Flag Football Rules (5v5 and 6v6)
Click here for our Flag Football Rules for 5v5 and 6v6. For questions on our rules, please see one of our directors on game day.
N ZONE SPORTS RESERVES THE RIGHT TO MODIFY RULES DURING THE SEASON WHEN, AS NEEDED, AND AS SEEN FIT FOR THE SAFETY AND/OR INT
By Nora Greenwell | 01/08/2025
Flag Football Rules (6v6, 5v5)
GENERAL
- Team rosters can consist of approximately 6-10 players and is based on seasonal participation per age bracket.
- Brackets with team rosters of 8 or more players, will play 6v6 games throughout the given season. Brackets with team rosters of less than 8 players will play 5v5 games throughout the given season. This will be established by the start of the respective season and will not change. Does not include minimum player rules (see under Game Rules).
- Player rosters will be checked throughout the season, if needed.
- Ball Size: Ages 5-7, Pee Wee. Ages 8+, Junior.
- Field Length: 75x40
- Roster additions/changes/switches will not be made after week 2. Any revisions to a roster can only be made/approved by a N Zone Sports Manager, Director, or Owner.
- Any player who does not actively participate in regular season games or practices, may NOT participate in playoff/championship games. Participants must participate in at least 4 regular season games in order to be eligible to participate in Finals.
- N Zone Sports reserves the right to ask player’s parents/guardians to produce valid proof of age in the form of a birth certificate or other forms of legal identification.
- Only N Zone Sports issued flag belts can be used during games, which are described as follows: Belts with attached yellow flags, and red, yellow, blue, or green clasps. (clasp color determines belt size)
GAME RULES
- 6v6 Games: Maximum players on field, 6. Teams must always field a minimum of 5 players. Games will be played and are official if a team can field the minimum within 10 minutes after the scheduled start time. Game official will start the clock. If a team cannot field at least 5 of its players, the team forfeits, and a 6-0 score will be recorded. No exception.
- 5v5 Games: Maximum players on field, 5. Teams must always field a minimum of 4 players. Games will be played and are official if a team can field the minimum within 10 minutes after the scheduled start time. Game official will start the clock. If a team cannot field at least 4 of its players, the team forfeits, and a 6-0 score will be recorded. No exception.
NOTE: While a “minimum” rule exists for both games, the opposing team with enough players must consent to play down to the minimum number of players. Otherwise, they may choose to field the maximum number of players. If the imbalance is too great and the safety of players is at risk, N Zone Sports Directors modify this rule.
COACHES/SIDELINES
- Only 1 coach is permitted on the field or in the huddle. Once a play begins, the coach must step back and not interfere. This includes pushing/pulling players at the beginning of or during a play. Coaches will be asked by Game Official to step-off of the field if there is any indication of interference.
- Only 2 coaches are allowed on the sidelines per team, per game. Exception: Student Volunteers. Coaches may have up to 2 student volunteers earning Bright Future Hours.
- There will be 1 sideline designated for Coaches and Players of the scheduled games only. Other coaches, other team players, siblings, parents, etc. are NOT allowed on this sideline. No exceptions.
- For hot weather or rainy days, a team tent is allowed on the Coach & Player sideline only.
FOREITURE RULES
- A forfeit can only be officially called once it is approved by a N Zone Sports Manager, Director, or Owner.
- Teams have 5 minutes from the start of a scheduled game to field the minimum number of players or they must accept a forfeit. Only the Game Official can “start the clock”.
- Coaches or Officials cannot forfeit a game on their own terms, for any reason. If all players are present, the game must be played. Non-compliance of this rule by any coach or official may result in immediate termination of position at N Zone Sports Southshore, whether paid staff or volunteer.
NOTE: If a game gets “chippy” or extremely heated at any point:
- Game Official(s) will call an immediate timeout.
- During timeout, coaches will pull their team together to talk about sportsmanship and the N Zone Sports Character Values we promote. Team parents should also be included.
- Game Official will immediately notify Authorized N Zone Sports Representative/Director/Owner of any situation that may jeopardize the integrity of this league, which is intended to be fun & recreational for all participants, coaches, officials, and families.
GAME OFFICIALS
- One to two officials will be provided for each game, depending on the age bracket.
- Game Officials should avoid interfering with the course of play but are considered part of the field.
- Game Officials will briefly explain all rule infractions to the offending player. More coaching of rules should be provided at the younger ages.
PROCEDURES
- A coin toss by Game Official determines first possession. The visiting team will call the toss. The winner of the toss will either accept the ball and begin on offense or elect to go on defense. Whichever team plays defense to begin the game will have the ball on offense to begin the 2nd half.
- An offensive team takes possession of the ball at its 5-yard line and has 3 plays to cross midfield. Once a team crosses midfield, it has a set of 3 new downs to score a touchdown. If the offense fails to score, the ball changes possession and the opposing team takes control of the ball on its own 5-yard line. (Any time a team turns a ball over on downs, regardless of where they are on the field, the opposing team begins their drive at their own 5-yard line.)
- Each time the ball is spotted, a team has 30 seconds to snap the ball. Teams will receive 1 warning before a delay-of-game penalty is enforced.
- Each team receives 2 timeouts per half.
- The ball is spotted where the runner’s front foot is when the flag is pulled, not the position of the ball.
- The clock is a running clock throughout the game but will stop in the 2nd half on a change of possession.
- In the last 2 minutes of the 2nd half, only timeouts, changes of possession, incomplete passes, and injuries or official timeouts can stop the clock.
- Fields will be clearly marked with painted lines, pylons, and discs.
Note: There are no kickoffs, no punts and no blocking allowed.
SCORING
- Touchdown: 6 points
- Extra point: 1 point (played from 5-yard line no-run zone) or 2 points (played from 12-yard line)
NOTE: Interceptions cannot be returned on extra-point attempts.
- Safety: 2 points, plus defense gets possession of the ball on their own 5-yard line.
TIMING/OVERTIME
- Games are 40 minutes (2 x 20 minutes halves) with a running clock.
- For brackets with the minimum of 3 teams, games are approximately 24 minutes (2 x 12 minute halves) with a running clock.
- Halftime is approximately 5 minutes long.
- Each time the ball is spotted, a team has 30 seconds to snap the ball. Teams will receive 1 warning before a delay-of-game penalty is enforced.
- As noted previously, in the last 2 minutes of the 2nd half only timeouts, changes of possession, incomplete passes, and injuries or official timeouts can stop the clock.
- Game Officials can stop the clock, if needed.
- Inside the last 2 minutes of the 2nd half, if a TD is scored the clock will stop. An untimed PAT will be attempted. The clock will resume upon the snap of the next offensive play.
- If a touchdown is scored as time expires, a 1 or 2 point try will ensue. However, if the score takes place at the conclusion of a game (2nd half), the extra point attempt will only be done if the result of the try has an implication on the outcome of the game. No exceptions.
- OVERTIME: If the score is tied at the end of 40 minutes, teams move directly into overtime with a coin toss for possession. Overtime format is Texas Shootout with the ball placed at the 12-yard line. Each team will have 3 downs to score. If successful, a team may opt for a 1- or 2-point conversion.
- If the game is still tied after 1 overtime period, the 2nd team to have possession in OT1 will receive the ball first and each team will have 1 play to produce the most net yards from scrimmage from the 12-yard line (heading towards the goal). If the ball carrier's flag is pulled in the backfield, the loss of yardage will be noted. If both teams score on their possession in OT2, proceed to OT3, etc. No extra points are to be attempted in OT2 and beyond.
- Each team has 1 time out in overtime.
PASSING
- Pitches and laterals are NOT ALLOWED.
- Backward passes are allowed behind the line of scrimmage only.
- Only 1 forward pass per down.
- When receiving a pass, the center must be at least 1 yard beyond the line of scrimmage.
- Backwards passes are allowed and can be equated to a handoff. The player receiving the backwards pass can either run the ball, attempt a forward pass, or hand the ball off.
- The quarterback is defined as the person that receives the snap.
- The quarterback has 7-second “pass clock.” If a pass is not thrown within the 7 seconds, the play is ruled dead. Once the ball is handed off, the 7-second rule no longer is in effect. (i.e. running QB)
- If the 7-second clock expires while the quarterback still has the ball, the play is blown dead, a down is lost, and the ball is returned to the line of scrimmage as if an incomplete pass occurred.
- Interceptions change the possession of the ball and are the only changes of possession that do not start on the 5-yard line. Interceptions are allowed and can be run back. Completion of an interception is NOT a dead ball, except on an extra point attempt.
RUNNING
- Quarterback sneaks or runs are NOT permitted.
- The quarterback is defined as the person that receives the snap.
- Direct hand-offs, laterals, pitches, and screen passes ARE allowed behind the line of scrimmage and considered a forward pass or extended handoff.
- If the ball hits the ground on a snap it is a dead ball and is to be placed where it hit the ground.
- “No-run zones” are located 5 yards from each end zone.
- A player who takes a handoff, pitch or backward pass may elect to pass if he/she has not yet crossed the line of scrimmage. The player may also hand the ball off, i.e. reverse.
- Once a ball has been handed-off, pitched, or passed, all defensive players can immediately cross the line of scrimmage.
- Spinning is allowed, but players cannot dive or leave their feet to advance the ball or avoid a defensive player.
- Diving (leaving your feet) is not allowed by any offensive player except when attempting to catch a pass.
- The ball must be snapped between the legs of the center and clearly change possession to the QB. The ball cannot be handed directly back to the center in sideways fashion (some exceptions apply, see below under Dead Balls).
- The ball is spotted where the flag belt was when pulled. The ball is not spotted at the forward most point of progress of the ball, but rather at the spot of the most forward foot.
- Wide Receivers may not set up blocks/picks downfield for ball carriers.
RECEIVING
- All players are eligible to receive passes.
- A player must have at least 1 foot inbounds with complete control of the ball when making a reception.
- Receivers can leave their feet to catch a pass.
- A receiver’s route cannot be cut off or blocked by a defensive player. However, a rusher maintaining a direct line to the quarterback has the right of way.
- The center (snapper) is eligible for a pass when going a minimum of 3 feet past the line of scrimmage.
- Once the ball crosses the line of scrimmage, there can be no offensive exchanges of possession. Ex: No hook and laterals or down field handoffs.
- Wide Receivers may not set up blocks/picks downfield for ball carriers or interfere with the rusher/blitzer.
DEAD BALLS
- The ball must be snapped between the legs (direct or shotgun), not off to one side, to start play. Exception: In age bracket 5-8, snapping to the side is permitted.
- Substitutions can be made at the beginning of a new possession or after any dead ball.
- Play is ruled “dead” when:
- Ball carrier’s flag is pulled.
- Ball carrier steps out of bounds.
- Touchdown or safety is scored.
- Ball carrier’s knee hits the ground.
- Ball carrier’s is touched with one hand after flag falls off.
- The Game Official blows the whistle.
NOTE: There are no fumbles. If a ball is fumbled, it is the offense’s ball at the spot the ball hits the ground. If fumbled forward the ball is spotted where the ball came loose.
DEFENSE – RUSHING THE QUARTERBACK
- All players who rush the passer must be a minimum of 7 yards from the line of scrimmage when the ball is snapped. Officials will mark the 7-yard rush point with a cone.
- A special marker identified as the blitz cone, or the Game Official, will designate 7 yards from the line of scrimmage.
- Any number of players can rush the quarterback if they are on or behind the blitz cone, i.e. no part of a player’s foot can be in front of the blitz cone.
- Players not rushing the quarterback may defend as far forward as the line of scrimmage.
- Once the ball is handed off, the 7-yard rule no longer is in effect, and all defenders may cross the line of scrimmage. This also applies for backwards passes and pitches.
- Blitzers/Rushers are allowed a direct, clear path to the QB. Offensive players are not allowed to impede the rusher, i.e. no pick plays, blocking, and WR’s are not allowed to interfere in the route of the rusher.
- Defenders are not allowed to “Jam” a wide receiver at the line of scrimmage or physically alter the receiver’s route.
- Defenders can go for a contested ball (any pass in the air once it has been thrown) but are not allowed to go through a receiver to get to the ball. This also applies to wide receivers in that they are not allowed to go through a defender to get to a ball.
NOTE: Remember, blocking or tackling is NOT allowed.
SPORTSMANSHIP
- N Zone Sports Flag Football requires coaches to provide all participants with an opportunity to develop their skills, regardless of ability. Coaches are required to actively include every member of his/her team that is eligible to play. This requirement applies to every player listed on a team roster and in playoff games. The exception to this is if a player is sick, injured, or does not want to play. If a player does not want to play, let that player’s parents know as soon as possible.
- If Game Official witness any acts of direct tackling, taunting, explicit language between opposing players or coaches, cheap shots, elbowing, blocking or any unsportsmanlike act, the game will be stopped, and the player will be ejected from the game and given 1 warning. Any such offenses after that, may result in ejection from the entire season.
- N Zone Youth Sports exists to provide a positive environment for the enjoyment of all present. All players, coaches, parents, and spectators are always expected to show good sportsmanship, and respect others on and off the field. The league, at its sole discretion, reserves the right to eject, suspend or dismiss anyone from the property for inappropriate behavior detrimental to the integrity and operations of the league.
- If the official determines that a defensive player tackles an opponent to the ground to pull the flag, the defensive player will be warned. A second infraction will result in an ejection from the game (for the duration of the game), and there will be 10-yard penalty assessed from the point of infraction.
REPEATED NOTE: If a game gets “chippy” or extremely heated at any point:
- Game Official(s) will call an immediate timeout.
- During timeout, coaches will pull their team together to talk about sportsmanship and the N Zone Sports Character Values we promote. Team parents should also be included.
- Game Official will immediately notify Authorized N Zone Sports Representative/Director/Owner of any situation that may jeopardize the integrity of this league, which is intended to be fun & recreational for all participants, coaches, officials, and families.
- FOUL PLAY AND UNSPORTSMANLIKE CONDUCT FROM PLAYERS, COACHES, AND/OR SPECTATORS WILL NOT BE TOLERATED.ONE WARNING WILL BE ISSUED. IF CONDUCT CONTINUES THE PLAYER/COACH/SPECTATOR WILL BE EJECTED FROM THE GAME OR PROPERTY AND FACE POSSIBLE DISCIPLINE FROM THE LEAGUE UP TO AND INCLUDING REMOVAL FROM THE LEAGUE.
ATTIRE
- Cleats are required. Non-metal, spiked cleats are not allowed. Inspections will be made, if needed.
- All players must wear a protective mouthpiece, no exceptions.
- N Zone Sports will supply each player with an Official Game Jersey. Jerseys must be worn and tucked in, during play. No jeans, no pockets, no jewelry, and no hats with lids will be allowed on the field during play.
- Players cannot wear yellow shorts.
PENALTIES
- Defense: Most defensive penalties will result in 5 yards and automatic first down.
- Off-sides: Player lined up across the line of scrimmage when ball is snapped.
- Pass Interference: Defensive player makes contact with the receiver before the ball arrives (Spot Foul). Defender cannot go through WR, even if he is going for the ball.
- PI penalty occurs in the end zone, the ball is spotted at the 1-yard line, 1st down.
- Illegal contact: holding, blocking, bump & run guarding. Penalties will also be enforced when a rusher makes contact with the quarterback’s arm in effort to block a pass.
- Illegal flag pull: pulling a player down by or grabbing a hold of a ball carriers clothing. (Spot foul. 5 yards or half the distance to the goal, whichever is more, from spot of foul and automatic first down)
- Illegal rushing: starting rush inside the 7-yard marker before snap and breaching line of scrimmage. If the rusher does not cross the line of scrimmage there is no penalty.
- Offense: Dead Ball Offensive penalties will result in a 5-yard penalty enforced from the line of scrimmage, with NO LOSS OF DOWN. The only spot fouls are defensive pass interference (See above) and flag guarding where a 5-yard penalty AND Loss of down will be assessed from the spot of the infraction.
- Illegal motion: false start or. Also covers no more than 1 player in motion when the ball is snapped. (Multiple offensive players may shift as long as they are set at the time of the snap. Motion is defined as a player moving at the time of the snap).
- Illegal forward pass: Only one forward pass is allowed per play. Penalty is a dead ball and loss of down.
- Flag guarding: using hands to swat at or to attempt to prevent a defensive hand from pulling a flag.
- Delay of game: There is a 30-second play clock. 1 warning is issued before a 5-yard penalty.
The following offensive penalties result in a 5-yard penalty and a loss of down:
- Offensive pass interference: illegal pick, pushing off defender.
- Illegal Blocking: moving screens and picks are not allowed.
- Impeding the rusher:
- Any movement towards the rusher that impedes his direct path to the ball carrier.
- A change of direction by the rusher that results in contact is considered incidental contact.
- Incidental contact may be called at the Game Official’s discretion. Penalty will be assessed from the line of scrimmage. THE RUSHER HAS THE RIGHT-OF-WAY.
- Halves and/or games cannot end on a defensive penalty, unless declined by the offense.
- Teams may elect to decline penalties called against the opposing team.
- All penalties will be called by the Game Official. PLEASE RESPECT THEIR DECISION. Only the team captain or head coach may ask the Game Official for an explanation or rule clarification during a game. Players and parents cannot question a Game Official’s call.
PLAYOFF CRITERIA
- Division Playoffs (for each age group). Final playoff standings will be determined by record. Top 4 Teams in each age bracket advance to the Playoffs. In the event of a tie, it is broken in this order:
- Winning %
- Head-to-Head
- Fewest points scored against
- Coin Toss
- Playoff games are set up as follows: 1st seed vs. 4th seed. 2nd seed vs. 3rd seed. Winners advance to Championship Games.
- There will be no consolation games.
SAFETY
- Heat exhaustion: IF ANY ATHLETE of ANY AGE shows signs of Heat Exhaustion, they will be removed from play and will NOT return for the remainder of the game. Heat Exhaustion occurs when an athlete has difficulty exercising effectively due to a combination of high temperatures, excessive sweating and inadequate fluid and salt. Symptoms include nausea, vomiting, dizziness, muscle cramps, energy depletion, or central fatigue.
- Hits to the face or head: IF ANY ATHLETE of ANY AGE shows any of the following symptoms after being hit in the head or face by a ball or other player, they will be removed from play and will NOT return for the remainder of the game: headache or “pressure” in head, nausea, vomiting, balance problems or dizziness, double or blurry vision, bothered by light or noise, feeling sluggish, hazy, foggy, or groggy.
- Lightning Rule: In the event of lightning within a 15-mile radius, all games will be stopped immediately, and fields will be cleared of ALL persons. EVERY PLAYER & PARENT must return to their vehicles for at least 30 minutes Once, lightning is no longer a threat, families can return to the field. Taking cover under trees, under the building portico, and standing by vehicles is strictly prohibited for safety reasons. This is a county mandated rule.
MERCY RULE
- Mercy Rule does not apply in regular season games (weeks 1-6)
- For both Playoff & Championship games, a Mercy Rule applies if a team is up by 26 points at the start of the fourth quarter (the last 10 minutes of the game). That team will NOT be allowed to attempt extra points. Also, the non-winning team will take possession at midfield. Should the non-winning team score and close the 26-point gap, the Mercy Rule no longer applies.
N ZONE SPORTS RESERVES THE RIGHT TO MODIFY RULES DURING THE SEASON WHEN, AS NEEDED, AND AS SEEN FIT FOR THE SAFETY AND/OR INTEGRITY OF THE LEAGUE.