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Indoor Flag League

Indoor Flag League

Game Format

  • 6v6: Six players per team on the field at a time. (Senior Division will be 5v5).

  • Game Duration: 50 minutes of running time.

    • Two timeouts allowed under the 2-minute mark of second half.

  • Possessions: Each team gets 5 downs per possession to score.

    • No first downs.

  • Substitutions: Allowed at any time.

    • Preferred during a change of possession.

    • Offense does NOT need to wait for the defense to be set.


General Conduct & Safety

  • Flag Guarding: No flag guarding (including stiff arms or swatting defenders’ hands).

    • First instance: Team-wide warning.

    • Second and subsequent: 5-yard penalty from the spot of the foul; down counts.

  • Penalties: All infractions are 5-yard penalties unless otherwise noted.

    • Pass interference in the end zone results in the ball placed at the 1-point conversion line; down is over.

  • Play Clock: Offense has 25 seconds from ball placement to snap. Delay = 5-yard penalty.

  • Coach Involvement:

    • Offensive coach may enter the huddle but must be behind the play before the snap.

  • Uniform Requirements:

    • Flags must be worn on hips, clearly visible.

    • Shirts tucked in—coaches must ensure players are compliant before kickoff. No warnings given.

  • Mouthguards: Strongly encouraged.


Offense Rules

  • Starting Field Position: Ball starts at own goal line after each new possession (except interceptions).

  • Downs: 5 downs to score. No first downs.

  • Point After Touchdown (PAT):

    • 1-point attempt: Must be a pass.

    • 2-point attempt: Run or pass allowed.

    • If an interception occurs on a PAT attempt, it can be returned for 2 points.

  • Blocking: Not allowed.

    • Screening is allowed if the player is stationary with arms at their sides. Cannot actively seek or shield defenders.

  • Flag Falls Off: Play is dead where the flag drops. Player must be touched to be down.

  • No Shotgun Formation: Ball must be snapped directly at the line of scrimmage.

  • Quarterback Rules:

    • May not cross the line of scrimmage unless blitzed.

    • If blitzed, QB is allowed to run.

  • Jumping: Not allowed.

    • If a player leaves their feet, the play is blown dead where the jump occurred.

  • No-Run Zone: Within 5 yards of the end zone, running plays are NOT allowed.

  • Play Ends: When a player's knee or elbow touches the ground.

  • Dead Play on Flag Loss: If the offensive player’s flag falls off mid-play, it is immediately dead.


Defense Rules

  • Rusher Requirement: At least one rusher must go after the QB every play.

    • Rusher can engage after a 5-second count.

    • Early rush = 5-yard penalty, play blown dead.

    • If the defense has a blitz available, early rush counts as their blitz.

  • Blitzes: One blitz per possession. Anyone can blitz.

    • Blitz is immediate—no 5-second wait ("1 Mississippi" rule).

  • Tackling: No physical tackling. All defenders must attempt to pull flags only.

  • Fumbles: All fumbles are dead balls at the spot.

  • Flag Falls Off (Defense): If a defender’s flag falls off, they can continue play but are considered “down” when touched by any player.


21-Point Rule (Mercy Rule)

  • If a team leads by 21 points or more:

    • Offense gets only 3 downs per possession.

    • Defense cannot blitz.


Overtime Rules – Playoffs (Kansas City Shootout)

  • Overtime Duration: 5 minutes. If still tied after 5 minutes, game ends in a tie.

  • Coin Toss: Visitor team calls it.

  • Possession: Teams alternate possessions.

  • Conversion Attempts: Each team must attempt a 1- or 2-point conversion after a score.

  • If still tied, teams begin at the goal line and continue alternating possessions until time expires.


Playoff Format

  • Top 4 Teams qualify.

  • Seeding Criteria:

    1. Overall Record

    2. Head-to-Head Record

    3. Points Allowed

Contact

Indoor Flag League (IFL)
 
   

Email: [email protected]

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