Flag Football Rules
Life CHAMPS® Flag Football is a fast-moving brand of seven-on-seven football that is the natural first step of competition in developing any young future football star. Life CHAMPS® flag allows the younger athletes to learn the game, develop fundamentals, and experience true competition without as much risk of injury or experiencing that bone-jarring hit that causes so many kids to quit the sport altogether at a young age. Games are played in the same seven-on-seven format that has become so popular around the country with junior high and high school football teams. In this game, the offensive team plays for a first down at midfield and a touchdown in the end zone. Running and passing plays are allowed, although there are "no-running zones" at midfield and near each goal line. The defensive team covers receivers, rushes the passer and grabs flags to make "tackles."
The Basics
• A coin toss determines first possession.
• For the 5-6 and 7-8 year old division, the offensive team takes possession of the ball at its 10-yard line and has four plays to cross midfield. For the 9-10 year old division, the offensive team takes possession of the ball at its 5-yard line and has four plays to cross midfield. Once a team crosses midfield, it has four plays to score a touchdown.
• For the 5 - 6 and 7 - 8 year old divisions, if the offense fails to score, the ball changes possession and the new offensive team takes over on its 10-yard line. If the offensive team fails to cross mid-field, possession of the ball changes and the opposition starts its drive from its 10-yard line.
• For the 9 - 10 year old division, if the offensive team fails to cross midfield or score within the 4 downs, the ball changes possession at the last line of scrimmage. Offensive teams have the option of punting the football to the defensive team instead of trying to cross midfield or score on fourth down. If the offense chooses to punt, the ball changes possession and the new offensive team takes over where the ball comes to rest by either being fielded by the receiving team or where it goes out of bounds. There is no rushing of the punter and no return of the punt by the receiving team. The team choosing to punt must declare so before the play.
• Each half will consist of a 25 minute running clock. Possession changes to loser of coin toss and the clock does not stop.
• Two coaches for offense and two coaches for defense are allowed on the field during the game.
Players/Game Schedules
• Teams must field a minimum of 7 players at all times.
• Teams consist of up to 11 players - 7 on the field, with up to 4 substitutes. Final numbers will be determined by the league director.
• Each player must play a minimum of 20 minutes per game.
Timing/Overtime
• Games are played to 50 minutes running time. If the score is tied at the end of 50 minutes, teams move directly into overtime.
• Each time the ball is spotted, a team has 45 seconds to snap the ball and get the ball in play. Teams will receive one warning before a delay-of-game penalty is enforced.
• Each team has one 60-second and one 30-second time-out per half.
• Officials can stop the clock at their discretion.
• Overtime(OT) will be based on the NCAA Division-1A OT rules. The rules are as follows: A coin toss will be held before the start of the OT period. The winner of the coin toss will determine possession and the end zone they wish to drive into. The ball will be spotted at the opponent's 10 yard line. The team with the ball will have four downs to score. After a score, each team will have the opportunity to choose to go for a 1 or 2 point conversion. If the game remains tied after the first OT, a team must go for 2 on all subsequent PAT's. All other regulation rules remain in effect, i. e. the "NO RUN ZONE".
Scoring
• Touchdown: 6 points
• Extra point: 1 point (played from 5-yard line) or 2 points (played from 12-yard line)
• Safety : 2 points
The No Run Zone
• "No-running zones" are located five yards from each end zone and five yards on either side of midfield are designed to avoid short-yardage, power-running situations. Each play in the "No running zones" must consist of a forward pass that travels beyond the LOS.
• Once a team enters the No Run Zone, they are considered to be in that zone until they either cross the 50 yard line or score regardless of whether a penalty or fumble moves them out of the No Run Zone.
• Once a team crosses the 50 yard line a fumble or penalty will NOT place them back in the no run zone.
• The No Run Zone is in effect for 1 point PATs. (Note: In the event of a penalty, the offensive team will be considered in the No Run Zone even though the ball is spotted outside the 5 yard line. At that point, they will still only receive one point for a successful conversion.)
Breaking the huddle/before the snap/starting the play
• All seven offensive players must break the huddle at the same time. If you run no huddle offense, the player must line up 7 yards away from the sidelines into the field of play.
• For flag there are no prohibitions on formations (all are legal).
• Only one player in motion at a time.
• The ball must be snapped between the legs, not off to one side, to start play.
• Whomever the ball is snapped to is considered the QB
Running
• The quarterback cannot run with the ball.
• The player who takes the handoff can throw the ball from behind the line of scrimmage.
• Spinning is allowed, but players cannot leave their feet to avoid a defensive player (no diving).
• Pitches behind the LOS are allowed, but no laterals or pitches are allowed beyond the LOS
• The ball will be spotted where the ball carrier's lead foot is when the flag is pulled, not where the ball is.
Passing
• All forward passes are allowed as long as the passer is behind the LOS and the ball is not spotted in the No Run Zone. Once the ball leaves the hand of the passer, all defensive players are allowed to rush the ball and the receiver.
• All players are eligible to receive passes (including the quarterback if the ball has been handed off behind the line of scrimmage).
• A player must have at least one foot inbounds when making a reception.
Dead Balls
• Substitutions may be made on 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 flag falls out
Note: There are no fumbles. The ball is spotted where the ball hits the ground (except for the snap from center which is not a fumble even if the ball hits the ground).
Rushing the QB
• Any number of defensive players can rush the quarterback after the 5-second count. Players not rushing the quarterback may defend on the line of scrimmage.
• Once the ball has been handed off, all defensive players are eligible to rush.
• The quarterback has a five-second count to throw the ball after the snap before the defense can rush. After the official completes the five-second count aloud, the defense is allowed to rush the quarterback. When being rushed, the quarterback is still not allowed to run the ball. He may evade the rush behind the line of scrimmage, throw the ball, or hand it off.
Sportsmanship/Roughing
• If the field monitor or referee witnesses any acts of tackling, elbowing, cheap shots, blocking or any unsportsmanlike act, the game will be stopped and the player will be ejected from the game. FOUL PLAY WILL NOT BE TOLERATED.
• Trash talking and unsportsmanlike conduct is illegal. Officials have the right to determine offensive language. (Trash talk is talk that may be offensive to officials, opposing players, teams or spectators.) If trash talking occurs, the referee will give one warning. If it continues, the player or players will be ejected from the game.
Penalties
All penalties will be called by the referee.
Defense
• Offsides: Five yards and repeat the down
• Interference: 10 yards and automatic first down
• Illegal contact: (holding, blocking, diving for flags, etc.) 10 yards and automatic first down
• Illegal FLAG pull: (before receiver has ball, play continues) 10 yards or result of play; which ever is max- If a players flag falls out before he catches the ball, then he is down wherever he catches the ball and he cannot advance the ball.
• Illegal rushing: (starting prior to 5-second count) 10 yards and repeat the down
Interceptions/Interceptions on PAT's
• If a defensive player intercepts the ball, it can be returned for a TOUCHDOWN. If the defender fails to reach the end zone, the defense takes over at the spot of where the Flag was pulled. If a player intercepts a pass on a PAT, the play will be considered a dead ball.
Offense
• Illegal motion: (more than one person moving, false start, etc.) Five yards and repeat the down
• Illegal forward pass: (pass thrown beyond line of scrimmage) Five yards and repeat the down
• Offensive pass interference: (illegal pick play, pushing off/away defender) 10 yards and loss of down
• FLAG guarding: 10 yards (from line of scrimmage) and loss of down
• Delay of game (45 seconds to break the huddle and start the play; 5 second clock will start when ball is snapped) Clock stops, 10 yards from LOS (Referee will issue one warning)
• Referees determine incidental contact that may result from normal run of play. All penalties will be assessed from the line of scrimmage.
• Only the team captain may ask the referee questions about rule clarification and interpretations. Players cannot question judgment calls.
• Games cannot end on a defensive penalty, unless the offense declines it.
• ABSOLUTELY NO BLOCKING (10 yards and loss of down)
• Passes that do not cross the LOS (Five yards and repeat the down)
Attire
• Cleats are allowed, except for metal spikes. Inspections must be made. All players must wear a protective mouthpiece; there are no exceptions.
• Official NFL football helmet and flag jerseys must be worn during play.
• Note: There are no kickoffs, and no blocking is allowed.