League Rules
Official adult co-ed 8v8 rules for First State Flag Football.
Overview
First State Flag Football is a recreational, competitive-but-friendly co-ed league designed to be fun, social, and fair for all players. We prioritize sportsmanship, inclusivity, and a family-friendly environment where players of all skill levels can enjoy fast-paced flag football in a safe and supportive atmosphere.
Games are competitive, but the focus is on community, respect, and playing the right way. All players, officials, and spectators are expected to uphold the league’s standards of conduct and contribute to a positive experience each week.
Below is the complete rulebook for First State Flag Football's adult co-ed 8v8 league. Rules are organized into sections for easier reading, especially on mobile. In any situation not covered here, the on-site commissioner and referees will make the final ruling.
Coed Format
- 8-on-8 co-ed flag football.
- Maximum roster size is typically 15 players.
- Non-contact: no blocking, tackling, or intentional physical contact.
Players on the Field
- Maximum of 8 players on the field per team.
- A minimum of 3 females are required on the field whenever possible.
- Standard minimum to start or continue play is 6 players, with no more than 5 males on the field.
Start-of-Game Minimum Requirement
- Teams have a 5-minute grace period after the scheduled start time.
- To avoid an automatic forfeit, a team must field at least 5 players, including at least 1 female, by the end of the 5-minute grace period.
- If a team does not meet this requirement by the end of the grace period, the game is an automatic forfeit.
Flags & Belts
- Players must wear 2–3 flags attached to a belt at the hips.
- Flags must be visible and not tucked into clothing.
- Incorrectly worn belts or missing flags may result in the player being ruled down when touched.
Game Balls
- Adult or junior size footballs are allowed.
- Game balls must be approved by the referee prior to play.
Game Duration
- Games are 40 minutes total, divided into two 20-minute halves.
Play Clock
- 25-second play clock after the ball is spotted.
- 40 seconds after extra-point attempts or a change of possession.
Continuous Game Clock
- The game clock runs continuously during each 20-minute half.
- The clock stops only for timeouts, serious injuries, and at the referee or commissioner’s discretion.
End-of-Half Procedure
- At the end of each half there will be 7 untimed plays.
- The play clock remains active during these untimed plays.
Timeouts
- Each team is permitted two (2) timeouts per half.
- Timeouts are 30 seconds in duration.
Game Start Delay & Forfeit Enforcement
- Games will start no later than 5 minutes past the scheduled time.
- If a team does not have at least 5 players, including at least 1 female, by the end of the 5-minute grace period, that team automatically forfeits.
General
- Referees will aim for consistent rulings but may not see every infraction.
- Referees and the on-site commissioner have final say on rules interpretation and discipline.
Assignments
- Games will have a minimum of two (2) referees assigned.
- A maximum of four (4) referees may be used for larger events or playoffs.
Ball Spotting
- The ball is spotted at the approximate location of the ball carrier’s hips when a flag is pulled.
- If the ball carrier steps out of bounds, the ball is spotted where the foot crosses the boundary line.
Catches & Reviews
- Catches are based on the perception of the referee.
- At least one foot must be in bounds for a legal catch.
Female Operative Requirement
Every three (3) consecutive offensive plays are treated as one set. Within each set, a female player must be the operative player on at least one play.
- A set is always three plays in a row (Plays 1–3, 4–6, 7–9, etc.).
- The set does not reset early, even if a female is operative on Play 1 or Play 2.
- After the third play is completed, the next set begins.
What Counts as a Female Operative Play
A female is considered the operative player on a given play if she is clearly involved in advancing the ball.
- She is the quarterback and throws or runs the ball in an attempt to advance the play.
- She is the intended receiver on a pass (as judged by the referee), even if the pass is incomplete.
- She is the ball carrier and attempts to gain positive yards.
- A male catches the ball and laterals to a female who then attempts to advance the ball.
- A pass is tipped or deflected and a female ultimately catches the ball and advances or attempts to advance.
What Does Not Count
- A handoff to a female who makes no attempt to advance the ball.
- A female who immediately hands or laterals the ball back to a teammate behind the line of scrimmage without attempting to advance.
- A female who is on the field but is not a meaningful part of the play.
Penalty for Non-Compliance
- If no female operative play occurs during a 3-play set, the offense is charged with a loss of down.
- The ball is returned to the original line of scrimmage prior to the third play of that set.
- The next play must be a female operative play to begin satisfying the requirement for the next set.
Field Layout
- The field is divided into five (5) 20-yard segments marked by cones.
First Downs
- A first down is awarded each time the offense reaches the next cone.
- The offense has four (4) downs to gain a first down by reaching the next cone.
Touchdowns
- Male touchdowns are worth six (6) points.
- Female touchdowns from the 10-yard line or further are worth nine (9) points.
- Female touchdowns scored inside the 10-yard line are worth seven (7) points.
Extra Points (PAT)
- 1-point conversion: ball at the 5-yard line, must be a pass.
- 2-point conversion: ball at the 10-yard line.
- 3-point conversion: ball at the 15-yard line.
- If a female scores on a PAT, the team receives one (1) additional bonus point.
Defensive Scores on Conversions
- An interception returned for a score on a PAT is worth the same value as the attempted conversion.
Field Goals
- Male field goals are worth three (3) points.
- Female field goals are worth four (4) points.
Restrictions
- Fake kicks are not allowed.
- The defense may attempt to block field goals.
Safeties
- Safeties are worth two (2) points.
Onside Kicks
- Onside kicks are allowed only in the second half.
- Only the team that is losing may attempt an onside kick.
- The ball is placed at the opponent’s 20-yard line for an onside kick play.
- The offense has one (1) play to score, worth five (5) points if successful.
Dead Ball Situations
- A play is dead when a flag is pulled.
- A play is dead when a player without flags is touched by a defender.
- A play is dead when the ball carrier steps out of bounds.
- A play is dead when a fumble touches the ground.
- A play is dead when a player’s knee, butt, or forearm touches the ground.
Fumbles
- All fumbles are dead once the ball hits the ground.
- The ball is spotted at the location where it became dead.
Illegal Forward Pass (Enforcement)
- If a forward pass is thrown from beyond the line of scrimmage, it is an illegal forward pass.
- The ball is dead at the spot of the throw. No additional yardage penalty is enforced.
Quarterback Cadence
- The quarterback must use an audible cadence to initiate the snap.
- Silent snaps are illegal.
Motion
- Only one player may be in motion at the snap.
- Motion must be lateral or backward; any forward motion at the snap is illegal.
Rush Line
- The defense must line up at least three (3) yards off the line of scrimmage before the snap.
- The referee will count “1-one-thousand, 2-one-thousand, 3” before a standard rush may begin.
Blitzing
- The defense is allowed one (1) blitz per four-down series.
Contact & Physical Play Penalties
Illegal Contact
- Penalty: 5 yards.
- On the offense, this may result in a loss of down.
- On the defense, this results in an automatic first down.
Unnecessary Roughness
- Penalty: 15 yards.
- May result in player ejection or suspension depending on severity.
Unsportsmanlike Conduct
- Penalty: 10 yards.
- May result in suspension depending on the nature of the conduct.
Procedural & Pre-Snap Penalties
Delay of Game
- Failure to snap the ball within 25 seconds.
- Penalty: 5 yards.
False Start (Offense)
- Offensive movement prior to the snap.
- Penalty: 5 yards; dead ball.
Offside (Defense)
- Defensive player enters the neutral zone before the snap.
- Penalty: 5 yards.
Illegal Motion
- More than one player in motion at the snap, or any forward motion at the time of the snap.
- Penalty: 5 yards.
Illegal Substitution / Sideline Interference
- Non-active players or personnel interfering with play from the sideline.
- Penalty: Referee discretion (typically 5–10 yards).
Passing Penalties
Illegal Forward Pass (Corrected Enforcement)
- Any forward pass thrown from beyond the line of scrimmage.
- Penalty: The ball is dead at the spot of the throw. No additional yardage penalty is enforced.
Offensive Pass Interference
- Penalty: 10 yards and loss of down.
Defensive Pass Interference
- Penalty: 10 yards and an automatic first down.
Flag & Ball-Handling Penalties
Flag Guarding
- Includes swatting hands, covering flags, stiff-arming, or otherwise preventing a defender from pulling the flag.
- Penalty: Spot foul; the ball is placed at the spot of the infraction.
Holding (Offense or Defense)
- Penalty: 5 yards.
- The offended team may decline the penalty.
Stripping / Forced Fumbles
- Attempting to strip or forcibly dislodge the ball from a ball carrier is illegal.
- Penalty: 5 yards and an automatic first down.
Co-Ed Specific Penalties
Failure to Meet Female Operative Requirement
- If no female operative play occurs during a 3-play set, the offense receives a loss of down.
- The ball is returned to the original line of scrimmage prior to the third play of that set.
- The next play must be a female operative play to begin satisfying the requirement for the next set.
Special Play Penalties
Sleeper Plays
- Running plays with a hidden or non-disclosed player or formation designed to deceive in a way not allowed by the rules.
- Penalty: 15 yards and replay of the down.
Illegal Equipment (Corrected Enforcement)
- Includes missing flags, incorrectly worn belts, unsafe or non-approved gear, or belts that are not secured properly.
- Penalty: The ball is declared dead at the spot where the player is touched. No yardage penalty is enforced.
- The player must correct the equipment issue before returning to play.
Defensive Rush & Blitz Penalties
Early Rush / Illegal Blitz
- Rushing before the referee completes the “1-one-thousand, 2-one-thousand, 3” cadence, or exceeding the allowed blitzes per series.
- Penalty: 5 yards and an automatic first down.
Illegal Contact on the Quarterback
- Illegal contact with the quarterback’s arm or body while in a throwing motion.
- Penalty: 5 yards and an automatic first down.
Dead-Ball & Safety Penalties
Diving, Jumping, or Leaping (Corrected Enforcement)
- Diving, jumping, or leaping in a manner that creates an unsafe situation or unfair advantage is illegal.
- Penalty: Dead-ball spot foul; the play is blown dead at the spot of the illegal action. No additional yardage penalty is enforced.
Dead-Ball Contact
- Any contact that occurs after the whistle.
- Penalty: 5–15 yards depending on severity and referee judgment.
Illegal Snap / Silent Snap
- The quarterback must use an audible cadence to initiate the snap. Silent snaps are illegal.
- Penalty: 5 yards.
Cleats
- Metal cleats are strictly prohibited.
- Molded or plastic cleats are recommended.
Sidelines
- Substitutes and non-active players must remain clear of the field of play.
- Sideline interference may result in penalties as judged by the referees.