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NJ ELITE FLAG FOOTBALL LEAGUE

NJ Elite Flag Football Rules

NJ Elite Flag Football Basic Rules of Play

NJ Elite Flag Football League Rules

Game Start & Possession Rules (Quick Summary)

  • Coin Toss: Both teams meet at midfield. The visiting team calls the coin toss.

    • Winner chooses offense or defense.

    • Loser chooses direction.

    • No option to defer. Teams switch sides at halftime.

  • Starting the Game:

    • Offense begins at their own 5-yard line.

    • Teams have 4 downs to cross midfield.

    • After crossing midfield, they get 3 downs to score.

  • 4th Down Options (Before Midfield):

    • Punt: Other team starts at their 5-yard line.

    • Go for it: If they fail, the other team takes over at the spot of the 4th down play.

    • Coaches must declare 'Punt or Play' immediately when asked. Delay of game can be called if not.

    • A timeout can be used to change the decision before the play clock runs out.

  • After Crossing Midfield:

    • If the offense fails to score in 3 downs, the ball changes possession and the other team starts from its own 5-yard line.

 


 

Equipment Rules (Quick Summary)

  • Required Gear:

    • Official NFL FLAG belt and flags (must contrast with shorts).

    • Mouthguards must be worn at all times.

    • Age-appropriate footballs will be provided.

  • Footwear:

    • Sneakers/cleats are mandatory. All games will be played on the turf field.

    • No metal cleats allowed.

  • Optional Gear:

    • Players may wear gloves, elbow/knee pads, soft-shell helmets, halos, and sunglasses (must be secure).

    • Forearms, hands, and fingers may be taped.

    • Prescription glasses allowed (strap optional).

  • Prohibited Items:

    • No jewelry, hats, or metal braces on the field.

    • Jerseys must be tucked in.

  • Shorts/Pants:

    • No pockets or belt loops recommended.

    • Games will not pause for players to tape pockets.

  • Additional Notes:

    • Players should bring their own belts and mouthguards (extras may be available to purchase).

    • Electronic communication between players and coaches/spectators during play is strictly prohibited and results in immediate disqualification.

 


 

Timing & Overtime (Quick Summary)

  • Game Length:

    • Games are 40 minutes total – split into two 20-minute halves.

    • Running clock unless there’s an injury, halftime, or official timeout.

    • Halftime is 2 minutes.

  • Play Clock:

    • Once the ball is spotted, teams have 40 seconds to snap.

  • Timeouts:

    • Each team gets three 30-second timeouts for the whole game.

  • Mercy Rule:

    • If a team gains a 35-point lead, the game ends.

    • Teams may choose to continue playing (score will not change).

 


 

Overtime Rules

  • If the game is tied at the end of regulation, overtime is played.

  • Coin Toss:

    • Home team calls the toss. Winner chooses offense or defense.

    • Teams alternate this choice in each additional OT round.

  • Field Position:

    • Referee decides which end of the field is used for all overtime.

Overtime Format:

  1. 1st Overtime:

    • Each team gets 1 play from:

      • 5-yard line for 1 point, or

      • 10-yard line for 2 points.

    • If Team A scores, Team B must match or beat it. If not, game is over.

  2. 2nd Overtime:

    • Each team must go for 2 points from the 10-yard line.

  3. 3rd Overtime:

    • Each team gets 1 play from their 5-yard line.

    • The team that gains the most yards wins and is awarded 1 point.

Additional OT Notes:

  • No timeouts in overtime.

  • Each team gets 1 coach’s challenge (must be a rule misapplication, not a judgment call).

  • Interceptions can be returned for 2 points and end the game in any OT round.

 


 

Scoring Guide (Quick Summary)

  • Touchdown: 6 points

  • Extra Point (PAT):

    • 1 point – from 5-yard line (must be a pass)

    • 2 points – from 10-yard line (can be a run or pass)

  • Interceptions:

    • Returned during regulation = 6 points

    • Returned on extra points or in overtime = 2 points

  • Safety: 2 points

    • Occurs when a ball-carrier is downed in their own end zone due to:

      • Flag pulled

      • Stepping out of bounds

      • Knee or arm touching ground

      • Flag falling off

      • Fumbled or mis-snapped ball in the end zone

  • PAT Decision:

    • Must be declared immediately after a touchdown.

    • Changing the decision requires a timeout.

    • No changes allowed after a penalty.

  • Mercy Rule:

    • Game ends if one team leads by 35 points.

  • Forfeits:

    • Scored as 35-0 in favor of the winning team.

 


 

Coaching Guidelines

  • Coaches, officials, and scorekeepers must verify the final score sheet after the game.

  • If a coach does not verify, the scorekeeper's record will stand as final.

Live Ball & Dead Ball Rules (Quick Summary)

  • Live Ball:

    • The ball becomes live at the snap and remains live until whistled dead by an official.

  • Line of Scrimmage / Neutral Zone:

    • Officials mark both.

    • Entering the neutral zone early is an automatic dead ball foul.

    • Officials may give a courtesy warning to allow players to adjust.

  • In-Bounds Catch:

    • A player catching the ball is considered in bounds if they land with one foot or body part (except hands)inbounds while maintaining possession.

  • Substitutions:

    • Allowed any time the ball is dead.

  • No Signal Mimicking:

    • Defense cannot simulate offensive signals to confuse players.

    • Violations result in unsportsmanlike conduct penalty on the Head Coach.

  • Who Can Stop Play:

    • Any official may whistle the play dead.

 


 

When the Ball is Dead:

Play ends when:

  • The ball hits the ground (from a snap, lateral, or pitch – ball is spotted where it lands).

  • The flag is pulled.

  • The ball-carrier steps out of bounds.

  • A touchdown, PAT, or safety is scored.

  • The ball-carrier's knee, shin, leg, forearm, or arm touches the ground.

  • The ball-carrier’s flag falls off.

  • A receiver catches the ball with 1 or 0 flags attached.

  • The 7-second pass clock expires.

  • There is an inadvertent whistle.

  • The ball-carrier dives, jumps, or hurdles another player (exception: diving to catch a pass or pull a flag is allowed).

Fumbles:

  • Ball is dead at the spot where it contacts the ground after loss of possession.

 


 

Inadvertent Whistle Options:

If the whistle is blown accidentally:

  1. Take the ball where the whistle blew and let the down count, OR

  2. Replay the down from the original spot.

If this happens on the last play of a half or game, the offense gets one untimed down with the same options.

 


 

Timeout for Rule Questions:

  • A team may use a timeout to question a rule.

    • If the ref's call is correct, the timeout is charged.

    • If incorrect, the timeout is not charged and the correct ruling is enforced.

 


 

Running Game Rules (Quick Summary)

  • Spot of the Ball:

    • The ball is spotted where it is when the flag is pulled.

  • Quarterback Rules:

    • The QB may not run across the line of scrimmage.

    • The QB is defined as the player who receives the snap.

  • Hand-Offs & Laterals:

    • Allowed only behind the line of scrimmage.

    • Once a handoff, pitch, or lateral occurs:

      • The 7-second pass clock ends.

      • The defense can rush.

    • If the ball is handed off and then crosses the line of scrimmage, and possession is lost, the play is dead at that spot.

    • “Center sneak” handoffs to the center are not allowed.

  • No-Run Zones:

    • Runs are not allowed within:

      • 5 yards before midfield (first down zone)

      • 5 yards before the goal line (scoring zone)

  • Jumping/Leaping:

    • Not allowed while advancing the ball.

    • Play is stopped and ball is spotted where the jump occurred.

    • Allowed only for:

      • Avoiding contact

      • Jump cuts or spins

      • QB passing motion

  • Possession Rules:

    • Once the ball crosses the line of scrimmage, only the ball-carrier may have possession.

  • Blocking / Screening:

    • Not allowed at any time.

  • Off-Ball Movement:

    • Offensive players near the ball-carrier must stop moving once the play crosses the line of scrimmage.

  • Flag Obstruction:

    • Jerseys must be tucked in and flags must be visible and unobstructed.

    • Deliberate obstruction = flag guarding penalty.

  • Legal Handoff:

    • Defined as a complete transfer of possession between offensive players.

 


 

Passing Rules (Quick Summary)

  • One Forward Pass per Play:

    • Must be thrown from behind the line of scrimmage.

    • The ball must cross the line of scrimmage to be legal (unless touched by a defender).

  • Shovel Passes:

    • Allowed if thrown forward from behind the line and caught beyond the line of scrimmage.

  • No Intentional Grounding:

    • The QB may throw the ball anywhere beyond the line of scrimmage to avoid a sack.

  • 7-Second Pass Clock:

    • QB must pass within 7 seconds of the snap.

    • If not, the play is dead, the down counts, and the ball returns to the line of scrimmage.

    • The 7-second rule ends after a handoff, pitch, or lateral.

  • Illegal Forward Pass:

    • If the QB throws and then catches their own pass, it's ruled incomplete and the play is dead.

 


 

Receiving Rules (Quick Summary)

  • Eligible Receivers:

    • All players are eligible to catch passes, including the QB if the ball has been handed off or pitched first.

  • In-Bounds Catch:

    • Receiver must land with at least one foot or body part in bounds while maintaining possession.

  • Simultaneous Possession:

    • If offense and defense both catch the ball at the same time, the offense gets possession.

  • Interceptions:

    • Returnable for 6 points during regular play.

    • Returnable for 2 points during PATs or overtime.

 


 

Rushing the Passer (Quick Summary)

  • Rushing Basics:

    • Only 1–2 players may rush the QB per play.

    • Rushers must start at least 7 yards from the line of scrimmage.

    • Rushers must raise a hand pre-snap to identify themselves and must rush immediately at the snap — no delayed rushes allowed.

    • Tiny Elites (Grades K-2), no rushing is allowed.

  • After a Handoff or Lateral:

    • Once the ball is handed off, pitched, or lateraled backward, any defender may cross the line of scrimmage.

  • Rush Line Marker:

    • A 7-yard rush line will be marked by an official or visible marker.

    • Check with the official to confirm proper position before each play.

 


 

Legal vs. Illegal Rush

✅ Legal Rushes:

  • 1–2 players rushing from the 7-yard marker.

  • Any defender rushing after a handoff, lateral, or backward pitch.

❌ Penalties (5 yards & 1st down):

  • Illegal Rush: Rusher leaves early or isn't 7 yards back at snap.

  • Encroachment: Any defender crosses the line before the snap.

  • Impeding the Rusher: Offense blocks or moves into the rusher's pre-snap path.

  • Jumping the Rush Line: Not a penalty unless rusher crosses the LOS before a legal ball movement.

💡 Note: Teams are not required to rush the QB due to the 7-second pass clock.

 


 

Sacks & Contact Rules

  • Sack:

    • QB’s flag is pulled behind the line of scrimmage.

    • Ball is spotted where possession is at the time of the flag pull.

  • Safety:

    • If a sack occurs in the offensive end zone, it results in a 2-point safety.

  • Blocking the Pass:

    • Rushers may attempt to block a pass without making contact.

    • Unintentional contact may be excused, but otherwise it’s roughing the passer.

 


 

Flag Pulling Rules (Quick Summary)

  • Legal Flag Pull:

    • Only allowed when the ball-carrier is in full possession of the ball.

  • Defensive Conduct:

    • Defenders may dive to pull flags but cannot tackle, hold, or run through the ball-carrier.

    • Stripping the ball is not allowed.

  • Fallen or Missing Flags:

    • If a player’s flag falls off during a play, they are down immediately at the spot where the flag lands.

    • If a player gains possession with only 1 or no flags, the play is dead at that spot.

  • Illegal Flag Pulls:

    • Pulling flags from a player who doesn’t have the ball is not allowed.

  • Flag Guarding (Not Allowed):

    • The ball-carrier cannot block access to their flags using:

      • Hands, arms, ball, head, shoulder, or jersey

      • No stiff arms or jersey covering

 


 

Formations & Offensive Rules (Quick Summary)

  • Offensive Formation:

    • Must have at least 1 player on the line of scrimmage (usually the center), up to 4 allowed.

    • The quarterback must line up off the line.

  • Motion Rules:

    • Only 1 player may be in motion at the snap.

    • Motion must be parallel or backward, and the player must be off the line of scrimmage.

  • Shifting:

    • Players may shift positions, but all must be set for 1 full second before the snap.

  • Snap Requirements:

    • The center must snap the ball between the legs in one continuous motion.

    • The ball must completely leave the center’s hands.

  • False Starts:

    • Any movement simulating a snap by a set player is a false start.

 


 

Conduct & Sportsmanship Rules

  • Zero Tolerance for Physical Play:

    • Intentional contact (tackling, elbowing, blocking, cheap shots) = ejection.

    • No appeals on ejections.

  • Language & Behavior:

    • No offensive or confrontational language allowed.

    • Officials may issue unsportsmanlike penalties or ejections based on behavior.

    • No verbal or physical abuse toward anyone.

  • Ball-Carrier Responsibility:

    • Must avoid contact with defenders who have an established position.

  • Defensive Conduct:

    • Must allow free release off the line for offensive players.

    • Cannot run through the ball-carrier to pull a flag.

 


 


Unsportsmanlike Conduct Penalties

  • Defense: +10 yards & automatic first down

  • Offense: -10 yards & loss of down

2 unsportsmanlike penalties = ejection (with possible additional discipline)

Defensive Spot Fouls:

Foul Penalty
Defensive pass interference Automatic first down
Holding/ illegal contact +5 yards and automatic first down
Stripping +5 yards and automatic first down

Offensive Spot Fouls:

Foul Penalty
Screening or blocking -5 yards and loss of down
Charging -5 yards and loss of down
Flag guarding -5 yards and loss of down
Holding/ illegal contact  -5 yards and loss of down

Defensive Penalties:

Foul Penalty
Defensive unnecessary roughness +10 yards and automatic first down
Offensive unsportsmanlike conduct +10 yards and automatic first down
Offside / illegal substitution +5 yards from line of scrimmage and automatic first down
Illegal rush (Starting rush from inside 7-yard marker) +5 yards from line of scrimmage and automatic first down
Illegal flag pull (Before the receiver has the ball) +5 yards from line of scrimmage and automatic first down
Roughing the passer +5 yards from line of scrimmage and automatic first down
Taunting +10 yards from line of scrimmage and automatic first down

Offensive Penalties:

Foul Penalty
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 (Any pass received or lands behind the line of scrimmage or throwing a pass after crossing the line of scrimmage) -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 (More than one person moving) -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   -10 yards from line of and loss of down






NFL Flag Rules


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