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

