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NFL Youth Flag Football

NFL Youth Co-ed Flag Football League 2025

Our mission is to empower youth athletes and instill a lifelong passion for flag football through leagues that are engaging, fun, and accessible for everyone. 

 

 

* To get the in-district discount, you must show proof of residency at our office BEFORE registering your child. If you register your child before showing proof of residency, we will NOT provide a refund.*

 Age Divisons (co-ed): 

5-6

7-8

9-10

11-13

WHAT ARE THE RULES OF FLAG FOOTBALL?

Code of Conduct 

NO PLAYER OR ADULT SHALL: At anytime be guilty of physical attack as an aggressor, lay a hand upon, shove, strike, or threaten an official, player or other adult. Officials are required to immediately remove said offender from facility or field and report incident to the Office. Said offender shall not be allowed to return to Valley- Wide facility or field until his/her case has been considered by League Director.

MINIMUM PENALTY: Based on severity of offense, probation with the possibility of suspension or removal from ALL Valley-Wide leagues, facilities, and fields for one calendar year or more.

MAXIMUM PENALTY: Suspension or removal for up to five years and/or assault charges filed.

2. NO PLAYER OR ADULT SHALL: Be guilty of abusive verbal attack upon any player, official or spectator. Officials are required to immediately remove said offender from facility or field and report incident to the Office. Said offender shall not be allowed to return to Valley-Wide facility or field until his/her case has been considered by the Sports Supervisor.

MINIMUM PENALTY: Probation with the possibility of removal from ALL TVRPD leagues for one calendar year upon review.

MAXIMUM PENALTY: Suspension/removal for up to five years. Applicant must re-apply after suspended period.

3. NO PLAYER OR ADULT SHALL: Refuse to abide by official’s decisions. Officials are required to immediately remove said offender from facility or field and report incident to the Office. Said offender shall not be allowed to return to Valley-Wide facility or field until his/her case has been considered by the League Director.

MINIMUM PENALTY: Placed on probation for the remainder of said season.

MAXIMUM PENALTY: Suspension or removal for two league games and placed on probation for the remainder of the season.

4. NO PLAYER OR ADULT SHALL: Be guilty of objectionable demonstrations of dissent at officials’ decisions.

MINUMUM PENALTY: Warning by officials.

MAXIMUM PENALTY: Removal by the official for the remainder of current game, with automatic one game suspension thereafter.

5. NO PLAYER OR ADULT SHALL: discuss with an official in any manner the decision reached by said official. Only the coach or assistant coach of the team may do so in a calm and reasonable manner.

MINIMUM PENALTY: Warning by officials.

MAXIMUM PENALTY: Ejection by the official for the remainder of the game. Upon ejection one game suspension thereafter.

Section D – Player and Adult Code of Conduct: (continued)

6. NO PLAYER OR ADULT SHALL: Appear at practice or game of play at any time in an intoxicated condition. Officials are required to immediately remove said offender from facility or field and report incident to the Office. Said offender shall not be allowed to return to Valley-Wide facility or field until his/her case has been considered by the League Director.

MINIMUM PENALTY: Removal for two games and placed on probation for one calendar year.

MAXIMUM PENALTY: Removal for remainder of the season with review after said period.

7. NO PLAYER OR ADULT SHALL: Be guilty of gambling upon the outcome of a play or game with any other person. Officials are required to report immediately any violation to this rule to the Office.

MINIMUM PENALTY: Placed on probation for remainder of season. MAXIMUM PENALTY: Suspended/removal for the remainder of said season.

8. NO PLAYER OR ADULT SHALL: Smoke at any TVRPD park or facility.

MINIMUM PENALTY: Warning and/or removal by official.

MAXIMUM PENALTY: One Calendar year probation and up to a two game suspension.

SPECIAL NOTE:

1. The parent/guardian having affixed his or her name on the registration form acknowledges the responsibility to uphold and abide by the Code of Conduct established by TVRPD and hereby understands that failure to do so may result in an indefinite suspension from further participation in the sports programs conducted under the jurisdiction of TVRPD.

2. Any player or adult being placed on probation for any reason and is once again reported for violations of Code of Conduct, will be suspended for the remainder of said season.

3. Any player or adult removed from a game, must leave the facility in a calm fashion immediately, failure to do so will carry a maximum penalty of suspension for the remainder of said season.

4. The Recreation Manager will consider each case and rule on these in a timely manner. Penalties may be adjusted due to severity of incident or repeat behavior.

General Rules 

Classification and Eligibility

1. TVRPD NFL Flag Football League shall be open to any youth who does not exceed the listed grade requirements.

2. Players may not compete in younger age divisions.

3. Competition will be divided in the following divisions (proof of grade and age may be required):

• Ages 5-6

• Ages 7-8

• Ages 9-10

• Ages 11-13

4. A player may compete for only one team and in one age classification. Any player competing on more than one team or in more than one division will be declared ineligible.

5. Any player currently on a team roster and found ineligible shall be removed from that roster. Games the player has participated in will not be forfeited with the exception of the game in which the protest was lodged. However, if a player is found participating, and not on a team roster, that player will not be allowed to participate, and any games he/she has played will result in forfeiture of those games.

6. Players may be added to a roster only upon approval of the Recreation Specialist and/or Manager.

7. The team roster may not exceed 10 players for each team.

8. Any player found registered in the wrong division (based on grade) will be removed immediately from said division. If there is room available in players correct division (based on grade) they may be placed in said division upon the Recreation Specialist and/or Manager's approval.

Use of Facilities

  1. No food or drink to be spilled on grass.
  2. NO grilling any food anywhere at park
  3. No motorcycles, bicycles, skateboards or any other type of vehicle on field.
  4. No smoking allowed.
  5. No gum will be allowed.
  6. Abusive language by anyone will not be tolerated.
  7. Remember, TVRPD activities are alcohol and drug free. Any player, coach or spectator guilty of alcohol or drug use will result in immediate removal.
  8. Coaches responsible for their teams' conduct before, during and after their games.
  9. Parents/guardians are responsible for their child(ren) as well as any other family member and/ or friend(s) in attendance to ensure all League Rules and Codes of Conduct are upheld. This applies to all youth and adult spectators in attendance at all times.
  10. The parent/guardian having affixed his or her name on the registration form acknowledges the responsibility to uphold and abide by the Code of Conduct established by TVRPD and herby understands that failure to do so may result in an indefinite suspension from further participation in the sports programs conducted under the jurisdiction of TVRPD.

Rules of Conduct

  1. Profane language by players, managers, coaches, or spectators will not be tolerated.
  2. Players using profane language will be ejected from the game.
  3. Coaches and managers using profane language will be ejected from the gymnasium. Failure to comply with this ruling may result in higher action taken.
  4. Spectators using profane language will be ejected from the gymnasium. Failure to comply with this ruling may result in higher action taken.

Unsportsmanlike harassment of game officials, and/or opposing teams by players, coaches, managers or team participants will not be tolerated.

A. Game or league officials may bar a player, coach or manager for an entire game, after formal warning during an official time-out.

B. Two technical fouls for the above on any one player, coach or manager is an automatic ejection from the game.

C. The third cumulative, technical foul for unsportsmanlike conduct of players, coaches, and/or managers will result in an automatic forfeiture of the game.

D. Coaches will be directly responsible for the conduct of their spectators.

 

3. If, in the opinion of the game officials, unsportsmanlike conduct is flagrant, ejection may result with or without prior warning given.

Volunteer Coaches - Code of Ethics

1. Volunteer Coach Shall:

a. Strive to set an example of good sportsmanship and conduct as a coach as well as influence the proper attitude of all members of his/her team.

b. Refrain from any objectionable demonstrations regarding the decisions of an official or the actions of opposing coaches or players by use of profane language, obscene language or obscene gestures.

c. Abide by all TVRPD league rules and regulations, governing play.

d. Not at any time lay a hand upon or strike any official, coach, spectator or player.

e. Act in the capacity of a leader, not as a manager, or a coach of a professional team. Be sure to remember the sensitivity of youths and young adults.

f. Refrain from smoking in the gym or on the grounds and shall not, at any time appear in the gym while under the influence of alcohol or drugs.

g. Not refuse to abide by an official’s decision.

h. Assume full responsibility of maintaining a proper attitude and conduct of all members of his/her team.

i. Work towards the understanding of a wholesome and rewarding sports-for-fun concept.

j. At all times win or lose, part with opponents on friendly terms.

k. The coach, having affixed his or her name on the coaches’ application acknowledges the responsibility to uphold and abide by the Coaches' Code of Ethics, established by TVRPD and hereby understands that failure to do so may result in an indefinite suspension from further participation in the sports programs conducted under the jurisdiction of TVRPD.

DRAFTING 

Draft Procedures & Rules

1. Only the head coaches’ child is guaranteed a spot on the team. That child is to be selected in the final round.

2. Child of potential assistant coach does not have a guaranteed spot on the team. NO EXCEPTIONS!

3. If a coach does not have a child in the league, this may select any player in the first round.

4. If a coach does not attend skill evaluation/draft, staff will draft that team at random.

a. Coaches may send their assistant coach to draft

5. Players who are not present for skill evaluations may not be selected during the draft. Those players will be randomly placed on a team. NO EXCEPTIONS!

6. Siblings in the same division must be selected together unless otherwise requested by the parent. This will result in the back-to-back selections. Example: Sibling A is selected in round 3, sibling B must be selected in the 4th round.

7. Trades between coaches/teams will NOT be allowed.

 

At the draft table:

1. The order of the draft will be determined by a hat pick.

2. A snake style draft will be used. Order example: round one 1-10, round two 10-1, round three 1-10, etc.

3. Each coach will select their practice day/time and team color.

4. Rules and Regulations will be reviewed.

Game setup and Flow 

1. Teams are to wear official NFL jerseys and official flags provided by TVRPD.

• In the chance that teams scheduled have similar colors, away team is to change color jersey by switching to reversable side.

2. Team Size: (5v5) Teams must have at least 7 players on the roster.

• If teams only have 4 players, then the game will be called a forfeit.

 

3. At the start of each game, captains from both teams meet at midfield for the coin toss to determine who starts with the ball. The visiting team calls the toss.

4. The winner of the coin toss has the choice of offense or defense. The loser of the coin toss has the choice of direction. There is no option to defer.

• Teams will automatically switch sides of the field and the team that started the game with possession will begin the 2nd half on defense.

5. The offensive team takes possession of the ball at its 5-yard line and has four (4) downs to cross midfield. Once a team crosses midfield, it has three (3) downs to score a touchdown.

• If the offensive team fails to cross midfield after 3rd down and elect to "punt" on 4th down, possession of the ball changes and the opposing team will start a new possession from its own 5-yard line. If the offensive team goes for it on 4th down and does not cross midfield, the opposing team will start a new possession from the spot where 4th down ended.

• Any time there is a ‘PUNT or PLAY decision on 4th or 3rd down, the referee WILL ask the offense’s Head Coach to declare ‘Punt or Play’. The coach MUST make an immediate decision or risk a delay of game penalty.

• Teams may use a timeout to change the declaration of “Play” at any time prior to the expiration of the play clock.

• After crossing midfield, if the offense fails to score on 3rd down, the ball changes possession and the new offensive team starts at its 5-yard line.

Terminology 

Boundary Lines

The outer lines marking the playing field's perimeter, including sidelines and end zones.

 

Line of Scrimmage

(LOS) an imaginary line running through the point of the football and across the width of the field.

 

Line-to-Gain

The yard line the offense must reach for a first down.

 

Rush Line

An imaginary line 7 yards from the line of scrimmage on the defense's side.

 

Offense

The team with possession of the ball.

 

Defense

The team trying to stop the offense and regain possession.

 

Passer

Any offensive player who throws the ball, not just the quarterback.

 

Rusher

The defensive player who starts from the rush line and tries to pressure the quarterback by either pulling flags or blocking passes.

 

Live Ball

Refers to the period of time that the play is in action. Generally used in regard to penalties. Live ball penalties are considered part of the play and must be enforced before the down is considered complete.

 

Dead Ball

The time between plays when no action is occurring.

 

Whistle

Official's signal to stop play for timeouts, end of plays, or game periods.

 

Inadvertent Whistle

An official’s whistle that is sounded in error.

 

Charging

When a ball-carrier illegally runs directly into a set defensive player. This includes leading with the head or contacting shoulder, forearm, or chest.

 

Flag Guarding

An illegal act when the ball-carrier tries to block defenders from pulling their flags - whether by stiff-arming, dropping their elbow/head, or using the ball itself as a shield.

 

Shovel Pass

A legal forward pass across the LOS (Underhand, backhand or by pushing the ball forward).

 

Lateral

A backward or parallel toss of the ball by the ball-carrier.

 

Punt

a kick made by dropping the ball from the hands and kicking it before it hits the ground.

 

Unsportsmanlike Conduct

Confrontational or offensive behavior or language.

Equipment Checklist 

1. Referees will inspect equipment before the start of each half.

2. All players must wear official NFL FLAG jerseys, belts, and flags. Game balls should be age specific.

3. Teams are to wear official NFL jerseys and official flags provided by TVRPD.

• In the chance that teams scheduled have similar colors, away team is to change color jersey by switching to reversable side.

4. Players must wear shoes. Cleats with exposed metal are never allowed and must be removed.

5. Players may tape their forearms, hands and fingers. Players may wear gloves, elbow pads and knee pads. Braces with exposed metals are not allowed.

6. Players must remove all jewelry and hats. Headbands or winter beanies are allowed.

7. Players may NOT have any substance such as stick-um on ball or players hands.

8. Prescription glasses are permitted without a strap.

9. Players’ jerseys must be tucked into shorts or pants at all times. Flag must be on waist at all times.

10. We recommend players wear shorts or pants that do not have pockets or belt loops. Games will not be delayed for a player to tape their pockets.

11. Participants must bring their own official NFL FLAG belts to the field. Extra belts and mouth guards may be available for purchase on TVRPD official site.

12. NFL FLAG footballs will be provided.

• Flag belts and flags cannot be the same color as the player’s shorts or pants.

13. LEAGUE & TOURNAMENT PLAY: Electronic communication between any player with their coach or spectator for their team is prohibited. If a team or individual is using electronic communication with a player or coach, at any time, that team will be disqualified immediately from play. This does not limit possible additional discipline at the sole discretion TVRPD. Please contact the Recreation Specialist or Manager immediately.

One Way Field 

One-Way Field Differences:

a. Starting possession will begin at the 40-yard line

b. There are no safeties. Ball will be spotted at the 40 with a change of possession.

c. The ball will never start further back then the 40-yard line.

d. Interceptions are dead balls and will be spotted at the 40-yard line.

e. Home and away teams should be on opposite sidelines.

f. All rules supersede rulebook

g. ‘A declaration to ’PUNT’ is final.

Field 

Field Dimensions and Layout

Two standard field size options:

Ages 10-13 years old: 25 yards wide × 70 yards long with 10-yard endzones

Ages 5-9: 25 yards wide × 64 yards long with 7-yard endzones

1. Both field layouts will have a midfield line to gain for a first down. ‘No Run Zones’ are located 5 yards prior to midfield and 5 yards prior to the opponent’s endzone.

2. Stepping on the boundary line is considered out of bounds.

3. ‘No Run’ Zones are in place to prevent teams from conducting run plays.

While in the ‘No Run’ Zones, teams cannot run the ball across the line of scrimmage. All plays must result in a forward pass across the Line of Scrimmage.

4. The referee will spot the ball in the middle of the field prior to the ‘Ready to Play’ whistle. The ball may NOT be closer than 10-yards to any sideline.

Timing and Overtime 

Regular Season Games are played on with 2 - 24-minute halves, unless one team gains a 35-point advantage, which will end the game. Teams can agree to continue without changing the score. The clock stops for halftime (2 minutes), injuries and at the Officials’ discretion.

  • Halftime is 2 minutes.
  • Substitution at 12 minute mark per half.
  • Once the ball is spotted, a team will have 40 seconds to snap the ball.
  • Teams will have 1 - 60-second timeout per half. They do not carry over.
  • Score table will stop the clock for team timeouts, player injuries and at their discretion.

1. If team is ahead 14 points or above of the second half, the clock stops at the last two minutes for:

  • Incomplete passes (starts on snap),
  • Out of bounds (starts on snap),
  • Time outs (starts on snap),
  • Field supervisor’s time outs (starts on snap),
  • Penalties (starts on snap if clock was stopped)

2.If the score is tied at the end of regulation play, an overtime period will be used to determine the winner. Overtime format is as follows:

  • Home team calls the coin toss to determine the team that chooses to be on offense or defense first.
  • If a second round of overtime must be played, the team that lost the coin toss will get to choose offense or defense for the start of the second round of overtime. This process continues with teams alternating the choice to be on offense or defense to start every round of overtime.
  • The referee will determine which end of the field the entire overtime will be played.
    • 1st OVERTIME: Each team will get one (1) play from the defense’s 5-yard line for one point or the defense’s 10-yard line for two points. Each team has the choice to go for 1 or 2 points in the first OVERTIME PERIOD ONLY
    • Example: Team A starts on offense and chooses to go for one point from the 5-yard line and is successful. Team B is then on offense and can choose to either go for one point from the 5-yard line to tie and force a second round of overtime or to go for two points from the 10-yard line for the win.
    • If the second team on offense in an overtime round fails to beat or match the team that went first, the game is over.

4.Starting with the 2nd overtime, both teams must attempt a 2 point conversion from the 10-yard line.

5.Starting with the 3rd overtime, each team will get 1 play from the 5 yard line going out from the endzone. The team with the most yards will be the winner. The team with the most yards will be awarded 1 point added to their final score.

6.The Final Score will be recorded to include all points scored in the overtime periods.

7.All regulation period rules and penalties are in effect.

8.There are NO timeouts in overtime.

9.Interceptions are returnable for a score in OT and are worth 2 points.

  • Interceptions returned for a score in the first or second overtime period, the game is over. Interceptions advanced in the third overtime period, the game is over.

SUDDEN DEATH OVERTIME:

  1. Coin flip will start the sudden death overtime.
  2. The team that wins has the option to choose to begin the overtime period on offense or defense
  3. The ball will be placed on the 5-yard line
  4. Each team will be given 1 play to score a touchdown
  5. Teams can elect to go for 1 or 2-point conversion.
  6. After each offensive play teams will switch from offense to defense
  7. The team who scores on a possession while their opponent does not will be deemed the winner
Scoring Guide 

1. Touchdown: 6 points

2. PAT (point after touchdown) 1 point (5-yard line) or 2 points (10-yard line)

• 1 point extra point is pass only

• 2 point extra point can be a run or pass.

3. Interceptions returned for scores during a regulation scrimmage down are worth 6 points. 1 and 2 pt. extra point conversions or overtime interceptions returned are worth 2 points.

4. Safety: 2 points

• A safety occurs when the ball-carrier is declared down in his/her own end zone. Runners can be called down when their flags are pulled by a defensive player, a flag falls out, they step out of bounds, their knee or arm touches the ground, a fumble occurs in the end zone or if a snapped ball lands in or beyond the end zone.

5. A team that scores a touchdown must declare whether it wishes to attempt a 1-point conversion (from the 5-yard line) or a 2-point conversion (from the 10-yard line). Any change, once a decision is made to try for the extra point, requires a charged timeout. A decision cannot be changed after a penalty.

6. When 1 team is winning by 35 points or more, the game is over.

7. Forfeits will be scored 35-0 for the winning team on QuickScores

Coaching Guidelines 

1. Coaches are expected to adhere to TVRPD philosophies, coaching guidelines and code of conduct.

2. Coaches are permitted to coach on the sideline (see page 18 for age based guidelines)

• All team photographers, managers, position coaches, fans, etc. are required to remain off the playing field in the designated league viewing area (10 ft away from bounds).

• Coaches are responsible for their fans’ conduct and behavior plus any other associated team members in their designated team area.

• Anyone not playing caught stepping onto field will be given warning and if repeated on same game day, they will be asked to leave.

3. A coach who violates the Code of Ethics shall receive, at the minimum, a verbal warning from the Recreation Manager. At maximum suspension or removal for up to five years from all TVRPD facilities and/or assault charges filed (depending of severity of violation).

4. If a second incident occurs, at the minimum, a coach shall receive a written letter from the Recreation Manager, informing him/her that an additional incident shall necessitate removal from the program. At maximum suspension or removal for up to five years from all TVRPD facilities and/or assault charges filed (depending of severity of violation).

5. If a third incident occurs, a coach shall receive a written letter from the Recreation Manager informing him/her of his/her removal from the program. At maximum suspension or removal for up to five years from all TVRPD facilities and/or assault charges filed (depending of severity of violation).

Live Ball/Dead Ball REGULATIONS 

1. The ball is live at the snap of the ball and remains live until the official whistles the ball dead.

2. The official will indicate the neutral zone and line of scrimmage.

• It is an automatic dead ball foul if any player on defense or offense enters the neutral zone. The game officials may give teams a “courtesy” neutral zone notification to allow their players to move back behind the line of scrimmage.

3. A player who gains possession of the ball in the air is considered in bounds, as long as the first foot or a body part other than the hand, contacts the ground in the field, while maintaining possession.

4. The defense may not simulate the offensive team signals by trying to confuse the offensive players, while the quarterback is calling out signals to start the play. Other unfair acts would be; not returning five (5) eligible players to the field of play after halftime, a team or officials' time out prior to the ‘Ready to Play’ signal by the referee. This will result in an unsportsmanlike conduct penalty on the Head Coach.

5. Only referee can whistle the play dead. Play is ruled “dead” when:

a. The ball hits the ground.

  • If the ball hits the ground as a result of a snap, backwards pitch or lateral, the ball will be placed where the ball hit the ground.
  • The ball-carrier’s flag is pulled.
  • The ball-carrier steps out of bounds.
  • A touchdown, PAT or safety is scored.
  • The ball-carrier’s knee, shin, leg, forearm or arm hits the ground.
  • The ball-carrier’s flag falls out.
  • The receiver catches the ball while in possession of 1 or 0 flag(s).
  • The 7 second pass clock expires.
  • Inadvertent whistle
  • Ball-carrier leaves their feet to dive, jump or hurdle a player. (Exception: A PLAYER CAN DIVE TO CATCH A PASS OR PULL A FLAG)

NOTE: Fumbles / loss of possession: Ground contact must be made for the play to be dead at that spot. A fumble is loss of possession by a player, resulting in the ball contacting the ground.

8. If an inadvertent whistle occurs, the team in possession has two options:

• Take the ball where the whistle blew and the down will count

• Replay the down from the original line of scrimmage

If an IW occurs on the last play of the half or game, the offense will be awarded one untimed down and given those two options.

9. A team is allowed to use a timeout to question an official’s rule interpretation. If the official’s ruling is correct, the team will be charged a timeout. If the rule is interpreted incorrectly, the timeout will not be charged and the proper ruling will be enforced.

Running Game 

1. The ball is spotted where the ball is when the flag is pulled.

2. The quarterback cannot directly run with the ball across the Line of Scrimmage. The quarterback is the offensive player who receives the snap under center directly or in shotgun formation.

3. Direct handoffs, pitches, and laterals are permitted behind the line of scrimmage only. If this takes place, after the ball carrier crosses the line of scrimmage, the play is to be blown dead by the referee. The ball shall be placed at the spot possession was lost for the next play.

• “Center sneak” play is NOT allowed. The QB may NOT handoff, pitch or lateral the ball first to the center.

• Any player who receives a handoff, backward pass, pitch or lateral can throw the ball from behind the line of scrimmage.

• Once the ball has been handed off, in front, behind or to the side of the quarterback, or a back- ward pass, pitch or lateral has occurred, the 7-second passing clock is eliminated and all defensive players are eligible to rush (refer to passing section for more details).

4. Definition of a “Legal Handoff” - Total loss of possession directly from 1 offensive play to another.

5. Teams are not allowed to run in the ‘NO RUN ZONES’ - (Reminder: Each offensive team 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).

6. Runners are not permitted to jump, leap or hurdle, in the referees' judgement, while advancing the ball. The play is to be blown dead and the ball spotted where the jump, leap or hurdle occurred.

7. Ball carriers may leave their feet and the play will continue for spinning, jump cuts, QB’s passing or if there is a clear indication that he/she has done so to avoid a collision with another player. The play will continue without stopping. However, if while leaving the ground, illegal contact is made, a penalty may be enforced by the referee.

8. No blocking or “screening” is allowed at any time.

9. Offensive players in close proximity of the ball carrier must stop their motion once the ball has crossed the line of scrimmage. No running with the ball carrier.

10. Flag obstruction – All jerseys MUST be tucked in before play begins. The flags must be on the player’s hips and free from obstruction. Deliberately obstructed flags will be considered flag guarding.

11. Once the ball is advanced beyond the LOS, the current ball carrier is the only player allowed to have possession of the ball until the play is dead.

Passing 

Only 1 forward pass, thrown from behind the line of scrimmage, is permitted each offensive play. The ball must be released prior to crossing the line of scrimmage. There can be unlimited backward passes behind the line of scrimmage.

• There is no intentional grounding. The quarterback may throw the ball anywhere across the line of scrimmage to avoid a sack.

• All forward passes that do not cross the line of scrimmage are illegal forward passes, unless touched by a defender. All forward passes must go beyond the line of scrimmage.

2. Shovel passes are allowed and must be a forward pass, from behind the line of scrimmage, and received beyond the line of scrimmage.

3. The quarterback has a 7 second “pass clock.” If a pass is not thrown within 7 seconds, the play is dead, the down counts and the ball is returned to the line of scrimmage. Once the ball is handed off, pitched or lateraled behind the line of scrimmage, the 7 second rule is no longer in effect.

• If the QB is standing in the end zone at the end of the 7 second clock, the ball is returned to the line of scrimmage (LOS) and it will be the next down.

• If the quarterback throws the ball and then catches it, the play is dead and treated like an incomplete pass.

Receiving 

1. All players are eligible to receive passes (including the quarterback if the ball has been handed off, pitched or lateraled behind the line of scrimmage).

2. A player must have at least one foot or other body part in bounds, contacting the ground first with possession.

3. In the case of simultaneous possession by both an offensive and defensive player, possession is awarded to the offense.

4. Interceptions are returnable. If returned for a score during regular game play, the score will be worth six points, two points if returned during conversions and/or overtime.

Rushing the Passer 

1. All players who rush the passer must be a minimum of 7 yards from the line of scrimmage when the ball is snapped. Up to two (2) players can rush the quarterback. Rushers MUST identify themselves by raising their hand before the snap. Rushers MUST rush the passer immediately after the snap. Delayed rush is NOT permitted. Players not rushing the quarterback can defend the line of scrimmage.

2. Once the ball is handed off, pitched or lateraled backwards behind the line of scrimmage, all defenders may cross the line of scrimmage to defend and pull the flag.

3. A special marker will designate a rush line 7 yards from the line of scrimmage. Defensive players should verify they are in the correct position with the official on every play.

A legal rush is:

• Any rush by the 1 or 2 designated rushers, 7 yards from the line of scrimmage.

• A rush from anywhere on the field AFTER the ball has been handed off, pitched or thrown backwards by the player receiving the snap.

A penalty may be called if:

• The rusher leaves the rush line before the snap and crosses the line of scrimmage before a handoff, pitch, lateral or pass – Illegal rush (5-yards from the line of scrimmage and first down).

• Any defensive player crosses the line of scrimmage before the ball is snapped – Encroachment (5-yards from line of scrimmage and first down).

• Any defensive player not lined up at the rush line crosses the line of scrimmage before the ball is passed, pitched, lateraled or handed off – Illegal rush (5-yards from the line of scrimmage and first down).

• If the offense draws the identified rusher(s) across the 7 yard marker prior to the snap of the ball, the rusher(s) CANNOT legally rush. Jumping the rush is not a penalty until the rusher crosses the line of scrimmage prior to a handoff, pitch, lateral or forward pass.

Teams are never required to rush the quarterback with the 7 second clock in effect

4. Players rushing the quarterback may attempt to block a pass; however, contact to the QB, unless ruled incidental by the official, would result in a ‘roughing the passer’ penalty.

5. The offense cannot stop the rusher’s PATH to the quarterback, regardless of where they line up prior to the snap. The PATH is set pre-snap from the rusher or rushers directly to the QB. PATH does not move once the quarterback moves. If the “path or line” is occupied by a moving offensive player, then it is the offense’s responsibility to avoid the rusher. Any disruption to the rusher’s path and/or contact will result in a ‘Stopping the Rusher’ penalty. If the offensive player does not move after the snap, then it is the rusher(s) responsibility to go around the offensive player and avoid contact.

6. A sack occurs if the quarterback’s flags are pulled behind the line of scrimmage. The ball will be spotted where possession of the ball is when the flag is pulled.

• A 2-point Safety is awarded if a flag pull takes place in the offensive team’s end zone.

Flag Pulling 

1. A legal flag pull takes place when the ball-carrier is in full possession of the ball.

2. Defenders can dive to pull flags but cannot tackle, hold or run through the ball carrier when pulling flags.

3. It is illegal to attempt to strip or pull the ball from the ball carrier’s possession at any time.

4. If a player's flag inadvertently falls off during a play while that player has possession, the player is down immediately and the play ends. The ball is placed where the flag lands.

5. If a player who has one or no flags on their belt takes possession of the ball, the play is dead at that spot on the field.

6. A defensive player may not intentionally pull the flag(s) off a player who is not in possession of the ball.

7. Flag guarding is an attempt by the ball carrier to obstruct the defender’s access to the flags by stiff arming, dropping the head, hand, ball, arm or shoulder or intentionally covering the flags with the football jersey.

Formations 

1. Offenses must have a minimum of one player on the line of scrimmage (the center) and up to four players on the line of scrimmage. The quarterback must be off the line of scrimmage.

2. Movement simulating the snap, by a player who is set, is considered a false start.

3. The center must snap the ball with a rapid and continuous motion between his/her legs to a player in the backfield, and the ball must completely leave his/her hands.

**Only one player is allowed in motion when the ball is snapped. The player MUST be in motion, off the line of scrimmage. All motion must be parallel or backwards to the line of scrimmage when the ball is snapped.

**Players may shift positions on offense at any time, all players must still reset for 1 second, prior to the snap.

Unsportsmanlike Conduct 
  • If referee witness any acts of intentional tackling, elbowing, cheap shots, blocking or any unsportsmanlike act, the game will be stopped and the player will be ejected from the game. The decision is made at the referees’ discretion. No appeals will be considered.
  • INTENTIONAL PHYSICAL PLAY WILL NOT BE PERMITTED!
  • Offensive or confrontational language is NOT allowed. Referees have the right to determine offensive language. If offensive or confrontational language occurs, the officials’ will penalize for unsportsman like conduct and determine if an ejection is warranted.
  • § Players or Coaches may not physically or verbally abuse any opponent, coach or TVRPD staff. Ball-carriers MUST make an effort to avoid defenders with an established position.
  • Defenders must give free releases off the line of scrimmage to offensive players and are not allowed to run through the ball carrier when pulling flags. Offensive players may NOT initiate contact at the line of scrimmage with defenders.
  • Fans must also adhere to good sportsmanship as well:
  • Fans should cheer on their players only, not TVRPD staff nor opposing team.
  • Comments must be clean and profanity free.
  • Compliment ALL players, not just one child or team.
  • Fans are required to keep fields safe and kids friendly and adhere to league requirements for seating:
  • Keep younger kids and equipment such as coolers, chairs and tents a minimum of 10 yards off the field in the end zone area.
  • Stay in the end zone area, not between fields.
  • Dispose of ALL trash in designated trash cans.
  • 1. Unsportsmanlike conduct penalties:
    • Defensive penalty +10 yards from the dead ball spot and an automatic first down Offensive penalty -10 yards from the dead ball spot and a loss of down
    • Two (2) unsportsmanlike penalties on any player or coach in a game result in a disqualification and may lead to additional discipline.
Penalties 
  • Referees will administer all penalties.
  • The officials will determine incidental contact that may result from the normal run of play. All penalties will be assessed from the line of scrimmage, except as noted. (Spot fouls)
  • Only the team captain or head coach may ask the referee questions about rule clarification and interpretations. Games or halves may not end on a defensive penalty unless the offense declines it.
  • Penalties are assessed live ball then dead ball. Live ball penalties must be assessed before play is considered complete.
  • Penalties will be assessed half the distance to the goal yardage when the penalty yardage is more than half the distance to the goal.
  • Spot fouls administered in the end zone: Defensive (Ball on one-yard line, first down) / Offensive (Safety)
A list of football penalties with descriptions and yardage consequences for both defensive and offensive fouls.
Standings/Playoffs 

All teams will have 8 regular season games. Teams will play up to 2 games each week. The league will conclude with a single elimination tournament. The regular season will seed teams for the postseason. If a tie occurs, then head to head matchup, overall points against, overall points scored will determine seeding. If a tie still occurs, then a coin flip will be done.

Forfeits/Reschedules

  • Game time is forfeit time.
  • If your team forfeits a match during the season, the following rules apply:
  • Game recorded as loss and recorded as 35-0 on QuickScores.
  • If you know in advance that your team is going to forfeit a game, we encourage you to call TVRPD at least 24 hours in advance.
  • There are no rescheduled games.
  • Any forfeits will not be rescheduled

Playoffs:

  • Playoffs are a single elimination bracket. Happening Monday-Friday before Championship.
  • Playoff games may not be rescheduled and will automatically be forfeits.
Age Based Guidelines 

Ages 7-8

  • ‘No Run’ zones are eliminated. Teams may run anywhere on the field.
  • Defenders may NOT rush the passer unless there is a legal handoff executed in the backfield (REGULAR SEASON LEAGUE PLAY ONLY)
  • One Coach for each team is permitted on the field pre-snap to help their players, but MUST be off the field prior to the snap of the ball.

Ages 5-6

  • ‘No Run' zones are eliminated. Teams may run the ball anywhere on the field.
  • Defenders may NOT rush the passer unless there is a legal handoff executed in the backfield.
  • One Coach for each team is permitted on the field pre and post snap to help their players, but post snap at a safe distance to plays completion.
  • If the ball falls to, or touches the ground during the initial center to quarterback exchange, the play is ruled a 'Do Over' with no loss of down, once per down. On a second consecutive occurrence, the down is consumed.
  • Defenders MUST line up at least five yards from the line of scrimmage prior to the snap. If the ball is spotted on or inside the 5-yard line, the distance is reduced to three (3) yards.

The first rule of flag football is pretty straight forward: there’s no contact allowed. That includes tackling, diving, blocking, and screening. Instead, players wear flags that hang along their sides by a belt. To “tackle” the person in possession of the ball, the opposing team needs to pull one or both of their flags off.

While flag football rules are designed to keep players safe, you’ll find that they also create an engaging, fast-paced version of football without the physical contact. 

Here’s a list of basic flag football rules: 

  • 5-on-5
  • All passes must be forward and received beyond the line of scrimmage.
  • Direct handoffs as well as unlimited backward pitches and passes are allowed behind the line of scrimmage. No backwards passes or direct handoffs are allowed past the line of scrimmage.
  • The quarterback has 7 seconds, from receiving the snap, to release the ball. Once a backwards handoff, pass or lateral occurs, the 7 second rule goes away and the offense has an unlimited amount of time to throw a forward pass.
  • The player receiving the snap (QB) cannot run across the line of scrimmage with the ball. The QB can hand off or pitch/throw the ball backwards to a teammate and then catch a forward pass across the line of scrimmage.
  • Offensive players must steer clear of the rusher and may not get in his/her way.
  • A maximum of 2 designated defensive rushers may legally rush the quarterback. All designated rushers must identify themselves, with their hand raised until the snap, to legally rush from the 7 yard rush line.  Designated rushers are not obligated to rush, but if they do, they must rush immediately upon the ball being snapped.
  • Once the ball is handed off, pitched or thrown backwards by the offense, all defenders are eligible to rush across the line of scrimmage.
  • Interceptions are returnable for 6 pts. during a scrimmage down or for 2 pts on any extra point attempt. A backwards pass intercepted in the air, behind the line of scrimmage, can also be advanced by the defense for a score. 
  • The ball is dead when it hits the ground, the offensive player’s flag is pulled from their belt, the ball-carrier steps out of bounds, or the ball-carrier’s body—outside of their hands or feet—touches the ground.
  • All offensive flag football penalties result in a loss of down and yardage.
  • All defensive flag football penalties result in an automatic first down and some are associated with yardage.

For a complete list of flag football rules, download the NFL FLAG Football Rule Book.

NFL FLAG football is a non-contact sport. There’s no tackling, diving, blocking, screening or fumbles.

Registrationopen. Deadline is 7/24/25
Cost$120 ($90 with In-District Discount)
SCHOLARSHIPS AVAILABLE FOR QUALIFYING YOUTH!
Head-Coach Discount$30
Sibling Discount$10
Includes:official NFL Reversible Jersey, flags
** Pictures are NOT included in registration **
Location:Meadowbrook Park
Skill Evaluation:July 29 at Meadowbrook Park. Please arrive 10 minutes early
ages 5-6: no evaluation
ages 7-8 : 5pm 
ages 9-10: 5:45pm
ages 11-13: 6:30pm
Team drafts and notifications: Teams will be drafted shortly after evaluations. You will be notified of your team and coach shortly after. 
Season:Sept 6 - November 1 (no games Oct 25)
Chamionship:November 8
Game Days:Saturdays, games begin between 8:00 AM and 8:00 PM

Have questions? Please email Donna Clark at sports@tvrpd.org 

Promotional flyer offering an in-district discount for youth activities with residency proof requirement. Includes kids playing sports.
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