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.
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.
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.
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.
If a team leads by 21 points or more:
Offense gets only 3 downs per possession.
Defense cannot blitz.
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.
Top 4 Teams qualify.
Seeding Criteria:
Overall Record
Head-to-Head Record
Points Allowed
Indoor Flag League (IFL)
Email: [email protected]