Official Handbook

League Rules

How each grade level plays, side by side. Anything not listed for a division follows the general league rules below.

2nd – 5th Grade

Competitive. Blitzing opens up, faster play clock.

2-3 Coed4-5 Coed3-5 Girls

Timing & Pace

  • Play clock

    30 seconds to snap

  • Missed play clock

    Loss of down

  • QB release window

    Governed by the blitz rule

  • Game length

    All grades

    40 minutes — two 20-minute halves, 5-minute halftime

  • Timeouts

    All grades

    One 30-second timeout per half — offense only

  • Mercy rule

    All grades

    30-point lead — clock runs continuously

Defense

  • Blitzing

    Allowed — signal with a raised hand, line up 7+ yards back

  • Non-blitz defenders

    May line up closer than 7 yards; no jamming or obstructing receivers

  • Crossing the line

    All grades

    Any defender may cross after a legal handoff or pass

  • Interceptions

    All grades

    Change of possession — no pick-6

  • Defensive coaches on field

    Allowed through 5th grade — never in the end zone, no interference

Offense

  • QB run / sneak

    All grades

    Not allowed — a pass or handoff on every play

  • Bad snap on the ground

    Dead ball at the spot it hit the ground

  • Pre-snap coaching

    All grades

    Coaches may motion or reposition players before the snap

  • No-run zone

    All grades

    Final 5 yards before the goal line — must pass

  • Blocking / screening

    All grades

    Never allowed at any time

  • Roster on the field

    All grades

    4 minimum, 5 maximum per side

Scoring

  • 6

    Touchdown

    Reach the end zone beyond the final marker

  • 1

    Extra point

    Pass play from the 5-yard line

  • 2

    Extra point

    Pass or run play from the 10-yard line

  • 0

    Defensive score

    Defense cannot score — interceptions are a turnover

Field setup

Drive starts
45-yard line
First downs
30 and 15-yard lines
Downs
4 to reach each marker
No-run zone
Final 5 yards

Play moves one direction toward the end zone. The offense has four downs to cross each marker — every crossing is a new first down.

Equipment & players

  • Mouthpiece required for every player — no exceptions.
  • Jerseys tucked in at all times and before every play. An untucked player is ineligible on offense until it is fixed.
  • Flag belt worn at waist level with three flags — one on each hip, one in back. Nothing may obstruct a flag.
  • Soccer or football cleats at all times. No metal cleats.

Dead ball

Any official may whistle a play dead.

  • The ball hits the ground (on a bad snap it is placed where it landed; K–1 may play on).
  • The ball-carrier's flag is pulled.
  • The ball-carrier steps out of bounds.
  • A touchdown or extra point is scored.
  • Any body part other than the feet or hands touches the ground.
  • The ball-carrier's flag falls off on its own — ball spotted where it fell.
  • A receiver catches the ball while wearing one flag or none.
  • An inadvertent whistle is blown.
  • The ball-carrier flag guards.

Penalty reference

Enforced the same way in every division.

  • Blocking or screening (offense)

    Dead ball, loss of down, ball back at the spot of origin

    First infraction is a warning. Second and beyond is a 10-yard advance for the defense's opponent.

  • Defensive offside (crossing the line early)

    5 yards advanced for the offense, replay the down

  • Coach in the end zone during a play

    5 yards, down replayed

    On an extra point the play is replayed. One warning, then expulsion from the game.

  • Lateral or backward pass after the ball crosses the line

    Loss of down, ball back at the spot of origin

  • Jamming or obstructing a receiver (2nd–8th)

    5 yards advanced for the offense, replay the down

  • False start or illegal formation

    5 yards against the offense and loss of down

  • Late snap (K–5th)

    Loss of down

  • Late snap (6th–8th)

    Loss of down + 10 yards against the offense

  • Flag guarding

    Play ruled dead at that spot

League-wide policies

Sportsmanship & conduct

No unnecessary roughness, taunting, or arguing with officials by players or coaches. One warning is issued; the next incident is an expulsion from the game. Refusing to leave forfeits the game.

Minimum playtime

Every active player gets on the field. Coaches must make sure all players participate. Sitting a player for any reason other than injury or equipment risks a forfeited score.

Weather & field safety

A heat index above 95°, lightning or thunder, or heavy rain will delay or cancel games and practices.

Forfeits

A game is forfeited if fewer than 4 players can participate, conduct rules are broken, or safety requires the game to end.

Referee conference

A coach may request a rules clarification mid-game by taking a timeout, which is charged to their team.

Inadvertent whistle

If an official whistles by mistake during a live play, the offense chooses: advance to the nearest first down, or take the spot of the ball when the whistle blew. The choice is final for that down and applies to all divisions.

Glossary

Line of scrimmage (LOS)
The yard line the ball is snapped from; it separates offense and defense before the snap.
Blitzer
A defender who raises a hand and lines up 7+ yards back, earning right-of-way to rush the quarterback directly.
Rusher
A defender who crosses the line without signaling a blitz, after a legal handoff or pass.
Right-of-way
Priority given to a player — the offense generally, a legal blitzer specifically — when a collision path is contested.
Dead ball
The moment play officially stops.
Flag guarding
Using a hand or arm to stop a defender pulling a flag. The play is dead at that spot.
PAT
Point after touchdown — 1 point from the 5-yard line (pass only) or 2 points from the 10.
Screening
Offensive blocking to shield a defender from the ball-carrier. Prohibited at all times.