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Adult 7v7
Rules.

Official ruleset for FFU Adult 7v7 leagues. Read this before your first game. Officials' interpretations during games are final.

1. Equipment & Field

  • Football: NFL "Wilson," NCAA Leather Football, or Official Flag Football
  • Flags: 5v5 Sonic Pop. Teams must provide their own flags.
  • Field dimensions: 120 yards × 40 wide — two 20-yard zones with 10-yard end zones
  • Game balls: Teams are responsible for providing their own football

2. Basic Rules of Play

  • The coin toss determines possession. The ball is placed on the 35-yard line on a kicking tee. The kicking team must field 5 players against the receiving team's 3.
  • There is absolutely no blocking on the kick return.
  • The ball must stay within the field of play once kicked off the tee.
  • Touchback: receiving team starts on the 10-yard line.
  • Kick out of bounds before being received: receiving team starts on the 35-yard line.
  • Each half begins with the kickoff from the tee.
  • After every touchdown, the offense may select a 1-point attempt from the 5, a 2-point attempt from the 10, or a 4-point attempt from the 20.
  • Extra points are declared. To change the play, a timeout must be called.

3. Game Clock Format

  • Games are 35 minutes long.
  • The clock runs continuously during the 1st half unless a timeout has been called (clock stops for 30 seconds).
  • The 2nd half concludes with a 7-play run-off only if the score is within 16 points at the conclusion of regulation.
  • There is absolutely no pro clock.
  • Each team is awarded two 30-second timeouts per game. Timeouts can be used simultaneously if needed.
  • 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. Notables

  • The first team to score 35 points wins, unless game time expires or the score is within 16 points at the end of regulation.
  • The play clock is 25 seconds at the conclusion of the previous play. This is your one and only warning — it is a very fast play clock.
  • The ball must be snapped between the center's legs.
  • The QB is allowed to receive the snap from under center.
  • The QB has only 5 seconds to throw the ball past the line of scrimmage, or the ball will be placed where the time-clock violation was committed.
  • The throw clock is 4 Mississippi; then a violation whistle blows.
  • The QB cannot run, ever — unless the defense uses a rush attempt.
  • The defense is allowed 4 undeclared rush attempts per half.
  • The defense is allowed to rush on every extra-point attempt without sacrificing one of their rush attempts per half.
  • Unlimited pitches and throwbacks are allowed; however, that does not stop the 4-second throw clock unless the defense uses a rush attempt.
  • You may use the Star Back as part of your overall strategy; the throw clock continues unless a defensive rush attempt occurs.
  • Each team is mandated to wear their declared color. Once the team captain declares the season's color, any player taking the field without proper color will cost the team 12 points on the first snap of the contest.
  • Fumbles are live! However, fumbles can only be advanced by the fumbling player.
  • There is zero blocking allowed.
  • You may hand the ball off, but the receiving player must cross the line of scrimmage within 4 seconds.
  • No mercy rule.

5. Overtime

Both teams run 3 plays from the 10-yard line. So a possibility of 3 scores and 3 extra-point attempts can occur. After each touchdown gained, the offense may attempt a 1-point, 2-point, or 4-point conversion.

6. 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.

7. Penalties

  • Defensive pass interference — spot foul, automatic first down
  • Offensive pass interference — 10-yard penalty from previous spot, loss of down
  • Defensive holding — 10-yard penalty
  • Illegal procedure (offense) — 5-yard penalty
  • Defensive offsides — 5-yard penalty
  • Delay of game — 5-yard penalty (clock stops in final 1:00)
  • Downfield screen — 10-yard penalty, loss of down
  • Face guard — 10-yard penalty
  • Flag guard — 10-yard penalty, loss of down
  • Blocking — 10-yard penalty, loss of down
  • Double-clutch snap — 10-yard penalty
  • Simulating the snap (defense) — 10-yard penalty
  • Player in play without both flags on the snap — loss of down

8. Unsportsmanlike Conduct

  • Fighting / unsportsmanlike conduct, 1st offense: ejection from the game
  • 2nd offense: ejection from league play and playoffs
  • If any player leaves the sideline to participate in an on-field fight, the entire team will be ejected from the game.

9. 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.

10. Seeding

  • Teams will be seeded for the playoffs according to their overall records.
  • Tiebreakers, in order: head-to-head → point differential.
  • A coin toss will determine any other tiebreakers.
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.