7 on 7 Flag Football Rules



A team consists of 7 players. A team must have 5 players to start the game.  If a team does not have 5 players by 5 minutes after the scheduled start time, that team will forfeit the contest.

Forfeit time:

5 minutes after scheduled game times.


Please refer to the eligibility form on the registration site.

Must be currently enrolled student or staff member.

You may play for only 1 team.

Violation of any of the above will result in forfeiture of the game/and or season.


1.  Shirts and jerseys MUST be tucked in so they do not interfere with the flag.

2.  No metal spikes or jewelry

3.  Times:

a.  The game will consist of two 20 minute halves (running time) with a 3 minute halftime break.  There will be stop time for the last 2 minutes of each half.

b.  No time outs (Exceptions - injuries.)

4.  There will be no kickoffs, All play starts from the 20 yard line.

5.  Coin toss winner picks "start of offense" or "start of defense".  the other team then picks the goal they wish to defend.

6.  Dead balls:  

1.  The ball carrier falls to ground.  
2.  The ball carrier loses flag. It is then 1 hand touch on ball carrier.

7.  Scoring: 

Touchdown                   6 points 
Extra point (3 yd line)    1 point 
Extra point (10 yd line)   2 points 
Safety                           2 points 

The extra point try can be run back by the defense for 2 points. 


8.  Offense: 

25 seconds to put the ball in play 
No 3 or 4 point stances by either team.  
At least 4 players must be on line of scrimmage.  
All players are eligible for a pass.  
Only 1 forward pass per play.  
One foot down in bounds = completion.  
No diving, but jumping to avoid a defender is ok.  
No mercy rule.  

9.  The QB cannot directly run with the ball.  The QB does have the ability to scramble in the back field, but cannot advance the ball beyond the line of scrimmage. 

10. The QB has a five-second “pass clock.”  If the ball is not handed off or a pass is not thrown within 
the five seconds, the defense may rush the QB. 

11. “No-Run Zones,” located 5 yards before each end zone and 5 yards on either side of midfield are designed to avoid short-yardage power-running situations. Teams are not allowed to run in these zones if the subsequent line is LIVE. (Reminder: Each offensive squad approaches only 
TWO No-Run Zones in each drive – one 5 yards from midfield to gain the first down, and one 5 yards from the goal line to score a TD).  

12. Blocking: Offense may extend arms in front of them, but not out to sides. Defense must go around defender. If they use hands/arms or go through the defender, it is a penalty.  

13. Defense: 

1.  All players who rush the passer must be a minimum of seven yards from the line of scrimmage when the ball is snapped.  Any number of players can rush the QB.  Players not rushing the QB may defend on the line of scrimmage. 

2.  A legal rush is: 

Any rush from a point 7 yards from a defensive line of scrimmage after five seconds of the center snapping the ball A rush from anywhere on the field after the ball has been handed off by the QB. If a rusher leaves the rush line early, they may return to the rush line, rest and then legally rush the QB.  

3.  The defense will be allowed to “Blitz” the QB once every 3 plays.  A legal blitz is a rush from a point 7 yards from a defensive line of scrimmage immediately after the center snaps the ball. 

14. Punts must be announced. There are no fake punts. No offensive player may go downfield until the ball is kicked. Defense must have 4 players on the line until ball is kicked.  

15. Overtime: Winner has choice to go 1st or 2nd . Each team has 4 plays to score from the 20 yard line. After a score, an extra point will be attempted. Beginning with the second overtime, teams must go for 2 points.  

16. Penalties:  

5 yard penalties  
Flag guarding or stiff arm.  
Delay of game  
10 yard penalties  
Bull rush  
Tackling or tripping the ball carrier (even if unintentional)  
Pass interference 
Taunting or trash talking (expulsion if flagrant)