CIF Girls Flag Football Rules Explained

CIF girls flag football uses a 7v7 high school format with no blocking, no tackling, controlled rushing, no-run zones and detailed equipment and penalty rules. This guide summarizes the CIF rulebook for players, parents, coaches and event organizers.

CIF girls flag football is built around spacing, passing, flag pulling and controlled contact. The key ideas: 7 players per side, four downs to reach the next line-to-gain, no actual kicking, no blocking, no tackling and no direct runs inside no-run zones.

Last updated by SoCal Flag: Jul 28, 2026 · Based on the CIF Flag Football Rules PDF revised Mar. 28, 2023, which CIF-SS currently links from its Girls Flag Football Rules page. Confirm final rules with CIF-SS, your school, officials or the event organizer.

Quick CIF Summary

Category CIF Girls Flag Football Rule
Format7v7
Game lengthVarsity: two 20-minute running halves. JV or tournament play: two 15-minute running halves.
Halftime5 minutes
Field30–40 yards wide, 50–80 yards long, plus two 10-yard end zones
Standard line-to-gain setupOn an 80-yard field, teams usually start at their own 20 and need four downs to reach the next 20-yard marker
No-run zones5 yards before each line-to-gain and 5 yards before each end zone
Players7 needed to start; minimum 5 to continue
Play clock25 seconds
RushingUp to 2 defenders may rush from at least 3 yards behind the line of scrimmage
ScoringTouchdown 6, PAT from 5 yards for 1, PAT from 10 yards for 2, safety 2
ContactNo blocking, no screening, no tackling, no bump-and-run coverage, no excessive contact

Game Setup & Possession

No kickoffs. No actual punt kicks. Possession is placed by rule.

At the start of a half, the offense begins at its own 20-yard line on a standard 80-yard field. On a 50-yard field, the offense begins at its own 10-yard line.

Each offense has four downs to reach the next line-to-gain. When the offense reaches that marker, it earns a new series of downs.

On a standard 80-yard field, the offense usually starts at its own 20-yard line. From there, the line-to-gain markers are every 20 yards: the own 40, the opponent’s 40, the opponent’s 20 and then the goal line.

Line-to-Gain Progression (80-Yard Field)

Line-to-Gain Marker What It Means
Own 40-yard lineFirst line-to-gain after starting at your own 20
Opponent’s 40-yard lineNext line-to-gain
Opponent’s 20-yard lineFinal line-to-gain before the goal line
Goal lineScore a touchdown

On a shorter 50-yard field, CIF uses the 10-yard line as the starting spot. Organizers and officials may use fewer line-to-gain markers on that shorter field, often closer to a midfield line-to-gain setup.

On fourth down, the offense must declare whether it is going for the first down or giving up possession. If it gives up possession, there is no actual punt. The defense takes over at its own 20-yard line, or its own 10-yard line on a 50-yard field.

Possession & Turnover Rules

Situation Result
Start of half on standard 80-yard fieldOffense starts at its own 20-yard line
Start of half on 50-yard fieldOffense starts at its own 10-yard line
Before the next line-to-gainOffense has 4 downs to reach the marker
Reaches line-to-gainNew series of downs
Failed fourth down tryDefense takes over at the dead-ball spot
Declared punt / possession changeNo kick; defense takes over at its own 20, or 10 on a 50-yard field
InterceptionLive ball; defense may return it
Fumble on groundDead ball at the spot

Rosters & Positions

  • CIF games are played 7-on-7.
  • A team must have at least seven players to start. A team may continue with five players if needed.
  • All offensive players are eligible receivers.
  • The player who receives the snap is the quarterback for that play. The snap must come from the ground, but it does not have to go between the center’s legs. The snap must go to a player whose feet are at least 2 yards behind the line of scrimmage.
  • No more than three offensive players may be behind or off the line of scrimmage at the snap.

Field Layout & No-Run Zones

CIF allows field flexibility, but the rulebook gives specific ranges:

Field Area CIF Rule
Width30 yards minimum, 40 yards maximum
Length50 yards minimum, 80 yards maximum
End zones10 yards each
Standard 80-yard setupStart at own 20, then play through 20-yard line-to-gain sections
50-yard setupStart at own 10; shorter-field line-to-gain setup may vary by organizer or official marking
No-run zones5 yards before each end zone and 5 yards before each line-to-gain
Team area2 yards from each sideline, between the 20-yard markers

No-run zones are designed to reduce short-yardage power plays and contact near the goal line or line-to-gain.

Inside a No-Run Zone

  • No quarterback runs unless the defense blitzes.
  • No direct handoffs.
  • No direct handoffs after a forward or backward pass.
  • Offenses need to use passing concepts.

If a penalty or loss of yardage moves the offense out of the no-run zone, direct handoffs become available again.

Equipment Checklist

Equipment CIF Rule / Note
FlagsOne-piece flag belt with three flags: one on each side and one in the back
Flag size2 1/4 inches wide by 14 1/2 inches long
FootballYouth or intermediate size; referee decides whether the ball is legal
MouthguardMandatory
ShoesTurf shoes or molded rubber cleats only
CleatsNo metal cleats, screw-in cleats or baseball cleats
JerseysNumbers required on front and back
Jersey numbers6 inches front, 8 inches back
Shorts / pantsNo open pockets; flag color must contrast with shorts or pants
JewelryNo jewelry during play
SunglassesNo sunglasses
Hand warmersNo waist-buckled hand warmers
Hair itemsNo hard beads, barrettes, bobby pins or unsafe hard items
Play cardsNo hanging play cards
Eye shadeAll black only

Players must wear legal flags before the ball becomes live. CIF also notes that games should not be played unless both teams have proper flags.

Timing, Timeouts & Clock Rules

Timing Area CIF Rule
Varsity game lengthTwo 20-minute running halves
JV / tournament game lengthTwo 15-minute running halves
Halftime5 minutes
Charged timeouts2 per half
Timeout length1 minute
Play clock25 seconds
Overtime timeouts1 per overtime period
Mercy ruleRunning clock if the deficit is 21+ points in the second half

The clock starts with the first legal snap and runs until the final 2 minutes of each half.

Before the final 2 minutes, the clock stops for official timeouts, injuries or penalty administration, then restarts on the ready-for-play signal. After a charged team timeout, the clock starts on the next legal snap.

Clock Starts on the Snap Inside the Final 2 Minutes After:

  • The 2-minute warning
  • The ball goes out of bounds
  • The defense is awarded a new series
  • A touchdown or safety
  • An incomplete legal or illegal forward pass
  • A granted timeout
  • An accepted delay-of-game penalty

If the point deficit is 21 or more in the second half, the clock starts on the ready-for-play whistle after the 2-minute warning.

The clock starts on the ready-for-play signal after most other stoppages, including official timeouts, penalty administration, first-down administration and inadvertent whistles.

Overtime

  • If regulation ends tied, overtime begins with a coin toss.
  • The winner may choose offense, defense or the end of the field. The other team gets the remaining option. Teams alternate possessions in later overtime periods.
  • Each team gets one timeout per overtime period.
  • Each team starts from the 20-yard line. The line-to-gain is the goal line.
  • Each team gets at least one possession unless the defense scores first. Interceptions in overtime remain live and may be returned.
  • A winner must be determined. No ties.

Scoring

Play Points
Touchdown6
PAT from 5 yards1
PAT from 10 yards2
Safety2
Defensive return on PAT2

There are no kicked extra points.

After a touchdown, the scoring player must go to the nearest official for a flag check. If the player removes her own flag before the flag check, the score does not count, the offense loses the down and receives a warning. A second issue can become an unsportsmanlike conduct foul.

If a player tampers with a flag, the first violation results in loss of down and a warning. A second violation can result in disqualification.

Running Rules

  • The quarterback may run once per series of downs.
  • If the defense blitzes or rushes multiple players, the quarterback may run without that play counting as her one quarterback run for the series.
  • Players other than the quarterback may run without a limit, except inside no-run zones.
  • Inside a no-run zone: no quarterback runs unless the defense blitzes; no direct handoffs; no direct handoffs after a forward or backward pass.
  • No stiff-arming.
  • No flag guarding.
  • No hurdling, spinning or diving to avoid a flag pull or advance the ball.
  • No jumping to avoid a flag pull. If a ball carrier leaves her feet to avoid a flag pull, officials can blow the play dead at that spot.
  • Fumbles are dead when they hit the ground. A fumble caught in the air by either team is live and may be advanced.

Passing, Snapping & Receiving

  • The offense may throw one forward pass per play.
  • No forward pass may be thrown after the passer crosses the line of scrimmage.
  • No forward pass may be thrown after a change of possession.
  • Backward passes are allowed.
  • The quarterback may intentionally ground the ball by throwing it into the ground or out of bounds to avoid a sack. If the throw is forward, it is treated as an incomplete pass. If it is backward or lateral, it is treated like a fumble and spotted where it hits the ground or goes out of bounds.
  • A legal catch requires possession before the ball hits the ground and a body part down in the field of play.
  • No receiver may use hands or arms to push a defender away to make a catch.

Rushing & Blitzing

  • Any defensive player may rush if she starts at least 3 yards behind the line of scrimmage at the snap.
  • Teams may rush up to two players at a time.
  • There is no limit on how many times a team may blitz during the game.
  • Rushers must avoid offensive players.
  • No excessive contact.
  • No hitting the quarterback’s arm, including on the follow-through.
  • If the defense blitzes or rushes multiple players at the quarterback, the quarterback may run without that play counting as her one quarterback run for the series.

Contact, Flag Pulling & Tackling

  • No blocking.
  • No screening.
  • No bump-and-run coverage.
  • No tackling.
  • No running through the ball carrier to pull a flag.
  • No stripping, grabbing or knocking the ball loose from a player in possession.
  • A defender must make a play on the flags. The ball carrier is down when the flag belt comes unclipped, not when the flag falls to the ground.
  • The ball is spotted by forward progress of the ball at the time the flag comes unclipped.

Kicking & Punting

  • No kickoffs.
  • No actual punt kicks.
  • At the start of a half, teams take possession at their own 20-yard line on a standard 80-yard field, or their own 10-yard line on a 50-yard field.
  • On fourth down, the offense must declare whether it is going for the first down or giving up possession before the play clock expires.
  • If the offense gives up possession, the defense starts at its own 20-yard line, or the 10-yard line on a 50-yard field.
  • If the offense goes for the first down and does not get it, the defense takes over at the dead-ball spot.

Penalties Parents Will Hear Called

CIF penalties are easiest to understand by looking at the call, what it means, the yardage and whether the foul carries loss of down or automatic first down.

Offensive Penalties

Call What It Means Enforcement Down Result
Delay of gameOffense does not snap before the 25-second play clock expires5 yardsReplay down unless enforcement changes the situation
False startOffensive player simulates the start of the play5 yardsReplay down
Illegal formationMore than 3 offensive players are behind or off the line at the snap5 yardsReplay down
Illegal shift / motionMotion is illegal or moves toward the line before the snap5 yardsReplay down
Illegal forward handoffBall is handed forward illegally5 yardsLoss of down
Illegal forward passMore than one forward pass, pass beyond the line, or pass after change of possession5 yards from spotLoss of down if by offense
Illegal QB runQuarterback runs more than once in a series5 yardsLoss of down
Illegal run in no-run zoneQB run or direct handoff in a no-run zone5 yardsLoss of down
Flag guardingBall carrier blocks access to flags with hands, arms, ball, jersey or body10 yards from spotLoss of down
Illegal contactOffensive player creates excessive contact10 yardsReplay down unless enforcement changes the situation
Blocking / screeningOffensive player blocks or screens a defender10 yardsReplay down unless enforcement changes the situation
Offensive pass interferenceOffensive player uses contact to hinder a defender’s chance to catch or play the ball10 yardsReplay down unless enforcement changes the situation
Hurdling / spinning / divingBall carrier jumps, spins or dives to avoid a flag pull or advance10 yardsReplay down unless enforcement changes the situation
Unsportsmanlike conductProfanity, disrespectful conduct, improper sideline behavior or similar conduct10 yardsSecond unsportsmanlike foul can disqualify

Defensive Penalties

Call What It Means Enforcement Down Result
EncroachmentDefender crosses the line of scrimmage before the snap5 yardsReplay down
Illegal defensive rushRusher starts inside 3 yards, or more than two defenders rush5 yardsReplay down unless enforcement changes the situation
Illegal flag pullDefender pulls a flag from a player who has not touched the ball5 yardsAutomatic first down
Illegal contactDefender creates excessive contact or runs through the ball carrier10 yardsReplay down unless enforcement changes the situation
Roughing the passerDefender contacts the QB during or just after the throwing motion, including the arm10 yardsAutomatic first down
Defensive pass interferenceDefender uses contact to hinder a receiver’s chance to catch or play the ball10 yardsReplay down unless enforcement changes the situation
Defensive holdingDefender holds an offensive player while attempting to de-flag10 yardsReplay down unless enforcement changes the situation
TacklingDefender brings down or physically stops the ball carrier10 yardsReplay down unless enforcement changes the situation
SlidingDefender slides to get the flag10 yardsReplay down unless enforcement changes the situation
Unsportsmanlike conductProfanity, disrespectful conduct, improper sideline behavior or similar conduct10 yardsSecond unsportsmanlike foul can disqualify

Sideline / Administrative Penalties

Call What It Means Enforcement Down Result
Illegal substitutionSubstitution violation5 yardsReplay down unless enforcement changes the situation
Sideline interferenceSideline interferes with play or officials5 yardsReplay down unless enforcement changes the situation
Nonplayer outside team boxCoach, substitute or team personnel outside the allowed area5 yardsReplay down unless enforcement changes the situation
Attendant illegally on fieldUnauthorized person enters field area5 yardsReplay down unless enforcement changes the situation
Illegal contact with official in restricted areaOfficial is contacted in the restricted area while ball is live10 yardsReplay down unless enforcement changes the situation

Disqualification-Related Fouls

Situation Result
Flagrant excessive contactDisqualification possible
Fighting by player or nonplayerDisqualification
Intentionally contacting an officialDisqualification
Striking, kicking or kneeingDisqualification
Second unsportsmanlike foulDisqualification
Substitute leaving team box during fightDisqualification
Second flag-tampering violationDisqualification
Second mouthguard violationDisqualification

Common Calls Explained

Illegal rush:
A defender rushes from inside the required 3-yard depth, or more than two defenders rush.
Flag guarding:
A ball carrier uses hands, arms, the ball, jersey or body movement to stop a defender from pulling the flag.
Illegal contact:
A player creates excessive contact instead of playing the ball or the flag.
Roughing the passer:
A defender contacts the quarterback during or just after the throwing motion, including the throwing arm.
Pass interference:
A player uses contact to stop an opponent from moving toward, catching or playing the ball.
Illegal flag pull:
A defender pulls a flag from a player who has not touched the ball.
Tackling:
A defender brings down or physically stops the ball carrier instead of pulling the flag.
Illegal run in a no-run zone:
The offense uses a quarterback run or direct handoff where CIF requires a pass concept, unless the defense blitzes.

Coach, Player & Sideline Conduct

  • No profanity, insulting language or vulgar gestures.
  • No disrespectful objections to officials.
  • No attempts to influence officials improperly.
  • No coaches on the field to call plays.
  • No players, substitutes or team personnel outside the allowed team area when they are not permitted there.
  • A second unsportsmanlike conduct foul by the same player or coach results in disqualification.
  • Team captains should be the players who speak with officials.

What to Confirm Before Game Day

Before playing a CIF-style girls flag football game or tournament, confirm:

  • Whether the event uses CIF rules exactly.
  • Whether tournament timing modifies the varsity game clock.
  • Whether the field is using the 80-yard setup, 50-yard setup or another approved layout.
  • Where the line-to-gain markers are.
  • Where the no-run zones are marked.
  • Division eligibility.
  • Roster size.
  • Required flag belts.
  • Required football size.
  • Mouthguard and equipment checks.
  • Overtime format.
  • Whether officials will apply CIF, CIF-SS or event-specific interpretations.

Official CIF Sources

Use these official links when you need the primary rule documents. CIF-SS and your event organizer control when exact wording matters.

CIF-SS Girls Flag Football Rules

Official CIF-SS page linking to current girls flag football rules and the rules PDF.

cifss.org/news/girls-flag-football-rules/ ↗
CIF Flag Football Rules PDF

CIF Flag Football Rules PDF, revised Mar. 28, 2023. Direct link from the CIF-SS girls flag football rules page.

CIF-FLAG-FOOTBALL-RULES.pdf ↗

Frequently Asked Questions

Are CIF girls flag football rules 7v7?

Yes. CIF girls flag football is played 7-on-7.

How long are CIF girls flag football games?

Varsity games use two 20-minute running halves. JV or tournament games use two 15-minute running halves.

How does the line-to-gain work?

On a standard 80-yard field, teams usually start at their own 20-yard line and have four downs to reach the next 20-yard marker. On a 50-yard field, teams start at their own 10-yard line and the shorter-field line-to-gain setup may vary by organizer or official marking.

Can the quarterback run in CIF girls flag football?

Yes, but only once per series of downs. If the defense blitzes or rushes multiple players, the quarterback may run without that play counting as the one quarterback run for the series.

Are there no-run zones?

Yes. CIF no-run zones are 5 yards before each line-to-gain and 5 yards before each end zone.

Are kickoffs or punts allowed?

No. CIF girls flag football has no kickoffs and no actual punt kicks. A declared punt is a possession change by rule, not a kicked ball.

How many players are needed?

A team needs 7 players to start and at least 5 players to continue.

Are mouthguards required?

Yes. Mouthguards are mandatory.

Can defenders rush the quarterback?

Yes. Up to two defenders may rush if they start at least 3 yards behind the line of scrimmage at the snap.

What are the biggest penalty calls parents should understand?

Flag guarding, illegal rush, illegal contact, roughing the passer, pass interference, tackling, illegal quarterback run and illegal run in a no-run zone are among the most common calls families will hear.