SECTION 3 GAMEPLAY RULES (AGES 5-16)
3.1 Game Overview
3.1.1 Objective of the Game -The objective of Lone Star Legends Flag Football is to score points by advancing the ball into the opponent’s end zone.
3.1.2 Methods of Advancing the Ball - Teams may advance the ball by rushing from behind the Line of Scrimmage (running plays) or by passing (forward passes thrown from behind the Line of Scrimmage). Laterals or handoffs are permitted at any time, both behind or in front of the Line of Scrimmage.
3.1.3 Downs and Line to Gain - Each team has four (4) downs (plays) to advance the ball to midfield, and, once midfield is reached, four (4) additional downs (plays) to advance the ball into the end zone and score.
3.1.4 Definition of a Down - A down or play begins the moment the Center moves the ball from the Line of Scrimmage backward to initiate the snap, and ends on the referee’s whistle for any of the following: A score. A flag pull on the ball carrier. The player with the ball stepping or being forced out of bounds. An incomplete pass. A penalty that causes the play to be declared dead.
3.1.5 Pre-Snap Alignment and Readiness - Each down begins after the offense has properly lined up on its side of the Line of Scrimmage. The defense should also be lined up, but the offense is under no obligation to wait for the defense to be set before snapping the ball.
3.1.6 Snap Mechanics The offensive - Center snaps the ball between his legs to the Quarterback, or in rare cases to another eligible player positioned at least two (2) yards behind the Line of Scrimmage.
3.1.7 Quarterback Options After Snap - After receiving the snap, the Quarterback may choose to: Throw a forward pass to any eligible teammate. Hand off or lateral the ball to another eligible player who may then run or pass within the rules of play. Or run or advance the ball himself across the Line of Scrimmage.
3.1.8 Defensive Objective - The opposing team, while on defense, must attempt to stop the offense’s progress and force a change of possession by: Pulling the flag of the ball carrier before they reach the line to gain (midfield or goal line), or defending a forward pass by intercepting the pass, batting down the ball to prevent a catch, or the offense failing to complete the catch for any reason.
3.1.9 Turnover on Downs - A turnover on downs occurs when the offense fails to reach the next line to gain within its four downs. When this happens, the opposing offense begins its possession at the exact spot where the previous play ended.
3.1.10 Post-Score Possession - After any score or conversion attempt, the new offensive team begins its next possession at its own 5 yard line.
3.1.11 Punt Option Punt Option - On any fourth down, the offense may declare a punt rather than run a play. If the offense has not crossed midfield, the ball is placed at the opponent’s 10 yard line (40 yards to score). If the offense has crossed midfield, the ball is placed at the opponent’s 2 yard line (48 yards to score). The punt is a dead ball declaration; there is no snap, rush, or return on punt plays.
3.1.12 Point After Conversions Point After Conversions - After a touchdown, teams may attempt to add points by either running or passing from: 1 point: 5 yard line. 2 points: 10 yard line.
3.1.13 League Philosophy and Contact Standard - Lone Star Legends Flag Football is a competitive, non contact league that emphasizes competition, player development, and fun. All players share Equal Responsibility™ to avoid contact at all times. Intent does not matter; only the result determines enforcement.
3.1.14 Prohibited Contact - Players may not deliberately initiate contact, including lowering the shoulder, dropping the shoulder, or otherwise attempting to intimidate or run through an opponent. This prohibition applies to both offensive and defensive players.
3.2 Positions and Formations 3.2.1 - Offensive Positions Offensive Positions. The offensive unit consists of five (5) players: one Center (C), one Quarterback (QB), and any combination of Wide Receivers (WR) and Running Backs (RB). Formations must always include one Center and one Quarterback, with any mix of 1 to 3 WRs and 0 to 2 RBs (maximum one per side of the QB).
3.2.2 Quarterback (QB) - Lines up directly behind the Center, minimum 2 yards back (may be 3, 4, 5+ yards). Calls “hike” to trigger the snap; false cadence permitted. May throw, hand off, lateral, or run the ball. May not block under any circumstance. The Quarterback may move freely up to the point of snap but must be a minimum of 2 yards behind the LOS to receive the snap.
3.2.3 Center (C) - Positions directly over the ball, crouched with one or both hands on it. Must be set and motionless for one (1) second prior to the snap. Snaps the ball between the legs to the QB or other eligible player 2+ yards back. After snapping, may engage in blocking under the rules outlined in Section 5.
3.2.4 Wide Receiver (WR) - Lines up on or slightly behind the Line of Scrimmage, outside the LOS markers. Primary role is catching passes and advancing the ball. Wide Receivers not in motion must be set for one (1) second prior to the snap. May motion, receive direct snaps while in motion, or engage in blocking.
3.2.5 Running Back (RB) - Must line up beside the Quarterback (either side, max one per side). May motion pre snap to a WR position. Primary role is as a runner via handoff or direct snap; may also receive passes or block. Running Backs not in motion must be set for one (1) second prior to the snap.
3.2.6 Offensive Formations and Motion - Exactly five (5) offensive players on the field. The Center and all players not in motion must be set for one (1) second before the snap. The Quarterback has no requirement to be set. Center and RBs or WRs not in motion must be set for one (1) second prior to the snap. Only one offensive player may be in motion at a time, and that player may be in motion at the snap (no requirement to be set). Motion may be lateral, forward, or backward but must not cross the Line of Scrimmage before the snap. Motion must occur in front of the Quarterback.
3.2.7 Defensive Positions - The defensive unit also consists of five (5) players, commonly Linebackers (LB), Cornerbacks (CB), and Safeties (S). All must start at or behind the Defensive Start Line™, five (5) yards off the LOS, and may move freely before the snap. The only exception is a defender may play on the LOS if they are directly over a WR on the LOS as outlined in Section 4.
3.2.8 Linebacker (LB) - Aligns centrally behind the Defensive Start Line™. Stops runs, covers short zones, and rushes when assigned.
3.2.9 Cornerback (CB) - Aligns near sidelines on or just behind the Defensive Start Line™. Covers receivers and contains outside runs.
3.2.10 Safety (S) - Aligns deep in coverage or closer to line for run support.
3.2.11 Defensive Formations and Freedom - All defenders start at or behind the Defensive Start Line™. The only exception is a defender may play on the LOS if they are directly over a WR on the LOS as outlined in Section 4. No restriction on alignment or movement pre snap. At the snap, any defender may rush past the Line of Scrimmage. Defenders may start deeper and adjust as desired.
3.3 Timing and Game Management
3.3.1 Game Duration - Each game consists of two (2) halves lasting twenty five (25) minutes each. A five (5) minute halftime separates the halves.
3.3.2 Coin Toss and Possession Choice - The home team determines whether to start with possession of the ball in the first half or defer and receive in the second half. The home team also decides which direction they wish to defend in the first half. At halftime, both possession and direction automatically flip to the opposite of what was chosen to start the game.
3.3.3 Running Clock Running Clock -The game clock runs continuously except for Timeouts, Injuries, and Delay of Game penalties. The clock does not stop for penalties, completed passes, first downs, or plays out of bounds during standard timing.
3.3.4 30 Second Warning - At thirty (30) seconds remaining in either half, the referee announces: “Thirty seconds remaining; clock stops after each play.” The clock stops immediately at the warning and then stops after every play and resumes on the snap.
3.3.5 Play Clock Play Clock - The offense must snap within 25 seconds of the ready for play signal. The referee should count down at five (5) seconds remaining on the play clock prior to a potential Delay of Game call. Failure to snap in time results in Delay of Game (5 yards).
3.3.6 Timeouts - Each team receives one (1) timeout per half, lasting 30 seconds. Timeouts do not carry over between halves or into overtime.
3.3.7 Halftime - Halftime is five (5) minutes. Teams must be ready for the start of second half possession when signaled. Possession and direction automatically reverse from the first half.
3.3.8 Game Flow and Pace of Play - Lone Star Legends Flag Football encourages a fast paced, continuous flow game. Impeding referees’ duties such as spotting the ball may result in a Delay of Game penalty at the referee’s discretion.
3.3.9 Delay of Game Defense - If the defense delays the game, the clock is stopped and a 5 yard penalty is enforced.
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3.4 Offensive Rules
3.4.1 The Snap - Each play begins when the Center snaps the ball backward to the Quarterback or to another eligible player at least two (2) yards behind the Line of Scrimmage. The Center and all non motion offensive players must be set for one (1) second before the snap. The Quarterback is not required to be motionless and may adjust pre snap. The Quarterback may be moving at the snap but must be two (2) yards or more behind the LOS to receive the snap. False cadence is permitted to draw defenders into the Neutral Zone. Any movement by a set player before the snap is a False Start (5 yards).
3.4.2 Advancing the Ball - Any player behind the LOS may run, hand off, lateral, or throw a forward pass. Only one forward pass is allowed per play, and it must originate from behind the LOS. Laterals and handoffs are legal anywhere on the field. A ball that touches the ground before possession is an incomplete pass and dead at the spot.
3.4.3 Catch and Possession - A catch is secured when a receiver controls the ball and places at least one foot in bounds. In a simultaneous catch, possession is awarded to the offense. Both receiver and defender have an equal right to their position. Contact must be avoided by both. Anything beyond light brushing is Pass Interference or Illegal Contact (on either side). Any contact to the face or neck is an automatic penalty (10 yards, first down if defensive, replay down if offensive).
3.4.4 Player Down Rule - A player is down and the play ends when a flag is pulled from their belt, or any part of their body at or above the knee (other than a hand) touches the ground.
3.4.5 Blocking - There are two types of legal blocks: 45° Flow Blocking™ and 180° Shuffle Blocking™. Everyone but the Quarterback may engage in these blocks. See Section 5 for more information.
3.4.6 Center Safety - The Center must take one step backward and be upright before engaging in any block. Defenders must avoid contact with the Center during and after the snap. Rushing directly into the Center is Charging and penalized as Illegal Contact (10 yards, first down).
3.4.7 Quarterback Restrictions - The Quarterback may not block or set screens. No forward pass is permitted after the Quarterback has crossed the LOS. The Quarterback may run, hand off, or lateral at any time but must avoid contact.
3.4.8 Equal Responsibility for Avoiding Contact - All players share Equal Responsibility™ to avoid contact when blocking, rushing, or running routes, with the exception of 45° Flow Blocking™. Intent does not matter; the result of the play determines the penalty. Repeated or egregious contact may lead to ejection.
3.5 Defensive Rules
3.5.1 Defensive Start Line™ - All defensive players must begin each play behind the Defensive Start Line™, five (5) yards off the Line of Scrimmage, with the exception of the Corner Blitz and LOS WR Coverage rules outlined in Section 4. Any defender lined up in front of the Defensive Start Line™ at the snap commits a Neutral Zone Infraction (5 yards). Defenders may start farther back but not closer than five yards.
3.5.2 No Defensive Rush Window™ - A horizontal window three (3) yards wide is marked at the center of the LOS. Defenders may not cross the LOS through this No Defensive Rush Window™ until the ball has been advanced past the LOS (either by run or pass). This rule protects the Center and prevents direct rush collisions. Offensive players may cross through and/or carry the ball through this window at all times with one exception, within 5 yards of the goal line, the offense may not carry the ball through the window and must like the defense run outside the markers. Non ball carriers on the offense may still pass through the window.
3.5.3 Rushing the Quarterback - Any defender starting behind the Defensive Start Line™ may rush once the ball is snapped. Rushing defenders must use angles and control to avoid contact with blockers or the Quarterback. Rushing straight at a blocker in an attempt to force them off position is Charging (10 yards, first down). No jumping up or over blockers to bat down passes behind the LOS.
3.5.4 Pass Coverage and Interference - Defenders and receivers both have a right to their position. Any contact beyond light brushing is Pass Interference or Illegal Contact (10 yards, first down if defensive). Any contact with a player’s face or neck is automatic Pass Interference or Illegal Contact. Intentional grabbing of a receiver’s flag before the catch does not end the play; the receiver may continue advancing after the catch.
3.5.5 Equal Responsibility and Contact Standard - All defensive players share Equal Responsibility™ to avoid contact. Intent does not matter; only results determine penalty. Contact is illegal in rushing, pursuit, coverage, or flag pulling unless limited to light brushing. Any contact with the face or neck is an automatic 10 yard penalty and automatic first down. Upon the third contact infraction in a half, a defender is ejected for the remainder of the half. Referees may eject a player immediately for particularly reckless or intentional contact.
3.5.6 Defensive Delay and Conduct - The defense must line up promptly and allow officials to spot the ball. Deliberately slowing the ready for play process results in Defensive Delay of Game (5 yards, clock stopped). Unsportsmanlike behavior after the whistle is a 15 yard penalty and subject to ejection review.
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3.6 Contact & Safety Rules
3.6.1 League Philosophy - Every player on the field shares Equal Responsibility™ to avoid contact at all times. Intent does not matter; only the result of the contact determines enforcement. Safety is prioritized over any competitive outcome. Coaches are expected to teach awareness, positioning, and non contact techniques. This standard applies with the exception of 45° Flow Blocking™ situations as outlined in Section 5.
3.6.2 Illegal Contact Categories - Any contact outside of light incidental brushing will be penalized as Illegal Contact. The following are specifically prohibited:
3.6.3 Body Contact Body Contact - Any bump, push, collision, or use of force. Lowering or dropping the shoulder to intimidate or run through a player is prohibited.
3.6.4 Face or Neck Contact Face or Neck Contact - Automatic 10 yard penalty and automatic first down.
3.6.5 Charging - Charging: Running full speed directly at a blocker or offensive player to intimidate or force avoidance. 10 yards and automatic first down.
3.6.6 Reckless Diving or Hurdling - Leaving feet into traffic, hurdling over players, or diving through congestion. Dead ball foul at the spot.
3.6.7 Contact After Play Contact After Play - Any hit, shove, or collision after the whistle. 15 yard penalty and ejection review.
3.6.8 Aggressive or Taunting Gestures - Non physical but confrontational actions may also be penalized as Unsportsmanlike Conduct.
3.6.9 Equal Responsibility Enforcement - Contact rules apply equally to both offense and defense. When players collide and fault cannot be determined, both teams are warned and the play is replayed. Repeated involvement in contact plays, even if accidental, may result in removal at the referee’s discretion.
3.6.10 Ejection Policy - Three (3) contact related infractions in one half equals ejection for the remainder of that half. Any single act deemed intentional or dangerous by an official may result in immediate ejection. Multiple ejections across games may lead to suspension pending league review.
3.6.11 Referee Discretion for Safety - Officials may stop a play early if a collision appears imminent. When a play is stopped for safety reasons, it is replayed without penalty. Officials primary duty is player safety; all rulings made in the interest of safety are final.
3.7 Flag Pulling, Pursuit & Tackling Rules
3.7.1 Neutral Zone - The Neutral Zone is the five (5) yard area between the Line of Scrimmage and the Defensive Start Line™.
3.7.2 Flag Pulling - A legal flag pull is performed by grasping and removing the flag of the ball carrier with minimal contact. Only light brushing contact is permitted when pulling a flag. Defenders may not wrap, grab clothing, or use the off hand to impede progress. Intentional grabbing of a flag before a receiver has caught the ball does not count as a down; the receiver may continue advancing the ball after the catch.
3.7.3 Flag Guarding / Illegal Use of Hands - Ball carriers may not use their hands, arms, or the ball to block access to their flags. Spinning or pivoting to evade defenders is allowed if it does not cause contact. Stiff arming, pushing, or lowering the shoulder toward a defender is prohibited. Penalty: 10 yards from the spot of the foul, loss of down.
3.7.4 Diving & Pursuit - Defenders may dive for flags only in clear 1 on 1 situations and only while in rear pursuit. Diving for flags in the offensive backfield (Behind LOS) or in the neutral zone (Offensive side of DSL) is prohibitied. Offensive players may dive to catch a pass but may not dive to gain yardage after possession. Any dive creating contact or danger is Illegal Contact (10 yards, automatic first down).
3.7.5 Fumbles & Dead Balls - Any offensive fumble is immediately a dead ball at the spot of the fumble. If the ball contacts the ground on a snap, pitch, or lateral, the play is dead. Loose balls may not be advanced or recovered by either team. 3.7.6 Completion of Play A play ends immediately when a flag is removed from the ball carrier, or any part of the body at or above the knee touches the ground. If a flag falls off without defensive action, the player is down at the spot where the flag fell.
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3.8 Penalties & Enforcement
3.8.1 General Enforcement - Penalties are enforced according to the foul type and spot of occurrence. The half the distance rule applies when yardage would otherwise place the ball inside a team’s goal line. When in doubt, officials err on the side of safety and sportsmanship.
3.8.2 Penalty Chart
3.8.3 Delay of Game Offense - 5 yards, replay down
3.8.4 Delay of Game Defense - 5 yards, clock stopped
3.8.5 False Start False Start - 5 yards, replay down
3.8.6 Neutral Zone Infraction - 5 yards, replay or first down if across midfield
3.8.7 Illegal Motion or Shift - 5 yards, replay down
3.8.8 Offensive Offside - 5 yards, replay down
3.8.9 Ineligible Player Receiving or Running - 5 yards, replay down
3.8.10 Illegal Block Violation of Section 5 - Illegal Block Violation of Section 5 Blocking Rules 10 yards spot, loss of down
3.8.11 Flag Guarding or Illegal Use of Hands -10 yards spot, loss of down
3.8.12 Offensive Pass Interference - 10 yards, replay down
3.8.13 Defensive Pass Interference - 10 yards spot, automatic first down
3.8.14 Illegal Contact or Charging - 10 yards, automatic first down
3.8.15 Unsportsmanlike Conduct - 15 yards, automatic first down and review
3.8.16 Intentional Contact or Dangerous Play - Immediate ejection
3.8.17 Additional Notes Automatic First Down - All defensive contact penalties. Loss of Down: All offensive contact or blocking penalties. Half the Distance: Applied when inside 5 yards from a goal line. Ejections may also carry league suspension if repeated.
3.9 Special Situations & Overtime
3.9.1 Ties & Overtime Regular Season - Regular season games tied after regulation advance to one five minute overtime period. Each team receives one timeout. A 30 second warning is given, after which the clock stops after every play and resumes on the snap. The home team starts with possession. The team leading at the end of the period wins. If still tied, the game is declared a tie.
3.9.2 Playoff Overtime Format - Playoff overtime follows the same rules as the regular season for the first period. Five minute period, each team one timeout, 30 second warning, and stoppages inside the last 30 seconds. If still tied after the first overtime, a second overtime begins untimed, sudden death, next score wins. The home team starts with possession again.
3.9.3 Special Situations
3.9.4 Tipped Passes - Any eligible player may catch a deflected pass before it hits the ground.
3.9.5 Inadvertent Flag Pull - If a flag is pulled before the catch, the receiver is ruled down at the spot of the catch.
3.9.6 Loose Balls - Any ball touching the ground on a snap, lateral, or fumble is immediately dead.
3.9.7 Substitutions - Unlimited between plays; players must be on the field before the snap.
3.9.8 Injuries - Clock stops for injuries; injured player must sit out at least one down.
3.9.9 Interceptions - Interceptions are returnable. The offense gets the ball where it is returned to or it can be a touchdown.
3.9.10 Interceptions During Extra Points - Interceptions are returnable for 2 points. If the opposite endzone is not reached then the extra point play is over and the ball is spotted at the 5 yard line as normal for a new possession.
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3.9.10 Dropped Snaps - Dropped snaps are fumbles and thus dead ball and ball is placed at the spot of the drop loss of down
