7-ON-7 FLAG
RULE BOOK
American Development Model
TABLE OF CONTENTS
INTRODUCTION 3
TERMINOLOGY 4
POSITIONS 6
GENERAL RULES 7
EQUIPMENT 8
PLAYING FIELD 9
TIMING AND OVERTIME 10
SCORING 11
COACHES 11
LIVE BALL DEAD BALL 12
RUNNING 13
PASSING 14
RECEIVING 14
RUSHING THE PASSER 15
FLAG PULLING 16
PENALITIES 16
3
INTRODUCTION
Flag football is a sport that anyone can play at any stage of his or her
life – from youth to high school into the adult years. The 7-on-7 version
of this sport is enjoyed by millions of high school and adult players
across the United States each year, whether as recreation or offseason
preparation and competition.
This rule book sets the procedures for playing 7-on-7 ag football within
USA Football’s American Development Model. It is intended to serve as
guidelines that local leagues can use in full or adopt to their needs.
Any rule not directly addressed in this book should refer back to the
NFHS or NCAA rule books, depending on which of the two your state
uses at the high school level.
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1 / TERMINOLOGY
BOUNDARY LINES The outer perimeter lines around the eld. They include the
sidelines and back of the end zone lines.
CHARGING An illegal movement of the ball-carrier directly at a defensive
player who has established position on the eld. This includes
lowering the head or initiating contact with a shoulder, forearm or
the chest.
DEAD BALL Refers to the period of time immediately before or after a play.
DEFENSE The team opposing the offense to prevent it from advancing
the ball.
DOWNS The offensive team has four attempts or “downs” to advance the
ball. It must cross the line to gain to get another set of downs or
to score.
FLAG GUARDING An illegal act by the ball-carrier to prevent a defender from pulling
the ball-carrier’s ags by stiff arm, lowering elbow or head or by
blocking access to the runner’s ags with a hand or arm.
INADVERTENT WHISTLE Ofcial’s whistle that is performed in error.
LATERAL A backward or sideway toss of the ball by the ball-carrier. There
are no legal laterals or pitches allowed in USA Football 7-on-7 Flag.
LINE OF SCRIMMAGE (LOS) An imaginary line running through the point of the football and
across the width of the eld.
LINE-TO-GAIN The line the offense must pass to get a rst down or score. In USA
Football 7-on-7 ag, this is the mideld point.
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.
OFFENSE The team with possession of the ball.
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PASS CLOCK Offensive teams have seven seconds to throw a pass or make a
handoff once the snap is made. If the quarterback still has the ball
after an ofcial counts off seven seconds, the play is dead and the
ball returns to the line of scrimmage as if an incomplete
pass occurred.
PASSER The offensive player who throws the ball and may or may not be
the quarterback.
RUSH LINE An imaginary line running across the width of the eld seven yards
(into the defensive side) from the line of scrimmage.
RUSHER The defensive player(s) assigned to rush the quarterback to
prevent him/her from passing the ball by pulling his/her ags or
by blocking the pass.
SHOVEL PASS A legal forward pitch attempted from behind the line of scrimmage
traveling beyond the line of scrimmage.
UNSPORTSMANLIKE A rude, confrontational or offensive behavior or language.
CONDUCT
WHISTLE Sound made by an ofcial using a whistle that signies the end of
the play or a stop in the action for a timeout, halftime or the end
of the game.
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2 / POSITIONS
Offense
1. The seven players on offense consist of a center, a quarterback and ve eligible receivers.
Two of those receivers must be on the line of scrimmage at the snap – each positioned on
opposite sides of the center.
a. Center. This player’s sole responsibility is to snap the ball to begin the play, a critical skill
at all levels of football. The center is the only ineligible player on the eld. Once the center
has delivered the football to the quarterback – either directly or from a pistol or shotgun
formation – the center must remain in position except in the case of a turnover, when he
or she is then eligible to pull the ball-carrier’s ag.
b. Quarterback. This player receives the snap from the center and initiates the play either
through a handoff or pass. The quarterback cannot directly run with the ball across the
line of scrimmage without rst handing the ball off to a teammate and then receiving a
second handoff back or receiving a pass.
c. Receiver/back. Any player who does not initiate the snap nor receive the snap is
considered an eligible receiver/back and can either receive a handoff or catch a pass. Two
receivers must be on the line of scrimmage at the snap – on opposite sides of the center
– while the other three are at least one yard behind the line of scrimmage in either a slot
or running back position. No player other than the quarterback may line up within three
yards of the center.
i. NOTE: Leagues may consider waiving the restriction on lining within three yards of the
center for younger age groups.
Defense
All players on defense are eligible to rush the quarterback or drop back into coverage.
1. Rusher. Any player who rushes the quarterback must be a minimum of seven yards behind the
line of scrimmage at the snap. For elds that do not include yard lines, ofcials will mark this
seven-yard zone before every play.
a. Following a legal handoff, any member of the defense can cross the line of scrimmage.
2 / POSITIONS
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3 / GENERAL RULES
1. At the start of each game, captains from both teams meet at mideld 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. Possession changes to start the second half to the team that started
the game on defense.
3. The offensive team takes possession of the ball at its 5-yard line and has four plays to cross
mideld. Once a team crosses mideld, it has four plays to score a touchdown. Crossing
mideld is the only opportunity for an offense to gain a rst down within a single possession.
4. If the offense fails to score, the ball changes possession and the new offensive team starts its
drive on its own 5-yard line.
5. If the offensive team fails to cross mideld, possession of the ball changes and the opposition
starts its drive from its own 5-yard line.
6. If the defense intercepts the ball, a defensive player can attempt to return it until down, out of
bounds or possession of the ball is lost.
7. All possession changes, except interceptions, start on the offense’s 5-yard line.
8. Teams change sides after the rst half. Possession changes to the team that started the game
on defense.
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4 / EQUIPMENT
1. Each player must wear uniformed shirts and ag belts with ags attached by either Velcro/
adhesive or the ball-and-cup model. Teams will use footballs suitable for the age division.
a. Flag belts may not be the same color as the shorts or pants.
2. Cleats with exposed metal are not allowed and must be removed.
3. Players may tape their forearms, hands and ngers. Players may wear gloves, elbow pads
and knee pads. Braces with exposed metals are not allowed. Players are encouraged to wear
mouth pieces during practices and games.
4. Players must remove all jewelry, hats and do-rags. Winter beanies are allowed.
5. Players’ jerseys must be tucked into shorts or pants if they hang below the belt line.
6. We recommend players wear shorts or pants that do not have pockets. Shorts or pants with
belt loops or pockets must be taped. Games will not be delayed for a player to tape up
pockets.
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5 / PLAYING FIELD
ADMINISTRATIVE
ZONE
ADMINISTRATIVE
ZONE
END ZONE
(10 yards)
NO RUN ZONE (5 yards)
END ZONE
(10 yards)
NO RUN ZONE (5 yards)
NO RUN ZONE (5 yards)
NO RUN ZONE (5 yards)
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6 / TIMING AND OVERTIME
1. Games are played on a 40-minute continuous clock with two 20-minute halves. The clock
stops for timeouts or injuries only, though ofcials can stop the clock at their discretion for
injury, to stop a team from delaying or other unsportsmanlike conduct.
2. Halftime is ve minutes.
3. Each time the ball is spotted, a team has 30 seconds to snap the ball. Teams will receive one
warning before a delay-of-game penalty is enforced.
a. NOTE: USA Football recommends that ofcials should use discretion with younger ages
who may need more time to line up and get a play off.
4. Each team has one 30-second timeout per half.
5. In the event of an injury, the clock will stop then restart when the injured player is removed
from the eld of play and both teams are lined up ready to restart the play.
6. In playoff games only, if the score is tied at the end of 40 minutes, an overtime period will be
used to determine a winner. The overtime format is as follows:
a. A coin ip will determine the team that chooses to be on offense or defense rst.
i. If a second round of overtime must be played, the team that lost the coin toss will
get to choose offense or defense for the start of the second round of overtime. This
process continues with teams alternating who gets to choose to be on offense or
defense to start out during every round of overtime.
ii. The referee will determine which end of the eld the overtime will take place on.
b. Each team will take turns getting one play from the defense’s 5-yard line for one point or
the defense’s 10-yard line for two points. Whether to go for one or two points is up to the
offensive team. Whether or not the team that begins on offense converts, the team that
started on defense gets a chance on offense to win or tie by converting a one- or two-
point play of its own.
i. Example: Team A starts on offense and chooses to go for one point from the 5-yard
line and is successful. Team B is then on offense and can choose to either go for one
point from the ve-yard line to tie and force a second round of overtime or to go for
two points from the 10-yard line for the win.
ii. If the second team on offense in an overtime round fails to beat or match the team
that went rst, the team that went rst wins.
c. All regulation period rules and penalties are in effect
d. There are no timeouts in overtime.
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7 / SCORING
7 / COACHES
1. Touchdown: Six points
2. PAT (point after touchdown) one point from the 5-yard line or two points from the 10-yard line.
a. Because of the no-run zone, a one point PAT is pass only; two point PAT can be run or
pass. NOTE: At younger levels, leagues should consider waiving the no-run zone for rst
downs, touchdowns and point-after tries.
b. A team that scores a touchdown must declare prior to the snap whether it wishes to
attempt a one- or two-point conversion. Any change, once a decision is made to try for
the extra point, requires a charged timeout. A decision cannot be changed after a penalty.
Interceptions on conversions cannot be returned.
3. Safety: Two points
a. A safety occurs when the ball-carrier is declared down in his or her own end zone.
Runners can be called down when their ags are pulled by a defensive player, a ag falls
out, they step out of bounds, a knee or arm touches the ground, a fumble occurs in the
end zone or if a snapped ball lands in or beyond the end zone.
b. USA Football Recommendation: Safeties can be eliminated at the younger levels. For ag
pulls in the end zone or runners running out of the back or sides of the end zone, the ball
returns to the original spot or the 5-yard line and the down is lost.
4. At youth levels, after one team is leading by 28 points or more, score is no longer kept.
Once a 28 or more point advantage is gained, no PATs are attempted. The game continues in
scrimmage mode for remainder of the game.
a. All such situations are scored 28-0 for the winning team.
1. One coach is allowed on the eld to call plays and direct players according to need. Once the
quarterback begins his or her cadence, however, coaches can no longer speak and must be
behind the deepest offensive and defensive players and out of the action.
2. Coaches can assist in the alignment of their players to facilitate a fast-paced game, but
coaches on the eld may not provide extra instruction or make audibles to play calls once
the huddle is broken. Coaches on the sidelines can provide this information to players on the
eld.
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9 / LIVE BALL DEAD BALL
1. The ball is live at the snap and remains live until an ofcial’s whistle blows the ball dead.
2. The ofcial will indicate the neutral zone and line of scrimmage by spotting the ball before
each play and signaling ready for play with a short whistle.
a. It is an automatic dead ball foul if any player on defense or offense enters the neutral
zone. In regard to the neutral zone, an ofcial may give both teams a “courtesy” neutral
zone notication prior to the snap to allow their players to move back behind the line of
scrimmage.
3. The defense may not mimic the offensive team’s signals by trying to confuse the offensive
players while the quarterback is calling signals to start the play. This will result in an
unsportsmanlike conduct penalty.
4. A player who gains possession of the ball is considered inbounds as long as one foot comes
down in the eld of play.
5. Substitutions may be made on any dead ball.
6. Any ofcial can whistle the play dead.
7. Play is ruled “dead” when:
a. The ball hits the ground
b. If the ball hits the ground as a result of a bad snap, the ball is then placed where the ball
hit the ground
c. The ball-carrier’s ag is pulled
d. The ball-carrier steps out of bounds
e. A touchdown, PAT or safety is scored
f. Any part of the body other than feet or hands touches the ground
g. The ball-carrier’s ag falls out
h. The receiver catches the ball while in possession of one or no ag(s)
i. An inadvertent whistle
8. In the case of an inadvertent whistle, the offense has two options:
a. Take the ball where it was when the whistle blew, and the down is consumed.
b. Replay the down from the original line of scrimmage.
9. A team is allowed to use a timeout to question an ofcial’s rule interpretation. If the ofcial’s
ruling is correct, the team is charged a timeout. If the rule is interpreted incorrectly, the
timeout is not charged and the proper ruling will be enforced. Ofcials should all agree upon
any controversial call in order to give each team the full benet of each call.
10. A team with no time out remaining cannot challenge a rule interpretation, though ofcials can
come together independently and reverse a call by unanimous decision.
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10 / RUNNING
1. The ball is spotted where the runner’s front foot is when the ag is pulled, not the position of
the ball.
2. The quarterback cannot directly run with the ball.
3. Only direct handoffs behind the line of scrimmage are permitted. Handoffs may be in
front, behind or to the side of the offensive player but must take place behind the line of
scrimmage. The offense may use multiple handoffs.
a. The “center sneak” play is not allowed as centers are ineligible to receive handoffs or
catch passes.
4. No laterals of any kind are allowed, including pitches and throwbacks.
5. No-Run Zones are located ve yards before the end zone and ve yards before mideld in
the direction the offense is headed. They are designed to avoid short-yardage, power-running
situations. Teams are not allowed to run in these zones.
a. Leagues may consider waiving No-Run Zones for younger players who are still learning
throwing and catching mechanics.
6. Any player who receives a handoff can throw the ball from behind the line of scrimmage.
7. Once the ball has been handed off in front, behind or to the side of the quarterback, all
defensive players are eligible to rush.
8. Runners may not leave their feet to advance the ball. Diving, leaping or jumping to avoid a ag
pull is considered ag guarding.
9. Spinning is allowed, but players cannot leave their feet to avoid a ag pull. Players spinning
out of control will be called for ag guarding.
10. Runners may leave their feet if there is a clear indication that he/she has done so to avoid
collision with another player without a ag guarding penalty enforced.
11. No blocking or “screening” is allowed at any time.
12. Offensive players without the ball must stop their motion once the ball has crossed the line of
scrimmage. There is no running with the ball-carrier.
13. Flag obstruction – All jerseys must be tucked in before play begins. The ags must be on the
player’s hips and free from obstruction. Deliberately obstructed ags will be considered ag
guarding.
14. Flag guarding is an attempt by the ball-carrier to obstruct the defender’s access to the ags by
stiff arming, dropping the head, hand, arm or shoulder or intentionally covering the ags with
the football jersey.
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11 / PASSING
12 / RECEIVING
1. All passes must be from behind the line of scrimmage, thrown forward and received beyond
the line of scrimmage.
a. All passes that do not cross the line of scrimmage, whether received or not, are illegal
forward passes. NOTE: Leagues may consider waiving this rule if younger ages make a
good-faith effort to throw the ball forward.
b. The quarterback may throw the ball away to avoid a sack. The pass must go beyond the
line of scrimmage and be in the vicinity of a receiver per NFHS rules.
c. Quarterbacks cannot spike the ball dead unless the ball travels beyond the line of
scrimmage and is in the vicinity of a teammate.
2. A seven-second pass clock begins upon the snap and continues until there is a handoff
or pass. If the seven-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.
a. Leagues may consider extending the seven-second play clock for younger ages.
3. Shovel passes are allowed but must be received beyond the line of scrimmage.
4. Any payer who has received a legal handoff can throw the ball forward.
1. All players – excluding the center – are eligible to receive passes.
2. A player must have at least one foot inbounds to make a legal reception.
3. In the case of simultaneous possession by both an offensive and defensive player, possession
is awarded to the offense.
4. Interceptions change possession at the point of the catch. Interceptions are returnable and
are the only changes of possession that do not result with starting on the 5-yard line.
5. The play is blown dead immediately if an interception is made on an extra-point try. There are
no returns on that play.
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13 / RUSHING THE PASSER
1. All players who rush the passer must be a minimum of seven yards behind the line of
scrimmage when the ball is snapped. Any number of players can rush the quarterback. Players
not rushing the quarterback can defend on the line of scrimmage.
2. Once the ball is handed off, the seven-yard rule no longer is in effect, and all defenders may
go behind the line of scrimmage.
3. A marker, or the referee, will designate a rush line seven yards from the line of scrimmage.
Defensive players should verify they are in the correct position with the ofcial on every play.
4. A rusher who leaves the rush line early (breaks the seven yard area) may return to the rush
line, reset and then legally rush the quarterback.
5. Teams are not required to rush the quarterback.
6. Teams are not required to identify their rusher before the play.
7. Players rushing the quarterback may attempt to block a pass. However, no contact can be
made with the quarterback in any way. Blocking the pass or attempting to block the pass and
then making contact with the passer still results in a roughing the passer penalty.
8. The offense cannot impede the rusher in any way. The rusher has the right to a clear path
to the quarterback, regardless of where he or she lines up prior to the snap. If the “path or
line” is occupied by a moving offensive player, then it is the offense’s responsibility to avoid
the rusher. Any disruption to the rusher’s path and/or contact will result in an impeding the
rusher penalty. If the offensive player does not move after the snap, then it is the rusher’s
responsibility to go around the offensive player and to avoid contact.
9. A sack occurs if the quarterback’s ag is pulled behind the line of scrimmage. The ball is
placed where the quarterback’s front foot was when ag was pulled.
a. A safety is awarded if the sack takes place in the offensive team’s end zone – unless an
exception is made for younger age groups, instead returning the ball to the offense on the
line of scrimmage or 5-yard line with a loss of down.
16
14 / FLAG PULLING
15 / PENALTIES
1. A legal ag pull takes place when the ball-carrier is in full possession of the ball.
2. Defenders can dive to pull ags but cannot tackle, hold or run through the ball-carrier when
pulling ags.
3. It is illegal to attempt to strip or pull the ball from the ball-carrier’s possession at any time.
4. If a player’s ag inadvertently falls off during the play, the player is down immediately upon
possession of the ball and the play ends. The ball is placed where the ag lands.
5. A defensive player may not intentionally pull the ags off of a player who is not in possession
of the ball.
a. If a defender makes a good-faith ag pull while a receiver bobbles or juggles what will be
a completed catch, the ball is down where posession is made.
General
1. The ofcials will call all penalties.
2. Game ofcials determine incidental contact that may result from normal run of play.
3. All penalties will be assessed from the line of scrimmage, except as noted. (Spot fouls)
4. Only the team captain or head coach may ask the referee questions about rule clarication
and interpretations. Other players, coaches and fans may not question calls.
5. Games and halves may not end on a penalty unless the opposing team declines it.
6. Penalties are assessed live ball then dead ball. Live ball penalties must be assessed before
play is considered complete.
7. Penalties will be assessed half the distance to the goal line when the penalty yardage is more
than half the distance to the goal.
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Defensive penalties
Offensive penalties
Defensive unnecessary roughness +10 yards and automatic rst down
Defensive Unsportsmanlike conduct +10 yards and automatic rst down
Offside + Five yards from line of scrimmage and automatic
rst down
Illegal rush (Starting rush from inside 7-yard marker) +Five yards from line of scrimmage and automatic
rst down
Illegal ag pull (Before the receiver has the ball) +Five yards from line of scrimmage and automatic
rst down
Roughing the passer +Five yards from line of scrimmage and automatic
rst down
Taunting +Five yards from line of scrimmage and automatic
rst down
Offensive unnecessary roughness -10 yards and loss of down
Offensive unsportsmanlike conduct -10 yards and loss of down
Offside / false start -Five 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)
-Five yards from line of scrimmage and loss of down
Offensive pass interference -Five yards from line of scrimmage and loss of down
Illegal motion (More than one person moving) -Five yards from line of scrimmage and loss of down
Delay of game -Five yards from line of scrimmage and loss of down
Impeding the rusher -Five yards from line of scrimmage and loss of down
Defensive spot fouls
Defensive pass interference Automatic rst down
Holding Automatic rst down
Stripping +10 yards and automatic rst down
Offensive spot fouls
Screening, blocking or running with the ball -10 yards and loss of down
Charging -10 yards and loss of down
Flag guarding -10 yards and loss of down
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