OFFICIAL LEAGUE REGULATIONS

KNOW
THE RULES.
RESPECT
THE GAME.

The official rules and regulations of Gridiron Nation Flag Football League. One league. One standard.

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OFFICIAL RULEBOOK

GRIDIRON NATION.

All players, captains, and participants are expected to understand and follow the rules of Gridiron Nation.

01

LEAGUE FORMAT

Eight regular-season games followed by playoffs. New teams are formed through a player evaluation and draft process each season.

02

PLAYER ELIGIBILITY

All players must be at least 18 years old and complete league registration requirements.

01 / GAMEPLAY

GAMEPLAY &
FIELD RULES.

1.1 Field Dimensions

The playing field will be 80 yards in total length, including two end zones measuring 10 yards deep each. The playing area between the end zones will measure 60 yards and will be divided into two 30-yard sections.

1.2 Players

Both teams may have up to five (5) players on the field during a play. If a team is unable to field at least three (3) players, the game will be declared a forfeit, resulting in a victory for the opposing team. All players must be at least 18 years old.

1.3 Offensive Drives and Downs

The offense will begin its drive at the front line of the defense's end zone, except following an interception. The offense will have four (4) downs to advance the ball to the closest field division line for a first down or into the end zone. The ball may be advanced by a forward pass or backward lateral.

1.4 Forward Passing

All forward passes from the quarterback must be thrown using an overhand or shovel-style motion. Underhand passes are not permitted. Only one forward pass may be attempted during a play, and the thrower must be behind the line of scrimmage. If a forward pass hits the ground, the play is immediately dead. The ball returns to the original line of scrimmage for the next play.

1.5 Backward Laterals

There is no limit to the number of backward lateral passes allowed during a play. Laterals may be attempted at any point on the field. If a lateral hits the ground, the play is immediately dead. The ball will be spotted at the point where the lateral was attempted, and possession will transfer to the defense.

1.6 Original Ballhandler

The player who begins the play with the ball may attempt one forward pass or one backward pass. If a backward pass is received from the original ballhandler behind the line of scrimmage, the receiving player becomes the only player permitted to attempt the forward pass. That player may not advance the ball by running, even if rushed, and must attempt a forward pass. Handoffs and pitches behind the line of scrimmage are not permitted.

1.7 Flag Removal

A ballcarrier is considered down when an opposing player removes one or more of the ballcarrier's flags. If a player's flags accidentally fall off through their own motion after receiving the ball, the player may continue advancing the ball and will be considered down when touched by an opposing player.

1.8 Player Without Flags

If a player receives the ball after their flags have already been removed or fallen off, the player may advance the ball but will be considered down when touched by an opposing player.

1.9 Fumbles

If the ballcarrier fumbles the ball, the play is immediately dead. The ball will be spotted at the location where the ballcarrier last had possession, and the offense retains possession.

1.10 Interceptions

If the defense intercepts a pass, the intercepting player may advance the ball. If the intercepting player is brought down, the intercepting team takes possession at that location. If the intercepting player is brought down in the offense's end zone, the intercepting team takes possession at the five-yard line. If the intercepting team returns the ball into its own end zone, it will be treated as an offensive touchdown for the opposing team.

1.11 Quarterback and Line of Scrimmage

The player receiving the snap may not advance beyond the line of scrimmage unless the defense advances beyond the line of scrimmage. If the player receiving the snap transfers possession of the ball, that player is permitted to advance beyond the line of scrimmage.

1.12 Defensive Rush Attempts

The defense is allowed two (2) rush attempts per set of four downs. If the offense earns a first down, the defense's two rush attempts are replenished.

1.13 Timeouts and Challenges

Each team receives three (3) thirty-second timeouts per half and is permitted two (2) challenges per game. If a challenge is successful, the challenging team retains its remaining timeouts. If unsuccessful, the challenging team loses one timeout.

Challengeable plays include the spot of the ball, catches, and out-of-bounds rulings. Only the team captain or designated offensive or defensive captain may call a timeout or initiate a challenge. A team must have at least one remaining timeout to initiate a challenge. Referees may consult available video recordings.

02 / SCORING

PUT POINTS
ON THE BOARD.

2.1 Touchdowns

If the offense advances the ball into the opposing team's end zone, the offense is awarded six (6) points. Following a touchdown, the offense may elect to attempt an extra-point conversion or an untimed two-point play. The two-point attempt begins ten (10) yards from the end zone. If the offense advances the ball into the end zone in one play, two (2) points are awarded. If unsuccessful, no points are awarded.

2.2 Interceptions During Two-Point Attempts

If the defense intercepts a two-point attempt and returns the ball to the opposite end zone, the defense is awarded two (2) points and possession of the ball. If the intercepting player is brought down before reaching the end zone, no points are awarded. The intercepting team takes possession at the five-yard line.

2.3 Turnover on Downs

If the offense fails to advance the ball beyond the required first-down division line or into the end zone within four downs, possession transfers to the defense. No points are awarded.

2.4 Safeties

If the ballcarrier is brought down inside or behind the defense's end zone, five yards behind the starting point of the drive, a safety is declared. The defense is awarded two (2) points and possession of the ball.

2.5 Three-Point Attempts

The offense may elect to attempt a three-point play while in the opposing team's territory. The attempt takes place halfway between the original line of scrimmage and the goal line. If the offense advances the ball into the end zone, three (3) points are awarded. If unsuccessful, possession transfers to the defense at the original line of scrimmage.

2.6 Interceptions During Three-Point Attempts

If the defense intercepts the three-point attempt and returns the ball to its own end zone, the defense is awarded six (6) points. Possession then returns to the team that attempted the three-point play. If the intercepting player is brought down before reaching the end zone, the play is treated as an ordinary interception. The defense retains possession at the location where the player was brought down.

2.7 Rush During Three-Point Attempts

The defense may only rush the quarterback on a three-point attempt if it has a remaining rush attempt available for that drive.

2.8 Sportsmanship Scoring Rule

Two-point conversions and onside kicks are not permitted for any team leading by twenty-eight (28) or more points.

03 / PENALTIES

PLAY WITH
INTEGRITY.

3.1 Loss-of-Down Penalties

Illegal forward pass: attempting two forward passes during a single play or attempting a forward pass from beyond the line of scrimmage.

Sack: if a forward pass has not been attempted within six (6) seconds after the ball is snapped, the play is declared dead at the location of the player possessing the ball. If the defense rushes, the six-second sack count is stopped.

Offensive delay of game: the offense takes more than thirty (30) seconds after the ball is spotted to snap the ball.

3.2 Five-Yard Penalties

False start: an offensive player advances two or more steps beyond the line of scrimmage or moves downfield before the snap.

Offsides: a defensive player advances beyond the line of scrimmage before the ball is snapped. The offense may not attempt to draw the defense offsides using a silent count or cadence because there is no official snap by a center. If centers are added, this rule will be voided.

Illegal substitution: having more than five (5) players on the field at the start of a play.

Flag guarding: preventing a defender from being able to grab the ballcarrier's flags.

Illegal touching: an offensive player touches the ball first after voluntarily going out of bounds and not being forced out by a defender.

3.3 Defensive Holding

Defensive holding results in a ten-yard penalty from the dead-ball spot. No player may hold any part of another player. The only exception is incidental contact with the shirt or shorts of the ballcarrier while attempting to remove the ballcarrier's flags.

3.4 Contact Penalties

Contact penalties result in a ten-yard penalty from the spot of the foul.

Illegal blocking: an offensive player may not initiate contact with a defensive player or use their arms, hands, or other extremities to impede the path of a defensive player. Players blocking against a rusher must keep their hands behind their backs and may only move their feet to obstruct the rusher. Blockers beyond the line of scrimmage may act only as an immobile obstacle.

Incidental contact may include forcible contact between the ballcarrier and a defensive player, or contact with the quarterback or the ball during the throwing motion. The penalty will be assessed against the party deemed more at fault by the referee.

3.5 Pass Interference

Defensive pass interference results in a fifteen-yard penalty from the line of scrimmage. Offensive pass interference results in a five-yard penalty and loss of down. Pass interference includes using the hands to push off or grab an opposing player, or making contact without an apparent attempt to pursue the ball.

3.6 Sideline Warnings

Offensive sideline violations result in a loss of two (2) downs. Defensive sideline violations result in a twenty-yard penalty.

Violations include players who are not on the field at the beginning of the play entering the field while a play is in progress, and yelling at or arguing with referees. All communication with referees must be conducted by team captains only. The sideline receives one warning before the full penalty is enforced.

If a player who has been disqualified from play following two personal foul calls receives a sideline warning, that player will be suspended for the remainder of the season.

3.7 Incidental Contact

Incidental contact results in a ten-yard penalty from the spot of the foul. Any forcible contact between the ballcarrier and a defensive player may be considered incidental contact. The penalty will be assessed against the party deemed more at fault.

3.8 Personal Fouls

Personal fouls result in a fifteen-yard penalty from the previous spot or dead-ball spot, whichever is worse.

3.9 Unnecessary Roughness

Unnecessary roughness includes intentionally moving into the path of the ballcarrier to initiate contact; forcible contact between players, including trucking; contact with the hands or arms above the ballcarrier's belt, specifically to the chest or face; and chopping a defender's arms or using a stiff arm toward the head or face area.

3.10 Unsportsmanlike Conduct

Unsportsmanlike conduct includes use of foul language, continued mean-spirited taunting or jawing, and removal of clothing.

3.11 Flag Tampering

Flag tampering includes intentionally fastening flags in a way that makes them more difficult to remove after receiving a warning from the referee, or intentionally placing flags underneath clothing to make them more difficult to remove.

3.12 Personal Foul Discipline and Suspensions

At the referee's discretion, a warning may be given for personal foul violations. Two personal fouls of the same class on a single player during one game result in that player's expulsion from the game. Different personal foul classes do not combine for purposes of automatic expulsion.

Expulsion from two consecutive games results in suspension from league play for the remainder of the season.

Suspensions may be appealed through a vote of the three team captains whose teams do not include the suspended player. Team captains may not vote to appeal their own suspensions.

3.13 Defensive Delay of Game

Defensive delay of game results in a ten-yard penalty for the first violation. The game clock will also be stopped if doing so benefits the offense. All subsequent intentional violations result in a fifteen-yard penalty.

Defensive delay of game includes any attempt by the defense to waste the game clock by hindering the offense from snapping the ball.

04 / GAME CLOCK & TIME

TIME TO
COMPETE.

4.1 Game Duration

Each game consists of two (2) twenty-minute halves. Halftime will last four (4) minutes.

4.2 Game Clock

The game clock will run continuously except during timeouts and during the final two (2) minutes of the second half.

During the final two minutes, the clock stops for:

  • Incomplete forward pass.
  • Change of possession.
  • Touchdown.
  • Turnover on downs.
  • Following an interception return.
  • Incomplete lateral pass.
  • During a two-point play.
  • Ballcarrier runs out of bounds before having flags removed.
  • Timeout.
  • Penalty.
  • Offensive first down.

4.3 Offensive Play Clock

The offense has thirty (30) seconds to snap the ball. The play clock begins once the quarterback has possession of the ball. The head referee has discretion over administration of the play clock.

4.4 Challenges

Each team is permitted two (2) challenges per game. Challenges may be used to review the spot of the ball, catches, and out-of-bounds rulings. Referees may consult available video recordings during a review.

If the challenge is unsuccessful, the challenging team loses one timeout. If successful, the challenging team retains its remaining timeouts. A team with no remaining timeouts may not initiate a challenge. Only the team captain may initiate a challenge. Penalties called by a referee on the field may not be challenged.

4.5 Equipment Failure

Equipment failure does not automatically stop gameplay or the game clock. A team must use one of its remaining thirty-second timeouts to stop gameplay and the clock. The timeout will not be extended if the affected player remains sidelined for longer than thirty seconds. If the team cannot substitute the affected player, it must continue playing with the players available.

05 / OVERTIME

ONE GAME.
ONE WINNER.

5.1 Initial Overtime

Each team receives one offensive possession beginning from half field. If the game remains tied after each team has completed its possession, the teams will receive another offensive possession. During subsequent overtime possessions, teams must attempt a two-point conversion following a touchdown.

5.2 Sudden-Death Overtime

If the game remains tied after the additional possessions, teams will alternate one-play scoring attempts from the ten-yard line. This process continues until one team scores and the opposing team fails to score on its corresponding attempt. The team that scores while the opposing team fails to score is declared the winner.

5.3 Defensive Rush Rules During Overtime

The defense retains its normal allowance of two (2) rush attempts per set of four downs. During two-point conversions, the defense is permitted to rush.

06 / OUR FOUNDATION

FAITH FIRST.
BROTHERHOOD
ALWAYS.

Gridiron Nation is built on more than football. Our foundation is faith, our strength is brotherhood, and our standard is integrity.

07 / FAITH & SPORTSMANSHIP

COMPETE WITH
PURPOSE.

We believe competition provides an opportunity to demonstrate character, leadership, discipline, and respect. Every player is expected to respect God, the game, teammates, opponents, officials, and league staff; compete with integrity; encourage teammates; and represent Gridiron Nation with character on and off the field.

"Whether therefore ye eat, or drink, or whatsoever ye do, do all to the glory of God."

1 Corinthians 10:31 (KJV)

08 / LEAGUE AUTHORITY

ONE NATION.
ONE STANDARD.

All players, team captains, and participants are expected to follow the official Gridiron Nation rules. Referees are responsible for enforcing the rules and maintaining control of gameplay.

The league reserves the right to interpret rules, address situations not specifically covered in this rulebook, and establish additional policies when necessary. Official rule changes and updates will be communicated by league administration.

Participation in Gridiron Nation constitutes agreement to follow the league's rules, policies, and standards of conduct.

GRIDIRON NATION

BUILT ON FAITH.
DRIVEN TO COMPETE.

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