The Full rulebook for youth flag football in canada

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TABLE OF CONTENTS
1. Game Format2. Scoring3. Division Rules4. Logistic Rules5. Special Alert Rules6. Mercy Rule7. Pass Game Rules8. Snapping the Ball9. Run Game Rules10. Game Penalties11. Overtime Format12. More Questions

1. Game format

5 V 5 & 6 V 6 FLAG GAME FORMAT

  • Field is 25 yards wide and 50 yards long, including the 5-yard end zones.
  • Standard games are 5 players vs. 5 players for 8U, 16U, and 18U divisions.
  • Standard games are 6 players vs. 6 players for 10U, 12U, and 14U divisions.
  • If teams are short players (1 less than the standard game format), the game format can be adjusted:
    • 5 players vs. 5 players for 10U, 12U, and 14U.
    • 4 players vs. 4 players for 8U, 16U, and 18U.
    • Referees and coaches must discuss this before the game begins.
  • Two 20-minute halves with a running clock and a 5-minute halftime break.
  • Each possession starts at the 5-yard line after scores, turnovers on downs, or halftime.
  • Play clock:
    • 45 seconds for Grade K-2/8U Division.
    • 30 seconds for Grade 3-12/10U-18U Divisions.
  • Offensive teams have:
    • Three downs to achieve a first down at midfield.
    • Four downs to score once past midfield.
  • No rushing the quarterback for Grade K-6/8U-12U Divisions unless the QB fakes a handoff, triggering the defense to rush.
  • Quarterback rushing allowed for Grade 7-12/14U-18U Divisions and All-Girls divisions.
  • Specific rules for each division are detailed below.
  • 2. Scoring

  • Touchdowns = 6 points
  • Extra Point:
    • From the 5-yard line = 1 point
    • From the 10-yard line = 2 points
  • Safety = 2 points, and the defense gains possession of the ball.
    • A safety occurs when the ball carrier’s flag is pulled in the end zone.
  • Interceptions during a convert play are considered dead balls.
  • 3. DIVISIOn SPECIFIC rules

    K–2ND GRADE / 8U DIVISION RULES & GOALS

    • 45-second play clock.
    • Unlimited runs allowed.
    • One coach is allowed on the field for both offense and defense.
    • Pass count is 5 seconds until a “sack.”
    • Goals:
      • Focus on teaching proper fundamentals.
      • Help players line up correctly and run plays in the right direction.
      • Be flexible with the rules to encourage learning.

    3RD–4TH GRADE / 10U DIVISION RULES & GOALS

    • 30-second play clock.
    • Two runs allowed per offensive possession:
      • One run to gain a 1st down.
      • One run to advance toward the end zone.
    • No runs within 5 yards of the end zone.
    • No runs during extra point attempts.
    • One coach is allowed on the field for both offense and defense.
    • Pass count is 4 seconds until a “sack.”
    • Goals:
      • Begin limiting the use of run plays.
      • Encourage the use of passing plays.
      • Teach players how to line up and apply basic football fundamentals.

    5TH–6TH GRADE / 12U DIVISION RULES & GOALS

    • 30-second play clock.
    • One run allowed per offensive possession.
    • No runs within 5 yards of the end zone.
    • No runs during extra point attempts.
    • No coaches are allowed on the field.
    • Pass count is 4 seconds until a “sack.”
    • Goals:
      • Emphasize passing over running.
      • Encourage teams to develop passing-focused strategies.

    7TH–8TH GRADE / 14U DIVISION RULES & GOALS

    • 30-second play clock.
    • Defense can rush the QB only once per defensive possession.
      • Defender must line up 7 yards behind the line of scrimmage and at least 3 yards away from the rusher bag.
      • Defender must declare to the official they are rushing the QB for that down.
    • QB can run the ball if the defense decides to rush the QB.
    • No coach allowed on the field.
    • Pass count is 3 seconds until a "sack."

    Goals:

    • Transition into a pass-heavy game similar to high school 7v7 formats.
    • Players focus on applying their QB, WR, and DB skills learned in coaching.

    9TH–12TH GRADE / 16U & 18U DIVISION RULES & GOALS

    • 30-second play clock.
    • Defense can rush the QB except:
      • At the +5-yard line (5 yards from their own end zone).
      • At the +5 goal line (5 yards from the opponent's end zone).
    • Defense does not need to declare to the official when rushing.
    • Defender must line up 7 yards behind the line of scrimmage and at least 3 yards away from the rusher bag.
    • QB can run the ball if the defense decides to rush the QB.
    • No coach allowed on the field.
    • Pass count is 3 seconds until a "sack."

    7TH–12TH GRADE / 14U–18U DEFENSIVE RUSHING RULES

    • Rushing/blitzing the QB is allowed outside the +5-yard line.
    • No QB rushing/blitzing is allowed when the line of scrimmage (LOS) is at the +5-yard line.
    • Rushing can occur from any defensive position if the player is:
      • 7 yards behind the LOS.
      • At least 3 yards away from the rusher bag.
    • Multiple players may rush the QB.
    • Penalty: A 5-yard penalty is enforced if an offensive player obstructs the rusher's path.

    4. LOGISTIC RULES

  • A coin flip determines possession or direction (the winner can defer to the 2nd half).
  • Two 30-second timeouts per half.
  • Bad snaps are dead plays; the ball is returned to the LOS without yardage loss.
  • The center cannot take a handoff from the QB.
  • The ball is spotted where a flag is pulled, not where the ball is.
  • A receiver must have one foot in bounds for a reception to count.
  • Laterals are allowed, but if the ball hits the ground, it is spotted at that point.
  • Tackling or blocking is prohibited. Stationary picks are allowed but cannot involve movement.
  • Only one player may be in motion at a time.
  • Formation rules:
    • 3 players must be on the LOS for 6v6 games.
    • 2 players must be on the LOS for 5v5 games.
    • The center counts as one player on the LOS.
    • Illegal formations result in penalties.
  • Games cannot end on a defensive penalty.
  • Teams switch sides at halftime.
  • Clock stoppage:
    • The clock stops only for timeouts and injuries, except in the last minute of the game.
    • In the final minute:
      • Incompletions, out-of-bounds plays, QB sacks, change of possession, and penalties stop the clock.
  • 5. SPECIAL ALERT RULES

    Defensive players can cross the LOS when:

    • A handoff, fake handoff, or backward pass has occurred.
    • This "Deception Rule" ensures fair play and encourages passing game development.

    Interceptions:

    • Can be returned for a touchdown.
    • If the flag is pulled before the end zone, possession begins where the defender is flagged.

    6. MERCY RULE

    If a team leads by 35+ points:

    • They have 2 downs to achieve a first down and 2 downs to score until the point difference drops below 35.
    • The trailing team starts offensive possessions at the +10-yard line with 4 downs to score.
    • If the point difference drops below 35, regular rules resume.

    Grade 7–12/14U–18U divisions:

    • No defensive QB rush/blitz is allowed.

    7. PASS GAME RULES

    The offense must release the ball within:

    • K–2nd Grade/8U: 5 seconds.
    • 3rd–4th Grade/10U: 4 seconds.
    • 5th–6th Grade/12U: 4 seconds.
    • 7th–12th Grade/14U–18U: 3 seconds.

    Pass count examples:

    • K–2nd Grade/8U: "One one-thousand... Five one-thousand... SACK!"
    • 3rd–6th Grade/10U–12U: "One one-thousand... Four one-thousand... SACK!"
    • 7th–12th Grade/14U–18U: "One one-thousand... Three one-thousand... SACK!"

    Additional rules:

    • Forward passes must cross the LOS.
    • No forward passes behind the LOS; this results in a 5-yard penalty and loss of down.
    • QB handoffs alert the defense to cross the LOS.

    8. SNAPPING THE BALL

    K–4th Grade/8U–10U and All-Girls Divisions:

    • The center may side-saddle snap.
    • Side-saddle snaps must be directly to the QB without trick plays.

    5th–12th Grade/12U–18U:

    • The center must snap between the legs.

    9. RUN GAME RULES

    WHAT ARE RUNPLAYS?

    A run play occurs when the ball carrier crosses the LOS or takes a handoff but does not pass within the allotted time.

    Rules for RPO plays:

    • If the RB's flag is pulled before the LOS:
      • Before the sack count: Pass attempt.
      • After the sack count: Run attempt.

    The ball carrier's play ends when:

    • Their flag is pulled.
    • They step out of bounds.
    • They dive, leap, or jump.
    • Reminder: No direct QB runs are allowed (except under specified rules).

    10: GAME PENALTIES

    Offensive Penalties

  • Offensive Pass Interference: 10 yards, replay down.
  • Illegal Motion: 5 yards, replay down.
  • Illegal Formation: 5 yards, replay down.
  • False Start: 5 yards, replay down.
  • Flag Guarding: 5 yards from the spot, loss of down.
  • Defensive Penalties

  • Defensive Pass Interference: 10 yards, replay down.
  • Illegal Contact: 5 yards, replay down.
  • Offside: 5 yards, replay down.
  • Illegal Rushing: 5 yards, replay down.
  • 11. OVertime Format

    General Rules

  • A coin flip decides possession.
  • Each team gets one down to score from the 5-yard line.
  • A touchdown requires a 2-point conversion attempt.
  • The game continues until one team outscores the other in a full overtime cycle.
  • 12. More Questions?

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