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Your Home for Flag Football Coaching Resources.

Welcome to the Coaches Corner, your one-stop resource for everything you need to guide your team to success at Waterset Under the Lights. Whether you're new to coaching or a seasoned pro, you'll find helpful materials and information to support your coaching journey. Remember, our shared goal is to create a positive, fun, and enriching experience for all our young athletes.

Background Checks & Training

At Waterset Under the Lights, we prioritize the safety and wellbeing of our players above all. To ensure this, we require all Coaches and Volunteers to complete a comprehensive Criminal History Background Check through the Under the Lights Background Check system, concussion certification, CPR & First Aid Training, and Coaches Training. This process helps us maintain a secure and trusting environment for our young athletes.

Simply click on the link below to initiate your Background Check. We appreciate your cooperation and commitment to creating a safe sporting experience for all involved.

Start my background check - ***Select instant search***Concussion CertificationCPR, First Aid and AED TrainingCoach and Volunteer Training

Master Your Coaching With the USA Football Coach Planner App

The sport of football is more than just a game - it's a strategic endeavor that requires careful planning, tactical decision-making, and effective training techniques. That's where the USA Football Coach Planner App comes in, a revolutionary tool designed to assist football coaches at all levels, particularly in enhancing their training sessions and elevating their team's performance.

The USA Football Coach Planner App is a one-stop solution for managing and planning your coaching needs. Available for download on both iOS and Android mobile devices, it provides a comprehensive platform that encompasses all aspects of football coaching.

Download the USA Football Coach Planner App Here:

Easy-to-Use Interface

One of the standout features of the Coach Planner App is its user-friendly interface. Navigating through the app is a breeze, thanks to its simple and intuitive design. Whether you're looking to plan your next training session, review player progress, or even communicate with your team, the app provides an easy-to-use platform that makes managing your coaching duties simpler and more efficient.

Planning and Preparation - Skills-n-Drills

The core of the Coach Planner App lies in its planning capabilities. The app allows coaches to outline detailed practice plans, specifying the duration and objectives for each drill. This is particularly beneficial for new coaches looking to establish a structured training regimen, as well as experienced coaches aiming to optimize their training sessions.

Extensive Drill Library

The USA Football Coach Planner App boasts an extensive library of drills, each complete with detailed instructions, objectives, and graphics demonstrating the proper execution of the drill. This feature is invaluable in teaching new skills, refining existing ones, and introducing variety into your practice sessions. You can search for drills by age group, skill level, and position, allowing you to tailor your practices to your team's specific needs.

Player Assessment and Progress Tracking

The app also provides tools for player assessment and progress tracking. Coaches can document individual player performance, track improvements over time, and identify areas that need further development. This data-driven approach enables coaches to tailor their coaching strategies to each player's specific needs and strengths, promoting individual player growth and overall team improvement.

Communication Tools

Communication is key in coaching, and the Coach Planner App recognizes this. The app provides a platform for coaches to communicate with their players and their parents, facilitating updates on practice schedules, game times, team news, and more. This feature helps ensure that everyone stays informed and connected.

Access to Resources

Lastly, the app offers coaches access to an array of coaching resources, including coaching courses, educational videos, and articles on a variety of football-related topics. These resources can be instrumental in helping coaches continue their professional development and stay up-to-date with the latest coaching methodologies and strategies.

Get more information about the USA Football Coach Planner App here.

Rules of the Game

Flag football is a fast-paced, dynamic sport with its own unique set of rules. Whether you're a new coach or simply need a refresher, our comprehensive guide to the rules of the game is designed to help you understand and explain the game effectively. It covers everything from basic game play and scoring to player positions and key strategies. Keep these rules handy during practices and games to ensure fair play and sportsmanship at all times.

Game Format and Rules

Game Format and Basic Rules

Field is 25-30 yards wide and 50 yards long, including the 5 yard end zones.
Games are 6 players vs 6 players
Two 20 minute running clock halves (5 minute break at half)
Each possession starts at the 5 yard line after scores, turnover on downs and/or halftime.
30 second play clock (45 second play clock for K-2nd Grade Division)
The offensive team has three downs to get a first down at mid-field, then 4 downs to score once they have crossed mid-field.
All players are eligible!
Coin flip determines choice of possession or direction (winning team can elect to defer to the 2nd half)
The clock will only stop for time-outs and injuries unless it is the last minute of the game.
The clock does not stop for incomplete passes, out of bounds, change of possession unless it is the last minute of the game.
In the last minute of the game, the clock will stop for these following actions:
Incompletions
Out of Bounds
QB Sack and kneel downs
Change of Possession
Penalties. If it’s an offensive penalty the clock will start on the official unless dead ball foul.
TWO 30-second timeouts per half
If a timeout is called after a touchdown, the clock will not start until the play after the conversion attempt
Teams switch sides at halftime.
If there is a bad snap, the ball is dead and placed at the LOS. There is NO loss of yardage.
Center cannot take a handoff from the QB.
Ball is placed where a flag pulled, not where the ball is when the flag is pulled.
A receiver must have one foot in bounds when making a reception.
Laterals are allowed but if the ball hits the ground, the ball is spotted at that yard mark.
Absolutely no tackling or blocking (stationary pick is allowed but player cannot move)
Only one player can be in motion at the same time.
3 Players must be on the Line of Scrimmage or Illegal Formation; The Center counts as 1 player on the LOS.
Deception Rule: Defensive players can cross the line of scrimmage when a handoff, fake handoff or backward pass has occurred. This is applied to define the integrity of the LOS and development of the passing game for both offense and defense.
Interceptions can be returned for a TD, if intercepting teams flag is pulled before the end zone then possession will begin where the defender is flagged.
Games cannot end on a defensive penalty.

Pass Game Rules

After the snap, the offense must throw the ball within:
Kindergarten - 2nd Grade: 6 seconds
3rd - 6th Grade: 4 seconds
7th - 8th Grade: 3 seconds
The sack count starts on the snap of the ball no matter what the offensive play is attempted.
K-4th Grade, the QB can HAND or PITCH the ball off to another player and they can throw the ball within the allotted time. If/When the QB hands or pitches or throws a backward pass to another player, this alerts the defense that they CAN cross the LOS to pull the flag of the player with the ball.
There are NO passes behind the LOS. This is a 5 yard penalty and loss of down.
All grade levels have the option to throw a backward pass for a double pass play.  This alerts the defense that they CAN cross the LOS to pull the flag of the player with the ball. (5th-8th grade can never take a hand off nor run the ball across the line of scrimmage on a backwards pass.)
Defense must start 2 yds off the LOS  unless the ball is at the +1 then the Defense can start at goal line.

Run Game Rules

A play will be considered a run play, when the ball carrier crosses the line of scrimmage, or if a player takes a hand-off from the quarterback, and does not cross the line of scrimmage in the allotted time. A play in which a player takes a hand-off from the quarterback, and then throws a forward pass will be considered a pass play, and not count as a team’s run play.

The play is dead when the following occurs to the ball carrier:
Flag is pulled
Runner’s knee touches the ground
Runner steps out of bounds
Runner loses his flag then the opposing team must touch him down.
Runner dives, jumps or leaps; ball is spotted where the runner left his feet
No direct QB runs allowed
The ball carrier can spin to avoid their flag being pulled but cannot flag guard

Offensive Penalties

Offensive Pass Interference – 10 yard penalty and replay the down
Illegal motion (2 men in motion) – 5 yard penalty and replay the down replay the down
Illegal Formation – 5 yard penalty and replay the down
Illegal Run – 5 yard penalty and loss of down
False Start – 5 yard penalty, replay the down
Illegal Forward Pass – 5 yard penalty and loss of down (QB steps over the LOS or QB throws a forward pass behind the LOS)
Blocking – ball is placed at the spot of the foul and loss of down
Leaping – ball is placed at the spot of the foul and loss of down
Flag Guarding (including stiff arms) – 5 yard penalty from the spot of the foul and loss of down
Unsportsmanlike conduct – 15 yard penalty (possible ejection)
Delay of Game – clock is stopped and a 5 yard penalty
There is no penalty for intentional grounding

Defensive Penalties

Defensive Pass Interference - 10 yard penalty and replay down unless it’s an offensive catch; Offense decides. 1st down can occur depending on the yardage.
Illegal Contact (holding, jams, etc.) – 5 yard penalty and replay down unless it’s an offensive catch; Offense decides. 1st can occur depending on the yardage.
Defensive Holding while pulling flag – 5 yard penalty added to the end of the play and replay down. 1st down can occur depending on the yardage.
Illegal Flag Pull (before player has ball) – 5 yard penalty and replay down. 1st down can occur depending on the yardage.
Off-sides – 5 yard penalty and replay down. 1st down can occur depending on the yardage.
Illegal Rushing (before a hand-off has occurred) – 5 yard penalty and replay the down; offense decides depending on the result of the play. 1st down can occur depending on the yardage.
Inadvertent tackle – 5 yard penalty added to the end of the play and replay down.
Inadvertent tackle From Behind w/clear path to end zone – Automatic Touchdown
Unsportsmanlike conduct – 15 yard penalty and automatic 1st down (possible ejection)
Defensive Penalties inside the 10 yard line will result in half the distance to the Goalline if applicable.

Scoring

Touchdowns = 6 points
Extra Point (5 yard line) = 1 pt
Extra Point (10 yard line) = 2 pts

Mercy Rule

If a team is up by 30 or more they only have 2 downs to get a first down and 2 downs to score until that point difference is trimmed below 30 pts. Than regular game rules apply.
The team that is behind by 30 or more points will start their offensive possession at the +10 yard line and get 4 downs to score. If the point difference is trimmed below 30 pts, than regular game rules apply

Playoffs Overtime Rules

Overtime period will take place with each team receiving a possession.
Coin flip determines choice of 1st or 2nd possession
Possession begins at the 10 yard line (both teams will go in the same direction)
If a touchdown is scored, a team can elect to go for a 1 or 2 point conversion.
Overtime period will take place with each team receiving a possession.
If the Defense intercepts the ball it’s a change of possession starting at the 10 yard line unless the Defense returns it for a TD. Game could be over if the intercepting team was ahead in points in OT prior to playing Defense or intercepting team returns it for a TD on it’s 1st Defensive possession per OT.
If the game is still tied, overtime will be repeated until there is a winner.
Offensive team will get 2 downs to score from the +10 yard line
Teams alternate first possession each overtime period

Age Division-Specific Rules*

* All Divisions follow the league rules posted above unless otherwise noted in these Division-specific rules.

Co-ed Kindergarten - 2nd Grade

UNLIMITED Runs
45 second play clock
ONE Coach is allowed on the field for both offense and defense

In this division we want to get the players lined up properly and running in the right direction. We want to be flexible with the rules and teach the players the proper fundamentals of football. The Deception Rule will be in effect to help with the integrity of the passing game for both offense and defense.

Co-ed 3rd Grade - 4th Grade

30 second play clock
ONE run per offensive possession
NO runs 5yds from the End Zone
NO runs on extra points
ONE Coach is allowed on the field for both offense and defense

In this division we want to encourage the teams to start focusing on passing the ball more than running the ball. The Deception Rule will be in effect to help with the integrity of the passing game for both offense and defense. We want the players to start applying proper QB, WR, and DB fundamentals in the passing game.

Co-ed 5th Grade - 8th Grade

30 second play clock
NO RUNS
NO Coach allowed on the field

​In this division we make the transition into an every-down is a pass play or a scaled down version of HS 7v7 pass game. We want the players to start working on their skills as a QB, WR, and DB that they have learned from their coach and apply it in a fun, competitive format.

All Girls 3rd Grade - 5th Grade

45 second play clock
UNLIMITED Runs.
TWO coaches are allowed on the field for both offense and defense.
NO RUSHING THE QUARTERBACK…unless the QB makes a handoff motion. This action will trigger a defensive player to cross the LOS and rush the QB.
The QB CAN have direct runs across the LOS.  On direct QB runs, with no fake, the defense cannot cross the LOS until the QB crosses the LOS.
If the QB has the ball at 4 seconds, behind the LOS, the play is considered a sack and a dead ball.  The QB must run across the LOS, throw or handoff the ball before 4 seconds
If the QB hands off the ball to another player before 4 second, the 4 second count will continue, but the ball carrier is eligible to run after 4 seconds.  A pass attempt after 4 seconds will be an illegal pass
YES, there are runs 5yds from the end zone.
YES, you can have running plays 5yds from mid-field.
YES, there are runs on extra points.
The center can snap side-saddle or between the legs.  If side-saddle, the center MUST snap the ball directly to the player behind the center.  There are no trick snaps to other players if using side-saddle snaps.

All Girls 6th Grade - 8th Grade

30 second play clock
Defensive players can rush the QB from 7 yards off the LOS.  There is no limit to the number of players that can rush the QB.
The defense has the right of way when rushing the QB.  The offense must make an attempt to avoid the rusher.
The QB CAN have direct runs across the LOS.  On direct QB runs, with no fake, the defense players under 7 yards cannot cross the LOS until the QB crosses the LOS.
Only Players lined up 7 yards away from the LOS can rush into the offensive backfield. On direct QB runs, players lined up within 7 yards of the LOS cannot pull the QB’s flag until the QB crosses the LOS.
YES, there are runs 5yds from the end zone.
YES, you can have running plays 5yds from mid-field.
YES, there are runs on extra points.
The center can snap side-saddle or between the legs.  If side-saddle, the center MUST snap the ball directly to the player behind the center.  There are no trick snaps to other players if using side-saddle snaps. And not to the motion player.

UA Flag Playbook

As part of our partnership with Under Armour, we're pleased to offer the exclusive UA Flag Playbook. This comprehensive guide features detailed game strategies, drills, and coaching tips curated by seasoned experts in flag football. Use this playbook to enhance your coaching skills, develop effective game strategies, and help your players excel on the field. Get ready to inspire, motivate, and lead your team to success.

PlaybookPass PlaysRun Plays

Your Home for Flag Football Coaching Resources.

Welcome to the Coaches Corner, your one-stop resource for everything you need to guide your team to success at Waterset Under the Lights. Whether you're new to coaching or a seasoned pro, you'll find helpful materials and information to support your coaching journey. Remember, our shared goal is to create a positive, fun, and enriching experience for all our young athletes.

Background Checks & Training

At Waterset Under the Lights, we prioritize the safety and wellbeing of our players above all. To ensure this, we require all Coaches and Volunteers to complete a comprehensive Criminal History Background Check through the Under the Lights Background Check system, concussion certification, CPR & First Aid Training, and Coaches Training. This process helps us maintain a secure and trusting environment for our young athletes.

Simply click on the link below to initiate your Background Checks and required trainings. We appreciate your cooperation and commitment to creating a safe sporting experience for all involved.

Start my background check - ***select instant search***Concussion CertificationCPR, First Aid and AED TrainingCoach and Volunteer Training

Master Your Coaching With the USA Football Coach Planner App

The sport of football is more than just a game - it's a strategic endeavor that requires careful planning, tactical decision-making, and effective training techniques. That's where the USA Football Coach Planner App comes in, a revolutionary tool designed to assist football coaches at all levels, particularly in enhancing their training sessions and elevating their team's performance.

The USA Football Coach Planner App is a one-stop solution for managing and planning your coaching needs. Available for download on both iOS and Android mobile devices, it provides a comprehensive platform that encompasses all aspects of football coaching.

Download the USA Football Coach Planner App Here:

Easy-to-Use Interface

One of the standout features of the Coach Planner App is its user-friendly interface. Navigating through the app is a breeze, thanks to its simple and intuitive design. Whether you're looking to plan your next training session, review player progress, or even communicate with your team, the app provides an easy-to-use platform that makes managing your coaching duties simpler and more efficient.

Planning and Preparation - Skills-n-Drills

The core of the Coach Planner App lies in its planning capabilities. The app allows coaches to outline detailed practice plans, specifying the duration and objectives for each drill. This is particularly beneficial for new coaches looking to establish a structured training regimen, as well as experienced coaches aiming to optimize their training sessions.

Extensive Drill Library

The USA Football Coach Planner App boasts an extensive library of drills, each complete with detailed instructions, objectives, and graphics demonstrating the proper execution of the drill. This feature is invaluable in teaching new skills, refining existing ones, and introducing variety into your practice sessions. You can search for drills by age group, skill level, and position, allowing you to tailor your practices to your team's specific needs.

Player Assessment and Progress Tracking

The app also provides tools for player assessment and progress tracking. Coaches can document individual player performance, track improvements over time, and identify areas that need further development. This data-driven approach enables coaches to tailor their coaching strategies to each player's specific needs and strengths, promoting individual player growth and overall team improvement.

Communication Tools

Communication is key in coaching, and the Coach Planner App recognizes this. The app provides a platform for coaches to communicate with their players and their parents, facilitating updates on practice schedules, game times, team news, and more. This feature helps ensure that everyone stays informed and connected.

Access to Resources

Lastly, the app offers coaches access to an array of coaching resources, including coaching courses, educational videos, and articles on a variety of football-related topics. These resources can be instrumental in helping coaches continue their professional development and stay up-to-date with the latest coaching methodologies and strategies.

Get more information about the USA Football Coach Planner App here.

Rules of the Game

Flag football is a fast-paced, dynamic sport with its own unique set of rules. Whether you're a new coach or simply need a refresher, our comprehensive guide to the rules of the game is designed to help you understand and explain the game effectively. It covers everything from basic game play and scoring to player positions and key strategies. Keep these rules handy during practices and games to ensure fair play and sportsmanship at all times.

Game Format and Basic Rules

Field is 25-30 yards wide and 50 yards long, including the 5 yard end zones.
Games are 6 players vs 6 players
Two 20 minute running clock halves (5 minute break at half)
Each possession starts at the 5 yard line after scores, turnover on downs and/or halftime.
30 second play clock (45 second play clock for K-2nd Grade Division)
The offensive team has three downs to get a first down at mid-field, then 4 downs to score once they have crossed mid-field.
All players are eligible!
Coin flip determines choice of possession or direction (winning team can elect to defer to the 2nd half)
The clock will only stop for time-outs and injuries unless it is the last minute of the game.
The clock does not stop for incomplete passes, out of bounds, change of possession unless it is the last minute of the game.
In the last minute of the game, the clock will stop for these following actions:
Incompletions
Out of Bounds
QB Sack and kneel downs
Change of Possession
Penalties. If it’s an offensive penalty the clock will start on the official unless dead ball foul.
TWO 30-second timeouts per half
If a timeout is called after a touchdown, the clock will not start until the play after the conversion attempt
Teams switch sides at halftime.
If there is a bad snap, the ball is dead and placed at the LOS. There is NO loss of yardage.
Center cannot take a handoff from the QB.
Ball is placed where a flag pulled, not where the ball is when the flag is pulled.
A receiver must have one foot in bounds when making a reception.
Laterals are allowed but if the ball hits the ground, the ball is spotted at that yard mark.
Absolutely no tackling or blocking (stationary pick is allowed but player cannot move)
Only one player can be in motion at the same time.
3 Players must be on the Line of Scrimmage or Illegal Formation; The Center counts as 1 player on the LOS.
Deception Rule: Defensive players can cross the line of scrimmage when a handoff, fake handoff or backward pass has occurred. This is applied to define the integrity of the LOS and development of the passing game for both offense and defense.
Interceptions can be returned for a TD, if intercepting teams flag is pulled before the end zone then possession will begin where the defender is flagged.
Games cannot end on a defensive penalty.

Pass Game Rules

After the snap, the offense must throw the ball within:
Kindergarten - 2nd Grade: 6 seconds
3rd - 6th Grade: 4 seconds
7th - 8th Grade: 3 seconds
The sack count starts on the snap of the ball no matter what the offensive play is attempted.
K-4th Grade, the QB can HAND or PITCH the ball off to another player and they can throw the ball within the allotted time. If/When the QB hands or pitches or throws a backward pass to another player, this alerts the defense that they CAN cross the LOS to pull the flag of the player with the ball.
There are NO passes behind the LOS. This is a 5 yard penalty and loss of down.
All grade levels have the option to throw a backward pass for a double pass play.  This alerts the defense that they CAN cross the LOS to pull the flag of the player with the ball. (5th-8th grade can never take a hand off nor run the ball across the line of scrimmage on a backwards pass.)
Defense must start 2 yds off the LOS  unless the ball is at the +1 then the Defense can start at goal line.

Run Game Rules

A play will be considered a run play, when the ball carrier crosses the line of scrimmage, or if a player takes a hand-off from the quarterback, and does not cross the line of scrimmage in the allotted time. A play in which a player takes a hand-off from the quarterback, and then throws a forward pass will be considered a pass play, and not count as a team’s run play.

The play is dead when the following occurs to the ball carrier:
Flag is pulled
Runner’s knee touches the ground
Runner steps out of bounds
Runner loses his flag then the opposing team must touch him down.
Runner dives, jumps or leaps; ball is spotted where the runner left his feet
No direct QB runs allowed
The ball carrier can spin to avoid their flag being pulled but cannot flag guard

Offensive Penalties

Offensive Pass Interference – 10 yard penalty and replay the down
Illegal motion (2 men in motion) – 5 yard penalty and replay the down replay the down
Illegal Formation – 5 yard penalty and replay the down
Illegal Run – 5 yard penalty and loss of down
False Start – 5 yard penalty, replay the down
Illegal Forward Pass – 5 yard penalty and loss of down (QB steps over the LOS or QB throws a forward pass behind the LOS)
Blocking – ball is placed at the spot of the foul and loss of down
Leaping – ball is placed at the spot of the foul and loss of down
Flag Guarding (including stiff arms) – 5 yard penalty from the spot of the foul and loss of down
Unsportsmanlike conduct – 15 yard penalty (possible ejection)
Delay of Game – clock is stopped and a 5 yard penalty
There is no penalty for intentional grounding

Defensive Penalties

Defensive Pass Interference - 10 yard penalty and replay down unless it’s an offensive catch; Offense decides. 1st down can occur depending on the yardage.
Illegal Contact (holding, jams, etc.) – 5 yard penalty and replay down unless it’s an offensive catch; Offense decides. 1st can occur depending on the yardage.
Defensive Holding while pulling flag – 5 yard penalty added to the end of the play and replay down. 1st down can occur depending on the yardage.
Illegal Flag Pull (before player has ball) – 5 yard penalty and replay down. 1st down can occur depending on the yardage.
Off-sides – 5 yard penalty and replay down. 1st down can occur depending on the yardage.
Illegal Rushing (before a hand-off has occurred) – 5 yard penalty and replay the down; offense decides depending on the result of the play. 1st down can occur depending on the yardage.
Inadvertent tackle – 5 yard penalty added to the end of the play and replay down.
Inadvertent tackle From Behind w/clear path to end zone – Automatic Touchdown
Unsportsmanlike conduct – 15 yard penalty and automatic 1st down (possible ejection)
Defensive Penalties inside the 10 yard line will result in half the distance to the Goalline if applicable.

Scoring

Touchdowns = 6 points
Extra Point (5 yard line) = 1 pt
Extra Point (10 yard line) = 2 pts

Mercy Rule

If a team is up by 30 or more they only have 2 downs to get a first down and 2 downs to score until that point difference is trimmed below 30 pts. Than regular game rules apply.
The team that is behind by 30 or more points will start their offensive possession at the +10 yard line and get 4 downs to score. If the point difference is trimmed below 30 pts, than regular game rules apply

Playoffs Overtime Rules

Overtime period will take place with each team receiving a possession.
Coin flip determines choice of 1st or 2nd possession
Possession begins at the 10 yard line (both teams will go in the same direction)
If a touchdown is scored, a team can elect to go for a 1 or 2 point conversion.
Overtime period will take place with each team receiving a possession.
If the Defense intercepts the ball it’s a change of possession starting at the 10 yard line unless the Defense returns it for a TD. Game could be over if the intercepting team was ahead in points in OT prior to playing Defense or intercepting team returns it for a TD on it’s 1st Defensive possession per OT.
If the game is still tied, overtime will be repeated until there is a winner.
Offensive team will get 2 downs to score from the +10 yard line
Teams alternate first possession each overtime period

Age Division-Specific Rules*

* All Divisions follow the league rules posted above unless otherwise noted in these Division-specific rules.

Co-ed Kindergarten - 2nd Grade

UNLIMITED Runs
45 second play clock
ONE Coach is allowed on the field for both offense and defense

In this division we want to get the players lined up properly and running in the right direction. We want to be flexible with the rules and teach the players the proper fundamentals of football. The Deception Rule will be in effect to help with the integrity of the passing game for both offense and defense.

Co-ed 3rd Grade - 4th Grade

30 second play clock
ONE run per offensive possession
NO runs 5yds from the End Zone
NO runs on extra points
ONE Coach is allowed on the field for both offense and defense

In this division we want to encourage the teams to start focusing on passing the ball more than running the ball. The Deception Rule will be in effect to help with the integrity of the passing game for both offense and defense. We want the players to start applying proper QB, WR, and DB fundamentals in the passing game.

Co-ed 5th Grade - 8th Grade

30 second play clock
NO RUNS
NO Coach allowed on the field

​In this division we make the transition into an every-down is a pass play or a scaled down version of HS 7v7 pass game. We want the players to start working on their skills as a QB, WR, and DB that they have learned from their coach and apply it in a fun, competitive format.

All Girls 3rd Grade - 5th Grade

45 second play clock
UNLIMITED Runs.
TWO coaches are allowed on the field for both offense and defense.
NO RUSHING THE QUARTERBACK…unless the QB makes a handoff motion. This action will trigger a defensive player to cross the LOS and rush the QB.
The QB CAN have direct runs across the LOS.  On direct QB runs, with no fake, the defense cannot cross the LOS until the QB crosses the LOS.
If the QB has the ball at 4 seconds, behind the LOS, the play is considered a sack and a dead ball.  The QB must run across the LOS, throw or handoff the ball before 4 seconds
If the QB hands off the ball to another player before 4 second, the 4 second count will continue, but the ball carrier is eligible to run after 4 seconds.  A pass attempt after 4 seconds will be an illegal pass
YES, there are runs 5yds from the end zone.
YES, you can have running plays 5yds from mid-field.
YES, there are runs on extra points.
The center can snap side-saddle or between the legs.  If side-saddle, the center MUST snap the ball directly to the player behind the center.  There are no trick snaps to other players if using side-saddle snaps.

All Girls 6th Grade - 8th Grade

30 second play clock
Defensive players can rush the QB from 7 yards off the LOS.  There is no limit to the number of players that can rush the QB.
The defense has the right of way when rushing the QB.  The offense must make an attempt to avoid the rusher.
The QB CAN have direct runs across the LOS.  On direct QB runs, with no fake, the defense players under 7 yards cannot cross the LOS until the QB crosses the LOS.
Only Players lined up 7 yards away from the LOS can rush into the offensive backfield. On direct QB runs, players lined up within 7 yards of the LOS cannot pull the QB’s flag until the QB crosses the LOS.
YES, there are runs 5yds from the end zone.
YES, you can have running plays 5yds from mid-field.
YES, there are runs on extra points.
The center can snap side-saddle or between the legs.  If side-saddle, the center MUST snap the ball directly to the player behind the center.  There are no trick snaps to other players if using side-saddle snaps. And not to the motion player.

UA Flag Playbook

As part of our partnership with Under Armour, we're pleased to offer the exclusive UA Flag Playbook. This comprehensive guide features detailed game strategies, drills, and coaching tips curated by seasoned experts in flag football. Use this playbook to enhance your coaching skills, develop effective game strategies, and help your players excel on the field. Get ready to inspire, motivate, and lead your team to success.

Football Plays for Kindergarten - 2nd GradePass Plays for Kindergarten - 4th GradeRun Plays for Kindergarten - 4th Grade