Mountain House Flag Football
Youth League Rules
Version 25.2 (July 29, 2025)
I. Basic Information
1. Snap – a transfer of the football from the Center to the Quarterback between the Center's legs which starts the play. The Center can only snap the ball without a penalty after the referees give the start signal (whistle). The ball must leave the center's hands (clear separation). The Quarterback cannot touch hand-off the ball back to the center.
2. Field dimensions – 25 yards wide and 70 yards long.
3. Line of scrimmage – the imaginary line parallel to the rear end zone lines, across the width of the field, running through the point of the football and marked by marker where the offense must start behind to start a play.
4. Rushing line – the imaginary line parallel to the rear end zone lines, across the width of the field, 7 yards away from the line of scrimmage on the defensive side and marked by a marker. Rusher(s) must start behind the rushing line to rush the Quarterback.
5. Front endzone lines – the line the offense must pass to score (10 yards from the rear end zone lines).
6. Mid field line – the line the offense must pass to get a first down (25 yards from the front endzone lines).
7. Downs (1-2-3-4) – the offensive squad has four plays or “downs” to advance the ball. They must cross the mid-field line to get another set of downs or the front endzone lines to score.
II. Jerseys/Equipment
1. Players must wear MHFF jerseys and shorts to play in the game.
2. Nonmetal cleats are strongly recommended. Metal cleats are not allowed.
3. Players must remove all hats, watches, earrings, any other jewelry and any other hard object (braces, casts, splints, etc.) before playing.
4. Players may tape or wrap their ankles, knees, wrists, elbows, hands and fingers.
5. Players may wear gloves.
III. Rosters
1. Each team can have a maximum of ten (10) players suited for each game
2. Players may be added after the season starts with approval from league officials (but no more than 10 per team).
3. A team must have at least four (4) players to play a game. Their opponent can choose to play with four (4) or five (5) players.
4. A team with three (3) or fewer players 10 minutes after the start time will have to forfeit the game and the game is scored 28-0.
5) 50% Rule
a) If you have 10 players (we'll name them 1-10), you have 3 options:
i) 1-5 play on offensive side the entire game and 6-10 play on the defensive side the entire game
ii) 1-5 play on offensive side during the 1st half but switch to the defensive side during the 2nd half, 6-10 goes from defense (1st half) to offense (2nd half).
iii) 1-5 play on offensive side during the 1st half and 6-10 play on the defensive side but in the 2nd half you mix some but not all the players.
No switching is allowed during a half if you have 10 healthy players.
b) If you have 9 (we'll name them 1-9) or 8 or 7 or 6 players
Put 1-5 on offense or defense (whichever side you start but we will say offense for this example).
You must rotate through the 5 players (1-5) on the other side.
For example, 1st defensive series, 6-9 plus 1 are on defense.
The next defensive series, 6-9 plus 2 are on defense (1 cannot play again until 2-5 have rotated through the defensive side of the game). The next series, you use 3, etc.
If you have 8 or more players, no player can play more than 3 series in a row.
NOTE: An extra point after a defensive TD counts as an offensive possession (meaning you need to rotate players for the next defensive series if you have less than 10 players).
6. Roster card or sheet – Coaches need to submit a roster card or sheet to the head referee or scorekeeper at the beginning of each half with your team’s name and jersey number of the players on offense and defense. The defensive team may look at the roster card or sheet of the offensive team prior to submitting their own.
On the card or sheet, one side must have 5 players!
For example,
Bears (with 9 players)
Offense - 1, 10, 12, 32, 44
Defense - 9, 16, 33, 99
OR
Raiders (with 7 players)
Offense - 7, 13, 22, 45, 89
Defense - 35, 38
IV. Possessions
1. The home team gets first offense possession in the first half. The visiting team gets the first offense possession in the second half. There is no coin toss.
2. The offensive team takes possession of the ball at its 5-yard line and has four plays to cross midfield or to score. Once a team crosses midfield, it gets a first down and has four more plays to score a touchdown, unless a defensive foul is called that awards the offense an automatic 1st down.
3. If the offensive team fails to cross midfield line or fails to score from inside the midfield line after three plays, they may choose to “punt” and make the other team take possession of the ball
a) at their 5-yard line (if the offense was between 5+ and 25).
b) at their 10-yard line (if the offense was between 5 and goal line).
c) at the 2-yard line (if the offense was on that side of the field).
4. If the offense goes for a first down or touchdown on fourth down but fails to get a first down or touchdown (turnover on downs), the ball changes possession and the new offensive team takes over where the other team last had possession.
5. If a team is leading by more than 30 (>30) points, the opposing offense will take possession of the ball at its 20-yard line (instead of 5-yard line) until the lead is reduced to 30 or lower.
V. Timing and Overtime
1. The length of the game is 50 minutes (two 25-minute halves).
2. The clock stops only for timeouts (30 seconds) and half-time (which is 3 minutes) except in the last 2 minutes of the game IF the two teams are within 8 points or less of each other. If the score is within 8 points or less, the clock will stop for
a) scores (extra point will not take time off the clock),
b) change of possession (but NOT out of bounds and incomplete passes), and
c) penalties
If the team that is losing or tied commits a penalty, there will be a 15 second run off.
3. Each time the ball and cones are spotted AND the referees are in position AND they give the start signal (whistle), a team has 30 seconds to snap the ball.
4. Each team has two 30 second time-outs per half. Unused time-outs from the first or second half will not carry over to the next period. Teams get NO time-out for the Overtime (OT) period. Any head coach or assistant coach may call for a time-out. Once a time-out is requested and granted, you cannot take back the request.
Calling a time-out when your team does not have one result in a 10-yard penalty (AND a 15 second run off if the penalty occurs in the last 2 minutes of the game and you are behind or tied).
5. Referees can stop the clock at their discretion.
6. In the event of an injury, the clock will stop.
Any injury time-out in the last 2 minutes of the game will result in a 15 second run off if the player is on the team that is behind or if the score is tied.
7. If the score is tied at the end of regulation, an overtime (OT) period will be used to determine the winner. The OT format is as follows:
a) Each team gets one play to score either a one-point extra point from the other team’s 5-yard line or a two-point extra point from the other team's 10-yard line. The offensive team gets to choose whether to go for 1 or 2 points.
b) First possession goes to the visiting team and the second possession goes to the home team.
c) All regulation period rules and penalties are in effect.
d) If the defense intercepts the ball and returns it all the way to the other end for a touchdown, the defensive team wins.
e) In the event of a tie after the first series, the team with the second possession in the first series (home team) will get the first possession of the second series.
f) This alternating format continues until the tie is broken at the end of an OT.
g) For the entire OT period, teams should use their 2nd half line-ups (if 10 players) or continue to rotate players (if less than 10 players) at the beginning of each OT.
VI. Scoring, Forfeits and Tie breaks
1. Touchdown – 6 points
2. Extra point – 1 point (from the 5) or 2 points (from the 10). Defense may score 1 or 2 points by running an interception back to the opposing end zone during an extra point attempt.
3. Safety – 2 points.
a) A safety occurs when the ball carrier is declared down in their own end zone. A player can be called down when their flag is pulled by a defensive player, they step out of bounds or if their body, hip or knee lands in the end zone. A fumble in the endzone is considered a safety (unless it was a center snap).
b) A safety also occurs when the offense commits intentional grounding, flag guarding or blocking or screen blocking in the end zone.
c) After a safety, the defensive team gets possession of the ball at their own 5-yard line.
4. Tie break between two or more teams – head-to-head, TBD
VII. Live Ball/Dead Ball
1. The ball is live at the snap of the ball and remains live until the play is dead.
2. Play is ruled “dead” when any of the following conditions are met, and the ball is marked where it's dead except for section f) below:
a. The ball hits the ground. *A center snap that drops in the end zone counts as a fumble but is placed at the 1-yard line (not where the ball dropped). NOTE: the ball should be placed where the player’s hips are when the flag separates not where the ball is except when the ball is behind the hips of the offensive player, then the ball is placed where the ball was at the time the flag was pulled.
b. The ball carrier’s flag is pulled or ball carrier steps out of bounds.
c. The ball carrier is tagged (with one hand) if his/her flag(s) falls prior to getting pulled.
d. The ball carrier’s body, hip or knee (but not the hand) hits the ground.
e. A touchdown, extra point or safety is scored.
f. The defensive player gets possession of the ball but not from an interception (defender catching a lateral or if the offensive player loses control of the ball while running and is caught by the defender before it hits the ground.). This counts as a fumble and the offense retains possession.
3. In the case of an inadvertent whistle, the play is considered dead and is replayed from the spot of the ball when the whistle occurred or the line of scrimmage (the team in possession of the ball gets to choose). Ref does not have discretion to “play on”.
VIII. Running
1. The Quarterback may not run past the line of scrimmage with the ball unless the ball is first handed off (the ball must clearly leave the Quarterback) or lateraled or pitched to another player.
2. Runners may not charge or run through a defender (considered flag guarding) or dive headfirst anywhere on the field to avoid a tackle (considered flag guarding). Jumping and spinning are allowed, but the offensive player cannot jump or spin into a stationery defender or fling arms, legs, or elbows out in a way that creates risk and/or prevents a defender from accessing the offensive player’s flag(s) (considered flag guarding).
IX. Receiving
1. All players are eligible to receive passes (including the Quarterback if the ball has been given to another player behind the line of scrimmage).
2. A player must be completely in-bounds when making a reception or the first part that lands (if a player jumps to make a catch) after the reception must be in-bounds to count as a legal reception.
3. In the case of simultaneous possession of the pass by both an offensive and defensive player, possession is awarded to the offensive player.
X. Passing, Laterals, Hand-offs
1. Pass – an overhead throw of the football from the ball carrier to another player. Passes once a player is beyond the line of scrimmage are not allowed.
2. Lateral or pitch – an under-hand toss of the football from the ball carrier to another player. Laterals and pitches once a player are beyond the line of scrimmage are not allowed.
3. Hand-off – a direct transfer of the football from the ball carrier to another player. Hand-offs once a player is beyond the line of scrimmage are not allowed.
4. A player who receives a backwards pass or hand-off or lateral or pitch can throw the ball from behind the line of scrimmage.
5. Two or more forward pass/lateral/pitch/hand-off are not allowed in the same play, but two or more backwards pass/lateral/pitch/hand-off (in the back field) are allowed.
XI. Rushing the Passer
1. Any number of players can rush the Quarterback.
2. Players who start less than 7 yards beyond the line of scrimmage cannot cross the line of scrimmage until after the ball leaves the quarterback or if they go back to the rush line before rushing.
3. Once the ball is handed off or lateraled or pitched or passed (e.g., left the quarterback’s hands), all defenders may rush past the line of scrimmage.
4. Players rushing the Quarterback may attempt to block a pass. However, the rusher may not make SIGNIFICANT contact with the Quarterback (or the ball when it's still in the Quarterback's possession).
5. A sack occurs if the Quarterback’s flag is pulled behind the line of scrimmage.
6. Although the rusher has the right of way to the Quarterback, he/she cannot run through a stationary offensive player or attempt to initiate contact with a moving offensive player (considered defensive illegal contact).
XII. Flag Pulling
1. A legal flag pull takes place when the ball carrier is in full possession of the ball. If a flag is pulled before a ball carrier is in full possession of the ball, the ball carrier is not down until they have been tagged.
2. Defenders can dive to pull flags but cannot tackle or hold the ball carrier when attempting to pull flags.
XIII. Offensive Formations and Motions
1. The Center must start on the line of scrimmage and the Quarterback must start behind the line of scrimmage. The other players may start on or behind the line of scrimmage.
2. After the formation is set, only one player is allowed in motion at a time. If motion is towards the line of scrimmage (forward), player must be set for 1 second prior to snap.
XIV. Penalties
1. The referees will call all penalties.
2. The 1st Ref (head Ref or most senior Ref) should be on one sideline at the line of scrimmage on the coach’s side. The 2nd Ref should be on the opposite sideline (parent side) at the rush line. The 3rd should be behind the Quarterback.
3. When there is a scorekeeper, the scorekeeper should hold the roster cards/sheets and is responsible for managing the scoreboard, keeping track of rotations, and notifying the head referee if there is an illegal substitution penalty (after the play – live ball penalty, see 15.c below).
4. All penalties are live ball fouls (throw flag but do not blow whistle) unless otherwise noted as a dead ball foul (throw flag AND blow whistle).
5. Consecutive dead ball fouls result in a stoppage of the clock (for the first 48 minutes).
6. The offense or defense may decline live ball penalties and take the result of the play.
7. Games/halves cannot end on a defensive penalty, unless the offense declines it.
8. All penalties are from the original line of scrimmage unless otherwise noted (spot fouls, see 16. below).
9. Penalties will be assessed half the distance to the goal line when the penalty yardage places the ball in the end zone (except for defensive pass interference in the end zone, see 16.b below).
10. Coaches may challenge (request a clock stoppage and review the rule book) for rule mistakes (timing, distance, etc.) but NOT judgment calls (interference, holding, tackling, etc.). Referees cannot deny a legal challenge.
11. Unsportsmanlike penalties committed after a scoring play are assessed on the next play. If it occurs after a touchdown, it is assessed before the extra point. If it occurs after an extra point or safety, it is assessed on the first play of the next series.
12. Penalties that happen after a turnover on an extra point attempt will be enforced on the next play.
13. Multiple Penalties.
a) Only one penalty will be enforced against a team on a single play (unless one of the penalties is unnecessary roughness or unsportsmanlike conduct – then that penalty will also be enforced).
b) In the case of multiple penalties against one team, the team that had the penalties committed against them can choose which one to enforce.
c) If each team commits one or more penalties on the same play, penalties will be offsetting (unless one of the penalties is unnecessary roughness or unsportsmanlike conduct – then that penalty will be enforced). NOTE: A dead ball penalty ends a play.
14. The head referee should communicate any penalties to both head coaches verbally.
15. Offensive Penalties
a) 5-yard dead ball penalties
Offsides – Lined up beyond the line of scrimmage at the time of the snap. Dead ball foul. Ref should throw flag and blow the whistle to stop the play. Move the ball 5 yards back and replay the down. Cannot be declined.
Untucked jersey – Untucked jersey at the start of a play (penalty occurs after the snap). Dead ball foul. Ref should throw flag and blow the whistle to stop the play. Move the ball 5 yards back and replay the down. Cannot be declined.
False start – Moving in such a way as to simulate the start of a play or making a sudden movement toward the line of scrimmage (does not have to cross the line). Dead ball foul. Ref should throw flag and blow the whistle to stop the play. Move the ball 5 yards back and replay the down. Cannot be declined.
Illegal motion – Simultaneous movement of two or more players after they are set in their formation or not setting for 1 second after moving forward. Dead ball foul. Ref should throw flag and blow the whistle to stop the play. Move the ball 5 yards back and replay the down. Cannot be declined.
Delay of game – Taking more than the allowed time to snap the ball after the ball is placed by the Ref and gives the signal to start the clock (a whistle). The Ref needs to give 10 second warning and count down prior to assessing this penalty (unless there is a visible 30-second clock on the field). Dead ball foul. Ref should throw flag and blow the whistle to stop the play. Move the ball 5 yards back and replay the down. Cannot be declined.
Illegal snap – Snapping the ball prior to the Ref giving the start whistle. Dead ball foul. Ref should throw flag and blow the whistle to stop the play. Move the ball 5 yards back and replay the down. Cannot be declined.
Coach on field at time of snap – Ref should throw flag and blow the whistle to stop the play. Move the ball 5 yards back and replay the down. Cannot be declined.
b) 5-yard live ball penalties (all of these can be declined by the defense)
Illegal run – Quarterback running past the line of scrimmage with the ball. Move the ball 5 yards back and replay the down.
Illegal hand-off – Hand-off beyond line of scrimmage or a touch hand-off to the Center from the Quarterback. Move the ball 5 yards back and replay the down.
Illegal lateral or pitch – Lateral or pitch beyond line of scrimmage. Move the ball 5 yards back and replay the down.
Illegal forward pass – Throwing a pass once the ball carrier steps beyond the line of scrimmage or two forward passes/lateral/pitch/hand-off. Move the ball 5 yards back and replay the down.
c) 10-yard live ball penalties (all of these can be declined by the defense)
Blocking/Illegal contact – Making significant physical contact with a defensive player. Includes blocking, pick plays, pushing off, tripping, impeding the rusher, etc. Whether the call is offensive or defensive illegal contact depends on who initiated the contact. Move the ball 10 yards back and replay the down.
Screen blocking – Running between a ball carrier and a defender AND preventing the defense from getting to the flag of the ball carrier. Contact does NOT have to occur, but the defender must be significantly impeded. Includes a player moving into the way of the rusher (but does not make contact). Move the ball 10 yards back and replay the down.
Flag guarding – Any physical attempt of the ball carrier (including using the ball) whether intentional or unintentional to prevent the defensive player from grabbing the flag. Contact must occur. Charging (which is defined as trying to run/jump through a stationary defensive player) is considered flag guarding. Diving headfirst to avoid a tackle is considered flag guarding (defensive player must be in position to make the flag pull). Move the ball 10 yards back and replay the down.
Intentional grounding – Throwing the ball away to avoid a sack (the ball must pass the line of scrimmage to avoid a penalty.) Move the ball 10 yards back and loss of down (turnover if it occurs on 4th down).
Offensive pass interference – Making significant physical contact with a defensive player while trying to make a catch. Move the ball 10 yards back and loss of down (turnover if it occurs on 4th down).
Illegal substitution (50% rule) – Move the ball 10 yards back and loss of down (turnover if it occurs on 4th down).
Unnecessary roughness or unsportsmanlike conduct (including rough play, offensive language, poor behavior or excessive celebration) – Player or coach may be ejected by the referee or league administrator if excessive or repeated. Move the ball 10 yards back and loss of down (turnover if it occurs on 4th down. FOUL PLAY WILL NOT BE TOLERATED.
16. Defensive Penalties
a) 5-yard live ball penalties (all of these can be declined by the offense)
Untucked jersey – Untucked jersey at the start of a play (penalty occurs after the snap). Move the ball 5 yards back and replay the down.
Coach on field at time of snap – LIVE ball foul (unlike offensive equivalent). Ref should throw flag but NOT blow the whistle to stop the play. Move the ball 5 yards and replay the down.
Off-sides – Crossing the line of scrimmage before the snap. Getting back does NOT negate the penalty. Move the ball 5 yards and replay the down.
Illegal rush – Crossing the line of scrimmage from inside the 7-yard mark after the snap but before the ball leaves the quarterback (hand-off, pitch, lateral or pass). Getting back behind the line of scrimmage does NOT negate the penalty. Move the ball 5 yards and replay the down.
Illegal flag pull – pulling the flag(s) of a player well before they get possession of the ball.
b) 10-yard live ball penalties (all of these can be declined by the offense)
Illegal contact –Making significant contact with the offensive player who is not involved with catching a pass, running into a stationary player or attempting to knock ball out (stripping), etc. Move the ball 10 yards and replay the down.
Defensive pass interference – Making significant contact with the offensive player who is attempting to catch a pass. Spot of foul plus 10 yards. Place the ball at the 1-yard line if PI occurs in the end zone.
Holding – Holding on to jersey or shorts to significantly impede the offensive player. Spot of foul plus 10 yards unless the offense declines.
Tackling or Pushing runner out of bounds – Intent is NOT necessary to call this penalty. Spot of foul plus 10 yards unless the offense declines.
Roughing the passer – Making significant contact with the passer (includes hitting the ball when it's still in the passer’s hand). Move the ball 10 yards. Automatic first down for the offense.
Illegal substitution (50% rule) – Move the ball 10 yards. Automatic first down for the offense.
Unnecessary roughness or unsportsmanlike conduct (including rough play, offensive language, poor behavior or excessive celebration) – Player or coach may be ejected by the referee or league administrator if excessive or repeated Move the ball 10 yards. Automatic first down for the offense. FOUL PLAY WILL NOT BE TOLERATED.