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NFL FLAG at Gateway – Rulebook (Gameplay)

Updated: February 24, 2026
(Recent changes and rules different than standard NFL Flag rules are in red)

Quick summary

  • Offense starts at its 5-yard line.
  • Offense has 4 downs to cross midfield; after midfield: 3 downs to score.
  • 4th down: must declare Play or Punt when asked by the referee (before “Ready for Play”).
  • Mouthguards required; official NFL FLAG belt/flags required.
  • No blocking/screening; no diving/hurdling/jumping with the ball (see Running section).

1) Game format

  • Coin toss: captains meet at midfield; visiting team calls the toss.
  • Winner chooses offense/defense; loser chooses direction.
  • Possession to start the 2nd half goes to the team that started the game on defense.
  • Offense starts at its 5-yard line.
  • 4 downs to cross midfield; after crossing midfield: 3 downs to score.
  • If the offense fails to cross midfield and elects to punt on 4th down, the opponent starts at its 5-yard line.
  • If the offense goes for it on 4th down and fails to reach midfield, the opponent takes over from the spot.
  • After crossing midfield, if the offense fails to score, the new offense starts at its 5-yard line.

4th down declaration (Play or Punt)

  • Offense must declare “Play” or “Punt” when asked by the referee before “Ready for Play” or risk a delay of game penalty.
  • A timeout may be used only to change the declaration to “Play” before the play clock expires.
  • If “Punt” is declared, ball is placed at the opponent’s 5-yard line (no option to change the declaration).

Optional onside play

  • Only in the last 4 minutes, after scoring, and the scoring team is still behind.
  • Ball spotted at the 5-yard line; one play to reach midfield to retain possession.
  • If onside attempt fails, defense takes over at midfield.
  • Defensive penalty enforced; if still short of midfield, offense gets one additional play to reach midfield.
  • Any offensive penalty ends the onside attempt; defense takes over at midfield.
  • If defense intercepts, ball is spotted where the defender is down.

2) Equipment

  • All players must wear official NFL FLAG belts and flags provided by Gateway Flag.
  • All players must wear mouthguards while on the field.
  • Game balls are age specific:
    • 4U & 5U – Red Mini ball
    • 6U–9U – Blue/Black Pee Wee ball
    • 10U–15U – Brown/White Junior ball
  • Shoes required; no exposed metal cleats.
  • Tape permitted on forearms/hands/fingers; gloves/elbow pads/knee pads allowed.
  • No braces with exposed metal.
  • Remove jewelry and hard-billed hats; winter beanies allowed.
  • Soft-shell helmets and sunglasses allowed if secured.
  • Jerseys must be tucked if they hang below the belt line.
  • Recommended: no pockets; pockets/belt loops must be taped (games will not be delayed for taping).
  • Belts/flags cannot be the same color as shorts/pants; belts must be tight and unobstructed.

3) Field / No-run zones

  • Field is approximately 25 yards wide by 70 yards long with two 10-yard end zones.
  • No-run zones (8U and above) are 5 yards before midfield (line-to-gain) and 5 yards before the goal line.
  • Inside a no-run zone, teams cannot run the ball (all plays must be passes that cross the line of scrimmage but they can include handoffs).

4) Timing & overtime

  • Game length: 40-minute continuous clock (two 20-minute halves).
  • Game ends at 35-point margin unless both teams agree to continue as a scrimmage (score no longer changes).
  • Clock stops for halftime, injuries, and officials’ discretion.
  • Last 1 minute of the 2nd half uses stop-clock (stops for penalties, incomplete passes, out of bounds, touchdowns, and change of possession) UNLESS one team is ahead by 17 or more points, then a running clock is used.
  • Clock does not run on an extra-point play in the last minute.
  • Halftime is 2 minutes.
  • Play clock: 30 seconds to snap after the ball is spotted.
  • Timeouts: 3 per game (carry over from 1st half to 2nd half).

Overtime (if tied at end of regulation)

  • Home team calls the toss; winner chooses offense/defense first.
  • Each team gets one play: 1 point from the 5-yard line or 2 points from the 10-yard line.
  • Starting in 2nd overtime, both teams must go for two from the 10-yard line.
  • 3rd overtime: each team runs one play from the 5-yard line going out; most yards wins (1 point added).
  • No timeouts in overtime.
  • Interceptions are returnable in OT and worth 2 points; if returned for a score in 1st or 2nd OT, game is over.

5) Scoring

  • Touchdown: 6 points
  • PAT: 1 point (5-yard line) or 2 points (10-yard line)
    • 8U and above: 1-point PAT is pass only; 2-point PAT can be run or pass.
  • Interception returns: 6 points in regulation; 2 points in conversions/OT.
  • Safety: 2 points (including on an extra point attempt).
  • Forfeit score: 35–0.

6) Coaches

  • Coaches must follow NFL FLAG philosophies, coaching guidelines, and code of conduct.
  • Defense: coaches coach from the sideline (except 4/5U).
  • Offense: coaches may be on the field but must start 5 yards behind the nearest offensive player.
  • Coaches are responsible for keeping fans/team members in designated areas.

7) Live / Dead ball

  • Ball is live at the snap and remains live until whistled dead.
  • Automatic dead ball foul if any player enters the neutral zone.
  • Substitutions may be made on any dead ball.
  • Play is dead when:
    • Ball hits the ground (including a bad snap—spot where it hits).
    • Ball-carrier’s flag is pulled, falls out, or ball-carrier steps out of bounds.
    • Touchdown, PAT, or safety is scored.
    • Ball-carrier’s knee/arm touches the ground.
    • Receiver catches while having one or no flags.
    • 7-second pass clock expires.
  • Fumbles: play is not dead until the ball hits the ground.
    • If fumbled forward and hits ground: spot where ball-carrier lost possession.
    • If fumbled backward and hits ground: spot where ball hits ground.
    • If defense catches a fumble out of the air: can advance; defense retains possession after the play.
  • Inadvertent whistle: offense chooses:
    • Take ball where whistle blew (down is consumed); or
    • Replay down from original LOS.
    If on the last play of half/game, offense gets one untimed down with the same options.

8) Running

  • Ball is spotted where the ball is when the flag is pulled.
  • QB cannot directly run with the ball (QB is the player receiving the snap).
  • Direct handoffs, laterals, and backward passes behind LOS are allowed; only one forward pass per play.
  • Center sneak is not allowed (QB cannot handoff to center on the first handoff of the play).
  • Any player receiving a handoff can throw from behind LOS.
  • Once the ball is handed off, the 7-second pass clock ends and all defenders may rush.
  • No diving or hurdling while advancing the ball (may jump over player on the ground to avoid contact).
  • No jumping/leaping over 1 foot high to avoid flag pull, spins and jump cuts can be made as long as no contact initiated by ballcarrier and feet stay within 1 foot of the ground.
  • No blocking or moving screens at any time.
  • Offensive players near ball-carrier must stop once ball crosses LOS (no running with the ball-carrier).
  • Flags must be on hips, tight, and unobstructed; obstructed flags may be ruled flag guarding.

9) Passing

  • All forward passes must be thrown from behind LOS (ball must be released before QB crosses LOS).
  • No intentional grounding (QB may throw the ball away to avoid a sack).
  • In no-run zone (8U and above) all forward passes must cross the line of scrimmage
  • Shovel passes are allowed.
  • QB has a 7-second pass clock; if not thrown in 7 seconds, play is dead, down consumed, ball returns to LOS.
  • If QB is standing in end zone at expiration of the 7-second clock, ball returns to LOS.
  • If QB throws and then catches their own pass, play is dead and treated as incomplete.

10) Receiving

  • All players are eligible to receive passes (including QB if the ball has been handed off behind LOS).
  • Only one player may be in motion at a time; motion must be lateral (no motion toward LOS).
  • Catch is in-bounds if first foot/body part other than hand lands in bounds with possession.
  • Simultaneous possession: offense gets the ball.
  • Interceptions are returnable (see Scoring for point values).

11) Rushing the passer

  • Rushers must start at least 10 yards from LOS and identify themselves by raising a hand pre-snap.
  • Maximum of 2 rushers.
  • Players with hands raised are not required to rush.
  • 7U and younger: defenders may not rush unless there is a legal handoff executed in the backfield.
  • After a handoff, all defenders may go behind LOS.
  • Rush must be immediate (no delayed rushing).
  • Offense cannot impede the rusher; rusher has a clear pre-snap path to QB. Contact/disruption can be penalized.
  • Rusher may attempt to block a pass; contact to QB may be roughing the passer unless incidental.
  • Sack occurs if QB flags are pulled behind LOS; spot is where ball is when flags are pulled.
  • Safety awarded if sack occurs in offensive end zone.

12) Formations / Snap

  • Offense must have at least 1 player on LOS (the center) and up to 4 on LOS; QB must be off LOS.
  • Shifts allowed prior to snap if set for at least 1 second before snap.
  • One player may be in motion at least 1 yard behind LOS.
  • False start includes movement by a set player or motion toward LOS.
  • Center must snap with rapid continuous motion between legs; ball must completely leave hands.
  • Ball starts in middle; offense may request spot toward boundary before “ready for play” (not within 10 yards of boundary).

13) Unsportsmanlike conduct

  • Intentional tackling, elbowing, cheap shots, blocking, or other unsportsmanlike acts can result in ejection (referee/field monitor discretion; no appeals).
  • No offensive or confrontational language (officials determine warning vs ejection).
  • No physical or verbal abuse of any opponent, coach, or official.
  • Defense may not mimic offensive signals to confuse players (unsportsmanlike conduct).

14) Fans / sideline behavior

  • Cheer for players; do not harass officials or other teams.
  • Keep comments clean and profanity free.
  • Help keep fields safe: keep younger kids, coolers, chairs, and tents at least 2 yards off the field.
  • Stay in designated fan areas and dispose of trash properly.
For terminology and penalties (tables), see below: Rulebook – Definitions & Penalties.

NFL FLAG at Gateway – Rulebook (Definitions & Penalties)

Updated: February 24, 2026

Penalty reminders

  • Only the team captain or head coach may ask the referee for rule clarification.
  • Live-ball penalties are enforced before the down is complete; dead-ball offensive penalties are blown dead immediately (no play).
  • Penalties may be half the distance to the goal when applicable.
  • Games/halves may not end on a defensive penalty unless the offense declines it.
  • Penalties are assessed live ball then dead ball. Live ball penalties must be assessed before play is considered complete.
  • Spot fouls administered in the end zone: Defensive (Ball on one-yard line, first down) / Offensive (Safety)

1) Terminology (definitions)


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.

2) General penalties

  • Referee calls all penalties and determines incidental contact.
  • All penalties assessed from the line of scrimmage unless noted.

3) Penalty tables

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


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


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


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


4) Last Player Standing

If a defensive player commits an illegal act that prevents a clear breakaway touchdown when no defender is between the runner and the goal line, the referee may award a touchdown. For this rule to apply, ALL of the following must be true:

  • The runner has clear possession of the ball.
  • The runner is past all defenders.
  • No defender is between the runner and the goal line.
  • The illegal act occurs from behind or the side.
  • In the referee’s judgment, the runner would have scored absent the foul.

This penalty can lead to ejection by the player committing the foul if in the referee's judgement it is clearly intentional.

5) 7U & Below Rules

  • There are not No-run zones, teams can do a running play from anywhere on the field
  • There are no blitzes, defense cannot cross the LOS until a handoff or pass occurs