Youth flag football rules, explained
Most youth flag leagues in the US start from NFL FLAG style 5 on 5 rules. This page walks through them the way a new coach needs them: what happens on a play, what is not allowed, and how teams score.
Your league has the final word. Leagues change field sizes, the number of rushers, clock rules and penalty yards, and the youngest divisions often play with extra rules. We describe NFL FLAG style rules as published by NFL FLAG; we are not affiliated with the NFL. Ask your league director for their rulebook before the first game.
The basics
- Five players per team on the field. On offense, every player can catch a pass, including the center.
- No tackling. You stop the ball carrier by pulling a flag off their belt (a flag pull).
- No blocking, no screening and no contact. Players get open by running routes and using decoys, not by pushing.
- The QB cannot run the ball past the line of scrimmage. Runs happen by handing off or pitching to someone else.
- Games are two halves. NFL FLAG lists halves of 15 to 25 minutes depending on the league, and teams usually get one timeout per half.
- NFL FLAG rules require every player to wear a flag belt and a mouthguard. Many other leagues do too.
The field
NFL FLAG lists a field 30 yards wide and 70 yards long, with a 10-yard end zone at each end. Some leagues use a smaller layout, such as 25 by 64 yards with 7-yard end zones. Either way, the field has three lines that matter:
- Midfield is the line to gain. Cross it and you earn a new set of downs.
- The no-run zones sit 5 yards before midfield and 5 yards before the goal line you are attacking. Every play snapped inside one must end in a forward pass.
- The goal line. Get the ball across it for a touchdown.
Downs and the line to gain
- A team starts each drive at its own 5-yard line.
- It gets four downs (four plays) to cross midfield.
- Once past midfield, it gets three downs to score a touchdown.
- If the offense does not make it, the other team takes over. In NFL FLAG style rules a coach can also declare a punt on fourth down, and the other team starts at its own 5-yard line instead of where the ball is.
So a drive has at most one first down before the end zone. That is why most youth play calling is about getting a few sure yards at a time.
No-run zones
When the ball is snapped inside a no-run zone, the offense cannot run it across the line of scrimmage. The play must end in a forward pass. You can still hand off or fake, as long as someone throws a legal forward pass. A ball spotted on the edge of a no-run zone counts as inside it, so under NFL FLAG style rules the 1-point try from the 5-yard line is a pass play too.
Coaching tip: mark the no-run zones with cones at practice, and teach the kids one pass play they run every time the ball is in one. Several of our run plays, like Crossbuck, remind the kids that inside a no-run zone the play turns into a pass.
The rusher and the 7-yard rule
The rusher is the defender who chases the QB. Here is how NFL FLAG style rules handle rushing:
- The rusher must start at least 7 yards from the line of scrimmage when the ball is snapped. That spot is the rush line, usually marked with a cone.
- Rushers raise a hand before the snap so everyone knows who is coming, and they must go right at the snap.
- NFL FLAG allows one or two rushers. Many leagues do not allow any rushing at 8U and younger. Check your league.
- Every other defender must stay on their side of the line of scrimmage until the ball is handed off, pitched or thrown.
- After a handoff or pitch, everyone on defense may cross the line to chase the ball.
- The rusher may jump and try to block a pass, but may not touch the QB (roughing the passer).
- The offense may not step into the rusher's path to slow them down (impeding the rusher).
The quarterback and passing
- The center snaps the ball between the legs to the QB. The QB cannot run it across the line.
- The QB has 7 seconds to throw (the pass clock). If the ball is still in the QB's hand when time runs out, the play is dead and the down counts.
- Handoffs and pitches are legal behind the line of scrimmage. After one, the 7-second clock goes away and the QB can go out for a pass.
- Only one forward pass per play, thrown from behind the line and caught past it. Any player can throw it, which is why plays like the halfback pass are legal.
- Every player is an eligible receiver.
No blocking, no flag guarding
Flag football has no blocking at all. Offensive players who are near the ball carrier have to stop and get out of the way once the ball crosses the line. Ball carriers may not protect their flags with a hand, the ball, an elbow or a stiff arm; that is flag guarding. Runners also may not run straight into a defender who is standing set (charging). In NFL FLAG style rules, a ball carrier who dives, jumps or hurdles to gain yards ends the play right there.
What this means for coaches: you clear space with routes. When a play diagram has a receiver running deep on a run play, that player is pulling a defender away, and they need to run full speed to do it.
How a play ends
Under NFL FLAG style rules the whistle blows when:
- a defender pulls the ball carrier's flag, or a flag falls off (the ball is spotted where it was at that moment);
- the ball carrier steps out of bounds, or a knee or arm touches the ground;
- a pass hits the ground (an incomplete pass);
- the 7-second pass clock runs out;
- someone scores.
There are no fumble recoveries. A dropped ball or bad snap is dead where it hits the ground, and the next play starts from there.
Scoring
| Score | Points (NFL FLAG style) |
|---|---|
| Touchdown | 6 |
| Extra point from the 5-yard line | 1 |
| Extra point from the 10-yard line | 2 |
| Safety (ball carrier downed in their own end zone) | 2 |
| Interception returned for a score | 6 (2 during an extra point try) |
There is no kicking. After a touchdown, the offense picks a 1-point or 2-point try and runs one play.
Common penalties
Penalty yards change between leagues. In NFL FLAG style rules, defensive penalties usually move the ball forward and give an automatic first down, and offensive penalties usually move the ball back and cost a down. These are the ones new teams run into most:
| Penalty | What it is | Who |
|---|---|---|
| Offside | Crossing the line of scrimmage before the snap | Defense |
| False start | A set player moving like the play started before the snap | Offense |
| Illegal rush | Rushing from inside the 7-yard rush line | Defense |
| Roughing the passer | A rusher making contact with the QB | Defense |
| Flag guarding | Blocking the flags with a hand, arm, ball or jersey | Offense |
| Screening / blocking | Getting in a defender's way on purpose | Offense |
| Charging | Running straight into a set defender | Offense |
| Pass interference | Contact that stops a player from catching a pass | Either |
| Impeding the rusher | Stepping into the rusher's path to the QB | Offense |
| Illegal flag pull | Pulling a flag from a player who does not have the ball | Defense |
| Delay of game | Not snapping the ball before the play clock runs out | Offense |
Rules for the youngest players
Leagues often adjust the rules for 6U and 8U so kids can learn. Common changes include no rusher at all, a coach allowed on the field before the snap to help line players up, and a shorter distance for some plays. None of these are the same everywhere, so ask before your first game. Our 6U plays and 8U plays are picked to work either way.
How 7v7 differs
7 on 7 flag football is less standard than 5v5. Leagues, tournaments and high school programs each write their own rules. Things that usually change:
- Seven players per side, so the offense usually has five receivers plus a back, and the defense adds more short and deep defenders.
- A bigger field, and some leagues use more than one line to gain.
- The rush can be different: some 7v7 formats allow one rusher from about 7 yards, some allow none.
- Some leagues let the QB run once the rusher crosses the line of scrimmage, and some adult leagues allow limited blocking. Youth 7v7 flag almost never allows blocking.
If your league plays 7v7, read their rulebook closely and then look at our 7 on 7 flag football plays.
Quick answers
Can the quarterback run in flag football?
Not under NFL FLAG style 5v5 rules. The player who takes the snap cannot run the ball across the line of scrimmage. The QB can hand off or pitch to a teammate, and after that the QB may go out for a pass. Some 7v7 and older-age leagues allow QB runs, so check your league.
How far back does the rusher have to start?
At least 7 yards from the line of scrimmage when the ball is snapped. NFL FLAG allows one or two rushers, who raise a hand before the snap. Many 8U and younger divisions do not allow rushing at all.
What is a no-run zone?
The 5 yards before midfield and the 5 yards before each goal line. A play snapped inside a no-run zone cannot be run across the line of scrimmage; it has to end in a forward pass.
How many downs do you get in flag football?
Under NFL FLAG style rules, four downs to cross midfield and then three downs to score a touchdown. Teams start each drive at their own 5-yard line.
Is there blocking in flag football?
No. NFL FLAG style flag football does not allow blocking or screening, and ball carriers may not guard their flags.
How much is an extra point in flag football?
Under NFL FLAG style rules, 1 point for a play from the 5-yard line or 2 points for a play from the 10-yard line. There is no kicking.
What happens if the ball is fumbled?
Under NFL FLAG style rules there are no fumble recoveries. The ball is dead where it hits the ground and the offense keeps it, but the down counts.
Can the center catch a pass?
Yes. Every offensive player is an eligible receiver in NFL FLAG style rules, including the center.
Sources: the rules NFL FLAG publishes for its leagues on nflflag.com and in its league rulebook. Flag Coach Plays is not affiliated with the NFL or NFL FLAG, and your league's own rules always come first.