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Flag Football Rules

The team that wins the coin toss has the chance to take the ball first or defer to the second half. The team that loses the coin toss will choose which end zone to defend for the first half.

The offensive team takes possession of the ball at their 5-yard line, and has 3 plays to cross midfield. Once a team crosses midfield, they have 3 plays to get a first down or score a TD. If a team fails to get a first down or a touchdown, possession transfers to the other teams 5-yard line.

All possession changes except for interceptions start at the 5-yard line.

The games is played in 2 – 20 minute halves (except seeding games which are 2 – 15 minute halves)

The clock will stop in the last minute of each half on incompletion, out of bounds, penalties, change of possession, and TD’s.

Interception may not be returned

In OT each team will start from the 12-yard line going in. Teams will have 2 plays to score. If a team scores, they are eligible for and extra point. Game is over after each team has an equal amount of times to score, and we have a winner.


THE PLAYERS/GAME SHEDULES

-The teams must field a minimum of 3 players at all times. A team can start with 3 players.
-A team may consist of a maximum of 6 players for each game (4 on the field and 2 subs)
- If a team is more than 5 minutes late for their scheduled game, it’s a forfeit


ANY TYPE OF BLOCKING OR SCREENING IS ILLEGAL


RUNNING

• The QB cannot run the ball. The QB can only run the ball if they have taken a handoff
• Only direct handoffs behind the line of scrimmage are legal. Anyone behind the line of scrimmage can receive a handoff
• No laterals or pitches of any kind, anywhere on the field
• “No running zones” are designed to avoid short yardage power running situations
• “No running zones” are located 5 yards from each end zone and 5 yards on either side of midfield
• “No running zones” come into effect only when the offense is approaching first down marker or end zone
• The player who take the handoff can throw the ball, as long as he does not crossl the line of scrimmage
• Once the ball has been handed off, all defensive players are eligible to rush
• Once the ball has been handed off, the 7 second pass rule is ignored
• Defensive players cannot cross the line of scrimmage on a handoff play until the ball is handed off
• Spinning is allowed, but players are not allowed to leave their feet in order to avoid a defensive player. (i.e. Diving)

PASSING

• All passes must be foreword and received beyond the line of scrimmage
• Shovel passes are allowed and must be beyond the line of scrimmage
• The QB has a 7 second pass clock. If the ball is not thrown within the 7 seconds the play is dead, with loss of down
• Only one foreword pass per down

RECEIVING

• All players are eligible to receive passes (including the QB if the ball has been handed off behind the line of scrimmage)
• Only one player in motion at a time
• Must have at least one foot in bounds
• Receiver is down at point of reception if flag belt has fallen off

DEAD BALLS

• Ball must be snapped between the legs to start each play
• Play is ruled dead when:
- Flag is pulled
- Ball carrier steps out of bounds
- Touchdown
- Point of an interception (no returns)
- Ball carriers knee hits the ground
- Ball carriers flag belt falls off


RUSHING THE QB

• All players that rush the passer must be a minimum of 7 yards from the line of scrimmage when the ball is snapped. Any number of players can rush
• Players not rushing the QB may defend on the line of scrimmage
• Once the ball is handed off, the 7 yard rush rule is no longer in effect, and all defenders may go beyond the line of scrimmage
• The referee will designate the 7 yards with a marker
• Defenders crossing the line of scrimmage in the 7 yard mark must wait until the ball is handed off

PENALTIES

• All penalties will be called by the referee
• All penalties will be assessed from the line of scrimmage
• Referee determines incidental contact that may result from the normal course of play
• Only team captains can ask the referee question about the rule clarification and interpretations
• Players cannot question judgment calls
• Games cannot end on a defensive penalty
• Only rule interpretations can be protested

DEFENSIVE: 10 yards and an automatic 1st down

- Off sides
- Interference
- Illegal contact (holding, blocking, etc.)
- Illegal flag pull (before receiver has the ball)
- Illegal rush (start rush from inside 7 yards)

OFFENSIVE: 10 yards and loss of down

- Illegal motion
- Illegal foreword pass
- Pass interference
- Illegal run
- Flag guarding
- Delay of game (clock will stop until ball is snapped)


TIMEOUTS

• 30 Second huddle clock
• Clocks will start when the ball is spotted
• Referee will issue 10 second warning
• Each team has 1 – 1 minute timeout per game
• Official can stop clock at their own discretion


ATTIRE

• No metal spikes
• Shirts must be tucked in. If a shirt is hanging over the flag belt, it will be called a flag guarding penalty
• Footballs will be provided by Host Committee


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