5 on 5 is the international standard for non-contact football
as promoted by the NFL.
Playing Resources
All you need to play are some flag belts and a football.
So, You Like It Rough?
Check out our clubs, junior division starts at
14 years of age!
Gridirion Australia
Gridiron Queensland thanks Gridiron Australia for development of the
5 on 5 Flag Football Rules
For More Information
If you need further instruction, or need help finding the equipment
contact Gridiron Queensland.
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Flag Football - Rules & Information
5 on 5 Flag can be played by any age, male or female with minimal equipment and
preparation. Here you'll find all the rules in easy to read format.
Feel free to download the pdf version of the rules.
This sport is a non-contact sport, blocking and tackling are illegal manoeuvres!
| Basics |
A coin toss determines first possession. The winner of the coin toss has possession
of the football. Losers of the coin toss have choice of end zone to defend.
The team that loses the coin toss gets possession at the beginning of the second
half starting at its own 5-yard line.
There are no kickoffs.
The offensive team takes possession of the ball at its 5-yard line and has four (4)
plays to cross midfield. Once a team crosses midfield, it has four (4) plays to score
a touchdown. If the offense fails to score, the ball changes possession and the new
offensive team takes over on its 5-yard line. An automatic first down by penalty will
overrule the other requirements regarding four (4) plays to make either a first down
or score.
If the offensive team fails to cross midfield, possession of the ball changes and the
opposition starts its drive from its 5-yard line.
All possession changes, except interceptions, start on the offense's 5-yard line.
Teams change end zones after the first 20 minutes.
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| Number of Players |
Teams consist of 6 players (5 on the field with 1 substitute) and may
consist of 7 players (5 on the field with 2 substitutes) if a female
player is on the roster.
Teams may play with a minimum of four (4) players (due to injuries).
If less than 4 players are available, the game is forfeited by the side
that is unable to field a team.
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| Timing / Overtime |
Game length is 40 minutes. (2 x 20 minute halves)
The time is running time except the last two minutes of each half will
be “official timing”. If the ball carrier is out of bounds, the game
clock will stop, if a pass is incomplete, the clock will stop – time
will NOT stop after every play. The players will learn how to manage
the game clock as it is in professional football. Flag football is the
educational tool to learn the mechanism of the football.
Officials can stop the clock at their discretion.
In the event of a tied game, overtime will be played. The period between
the end of the game and the start of the overtime period will be 2
minutes. A coin toss determines first possession of overtime. The team
winning the coin toss starts with the ball on its own 5-yard line. Play
continues as in regulation until one team scores. There will be no time
outs granted during the overtime period.
Each time the ball is spotted the offense has 30 seconds to snap the ball.
Each team has two 60-second timeouts per half. These cannot be carried
over to the second half or overtime.
Timeouts can be called by Head Coach and on field players only.
Clock will stop for the length of the timeout.
Clock will stop to warn teams that there are two minutes left to play in
the each half (no time out is given).
Period for half - time will be 2 minutes.
The clock will start at the snap after it has been stopped.
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| Scoring |
Touchdown:
6 points
Extra point:
1 point (played from midpoint of 5-yard line only)
2 points (played from midpoint of 12-yard line only)
Safety:
2 points
Note: An Interception return to opponent’s end zone on any extra point
play by the defense will result in the defense scoring 2 points plus
possession for next series at its 5-yard line.
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| Running |
To start the play, the ball must be snapped between the legs of the
snapper.
The center is the player who gives the ball to the quarterback via a
snap.
The center cannot take a direct hand off back from the quarterback (no
center sneak play).
The quarterback is the player who receives the ball directly from the
snap.
The quarterback cannot run with the ball past the line of scrimmage,
unless he has handed the ball off, tossed or pitched, and it has been
returned to him.
An Offense may use multiple handoffs behind the line of scrimmage. Only
backward & lateral handoffs are allowed during the down.
Tosses or sweeps behind the line of scrimmage are allowed and are running
plays.
Once the ball carrier has crossed the line of scrimmage the ball cannot
be handed off, tossed, pitched or passed in any way.
"No-running zones," are located 5 yards in front of each end zone. When
the ball is on or inside the 5-yard line going towards the opponent’s
end zone, the offense cannot run.
The player who takes the handoff, toss or pitch can throw the ball from
behind the line of scrimmage.
All defensive players are eligible to rush once the ball has been handed
off or tossed, or there is a play action fake or fake handoff.
Spinning is allowed, but the ball carrier cannot dive forward or jump to
avoid a defensive player or gain yardage (no diving).
The ball is spotted where the ball carrier's feet are placed when the
flag is pulled, not where the ball is.
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| Receiving |
All players are eligible to receive passes (including the quarterback if
the ball has been handed off or tossed behind the line of scrimmage).
As in the NFL, one player may be in motion, but not in motion towards
the opponent‘s end zone at the snap.
A player must have at least one foot inbounds when making a reception.
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| Passing |
Only players starting 7 yards from the line of scrimmage can rush the
passer.
The quarterback has seven seconds to throw the ball. If a pass is not
thrown within seven seconds, the play is dead, with a loss of down and
the ball is spotted at the previous line of scrimmage.
Only one forward pass thrown from behind the line of scrimmage is allowed
in a down.
Interceptions change the possession of the ball.
Interceptions can be returned by the defense.
On Interceptions that occur and remain in the end zone, the ball will
become dead and will result in the ball belonging to the intercepting
team at its 5-yard line.
Should an interception occur in the end zone and the ball carrier leave
the end zone, the ball will belong to the intercepting team at the spot
the ball becomes dead. However should the ball carrier return to the end
zone and be de-flagged or the ball become dead the result would be a
safety for the other team.
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| Dead Balls |
Substitutions may be made only when ball is dead.
Play is ruled "dead" when:
- An official blows their whistle.
- Ball carrier's flag is pulled or becomes illegal.
- Points are scored.
- When any part of the ball carrier’s body, other than his hand or foot touches the ground.
If a ball carrier's flag falls off, the play will be whistled dead and the
ball will be spotted at the spot where the flag fell off.
Players are ineligible to catch a pass or receive the ball by hand off
toss or pitch, if their flag has fallen off.
Note: There are no fumbles. The ball will be spotted where the ball left
the ball carrier’s hand(s). If the ball is fumbled during the snap, the
ball will be placed at the line of scrimmage
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| Rushing the Quarterback |
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 quarterback. Players not rushing the quarterback may defend on the
line of scrimmage.
Once the ball is handed off or tossed, or there is a
play action fake or fake handoff, the seven-yard rule no longer is in
effect and all defenders may go behind the line of scrimmage. A special
marker, or a game official, will designate seven yards from the line of
scrimmage.
Remember, blocking and tackling are not allowed.
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| Sportsmanship / Roughing |
If the referee witnesses any acts of flagrant contact, tackling,
elbowing, cheap shots, blocking, or any unsportsmanlike act, the game
will be stopped and the player will be ejected from the tournament.
Foul play will not be tolerated.
Trash talking is illegal. (Trash talk is talk that may be offensive to
officials, opposing players, teams, or spectators.) Officials have the
right to determine offensive language. If trash talking occurs, the
referee will give one warning. If it continues, the player or players
will be ejected from the game.
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| Penalties |
All penalties are 5 yards. The down will be repeated unless otherwise
noted, and will be assessed from the line of scrimmage.
All penalties may be declined, except a false start (dead ball foul).
Penalties will not exceed half the distance to the opposing team's goal
line from the line of scrimmage.
Game officials determine incidental contact that may result from normal
run of play. All penalties will be assessed from the line of scrimmage.
Only the team captain and Head Coach may ask the referee questions about
rule clarification and interpretations. Players and Coaches cannot
question judgment calls.
Games cannot end on a defensive penalty, unless the offense declines it.
Penalties after an interception shall be assessed after the return is
over and/or the play is blown dead.
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| Defensive Penalties |
Offside — 5 yards.
Substitution fouls — 5 yards. (player enters field after ball is blown
ready for play, i.e. to deceive the opponents, or 6 men on field )
Disconcerting signals — 5 yards. (signals to distract / simulate
offensive signals prior to snap )
Interference with opponent or ball at the snap — 5 yards.
Illegal rushing — 5 yards. (starting rush from inside the 7 yard marker)
Interference —5 yards and automatic first down.
Illegal contact — 5 yards and automatic first down. (holding, blocking,
etc)
Illegal flag pull — 5 yards and automatic first down. (before receiver
has ball)
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| Offensive Penalties |
Flag guarding — 5 yards.
Delay of game — 5 yards.
Substitution fouls — 5 yards.
Illegal motion — 5 yards. (more than one person moving, etc.)
False start — 5 yards (cannot be declined).
Illegal snap — 5 yards.
Illegal shift or failure to pause for 1 second — 5 yards.
Offensive holding — 5 yards.
Diving/Jumping — 5 yards
Player out of bounds — 5 yards. (if player goes out of bounds, player
cannot return to the field and catch ball)
Illegal forward pass — 5 yards and loss of down. (a second forward pass
or after ball has crossed the line of scrimmage )
Offensive pass interference — 5 yards and loss of down. (illegal pick
play, pushing off/away defender)
Running inside a no running zone is a loss of down at the previous spot.
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| Tri Tournament Tie-Breaker System |
1. Head to head results.
2. Total net point differential.
3. Play an overtime period
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| Attire |
No padding or headwear shall be allowed.
Cleats are allowed, but must be rubber. Inspections must be made.
All players must wear a protective mouthpiece; there are no exceptions.
Official tournament jerseys must be worn during play.
Note: There are no kickoffs, and no blocking is allowed.
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| Minimum Field Markings |
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| Field Dimensions |
Length: 60 (or 80) yards
Width: 30 (or 20) yards
End Zones: Maximum 10 yards deep, minimum 7 yards deep.
No Running Zones: These must be marked 5 yards from each goal line.
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