not used in the first half.
    5. Officials can stop the clock at their discretion.
    6. In the event of an injury, the clock will stop then restart when the injured player is removed from the field of play.
    7. If the score is tied at the end of regulation play, an overtime period will be used to determine a winner. Overtime format, when applicable, is as follows:
      1. The home team calls the toss to determine the team that chooses to be on offense or defense first.
        1. If a second round of overtime must be played, the team that lost the coin toss will get to choose offense or defense for the start of the second round of overtime.
        2. The referee will determine which end of the field the overtime will take place on.
      2. Each team will take turns getting one (1) play from the defense’s 5-yard line for one point or the defense’s 10-yard line for two points. Whether to go for one or two points is up to the offensive team. Whether or not the team that begins on offense converts, the team that started on defense gets a chance on offense to win or tie by converting a one- or two-point play of their own.
        1. Example: Team A starts on offense and chooses to go for one point from the 5-yard line and is successful. Team B is then on offense and can choose to either go for one point from the 5-yard line to tie and force a second round of overtime or to go for two points from the 10-yard line for the win.
        2. If the second team on offense in an overtime round fails to beat or match the team that went first, the team that went first wins.
      3. Starting with the 2nd overtime, both teams must "go for two" from the 10-yard line.
      4. In the 3rd overtime, each team will get 1 play from the 5-yard line going out from the endzone with the team starting the 1st overtime on offense going first. The team with the most yards will be the winner. The team with the most yards will be awarded 1 point added to their final score.
    8. Final Score will be recorded to include all points scored for each team.
      i.  All regulation period rules and penalties are in effect.
    9. There are no timeouts.
    10. Interceptions are returnable in OT, and worth 2 points.
      l. Interceptions returned for a score in the first or second overtime period, the game is over.
      1. Interceptions advanced in the third overtime period; the game is over.
  4. Scoring
    1. Touchdown: 6 points
    2. PAT (point after touchdown) 1 point (5-yard line) or 2 points (10-yard line)
      1. Note: 1 point PAT is pass only; 2 point PAT can be run or pass.
    3. Interceptions returned for scores during regular game play are worth six points, conversions. or overtime are worth two points
    4.  Safety: 2 points including on an extra point attempt
      1. A safety occurs when the ball-carrier is declared down in his/her own end zone. Runners can be called down when their flags are pulled by a defensive player, a flag falls out, they step out of bounds, their knee or arm touches the ground, a fumble occurs in the end zone or if a snapped ball lands in or beyond the end zone.
    5. A team that scores a touchdown must declare whether it wishes to attempt a 1-point conversion (from the 5-yard line) or a 2-point conversion (from the 10-yard line). Any change, once a decision is made to try for the extra point, requires a charged timeout. A decision cannot be changed after a penalty.
    6. After one team is winning by 35 points or more, the game is over. TEAMS may elect to continue but no additional points scored will be added.
    7. Forfeits are scored 35-0 for the winning team.
  5. Coaches
    1. Coaches are expected to adhere to NFL FLAG philosophies, coaching guidelines and code of conduct. 
    2. Coaches are permitted to coach on the sideline on defense and on the field on offense (they must start 5 yards behind the nearest offensive player)
    3. All fans other than the head coach and REGISTERED assistant coach and REGISTERED Statistician cannot be in the sideline area or the team can be called for a sideline violation (1st time warning, 2nd and subsequent time 5- yard penalty).
    4. Coaches, this is your responsibility to keep your fans and any other team associated members in the designated areas.


  1. Live/Dead Ball
    1. The ball is live at the snap of the ball and remains live until the official whistles the ball dead.
    2. The official will indicate the neutral zone and line of scrimmage.
    3. It is an automatic dead ball foul if any player on defense or offense enters the neutral zone.
    4. A player who gains possession of the ball in the air is considered in bounds as long as the first foot or a body part other than the hand contacts the ground in the field of play with possession.
    5. The defense may not mimic the offensive team signals by trying to confuse the offensive players, while the quarterback is calling out signals to start the play. This will result in an unsportsmanlike conduct penalty.
    6. Substitutions may be made on any dead ball.
    7. Any official can whistle the play dead.
    8. Play is ruled “dead” when:
      1. The ball hits the ground.
        1. If the ball hits the ground as a result of a bad snap, the ball is then placed where the ball hits the ground. 
      2. The ball-carrier’s flag is pulled.
      3. The ball-carrier steps out of bounds.
      4. A touchdown, PAT or safety is scored.
      5. The ball-carrier’s knee or arm hits the ground.
      6. The ball-carrier’s flag falls out.
      7. The receiver catches the ball while in possession of one or no flag(s). 
      8. The 7 second pass clock expires.
      9. Inadvertent whistle
      10. Ball-carrier leaves their feet while advancing the ball.

The play is not dead on a fumble until the ball hits the ground. If the ball hits the ground on a fumble and is fumbled forward, then it will be spotted where the ball carrier lost possession. A ball fumbled backwards that hits the ground is spotted where it hits the ground. If the defender recovers a fumble out of the air, they can advance the ball and the defense retains possession after the play.

    1. If an inadvertent whistle occurs the offense has two options:
      1. take the ball where the whistle blew, and the down is consumed
      2. replay the down from the original line of scrimmage. 

If it occurs on the last play of the half or game, the offense will be awarded one untimed down and given those two options.

  1. Running
    1. The ball is spotted where the ball is when the flag is pulled.
    2. The quarterback cannot directly run with the ball. The quarterback is the offensive player who receives the snap.
    3. Direct handoffs, laterals, and backwards passes behind the line of scrimmage are permitted. Handoffs may be in front, behind or to the side of the offensive player but must be behind the line of scrimmage. The offense may use multiple handoffs, laterals and backwards passes but only one forward pass per play.
    4. “Center sneak” play is no longer allowed. The QB is not allowed to handoff to the center on the first handoff of the play.
    5. Any player who receives a handoff can throw the ball from behind the line of scrimmage.
    6. Once the ball has been handed off, in front, behind or to the side of the quarterback, the seven-second passing clock is eliminated, and all defensive players are eligible to rush.
    7. Definition of a “Legal Handoff” - Total loss of possession directly from 1 offensive play to another.
    8. No-run Zones are located 5 yards before each end zone and 5 yards on either side of midfield are designed to avoid short-yardage power-running situations. Teams are not allowed to run in these zones if the subsequent line is LIVE. (Reminder: Each offensive team approaches only TWO no-run zones in each drive – one 5 yards from midfield to gain the first down and one 5 yards from the goal line to score a TD).
    9. Runners are not permitted to dive or hurdle any player while advancing the ball. 
    10. Ball carriers may NOT jump or leap when advancing the ball, but the play will continue for spinning, jump cuts, QB’s passing progression or if there is a clear indication that he/she has done so to avoid a collision with another player.
    11. No blocking or “screening” is allowed at any time.       
    12. Offensive players near the ball-carrier must stop their motion once the ball has crossed the line of scrimmage. No running with the ball-carrier.
    13. Flag obstruction – All jerseys MUST be tucked in before play begins. The flags must be on the player’s hips and free from obstruction. Deliberately obstructed flags will be considered flag guarding.
  1. Passing
    1. All forward passes must be thrown from behind the line of scrimmage, and received past the line of scrimmage and ball must be out of hand prior to breaching the line of scrimmage.    
      1. There is no intentional grounding
      1. The quarterback may throw the ball away to avoid a sack.
    1. Shovel passes are allowed but must be received beyond the line of scrimmage.
    2. The quarterback has a seven-second “pass clock.” If a pass is not thrown within seven seconds, the play is dead, the down is consumed and the ball is returned to the line of scrimmage. Once the ball is handed off, the 7-second rule is no longer in effect.
      1. If the QB is standing in the end zone at the end of the 7-second clock, the ball is returned to the line of scrimmage (LOS).
      1. If the quarterback throws the ball and then catches it, the play is dead and treated like an incomplete pass.
  1. Receiving
    1. All players are eligible to receive passes (including the quarterback if the ball has been handed off behind the line of scrimmage).
    2. Only one player is allowed in motion at a time. All motion must be lateral to the line of scrimmage and no motion is permitted toward the line of scrimmage.  
    3. A player must have at least one foot or other body part in bounds, contacting the ground first with possession.  
    4. In the case of simultaneous possession by both an offensive and defensive player, possession is awarded to the offense. 
    5. Interceptions are returnable. If returned for a score during regular game play, the score will be worth six points, two points if returned during conversions and/or overtime.  
  2. Rushing the Passer
    1. All players who rush the passer must be a minimum of seven yards from the line of scrimmage when the ball is snapped and must identify themselves by raising their hand pre-snap. A maximum of 2 players can rush the quarterback. Players raising their hand are not required to rush the passer. Players not rushing the quarterback can defend on the line of scrimmage.
    2. 8U, 7U, 6U, 5U, & 4U: Defenders may not rush the passer.
    3. 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.
    4. A special marker, or the referee, will designate a rush line seven yards from the line of scrimmage. Defensive players should verify they are in the correct position with the official on every play.
      1. A legal rush is:
        1. Any rush from a point 7-yards from the defensive line of scrimmage.
        2. A rush from anywhere on the field AFTER the ball has been handed off by the quarterback.
      1. A penalty may be called if:
        1. The rusher leaves the rush line before the snap and crosses the line of scrimmage before a handoff or pass – illegal rush (5-yards from the line of scrimmage and first down).
        2. Any defensive player crosses the line of scrimmage before the ball is snapped – offsides (5-yards from line of scrimmage and first down).
        3. Any defensive player not lined up at the rush line crosses the line of scrimmage before the ball is passed or handed off – illegal rush (5-yards from the line of scrimmage and first down).
        4. If the offense draws the rusher(s) to jump the seven-yard marker prior to the snap of the ball, that rusher(s) CANNOT rush during that play. Jumping the rush is not a penalty until the rusher crosses the line of scrimmage prior to the handoff or passed ball.

Special circumstances:

      1. Teams are not required to rush the quarterback with the seven second clock in effect.
      2. Rush MUST be immediate by the rusher/s. NO delayed rushing permitted.                                               
    1. Players rushing the quarterback may attempt to block a pass; however, contact to the QB, unless ruled incidental by the official, would result in a roughing the passer penalty.
    2. The offense cannot impede the rusher in any way. The rusher has the right to a clear path to the quarterback, regardless of where they line up prior to the snap. The PATH is set pre-snap from the rusher or rushers directly to the QB. PATH does not move once the quarterback moves. If the “path or line” is occupied by a moving offensive player, then it is the offense’s responsibility to avoid the rusher. Any disruption to the rusher’s path and/or contact will result in an impeding the rusher penalty.  If the offensive player does not move after the snap, then it is the rusher’s responsibility to go around the offensive player and to avoid contact.
    3. A sack occurs if the quarterback’s flags are pulled behind the line of scrimmage.  The ball will be spotted where possession of the ball is once the flag is pulled.
      1. A Safety is awarded if the sack takes place in the offensive team’s end zone.
  1. Flag Pulling
    1. A legal flag pull takes place when the ball-carrier is in full possession of the ball.
    2. Defenders can dive to pull flags but cannot tackle, hold or run through the ball-carrier when pulling flags.
    3. It is illegal to attempt to strip or pull the ball from the ball-carrier’s possession at any time.
    4. If a player's flag inadvertently falls off during a play while that player has possession, the player is down immediately and the play ends. The ball is placed where the flag lands.
    5. If a player who has one or no flags in their belt takes possession of the ball, the play is dead at that spot on the field.
    6. A defensive player may not intentionally pull the flags off of a player who is not in possession of the ball.
    7. Flag guarding is an attempt by the ball-carrier to obstruct the defender’s access to the flags by stiff arming, dropping the head, hand, ball, arm or shoulder or intentionally covering the flags with the football jersey.
  2. Formations
    1. Offenses must have a minimum of one player on the line of scrimmage (the center) and up to four players on the line of scrimmage. The quarterback must be off the line of scrimmage.
    2. Teams may shift formations prior to the snap as long as they are set for at least 1 second before the ball is snapped.
    3. One player at a time may go in motion at least 1 yard behind the line of scrimmage.
    4. Movement by a player who is set or a player who runs toward the line of scrimmage while in motion is considered a false start.
    5. The center must snap the ball with a rapid and continuous motion between his/her legs to a player in the backfield, and the ball must completely leave his/her hands.
    6. The ball will be placed in the middle of the field to start every play. The ball may be moved toward the boundary by the referee if asked by the offense before the ‘ready for play’. The ball may not be spotted less than 10-yards from either boundary
  3. Unsportsmanlike Conduct
    1. If the field monitor or referee witnesses any acts of intentional tackling, elbowing, cheap shots, blocking or any unsportsmanlike act, the game will be stopped, and the player will be ejected from the game. The decision is made at the referee’s discretion. No appeals will be considered. FOUL PLAY WILL NOT BE TOLERATED!
    2. Offensive or confrontational language is NOT allowed. Officials have the right to determine offensive language. If offensive or confrontational language occurs, the officials will determine if a warning or immediate ejection is warranted.
    3. Players may not physically or verbally abuse any opponent, coach or official.
    4. Ball-carriers MUST try to avoid defenders with an established position.
    5. Defenders must give free releases off the line of scrimmage to offensive players and are not allowed to run through the ball-carrier when pulling flags. ROUGH PLAY WILL NOT BE TOLERATED
    6. Fans must also adhere to good sportsmanship as well:
      1. Yell to cheer on your players, not to harass officials or other teams.
      2. Keep comments clean and profanity free.
      3. Compliment ALL players, not just one child or team.
    7. Fans are required to keep fields safe and kids friendly and adhere to league requirements for seating:
      1. Keep younger kids and equipment such as coolers, chairs and tents a minimum of 5 yards off the field in the end zone area.
      2. Stay in the end zone area, not between fields.
      3. Dispose of ALL trash in designated trash cans.
    8. Unsportsmanlike conduct penalties:
      1. Defense + 10 yards from line of scrimmage and automatic first down
      2. Offense - 10 yards from line of scrimmage and loss of down  

        All players and coaches ejected from a game must be reported to the league director and are suspended FOR the next game

  4. Penalties
      1. General
        1. The referee will call all penalties.  
        2. Referees determine incidental contact that may result from normal run of play.
        3. All penalties will be assessed from the line of scrimmage, except as noted.
        4. Only the team captain or head coach may ask the referee questions about rule clarification and interpretations. Players may not question calls.
        5. Games or halves may not end on a defensive penalty unless the offense declines it.
        6. Penalties are assessed live ball then dead ball. Live ball penalties must be assessed before play is considered complete.
        7. Penalties will be assessed half the distance to the goal yardage when the penalty yardage is more than half the distance to the goal.
        8. Spot fouls in end zone: Defensive (Ball on one-yard line, first down)/Offensive (Safety)
      2. Defensive Spot Fouls

Defensive pass interference

Automatic first down

Holding

+5 yards and automatic first down

Stripping

+5 yards and automatic first down

Illegal contact

+5 yards and automatic first down


      1. Offensive Spot Fouls

Screening or blocking

-5 yards and loss of down

Charging

-5 yards and loss of down

Flag guarding

-5 yards and loss of down

Illegal contact

-5 yards and loss of down


      1. Defensive Penalties

Defensive unnecessary roughness

+10 yards and automatic first down

Defensive unsportsmanlike conduct

+10 yards and automatic first down

Offside / illegal substitution

+5 yds from line of scrimmage and automatic 1st down

Illegal rush

+5 yds from line of scrimmage and automatic 1st down

Illegal flag pull

+5 yds from line of scrimmage and automatic 1st down

Roughing the passer

+5 yds from line of scrimmage and automatic 1st down

Taunting

+5 yds from line of scrimmage and automatic 1st down


      1. Offensive Penalties

Offensive unnecessary roughness

-10 yards and loss of down

Offensive unsportsmanlike conduct

-10 yards and loss of down

Offside / false start / illegal substitution

-5 yards from line of scrimmage and loss of down

Illegal forward pass (caught behind LOS / QB over LOS)

-5 yards from line of scrimmage and loss of down

Offensive pass interference

-5 yards from line of scrimmage and loss of down

Illegal motion

-5 yards from line of scrimmage and loss of down

Delay of game

-5 yards from line of scrimmage and loss of down

Impeding the rusher

-5 yards from line of scrimmage and loss of down

Illegal Procedure

-5 yards from line of scrimmage and loss of down

Taunting

-5 yards from line of scrimmage and loss of down


  1. 8U, 7U, 6U, 5U & 4U Rules Adjustments
    1. 4U, 5U, 6U, 7U & 8U
      1. ‘No Run’ zones are eliminated. Teams may run anywhere on the field.
      2. Defenders may NOT rush the passer unless there is a legal handoff executed in the backfield.
    2. 4U & 5U Only
      1. Coaches are allowed on the field on defense.
      2. Defenders MUST line up at least five yards from the line of scrimmage prior to the snap.
        ​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​          1. The defensive 5-yard alignment cushion will be reduced to 3-yards any time the ball is spotted on or inside the 5-yard line