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Men's / Women's
5v5 Rules.

Official ruleset for FFU Adult 5v5 leagues. Read this before your first game. Officials' interpretations during games are final.

1. Equipment & Field

  • Player requirement: 5v5. A minimum of 3 players is required to avoid a forfeit.
  • Football: NFL "Wilson," NCAA Leather Football, or Official Flag Football
  • Flags: 5v5 Sonic Pop. Teams must provide their own flags.
  • Field dimensions: 62 yards × 30 wide — two 25-yard zones with 7-yard end zones
  • Game balls: Teams are responsible for providing their own football

2. Basic Rules of Play

  • Coin toss to begin the game. Choices: (1) Offense, (2) Defense, or (3) Designate Goal.
  • Ball is spotted on the 5-yard line to begin play.
  • 3 downs to cross midfield, then 3 downs to score a touchdown.
  • Receiving: All players are eligible. Control and one foot in bounds for a reception. Interceptions are live.
  • No-Run Zones: short-yardage plays — including the 5 yards before the first down marker and before the end zone.
  • Extra points are declared. To change the play, a timeout must be called.

3. Game Clock Format

  • Each game is played in two 15-minute halves with a running clock.
  • In the second half, after the 15 minutes is up, the official will declare the start of "4 plays." Once "4 plays" begins, the game ends after 4 plays have been made. "4 plays" is initiated only if the score is within 8 points.
  • Each team receives two timeouts per game.
  • The game clock does not run during extra-points after a timeout has been called.
  • Halftime and the break between games is 2 minutes for warm-ups.
  • The offense has 25 seconds from the time the ball is set by the official to snap the ball.

4. Scoring

  • Touchdown: 6 points
  • Safety: 2 points
  • Extra Point — 5 yards out: 1 point (no-run zone)
  • Extra Point — 12 yards out: 2 points (running play allowed)
  • Defensive return of an extra-point try: 2 points

5. Drives

  • All drives begin on the 5-yard line, with the exception of interceptions.
  • Interceptions may be returned for a 6-point touchdown. If the player is downed before the end zone, the drive begins where the player's flag was pulled.
  • Interceptions on an extra-point attempt that are not returned for two points will begin on the 5-yard line, unless there is a defensive penalty during the runback — in which case the ball will be spotted at the point of infraction.

6. First Downs

  • The offense has 3 plays to advance the ball beyond midfield for a first down.
  • After the offense crosses midfield, they have 3 plays to score.

7. Centering the Ball

  • The ball must be snapped between the legs — not off to one side — to start each play.
  • A 5-yard penalty will be assessed for delay of game.
  • Officials will warn teams when there are 10 seconds left.
  • The ball must be snapped from the line of scrimmage. Any location on the line is acceptable for ball placement.

8. Substitutions

Players may substitute during a dead ball but must be off the field before the next play is snapped. The offense may not have one player step off and another step on in an attempt to confuse the defense.

9. Running Plays

  • There is no limit to the number of handoffs made behind the line of scrimmage.
  • The quarterback does not have to be lined up behind the center.
  • There is no limit on the number of laterals in one play.
  • If the pitch is forward, the recipient must run the ball.
  • The player who takes the handoff can throw the ball as long as they do not pass the line of scrimmage.
  • Once the ball has been handed off or pitched, all defensive players are allowed to rush even if they aren't behind the 7-yard rushing marker.

10. The "No-Run Zone"

  • The "No-Run Zone" is designated to avoid short-yardage power running. It is located 5 yards from the midfield first-down marker and 5 yards from the end zone.
  • In the No-Run Zone, the offense may only advance the ball by throwing it beyond the line of scrimmage.
  • Handoffs are allowed in the No-Run Zone, however the player receiving the handoff may not run — they must pass the ball.

11. Receiving

  • All players are eligible to receive passes, including the quarterback if the ball has been handed off behind the line of scrimmage.
  • A player must have at least one foot in bounds when making a catch.

12. Passing

  • Shovel passes are allowed.
  • The quarterback has a 5-second pass clock if no defensive players rush. If a pass is not thrown within that time, the play is dead and treated as an incomplete pass.
  • Interceptions may be returned.
  • If a lateral, pitch, or backwards pass is batted down, the ball will be spotted where it first touches the ground.

13. Rushing the Quarterback

  • All players who rush the quarterback must be a minimum of 7 yards beyond the line of scrimmage when the ball is snapped.
  • Once the ball has been handed off, all players are eligible to rush from anywhere.
  • Any number of players may rush the QB, provided they are behind the 7-yard marker at the start of the play.
  • Officials will designate the 7-yard marker.
  • If a rusher enters the 7-yard neutral zone before the snap, they must get back behind the marker before the ball is snapped in order to rush.
  • A rusher must go for the QB's flags.
  • The rusher may attempt to block the pass, but it is a penalty to make contact with the QB's body or arm — even if the ball is deflected.
  • If no one rushes, the QB has 5 seconds to release the ball.
  • The rusher has a direct line to the QB, provided they do not rush from up the middle.
  • The center and receivers must avoid contact with the rusher.
  • The offense must avoid the rusher even if the QB rolls out or hands off.
  • If the rusher changes direction for any reason, they must avoid contact with the center and receivers.
  • Only players who start behind the 7-yard mark may cover receivers in the backfield.
  • Defensive players who are not behind the 7-yard mark when the ball is snapped may not cross the line of scrimmage until the ball has left the QB's hand.
  • The 5-second count is not in effect if the defense rushes.

14. Dead Balls

Play is ruled over when:

  • The ball hits the ground
  • The defense has pulled the ball-carrier's flag
  • The defense has touched a player who either (a) started the play without a flag, or (b) inadvertently had a flag fall off. Note: if the defense intentionally pulls the flag prematurely, they must touch the player.
  • The ball-carrier's knee touches the ground
  • The ball-carrier steps out of bounds
  • An inadvertent whistle. If there is an inadvertent whistle, the offense has the choice of accepting the ball where it was whistled dead or replaying the down.

15. Overtime

Overtime only exists in a declared playoff or championship game.

  • Coin toss determines first possession.
  • Overtime is an extra-point shootout from the 5-yard line. If the first round is a tie, a second round will commence.
  • If a tie results from the second extra-point shootout, each team will have one play starting at their 5-yard line to obtain the most yards.
  • If the first team scores, the second team will have an opportunity to tie the game.
  • If the second team scores first, the game is over.
  • Each team will receive one timeout in overtime.

16. Penalty Procedures

  • Referees determine incidental contact, which may result from normal run of play.
  • Only the team captain may ask the referee for rule clarification.
  • Players cannot question judgment calls.
  • All interactions with captains and referees should be made in a sportsmanlike manner.
  • The end of the half or game cannot end on a defensive penalty unless the offense declines it.

17. Defensive Penalties

  • Offsides
  • Pass interference / illegal contact — the defense may not play bump-and-run. A defensive player shall not make any contact with an offensive player.
  • Holding — the defense may not hold on to the rusher or the flag belt to assist in pulling the flag. Holding is not a defensive penalty if the offensive player with the ball has pockets in their shorts. If the defensive player holds intentionally or excessively (referee's discretion), the penalty may still be called.
  • It is not a penalty if the flag belt is pulled off instantaneously.
  • Illegal rush — players who are not lined up 7 yards off the line of scrimmage when the ball is snapped may not enter the backfield until the ball has left the original QB's hands.
  • Roughing the quarterback — the rusher may not make contact with the QB's throwing hand or arm, or hit the ball while it is in the QB's hands.

All defensive penalties are 5 yards from the line of scrimmage and result in an automatic first down — except holding, which is marked off from the point of infraction.

18. Offensive Penalties

  • False start — movement by the offense that simulates a snap
  • Illegal pass — passing the ball beyond the line of scrimmage, or two forward passes
  • Offensive pass interference
  • Pick — receivers may not set a pick to free up other receivers
  • Flag guarding
  • Illegal block / screen
  • Charging — running through a defender who has established position
  • Impeding the rusher / hurdling / diving — hurdling over a player on the ground or diving to advance the ball
  • Delay of game — offense exceeding the 25-second play clock
  • Equipment infraction — the QB and center must have both flags on their hips before the ball is snapped

All offensive penalties are 5 yards from the line of scrimmage, except flag guarding which is marked off from the point of infraction. All offensive penalties result in a loss of down except illegal motion / false start and delay of game.

Note: if the offense crosses midfield and commits a penalty after crossing that, when assessed, puts them behind midfield, it will be first-and-goal from where the ball is placed.

19. Unsportsmanlike Conduct

  • Any player, coach, or spectator may be ejected if the Facility Manager or Referee feels they are being disruptive. All persons ejected must leave the building. Players or coaches who are ejected will be asked to leave the park's vicinity and may be banned for a length of time at the discretion of the Flag Football Director.
  • Excessive contact or rough play: if the official decides excessive contact was "with intent to harm," the player will be ejected from the game. Depending on severity, the player may be removed from the league. Excessive contact may be called even if the contact was unintentional.
  • Excessive arguing with officials
  • Using vulgar language

20. Fighting

  • Fighting can result in a minimum 2-season suspension or permanent suspension. The Flag Football Director has ultimate discretion of the suspension length.
  • If a fight is started between teams during the course of the game, the referees may call the game.
  • The score at the time the referees called the game will be placed into the standings.
  • The referees will fill out a report to determine who started the fight.
  • If both referees agree on a specific player or players who started the fight, the consequences will be determined by the Director.
Officials' interpretations during games are final. If you have a question about a ruling that came up during your game, email a coordinator and we'll clarify it for the next week.