Spring

Football (7v7) League  -  March 1 to August 1, 2026

AYFFL League Rules & Procedures
COACH AND SPECTATOR CONDUCT

Coaches, family members, parents, and spectators are required to observe the contest from designated areas.
All family members, parents and spectators will observe play from the designated areas.
Participants, coaches, parents and family members
must conduct themselves appropriately during
tournament.  Inappropriate, rude or confrontational behavior
by any coach, team or parent(s) may lead to a team’s
disqualification from the game and possibly the league.
Misconduct by any individual may lead to removal
from the premises at the sole discretion of AYFFL.
GAME

1. Prior to the start of the game, the referees will do an equipment and football check.
2. At the start of each game, captains from both teams meet at midfield for the coin toss to
determine who starts with the ball. The visiting team calls the toss.
3. The winner of the coin toss has the choice of offense or defense. The loser of the coin toss has the choice of direction. Possession changes to start the second half to the team that started the game on defense.
4. The offensive team takes possession of the ball at its 5-yard line and has four (4) downs to cross midfield. Once a team crosses midfield, it has three (3) downs to score a touchdown.
a. If the offensive team fails to cross midfield, on 3 downs, and elect to "punt" on 4th down,
possession of the ball changes and the opposition starts its drive from its
own 5-yard line. If the offensive team goes for it on 4th down and does not
cross field, the opposing team will start its possession from the spot.
b. Any time prior to making the ball, ‘Ready for Play’ the referee MUST ask
the offensive teams head coach to declare ‘Punt or Play’. The coach MUST
answer at that time or risk a delay of game penalty at the referees
discretion.
c. Teams may use a timeout only to change the declaration of “Play” at
any time prior to the expiration of the play clock.
d. If the declaration is “Punt” the ball changes possession and will be
placed at the opposing team’s 5-yard line, 1st down, with NO option to
change the declaration.
e. If the offense fails to score, after crossing midfield, the ball
changes possession and the new offensive team starts its drive on
its own 5-yard line.
f. Teams change sides after the first half. Possession changes
to the team that started the game on defense

terminology
Boundary Lines- The outer perimeter lines around the field. They include the sidelines and back of
the end zone lines.
Line of Scrimmage- (LOS) an imaginary line running through the point of the football and across
the width of the field.
Line-to-Gain- The line the offense must pass to get a first down or score.
Rush Line -An imaginary line running across the width of the field seven yards (into the defensive
side) from the line of scrimmage.
Offense- The team with possession of the ball.
Defense- The team opposing the offense to prevent it from advancing the ball.
Passer- The offensive player that throws the ball and may or may not be the quarterback.
Rusher- The defensive player assigned to rush the quarterback to
prevent him/ her from passing the ball by pulling his/her flags or
by blocking the pass.
Live Ball- Refers to the period of time that the play is in action.
Generally used in regard to penalties. Live ball penalties are
considered part of the play and must be enforced before the
down is considered complete.
Dead Ball- Refers to the period of time immediately
before or after a play.
Terminology
Whistle- Sound made by an official using a whistle that signifies the end of the play or a stop in the
action for a timeout, halftime or the end of the game.
Inadvertent Whistle- Official’s whistle that is performed in error.
Charging- An illegal movement of the ball-carrier directly at a defensive player who has
established position on the field. This includes lowering the head or initiating contact with a
shoulder, forearm or the chest.
Flag Guarding- An illegal act by the ball-carrier to prevent a defender from pulling the ball-carrier’s
flags by stiff arm, lowering elbow or head or by blocking access to the runner’s flags with a hand,
arm or ball.
Shovel Pass- A legal forward pass across the LOS underhand, backhand or by pushing the ball
forward.
Lateral- A backward or sideway toss of the ball by the ball-carrier.
Equipment
1.     Participants must use Jerseys and Flags provided.
2.      All players MUST wear a mouthguard and head gear. Extra belts and mouth guards will be available for purchase.
3. All players must wear flags.
•     Flags may not be cut or altered.
•     Poppers and Belt attachment MUST be the same color.
•     Flags must be pushed fully in & players must be able to pull their own flag out with one hand in a fluid motion. Illegal flags will result in ejection of that player from the game or
4. All teams will use game balls provided by the AYFFL.
5. Players may wear cleats. However, cleats with exposed metal are never allowed and must be removed.
6. Players may tape their forearms, hands and fingers. Players may wear gloves, elbow pads and knee pads. Braces with exposed metals are not allowed.
7. Players must remove all hanging jewelry. Soft brim bucket hats/beanies are allowed. Hard brim hats MUST be worn backwards. Players may wear protective eye wear as long as they are worn on eyes.
8. Players must have shorts or pants without pockets. You can NOT
tape pockets. ( Zipper or sewn pockets are allowed)
9. While on the playing field Players’ jerseys must be tucked into shorts or pants if they hang below the belt line.
Field

1. The field dimensions are 25 yards by 64 yards with two 7-yard end zones, and a midfield
line-to-gain. No-run zones precede each line-to gain by 5 yards.
2. No-run zones are in place to prevent teams from conducting power run plays. While in the
no-run zones (a 5-yard imaginary zone before midfield and before the end zone), teams
cannot run the ball in any fashion. All plays must be pass plays, even with a handoff or lateral.
3. Stepping on the boundary line is considered out of bounds. (any player who steps out can not be the first to possess the ball)
4. The referee will place the ball in the middle of the field prior to the ‘Ready to Play’. The ball may NOT be placed closer than 10-yards to any boundary.
Timing
1. Games are played on a 40 minute continuous clock with two 20 minute halves. Clock only stops for halftime, time outs, injuries and the Officials discretion.
2. Halftime is 3 minutes.
3. Each time the ball is spotted and Referees are set, a team has 25 seconds to snap the ball.
4. Each team has three 30-second timeouts per game.
5. Officials can stop the clock at their discretion.
6. In the event of an injury, the clock will stop then restart when the injured player is removed
from the field of play.
Onside Kick
An “onside kicks” is allowed if the trailing team is within 16 points in the last 3 minutes of the second half. Losing team get one scrimmage play from their own 5-yard line to gain a first down.
Overtime
1. If the score is tied at the end of regulation play, an overtime period will be used to determine
a winner.
2. Overtime format is as follows:
A. Home team calls the toss to determine the team that chooses to be on offense or defense
first.
B. If a second round of overtime must be played, the team that lost the coin toss will
get to choose offense or defense for the start of the second round of overtime. This
process continues with teams alternating who gets to choose to be on offense or
defense to start out during every round of overtime.

3. The referee will determine which end of the field the overtime will take place on.
a. Each team will take turns getting one (1) play from the defense’s 5-yard line for one point
or the defense’s 10-yard line for two points. Whether to go for one or two points is up to the
offensive team. Whether or not the team that begins on offense converts the team that
started on defense gets a chance on offense to win or tie by converting a one- or two-point
play of their own.
i. Example: Team A starts on offense and chooses to go for one point from the
5-yard line and is successful. Team B is then on offense and can choose to
either go for one point from the 5-yard line to tie and force a second round of
overtime or to go for two points from the 10-yard line for the win.
ii. If the second team on offense in an overtime round fails to beat or match the
team that went first, the team that went first wins.
C. Starting with the 2nd overtime, both teams must "go for two" from the 10-yard line
D. Starting with the 3rd overtime, each team will
get 1 play from the 5 yard line going out from the
endzone. The team with the most yards will be the
winner. The team with the most yards will be
awarded 1 point added to their final score.
E. Final Score will be recorded to include all points scored
for each team
F. All regulation period rules and penalties are in effect.
G. There are no timeouts.
H. Interceptions are returnable in OT, and worth 2 points.
i. Interceptions returned for a score in the first or second
overtime period, the game is over.
11
SCORING
1. Touchdown: 6
2. PAT (point after touchdown) 1 point (5-yard line) or 2 points (10-yard line)
a. Note: 1 point PAT is pass only; 2 point PAT can be run or pass.
3. Safety: 2 points
a. A safety occurs when the ball-carrier is declared down in his/her own end zone. Runners
can be called down when their flags are pulled by a defensive player, a flag falls out, they
step out of bounds, their knee or arm touches the ground, a fumble occurs in the end zone
or if a snapped ball lands in or beyond the end zone.
4. Extra points that are intercepted and ;returned equals 2 points
5. A team that scores a touchdown must declare whether it wishes to attempt a 1-point
conversion (from the 5-yard line) or a 2-point conversion (from the
10-yard line). Any change, once a decision is made to try for the extra
point, requires a charged timeout. A decision cannot be changed after
a penalty.
6. Forfeits are scored 28-0 for the winning team.
7. The officials will announce the final score. If a coach does not agree, they must ask the referee for clarification. Once scorecards are turned in, the score is FINAL.
COACHES
1. Coaches are expected to adhere to AYFFL’s philosophies, coaching guidelines and code of conduct.
2. Only 3 coaches per team are allowed on the sidelines. Having more coaches than permitted could lead to an ejection or forfiet.
a. Coaches are permitted to Coach on the sideline.
b. Coaches must remain on the sideline except to attend
to an injured player. Except for 6U and 8U which may have 1 coach behind the play on the field.
c. All team photographers, managers,  team moms, fans, etc. are required and must remain a
minimum of 10 yards off the field or in a designated viewing area.
d. Teams may huddle on the sideline with their coach to get
the play but the play clock will not stop once the ball is
signaled ‘Ready for Play’.
e. Coaches, this is your responsibility to keep your fans and
any other team associated members in the designated areas.
LIVE BALL/ DEAD BALL
1. The ball is live at the snap of the ball and remains live until the official whistles the ball dead.
2. The official will indicate the neutral zone and line of scrimmage.
a. It is an automatic dead ball foul if any player on defense or offense enters the neutral
zone. In regard to the neutral zone, the official may give both teams a “courtesy” neutral
zone notification to allow their players to move back behind the line of scrimmage.
3. A player who gains possession of the ball in the air is considered in bounds as long as the first foot or a body part contacts the ground in the field of play with possession.
4. The defense may not mimic the offensive team signals by trying to confuse the offensive
players, while the quarterback is calling out signals to start the play.
5. Substitutions may be made on any dead ball.
LIVE BALL/ DEAD BALL
6. Any official can whistle the play dead.
7. Play is ruled “dead” when:
a. The ball hits the ground.
i. If the ball hits the ground as a result of a bad snap,the ball is then placed where the ball
hit the ground.
b. The ball-carrier’s flag is pulled.
c. The ball-carrier steps out of bounds.
d. A touchdown, PAT or safety is scored.
e. The ball-carrier’s knee or arm hits the ground.
f. The ball-carrier’s flag falls out.
g. The receiver catches the ball while in possession of one or no flag(s).
h. The 7 second pass clock expires.
i. Inadvertent whistle
j. Ball-carrier leaves their feet diving or to hurdle a player.
*NOTE: Fumbles/ loss of possession: Ground contact must be made for the play to be dead at that
spot. A fumble is loss of possession by a player, resulting in the ball contacting the ground.
8. If inadvertent whistle occurs the offense has two options:
A) take the ball where the whistle
blew and the down is consumed
B) replay the down from the original
line of scrimmage.
-If it occurs on the last play of the half or game, the
offense will be awarded one untimed down and given
those two options.
9. A team is allowed to use a timeout to question an
official’s rule interpretation. If the official’s ruling is correct,
the team will be charged a timeout. If the rule is interpreted
incorrectly, the timeout will not be charged and the proper ruling
will be enforced. Officials should all agree upon any controversial
call in order to give each team the full benefit of each call.
10. Officials should all agree in order to change a call on the field that is
in dispute
RUNNING
1. The ball is spotted where the ball is when the flag is pulled.
2. The quarterback cannot directly run with the ball. The quarterback is the offensive player who
receives the snap under center directly, or in shotgun formation.
3. Direct handoffs, pitches, and laterals are permitted behind the line of scrimmage only. If this
takes place after the ball carrier crosses the line of scrimmage, the play is to be blown dead by
the official. The ball shall be placed at the spot possession was lost for the succeeding play.
a. “Center sneak” play is NOT allowed. The QB may NOT handoff, pitch or lateral the ball
first to the center.
b. Any player who receives a handoff, backward pass, pitch or lateral can throw the ball from
behind the line of scrimmage.
c. Once the ball has been handed off, in front, behind or to the side of the quarterback, or a
backward pass, pitch or lateral has occured, the seven-second passing clock is eliminated
and all defensive players are eligible to rush.
4. Definition of a “Legal Handoff” - Total loss of possession directly from 1 offensive play to another.
5. No-run Zones are located 5 yards before each end zone and 5 yards on either side of midfield
are designed to avoid short-yardage power-running situations. Teams are not allowed to run in
these zones if the subsequent line is LIVE. (Reminder: Each offensive team approaches only TWO
no-run zones in each drive – one 5 yards from midfield to gain the first down and one 5 yards from
the goal line to score a TD).
RUNNING

6. Runners are not permitted to jump, leap or hurdle, in the officials judgement, while advancing the
ball. The play is to be blown dead and ball spotted where it was when they left the ground.
7. Ballcarriers may leave their feet and the play will continue for spinning, jump cuts, QB’s passing
progression or if there is a clear indication that he/she has done so to avoid a collision with another
player and the play will continue without stoppage. However, if while leaving the ground, contact
is made unnecessary roughness or an illegal contact penalty may be enforced by the official.
8. No blocking or “screening” is allowed at any time.
9. Offensive players in close proximity of the ball-carrier must stop their motion once the ball has
crossed the line of scrimmage. No running with the ball-carrier.
10. Flag obstruction – All jerseys MUST be tucked in before play begins. The flags must be on the
player’s hips and free from obstruction. Deliberately obstructed flags will be considered flag
guarding.
11. Once the ball is advanced beyond the LOS, the current ball-carrier is the only player allowed
to have possession of the ball until the play is dead.
PASSING
1. Only 1 forward pass thrown from behind the line of scrimmage is permitted each offensive
play. The ball must be out of hand prior to breaching the line of scrimmage.
a. Passes may be thrown forward or backwards behind the line of scrimmage.
b. There is no intentional grounding.
c. Forward passes behind the LOS is permitted unless you are in a “No Run Zone”.
All forward passes in a “No Run Zone” must go beyond the line of scrimmage.
d. The quarterback may throw the ball away to avoid a sack. Forward passes in a
“No Run Zone” must go beyond the line of scrimmage
2. The quarterback has a seven-second “pass clock.” If a pass is not thrown within the seven
seconds, the play is dead, the down is consumed and the ball is returned to the line of scrimmage.
Once the ball is handed off, pitched or lateraled behind the line of scrimmage, the 7-second rule is
no longer in effect.
a. If the QB is standing in the end zone at the end of the 7-second clock, the ball is
returned to the line of scrimmage (LOS).
b. If the quarterback throws the ball and then catches it, the play is dead and treated
like an incomplete pass
RECEIVING
1. All players are eligible to receive passes (including the quarterback if the ball has been handed
off, pitched or lateraled behind the line of scrimmage).
2. Only one player is allowed in motion at a time and must be off of the line of scrimmage. No
motion is permitted toward the line of scrimmage.
3. A player must have at least one foot or other body part in bounds, contacting the ground first
with possession.
4. In the case of simultaneous possession by both an offensive and defensive player, possession is
awarded to the offense.
5. Interceptions are returnable. If returned for a score during regular game play, the score will be
worth six points, two points if returned during conversions and/or overtime.
RUSHING THE PASSER
1. All players who rush the passer must be a minimum of seven yards from the line of scrimmage
when the ball is snapped. Up to two (2) players can rush the quarterback. Rushers MUST identify
themselves by raising their hand before the snap. Rushers MUST rush the passer immediately
after the snap. Delayed rush is NOT permitted, by rule. Players not rushing the quarterback can
defend the line of scrimmage
2. Once the ball is handed off, pitched or lateraled behind the line of scrimmage the seven-yard rule
no longer is in effect and all defenders may go behind the line of scrimmage.
3. A special marker, or the referee, will designate a rush line seven yards from the line of
scrimmage. Defensive players should verify they are in the correct position with the official on
every play.
a A legal rush is:
i. Any rush from a point 7-yards from the defensive line of scrimmage.
ii. A rush from anywhere on the field AFTER the ball has been handed off, pitched or
lateraled by the quarterback.
b. A penalty may be called if:
i. The rusher leaves the rush line before the snap and crosses the line of scrimmage
before a handoff, pitch, lateral or pass – illegal rush (5-yards from the line of scrimmage
and first down).
ii. Any defensive player crosses the line of scrimmage before the ball is snapped –
offsides (5-yards from line of scrimmage and first down).
iii. Any defensive player not lined up at the rush line crosses the line of scrimmage
before the ball is passed, pitched, lateraled or handed off – illegal rush (5-yards from
the line of scrimmage and first down).
iv. If the offense draws the rusher(s) to jump the seven-yard marker prior to the snap
of the ball, that rusher(s) CANNOT rush during that
play. However, any other defender that is seven
yards back may rush instead. Jumping the rush is
not a penalty until the rusher crosses the line of
scrimmage prior to the handoff, pitch, lateral or passed
ball.
c. Special circumstances:
i. Teams are not required to rush the quarterback with the
seven second clock in effect.
ii. Teams are required to identify their rushers before the play

RUSHING THE PASSER
4. Players rushing the quarterback may attempt to block a pass; however, contact to the QB,
unless ruled incidental by the official, would result in a roughing the passer penalty.
5. The offense cannot impede the rusher in any way. The rusher has the right to a clear path to
the quarterback, regardless of where they line up prior to the snap. The PATH is set pre-snap
from the rusher or rushers directly to the QB. PATH does not move once the quarterback moves.
If the “path or line” is occupied by a moving offensive player, then it is the offense’s responsibility
to avoid the rusher. Any disruption to the rusher’s path and/or contact will result in an impeding
the rusher penalty. If the offensive player does not move after the snap, then it is the rusher’s
responsibility to go around the offensive player and to avoid contact.
6. A sack occurs if the quarterback’s flags are pulled behind the line of scrimmage.
The ball will be spotted where possesion of the ball is once the flag is pulled.
a. A Safety is awarded if the sack takes place in the offensive team’s end zone
Flag pulling
1. A legal flag pull takes place when the ball-carrier is in full possession of the ball.
2. Defenders can dive to pull flags but cannot tackle, hold or run through the ball-carrier when
pulling flags.
3. It is illegal to attempt to strip or pull the ball from the ball-carrier’s possession at any time.
4. If a player's flag inadvertently falls off during a play while that player has possession, the player
is down immediately and the play ends. The ball is placed where the flag lands.
5. If a player who has one or no flags in their belt takes possession of the ball, the play is dead at
that spot on the field.
6. A defensive player may not intentionally pull the flags off of a player who is not in possession
of the ball.
7. Flag guarding is an attempt by the ball-carrier to obstruct the defender’s access to the flags
by stiff arming, dropping the head, hand, arm or shoulder or intentionally covering the flags with
the football jersey. 19
Formations
1. Offenses must have a minimum of one player on the line of scrimmage (the center) and up to
four players on the line of scrimmage. The quarterback must be off the line of scrimmage.
a. Teams may shift formations prior to the snap as long as they are set for at least
1 second before the ball is snapped.
b. One player at a time may go in motion at least 1 yard behind the line of scrimmage.
2. Movement by a player who is set or a player who runs toward the line of scrimmage
while in motion is considered a false start.
3. The center must snap the ball with a rapid and continuous motion between his/her
legs to a player in the backfield, and the ball must completely leave his/her hands.
20
Unsportsmanlike conduct
1. If the field monitor or referee witnesses any acts of intentional tackling, elbowing, cheap shots,
blocking or any unsportsmanlike act, the game will be stoppedand the player will be ejected from
the game. The decision is made at the referee’s discretion. No appeals will be considered.
FOUL PLAY WILL NOT BE TOLERATED!
2. Offensive or confrontational language is NOT allowed. Officials have the right to determine
offensive language. If offensive or confrontational language occurs, the referee will give one
warning. If it continues, the player or players will be ejected from the game.
3. Players and Coaches may not physically or verbally abuse any opponent, coach or official.
4. Ball-carriers MUST make an effort to avoid defenders with an established position.
5. Defenders must give free releases off the line of scrimmage to offensive players
and are not allowed to run through the ball-carrier when pulling flags. ROUGH PLAY
WILL NOT BE TOLERATED
6. Fans must also adhere to good sportsmanship as well:
a. Yell to cheer on your players, not to harass officials or other
teams.
b. Keep comments clean and profanity free.
7. Fans are required to keep fields safe and kids friendly:
a. Keep younger kids and equipment such as coolers, chairs
and tents a minimum of 10 yards off the field in the end zone area.
b. Stay in the end zone area, not between fields.
c. Dispose of ALL trash in designated trash cans.
d. No loud or offensive music should be played.
Unsportsmanlike conduct penalties:
a. Defense + 10 yards from line of scrimmage and automatic first
down
b. Offense - 10 yards from line of scrimmage and loss of down
c. Two (2) unsportsmanlike penalties on any player or coach in a
game is automatic disqualification from that game and may lead to
additional discipline
21
Penalties
1. General
a. The referee will call all penalties.
b. Referees determine incidental contact that may result from normal run of play.
c. All penalties will be assessed from the line of scrimmage, except as noted. (Spot fouls)
d. Only the team captain or head coach may ask the referee questions about rule
clarification and interpretations. Players may not question calls.
e. Games or halves may not end on a defensive penalty unless the offense declines it.
f. Penalties are assessed live ball then dead ball. Live ball penalties must be assessed
before play is considered complete.
g. Penalties will be assessed half the distance to the goal yardage when the penalty
yardage is more than half the distance to the goal.
h. Spot fouls in end zone: Defensive (Ball on one-yard line, first down)/Offensive (Safety)
2. Defensive spot fouls
a. Defensive pass interference Automatic first down
b. Holding +5 yards and automatic first down
c. Stripping +5 yards and automatic first down
3. Offensive spot fouls
a. Screening, blocking or running with the ball -5 yards and loss of
down
b. Charging -5 yards and loss of down
c. Flag guarding -5 yards and loss of down
d. Holding/ Illegal Contact -5 yards and loss
of down
22
Penalties
4. Defensive penalties
a. Defensive unnecessary roughness +10 yards and automatic first down
b. Defensive unsportsmanlike conduct +10 yards and automatic first down
c. Offside +5 yards from line of scrimmage and automatic first down
d. Illegal rush (Starting rush from inside 7-yard marker) +5 yards from line of scrimmage and
automatic first down
e. Illegal flag pull (Before the receiver has the ball) +5 yards from line of scrimmage and
automatic first down
f. Roughing the passer +5 yards from line of scrimmage and automatic first down
g. Taunting +5 yards from line of scrimmage and automatic first down
h. Illegal Equipment -5 yards from line of scrimmage and loss of down (player ejection)
5. Offensive penalties
a. Offensive unnecessary roughness -10 yards and loss of down
b. Offensive unsportsmanlike conduct -10 yards and loss of down
c. Offside / false start -5 yards from line of scrimmage and loss
of down
d. Illegal forward pass (Any pass received or lands behind the
line of scrimmage in a “No Run Zone” or throwing a pass after
crossing the line of scrimmage) -5 yards from line of scrimmage
and loss of down
e. Offensive pass interference -5 yards from line of scrimmage
and loss of down
f. Illegal motion (More than one person moving) -5 yards from
line of scrimmage and loss of down Delay of game -5 yards
from line of scrimmage and loss of down
g. Impeding the rusher -5 yards from line of
scrimmage and loss of down
h. Illegal Procedure -5 yards from line of scrimmage
and loss of down
i. Illegal Equipment -5 yards from line of scrimmage
and loss of down (player ejection)
23
6U GUIDELINES
1. ‘No Run’ zones are eliminated. Teams may run the ball anywhere on the field.
2. Defenders may NOT rush the passer unless there is a legal handoff executed in the backfield.
3. One offensive Coach is allowed on the field but must be behind the play and not interfere.
a. One defensive coach may go on the field pre snap but must be off before the ball is
snapped.

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