7v7 Men's League Rules






1. The game is played with 7v7 teams. A team must have at least 6 to play a non-forfeited game.



2. The field is to be a minimum of 60 yards by 30 yards with 7-yard end zones. Markers at 3 yard line & 10 yard line for extra point conversions.


3. There will be 4 quarters of 10 minutes with a 1 minute break & an intermission of 3 minutes. (If both teams are ready then the 1 minute break will be forfeited and game play shall resume.)

  • The game-clock shall be running time except:
    • Time-outs: Will be a mandatory 30 second break unless BOTH teams are ready for play.
    • Official Timeout which may include equipment check, injury and/or anything else deemed hazardous by the referee OR ball retrieval. 
    • Penalty on the defense within 2 minutes of the 4th quarter or overtime (playoffs) or a penalty on the offense if leading within 2 minutes of the fourth quarter or overtime (playoffs).
    • Out of bounds under 2 minutes of the either half.
    • Change of possession under 2 minutes of either half (Clock stops for extra point try & resumes at snap after change of possession)


  • Each team will be allowed 3 timeouts per half. Each time out will last 30 seconds.
  • Substitutions are unlimited during the game.
  • To start the game, rock/paper/scissors (best of 3) will be played the winner must choose one of the following privileges:
    • Offense
    • Defense
    • Defer decision to the second half.


4. The teams will not switch end zones each quarter, only at half-time.

  • Play will begin from the offensive team’s 10-yard line at the beginning of the game and at half time. Subsequent drives following a touchdown will begin from the 10-yard line or opponenets two point conversion mark.
  • If a team is down by more than two maximum scoring plays with less than 90 seconds to go, no time outs and does not have possession of the ball, the game is officially over.


5. All Teams will make the playoffs.

  • Playoffs will be a single elimination tournament.
  • A tie score is final during the regular season. During playoffs, a tie at the completion of the game is broken in the following manner: The winner of a coin flip will have the option of starting on offense or defense. The ball will be put into play at the mid-field line. Each team will have 4 downs to advance the ball past the goal line. Each team may choose to go for 1 or 2 points following a touchdown. This process is repeated until there is a winner. Teams switch who plays offense and who plays defense after both teams have had a possession and there is still a tie. All teams must go for a 2-point conversion if the game is tied after each team has one possession.


6. Fair play and sportsmanship must be the attitude of everyone involved.

  • Flag football is intended to be a finesse sport. While a certain amount of contact is to be expected, dangerous and/or excessive contact and collisions must be avoided. Referees are to pay special attention and penalize and warn the player(s) responsible. The second warning to a player will result in ejection.


  • Captains are the only members of each team that shall address the refs. Judgement calls will be missed from time to time, relax, you’ll live…If a rules call is in question, the captain may request a referee’s timeout for an explanation. All calls by the head ref are final.

No verbal abuse of any kind will be tolerated towards anyone on the field and may result in ejection and possible suspension




1. The BALL MUST cross the goal line.

  • If the BALL is NOT beyond the goal line or line to gain it is not successful. (Regardless of where the bodyor flags are.)
  • Must only have one foot down in-bounds for posession.



  • Touchdown scored = 6 points


2. Extra points:

  • 3 yards out = 1 point
  • 10 yards out = 2 points
  •  Safety = 2 points
  • Forfeits = 21-0 win for the official standings
  • In the case of an inadvertent whistle the play will be replayed from the original line of scrimmage unless the whistle came after a reception or a turnover. If the reception occurred prior to an inadvertent whistle then the reception will stand and the ball will be placed where the ball carrier was when the inadvertent whistle occurred. If a turnover occurred prior to an inadvertent whistle then the turnover will stand and the ball will be placed where the ball carrier was when the inadvertent whistle occurred. If the play is in the Head Ref’s opinion a clear path breakaway TD when the whistle blows, the TD will count.




1. OSSO Sports & Social will provide each player with a flag belt to use during each game.

  • The flag belt must be clipped in such a manner that it will come off with one pull. It is illegal to create loops and knots with the belt to make it more difficult to pull off. Any player in violation will be warned, penalized 5 yards and loss of down, and will be ejected from the game on a 2nd offense.


2. OSSO Team Shirts are required. All shirts must be tucked in so that the entire flag belt is visible. Referees should inform players to tuck in shirts if they notice it before a play. If the ball carrier’s shirt is un-tucked, the ball is dead at the spot of the first legitimate flag-pull attempt made by the defense. This does not apply if a defender pulls the shirt out of the shorts of the ball carrier. (If you haven't recieved your shirt because of late registration you may wear a color similar to your team.)

  • Players must not wear shorts or anything hanging from the waistband with intentionally deceptive stripes that mimic the shape/color of the flags


3. The official ball shall be of rubber/leather/synthetic construction and of high school size or larger for flag football. All teams must make their ball available to opponents if asked to use it.


4. Regular football equipment such as shoulder pads, kidney pads, and forearm pads are prohibited.

  • No casts of any kind are permitted.
  • All players must wear shoes. If wearing cleats, only non-metal cleats are allowed.


**Referees are responsible for checking the equipment of all players before and during the game.**






1. The progress of the ball carrier is stopped when a defending player removes their flag belt.


2. There must be a minimum of 4 players on the offensive line to start a play. No rules about how many players are inside the box.


3. Offensively, everyone is eligible for a pass.


4. Downs: If the offense fails to advance the ball to the next zone in 4 downs, it shall lose possession of the ball and the opposing team will get the ball at their 10 yard line. 


5. Offensive Play:

  • To start any offensive play, the ball must be passed between the legs of the center to a teammate.
  • If any portion of the ball touches or crosses the line, the next zone is played.


  • Offensive players may move around before the snap as they wish. The offense may have 1 player in motion at the time of the snap. One player may be in motion moving parallel or backwards from the line of scrimmage, but may not be moving forward at all or it shall be a 5-yard penalty.


  • There will be a 10-second time limit between plays, once the ball has been set. If this time is exceeded, a delay of game will be called, offense penalized 5 yards and the clock will stop until the next snap of the ball. The head ref will begin an audible countdown once the ball has been set.


  • No hideouts are permitted. That is, the offense cannot intentionally try to hide a player on the sidelines. Only 7 players may be in the huddle. A 5-yard penalty will be assessed otherwise. Substitutions can be made during a huddle if a player is going and a player is coming out of the huddle.


  • On a fumbled snap, a hand-off that is fumbled or backward pass or lateral, once the ball hits the ground, it is immediately dead and put in play where the ball hits the ground. If the ball lands forward, the ball will be spotted where the ball handler initially loses control.


A fumbled ball is dead, unless caught in the air by a trailing teammate (lateral). The ball is spotted at the spot of the fumble or where the ball hit the ground, whichever is less advantageous to the offensive team. Reminder: for the play to be considered a fumble, the offensive player must first establish possession of the ball before a fumble may be called and the ball be ruled dead.


  • FLAG GUARDING- No intentional move with the hands, elbows, or shoulders shall be made by the ball carrier to prevent the defender from removing his flag. See Penalties Section for Penalty Information.


  • Any player, whose flags fall off without a defensive player making an attempt to pull them off, will not be considered “down” and play will continue until touched with only 1 hand by the defense. DON’T USE UNNECESSARY ROUGHNESS!


  • The team that has the ball in play from the line of scrimmage may pitch a ball (backwards or parallel) to a player, who may then throw a forward pass. There may not be more than one legal forward pass during a down.


  • The ball is placed in the middle of the field after each play.


  • The QB can run only when rushed. Handoffs and passes behind the line of scrimmage are legal outside of the two point conversion zone.
  • Blocking is allowed with your hands behind your back. Any overly agressive contact will result in ejection. 
  • When the ball is snapped, there will be an audible 5 count from the Head Ref. If a ball is lateralled behind the line of scrimmage the 5 SECOND COUNT WILL CONTINUE. ie. (1, 2, 3, 4, WHISTLE) rushes and passes behind the line of scrimmage are legal.





1. Defenders shall not impede the progress of the ball carrier in an attempt to remove the flag by running into the lane of the runner (cutting them off). They may wrap up the player if attempting to remove flags in the eyes of the officials.


2. It shall be illegal to dive at the ball carrier from the forward plane. Diving from the side and behind is legal but potentially unsafe.


3. It shall be a 10-yard penalty to tackle, hack, straight-arm, trip, push, hold or rough another player. Defenders may not contact an offensive player with extended arms. Bump and run or Press defense on any offensive player is NOT permitted at any time, however, they may stand in their path to alter their route within 5 yards.


4. If, in the opinion of the Ref, that the tackle, hack, trip, or push was made on a “clear path” or obvious attempt to prevent the ball carrier from scoring, the ref may award the touchdown and penalize the offending team by having them start the offensive drive from their goal line instead of the 10 yard line.


5. Defensive players can line up at least yard from the spot of the ball. This zone shall be referred to as the neutral zone and an infraction shall be off-sides.


6. Defensive players may not return an extra point conversion.


7. Defenders may not cross the line of scrimmage unless there is a handoff/option/lateral or a pass completed behind the line of scrimmage OR once the ref has hit “3” on his countdown of time for the quarterback. Once a defender has crossed the line of scrimmage, any male ball-carrier may run past the line of scrimmage


8. Defense has the ability to rush two times every four downs immidiately from two yards away from the line of scrimmage. Rushing a third time in four downs will result in a 5 yard penalty and repeat the down. 




1. The following penalties are 5 yards unless stated:


  • Offensive false start or offsides – offensive players moving forward before the snap of the ball or offensive players are lined up in front of the line of scrimmage play is blown dead, and penalty assessed


  • Defensive offsides – player lined up in neutral zone or crosses the line of scrimmage before the snap play is blown dead and penalty marked off


  • Offensive Illegal shift – 2 players moving at the same time in motion

play blown dead and penalty assessed


  • Delay of Game.


  • Illegal forward pass – 5 yard penalty, and loss of down.

Players entire body must pass the line of scrimmage for pass to be illegal

If the QB is rushed legally and throws the ball after the 5 count it is considered an illegal forward pass.


  • Timeout declaration when the team no longer has any timeouts to call.


  • Defensive Holding – grasp or arm bar preventing an offensive player from moving where intended (Automatic 1st Down)


  • Flag Guarding – from the spot of penalty, and loss of down.


2. The following penalties are 10 yards unless stated:


  • Offensive Pass Interference - Includes Loss of Down.


  • Intentional Grounding – throwing out of bounds without a primary target to avoid a sack -- Includes Loss of Down.


  • Unsportsmanlike Conduct: Play results in 10-yard penalty, loss of down, and possible ejection. 2 ejections in 1 season will result in automatic disqualification from the season


  • Unnecessary Roughness: Play results in 10-yard penalty and either loss of down or automatic first down depending on who committed the penalty. It may also be combined with Unsportsmanlike Conduct if the official deems the play to be malicious. The player will automatically be ejected if this is the case.


  • Defensive Pass Interference: Play results in 10-yard penalty or spot of interference (whichever is greater) and automatic first down


  • Illegal dive. Includes loss of down. 


  • Leaping forward. Yardage take from the spot of the leap. Includes loss of down.




  • There are no punts. 

Each team will have the option for an onside kick each half. After you score you can opt to run one play from midfield. If you score on that play you will be rewarded the ball at midfield. If you fail to score the opposing team will take over at midfield. ALSO, if you are onside kicking under 1 minute and fail the other team gets an automatic four downs. Even if that is untimed. 


Any other league specific rules that were not addressed in the rules will be subject to League Manager’s “Spirit of the League” ruling and will be determined with fairness, player safety & fun in mind