CIF-SS Girls Flag Football Rules (2026–27)

Independent SoCal Flag summary · Verified against official 2026–27 NFHS and CIF-SS sources · Updated

CIF Southern Section only: Orange County, Inland Empire, Ventura County, and most Los Angeles County schools outside LA City. San Diego and LA City administer separate girls flag football competition; use their section guidance for local rules.

Official sources and the paid-publication copyright statement are listed below. May contain inaccuracies. Use official rulebook.

The Game in 60 Seconds

Before the First Snap

Neutral zone: The ball marks the offense’s line of scrimmage and is snapped from that spot. The defense’s line of scrimmage is one yard beyond the ball, creating the neutral zone.

OFFENSE →
ball & offense’s line
1-yd neutral zone
defense’s line
← DEFENSE

Offensive players line up on or behind the ball. Defenders line up on or behind their line one yard away. Except for the snapper handling the ball, players cannot enter the neutral zone before the snap.

  • Format: 7 players per team.
  • Field: 80 yards by 40 yards, plus two 10-yard end zones. Lines to gain are marked every 20 yards.
  • Game clock: Varsity plays four 12-minute quarters; lower levels play four 10-minute quarters.
  • Play clock: 25 seconds.
  • Timeouts: three per half.
  • Equipment: Players wear a one-piece junior belt with two contrasting flags, one on each hip. CIF-SS permits four Wilson GST models in Youth or Women’s sizing: two designated Official Balls and two Approved for Play. A properly fitted mouthguard and pocketless uniform bottoms are required.
  • Contact: No tackling. Non-contact screen blocking is allowed.

The Big CIF-SS 7v7 Differences

  • Declared punts are real kicks that may be returned.
  • Any number of defenders may rush from any legal position on or behind their line of scrimmage, with no waiting count required.
  • There are no no-run zones.
  • The quarterback may run.
  • Legal non-contact screen blocking is allowed, but blockers cannot initiate contact.

How a Drive Works

  1. Start at the Own 14: no kickoffs; each half and the opponent’s possession after a try normally begin at its own 14.
  2. Advance One Zone at a Time: zone lines at 20, 40, and 60; four downs to reach or cross the next zone line; reaching or crossing earns four new downs.
  3. Run, Pass, or Hand Off: QB may run; no no-run zones; one forward pass from behind the neutral zone; all seven players are eligible; legal handoffs behind the neutral zone.
  4. Expect Immediate Pressure: any number may rush from any legal position on or behind their line of scrimmage, with no waiting count; defenders must pull the flag through a legitimate flag-pull attempt.
  5. Use Legal Screens: blockers cannot lean into defenders, extend arms or legs, or move into defenders to create contact.
  6. Know When Play Ends: flag pull, stopped forward progress, or body part other than hand or foot down; grounded fumble or backward pass is dead; interceptions remain live.
  7. Make the Fourth-Down Decision: reach or cross the next zone line, or declare an actual punt before the ball is made ready for play; a failed attempt gives the defense the ball at the dead-ball spot.
  8. Score and Restart: TD 6; try from the 3 is 1 point; try from the 10 is 2 points; safety 2 points followed by the conceding team’s punt from its own 20.
  9. Trailing-Team Retention: After a try, a scoring team that is still behind may choose one fourth-down play from its own 20. Its own 40 is the line to gain, exactly 20 yards away. Reach the 40 and it earns a new series; come up short and the opponent takes over at the resulting spot.
  10. Finish: a deficit of 21 points or more in the second half activates the CIF-SS running clock except in playoffs; overtime possessions begin at the opponent’s 20-yard line.

Coming From NFL FLAG 5v5?

Key format differences at a glance. NFL FLAG leagues and tournaments may modify their own rules.

Feature CIF-SS 7v7 NFL FLAG 5v5 (typical)
Players7 per side5 per side
Field80×40 yds + two 10-yd end zonesCommonly 50×25 yds
ClockFour quartersUsually two halves
StartOwn 14-yard lineOwn 5-yard line
DownsFour per 20-yard zoneFour to midfield and three to score
No-run zonesNoneBefore midfield and near goal line
QB runsAllowed (no limit)Not directly allowed
RushAny number, any legal position on or behind their line of scrimmage, no waitRushers starting 7 yards back
Pass clockNo 7-second clockGenerally 7 seconds
BlockingNon-contact screens allowedNo blocking or shielding
PuntsActual kicks, may be returnedNo actual punt
Tries1 pt from 3, 2 pts from 10Commonly 1 pt from 5, 2 pts from 10
Defensive try scoringNot allowedMay be allowed in standard tournament rules

Field Layout

CIF-SS uses an 80-yard field of play flanked by two 10-yard end zones—100 yards total. Width is 40 yards. Zone lines divide the field into four equal 20-yard sections. There are no no-run zones.

Start (own 14) 80-yard field of play END ZONE END ZONE 10 yds 10 yds Zone 1 0–20 yds Zone 2 20–40 yds Zone 3 40–60 yds Zone 4 60–80 yds 20 40 60 0 80 Total width: 40 yards  |  Total length (incl. end zones): 100 yards
Area CIF-SS 2026–27
Field of play80 yards long × 40 yards wide
End zones10 yards each (total field 100 yards)
Zone linesAt the 20-, 40-, and 60-yard marks, creating four equal 20-yard zones
Start positionOwn 14-yard line (each half, after tries)
No-run zonesNone. Any player may carry the ball anywhere on the field.
Team area2 yards from each sideline, between the 20-yard marks

How a Possession Works

One drive from start to finish.

  1. 1
    Ball placed at own 14

    Every half begins here. After a try, the opponent ordinarily starts at its own 14. A still-trailing scoring team may instead choose one fourth-down play from its own 20 with its own 40 as the line to gain.

  2. 2
    Four downs to reach or cross the next zone line

    Reaching or crossing earns a new first down and four more downs.

  3. 3
    Zone lines at 20, 40, 60, then the goal line

    Each zone line is 20 yards from the last. Reach or cross all four (or score) to complete the drive.

  4. 4
    Failed fourth down

    If you don’t reach the zone line on fourth down, the defense takes over at the spot.

  5. 5
    Declared punt on fourth down

    Offense may declare a punt before the ball is made ready for play instead. A legal punt is an actual kick. If the kick goes out of bounds between the goal lines, the receiving team starts at the corresponding inbounds spot at that yard line (centered unless CIF-SS hash marks apply). If it enters the receiving team’s end zone, it is a touchback and the receiving team starts at its own 14.

  6. 6
    Interception

    The ball stays live. The intercepting team may return it. The pick counts as a turnover.

  7. 7
    Score

    Touchdown: 6 points. Then attempt a try from the 3 (1 pt) or 10 (2 pts).

What Changed From Older CIF Materials

If you have older program materials, rule cards, or pre-2026 guides, several key facts have changed.

No no-run zones

Old materials listed 5-yard no-run zones near each end zone and zone line. Those do not exist under 2026–27 CIF-SS rules. Any player may run anywhere.

No QB-run cap

Old materials said the quarterback could run only once per series. That restriction is gone. The QB may run any number of times.

No rusher depth or count limit

Old materials required rushers to start at least 3 yards back and capped rushers at two. Both restrictions are removed. Any number of defenders may rush from any legal position on or behind their line of scrimmage.

Punts are real kicks

Old materials said a declared punt is a possession change by rule, not an actual kick. Under 2026–27 rules, a declared punt is a genuine kick. Declare before the ball is made ready for play, set the team (every kicking-team player except the kicker must be stationary when the kick is made), kick within five seconds.

Legal non-contact screen blocking

Old materials said there is no blocking or screening. Non-contact, position-based screen blocking is now a legal play.

Intentional grounding is a penalty

Old materials treated intentional grounding as legal. It is now a five-yard penalty plus loss of down.

Three timeouts per half

Old materials listed two timeouts per half. The current rule is three one-minute timeouts per half.

Four quarters, not two halves

Old materials described two running halves. The current structure is four quarters: varsity plays four 12-minute quarters; lower levels play four 10-minute quarters.

Try spots changed

Old materials placed the one-point try at the 5-yard line. Under 2026–27 rules: one-point try from the 3, two-point try from the 10.

Defense cannot score on a try

Old materials sometimes listed a two-point defensive return on a try. The defense cannot score on a try under current rules.

21-point running clock in 2nd half

If one team leads by 21 or more points in the second half, the game clock runs continuously (stopping only on official and team timeouts). This does not apply in CIF-SS playoffs.

Start at own 14, not own 20

Old materials placed the start of each half at the own 20. The current start position is the own 14-yard line.

Before the Snap

Formation

  • Seven players per side on the field.
  • Seven required to start; play may continue with five if no eligible replacements exist.
  • All offensive players are eligible receivers.
  • The snap must reach a player at least two yards behind the line of scrimmage.

Shifts and Motion

  • One player may be in motion before the snap. That player must not be moving toward the opponent’s goal line at the moment of the snap; any other direction is legal.
  • After a shift, all players must reset for one full second before the snap.

Play Clock

  • 25 seconds from when the official marks the ball ready.
  • No snapping after the clock reaches zero (delay of game: 5 yards).
  • After a timeout or quarter break, the 25 seconds restart on the ready signal.

Running & Flag Guarding

  • Any player may carry the ball anywhere on the field. No no-run zones.
  • The quarterback may run any number of times per series. No QB-run cap.
  • Backward handoffs are legal at any time and from any spot. A forward handoff is also legal when both the hander and the receiver are behind the neutral zone before a change of possession.
  • A runner is down when a flag detaches from the belt or when any body part other than a hand or foot touches the ground. The ball is spotted at its forward progress at that moment.
  • If a flag belt falls off inadvertently (no foul), play continues. A defender ends the play with a one-hand touch on the ball carrier between the shoulders and knees.
  • No stiff-arming.
  • No hurdling: a runner may not attempt to leap with feet or knees foremost over an opponent in the runner’s path who is not in a prone or supine position. Spinning and diving are not automatic fouls.
  • No flag guarding: a runner may not use a hand, arm, or the ball to contact a defender and deny flag access. (10 yards) Shielding with the body alone, without contacting an opponent, is not flag guarding.

Passing, Catches & Interceptions

  • One forward pass per play, thrown from behind the neutral zone.
  • All seven offensive players are eligible to catch a pass.
  • No second forward pass on the same play.
  • No forward pass thrown from beyond the neutral zone.
  • No forward pass after a change of possession.
  • A legal catch: possession before the ball touches the ground, at least one body part in the field of play, continued control through an act common to the game, and—when going to ground—through completion of the catch.
  • Simultaneous catch: offense keeps the ball.
  • Interception: live ball. The intercepting player may run it back. The pick ends the possession.
  • No using hands or arms to push a defender away while attempting a catch (offensive pass interference: 10 yards).

Intentional Grounding

Intentional grounding is a foul—not a legal play. It occurs when the passer deliberately throws the ball to an area with no eligible receiver nearby to avoid a loss of yardage. Penalty: five yards from the spot of the throw, plus loss of down.

Note: throwing the ball away when in danger of losing yards is not automatically intentional grounding—the official judges whether a receiver had a reasonable chance to catch it. Exception: the player directly behind the snapper may immediately spike a clean, non-muffed snap directly into the ground to stop the clock.

Fumbles & Backward Passes

  • A fumble that touches the ground is dead immediately at that spot.
  • A fumble caught in the air before it touches the ground is a live ball—either team may advance it.
  • A backward pass that hits the ground is dead at the spot where it landed.
  • A backward pass caught in the air is a live ball and may be advanced.
  • No stripping or knocking the ball from a player in possession. The play continues normally.

Rushing the Passer

  • Any defender may rush from any legal position on or behind their line of scrimmage. No count limit, no required depth, no waiting count.
  • Rushers must go around, not through, offensive players.
  • No avoidable contact with the quarterback after the pass is released. (Roughing the passer: 10 yards + first down)

Screen Blocking

Non-contact, position-based screen blocking is legal. A screener may move in the opponent’s same direction or path while maintaining an established position, but may not move toward the opponent to initiate or create contact.

  • No initiating contact with a defender.
  • No leaning into or moving your body toward a defender to create contact.
  • No extending arms, elbows, or legs to impede.
  • Blockers must give a moving opponent a reasonable opportunity to stop or change direction before taking a set position in that path.
  • A screener who holds position and allows a defender to walk into them has committed no foul—the defender must go around.

Contact, Tackling & Roughing

  • No tackling or physically bringing down a ball carrier. (10 yards + first down)
  • Defenders must pull the flag—not run through the ball carrier or make body contact. Slight incidental contact that occurs during a legitimate flag-pull attempt is not automatically a foul; contact that occurs without a legitimate flag-pull attempt may be illegal personal contact.
  • No bump-and-run or contact coverage on a receiver.
  • No excessive contact of any kind on a runner, receiver, or passer.
  • Roughing the passer protection applies after a legal forward pass thrown from behind the neutral zone. Avoidable contact with the passer after that release is roughing the passer (10 yards + automatic first down). Contact with a player throwing a backward pass, throwing from beyond the neutral zone, or contacted before the release may instead be illegal personal contact.
Flagrant fouls lead to disqualification. Fighting, intentionally contacting an official, or a second unsportsmanlike foul by the same player ejects that player from the game.

Kicking & Punting

There are no kickoffs. The only kicking play is a declared punt.

How a Legal Punt Works

  1. Declare before the ball is made ready for play. The punting team captain announces the punt to the official before the referee marks the ball ready for play. Once declared, the kicking team must execute the kick.
  2. Set and stay still. All kicking-team players except the kicker must be stationary when the kick is made. The kicker receives the snap and kicks within five seconds.
  3. Kick within five seconds. The kicker must kick the ball within five seconds of receiving the snap.
  4. Coverage downfield. Kicking-team players may not cross the line of scrimmage until the ball is kicked.

Punt Outcomes

Situation Result
Receiving team catches and runsBall is live; return to wherever flag is pulled
Ball goes out of bounds (between goal lines)Receiving team starts at the corresponding inbounds spot at that yard line (centered unless CIF-SS hash marks apply); not a touchback
Ball breaks the plane of the receiving goal line (non-scoring scrimmage kick)Dead immediately upon breaking the goal-line plane; touchback—receiving team starts at its own 14-yard line. No end-zone return on a non-scoring scrimmage kick.
Kicking team touches kick first (first touching)Receiving team may take the ball at the spot of first touching
Kick-catch interference by kicking teamReceiving team chooses: (a) accept the play result; (b) first down with a 10-yard gain from the foul spot; or (c) 10-yard penalty from the previous spot and replay the down
After a safetyTeam that gave up the safety kicks from its own 20-yard line (scrimmage kick)
Blocked puntResult depends on whether the kick crossed the neutral zone, whether it was caught in the air before touching the ground, and the applicable possession rules. A loose ball that touches the ground is dead at that spot. Consult the official for the specific ruling.

Turnovers, Touchbacks & Safeties

Situation Result
InterceptionLive ball; return to wherever flag is pulled
Fumble on groundDead ball at that spot; offense keeps possession
Airborne fumble caughtLive ball; either team may advance
Failed 4th-down attemptDefense takes over at the dead-ball spot
Ball dead in own end zone (offense supplied the force or committed an accepted foul there)Safety: 2 points; team that gave up the safety kicks from its own 20
Scrimmage kick breaks the plane of the opponent’s goal lineDead immediately upon breaking the plane; touchback—receiving team starts at its own 14. (Applies to scrimmage kicks only; interceptions and fumbles in the end zone remain live.)
Momentum carry-inApplies when a defender intercepts or recovers the ball between her own 5-yard line and goal line, or a receiving-team player catches or recovers a scrimmage kick there, and momentum immediately carries her into her own end zone while she retains possession. Not a safety; ball is spotted at the catch, interception, or recovery spot (the yard line where she gained possession). Does not apply if possession was gained outside the own-5 area.

Note: The table above shows the ordinary result in each situation. Touchbacks, the momentum exception, first touching, fourth-down outcomes, and accepted penalties can establish a different succeeding spot. Always confirm with the officiating crew when a special situation applies.

Scoring & Tries

Play Points Note
Touchdown6Officials inspect the scorer’s flag belt (routine, required). A teammate—not the scorer—must remove the flag. An illegally altered belt or deceptive removal negates the TD and disqualifies the head coach.
One-point try (from 3)1Snap from the 3-yard line
Two-point try (from 10)2Snap from the 10-yard line
Safety2Team that gave up the safety takes a scrimmage kick from its own 20-yard line
  • Only the offense may score during a try. A change to defensive-team possession ends the try immediately; the defense cannot score on a try.
  • After a touchdown, officials inspect the scorer’s flag belt (routine; required). A teammate—not the scorer herself—must remove the scorer’s flag in full view of an official to confirm the score. Routine inspection does not create a penalty. A scorer merely brushing or touching her own flag does not void the TD. Tampering (e.g., an illegally altered belt or deceptive removal by a teammate to deceive officials) negates the touchdown, costs 10 yards from the previous spot, and disqualifies the head coach.
  • Possession retention after a try: A scoring team that is still behind may choose one fourth-down play from its own 20 instead of giving possession to the opponent. Its own 40-yard line is the line to gain, so an ordinary penalty-free play requires at least 20 yards. Reach the 40 and it earns a new series; come up short and the opponent takes over at the resulting spot after any penalty enforcement. Availability in overtime depends on the CIF-SS adopted overtime procedure.
  • Field goals and kicked tries are state-adoption options under NFHS rules. There is no public evidence CIF-SS has adopted them for 2026–27; do not expect these plays in CIF-SS competition.

Timing & Clock

Item CIF-SS 2026–27
Varsity quarters4 × 12 minutes
JV / lower-level quarters4 × 10 minutes
Quarter breaks1 minute after Q1 and after Q3. Teams change ends of the field while retaining the current down, spot, and line-to-gain.
HalftimeBetween Q2 and Q3; NFHS allows 5–20 minutes. Confirm the exact length with event staff, as CIF-SS has not published a single fixed halftime duration.
Play clock25 seconds
Timeouts per half3 × 1-minute timeouts
Mercy rule21-point deficit in the second half: running clock except official and team timeouts
Mercy rule – playoffsDoes not apply in CIF-SS postseason

Shortening by agreement: Both schools may mutually agree before the game to shorten the game or reduce quarter lengths.

Two-Minute Clock Rules (Each Half)

Outside the final two minutes, the clock runs continuously. Inside the final two minutes:

  • Clock stops after any incomplete pass, ball going out of bounds, score, safety, kick, touchback, new series (first down), granted timeout, accepted foul, or other dead-ball event recognized by the rules.
  • The two-minute warning occurs at the first dead ball at or after 2:00 remaining — not automatically at exactly 2:00.
  • Clock restarts on the snap after: incomplete passes, ball-carrier going out of bounds.
  • Clock restarts on the ready signal after: official timeouts, penalty administration, first-down measurement, and most other stoppages.
  • Under the 21-point mercy rule, the clock runs continuously except for official and team timeouts, with CIF-SS determining which events stop it.

CIF-SS Overtime

Coin toss & end choices
  • The visiting captain calls the toss.
  • The winner chooses offense, defense, or which end to defend. The loser gets the remaining choices.
  • The loser of the original toss gets first choice in later even-numbered extra periods (e.g., 2nd OT, 4th OT).
Every extra period — two-possession series
  • Each extra period is a two-possession series: both teams get an equal possession from the opponent’s 20-yard line, with the goal as the line to gain.
  • Four downs to reach or cross the goal line. A try follows each touchdown.
  • Turnovers are live; a turnover may be returned for a touchdown (followed by its own try).
  • If a foul by the kicking team occurs after a possession change, enforcement continues against the new possessing team as if it were the offended team. Accept or decline as usual.
  • If still tied after both possessions in a period, play another extra period.
All overtime periods
  • One timeout per team per extra period — timeouts do not carry over to the next period.
  • No game clock; 25-second play clock.
  • A winner must be determined; tied games do not stand.

Substitutions, Injuries & Equipment

Substitutions

  • Substitutes must enter and leave during a dead ball only.
  • A replaced player must leave the field before the snap.
  • No substitutions that cause confusion or delay the game (illegal substitution: 5 yards).

Injuries

  • An injured player must leave the field and sit out at least one play before returning.
  • If both teams have injured players on the same play, the clock stops and both are attended to.

Equipment Checklist

Item CIF-SS 2026–27 Rule
Flag beltOne-piece junior belt with exactly two hip flags. No adult belts.
Flag sizeMinimum 1.5″×14″. Maximum 2″×16″. Solid color. No coverings.
Flag colorMust contrast with the player’s pants, shorts, or skirt
FootballCIF-SS approved youth/women’s Wilson ball. Approved official ball required in playoffs.
MouthguardMandatory for every player on the field. May not contain hazardous material or nonprotective attachments.
Jersey numbersRequired on front (6″) and back (8″); contrasting color from the jersey. Jersey must be tucked in. Home team wears dark; visitors wear white or contrasting light.
Pants/shorts/skirtSolid color. No pockets, exposed drawstrings, exposed loops, or other openings that could catch a flag.
Flag belt / flag coverageClothing and hair may not cover the flag belt or flags during live play.
GlovesGenerally require visible NOCSAE/SFIA certification. Unaltered plain-cloth cold-weather gloves without markings are exempt. No protruding hardware.
EyewearSubject to referee judgment on safety and potential for confusion; not universally permitted as a matter of right.
Knee padsRequired; must cover the knee and be worn under the uniform.
Hard hand/wrist/forearm/elbow/upper-arm equipmentPermitted only when covered with at least ½″ of slow-recovery closed-cell foam or equivalent padding.
JewelryNo jewelry during play. Exceptions: medical-alert items worn under the uniform or taped down; religious items worn under the uniform. All exceptions must not present a safety risk.
Improperly wornPlayer must leave the field for at least one play to correct equipment

Approved CIF-SS Footballs

CIF-SS permits four Wilson GST models for 2026–27 competition, via an agreement running through June 30, 2031.

Status Model Material Sizing
Official BallWilson GST SpeedSkin HeirCompositeWomen’s
Official BallWilson GST TDYLeatherYouth
Approved for PlayWilson GST SpeedSkin TDYCompositeYouth
Approved for PlayWilson GRT HeirLeatherWomen’s
  • Junior and Peewee sizes are not legal for the Youth models (GST TDY and SpeedSkin TDY).
  • One of the two designated Official Balls is mandatory for every CIF-SS playoff round.
  • If the correct playoff ball is unavailable, the game is still played, but the school is reported and may lose its next available home playoff game.
  • The Wilson agreement runs through June 30, 2031. All four models listed are the only approved balls under this agreement; do not describe all four as “Official Balls.”

Penalty Finder

CIF-SS uses NFHS penalty enforcement unless a CIF-SS modification is specifically identified. This covers common penalties only — consult Rule 10 for complete enforcement. Grouped by team.

How Rule 10 determines the penalty spot

The penalty yardage is fixed, but where officials begin measuring it can change with the play.

  • Illegal screen block during a forward pass: Generally measured from the previous spot.
  • Illegal screen block during a run: Could be measured from the spot of the foul or the end of the run, depending on where each occurred.
  • Defensive holding during a pass: Generally measured from the previous spot.
  • Defensive holding during a run beyond the line of scrimmage: Generally measured from the end of the run.

Offensive Penalties

Foul What happened Yardage Measured from Down effect
Delay of game25-second play clock expired before the snap5 ydsPrevious spotReplay down
False startAn offensive player simulated action at the snap or clearly acted to cause defensive encroachment.5 ydsPrevious spotReplay down
Illegal motionPlayer in motion moved toward the opponent’s goal line at the snap, or two players were in motion simultaneously5 ydsPrevious spotReplay down
Illegal formationAt the snap, the offense did not have a snapper on the line and another offensive player positioned at least 2 yards behind the snapper to receive the snap.5 ydsPrevious spotReplay down
Illegal snapThe snap did not immediately leave the snapper's hand or hands and touch another offensive player or the ground.5 ydsPrevious spotReplay down
Illegal substitution — dead-ball (Rule 3-7-1/2/3)During a dead-ball interval, a substitute or replaced player violated the legal entry, withdrawal, re-entry, or departure requirements.5 ydsSucceeding spotNo down begins; same numbered down is played after enforcement.
Illegal substitution — live-ball player (Rule 3-7-4/5)During the down, a replaced player or substitute attempted unsuccessfully to leave without participating or affecting play, or an entering substitute was not on their team’s side of the neutral zone when the ball was snapped.5 ydsPrevious spot, spot of the foul, or end of the run as Rule 10 requires.Same down is repeated after enforcement unless enforcement or the advance reaches the line to gain and awards a new series.
Illegal substitution — nonplayer (Rule 3-7-6)During the down, a replaced player or substitute entered the field but did not participate.5 ydsSucceeding spotPlay result and down stand.
Second forward passPasser threw a second forward pass on the same down5 ydsSpot of throwLoss of down
Pass from beyond neutral zoneThe passer released a forward pass with either foot in or beyond the neutral zone.5 ydsSpot of throwLoss of down
Pass after possession changeA player threw a forward pass after team possession changed during the down.5 ydsSpot of throwNo loss of down
Illegal forward handoff (before possession change)Before possession changed, the ball was handed forward when either the player handing it or the teammate receiving it was not behind the neutral zone.5 ydsPrevious spot, spot of the foul or end of the run, depending on where the handoff occurred and where the run ended.Loss of down
Illegal forward handoff (after possession change)A player handed the ball forward after team possession changed during the down.5 ydsSpot of the foul when it occurred behind the end of the run; otherwise the end of the run, with special rules for end-zone plays.No loss of down
Intentional groundingThe passer intentionally threw into an area without an eligible offensive receiver to avoid a loss of yardage or conserve time, except for the permitted immediate spike.5 ydsSpot of throwLoss of down
Flag guardingRunner used a hand, arm, or the ball to contact a defender and deny flag access. (Shielding with the body alone is not flag guarding.)10 ydsEnd of run; or spot of foul if the foul occurred behind the end of the run; special goal-line/end-zone rules may applySame down is repeated after enforcement unless enforcement or the advance reaches the line to gain and awards a new series
HurdlingBall carrier attempted to leap with feet or knees foremost over an opponent in the runner’s path who was not in a prone or supine position10 ydsEnd of run; or spot of foul if the foul occurred behind the end of the run; special goal-line/end-zone rules may applySame down is repeated after enforcement unless enforcement or the advance reaches the line to gain and awards a new series
Offensive pass interferenceBeyond the neutral zone, an offensive player obstructed an eligible opponent's opportunity to move toward, catch, or bat a legal forward pass.10 ydsPrevious spotReplay down
Illegal screen blockThe blocker initiated contact, moved toward an opponent to create contact, or extended the arms, hands, elbows, or legs to initiate contact.10 ydsPrevious spot during a pass or other loose-ball play; during a run, the previous spot, spot of the foul or end of the run depending on where the foul occurred and where the run ended.Replay down
Unsportsmanlike conduct (O)Profanity, disrespectful act, taunting, or other unsportsmanlike behavior10 ydsSucceeding spotPlay result and down stand; no automatic loss of down; a second unsportsmanlike foul by the same player results in disqualification
Illegal kicking, batting, or stripping (Rule 9-7)A player illegally kicked or batted a loose ball, or punched, struck, grabbed or attempted to strip a ball in player possession. This applies to either team.10 ydsSpot of the foul for certain Team A fouls behind the line during a loose-ball play; otherwise the previous spot, spot of the foul or end of the run as Rule 10 requires.No automatic first down or loss of down

Defensive Penalties

Foul What happened Yardage Measured from Down effect
EncroachmentAfter the ball was ready for play and before the snap or declared kick, a player illegally entered or broke the neutral zone.5 ydsPrevious spotReplay down
Defensive pass interferenceBeyond the neutral zone, a defender obstructed an eligible receiver's opportunity to move toward, catch, or bat a legal forward pass.10 ydsPrevious spotReplay down
Illegal flag removalA defender intentionally removed the flag of an opponent without the ball, except after being faked by that player or while that player was attempting to secure a muffed airborne pass or fumble.10 ydsPrevious spot during a loose-ball play; end of the run when the run ends beyond the line of scrimmage; previous spot when the run ends behind the line of scrimmage.Same down is repeated after enforcement unless enforcement or the advance reaches the line to gain and awards a new series
Defensive holdingDefender held or grabbed an offensive player who did not have the ball.10 ydsPrevious spot during a loose-ball play; end of the run when the run ends beyond the line of scrimmage; previous spot when the run ends behind the line of scrimmage.Same down is repeated after enforcement unless enforcement or the advance reaches the line to gain and awards a new series; no automatic first down
Illegal personal contactDefender made unnecessary or excessive physical contact beyond a legal flag-pull attempt, including tackling, running through the ball carrier, or body-to-body contact10 ydsPrevious spot during a pass or when the run ends behind the line of scrimmage; end of the run when it ends beyond the line of scrimmage.First down
Roughing the passerThe defender failed to avoid the passer, contacted the passer's head or throwing arm, batted the ball from the passer's arm, or committed another illegal personal-contact foul against the passer.10 ydsDead-ball spot when beyond the neutral zone and the offense retains possession; otherwise previous spot.Automatic first down
Unsportsmanlike conduct (D)Profanity, disrespectful act, taunting, or other unsportsmanlike behavior10 ydsSucceeding spotSucceeding spot; first down awarded to offense (2nd = disqualification)
Illegal kicking, batting, or stripping (Rule 9-7)A player illegally kicked or batted a loose ball, or punched, struck, grabbed or attempted to strip a ball in player possession. This applies to either team.10 ydsSpot of the foul for certain Team A fouls behind the line during a loose-ball play; otherwise the previous spot, spot of the foul or end of the run as Rule 10 requires.No automatic first down or loss of down

Team, Sideline & Disqualification

Sideline progression: first infraction is a warning; second is 5 yards; third and subsequent are 10 yards each.

Situation Result
Flagrant act (fighting, striking, kicking, kneeing)Disqualification
Intentionally contacting an officialDisqualification
Second unsportsmanlike foul (same player or coach)Disqualification
Substitute leaving team box during a fightDisqualification of that substitute
Flagrant illegal flag removal to prevent a score (judged a flagrant act by the referee)Disqualification; play result subject to officials’ ruling. Note: routine post-TD flag-belt inspection is required by rule and does not itself create a penalty.

Advanced Game Situations

Edge cases and unusual plays. Each section can be expanded.

Inadvertent whistle

An inadvertent whistle ends the play immediately. The team in possession chooses one of two options:

If it blew during a running play: (a) Replay the down from the previous spot, or (b) accept the dead-ball spot as the result of the play—no replay of the down.

If it blew during a forward pass in flight: the down is replayed from the previous spot. There is no spot-acceptance option.

Example: A receiver catches a pass at the 30, the whistle sounds by mistake, and she runs to the 20. The offense may (a) replay from the line of scrimmage, or (b) take the ball at the 30-yard line as the play result—no replay.

Momentum carry-in (own end zone)

When a defender intercepts or recovers the ball between her own 5-yard line and goal line, or a receiving-team player catches or recovers a scrimmage kick in the same area, and momentum immediately carries her into her own end zone—as long as she maintains possession—it is not a safety.

The ball is spotted at the yard line where she gained possession (the interception, recovery, or kick-catch spot), and the team gets a new series from that spot.

Example: A defender intercepts a pass at the 3-yard line and momentum carries her into the end zone. She maintains possession. No safety—ball spotted at the 3, new series for the defense.

First touching on a punt

If a kicking-team player is the first to touch the ball beyond the expanded neutral zone — before any receiving-team player has touched it and before the ball comes to rest — that is first touching.

The receiving team may choose to take possession at the spot of first touching rather than the dead-ball spot. Blocking fouls behind the line or offsetting penalties can affect this choice.

Example: A punt bounces at the 35-yard line and a kicking-team player touches it. The receiving team may start their possession at the 35 instead of the eventual dead-ball spot.

Kick-catch interference

While a scrimmage kick is in flight beyond the neutral zone, a kicking-team player may not: (1) touch the ball; (2) touch a receiver; or (3) obstruct a receiver’s path to the ball. Official exceptions apply.

When this foul occurs, the receiving team chooses one of three remedies: (a) accept the play result; (b) first down with a 10-yard gain from the foul spot; or (c) 10-yard penalty from the previous spot and replay the down.

Example: A kicking-team player runs into a receiver who is set to catch the punt. The receiving team may keep the play result, take a first down 10 yards from the foul spot, or replay from where the punt was kicked with a 10-yard penalty.

Foul on a turnover play

When a foul by the defense occurs before or during an interception:

  • If the offense accepts the penalty, the foul is enforced and the offense replays the down.
  • If the offense declines the penalty, the interception stands and the defense takes over.

Example: Defensive pass interference on a play that ends in an interception. The offense may accept the penalty (10-yard gain, replay down) or decline (interception kept by defense).

Offsetting (multiple) fouls

When both teams commit fouls on the same play, the fouls generally offset and the down is replayed from the previous spot. Offsetting is not automatic in all cases:

  • Post-scrimmage kick fouls may not offset a foul by the other team; the non-kicking team may accept the post-scrimmage kick enforcement.
  • Dead-ball or nonplayer fouls do not offset live-ball fouls by the other team — both are enforced separately.
  • Clean-hands rule: a team that fouls after gaining possession through an opponent’s foul may not benefit from the offset.

Example: Offensive pass interference and defensive holding on the same play. Both fouls offset. Replay the down.

Period extensions (unfulfilled penalty at end of period)

A period can be extended by: (a) an accepted foul penalty (subject to the same four exceptions as NFHS); (b) a double foul giving the offended team a free down; (c) an inadvertent whistle entitling the offended team to replay; or (d) a required try after a scoring play on the final down. Both teams participate in the untimed down.

Example: Roughing the passer on the final play of Q2. The offense accepts. Q2 is extended; the offense runs one untimed play with an automatic first down.

Clock manipulation

Officials have authority to start or stop the clock to correct unfair clock conservation or consumption. Ordinary football strategy (kneeling, spiking, going out of bounds to stop the clock) is not unsportsmanlike conduct.

Officials may correct a clock error immediately upon discovery.

Coach–referee conferences

A head coach may request a brief conference with the referee during a dead ball to ask about a rule interpretation. The conference begins as a charged timeout. It becomes an official (no-charge) timeout only if the referee changes the ruling.

If the ruling is not changed, the timeout is charged to the requesting team; if no timeouts remain, a delay-of-game penalty may be assessed.

Only the head coach may approach the referee. Players and assistant coaches must remain in the team area.

How CIF-SS Modifies NFHS Rules

CIF-SS uses the 2026–27 NFHS Flag Football Rules as its baseline and applies section-specific modifications. The table below summarizes the known CIF-SS modifications based on the CIF-SS 2026–27 Girls Flag Football Season Preview. For the complete NFHS baseline, see the NFHS Girls Flag Football Rules guide.

Feature NFHS Baseline CIF-SS 2026–27
Field of playState option80 yards × 40 yards + two 10-yard end zones
Start positionState optionOwn 14-yard line
QuartersFour quarters (state sets length)Varsity 4×12 min; lower levels 4×10 min
Flag beltThree flags (NFHS)One-piece junior belt, two hip flags only
Mercy ruleState option21-point deficit in 2nd half; not in CIF-SS playoffs
OvertimeState optionEvery extra period: two-possession series from opp’s 20; visiting captain calls toss; winner chooses offense, defense, or end; 1 timeout per team per period, no carryover; no game clock
FootballVaries by stateCIF-SS approved youth/women’s Wilson ball

Source: CIF-SS 2026–27 Girls Flag Football Season Preview (cifss.org preview PDF). Verify with your school and CIF-SS before game day. The complete NFHS rulebook is available through NFHS Digital (2026–27 Flag Football Rules Book, ed. Bob Colgate).

Frequently Asked Questions

Is CIF-SS girls flag football 7v7?

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

How long are CIF-SS girls flag football games?

Varsity games use four 12-minute quarters. Lower-level games use four 10-minute quarters. Quarters are separated by one-minute breaks. Halftime falls between the second and third quarters.

Where does each half start?

Each team begins from its own 14-yard line at the start of each half and after a try.

How do zone lines and downs work?

The field of play is 80 yards. Zone lines are at the 20-, 40-, and 60-yard marks, creating four equal 20-yard zones. Starting at your own 14, you get four downs to reach the next zone line. Cross it and you earn four new downs. Zone lines from your own goal: own 20, own 40 (midfield), opponent’s 20, opponent’s goal line. (Zone lines are at yards 20, 40, and 60 on the field of play.)

Are there no-run zones in CIF-SS girls flag football?

No no-run zones apply in CIF-SS. Any player may carry the ball anywhere on the field. No-run zones were a feature of older CIF materials and do not apply under current rules.

Can the quarterback run, and is there a limit?

Yes. There is no quarterback-run limit. The QB may run any number of times per series of downs.

Is there a limit on how many defenders can rush?

No rusher count limit or required starting depth applies in CIF-SS. Any number of defenders may rush from any legal position on or behind their line of scrimmage.

Is screen blocking legal?

Yes. Non-contact, position-based screen blocking is legal. An established legal screener may move in the same direction and path as the opponent while maintaining position, but may not move toward the opponent to initiate or create contact, lean into a defender, or extend arms, elbows, or legs to impede.

Are punts real kicks in CIF-SS?

Yes. A declared punt is an actual kick. The punting team must declare before the ball is made ready for play, every kicking-team player except the kicker must be stationary when the kick is made, and the kicker must kick within five seconds of the snap. No kickoffs; punts replace them as the only kicking plays.

How many timeouts does each team get?

Three one-minute timeouts per half. In overtime, each team gets one timeout per extra period; timeouts do not carry over.

Where are tries (extra points) snapped from?

A one-point try is snapped from the 3-yard line. A two-point try is snapped from the 10-yard line. The defense cannot score on a try.

How does CIF-SS overtime work?

The visiting captain calls the toss. The winner chooses offense, defense, or which end to defend; the loser gets the remaining choices. Every extra period is a two-possession series: both teams get one possession from the opponent’s 20-yard line, with the goal as the line to gain. A try follows each touchdown. One timeout per team per extra period; no carryover. No game clock.

What flag belt do players wear?

A one-piece junior belt with exactly two hip flags. Adult-size flag belts are not permitted. Flags must be solid and uncovered, minimum 1.5 inches wide by 14 inches long, maximum 2 inches wide by 16 inches long.

Does this guide apply to the San Diego Section or LA City Section?

This guide covers CIF Southern Section competition only. San Diego and LA City administer their own girls flag football competition under separate section guidance.

Official Sources

When exact wording matters, use these primary sources.

CIF-SS Girls Flag Football

Official CIF Southern Section girls flag football sport page.

cifss.org/sports/girls-flag-football/ ↗
CIF-SS 2026–27 Girls Flag Football Season Preview

Contains CIF-SS section-specific modifications for 2026–27 including field dimensions, timing, equipment, and overtime rules.

CIF-SS 2026–27 GFF Preview PDF ↗
NFHS Flag Football Rules (2026–27)

The national rule-writing body for high school flag football. The 2026–27 rules book (ed. Bob Colgate) is a paid publication. The NFHS rules page lists public resources and ordering links.

nfhs.org/sports/flag-football/rules ↗
NFHS 2026–27 Rule Changes (public summary)

NFHS public article summarizing key 2026–27 rule changes, including the scoring-team possession-retention option.

NFHS 2026–27 rule changes article ↗
SD CIF Football Officials Association (SDCFOA)

San Diego-area flag football officiating body with rules references.

sdcfoa.org/flag-football ↗
CIF-SS Approved Flag Footballs

Official CIF-SS document listing approved Wilson ball models, statuses, and sizes for 2026–27 competition.

CIF-SS Approved Flag Footballs PDF ↗
Official 2026 Flag Football Field Diagram

CIF-SS official field layout diagram for the 2026 season.

CIF-SS 2026 Flag Field Diagram PDF ↗
CIF Los Angeles City Section (LACS)

Administers its own girls flag football competition. Different from CIF-SS.

CIF-LA flag football page ↗

Copyright & attribution

This is an independent SoCal Flag summary—not a reproduction of the NFHS rulebook. The 2026–27 NFHS Flag Football Rules Book is a paid publication copyrighted by NFHS; all rule descriptions here are original SoCal Flag analysis verified against official sources. The rulebook is available through NFHS Digital.