Flag Football Rules

Updated 4/2025

7 on 7  Flag Football Rules


7 on 7  Flag Football Rules (Highlighted in yellow are different rules for the younger kids)

General

GYFL flag football is a developmental league for kids. We are here to teach all of the kids the basic rules and skills for football.  Such as how to set your feet as a receiver, take a handoff, stance, and line of scrimmage.

Please respect each other as coaches and the officials.  The GYFL is setting a precedent as a flag football league where kids can learn the game of football and have fun.  We are not here to win trophies or make all star teams.  Treat every kid you are coaching as if they were your own.  Help each team lineup and get set. 

If a team is up by more than 18 points the opposing team will get the ball at midfield.

GYFL footballs must be used based on the appropriate level.

Flag belts are not to be altered each player shall have their three flags, each hip and one “tail” flag.

Home team determines to start on offense or defense.

The ball starts in the 5 yard line.

ONE coach on the field per team.

o   For the Mighty Mights we allow TWO coaches on the field per team.

1 Time Out per half for each team.

30 Second Play clock for all age groups.

First offense is a warning, Additional penalties result in a loss of down .

For Mighty Mights only we ask that, in keeping with the spirit of a learning phase, if the defense is not lined up due to confusion, etc, the offense is to WAIT until they are ready. If a defense is not ready when an offense is and the play clock expires, it should not be a penalty on the offense.

 Extra Points: 1 Point from the 5 yard line and MUST be a Pass. 2 Points from the 10 yard line may either be a pass or a run play.

No blitzing on extra points.

1 Blitz allowed per defensive set (even if offense gets a first down). Only one person from the defense may blitz. The blitz can take place anytime AFTER 1 Mississippi.

No blitzing at the Mighty Mights level

Motion is allowed at bantam, junior and senior levels.

o   No motion at Mighty Mights age group

OFFENSE

40 Yard field (mid field is first down line) 4 plays to get to TD or first down.

If a team does not get a first down or touch down on 4th down the ball changes sides. If the offense turns the ball over on downs, the other team will take possession at their own 5 yard line.

Center starts with the ball and play starts on the snap. Ball must be snapped between the centers legs. In the case of a bad snap, the QB only can pick up the ball and continue the play.

Mighty Mights will start the play with QB possessing the ball (NO snap from Center needed)

Any player may catch a pass or take a hand off.

Laterals are only allowed behind the line of scrimmage.

A RB behind the line of scrimmage may throw the ball. (i.e. halfback pass)

When an offensive player drops the ball (during handoff or while running) it is a dead ball (No Fumbles), ball is spotted where it touches ground. This does not apply to the Center/QB exchange, where QB can pick up ball and continue the play.

The QB can only run if they are blitzed. --- QB cannot run if the rush is after 6 Mississippi.(3 for Seniors)

No blocking is allowed at any time.

Offensive pass interference is a loss of down.

Offensive players are not allowed to guard the flag. The offensive player may move their arms in a running motion but cannot prohibit a defensive player grabbing their flag.

Flag Guard is a spot foul ending the play.

Offensive formation must have, Center, QB, and RB

Teams can overload entirely to one side (must still have a QB, RB and C in backfield)

No Run zone is ONLY from within 5 yards or less from the goal line. (You may run the ball for a first down regardless of distance to the first down)


DEFENSE

Defense may play zone or man to man defense.  

Defense must have a defensive tackle stay in to rush the QB.

SENIORS ONLY- After a count to 3 MISSISSIPPI the defense can rush one player

After a count to 6 MISSISSIPPI the defense can rush one player (QB cannot run)

The defense can blitz AFTER 1 Mississippi once in a full defensive set. One defensive player may blitz and the QB can run if blitzed (No blitzing on extra points) The referee will be the only one calling the rush count

Interceptions are returnable, the ball will be spotted where the flag is pulled. (an extra point interception return for TD is worth 1 point to Defense)

Defensive pass interference is a spot foul and first down.

If an opponent's flag is pulled in the end zone it is a safety. Results in 2 points for the defense and change of possession.



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