Players on the Field: Each team has 8 players on the field—8 on offense and 8 on defense during live plays.
Minimum to Start: Teams must have at least 8 players to begin the game.
Eligible Receivers: Every player on the field is allowed to catch a pass.
Downs: The offense has 4 downs to reach the next zone line (at 15-yard intervals) to earn a new set of downs.
Punts: On any down, the offense can go for it or punt. If they punt, the other team starts with the ball at their own 5-yard line.
Zone Lines-to-Gain: These are marked at the 15, 30, and then back to 15 (in a shortened field setup).
Ball Spotting: The ball is placed at the spot of the flag pull or where the ball carrier left the field.
Game Length: Games have two 24-minute halves with a 2-minute halftime. The clock runs continuously except during the final 2 minutes.
Final 2 Minutes: The clock stops on incomplete passes, out-of-bounds plays, and when the ref sets the ball after a first down
Starting the Ball: At the beginning of each half and after a punt, the offense starts on their own 5-yard line.
Immediate Suspension: All games and practices will stop immediately if lightning is detected within 10 miles.
Seek Shelter: Everyone—players, coaches, and spectators—must move to safe shelter right away.
Do not seek shelter under trees or open structures.
Wait Time: Play will not resume for at least 30 minutes after the last flash of lightning or sound of thunder.
Field Dimensions
The field is 60 yards long by 30 yards wide.
There are two 10-yard end zones, one on each end of the field.
Team Rosters
Team Size: Teams must have at least 8 players, with a maximum of 16 players on the roster.
Starting the Game: Teams must have at least 8 players to start a game.
Injuries: If a team has an injury and not enough substitutes, they may continue with 7 players, but never fewer than 7 on the field.
Required Player Gear
Mouthguard, soft helmet, and soft shoulder pads must be worn during play.
Pants or shorts must not have pockets, belt loops, zippers, or exposed drawstrings.
Professionally sewn-shut pockets may be allowed at the official’s discretion
Flags must be league-issued and worn correctly:
Flags must be on the hips, visible, and evenly spaced.
Suction cups must face down and away from the body.
Flags cannot be the same or similar color as the player’s shorts (at official’s discretion).
No altering flags (cutting, shortening, etc.)—violations may lead to ejection or forfeit.
Teams and coaches are responsible for having legal flags.
League-supplied sublimated jerseys must be worn.
Jerseys must stay tucked in and not cover the flag belt.
Prohibited Items
No hard, stiff, or unyielding gear (e.g., braces, casts, metal).
Baseball-style caps are not allowed.
Jewelry must be removed before play.
Cleats with exposed metal are prohibited
Optional and Approved Items
Players may wear:
Cleats, shoes, or soft gloves.
Eye protection, including prescription glasses or soft sunglasses.
Trimmed or taped fingernails, or gloves.
Knit or stocking caps.
Forearm/hand/finger tape, elbow pads, shin guards, knee pads.
Hoodies, but they must be tucked into the jersey.
Towels or accessories at the waist—but they count as part of the flag belt.
Missing Flag Rule
If a flag is missing or improperly worn:
The player must fix it during the next dead ball or leave the field until fixed.
Officials will try to warn players before the snap (e.g., “#4 down on possession”).
Ball carriers without proper flags cannot advance and will be down at the spot they received the ball.
Play will not stop for missing flags during live action.
Game Time: Each game is 48 minutes total, split into two 24-minute halves.
Running Clock: The clock runs continuously except during the last 2 minutes of the game.
Halftime: 2 minutes.
Play Clock
Teams have 30 seconds to snap the ball once the ball is spotted.
One warning is given before a delay of game penalty is called.
Timeouts
Each team gets 2 timeouts per half (they do not carry over to the next half).
Each timeout lasts 30 seconds.
After 30 seconds, the offense has 25 seconds to snap the ball.
Officials may also stop the clock as needed (e.g., for injuries or rule checks).
Injuries
The clock stops when an injury occurs and resumes when the player is removed from the field.
Last 2 Minutes of the Game
The clock will stop for:
Timeouts
Incomplete passes
Players going out of bounds
Ref setting the ball for a first down
Coaches may say “Clock?” instead of “Time?” to avoid confusion with calling a timeout.
Happens before the game start.
Captains must bring game balls and wear legal gear (checked by the ref).
Ref will remind teams of sportsmanship expectations.
Winning team of the toss can choose to:
Start on offense or defense
Choose which goal to defend
Or defer their choice to the second half
The team that loses the toss picks from the remaining options.
Sides/options switch at the start of the second half.
Only the head coach may question rules or ask for clarification.
Referees will answer questions without stopping the game, when possible.
If a coach believes a procedural error happened (wrong down, wrong yardage, etc.), they may call timeout to challenge.
If the official agrees: the error is fixed and the timeout is not charged.
If the coach is wrong and has no timeouts, a 15-yard penalty is given.
Only procedural issues can be challenged—not judgment calls or no-calls.
A coin flip decides who starts on offense or defense
Teams alternate choosing offense/defense in additional overtime rounds.
Each team gets 1 play per round:
From the 5-yard line for 1 point
Or from the 10-yard line for 2 points
Example:
Team A scores 1 point from the 5.
Team B can try from the 5 for a tie or from the 10 for a win.
Interceptions in OT are worth 2 points and can be returned—but both teams still get one offensive chance per round.
No timeouts allowed in overtime.
All regular rules and penalties still apply.
Personal Conduct (Players, Coaches, Spectators)
No profanity—keep all comments clean and respectful.
Absolutely no:
Disrespectful language
Racist or sexist remarks
Obscene gestures or bullying
Foul play and fighting are strictly prohibited.
Violations may result in ejection from the game, suspension for the season, or lifetime removal from the league.
If staff see or hear behavior that violates conduct rules, individuals may be removed for the rest of the season.
Fighting = automatic ejection, plus possible season or lifetime ban.
One coach may be on the field to give a play, but must:
Leave the huddle when finished
Move back to the sideline or 10 yards behind the line of scrimmage
No coaching during live plays (after the snap).
Violations = unsportsmanlike conduct penalty
Noise devices (boom-boxes, speakers, etc.) may be banned if they interfere with refs.
Teams are responsible for cleaning up their area after each game.