NFHS Flag Football Rules (2026–27)

Independent SoCal Flag summary · Verified against the official 2026–27 NFHS Flag Football Rules Book · Updated

NFHS writes the national high-school baseline. State associations choose from an approved menu listed in NFHS Table 1-7. Wherever this guide marks something State option, it shows the NFHS-allowed range, the NFHS baseline, or a clearly labeled state example — never a bare label alone.

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.

  • Players: 7 per side. Every team must start with seven players on the field; play may continue with five if no eligible replacements exist.
  • Field: State option — NFHS authorizes four configurations, all with two 10-yard end zones: 100×40 (80-yd field of play), 120×40 (100-yd FOP), 120×53⅓ (100-yd FOP), or 100×53⅓ (80-yd FOP) yards total. Zone lines divide the field of play every 20 yards.
  • Game clock: Four 12-minute quarters. Halftime is a State option — NFHS range is 5–20 minutes; it may not exceed 20 minutes, and coaches may agree to reduce it to 5 minutes.
  • Play clock: 25 seconds from the ready-for-play signal.
  • Timeouts: Three per half (one minute each); unused timeouts do not carry forward.
  • Equipment: Each player wears an unaltered flag belt with three same-solid-color flags — one at each hip, one at the tailbone. Flags must contrast with uniform bottoms. Mouthguard and pocketless uniform bottoms required.
  • Contact: No tackling. Non-contact screen blocking is a legal part of the game.

The Big NFHS 7v7 Features

  • Real declared punts that the receiving team can return.
  • Any number of defenders may rush from any legal position on or behind their line of scrimmage — no waiting count required.
  • The quarterback may run freely, with no QB-run cap.
  • All seven offensive players are eligible to catch a pass on every play.
  • Legal non-contact screen blocking lets offenses create open routes without grabbing or pushing.
  • No no-run zones — any player may carry the ball anywhere on the field.

How a Drive Works

  1. Start of possession: Each half begins at the own 14-yard line. After a try or a successful field goal (if adopted), the opponent ordinarily starts at its own 14, unless a still-trailing scoring team chooses one fourth-down play from its own 20 with its own 40 as the line to gain, as explained below. Turnovers, punts, and other changes of possession ordinarily begin at the resulting dead-ball spot, though touchbacks, the momentum exception, first touching, fourth-down outcomes, and accepted penalties can establish a different succeeding spot.
  2. Zone-to-gain system: The field of play is divided into 20-yard zones by zone lines. An 80-yard field of play has four zones (interior zone lines at the 20, 40, and 60; the goal line completes the fourth zone); a 100-yard field of play has five (interior zone lines at the 20, 40, 60, and 80; the goal line completes the fifth zone). The offense gets four downs to reach or cross the next zone line, earning four new downs when it does. The next line to gain may be a 20-yard or 40-yard line depending on where the series starts and the field configuration.
  3. Run, pass, or hand off: Any player may carry the ball anywhere. One forward pass per play must come from behind the neutral zone. Handoffs in any direction are legal when both players are behind the neutral zone before any possession change.
  4. Immediate defensive pressure: Any defender may rush from any legal position on or behind their line of scrimmage. Rushers must go for the flags, not the body.
  5. Screens are part of the game: Blockers may take position in a defender’s path — as long as they hold their ground and don’t reach out to create contact.
  6. Play ends when: A flag is pulled from the belt; forward progress stops; any body part other than hand or foot touches the ground; a fumble or backward pass touches the ground.
  7. Fourth-down decision: Reach or cross the next zone line, or declare a punt before the ball is made ready for play. A failed fourth-down run or pass gives the defense the ball at the dead-ball spot.
  8. Score and restart: Touchdown = 6 pts. Try from 3-yd line = 1 pt; try from 10-yd line = 2 pts. If adopted by the state: place-kick try from 3-yd line = 1 pt; field goal during normal scrimmage = 3 pts. Safety = 2 pts, then the conceding team takes a scrimmage kick from its own 20-yard line.
  9. New in 2026–27 — trailing-team retention: After a try or a successful field goal, if adopted, a scoring team that is still behind may choose one fourth-down play from its own 20-yard line instead of giving possession to the opponent. Its own 40-yard line is the line to gain, exactly 20 yards away. On an ordinary penalty-free play, that means one chance to gain at least 20 yards. Reach the 40 and the team earns a new series; come up short and the opponent takes over at the resulting spot after any penalty enforcement.
  10. Late-game and overtime: A mercy (running-clock) rule is a State option — NFHS sets no default margin; the state decides the scoring deficit, whether the game ends or the clock simply runs, when it begins, and any exclusions (e.g., CIF-SS uses a 21-point second-half running clock, not in playoffs). Overtime is also a State option — NFHS provides no single default procedure; the state decides whether tied games continue and sets possession, scoring, and timeout rules (e.g., CIF-SS starts its first overtime from 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 independently.

Feature NFHS 7v7 NFL FLAG 5v5 (typical)
Players7 per side5 per side
FieldState option — four NFHS configs (all with 10-yd end zones): 100×40, 120×40, 120×53⅓, or 100×53⅓ yds totalCommonly 50×25 yds
ClockFour 12-minute quartersUsually two halves
StartOwn 14-yard lineOwn 5-yard line
DownsFour per 20-yard zoneFour to midfield; three to score
No-run zonesNone (NFHS baseline)Before midfield & near goal line
QB runsAllowed, no limitNot directly allowed
RushAny number; any legal position on or behind their line of scrimmage; no waitRushers starting 7 yards back
Pass clockNo 7-second ruleGenerally 7 seconds to throw
BlockingNon-contact screens allowedNo blocking or shielding
PuntsReal kicks, may be returnedNo actual punt
Tries1 pt from 3; 2 pts from 10Commonly 1 pt from 5; 2 pts from 10

2026–27 Rule Changes

NFHS approved eight rule changes for 2026–27. Rule references are to the 2026–27 NFHS Flag Football Rules Book; all descriptions here are original SoCal Flag summaries.

✓
Optional fourth field configuration (1-1-2 / Table 1-7 / Diagram 4)

NFHS previously provided three standard field configurations. A fourth configuration is now authorized; states may adopt it to better fit available facilities. As always, the specific field dimensions in use depend on your state's Table 1-7 adoption.

✓
Seven-player starting requirement standardized (1-1-3)

NFHS standardized the starting requirement: every team must begin the game with exactly seven players on the field. Play may continue with as few as five if no eligible replacements are available.

✓
Instant replay authorized only in adopted state postseason (1-1-9 / 1-3-7 / Table 1-7)

Instant replay is now explicitly limited to state-adopted postseason play. It is not permitted during regular-season games regardless of facilities available. States must affirmatively adopt this option for their postseason.

✓
New hurdling definition added (2-18)

NFHS added a formal definition of hurdling: an attempt by the runner to leap with feet or knees foremost over an opponent who is in the runner’s path and is not in a prone or supine position. The prohibition on hurdling was already in force; the 2026–27 change supplied this precise statutory definition.

✓
Trailing scoring team may attempt to retain possession (2-36-10, 3-4-3l, 4-1-1, 8-3-9 Ex., 8-4-3 Ex.)

After a try or a successful field goal, if adopted, a team that has just scored but is still trailing may choose one fourth-down play from its own 20 instead of surrendering possession. Its own 40 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; fail and the opponent takes over at the resulting spot. This is one play, not a new four-down series.

✓
Timeouts increased to three charged per half (3-5-1)

NFHS increased the number of charged timeouts from two to three per team per half. Unused timeouts do not carry over to the next half.

✓
After a safety, conceding team takes a scrimmage kick from own 20 (4-1-1 / 8-5-5)

After conceding a safety the team must now specifically take a scrimmage kick from its own 20-yard line. The previous option to pass from the 20 is eliminated.

✓
Illegal batting and stripping of ball in player possession clarified (9-7-4)

NFHS clarified that neither team may bat, strip, or attempt to strip the ball from a player in possession by punching, striking, or grabbing. This applies to both teams on any play — defenders may not punch or grab the ball from the runner, and a runner’s own teammates may not attempt to strip it back.

Source: 2026–27 NFHS Flag Football Rules Book. Descriptions are original SoCal Flag summaries verified against the official rulebook; they do not reproduce rule text verbatim.

Field & Downs

NFHS authorizes four field configurations (State option); the end zones are a fixed NFHS baseline of 10 yards each in every configuration. The four options: 100×40 yds total (80-yd field of play), 120×40 yds (100-yd FOP), 120×53⅓ yds (100-yd FOP), or 100×53⅓ yds (80-yd FOP). Zone lines divide the field of play every 20 yards. The diagram below shows the 100×40 configuration.

Start (own 14) 80-yd field of play — 100×40 config (state option) 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 Width: 40 yds  ·  10-yd end zones each (NFHS baseline)  ·  Total: 100 yds  ·  One of four NFHS configs (state option)
Area NFHS 2026–27
Field of playState option — four NFHS configurations: 100×40 (80-yd FOP), 120×40 (100-yd FOP), 120×53⅓ (100-yd FOP), or 100×53⅓ (80-yd FOP) yards total
End zones10 yards each — NFHS baseline, fixed in all four field configurations (not a state option)
Zone linesDepends on state-adopted field configuration. 80-yd FOP (100×40 or 100×53⅓): zone lines at the 20-, 40-, and 60-yard marks, creating four equal 20-yard zones. 100-yd FOP (120×40 or 120×53⅓): zone lines at the 20-, 40-, 60-, and 80-yard marks, creating five equal 20-yard zones. Reaching or crossing the nearest zone line earns four new downs regardless of field size.
Start positionOwn 14-yard line (NFHS fixed). Each half starts here; touchbacks, tries, and successful field goals ordinarily send the opponent to its own 14. After a try or successful field goal, if adopted, 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.
No-run zonesNone. Any player may carry the ball anywhere on the field.
Hash marksWithout state-adopted hash marks, the ball is snapped from the center of the field. State option — a state may authorize hash marks as additional inbounds spots.
Team boxNFHS baseline: outside the coaches’ area, between the 20-yard lines. A state association may approve an adjustment only if it is the same for both teams.

Equipment

Flags & Belt

  • Each player must wear an unaltered flag belt with flags securely attached before the snap.
  • NFHS baseline: three flags, all the same solid color — one at each hip and one at the tailbone. Each flag must be at least 1½ inches wide by 14 inches long. Flags must contrast in color with uniform bottoms so they are clearly visible.
  • State option for style and measurements — NFHS baseline is an unaltered belt with three same-solid-color flags, one at each hip and one at the tailbone; each flag is at least 1½ inches wide by 14 inches long. A state may choose another style or larger measurements but may never go below the NFHS minimum of 1½ × 14 inches.
  • A player whose flag belt comes off during play due to a foul by the defense is not considered flagless. If it falls off without a foul, the play continues and the defender must make a one-hand touch between the ball carrier’s shoulders and knees to end the run.
  • Intentionally removing a flag belt is a 10-yard illegal-flag-removal penalty. If the official separately judges the act flagrant, disqualification may also be imposed; consult the DQ table in the Common Penalties section for details.

Football

NFHS defines separate measurable girls/women’s and boys’ ball specifications, shown in the table. All NFHS balls must have a tan cover with laces and the required stripes. Starting in 2028, balls used in grade 9+ games must bear the NFHS authenticating mark. During the regular season, each team supplies at least one legal, referee-approved ball meeting NFHS measurements. For postseason or playoff competition, a state may require a particular compliant make or model (State option).

Specification Girls / Women’s Boys
Weight (oz)12–1414–15
Long circumference (in)26–2727¾–28½
Long axis (in)10–1110.875–11.4375
Short circumference (in)19–2020¾–21¼
Inflation (psi)10–1312.5–13.5

Source: 2026–27 NFHS Flag Football Rules Book. Each team provides at least one legal ball to the referee when officials assume authority; only referee-approved legal balls may be used during the game.

Required Equipment

  • Mouthguard: An intraoral protector with occlusal (biting surface) and labial (front-lip side) protection and adequate posterior-tooth coverage. Must be in place during every live play. May not contain hazardous material or nonprotective attachments.
  • Pocketless uniform bottoms: Shorts or pants must have no pockets, exposed drawstrings, or belt loops that could catch a flag.
  • Jersey with number: Numbers 0–99. Front numeral minimum 6 inches tall; back numeral minimum 8 inches tall; contrasting color from the jersey. Jerseys must be tucked in. Home teams wear dark jerseys; visitors wear white (or contrasting light jerseys if both teams agree). These are NFHS baseline requirements, not a state option.
  • Flag belt coverage: Clothing and hair may not cover the flag belt or flags at any time during live play.

Permitted & Restricted Items

  • Cleats: Permitted. NFHS specifies approved cleat construction and materials as a baseline requirement. Check the current NFHS equipment rules for allowed cleat types.
  • Gloves: Generally permitted if they bear visible NOCSAE/SFIA certification. Exception: unaltered plain-cloth cold-weather gloves without certification markings are permitted. Gloves must not have protruding hardware.
  • Eyewear: Permitted if the referee judges them safe and not likely to cause confusion; eyewear is not universally permitted as a matter of right and remains subject to official discretion.
  • Knee pads & forearm protection: Knee pads are required to cover the knee and are worn under the uniform. Forearm protection that meets the applicable NFHS specification is permitted.
  • Hard hand, wrist, forearm, elbow, or upper-arm equipment: Permitted only if covered with at least ½ inch of slow-recovery closed-cell foam or an equivalent padding material to protect other players.
  • Jewelry: Prohibited during play. Fixed NFHS exceptions: a medical-alert item may be taped to the body; a religious item may be worn if it is non-abrasive, non-metallic, and taped or worn under the uniform.
  • Electronics & cameras: No electronic devices may be worn by players during live play. Cameras attached to a player’s body or equipment are prohibited on the field.
  • Hard/unyielding equipment (casts, braces): Permitted only when covered with at least ½ inch of slow-recovery closed-cell foam padding to eliminate danger to other players.

Timing & Scoring

Game Clock

  • Four 12-minute quarters. One-minute intermissions follow the end of the first and third quarters; during each intermission teams change ends of the field while retaining the current down, spot, and line-to-gain. Halftime is a State option — NFHS range is 5–20 minutes; it may not exceed 20 minutes, and coaches may agree to reduce it to 5 minutes.
  • The clock stops on scores, safeties, kicks, touchbacks, a new series (first down), incomplete passes (inside final two minutes), a ball carrier going out of bounds (inside final two minutes), granted timeouts, accepted fouls, and other dead-ball events. It restarts on the snap or on the ready-for-play signal depending on the stoppage type.
  • Final two minutes of either half: At the first dead ball at or after 2:00 remaining, the official gives a two-minute warning and the clock stops. Inside those final two minutes the clock also stops on each incomplete pass and each ball carrier going out of bounds. After stoppages in these final two minutes, the restart depends on the type of stoppage: some restart on the snap (e.g., after an incomplete pass or a ball carrier going out of bounds), while others restart on the ready-for-play signal (e.g., after an official timeout or a measurement). After an accepted foul committed inside the final two minutes, the offended team may be entitled to choose when the clock restarts.
  • A mercy (running-clock) rule is a State option — NFHS sets no default scoring margin. The state chooses the deficit, whether the game ends or the clock simply runs, when it begins, and any exclusions. The state association determines which events stop or restart its adopted running clock.
  • Overtime format is a State option — NFHS provides no single default procedure. The state decides whether tied games continue and sets possession, scoring, and timeout rules for overtime.

Play Clock

  • 25 seconds from the ready-for-play signal. Failing to snap in time is delay of game (5 yards).
  • The 25 seconds restart after each timeout, after a penalty, or when the official indicates a new ready signal.

Timeouts

  • Each team gets three one-minute timeouts per half.
  • Unused timeouts do not carry over to the next half.
  • Officials may call a timeout for injury, equipment issues, or unusual circumstances.

Scoring

Play Points Notes
Touchdown6Carrying or catching the ball across the goal line in live possession, or catching a live airborne ball in the end zone. A fumble or backward pass that touches the ground in the end zone is dead at that spot (not a score).
Try — 1 point (run/pass)1Run or pass from the 3-yard line
Try — 2 points (run/pass)2Run or pass from the 10-yard line
Try — 1 point (place kick)1State option — if adopted: a place kick from the 3-yard line scores 1 point. Without adoption, try scoring is by run or pass only.
Field goal (scrimmage play)3State option — if adopted: a place kick through the goal during a normal scrimmage down scores 3 points. Without adoption, field goals are not part of the game.
Safety2Ball becomes dead in the offense’s own end zone because the offending team supplied the force that put it there, or the offense committed an accepted foul in its own end zone. The team that gave up the safety concedes the points and takes a scrimmage kick from its own 20-yard line.
Touchback0Receiving team starts at own 14-yard line

Only the offense may score during a try; a change to defensive-team possession immediately ends the try. New in 2026–27: After a try or a successful field goal, if adopted, a team still trailing may choose one fourth-down play from its own 20 rather than relinquish possession. Its own 40 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. This is one play, not a fresh four-down series. Availability in overtime depends on the state-adopted overtime procedure.

Running & Passing

Formation, Snap & Motion

  • Seven players per side. All seven offensive players are eligible receivers.
  • At the snap, one offensive player must be positioned on the line of scrimmage to snap the ball. The snap must immediately leave the snapper’s hands and touch another offensive player or the ground.
  • The snap receiver must be at least two yards behind the line of scrimmage.
  • 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; motion parallel to or away from the line of scrimmage is always legal, but so is any direction that is not toward the opponent’s goal line.
  • After any shift, all players must be set for one full second before the snap.

Carrying the Ball

  • Any player may run the ball anywhere on the field. No no-run zones.
  • The quarterback may run on any play, any number of times per series.
  • A runner is down when a flag detaches or when any body part except a hand or foot touches the ground. The ball is spotted at its forward-most point at that instant.
  • If a flag belt falls off without a foul, the play continues. A one-hand touch on the torso (shoulders to knees) ends the run.
  • No flag guarding: a runner may not use a hand, arm, or the ball to contact a defender and deny flag access. Penalty: 10 yards — generally from the end of the run, or from the foul spot when the foul occurs behind the end of the run; special goal-line/end-zone enforcement is possible. The same down is repeated after enforcement unless enforcement or the advance reaches the line to gain and awards a new series. (Shielding with the body alone, without contacting an opponent, is not flag guarding.)
  • No hurdling: a player 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 stiff-arming.

Handoffs & Backward Passes

  • A backward (lateral) pass is legal at any time from any position on the field.
  • A forward handoff (handing the ball ahead) is legal when both the player handing it and the player receiving it are behind the neutral zone before any change of possession.
  • A fumble that touches the ground is dead at that spot. Either team may recover a fumble in the air before it touches the ground.
  • A backward pass that touches the ground is dead at the landing spot. A backward pass caught in the air is live.

Forward Passing

  • One forward pass per play, released from behind the neutral zone.
  • No second forward pass on the same play.
  • No forward pass released from beyond the neutral zone.
  • No forward pass after a change of possession during the down.
  • 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 retains the ball.
  • Interception: the ball is live. The intercepting team may return it. The pick ends the offensive possession.
  • Intentional grounding is a foul: deliberately throwing to an area with no eligible receiver to avoid a loss of yardage or to conserve time. Penalty: 5 yards from the spot of the throw, plus loss of down. Exception: the player directly behind the snapper may immediately spike a clean snap (one that was not muffed or grounded) directly into the ground to stop the clock; this is not intentional grounding.

Rushing & Blocking

Rushing the Passer

  • Any defender may rush from any legal position on or behind their line of scrimmage. No limit on the number of rushers; no required depth or waiting count.
  • Rushers must go around offensive players — not through them.
  • No tackling, no body-to-body contact while attempting a sack. The rusher’s goal is to pull the flag, not contact the body. Slight incidental contact that occurs during a legitimate flag-pull attempt is not automatically a foul; contact without a legitimate attempt is illegal personal contact.
  • Roughing the passer protection applies after a legal forward pass thrown from behind the neutral zone. A rusher who contacts the passer’s throwing arm or head, bats the ball from the passer’s arm, or makes avoidable contact after the release commits roughing the passer (10 yards + automatic first down). Unavoidable contact immediately after release is not automatically a foul. Contact with a player who releases a backward pass, throws from beyond the neutral zone, or is contacted before the pass is away may instead be illegal personal contact.

Screen Blocking

  • Non-contact, position-based screen blocking is legal. A legal 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.
  • A blocker may not initiate contact, lean into a defender, grab, hold, or push.
  • No extending arms, hands, elbows, or legs to impede an opponent.
  • Blockers must give a moving opponent a reasonable opportunity to stop or change direction before taking a set position in that path.
  • Illegal screen block: 10 yards (see Rule 10 spot guide in the Common Penalties section below).

Holding & Contact Fouls

  • Defensive holding: grabbing or holding an offensive player without the ball. Penalty: 10 yards (see Rule 10 spot guide in the Common Penalties section below — generally the previous spot during a pass, end of run beyond the line); the 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 contact: unnecessary or excessive physical contact beyond a legal flag-pull attempt (tackling, running through the ball carrier, body contact). Penalty: 10 yards, first down.
  • No player may use hands, arms, or legs to create contact while blocking or defending.

Punts & Kicking

Declared Punts

  • A team may declare a punt on any down, most often used on fourth down. The declaration must be made before the ready-for-play signal.
  • After the declaration, the receiving team has an opportunity to substitute.
  • Once declared, the kicking team must execute the kick. The declaration may only be withdrawn if a timeout is called, the period ends, or an accepted penalty permits redeclaration.
  • Every kicking-team player except the kicker must be stationary when the kick is made. The kicker receives the snap and must kick within five seconds.
  • A declared punt is a real kick — not a possession change by rule. The receiving team may attempt a return.
  • The receiving team may also let the ball roll dead.
  • Blocked punts: The result depends on whether the kick crossed the neutral zone, whether it was caught in the air before touching the ground, the down number, and the applicable possession rules. A loose ball that touches the ground is dead immediately at that spot. Whether the kicking team may recover a blocked punt depends on where and how it is blocked; consult the officiating crew for the specific ruling.

Kick Outcomes

  • Touchback: A non-scoring scrimmage kick is dead the moment it breaks the plane of the receiving team’s goal line; there is no end-zone return on a non-scoring scrimmage kick. The receiving team starts at its own 14-yard line.
  • Out of bounds: If the kick goes out of bounds untouched between the goal lines, the receiving team takes possession at the corresponding inbounds spot at that yard line (centered on the field unless state-adopted hash marks apply).
  • First touching: If a kicking-team player is the first to touch the kicked ball beyond the expanded neutral zone, before any receiving-team player has touched it and before the ball comes to rest, 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 and offsetting penalties can affect this choice.
  • Kick-catch interference: While a scrimmage kick is in flight beyond the neutral zone, a kicking-team player may not commit any of three prohibited acts: (1) touch the ball, (2) touch a receiver, or (3) obstruct a receiver’s path to the ball — subject to NFHS exceptions. The offended team has three choices: (1) accept the play result; (2) take the ball with a first down after a 10-yard gain from the foul spot; or (3) accept a 10-yard penalty from the previous spot and replay the down.

After a Safety

  • After conceding a safety, the conceding team takes a scrimmage kick from its own 20-yard line.
  • The kick starts a new possession for the receiving team.

Common Penalties

Plain-English guide to the most common 2026–27 NFHS penalties, grouped by team. Rule 10 determines the exact enforcement spot when play context matters; the “Measured from” column shows the general principle.

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 gameThe 25-second play clock expired before the snap.5 ydsPrevious spotReplay down
False startAn offensive player simulated action at the snap or clearly acted to cause defensive encroachment.5 ydsPrevious spotReplay down
Illegal motionA player in motion moved toward the opponent’s goal line at the snap, or two players were in motion simultaneously.5 ydsPrevious spotReplay down
Illegal formationAt the snap, the offense lacked a snapper on the line with another player at least 2 yards behind to receive the snap.5 ydsPrevious spotReplay down
Illegal snapThe snap did not immediately leave the snapper’s hand(s) 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 passThe passer threw a second forward pass on the same down.5 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)After team possession changed during the down, a player handed the ball forward to a teammate.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 deliberately threw into an area without an eligible receiver to avoid a loss of yardage or conserve time, except for the legal immediate spike.5 ydsSpot of throwLoss of down
Flag guardingThe runner 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
HurdlingThe ball 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 position.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
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 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, taunting, disrespectful acts, or other unsportsmanlike behavior by an offensive player.10 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 batted, stripped, or attempted to strip the ball from a player in possession by punching, striking, or grabbing. Rule 9-7 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
Kick-catch interferenceWhile a scrimmage kick was in flight beyond the neutral zone, a kicking-team player touched the ball or a receiver, or obstructed a receiver’s path to the ball (subject to NFHS exceptions).10 ydsOffended team elects: (a) 10 yds from foul spot with first down; or (b) 10 yds from previous spot and replay. May also accept the play result.Offended team chooses: play result; first down from foul spot; or replay
Illegal flag removalA defender intentionally removed the flag of a player without the ball, except after being faked by that player or while that player was securing 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 holdingA defender 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 contactA defender made unnecessary or excessive physical contact beyond a legal flag-pull attempt, including tackling, running through the ball carrier, or body-to-body contact.10 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 passerApplies only to a legal forward pass from behind the neutral zone. The defender made avoidable contact after the passer released the ball, 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. Contact on a passer who threw from beyond the neutral zone, threw a backward pass, or was contacted before release is not roughing; it may be illegal personal contact instead.10 ydsDead-ball spot when beyond the neutral zone and the offense retains possession; otherwise previous spot.Automatic first down
Unsportsmanlike conduct (D)Profanity, taunting, disrespectful acts, or other unsportsmanlike behavior by a defensive player.10 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 batted, stripped, or attempted to strip the ball from a player in possession by punching, striking, or grabbing. Rule 9-7 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 violations 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 the team box during a fightDisqualification of that substitute
Defender intentionally removes flag of a player without the ball to prevent a score10-yard penalty (illegal flag removal); may be a flagrant act resulting in disqualification depending on the circumstances. An automatic awarded touchdown is not the NFHS standard; consult the official for the specific ruling.
Officials inspect scorer’s flag belt after TD (routine; required). Inspection reveals illegally altered belt or tampering (e.g., belt removed by a teammate to deceive officials)Touchdown negated; 10 yards from the previous spot; head coach disqualified (ejected). Routine post-TD inspection is required and does not itself create a penalty.

State Association Options

NFHS Table 1-7 reserves exactly 20 choices for state associations — deliberate flexibility built into the national rules, not unofficial modifications. The table below shows every item: the NFHS baseline or range, and what the state then decides. Everywhere on this page where you see State option, the value comes from this table.

Verify the choices your state has made by checking your state high school association’s published materials or event packet.

Option NFHS baseline / range What the state decides
Field & Markings
Field configuration Four total dimensions authorized; all have two 10-yard end zones (NFHS baseline, not a state choice):
• 100×40 yds — 80-yd field of play, 40-yd wide
• 120×40 yds — 100-yd field of play, 40-yd wide
• 120×53⅓ yds — 100-yd field of play, 53⅓-yd wide
• 100×53⅓ yds — 80-yd field of play, 53⅓-yd wide
Which of the four configurations to use
Hash marks No hash marks by default — ball is snapped from the center of the field May authorize hash marks as additional inbounds spots
Goals (goalposts) No goalposts required by NFHS baseline The state decides whether goalposts are used. Goalposts are required for any state-adopted place-kick try or field-goal scoring.
Team-box alteration NFHS baseline: outside the coaches’ area, between the 20-yard lines May approve a state-approved adjustment to the team box only if it is the same for both teams
Officials
Number of officials No NFHS national crew-size requirement Sets the crew size for games in the state
Officials’ pregame authority NFHS baseline: officials have authority beginning 30 minutes before kickoff May set an earlier start time for officials’ pregame authority
Supplementary admin equipment Officials may not use supplementary administrative equipment without state authorization Game officials may use supplementary administrative equipment only when the state authorizes it
Timing & Game Flow
Halftime NFHS range: 5–20 minutes. May not exceed 20 minutes; coaches may agree to reduce to 5 minutes. Chooses the length within the 5–20 minute range
Coin toss NFHS baseline: 3 minutes before kickoff when held on the field May choose a different coin-toss time
Overtime No NFHS default procedure; NFHS does not mandate that tied games continue Decides whether tied games continue; sets all possession, scoring, and timeout procedures (e.g., CIF-SS: from opponent’s 20-yd line)
Mercy / running clock No NFHS default scoring margin or conditions Chooses the scoring margin, whether the game ends or the clock runs, when it begins, and any exclusions (e.g., CIF-SS: 21-pt second-half running clock, not in playoffs)
Interrupted games NFHS baseline: resume from the point of interruption, unless both teams agree to accept the existing score May prescribe a different procedure for interrupted games
TV / radio timeouts No automatic TV or radio timeouts Available only under state policy
Equipment
Flag style & measurements NFHS baseline: unaltered belt; 3 same-solid-color flags — one at each hip and one at the tailbone; each at least 1½ in. wide × 14 in. long. State may not go below this minimum. May choose a different style or larger measurements; never below the NFHS minimum of 1½×14 in.
Postseason ball Regular season: each team supplies at least one legal, referee-approved ball meeting NFHS measurements May mandate a specific compliant make or model for postseason / playoff competition
Kicking tee Not permitted without state authorization If authorized: must be pliable and raise the lowest point of the ball no more than 2 inches
Commemorative / memorial patches Not permitted without state authorization May authorize teams to wear commemorative or memorial patches
Scoring & Special Rules
Place-kick scoring Without state adoption, field goals are not part of the game and try scoring uses only run/pass options If adopted: a place-kick try from the 3-yd line scores 1 pt; a place kick through the goal on a normal scrimmage down scores 3 pts
Instant replay No replay by default; not permitted in regular-season games regardless of facilities May create replay procedures for state postseason games only; must affirmatively adopt this option
Drum cadence Not permitted without state authorization May authorize drum cadence for a deaf or partially deaf team

Items not on this list are NFHS baseline rules that apply in all states: quarter length (12 minutes), own-14 starting position, jersey numbers (0–99; 6-in. front / 8-in. back), mouthguard specification, cleat rules, and all penalty yardages.

Advanced Game Situations

Edge cases and unusual plays, explained in plain English.

Inadvertent whistle ∧

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

During a run: (a) replay the down from the previous spot, or (b) accept the dead-ball spot as the play result—no replay of the down.

During a forward pass in flight: the down is always replayed from the previous spot. There is no spot-acceptance option.

Example: A receiver catches a pass at the 35, 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 35-yard line as the play result—no replay.

Momentum carry-in to the 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). The team gets a new series of downs from that spot.

Example: A defender intercepts a pass at the 2-yard line and her momentum carries her into the end zone. She maintains possession. No safety — ball spotted at the 2, 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 40 and a kicking-team player touches it. The receiving team may start their possession at the 40 instead of the final dead-ball spot (say, the 25).

Kick-catch interference — three remedy options ∧

A kicking-team player may not contact a member of the receiving team while the kicked ball is in flight or interfere with a player attempting to catch the kick.

When this foul occurs, the offended (receiving) team chooses one of three remedies:

  1. Accept the play result as if no foul occurred.
  2. First down — take the ball with a 10-yard gain measured from the foul spot.
  3. Replay the down — 10-yard penalty from the previous spot.

Example: A kicking-team player bumps a receiver who is set to catch the punt at the 30. The receiving team may: keep the play result, take the ball at the 40 (first down), or replay from where the punt was kicked with a 10-yard penalty.

Simultaneous catch ∧

If both an offensive receiver and a defensive player catch a forward pass at exactly the same time, the offense keeps the ball. It is treated as a completed pass at the spot of the catch.

Example: A receiver and a cornerback each get both hands on a pass simultaneously. Possession is awarded to the offense.

Illegal forward handoff after a possession change ∧

Once possession changes during a down (for example, after an interception or a fumble recovery), the new team may not throw a forward pass or hand the ball forward on that same play.

If they do: 5 yards — measured from the spot of the foul or end of run as Rule 10 requires — no loss of down. The new team retains possession.

Example: A defender intercepts a pass and hands it forward to a teammate. Illegal forward handoff: 5 yards from the spot of the foul or end of run under Rule 10, no loss of down. The defense retains possession.

Period extensions — when a final-play foul extends the period (and when it does not) ∧

A period can be extended by: (a) an accepted foul that is not in the four exceptions below; (b) a double foul on the last play that gives the offended team a free down; (c) an inadvertent whistle when the offended team is entitled to replay the down; or (d) a required try after a scoring play on the final down. The period is extended by one untimed down only when the offended team accepts a foul penalty that does not fall into these four exceptions:

  1. Unsportsmanlike or nonplayer fouls — do not extend the period.
  2. Loss-of-down fouls — do not extend the period.
  3. Fouls enforced at the succeeding spot — do not extend the period.
  4. Fouls whose enforcement results in a safety — do not extend the period.

Example (extension): Roughing the passer on the last play of the second quarter. The offense accepts the penalty — it is not an exception. One untimed play is added.

Example (no extension): A taunting foul (unsportsmanlike) on the last play. The offended team accepts. No extension — the period is over.

Multiple and offsetting fouls ∧

When both teams foul on the same play, the penalties generally offset and the down is replayed from the previous spot. However, offsetting is not automatic in all cases:

  • Post-scrimmage kick fouls: if one team has a post-scrimmage kick foul (beyond the expanded neutral zone after the kick), it does not necessarily offset a foul by the other team; the non-kicking team may accept the post-scrimmage kick enforcement.
  • Dead-ball / nonplayer fouls: a dead-ball foul by one team does not offset a live-ball foul by the other team — both are enforced separately.
  • Clean-hands rule: if a team in possession commits a foul after gaining possession through an opponent’s foul, the fouls may not offset in the receiving team’s favor.

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

Clock and untimed-down situations ∧

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

An untimed down runs without any game-clock time being charged. Both teams participate in the untimed down before the period truly ends.

Example: A foul at the end of the fourth quarter accepted by the offense (and not an exception) adds an untimed snap. The clock reads 0:00 but the game is not over until the untimed down is completed.

NFHS vs. CIF-SS

NFHS is the national baseline. CIF-SS (California Interscholastic Federation — Southern Section) is one specific state-section application of NFHS rules for girls flag football in Southern California, covering Orange County, Inland Empire, Ventura County, and most Los Angeles County schools. CIF San Diego Section and LA City Section administer separate girls flag football programs; check their section for local rules.

For a complete deep-dive into CIF-SS rules, see the CIF-SS Girls Flag Football Rules guide.

Feature NFHS Baseline / Option CIF-SS 2026–27 Choice
Field of playState option — four NFHS configs: 100×40, 120×40, 120×53⅓, or 100×53⅓ yds total (all with 10-yd end zones)80 yards × 40 yards + two 10-yard end zones
Start positionOwn 14-yard line (NFHS fixed)Own 14-yard line (same)
Quarter length12 minutes (NFHS baseline)Varsity 4×12 min; sub-varsity 4×10 min
Flag belt3 flags (hip/hip/tailbone); min 1½×14 in.; state may adjust style/measurementsOne-piece junior belt, two hip flags only
Safety restartScrimmage kick from own 20Scrimmage kick from own 20 (same)
Mercy (running) clockState option — no NFHS default margin; state sets the scoring deficit, conditions, and any exclusions21-point deficit in 2nd half; not in CIF-SS playoffs
OvertimeState option — no NFHS default procedure; state decides whether tied games continue and sets all rulesEvery 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
Approved footballRegular season: each team supplies at least one compliant ball. Postseason: state option — may mandate a specific compliant make or modelSpecific approved Wilson youth/women’s models only
Rushing rulesAny number of rushers; any legal position on or behind their line of scrimmage; no count, depth, or wait requirementSame (no modification)
No-run zonesNone (NFHS baseline)None (same)

CIF-SS data from the CIF-SS 2026–27 Girls Flag Football Season Preview. Verify with your school or CIF-SS before game day. CIF San Diego and LA City are separate sections with separate rules.

Frequently Asked Questions

What is NFHS flag football?

NFHS (National Federation of State High School Associations) writes the official rules used as the national baseline for high school flag football across the United States. It is a 7-on-7 game with real declared punts, unlimited rushing, legal non-contact screen blocking, and a zone-to-gain system. State associations adopt NFHS rules and may publish authorized local options from Table 1-7.

How many players are on each team?

Seven players per side. Every team must start the game with exactly seven players on the field. Play may continue with as few as five if no eligible replacements exist.

Can the quarterback run in NFHS flag football?

Yes. There is no QB-run cap and no restriction on how many times the quarterback may run per series. Any player may carry the ball anywhere on the field. There are no no-run zones in the NFHS baseline rules.

How does rushing work in NFHS rules?

Any defender may rush at any time from any legal position on or behind their line of scrimmage. There is no limit on the number of rushers and no waiting count required. Rushers must go around offensive players, not through them, and must try to pull the flag rather than make body contact.

Are there no-run zones in NFHS flag football?

No. The NFHS baseline rules do not include no-run zones. Any player may carry the ball anywhere on the field on any down.

How does a declared punt work in NFHS?

A declared punt is a real kick—not a possession change by rule. The declaration must be made before the ready-for-play signal. After the declaration, the receiving team has an opportunity to substitute. Once declared, the kicking team must execute the kick (the declaration may only be withdrawn for a timeout, period end, or accepted penalty). Every kicking-team player except the kicker must be stationary when the kick is made; the kicker receives the snap and must kick within five seconds. The receiving team may catch and return the kick. A non-scoring scrimmage kick becomes dead immediately when it breaks the receiving team’s goal-line plane and results in a touchback; the receiving team starts at its own 14-yard line.

What are the try options after a touchdown?

After a touchdown, the scoring team attempts a try: 1 point by run or pass from the 3-yard line, or 2 points by run or pass from the 10-yard line. If the state has adopted the place-kick option, a kicked try (1 point, from the 3-yard line) is also available. If the state has adopted the field-goal option, a place kick through the goal during a normal scrimmage down scores 3 points. NFHS rules do not include any try worth 3 points, and no try is attempted from the 20-yard line.

What changed in 2026–27?

NFHS approved eight rule changes for 2026–27: (1) An optional fourth field configuration is now available by state adoption. (2) The seven-player starting requirement was standardized—every team must begin the game with exactly seven players on the field. (3) Instant replay is now explicitly limited to state-adopted postseason play only. (4) A formal definition of hurdling was added: an attempt by the runner to leap with feet or knees foremost over an opponent in the runner's path who is not in a prone or supine position. The prohibition existed; this change supplied the precise statutory definition. (5) A trailing scoring team may now choose one fourth-down play from its own 20 after a try or successful field goal. Its own 40 is the line to gain, requiring a 20-yard gain on an ordinary penalty-free play. (6) Timeouts were increased from two to three charged per team per half; unused timeouts do not carry over. (7) After a safety, the conceding team now takes a scrimmage kick from its own 20—the pass option is eliminated. (8) Illegal batting and stripping was clarified: neither team may bat, strip, or attempt to strip the ball from a player in possession by punching, striking, or grabbing.

How does the trailing team retention option work?

New in 2026–27: after a try or a successful field goal, if adopted, a scoring team that is still behind may choose one fourth-down play from its own 20 instead of relinquishing possession. Its own 40-yard line 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 after any penalty enforcement. This is one play, not a new possession with four downs. Availability in overtime depends on the state-adopted overtime procedure.

What is the state option system?

NFHS Table 1-7 reserves exactly 20 choices for state associations. Key permitted choices include: field configuration (one of four total dimensions — 100×40, 120×40, 120×53⅓, or 100×53⅓ yards — all with 10-yard end zones, which are a fixed NFHS baseline); halftime length (NFHS range is 5–20 minutes; it may not exceed 20 minutes, and coaches may agree to reduce it to 5 minutes); overtime procedure (no NFHS default — the state decides whether tied games continue and sets all possession, scoring, and timeout rules); mercy/running-clock threshold (no NFHS default margin — the state sets the scoring deficit, conditions, and any exclusions); flag style and measurements (state may choose; never below the NFHS minimum of 1½ × 14 in.); postseason ball specification (regular season: each team supplies at least one compliant ball; state may mandate a specific compliant make or model for postseason); hash marks (default is center-snap with no hash marks; state may authorize hash marks as additional inbounds spots); place-kick scoring (if adopted: 1-pt kick try from the 3-yd line; 3-pt field goal on a normal scrimmage down — without adoption, field goals are not part of the game); number of officials (no NFHS crew-size requirement); officials' pregame authority (NFHS baseline is 30 minutes before kickoff; state may set an earlier time); coin-toss timing (NFHS baseline is 3 minutes before kickoff on the field); team-box alteration (NFHS baseline is outside the coaches' area between the 20s; state may approve another layout only if identical for both teams); instant replay (postseason only, where state has affirmatively adopted); TV/radio timeouts (available only under state policy); kicking tee (if authorized: pliable, raises ball's lowest point no more than 2 inches); commemorative/memorial patches; drum cadence (for deaf or partially deaf teams); goals/goalposts; supplementary administrative equipment; and interrupted-game procedures. Quarter length (12 minutes), own-14 starting position, jersey numbers (0–99), mouthguard specification, cleat rules, and all penalty yardages are NFHS baseline rules — not state options.

Is NFHS the same as CIF-SS girls flag football rules?

No. CIF-SS (California Interscholastic Federation Southern Section) adopts NFHS as its baseline and then publishes its own section-specific modifications—field dimensions, approved ball models, flag-belt specification, sub-varsity quarter lengths (4×10 min vs. the NFHS 12-min baseline), mercy-clock threshold, and overtime format. CIF San Diego and LA City are separate sections with their own rules. Use the CIF-SS Girls Flag Football Rules guide for CIF-SS events.

Is NFHS the same as NFL FLAG?

No. NFL FLAG is a separate organization with its own rules. Key differences: NFL FLAG is typically 5v5 on a smaller field; NFHS is 7v7. NFL FLAG has no-run zones and a 7-second pass clock; NFHS has neither. NFL FLAG does not use real punts; NFHS does. NFL FLAG does not allow screen blocking; NFHS does. NFHS uses four 12-minute quarters; NFL FLAG typically uses two halves. Always confirm which ruleset applies to your event.

What size football does NFHS require?

For girls/women's play, NFHS requires a ball weighing 12–14 oz with a long circumference of 26–27 in, long axis of 10–11 in, short circumference of 19–20 in, and inflation of 10–13 psi. For boys' play the specifications are larger (14–15 oz; 27¾–28½ in long circumference; 12.5–13.5 psi). All NFHS balls must have a tan cover with laces and required stripes. Starting in 2028, balls used in grade 9+ games must carry the NFHS authenticating mark. During regular-season games, each team supplies at least one legal, referee-approved ball meeting NFHS measurements; for postseason or playoff competition, a state may mandate a specific compliant make or model (state association option).

Does SoCal Flag reproduce the NFHS rulebook?

No. SoCal Flag does not reproduce, distribute, or copy the NFHS Flag Football Rules Book. This page is an independent summary verified against the official rulebook with original SoCal Flag explanations. The full 2026–27 NFHS Flag Football Rules Book is a paid publication available through NFHS Digital.

Official Sources

When exact wording matters, use these primary sources. The NFHS rulebook is a paid publication — it is not freely available here.

NFHS Flag Football Rules Page (official)

The NFHS official rules page for flag football; starting point for coaches, officials, and administrators.

nfhs.org/sports/flag-football/rules ↗
NFHS Flag Football Sport Page

NFHS sport page for flag football with news, resources, and links.

nfhs.org/sports/flag-football/ ↗
NFHS Digital — 2026–27 Flag Football Rules Book (paid)

The official 2026–27 NFHS Flag Football Rules Book is sold here. This is the authoritative complete rulebook — the source verified for this guide. It is a paid publication copyrighted by NFHS and is not reproduced here.

Interactive rulebook (NFHS Digital) ↗
Purchase at NFHS Digital store ↗
NFHS 2026–27 Rule Changes (public summary)

Public NFHS article on 2026–27 rule changes, including the trailing-team possession-retention option.

NFHS 2026–27 rule changes article ↗
NFL Play Football — 2026–27 NFHS Rule Changes Summary

Public summary of the 2026–27 NFHS flag football rule changes, published by NFL Play Football.

NFL Play Football summary ↗
SoCal Flag — CIF-SS Girls Flag Football Rules Guide

A complete plain-English guide to CIF-SS rules for 2026–27, with penalty tables, field diagram, and FAQ.

CIF-SS Girls Flag Football Rules →

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 the official rulebook and public NFHS sources. The rulebook is available through NFHS Digital. SoCal Flag does not reproduce, distribute, or copy the NFHS Flag Football Rules Book.

Playing or coaching at the high school level? The High School Flag Football Guide → covers SoCal CIF programs, CIF vs. NFHS differences, tryouts, and the college recruiting pathway.