Flag Football Rules
Reston Flag Football Rules (Spring 2026)
Attire
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Cleats are allowed, but metal spikes are prohibited. Inspections will be conducted.
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All players must wear a protective mouthpiece—no exceptions. A player without one will incur a 10-yard penalty.
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Official league jerseys must be worn during play. If forgotten, an alternate uniform must be approved by the opposing head coach or the player may not participate.
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Flag belts must remain visible and unobstructed by clothing.
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Coaches will receive one pre-game warning for uniform violations.
Pre-Game Procedures
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Sideline referees will introduce themselves to each coach and team.
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Referees will conduct an equipment check (mouthpieces, flag placement).
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A coin toss determines whether the visiting team starts on offense or defense.
Game Basics
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Standard format is 7-on-7, unless otherwise specified (girls’ divisions and HS may vary based on numbers).
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If a team is short players, the opponent is not required to reduce its lineup.Girls division must reduce players to match up to 5v5
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Each game consists of two 20-minute halves.
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1st half: running clock.
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2nd half: clock stops in the last two minutes for incomplete passes, scoring plays, turnovers, out-of-bounds, and penalties.
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No kickoffs—offenses begin at the 5-yard line.
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No blocking or tackling. Players may set stationary picks, but may not move to impede defenders.
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Offense has 4 downs to cross midfield, then 3 downs to score.
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Teams may punt on 3rd down (possession starts at opponent’s 5-yard line).
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Failed 4th down attempts result in a turnover at the spot of the ball.
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Interceptions may be returned (except under one-directional rules).
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Teams switch sides after halftime.
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Coach on-field rules:
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Grades 1–6: one coach allowed on the field.
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Grades 7–12: no coaches on the field.
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Girls’ 4–8: one coach allowed; Girls’ 9–12: no coaches allowed.
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Flag guarding (using hands, arms, or the ball to block a defender) is illegal. Spins are allowed if arms are clear of the flag.
Player Participation
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Every player must start and play the entire game (offense or defense), unless sick or injured.
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At each change of possession, all players on the sideline must rotate in.
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Coaches who fail to comply get unsportsmanlike penalty (15yrds) if repeated face sanctions: warnings, game forfeiture, suspension.
Game Clock & Timing
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Offense has 30 seconds to snap after spotting the ball (40 seconds for ages 5–8).
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One warning before a delay-of-game penalty.
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Timeouts: each team gets one 60-second and one 30-second timeout per half.
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Officials may stop the clock at their discretion.
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Final 2 minutes of regulation: clock stops for in completions, scoring plays, turnovers, out-of-bounds, and penalties. Unless one team is offically slaughtered or up by 21 points the game clock will stay running.
Overtime (Playoffs Only)
RULES
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The home team calls the coin toss. The winner chooses whether to start on offense or defense.
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If a second overtime round is needed, the team that lost the initial coin toss will choose offense or defense first.
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For each additional round, teams alternate who gets the first choice.
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The referee will decide which end of the field is used for overtime
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All regulation rules and penalties still apply.
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No timeouts are allowed in overtime.
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Interceptions may be returned and are worth 2 points.
FORMAT
Round 1:
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The offensive team chooses whether to go for 1 or 2.
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From the 5-yard line for 1 point.
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From the 10-yard line for 2 points.
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Each team gets one play per round:
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If the first team on offense scores, the second team has a chance to match or beat the score.
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If the second team fails to match or beat the score, the first team wins.
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Round 2:
- Both teams must go for 2 points from the 10-yard line.
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If the first team on offense scores, the second team has a chance to match or beat the score.
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If the second team fails to match or beat the score, the first team wins.
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Round 3:
- Each team gets one play from the 5-yard line, driving out from the end zone. The team that gains the most yards wins that round and is awarded 1 point, which is added to their final score.
Scoring
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Touchdown: 6 points.
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Extra Point:
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1 point from the 5-yard line.
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2 points from the 12-yard line (run or pass).
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Defensive returns on extra points:
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1-point try: play is dead on interception.
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2-point try: interception may be returned for 2 points.
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Safety: 2 points + change of possession.
Running Rules
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The quarterback may not run the ball.
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Once a handoff/lateral is made, the defense may cross the line of scrimmage.
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Multiple handoffs/laterals allowed behind the line of scrimmage.
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Hand-off receiver may pass from behind the line.
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No-Run Zone: 5 yards before midfield and 5 yards before each end zone. Passes must cross the line of scrimmage.
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Ball is spotted at the ball carrier’s hips when flag is pulled.
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Spinning is allowed; diving to advance is not.
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No laterals/pitches beyond the line of scrimmage.
Receiving & Passing
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All players eligible to receive (including QB after handoff).
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Only one player in motion at a time.
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Receiver must have one foot in bounds.
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After a completed pass beyond the line, all other offensive players must stop moving (to avoid illegal blocking).
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QB has a 7-second pass clock. If not released, play is dead, loss of down.
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Shovel passes are allowed.
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Interceptions may be returned (except under one-directional rules).
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No Run Zone: The receiver must catch the ball beyond the line of scrimmage. The ball must be thrown forward past the line of scrimmage for the play to count as a legal forward pass. Hand-offs and backward passes are allowed behind the line of scrimmage, as long as the play ultimately results in a forward pass that is thrown and caught beyond the line of scrimmage.
Dead Balls
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Ball must be snapped between the legs (except Grades 1–2).
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Play is dead when:
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Flag pulled, player out of bounds, touchdown/safety, knee down, or fumble.
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No fumbles—Missed snaps can be picked up in all age groups. Who ever picks up the ball is designated QB.
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Snapping outside of end zone does not result in a safety, ball will be returned to line of scrimmage with loss of down.
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If a defensive player touches or picks up a missed snap, the play is immediately dead. The ball is returned to the original line of scrimmage, and the offense loses the down.
Rushing the QB
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Grades 1–6: must rush from 7 yards.
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Grades 7–12: must rush from 10 yards.
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Any number of players may rush.
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Once the ball is handed off, all defenders may cross.
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Referee/marker designates 7- or 10-yard line.
Sportsmanship
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Tackling, elbowing, blocking, or cheap shots = immediate ejection + 15-yard penalty.
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Trash talk, taunting, or showboating = 1 warning, then ejection + 15-yard penalty.
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Coaches, parents, or spectators engaging in unsportsmanlike conduct may cause game forfeits and further discipline.
Slaughter Rule
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If a team leads by 35+ points official game ends but game will continue running clock
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Losing team will automatically receive 4 down on both sides of the field
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Winning Team will only have 3 downs for offense to cross midfield
Penalties
Defense
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Offsides: 5 yards, repeat down
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Pass interference: 5 yards, repeat down
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Illegal contact (holding/blocking): 5 yards, repeat down
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Illegal flag pull: 5 yards, repeat down
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Illegal rush (inside 7/10-yard marker): 5 yards, repeat down
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Too many players: 5 yards, repeat down
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Unsportsmanlike conduct: 15 yards, automatic 1st down
Offense
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Illegal motion/false start: 5 yards, repeat down (play blown dead)
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Illegal forward pass: 5 yards, loss of down
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Offensive pass interference: 5 yards, loss of down
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Flag guarding: 5 yards from spot, loss of down
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Charging: 5 yards, loss of down
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Jumping: 5 yards from spot, loss of down
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Delay of game: 5 yards, replay down (clock stops; cannot be declined)
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Too many players: 5 yards, repeat down
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Unsportsmanlike conduct: 15 yards, loss of down
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No-Run Zone violation: 5 yards, loss of down (receiver must catch ball beyond the line of scrimmage, must forward pass beyond LOS, hand offs and backwards passes are allowed as long as long as forward progress is a pass beyond the Line of scrimmage.)
One-Directional Play (Special Format)
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Drives start from midfield (No-Run Zone line).
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Each team has 3 downs to score—no first downs.
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All possessions go in the same direction.
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Touchdowns scored as normal; extra points attempted as normal.
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Interceptions: no returns; ball reset to midfield for intercepting team.
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If team fails to score in 3 downs, possession changes at midfield.
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No safeties, if flag is pulled it will return to the line of scrimmage
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No returning of 2 point conversions

