This guide explains the IFAF 5-on-5 flag football rulebook from a direct reading of the official document. Every rule cited includes its article reference in the rulebook's own format so you can check the source.
Edition used: International Flag Football Rules 2023, published by IFAF and effective May 1, 2023. It is the rule set used in international competitions, World Championships, the World Games, and the Olympic cycle. Before each season, check theofficial IFAF rules pagefor a newer edition.
Note: the rulebook allows national federations to adopt specific changes. Your league may use a smaller field, different game time, or other adaptations. The section on national changes explains what may and may not be changed.
The game by the numbers
| Item | Value |
|---|---|
| Players on the field | 5 per team |
| Maximum roster | 15 (5 on the field, 10 substitutes) |
| Playing field | 50 yd long × 25 yd wide |
| End zones | 10 yd each, beyond the playing field |
| Total game time | 40 minutes, two 20-minute halves |
| Halftime | 2 minutes |
| Play clock | 25 seconds |
| Time to pass | 7 seconds after the snap |
| Minimum blitz distance | 7 yards from the line of scrimmage |
| Downs per series | 4 |
| Charged timeouts | 2 per half, 60 seconds each |
Field
The playing field is 50 yards long by 25 yards wide, plus two 10-yard end zones. The 3-yard safety area around it is mandatory (Dimensions of Fields).
Middle. The middle line divides the field. The middle of that line is the line to gain for a new series of downs, and the rulebook simply calls it the middle (R 2-1-6).
No-running zones. Under IFAF rules, these are the 5-yard areas at both ends of the field, immediately in front of the goal lines (R 2-1-4). There is no no-running zone at midfield. Claims about a no-run strip before midfield come from other rule sets, such as NFL Flag, not IFAF.
Try marks. The 1-point and 2-point marks are 5 and 10 yards from the middle of the goal line.
Timing and clocks
Total playing time is 40 minutes, split into two 20-minute halves with a 2-minute halftime (R 3-2-1).
The game clock runs continuously for most of the game. It stops when a period ends, for a charged timeout, an injury timeout, and at the referee's discretion (R 3-2-5).
During the final 2 minutes of each half, it also stops to award a first down, complete a penalty, when the ball or runner goes out of bounds, when a pass or fumble touches the ground, when a teammate of the fumbler touches the ball, for a score and the following try, and for a granted timeout (R 3-2-5).
Running clock. If the score difference is 30 points or more when the referee gives notice, the clock no longer stops for the rest of that half. Once established, this status does not change even if the margin drops below 30 (R 3-2-6).
Play clock. The ball must be put in play within 25 seconds after the referee declares it ready (R 7-1-1-b). That is the real window between one play and the next. To turn that window into a data-collection process, see how to organize sideline stats and scouting.
Start, possession, and series
A coin toss takes place three minutes before the start. The winner chooses whether to start on offense in the first or second half; the other team chooses the side (R 3-1-1). The offense starts with a snap at its own 5-yard line.
Series of downs. Each team gets a series of 4 downs (R 5-1-1). The series is renewed when the offense legally possesses the ball beyond the middle for the first time in that series. If the ball returns behind the middle and crosses it again in the same series, no new first down is awarded.
If the offense neither scores nor earns a new series after fourth down, possession goes to the opponent at its own 5-yard line. After an interception, the new series begins where the ball became dead.
There are no kicks. No kickoff, punt, or field goal. Intentionally kicking the ball is a foul (R 6-1-1).
Offense: what is allowed
Snap. A backward pass or handoff in one continuous motion from the ball's position on the ground. It does not have to pass between the snapper's legs (R 7-1-2).
Alignment. There is no minimum number of players required on the line of scrimmage (R 7-1-3), allowing much more formation freedom than tackle football.
Motion. One player may be in motion at the snap as long as she is not moving toward the opponent's goal line. Two or more players in motion at the snap is an illegal shift (R 7-1-3-d).
The quarterback may not run. The quarterback cannot advance beyond the line of scrimmage with the ball unless another player possessed and returned it, or a defender touched it while it was in flight (R 7-1-3-e).
Seven seconds. The quarterback has 7 seconds after the snap to pass or hand off the ball. If time expires, the ball is dead at the line of scrimmage with loss of down (R 7-1-3-g).
Inside the no-running zone. When the snap takes place inside the final 5 yards toward the opponent's end zone, the offense must execute a forward-pass play (R 7-1-3-f). The pass must cross the line of scrimmage to count as a pass play (R 2-3-3). A completed pass behind the line followed by a run into the end zone is an illegal run play (AR 7-1-3-V).
Handoffs and backward passes. Multiple handoffs are allowed as long as both players are behind the line and the ball has not crossed it (R 7-1-5). Backward passes are allowed under the same conditions (R 7-2-1). Only one forward pass per down is allowed, thrown from behind the line (R 7-3-1).
There is no intentional grounding. The quarterback may throw the ball to the ground to avoid a sack without a foul (AR 7-3-1-I).
Defense: blitzer and rusher
This is one of the most frequently misunderstood parts of the rulebook, so it deserves careful reading.
Blitzer. A defender whose entire body is more than 7 yards from the line of scrimmage at the snap may establish herself as a blitzer by clearly raising one hand above her head for at least the final second before the snap. This grants right of way, which overrides the offense's general right of place (R 2-2-6).
The blitz must be immediate, quick, and in a straight line toward the spot where the quarterback received the snap. If the defender starts late, moves slowly, changes direction, or does not pursue the quarterback, she loses right of way but remains in the play as any other defender.
Maximum of two. No more than two players may establish themselves as blitzers. A signal by someone inside 7 yards, an invalid signal, or three or more hands raised at once is an illegal signal foul (R 7-1-4-d).
Rusher. Any defender more than 7 yards from the line at the snap may cross the line of scrimmage as often as she wants until the ball is dead, even without signaling. She simply has no right of way (R 7-1-4-e). The signal is not permission to rush; it claims priority if contact occurs.
Defenders near the line. Every defender inside 7 yards at the snap must remain behind her own line until the quarterback hands off, fakes a handoff, or passes the ball (R 7-1-4-f).
Scoring
| Play | Points |
|---|---|
| Touchdown | 6 |
| Try from the 5-yard line | 1 |
| Try from the 10-yard line | 2 |
| Defensive touchdown on a try | 2 |
| Safety | 2 for the opponent |
| Safety on a try | 1 for the opponent |
Reference: R 8-1-1.
The 1-point or 2-point choice is announced before the ball is declared ready for the try and cannot be changed afterward, even if a penalty causes the try to be replayed (R 8-3-2).
After a try, the opponent puts the ball in play at its own 5-yard line (R 8-3-3). After a safety, the scoring team puts the ball in play at its own 5-yard line (R 8-4-2).
Touchback and momentum rule. An interception between the defender's own 5-yard line and goal line, where the original momentum carries her into the end zone and the ball dies there, is a touchback (R 8-5-1-b). An interception outside the 5 followed by a return into the defender's own end zone is a safety; momentum only applies inside the 5 (AR 8-4-1-III).
Dead ball and fumbles
The ball becomes dead when it or the runner goes out of bounds; when any part of the runner other than a hand or foot touches the ground; when a pass or fumble touches the ground; when a teammate of the fumbler touches the ball; and when a player with fewer than two flags has possession (R 4-1-2).
The opponent cannot recover a grounded fumble. When a fumble touches the ground without first being touched by an opponent, the ball is dead and belongs to the team that lost it at the spot possession was lost (R 7-2-4). If it is caught in the air, the play continues.
Losing a flag before the catch. If a receiver loses a flag early in the play and later catches the pass, the pass is complete but the ball dies at the catch. Yards after the catch do not count (AR 4-1-2-II).
Main fouls
The rulebook's basic logic is that contact and unsportsmanlike-conduct fouls carry 10 yards, while non-contact fouls carry 5.
Flag guarding — 5 yards and loss of down. The runner attempts to prevent a flag pull by covering a flag with any part of the body or the ball, moving a hand below the hip in front of the flag before the attempt, or extending a hand toward an opponent to make the flag harder to reach (R 2-12-2, R 9-2-2-c).
Jumping and diving are flag guarding. Jumping to raise the height of the flags is illegal. Diving, with or without a jump, is illegal (R 2-12-3, R 2-12-6).
Dipping and spinning are legal. Lowering the body by bending the knees is legal. Spinning is legal as long as the flags do not rise significantly. Combining a spin with a dip is legal; combining it with a jump or dive is illegal (R 2-12-4, R 2-12-5).
Shielding — 5 yards. Moving into an opponent's path to obstruct her without contact. A stationary player is not shielding even if she is in the way (R 2-11-2).
Illegal contact — 10 yards, with loss of down or an automatic first down. The runner has no right of way and is fully responsible for avoiding contact. If runner and defender contribute equally, the foul is on the offense (R 9-1-1-e).
Pass interference — 10 yards. Contact that interferes with an opponent while the ball is in the air. Simultaneous, fair attempts by two or more players to touch or catch the pass are not interference (R 7-3-3).
Illegal flag pull — 5 yards. Pulling the flag of a player who does not have the ball, is not pretending to have it, and did not touch it in flight (R 9-2-2-d).
Five common misconceptions
“There is a no-running zone before midfield.” Not under IFAF rules. The only no-running zones are the 5 yards before each goal line (R 2-1-4).
“Only a player who raises her hand may rush.” Wrong. Any defender more than 7 yards back may cross the line. The signal grants right of way, not permission (R 7-1-4-e).
“A fumble on the ground is a free ball.” No. The ball is dead and belongs to the team that lost it at the spot possession was lost (R 7-2-4).
“The quarterback may run if the defense does not blitz.” No. The quarterback cannot advance beyond the line with the ball, with or without pressure (R 7-1-3-e).
“The snap must pass between the legs.” Not under IFAF rules (R 7-1-2).
What your league may change
The rulebook provides national-change options. The main ones are:
- Field dimensions because of the venue or age group. Each half may vary by up to 5 yards. A regular field may be at most 60 × 30 yd and at least 40 × 20 yd. End zones may be reduced to 8 yards.
- Minimum markings, a down indicator, scoreboard, and officials may become recommendations only.
- Rosters may include more than 15 players.
- Teams may include players of different genders.
- Game time may be changed by competition or age group.
- The timing-restriction window at the end of each half may be reduced from 2 minutes to 1.
- The number of charged timeouts may change.
Outside this list, the rulebook states that other rules should not be changed for competitive games.
The practical takeaway for a coach: request your league's rulebook before the season and check exactly which options were adopted. Field size and game time have the greatest effect on preparation.
Sources
IFAF — International Flag Football Rules 2023, official PDF edition effective May 1, 2023. Accessed August 28, 2026. Parenthetical references follow the rulebook numbering; AR indicates an official interpretation.
Frequently asked questions
How many downs are there in 5v5 flag football?
Four per series. A new series is awarded when the offense legally possesses the ball beyond the middle for the first time in that series (R 5-1-1).
Can the quarterback run with the ball?
Not beyond the line of scrimmage, unless another player possessed and returned the ball to the quarterback, or a defender touched it while it was in flight (R 7-1-3-e).
How far back must a defender be to blitz?
More than 7 yards from the line of scrimmage at the snap. A defender closer than that must wait for a handoff, fake handoff, or pass (R 7-1-4).
Where are the no-running zones under IFAF rules?
They are the 5-yard areas at both ends of the field, immediately in front of each goal line. There is no no-running zone at midfield (R 2-1-4).
How many points is each type of score worth?
A touchdown is 6; a try from the 5 is 1; a try from the 10 is 2; a defensive touchdown on a try is 2; a safety is 2; and a safety on a try is 1 (R 8-1-1).
Is there overtime?
Yes. Each team gets a series from the middle with no first down available there. Starting with the second overtime, each period is a 1-point try from the 5-yard line (R 3-1-3).
Do IFAF rules apply to my league?
It depends. IFAF asks member federations to use its rules, possibly with the permitted national changes. Confirm the adopted rules with your competition organizer.