GAME FORMAT:
Divisions: Games are played as either 6v6 or 5v5.
Field Size: The field measures 25 yards wide by 50 yards long, including two 5-yard end zones.
Game Length: Two 20-minute halves with a running clock and a 5-minute halftime.
Starting Possessions: All offensive possessions begin at the 5-yard line following scores, turnovers, or halftime.
Play Clock:
30 seconds for all divisions
45 seconds for Kindergarten–2nd Grade
First Downs: Teams have 3 plays to reach midfield. After midfield, teams have 4 plays to score
Eligible Receivers: All players are eligible to receive a pass.
Offensive Formation (New Rule)
The offense must line up with a minimum of three players on the line of scrimmage, including one player on each side of the center.
Purpose: This rule promotes balanced formations and prepares players for higher levels of play.
All Girl Divisions will use 3/4 Division Rules
SCORING:
Touchdown: 6 points
Extra Point (from 5 yards): 1 point
Extra Point (from 10 yards): 2 points
Safety: 2 points (defense receives possession)
Interception on PAT returned for a score: 2 points
DIVISION-SPECIFIC RULES:
Kindergarten–2nd Grade
- 45-second play clock
- Unlimited running plays
- One coach permitted on the field (offense and defense)
- 5-second pass count
3rd–4th Grade & All Girls Divisions
- 30-second play clock
- Maximum of two runs per possession (one run per series)
- No runs allowed inside the 5-yard line or on extra points
- One coach permitted on the field
- 4-second pass count
5th–6th Grade
- 30-second play clock
- One run allowed per possession
- No runs inside the 5-yard line or on extra points
- 4-second pass count
7th–8th Grade
- 30-second play clock
- Defense may blitz once per possession
- Quarterback may only run if the defense blitzes
- 4-second pass count
- Roughing the Passer (New Rule – 7th–8th Grade Only)
Any unnecessary contact or aggressive action toward the quarterback during a declared rush results in: 10-yard penalty & Automatic first down.
Purpose: Player safety and proper defensive technique.
DEFENSIVE RUSH RULES (7th–8th Grade Only)
- One blitz allowed per possession and must originate beyond the +5-yard line
- Rusher must begin at least 3 yards off the line of scrimmage
- Defensive player must declare intent to rush to the official
- Sack count is suspended on a declared rush
- Only the declared rusher may cross the line of scrimmage
- Any other defensive player rushing results in a penalty
- The center may not obstruct or impede the rusher
- The quarterback may run only if blitzed
PASSING RULES:
Pass time limits
K–2nd Grade: 5 seconds
3rd–8th Grade: 4 seconds
- Forward passes thrown behind the line of scrimmage are illegal
- Lateral or backward passes are permitted
- Double passes are allowed when the first pass is lateral or backward
- Defensive players may cross the line of scrimmage after a handoff or backward pass (Deception Rule)
RUNNING GAME RULES:
- Running plays are limited by division
- Quarterback runs are prohibited, except in 7th–8th grade when blitzed
- Diving, leaping, and flag guarding are not allowed
- The play is dead when:
- A flag is pulled
- The ball is fumbled
- The runner steps out of bounds
PENALTIES:
Offensive Penalties
Illegal formation: 5 yards, replay the down
Flag guarding: 5 yards plus loss of down
Illegal forward pass: 5 yards plus loss of down
Blocking or leaping: Loss of down at the spot of the foul
Defensive Penalties
Pass interference: 10 yards
Illegal contact: 5 yards
Illegal rushing: 5 yards
Illegal flag pull: 5 yards
Inadvertent tackling: 5 yards (touchdown awarded if it prevents a breakaway score)
GAME ADMINISTRATION:
Coin toss determines initial possession or direction of play
In the final minute of the second half, the clock stops for:
- Incomplete passes
- Out-of-bounds plays
- Change of possession
- Penalties
- Touchdowns
Each team receives two 30-second timeouts per half
Ball placement is determined by the furthest point of the ball at the time the flag is pulled
OVERTIME RULES (Playoffs Only)
- Each team receives one play from the 5-yard line
- Teams must attempt a 2-point conversion after scoring
- The game ends after both teams have equal offensive attempts, provided one team leads
SPECIAL RULES
- Tackling and blocking are prohibited
- One player may be in motion at the snap
- Direct quarterback runs are not allowed (except 7th–8th grade blitz situations)
- Mercy Rule: A 24-point differential activates the mercy rule:
- The trailing team starts at the opponent’s 10-yard line with 4 plays to score
- The leading team starts at its own 5-yard line with:
- 2 plays to earn a first down
- 2 plays to score
- If the point difference falls below 24, standard rules resume
COMMON SCENARIOS & CLARIFICATIONS
Passes Behind the LOS: Forward passes thrown behind the line of scrimmage are illegal. The quarterback may throw a lateral or backward pass; the receiver may then run (if allowed) or throw a forward pass.
Blocking: After a catch, offensive players may not interfere with defenders attempting to pull flags, including moving screens.
Backward Passes Downfield: Hook-and-ladder plays and backward or lateral passes beyond the line of scrimmage are legal.
Pass After Sack Count Expires: Once the sack count expires, the play is dead immediately, even if a pass or interception is in progress.
Quarterback Kneel: A quarterback may take a knee to run out the clock. In the final minute of the second half, this is treated as an incomplete pass and stops the clock.