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How to Play Flag Football

How to Play Flag Football

How to Play Flag Football



The Basics


Flag football is a fast-paced, non-contact version of American football where players pull flags from the ball carrier's belt to stop them instead of tackling. It's a great way to enjoy the excitement of football while minimizing the risk of injury.

Teams and Positions

Flag football is typically played with 5 players on each team. Common positions include:

  • Quarterback: Throws the ball to receivers.
  • Center: Snaps the ball to the quarterback.
  • Receivers: Catch passes from the quarterback.
  • Rushers: Try to pull the quarterback's flags before they can throw the ball.

 

Starting the Game

The game starts with a coin toss to determine which team will start on offense. The offensive team begins at their own 5-yard line and has four downs (attempts) to reach midfield.


Flag Football Starting the Game

Scoring

  • Touchdown: 6 points
  • Extra Point: 1 point (from the 5-yard line) or 2 points (from the 10-yard line)
  • Safety: 2 points (awarded when the ball carrier is tagged in their own end zone)
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Rules and Penalties

There are various rules and penalties in flag football to ensure fair play and safety. Some common ones include:

  • Offsides: A defensive player crosses the line of scrimmage before the ball is snapped.
  • Illegal Rush: A defensive player rushes the passer from closer than 7 yards.
  • Pass Interference: A player interferes with an eligible receiver's ability to catch the ball.
  • Flag Guarding: The ball carrier uses their hands or arms to prevent a defender from pulling their flags.
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More Information


For a complete understanding of the rules, you can refer to the official NFL Flag Rulebook.

2025 Rule Book

NFL Flag Rulebook

NFL FLAG OFFICIAL PLAYING RULES

TABLE OF CONTENTS

I. GENERAL

1. GAME SETUP AND FLOW

  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. There is no option to defer. Teams will automatically switch sides of the field and the team that started the game with possession will begin the 2nd half 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. If the offensive team fails to cross midfield after 3rd down and elect to "punt" on 4th down, possession of the ball changes and the opposing team will start a new possession 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 a new possession from the spot where 4th down ended.
  4. Any time there is a 'PUNT or PLAY decision on 4th or 3rd down, the referee WILL ask the offense's Head Coach to declare 'Punt or Play'. The coach MUST make an immediate decision or risk a delay of game penalty. Teams may use a timeout to change the declaration of "Play" at any time prior to the expiration of the play clock.
  5. After crossing midfield, if the offense fails to score on 3rd down, the ball changes possession and the new offensive team starts at its 5-yard line.

II. TERMINOLOGY

Term Definition
Boundary Lines The outer lines marking the playing field's perimeter, including sidelines and end zones.
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 yard line the offense must reach for a first down.
Rush Line An imaginary line 7 yards from the line of scrimmage on the defense's side.
Offense The team with possession of the ball.
Defense The team trying to stop the offense and regain possession.
Passer Any offensive player who throws the ball, not just the quarterback.
Rusher The defensive player who starts from the rush line and tries to pressure the quarterback by either pulling flags or blocking passes.
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 The time between plays when no action is occurring.
Whistle Official's signal to stop play for timeouts, end of plays, or game periods.
Inadvertent Whistle An official's whistle that is sounded in error.
Charging When a ball-carrier illegally runs directly into a set defensive player. This includes leading with the head or making contact with shoulder, forearm, or chest.
Flag Guarding An illegal act when the ball-carrier tries to block defenders from pulling their flags - whether by stiff-arming, dropping their elbow/head, or using the ball itself as a shield.
Shovel Pass A legal forward pass across the LOS (Underhand, backhand or by pushing the ball forward).
Lateral A backward or parallel toss of the ball by the ball-carrier.
Unsportsmanlike Conduct Confrontational or offensive behavior or language.

III. EQUIPMENT CHECKLIST

  1. All players must wear official NFL FLAG belts and flags. All players MUST wear mouth guards at all times while on the field. Game balls should be age specific.
  2. Players must wear shoes. Cleats may not be allowed at certain locations.

Penalties

NFL Flag Football Rules & Penalties

NFL Flag Football Rules & Penalties

General Rules

  • Games are played with two teams of five players each.
  • The field is 50 yards long with two 10-yard end zones.
  • The game is played with a running clock.
  • The offense has four downs to cross midfield, then three downs to score a touchdown.
  • Tackling is not allowed. Instead, players pull flags from the ball carrier's belt to stop them.

Penalties

Penalty Description Result
Offsides A defensive player crosses the line of scrimmage before the ball is snapped. 5-yard penalty and automatic first down.
Illegal Rush A defensive player rushes the passer from closer than 7 yards. 5-yard penalty and automatic first down.
Pass Interference A player interferes with an eligible receiver's ability to catch the ball. Automatic first down (if committed by defense). 10-yard penalty and loss of down (if committed by offense).
Flag Guarding The ball carrier uses their hands or arms to prevent a defender from pulling their flags. 5-yard penalty and loss of down.
Unsportsmanlike Conduct A player or coach exhibits unsportsmanlike behavior. 10-yard penalty and automatic first down (if committed by defense). 10-yard penalty and loss of down (if committed by offense).

Additional Notes

  • The referee has the final say on all rulings.
  • Players and coaches should familiarize themselves with the full rulebook for a complete understanding of the game.

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