5 ON 5 GRIDIRON MCALLEN FLAG RULES
(Revised 05/30/2024)
OVERVIEW
● The game is 5 on 5, minimal-contact, non-blocking, non-screening, youth flag football.
● First possession is determined with a coin toss.
● All players are eligible receivers.
● There is no kicking in this style of play.
● Game officials will use preventative officiating when possible.
● No foul or penalty flag stops a live play. However, pre-snap fouls will stop the action.
● Players cannot make contact that is considered unnecessary or provokes roughness.
● 3- and 4-point stances are not permitted.
● Fields are 30 yards wide and a minimum of 50 yards long. Field dimension may be modified if
physical space requires it.
● The ball will be spotted in the middle of the field after each play.
● Fields have a “no run zone” five yards from the end zones.
● When the ball is spotted in a “no run zone” the offense must execute a pass play that breaks
the line-of-scrimmage.
CLOCK OPERATIONS
45 minutes games
40 minutes halves
Two 20-minute halves
2 minutes half time
One time out per half
OFFENSE
● Possessions will begin on the 5-yard line, unless moved by penalty.
● The play clock is 25 seconds.
● Snaps must be made between the center’s legs.
● The player taking the snap cannot run the ball past scrimmage unless pursued by a
defender.
● An audible 7-second “sack clock” is administered by an official. When the “sack clock”
expires it is treated as an incomplete pass and the ball is returned to scrimmage.
● Teams will have four downs to gain a first down at mid-field.
● Once across mid-field and awarded a new set of downs, teams will have four downs to
score unless awarded an automatic first down by penalty.
● On fourth down coaches must decide if they want to “go for it” or “punt”.
● If they “go for it” and fail to achieve the line-to-gain, the opposing team takes the ball from
where it became dead.
● If they choose to “punt” a game official will move the ball to the opponent’s 5-yard line,
change of possession.
● Ball carriers may legally use backward passes and legal pitches behind the
line-of-scrimmage.
● Fumbles and muffs (including snaps) are dead when they hit the ground.
● Receivers must have one foot inbounds with possession to be a legal catch.
● Ball carriers are allowed to slightly leave their feet, jump, and spin as evasive maneuvers to
advance the ball as long as they do not put another player’s safety at risk.
● Jump cuts or advancing between two defenders is allowed if they do not initiate noteworthy
contact with the defender or put another player’s safety at risk.
● Ball carriers may not dive, lunge, hurdle etc., to advance the ball.
● Ball carriers may not physically deny defenders the opportunity to capture their flag.
● After a play the offense is responsible to retrieve and return the ball to the nearest game
official.
DEFENSE
● Before a legal snap a rush line will be set 10 yards from the line-of-scrimmage.
● Legal rushers must be a minimum of 10 yards from the line-of-scrimmage at the snap.
● Defenders may enter the backfield once the ball is handed-off, passed forward or backward
or the ball touches any other offensive player other than the player who took the original
snap.
● Interceptions during all live ball plays may be returned for points, including during
Point-After Touchdown (PAT).
● Defenders may safely dive to capture an opponent’s flag but must avoid excessive contact.
● Stripping or attempting to strip the ball from a player in possession is illegal.
● Whether or not a ball was tipped in the air has no bearing as it pertains to fouls (illegal
contact, personal foul, roughing, etc.).
SCORING
Touchdown 6 pts with the chance to go for a 1, 2, or 3 points after
touchdown attempt (PAT)
Point After Touchdown (PAT)
1 pt from the 5-yard line, pass play only.
2 pts from the 10-yard line, run or pass.
3 pts from mid-field, run or pass.
Safety 2 pts awarded to the defense & possession of the ball at the 5- yard line (going out)
Forfeits Recorded as 27-0
OVERTIME (Only in Playoffs)
● When regulation time ends in a tie teams will conduct a one-play overtime series until a
winner is determined. Teams will alternate on offense. The away team will choose to be on
offense or defense first. In the first overtime the offense will have a choice of going for a 1
or 2 pt attempt. 2nd and all future overtimes the offense must go for a 2 pt attempt.
RULE 1: GENERAL ADMINISTRATION
1. Our Governing Philosophy
● Our mission is to provide a superior football experience to our players, coaches and
spectators.
● Flag football is a finesse game, not the brute strength game of tackle football. Play
accordingly.
● Remind yourself and others that no college scholarships are handed out today, so just relax
and enjoy.
● We retain the right to amend, update or edit these rules as situations require.
● This document uses the pronouns he, his, and him for readability and is not an act of gender
bias, the program seeks and encourages inclusive participation.
2. Our Game Officials
● Many of our officials are young people learning the craft. Please treat them with respect.
● Our officials administer the rules of this league not any other organization past or present.
● Our officials are encouraged to use the “preventative style” of officiating which allows them to
● talk to, remind and help players avoid violations whenever feasible. Cautions and teaching
points are appropriate most times.
● It is not the mission of game officials to flag every small, nuanced infraction of traditional
football rules or other insignificant issues that do not produce a significant unfair advantage.
3. Your Required Personal Conduct
● Players, coaches, spectators, and officials must avoid profanity.
● Disrespectful language; racist, sexist, homophobic remarks; obscene or threatening
gestures/behavior; and bullying are prohibited by anyone attending our events to include
coaches, players, and spectators.
● Foul play will not be tolerated.
● Any staff member who hears or sees anything that, in his judgment, is an infraction of the
required personal conduct standards, may require the person responsible to leave the event.
● If a player or non-player fails to comply with our requests, we have the authority to forfeit the
game and have that individual(s) removed from the Gold's Gym Fields.
● Fighting will lead to an immediate ejection, possible suspension, or even a lifetime exclusion.
Alcohol, intoxicants, tobacco products, vaping, weapons and drones are prohibited at our
events.
● Our staff, game officials, players and non-players must comply with facility rules.
4. Your Required Team Conduct
● For the safety of our officials and their ability to administer the game all team personnel and
spectators must remain at least two yards off the sidelines.
● Our staff will determine where spectators can and cannot observe from and this is for the
safety for our players and game officials.
● Officials may require boom boxes or other noise-producing devices be turned off or
eliminated as they may interfere with the official’s ability to communicate and administer
the game.
● After the game teams are required to clean up and remove any garbage they brought with
them.
5. Rosters
● Only players on an officially approved Gridiron roster may participate.
● The opposing team is not required to “adjust down” when a team cannot field the required
number of players but may do so to show sportsmanship.
6. Coaches Conduct / Bench Fouls
● We ask that coaches maintain the spirit and the intent of our rules
● Coaches are responsible for the conduct of their sidelines to include players, spectators,
guests and their team staff.
● Coaches who elect to be on the field cannot interfere with a play or imminent play in any
physical or verbal way (examples may include inadvertent screening or blocking, blocking the
lines-of-sight, impeding a player or official, becoming entangled in the play or distracting
from their opponents’ cadence). If they do, the team may incur a bench foul.
● Coaches are prohibited from “chasing the play down field” in the way a game official does.
● For convenience and to speed the game along teams may huddle on the field-of-play near
the sidelines. However, only five players and one coach are allowed in the huddle.
● Coaches, or any other person, are not allowed in the restricted area along the sidelines
during a live ball. Violations will be charged to the head coach.
○ Have the assistant coach help you keep this area clear; if the assistant coach is not in
attendance appoint a spectator.
7. Our Basic Field Layout / Diagram
● Each team will pass through one “No-Run-Zone” as indicated by the directional arrows.
● Possessions will begin at the 5-yard line and will be marked with a colored disc cone.
● The ball will be spotted at the 5-yard line for a touchback or a safety, unless moved by
penalty.
● The only first down line-to-gain on the field is at mid-field and marked with a colored disc
cone.
● A colored disc cone will mark where “No-Run-Zones” begin.
● Team boxes are established well off the sidelines and between the 10-yard lines.
● No player or non-player may be in the restricted area during a live ball. This area is a
2-yards wide perimeter around the sidelines.
RULE 2: UNIFORMS AND EQUIPMENT
1. SAFETY
● Players may not wear unyielding or stiff material items that in the judgment of the officials
may present a hazard to other players. Casts and braces must be padded with a closed-cell,
slow recovery foam padding no less than ½-inch thick. This type is the material doctors will
use.
● Mouth guards are optional.
● Players must wear closed-toed shoes. Cleats with exposed metal are NEVER allowed.
● Players may wear eye protection to include prescription glasses or flexible sunglasses.
● Players may wear a face shield molded to the face with no protrusions to protect against
facial injury.
● Jewelry that might endanger players must be removed before play or taped to the body.
● Players may wear stocking-style caps, baseball caps or soft-shelled helmets. Baseball caps
must be turned backwards.
2. FLAG BELTS
● Players must wear flag belts provided by Gridiron or approved by Gridiron McAllen Staff.
● All teams in the same league must use the same version of Gridiron flags during play or approved by Gridiron McAllen staff.
● Flag belts must be worn as designed, and be free of obstructions or alterations.
● Altered or tampered flags could result in an ejection or forfeiture.
● If a player chooses to wear a hand towel, or any other object, on his waist, it will be treated as
part of the flag belt.
● Flags CANNOT be the same color as a player’s pants/shorts. Similar color Official’s discretion.
3. TEAM JERSEYS
● Players must wear a Gridiron-approved jersey.
● If a player does not have a team jersey with him, it is permissible, at staff's discretion, to wear
a street shirt.
● It is the team coach’s responsibility to clear a non-team jersey/street shirt with the game
officials before the game.
● All players must wear their team jersey as an outer garment. It is not permissible to wear
jackets, rain gear, etc., over the team jersey while on the field-of-play. It is permitted while in
the team box area.
● Players must strive to ensure their jerseys are long enough to remain tucked in during the
entire play. If a jersey is not long enough to remain tucked in, the player must wear the flag
belt over the jersey.
● When a shirt is untucked at the snap a “holding” call on a defender is unlikely when a
defender is making a fair and legal attempt at the ball carrier’s flag and ends up with their
opponents’ jersey in lieu of the flag belt. Keep shirts tucked.
4. MISCELLANEOUS UNIFORM / GEAR ISSUES
● Players may wear a headband made of non-abrasive material. Rubber or elastic bands may
be used in hair.
● Players may tape forearms, hands, and fingers.
● Elbow pads, etc., may be permitted at the game official’s discretion.
● Teams may provide their own game ball, but they must meet these specifications and are
subject to the game official’s inspection and discretion. Footballs must be pebble-grained
leather or rubber-covered and meet these sizes:
○ Pee-Wee Sized Ball: 6U & 8U
○ Junior Sized Ball: 10U & 12U
○ Youth Sized Ball: 14U & Above
RULE 3: CLOCK MECHANICS
1. GENERAL TIMING PROCEDURES
● Games are 40 minutes long (two 20-minute halves).
● Officials may stop the clock as needed.
● Halftime is 2 minutes.
● Each team will have one timeout per half.
● Team timeout is 30 seconds. After 30 seconds the official will audibly place the offense on a
25-second play clock.
● Timeouts will not roll over from the 1st half to the 2nd half.
● Team coaches are encouraged to yell “clock?” or “clock check?” in lieu of “time?” to avoid
confusion when requesting a team timeout.
● The clock will run continuously during the 1st half unless a team timeout is used or play is
stopped by an official (ex: deal with injury, officials’ conference, etc.).
● Officials will give verbal 2-minute warning as close as possible to the actual 2-minute mark,
but will not interrupt live play.
● The time remaining on the clock should be announced after every play inside the final 2
minutes of the game.
● The clock will not run during point-after-touchdown attempts (PATs) in the final 2 minutes of
the game.
● Our staff may enter the field during any dead ball situation to address matters they believe
should not wait until half-time or the end of the game by calling a “Staff Time-Out”.
2. CLOCK OPERATIONS
● The Offense has a 25-second play clock to snap the ball before a delay of game penalty is
assessed.
● No period or half can end if there is an obvious timing error, or any other irregularity has
occurred.
RULE 4: COIN TOSS
● Coaches or team captains are required to bring their game balls to the coin toss for
inspection.
● Officials will conduct a pre-game safety check to ensure players and equipment are
safe and ready for competition.
● Game officials will confirm with team coaches during the coin toss that the teams are
prepared to play in a sportsmanlike manner and are properly and legally equipped.
Safety is everyone’s responsibility.
● Game officials will issue a warning about unsportsmanlike conduct, excessive rough
play, etc., during the coin toss.
● First possession is decided using a coin toss. The away team will make the call. If no
team is designated “away” the official will decide who calls the toss.
● The head official will ask the “calling captain” his choice of “heads” or “tails”. The official
will ask the opposing team to repeat and confirm the choice before flipping the coin. The
head official will then confirm the call.
● The team winning the toss shall choose one of the following options (Game officials:
Always ask a coach, do not let players make the decision):
○ Begin on offense
○ Begin on defense
○ Designate which goal their team will defend
● The loser of the coin toss shall make a choice of the remaining options.
● The team that started the game on offense, will start the second half on
defense.
● Teams will play the opposite direction in the first half and the second
half.
RULE 5: SCORING
1. SCORING CHART
Touchdown 6 pts with the chance to go for a 1, 2, or 3 points after touchdown attempt (PAT).
Point After Touchdown (PAT)
1 point from the 5-yard line, pass play only.
2 points from the 10-yard line, run or pass.
3 points from mid-field, run or pass.
Safety 2 points will be awarded to the defense and possession of the ball at the 5- yard
line (going out)
Forfeits Recorded as 28-0
2. POINT AFTER TOUCHDOWN (PAT)
● Following a touchdown, once the scoring team’s coach has informed an official of which
point conversion choice they want to attempt, and the ball is either spotted or the
ready-to-play whistle is blown, the decision cannot be changed unless the scoring team
uses a team timeout.
● If a penalty occurs during an extra point attempt, the penalty will be assessed but the
extra point value remains the same.
● Point conversion choices cannot be changed after a penalty.
● Personal and unsportsmanlike fouls by the defense on a successful PAT are enforced on
the next possession, or next spot in overtime periods.
● Fouls committed by the offense on a successful PAT will result in penalty yardage
assessed and the down replayed.
● Fouls committed by the offense on an unsuccessful PAT will be declined by rule
(exception: personal and unsportsmanlike fouls).
● Fouls by the offense during a PAT attempt that carry a loss-of-down penalty (flag
guarding, illegal advancement, illegal pass, etc.) will result in the PAT being “no good” and
the attempt will not be repeated.
● Fouls by the defense during an unsuccessful PAT attempt will result in a retry after the
options are administered. The offense may opt to accept or decline penalty yardage
before the retry.
● Interceptions on PATs may be returned by the defense for 2-points.
3. SAFETIES (Team A is the team that initiated the snap. Team B is the team that began the play on defense)
● A safety occurs when the ball becomes dead in Team A’s end zone or Team A commits a
foul in their end zone.
○ Examples include:
○ Team A caused the ball to become dead in their own end zone (fumbles, muffed
snap, backward pass that hits the ground).
○ Team A player in possession of the ball has his flag pulled in his own end zone.
○ Team A’s ball carrier goes out-of-bounds behind his own goal line.
○ Team A commits a foul inside their own end zone.
● Team B exceptions:
○ A flag pull immediately after an interception by Team B in the end zone is a
touchback, not a safety.
○ A Team B player going out-of-bounds behind the goal line immediately after an
interception in the end zone is a touchback, not a safety.
○ If the ball is intercepted by Team B in the end zone and Team B fouls in the end zone
before the ball is brought back into the field-of-play (example: flag guarding), the
result of the play is a touchback and the foul will be administered from the
touchback spot. This will not result in a safety.
○ If the ball is intercepted Team B between the 5-yard line and the goal line and the
player’s momentum takes him into the end zone where the ball becomes dead in
Team B’s possession or
○ Team B fouls in the end zone (example: flag guarding), the ball belongs to Team B
and the penalty will be assessed from the spot where it was intercepted. It is a
touchback. It is not a safety.
RULE 7: OFFENSE
1. GENERAL OFFENSE
● After all players have “set” ONE PLAYER may go “in motion”.
● There are no “free plays” for the offense. After the game official blows the ready-for-play
whistle and the snapper puts his hand on the ball, no player may enter the neutral zone
until the ball is moved to start the snap.
● Snaps must be made between the center’s legs.
● Teams will have four downs to gain a first down at mid-field.
● Once across mid-field and awarded a new set of downs, teams will have four downs to
score unless awarded an automatic first down by penalty.
● On fourth down coaches must decide if they want to “go for it” or “punt”.
● If they “go for it” and fail to achieve the line-to-gain the opposing team takes the ball from
where it became dead.
● If they choose to “punt” a game official will move the ball to the opponent’s 5-yard line,
change of possession.
● Any quick or abrupt movement by a single player or multiple offensive players in unison,
which simulates the snap, is a false start. This includes, but is not limited to, a quarterback
thrusting his hands forward when there is not a simultaneous snap. This is a judgment call.
● All players must substitute from their sideline only. This allows the defense to be aware of
their presence and avoids deceptive plays by the offense.
● It is a dead ball foul if any player on offense enters the neutral zone before the snap.
● “Center Sneaks” are NOT allowed. The ball must completely leave the center’s hands. The
center must take at least two steps backward to receive a handoff.
● Direct snaps are legal to any player not on the line-of-scrimmage. The player receiving the
snap is considered the passer and cannot run the ball past the line-of-scrimmage unless
rushed or pursued by the defense.
● Ball carriers may use backward passes and legal pitches behind the line-of-scrimmage.
● The ball will be declared dead if any portion of the ball carrier’s body other than his hands
or feet (knee, elbow, buttocks, or ball-in-hand, etc.) touches the ground.
● The offense is always responsible for quickly retrieving the ball and returning it to an official
or to the line-of-scrimmage at the end of each play.
● To prevent deceptive plays, offensive substitutes must come onto the field no less than 5
yards from their sideline sometime after the ball has been declared ready for play and
before the snap.
2. BLOCKING / ILLEGAL SCREENING
● Blocking is obstructing or physically contacting an opponent with any part of the body.
● Illegal Screening is when an offensive player materially impedes the defender from getting
to the player with the ball by abruptly stepping in the defender’s path or taking a position
(two or less normal strides away) in a defender’s line of travel that forces the defender to
abruptly veer around his opponent. This is a judgment call.
● Physical-contact blocking (as seen in traditional football) and non-contact blocking “screen
blocking” (as seen in basketball) are not allowed even if unintentional. This is difficult
transition for traditional football players.
● Ball carriers cannot use their teammates as a screen by “juking around” or “hiding behind”
them.
● A penalty may be called even when an offensive player accidentally obstructs a defender.
● Offensive players must be aware that they may be penalized for screening by simply
chasing the play and providing an inadvertent block or screen.
● Passers caught between a ball carrier and a rushing defender will not be considered to be
screening if there is no clear and obvious attempt to be doing so.
● “Pick plays” (often seen in basketball) or “rub routes” are not allowed as these plays are
designed to initiate contact or to screen-out defenders. Receivers going down field after the
snap may not initiate contact with an opponent.
3. FUMBLES / MUFFS
● The ball becomes dead when it hits the ground.
● If a passed, pitched, muffed (uncontrolled touch) or fumbled ball is intercepted before
becoming dead it remains a “live ball”.
● Forward fumbles that hit the ground will be marked where the ball carrier’s feet were when
he lost control and not the spot where the ball hit the ground.
● Backward fumbles are marked where they hit the ground. Backward passes that hit the
ground are considered fumbles.
● Muffed snaps will be marked where the ball hits the ground.
4. RUNNING/JUMPING/DIVING/NO RUN ZONES
● The player initially taking the snap may not run the ball past the line-of-scrimmage unless
he is rushed or pursued by a defender.
● Ball carriers are allowed to slightly leave their feet, jump, and spin as evasive maneuvers in
order to advance the ball as long as they do not put another player’s safety at risk. This is a
judgment call by the game officials.
● Not every insignificant jump or small hop constitutes a safety issue. This is a judgment call.
● Jump cuts or advancing between two defenders is allowed if they do not initiate noteworthy
contact with the defender or put another player’s safety at risk. This is a judgment call by
the game officials.
● No player may not hurdle over another player.
● Ball carriers may not dive, lunge, or fall forward in a perceived intentional manner in order
to advance the ball or achieve a line-to-gain. This is a judgment call.
● Diving by the defense to capture a ball carrier’s flag is legal. However, game officials may
still make judgment calls about contact.
○ Teaching Point: Play the flag, not the player’s body.
● If a defender trips a ball carrier while pursuing the offensive player from the rear and the
ball carrier goes to the ground (typically seen in break-away plays), even if the defender is
making a fair and reasonable attempt to capture the ball carrier’s flag, the defender will be
called for illegal contact and may be disqualified or ejected. The defender is obliged to
make a fair, SAFE and reasonable attempt. Safety is paramount.
○ Teaching Lesson: Coach our players to play safe.
● Ball carriers must make every effort to avoid a defender who has established a stationary
position.
● Runners may leave their feet to avoid collision or falling on another player.
● Passers may jump vertically to throw the ball over a taller defender.
● “No Run Zones” 6U divisions and up. No Run Zones are enforced as a safety measure to
discourage power-runs, diving, etc., near the goal line. When the ball is spotted inside a “No
Run Zone” the offense must execute a forward pass that breaks the
line-of-scrimmage.
5. FLAG GUARDING/STIFF-ARMING
● The ball carrier’s flags must be accessible to the defense throughout the play.
● Flag guarding is the act of a ball carrier denying a defender the opportunity to capture his
flag in any physical way.
● Flags may not be tucked in pants, tucked under jerseys, worn improperly, looped around
the waist belt, or knotted.
● The ball carrier shall not flag guard by flailing of arms, using their hands, arms, elbows, or
extremely dipped shoulders to deny the opportunity of an opponent to remove a flag.
● The ball carrier may not swat a defender’s hands away nor pin the flag against his body
using the ball or hands.
● An official may call flag guarding if he feels that a ball carrier’s natural running motion gave
the ball carrier a decisive advantage over the defender and the running motion caused
part of the ball carrier’s body to block a de-flagging attempt.
● What constitutes flag guarding is up to the official’s judgment. We recommend you carry
the ball with your hands held high on the body to avoid flag guarding. This is one of the
most difficult transitions for traditional football players.
● Flag guarding shall not be called if there is no defensive player within reasonable distance
to capture the flag.
● The ball carrier may bend at the knees to dip low, side cut, skip, or take short hops.
● Extreme low dips (sometimes called a “duck-walk”) are legal and do not constitute flag
guarding in themselves as long as the flag carrier’s flags are still exposed and the defensive
player isn’t physically impeded (i.e., the ball carrier isn’t using his arms, hands, shoulder,
ball, etc., to impede the defender). Normally flag guarding can be avoided while “duckwalking”
when the ball carrier keeps his hands and elbows high on the body
(example: at shoulder-level).
● No penalty will be called if a ball carrier simultaneously flag guards as the defender pulls
the flag. Remind the player not to flag guard.
● Tampering with the flag in any way to gain advantage is illegal and will be reviewed by league
and could be a suspension for one or multiple games.
Examples of flag guarding: stiff arming, pinning the flag, swatting,
using the ball as a stiff arm, etc
6. PASS PLAYS
● An audible 7-second “sack clock” is administered by an official.
● When a sack occurs, it is treated as an incomplete pass and the ball is returned to
scrimmage.
● Only one forward pass per play.
● Once the ball has passed the line-of-scrimmage, it cannot be returned to behind the line-of
scrimmage and thrown forward legally.
● To be a legal pass, both feet of the passer must be in or behind the neutral zone when the
ball is released.
● A passer may jump vertically to throw the ball over a defender.
● All offensive players are eligible to receive a pass, unless they have stepped out-of-bounds
of their own accord.
● Offensive players may not re-establish themselves in the field of play, or participate in any
way, once they have stepped out-of-bounds on their own accord.
● When an offensive player touches the ball after stepping out-of-bounds, it will result in a
foul for illegal participation.
● Any offensive player who receives either a forward or backward handoff behind scrimmage
can pass the ball from behind the line-of-scrimmage.
● If the passer’s flag has been pulled while the passer still has the ball in his hand, it is a sack.
There is no allowance given for the passer’s arm being in motion at the time of the sack.
Ball-in hand at all equals a sack.
● An underhand forward pass (shovel pass) is legal and if it is dropped, it is ruled an
incomplete pass, not a fumble. The pass must go beyond the LOS to be a legal forward
pass.
● A backward pass that is dropped or incomplete is ruled a fumble. The ball will be spotted
where it hit the ground.
● Any player, including the passer, may catch and advance a loose ball that has not been
grounded.
7. BATTING
● Any ball in flight may be batted in any direction by an eligible receiver.
8. INTENTIONAL GROUNDING
● A passer may not throw the ball into an area behind the line-of-scrimmage where there is
no offensive player to avoid a loss of yardage.
● A passer may legally “throw the ball away” as long as the ball goes beyond the line of
scrimmage.
9. CATCHES
● A pass is completed when the receiver simultaneously places at least one foot inbounds
and maintains possession. If the first foot to land on the ground is out of bounds, it is an
incomplete pass.
● If the ball comes out of the receiver’s grasp due to contact with the ground or while going to
the ground the pass is incomplete.
● Simultaneous catches between a defensive and offensive player become dead automatically
and go to the offense.
● In the event of a bobbled catch, i.e., the ball is batted about by the receiver in an attempt to
catch it, and the intended receiver is de-flagged before taking full possession, there is no
penalty for early flag pull.
● Whether or not a ball is tipped or touched in the air has no bearing on the play as it applies
to fouls anywhere on the field (roughing, personal fouls, illegal contact, etc.).
RULE 8: DEFENSE
1. GENERAL DEFENSE
● Stripping or attempting to strip the ball from a player’s hand, including the quarterback, is
illegal.
● Defensive teams may not attempt to confuse the offensive team by simulating their
pre-snap signals or cadence.
2. RUSHING THE PASSER
● Before each play is allowed to begin an official will mark off a 10-yard rush line.
● Defensive players that “rush the passer” must begin the play at this 10-yard mark or further
away from the line-of-scrimmage.
● Players not rushing the passer may defend the line-of-scrimmage but not enter the
backfield unless the ball is handed-off, passed, pitched or touches another player.
○ Teaching Point: Run Pass-Options invite defenders to legally cross the
line-of-scrimmage.
● If the ball makes contact (touches) with any player other than the player who took the snap,
the defense is eligible to cross the line-of-scrimmage. They may elect to or not.
● If the ball makes contact (touches) with any player other than the player who took the snap
and the defense does not cross the line-of-scrimmage and pursue the ball carrier, the
player that took the snap is not permitted to run the ball past scrimmage. Simply touching
the ball to another player does not permit the passer to run.
● A defensive player that insignificantly crosses the rush line before the snap and immediately
self corrects and returns to his side of the rush line before he rushes is not penalized. Think
“reset”.
3. ROUGHING THE PASSER
● Defensive players must make a concerted effort to avoid charging into the passer.
● During the passer’s drop and throughout his entire throwing motion, the passer cannot be
touched above the upper waist in any material way.
● Defenders cannot materially touch any part of the passer’s arm, hand, shoulder, or ball
while the ball is still in the passer’s hand. The ball is considered an extension of the passer’s
arm and hand.
● To assist defensive players to avoid unnecessary contact with the passer the covering
official will endeavor, but is not required, to announce “balls away” or some other helpful
phrase when the ball has left the passer’s hand.
● Defensive players may not “crash” the passer’s throwing arm, shoulder, or body even if the
ball is touched first.
● An insignificant “brush-by” may be allowed by the game official but is not guaranteed. This is
a judgment call.
● Making contact with the passer while blocking or attempting to block a pass may result in a
roughing the passer penalty.
● Whether or not a ball is tipped in the air has no bearing on the play as it applies to fouls
(roughing, personal fouls, etc.).
● A roughing penalty will not be enforced if a passer initiates contact with an opponent while
in the throwing motion; for example, during the passer’s follow through the passer’s arm
makes contact with an opponent’s hand, arm, or shoulder. In this instance the impetus of
the contact is the action of the passer and not the defender. This is a judgment call.
● It is a personal foul if the passer’s follow-through hand or arm makes significant contact
with an opponent’s head, neck or face (Personal Foul, Contact above the Shoulders). This is
a judgment call.
● If roughness is habitual for a single player, disqualification or ejection procedures may
apply.
● If roughness is habitual for a team, forfeiture procedures may apply.
4. FLAG PULLING MECHANICS
● Flag pulling is the legal removal of a flag from an opponent who has possession of the ball.
● Legal flag pulls must begin with the hands leading toward the opponent’s hips and flags.
● No player has the right to over aggressively “body up”, “wrap up”, “play through”, “bull rush”,
charge, spear or lead with a shoulder, tackle, or attempt to tackle an opponent even to
capture a flag.
● Pushing out on the sidelines is not permitted unless the defense was making a fair, legal,
and reasonable attempt to pull the ball carrier’s flags, i.e., the defender’s hands were aimed
low at the ball carrier’s hips and flags and not high up on the body.
● Pushing, striking, holding, slapping, or tripping while attempting to pull a flag is not
permitted.
● Defenders may dive to attempt to pull the ball carrier’s flag but this must be done in a safe
manner in the judgment of the covering official.
● A defensive player may not pull the flag of a player who is not in possession of the ball.
● Any defensive player who removes the flag from an offensive ball carrier is encouraged to
show good sportsmanship and hold the flag above his head to assist the officials in locating
the spot where the capture occurred.
● Players may be penalized for unsportsmanlike conduct for throwing, spiking, obscuring, or
delaying the ball carrier in recovering his pulled flag.
● If a ball carrier’s flag inadvertently comes apart or falls off during the play, the ball carrier
will be ruled down where the flag belt is detached.
● If a receiver has an incomplete or missing flag belt when he catches the ball the play will be
called dead where the receiver caught the ball.
● When a ball carrier flag guards and a defensive player pulls the ball carrier’s flag
simultaneously, no penalty will be called for flag guarding.
● A missing flag belt is a violation not a penalty and will not delay the game or stop a live play.
5. PASS COVERAGE / INTERFERENCE
● This is a “free release” league.
● Defenders cannot “chuck”, “jam”, “bump”, “press”, etc., a receiver.
● Receivers may not intentionally make contact with defenders as they progress down field.
● A player may “find” their opponent by reaching out and placing a hand on him as long as
touching does not delay or impede him. This is not considered pass interference.
● Pass interference normally occurs above the waist; entangled feet are not considered pass
interference.
● Incidental contact is not considered pass interference.
● Contact away from the direction of the pass is not considered pass interference but may be
a separate foul.
● Pass interference indicators are:
○ Shoving or pushing off to create separation.
○ Making noteworthy contact before the ball arrives.
○ Playing through the back of an opponent.
○ Hook and turn: grabbing the torso and turning an opponent before the pass arrives.
○ Early material contact by a defender who is not playing or looking for the ball.
○ Arm bars, restricting, or grabbing.
○ Blocking downfield before the ball has been touched, commonly seen through “pick
plays”.
○ Cutting off the path of a receiver by being in front of him and slowing down or being
beside him and “riding” them off his path to the ball.
● Whether a pass is catchable or uncatchable has no bearing on pass interference.
● All passes are considered catchable.
● A player may use his arms or hands to obstruct the receiver’s view of the ball (face
guarding) without turning his own head to play the ball as long as contact is not made with
the receiver.
6. INTERCEPTIONS
● Intercepted passes remain live and may be returned for points.
● Intercepted passes during Point After Touchdown (PAT) attempts may be returned for 2 points.
● In the event of an interception, the intercepting team must secure the ball with “clean
hands” to be legal i.e., they must not have committed a foul before or simultaneous to the
interception.
● If the intercepting team gains the interception with “clean hands,” they will be awarded a
first down where the ball becomes dead (flag pull, stepping out-of-bounds, fumbled, etc.)
● Fouls by the intercepting team after an interception will be assessed either from the spot of
the foul or the end of the run (whichever affects the intercepting team worse).
RULE 9: OVERTIME FORMAT
1. GENERAL OVERTIME RULES
● 1st overtime-If regulation time ends in a tie, teams will play a one-play series until a winner
is determined. Teams may elect to go for one point from the 5-yard line (pass play), two
points from the 10-yard line (run or pass) or three points from mid-field (run or pass)
unless moved by penalty. 2nd and subsequent overtimes- teams must go for a 2 point try.
● The away team will begin each overtime period on offense.
● Interceptions during overtime scoring attempts are dead balls and no points will be
awarded.
2. PENALTY ENFORCEMENT DURING OVERTIME
● Penalties and play are administered as it is during regulation time.
● Point conversion choices cannot be changed after a penalty.
● Penalties that occur during overtime periods will carry over and be enforced from the next
spot or possession unless declined. All 10-yard penalties will carry over.
● Personal and unsportsmanlike fouls by the defense on a successful attempt are enforced
on the next possession or next spot in overtime periods.
● Fouls committed by the offense on a successful attempt will result in penalty yardage
assessed and the down replayed.
● Fouls committed by the offense on an unsuccessful attempt will be declined by rule
(exception: personal and unsportsmanlike fouls).
● Fouls by the offense during an attempt that carries a loss-of-down penalty (flag guarding,
illegal advancement, illegal pass, etc.) will result in the attempt being “no good” and the
attempt will not be repeated.
● Fouls by the defense during an unsuccessful attempt will result in a retry after the options
are administered. The offense may opt to accept or decline penalty yardage before the
retry.
RULE 10: OFFICIATING
1. MOMENTUM RULE
● If the ball is intercepted between the 5-yard line and the goal line and the player’s
momentum takes him into the end zone where the ball becomes dead in his possession or
the intercepting team fouls in the end zone (example: flag guarding), the ball belongs to the
intercepting team and the penalty will be assessed from the spot where it was intercepted.
It is not a touchback. It is not a safety.
2. MARKING / SPOTTING THE BALL
● When the ball becomes dead it will be re-spotted near the center of the field. A hash mark
system will not be used.
● The ball will be spotted wherever the PLAYER’S HIPS WERE (NOT THE BALL!) at the time of the flag pull or wherever the ball carrier left the field-of-play.
● A ball spotter/ball marker or line judge shall be used to mark the line-of-scrimmage. The
marker will be placed on the sideline adjacent to the line-of-scrimmage.
● If a ball carrier’s flag inadvertently comes apart or falls off during the play, the ball carrier
will be ruled down where the flag belt is detached.
● If the ball is intercepted in the end zone and the intercepting team fouls in the end zone
before the ball is brought back into the field (example: flag guarding), the result of the play
will be a touchback and the foul will be administered from the touchback spot. This will not
result in a safety.
3. FORFEITS AND ENDING THE GAME
● The game may not end with a penalty unless it is declined. All offensive loss-of-down
penalties that occur with time expired in either half will end the game or half.
● Offsetting penalties will not extend the half or game.
● Forfeits that occur before the contest are recorded as 27-0. Forfeits that occur once the
contest is underway will be recorded as that score or the actual score when the forfeit
occurred, whichever is greater.
● If a team plays in a habitual rough manner the game may be forfeited.
4. COOL DOWN PERIOD
● All unsportsmanlike conduct and egregious personal fouls will be accompanied by a cool
down period at a minimum.
● Before, or instead of, disqualification or ejection an official may order, but is not required
to, a player a “cool down” period if the official chooses.
● Players should think of this “cool down” as a warning before being disqualified or ejected
and be thankful for it.
● This period will consist of five plays and will be tracked by the official who ordered it.
● The player must be off the field for five plays regardless. A score or other event does not
release the player back to the field. He must stay off the field for five plays.
5. DISQUALIFICATIONS AND EJECTIONS
● Disqualifications, Ejections and Unsportsmanlike Conduct are the only three penalties that
cannot be declined. They are completely the option of the game officials. The yardage
portion of the penalty may be declined but the infraction itself cannot.
● The difference between disqualification and ejection is completely the determination of the
presiding referee and may not be appealed.
● Disqualifications are normally reserved to address lower-level transgressions.
● A disqualification will last for the remainder of the game the player was disqualified for.
● A disqualified player may play in the next scheduled game.
● An ejected player may not play in the next scheduled game. They must sit out at least one
additional game.
● Any official may disqualify a player.
● To eject a player all officials must agree and it must be reported to the field manager before
play resumes.
● Ejections and disqualifications may occur for but are not limited to:
○ A second unsportsmanlike or personal foul on a single player or coach
○ Any act deemed egregious by the head official
○ Disrespectfully addressing or intentionally touching a game official
○ Four unsportsmanlike and /or egregious personal fouls by one team (forfeiture)
○ Fighting
6. UNSPORTSMANLIKE CONDUCT
● Disrespect toward an official, coach, spectator or another player will constitute
unsportsmanlike conduct.
● Players shall not “showboat”, taunt, spike the ball or flag belt toward an opponent, or be
excessive in any way, to include using force against or verbally attacking or harassing
another player.
● Celebrations are fine but keep them short, conservative, and not directed at an opponent.
● Use of inflammatory words or gestures is prohibited.
● If unsportsmanlike conduct occurs during a live play and the team did not score on that
play, the penalty will be assessed from the new line-of-scrimmage, i.e., it will be added to or
subtracted from the end of the play.
● Players cannot make contact that is considered unnecessary or provokes roughness.
● If roughness is habitual for a single player, disqualification or ejection procedures may
apply.
● If roughness is habitual for a team, forfeiture procedures may apply.
7. FIGHTING
● Fighting will lead to immediate ejection, possible suspension, or lifetime exclusion.
● Fighting is any act or attempt by a player or non-player to strike or engage a player or non
player in a combative manner unrelated to football. Such acts include, but are not limited
to, attempting to strike or striking with the arms, hands, legs, feet, or foreign object whether
or not there was contact.
● Any player who comes off the sideline to participate in a fight will be disqualified or ejected.
● If either team leaves the bench during a fight the game will be forfeited immediately.
8. BENCH FOULS OR WARNINGS
Teams may incur bench fouls for a variety of reasons to include but not limited to:
● Players or non-players interfering with play or an official
● Disrespect toward officials or other players or non-players
● Players or non-players in the designated restricted zone during a live play
● Non-players on the field of play
● Teams not remaining in the designated team box
● Coaches on the field or becoming entangled in a live play
9. INADVERTENT WHISTLE
● If an official blows an inadvertent whistle, he will declare the ball dead where the ball was at
the time of the inadvertent whistle. The team against which the action offended may have
the option of accepting the play (i.e., the yards gained and the down advances) or replaying
the down from the original line-of-scrimmage.
● If the ball was in the air when the inadvertent whistle occurred, it will be returned to the
line-of scrimmage and the down will be replayed.
● If a penalty marker is thrown before an inadvertent whistle, an accepted penalty will be
administered as in any other play situation. When the foul is accepted, the inadvertent
whistle is disregarded.
● When an inadvertent whistle is triggered by an unfair act or an act used to deceive or
confuse a game official the officiating crew may use their collective judgment to fairly
adjudicate the situation. It may result in yardage awarded, a score granted, and/or the
guilty player disqualified, etc. It is solely up to the officiating crew to decide.
10. UNFAIR ACTS RULE
● If an ineligible player (example: not on the roster, previously disqualified or previously
ejected) is discovered by any means (example: observation, challenge, etc.) participating in
a live ball play, that team will forfeit the game and the Unfair Act is assessed to the head
coach.
11. LAST PLAYER RULE AND PENALTY
● If the last defensive player physically contains the ball carrier (e.g., bear hugs, flagrantly
holds, pushes the ball carrier out-of-bounds, tackles, attempts to tackle, etc.) without
making a clear, safe and legal attempt to pull the ball carrier’s flag or commits illegal
contact, the offensive team will be awarded a touchdown- IF they reasonably believe a
foul is the only thing that prevented the ball carrier from scoring. To evoke this rule there
must be total agreement of all game officials who saw the foul.
12. RULE MODIFICATION
● Modifications of these rules for local sensitivities and practicalities may be accomplished
with the coordination and approval of the Quality and Product Development Team at Gridiron McAllen.