Flag Football Rules

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