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.
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 |
|---|---|
| Format | 7v7 |
| Game length | Varsity: two 20-minute running halves. JV or tournament play: two 15-minute running halves. |
| Halftime | 5 minutes |
| Field | 30–40 yards wide, 50–80 yards long, plus two 10-yard end zones |
| Standard line-to-gain setup | On an 80-yard field, teams usually start at their own 20 and need four downs to reach the next 20-yard marker |
| No-run zones | 5 yards before each line-to-gain and 5 yards before each end zone |
| Players | 7 needed to start; minimum 5 to continue |
| Play clock | 25 seconds |
| Rushing | Up to 2 defenders may rush from at least 3 yards behind the line of scrimmage |
| Scoring | Touchdown 6, PAT from 5 yards for 1, PAT from 10 yards for 2, safety 2 |
| Contact | No 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 line | First line-to-gain after starting at your own 20 |
| Opponent’s 40-yard line | Next line-to-gain |
| Opponent’s 20-yard line | Final line-to-gain before the goal line |
| Goal line | Score 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 field | Offense starts at its own 20-yard line |
| Start of half on 50-yard field | Offense starts at its own 10-yard line |
| Before the next line-to-gain | Offense has 4 downs to reach the marker |
| Reaches line-to-gain | New series of downs |
| Failed fourth down try | Defense takes over at the dead-ball spot |
| Declared punt / possession change | No kick; defense takes over at its own 20, or 10 on a 50-yard field |
| Interception | Live ball; defense may return it |
| Fumble on ground | Dead 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 |
|---|---|
| Width | 30 yards minimum, 40 yards maximum |
| Length | 50 yards minimum, 80 yards maximum |
| End zones | 10 yards each |
| Standard 80-yard setup | Start at own 20, then play through 20-yard line-to-gain sections |
| 50-yard setup | Start at own 10; shorter-field line-to-gain setup may vary by organizer or official marking |
| No-run zones | 5 yards before each end zone and 5 yards before each line-to-gain |
| Team area | 2 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 |
|---|---|
| Flags | One-piece flag belt with three flags: one on each side and one in the back |
| Flag size | 2 1/4 inches wide by 14 1/2 inches long |
| Football | Youth or intermediate size; referee decides whether the ball is legal |
| Mouthguard | Mandatory |
| Shoes | Turf shoes or molded rubber cleats only |
| Cleats | No metal cleats, screw-in cleats or baseball cleats |
| Jerseys | Numbers required on front and back |
| Jersey numbers | 6 inches front, 8 inches back |
| Shorts / pants | No open pockets; flag color must contrast with shorts or pants |
| Jewelry | No jewelry during play |
| Sunglasses | No sunglasses |
| Hand warmers | No waist-buckled hand warmers |
| Hair items | No hard beads, barrettes, bobby pins or unsafe hard items |
| Play cards | No hanging play cards |
| Eye shade | All 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 length | Two 20-minute running halves |
| JV / tournament game length | Two 15-minute running halves |
| Halftime | 5 minutes |
| Charged timeouts | 2 per half |
| Timeout length | 1 minute |
| Play clock | 25 seconds |
| Overtime timeouts | 1 per overtime period |
| Mercy rule | Running 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 |
|---|---|
| Touchdown | 6 |
| PAT from 5 yards | 1 |
| PAT from 10 yards | 2 |
| Safety | 2 |
| Defensive return on PAT | 2 |
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 game | Offense does not snap before the 25-second play clock expires | 5 yards | Replay down unless enforcement changes the situation |
| False start | Offensive player simulates the start of the play | 5 yards | Replay down |
| Illegal formation | More than 3 offensive players are behind or off the line at the snap | 5 yards | Replay down |
| Illegal shift / motion | Motion is illegal or moves toward the line before the snap | 5 yards | Replay down |
| Illegal forward handoff | Ball is handed forward illegally | 5 yards | Loss of down |
| Illegal forward pass | More than one forward pass, pass beyond the line, or pass after change of possession | 5 yards from spot | Loss of down if by offense |
| Illegal QB run | Quarterback runs more than once in a series | 5 yards | Loss of down |
| Illegal run in no-run zone | QB run or direct handoff in a no-run zone | 5 yards | Loss of down |
| Flag guarding | Ball carrier blocks access to flags with hands, arms, ball, jersey or body | 10 yards from spot | Loss of down |
| Illegal contact | Offensive player creates excessive contact | 10 yards | Replay down unless enforcement changes the situation |
| Blocking / screening | Offensive player blocks or screens a defender | 10 yards | Replay down unless enforcement changes the situation |
| Offensive pass interference | Offensive player uses contact to hinder a defender’s chance to catch or play the ball | 10 yards | Replay down unless enforcement changes the situation |
| Hurdling / spinning / diving | Ball carrier jumps, spins or dives to avoid a flag pull or advance | 10 yards | Replay down unless enforcement changes the situation |
| Unsportsmanlike conduct | Profanity, disrespectful conduct, improper sideline behavior or similar conduct | 10 yards | Second unsportsmanlike foul can disqualify |
Defensive Penalties
| Call | What It Means | Enforcement | Down Result |
|---|---|---|---|
| Encroachment | Defender crosses the line of scrimmage before the snap | 5 yards | Replay down |
| Illegal defensive rush | Rusher starts inside 3 yards, or more than two defenders rush | 5 yards | Replay down unless enforcement changes the situation |
| Illegal flag pull | Defender pulls a flag from a player who has not touched the ball | 5 yards | Automatic first down |
| Illegal contact | Defender creates excessive contact or runs through the ball carrier | 10 yards | Replay down unless enforcement changes the situation |
| Roughing the passer | Defender contacts the QB during or just after the throwing motion, including the arm | 10 yards | Automatic first down |
| Defensive pass interference | Defender uses contact to hinder a receiver’s chance to catch or play the ball | 10 yards | Replay down unless enforcement changes the situation |
| Defensive holding | Defender holds an offensive player while attempting to de-flag | 10 yards | Replay down unless enforcement changes the situation |
| Tackling | Defender brings down or physically stops the ball carrier | 10 yards | Replay down unless enforcement changes the situation |
| Sliding | Defender slides to get the flag | 10 yards | Replay down unless enforcement changes the situation |
| Unsportsmanlike conduct | Profanity, disrespectful conduct, improper sideline behavior or similar conduct | 10 yards | Second unsportsmanlike foul can disqualify |
Sideline / Administrative Penalties
| Call | What It Means | Enforcement | Down Result |
|---|---|---|---|
| Illegal substitution | Substitution violation | 5 yards | Replay down unless enforcement changes the situation |
| Sideline interference | Sideline interferes with play or officials | 5 yards | Replay down unless enforcement changes the situation |
| Nonplayer outside team box | Coach, substitute or team personnel outside the allowed area | 5 yards | Replay down unless enforcement changes the situation |
| Attendant illegally on field | Unauthorized person enters field area | 5 yards | Replay down unless enforcement changes the situation |
| Illegal contact with official in restricted area | Official is contacted in the restricted area while ball is live | 10 yards | Replay down unless enforcement changes the situation |
Disqualification-Related Fouls
| Situation | Result |
|---|---|
| Flagrant excessive contact | Disqualification possible |
| Fighting by player or nonplayer | Disqualification |
| Intentionally contacting an official | Disqualification |
| Striking, kicking or kneeing | Disqualification |
| Second unsportsmanlike foul | Disqualification |
| Substitute leaving team box during fight | Disqualification |
| Second flag-tampering violation | Disqualification |
| Second mouthguard violation | Disqualification |
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.
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, 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.