Official

League Rules

Everything players, parents, and coaches need to know before registering and competing.

League Standards

The Northern Nevada Sports Football League (NNSFL) operates as a structured, eligibility-based youth football program. All participation is governed by documented rules, verified certifications, and consistent enforcement.

Player safety and program integrity are the foundation of everything we do. Every participant β€” player, coach, or staff β€” must be registered, reviewed, and approved before stepping onto a competitive field.

Safety First
All contact decisions and format rules are designed with age-appropriate safety standards.
Certification Required
No uncertified players or unregistered staff are permitted on the sideline or field.
Organized Competition
Divisions, formats, and bracket structures ensure fair matchups at every level.

Eligibility Requirements

All players must meet the following requirements before they are eligible to participate in any league event:

  • Certified player status
    Registration must be fully certified by league administration before any event.
  • Complete registration on file
    All personal information, guardian contact, and emergency info must be submitted.
  • Required documents uploaded
    Birth certificate and player photo are required. Secondary ID may be required in certain cases.
  • Correct roster assignment
    Player must be assigned to the correct team and division roster for the current season.
  • Waiver acknowledged
    A parent or guardian must have acknowledged the participation waiver during registration.

Event Day Check-In

All players and coaches must complete check-in before participating on event day:

Players
  • Certified registration on record
  • Documents verified (birth cert + photo)
  • Active roster assignment for the event
  • Confirmed present by team coach
Coaches & Staff
  • Active staff credential on record
  • Background check consent on file
  • Valid photo ID available on request
  • Assigned to team in the system

Players without completed certification or a missing roster assignment will not be cleared. Plan ahead β€” certification takes 1–2 business days.

Division & Age Rules

Players are placed into divisions based on their age as of the season cutoff date, verified at registration.

DivisionAge RangeNotes
8U6–8 years oldFlag / non-contact formats only
10U9–10 years old7v7 and flag formats
12U11–12 years old7v7, 5v5, Girls Flag
14U13–14 years old7v7, 5v5, Girls Flag
HS14–18 (HS enrolled)All formats. Grade verification required.
Play-Up / Play-Down: A younger player may play up into an older division with documented parent/guardian and receiving head coach approval. Playing up does not change a player's official age. Playing down is not permitted.

Scoring

PAT 1-Point β€” Yard Line

1-point PAT attempt is taken from the 5-yard line. Offense chooses which hash.

7v7
5
PAT 2-Point β€” Yard Line

2-point PAT attempt is taken from the 10-yard line. Offense chooses which hash.

7v7
10
Interception Points on PAT β€” Boys 7v7

Interceptions on PAT attempts do not score points.

7v7
false
Touchdown Value β€” Boys 7v7

A touchdown is worth 6 points.

7v7
6
PAT 1-Point Value β€” Boys 7v7

1-point PAT = 1 point (from the 5-yard line).

7v7
1
PAT 2-Point Value β€” Boys 7v7

2-point PAT = 2 points (from the 10-yard line).

7v7
2
Safety Value β€” Boys 7v7

A safety is worth 2 points.

7v7
2
Interception Value β€” Boys 7v7 (NNSFL 2027: 2 points)

NNSFL 2027 Boys 7v7 interception = 2 points. The old/source 3-point interception value is NOT NNSFL's 2027 value.

7v7
2
Touchdown Value

Points awarded for a touchdown

5v5
6
PAT (1pt conversion)

Points for a 1-point PAT attempt

5v5
1
PAT (2pt conversion)

Points for a 2-point PAT attempt

5v5
2
Safety Value

Points awarded for a safety

5v5
2
Rep Point Value (Big Man)

Every completed legal rep produces one team point β€” win the rep, win the point.

5v5
1
No Bonus Team Points (Big Man)

There are no automatic bonus team points for pancakes, quick defensive wins, or other dominant plays; those performances may be tracked separately as individual statistics.

5v5
true
Individual Statistics Purpose (Big Man)

Individual statistics may be used for tournament recognition, player development, evaluation, and awards.

5v5
true
Individual Stats Do Not Replace Team Score (Big Man)

Individual statistics do not replace the official team score.

5v5
true
Pancake Team Value (Big Man)

A legal dominant block or pancake may be recorded as an individual offensive statistic, but a pancake remains worth 1 team point.

5v5
1
Quick Defensive Win Team Value (Big Man)

A legal quick defensive win may be recorded as an individual defensive statistic, but a quick defensive win remains worth 1 team point.

5v5
1
Safety Value

Points awarded for a safety

girls_flag
2
Touchdown Value β€” Girls Flag

A touchdown is worth 6 points.

girls_flag
6
PAT 1-Point Value β€” Girls Flag

1-point PAT = 1 point, attempted from the 5-yard line.

girls_flag
1
PAT 2-Point Value β€” Girls Flag

2-point PAT = 2 points, attempted from the 10-yard line.

girls_flag
2
PAT 1-Point β€” Yard Line β€” Girls Flag

1-point PAT attempt is taken from the 5-yard line.

girls_flag
5
PAT 2-Point β€” Yard Line β€” Girls Flag

2-point PAT attempt is taken from the 10-yard line.

girls_flag
10
Interception Value β€” Girls Flag

An interception is worth 2 points.

girls_flag
2
Interception Returnable β€” Girls Flag

Interceptions are NOT returnable in Girls Flag. The interception is a dead ball worth 2 points.

girls_flag
false
Interception on PAT Returnable β€” Girls Flag

An interception on a PAT/conversion attempt cannot be returned for additional points.

girls_flag
false
Touchdown Value

Points awarded for a touchdown

tackle
6
PAT (1pt conversion)

Points for a 1-point PAT attempt

tackle
1
PAT (2pt conversion)

Points for a 2-point PAT attempt

tackle
2
Safety Value

Points awarded for a safety

tackle
2
Touchdown Value (Spring Tackle)

A touchdown is worth 6 points.

tackle
6
Safety Value (Spring Tackle)

A safety is worth 2 points.

tackle
2
Field Goal Value (Spring Tackle)

A field goal is worth 3 points.

tackle
3

Format Rules

League-Wide
Team Manager Minimum Age (Season 2027)

NNSFL Season 2027 decision (2026-10-18): Team Manager minimum age 18. Server-enforced at staff registration.

18
Equipment Manager Minimum Age (Season 2027)

NNSFL Season 2027 decision (2026-10-18): Equipment Manager minimum age 18. Server-enforced at staff registration.

18
Age Cutoff Method

How player ages are evaluated for division eligibility

cutoff_date
Certification Required to Play

Players must be certified before participating

true
Max Divisions Per Player

Maximum number of divisions a player can compete in per event

1
Play-Up Allowed

A younger player may play up into an older division. Playing up does not change the player's official age.

true
Play-Up β€” Guardian Approval Required

Playing up requires parent/legal guardian approval.

true
Play-Up β€” Receiving Head Coach Approval Required

Playing up requires the receiving team's head coach approval.

true
Play-Up β€” Approvals Documented in LeagueOS

Both approvals (guardian + receiving head coach) must be documented in LeagueOS before participation.

true
Play-Up β€” Official Age Unchanged

Playing up does not change the player's official age for eligibility purposes.

true
Forfeit Time Limit (minutes)

Minutes past scheduled start before forfeit is declared

10
Halftime Duration (minutes)

Length of halftime break

5
Max Games Per Team Per Day

Maximum games a team can play in a single tournament day

4
Boys 7v7
Game-Day Check-In Required Before Entry β€” Boys 7v7

Every player must complete NNSFL game-day and event check-in before entering the playing field or a restricted team area. Check-in verifies the player against the team's certified NNSFL roster, and only players shown as certified and eligible may enter and participate. Late-arriving players must complete check-in before entering the field or team area, and a player who has not completed required check-in cannot participate.

required_before_field_or_team_area_entry
Certified Sideline Personnel Limits β€” Boys 7v7

Each Boys 7v7 team may have 1 Head Coach, up to 6 Assistant Coaches, 1 Equipment Manager, and 1 Team Manager.

1_head_coach_up_to_6_assistant_coaches_1_equipment_manager_1_team_manager
Head Coach Minimum Age β€” Boys 7v7

The minimum age for a Boys 7v7 Head Coach is 21.

21
Assistant Coach Minimum Age β€” Boys 7v7

The minimum age for a Boys 7v7 Assistant Coach is 18.

18
Coach Trainee Minimum Age β€” Boys 7v7

The minimum age for a Boys 7v7 Coach Trainee is 16.

16
Background Checks Required β€” Boys 7v7

All applicable NNSFL background-check requirements remain in effect for Boys 7v7 coaches and sideline staff.

true
Head Coach CPR / First Aid β€” Boys 7v7

The Head Coach must maintain the required CPR and First Aid certification.

true
Double-Roster Enforcement β€” First Violation β€” Boys 7v7

First double-roster violation: the violating team is automatically disqualified from the event, the involved player receives a 1-game suspension, and the team's Head Coach receives a 1-game suspension.

team_event_disqualification_player_1_game_suspension_head_coach_1_game_suspension
Double-Roster Enforcement β€” Second Violation β€” Boys 7v7

Second double-roster violation: the involved player is suspended indefinitely pending NNSFL administrative review, the Head Coach is suspended indefinitely pending NNSFL administrative review, and the team remains subject to event disqualification. Indefinite suspension is pending NNSFL administrative review β€” it is not a permanent automatic removal.

player_and_head_coach_suspended_indefinitely_pending_nnsfl_review_team_subject_to_event_disqualification
Boys HS Max Age β€” 17U, No Seniors

Boys high school division allows players up to 17 years old. High school seniors are NOT eligible to participate in boys formats.

17
Boys HS β€” Seniors NOT Allowed

High School seniors are NOT permitted to play in Boys HS division. Players must be 17 or under and not in their senior year.

false
Mouthguard Required β€” Boys 7v7

A mouthguard is required for all Boys 7v7 players.

true
Jersey / Uniform Required β€” Boys 7v7

A team jersey or uniform is required, and the jersey must display a visible player number.

true
Hazardous Jewelry / Equipment β€” Boys 7v7

Hazardous jewelry and equipment are prohibited.

prohibited
Cleats Permitted β€” Boys 7v7

Cleats are permitted for Boys 7v7 players.

true
Metal Cleats Prohibited β€” Boys 7v7

Metal cleats are prohibited.

true
No Helmet or Shoulder Pads β€” Boys 7v7

No football helmet or shoulder pads are used in Boys 7v7.

true
Dual Game Field Layout β€” Boys 7v7

NNSFL Boys 7v7 uses a regulation football field divided into two simultaneous 7v7 playing fields. Game Field A plays from one 40-yard line toward that end zone, and Game Field B plays from the opposite 40-yard line toward the opposite end zone. Both games may operate simultaneously, and each normal offensive possession starts at that game's 40-yard line.

regulation_field_two_simultaneous_7v7_game_fields_a_and_b
Center Buffer Zone β€” Boys 7v7

The area between the two 40-yard lines (40 to 50 to opposite 40) is a neutral operational buffer zone and is not part of either active 7v7 playing field. It may be used by officials, authorized coaches and staff, and game operations as needed. Spectators and unauthorized personnel may not occupy the center operational area.

neutral_operational_buffer_not_part_of_either_playing_field
Field Preparation Responsibility β€” Boys 7v7

The home or event host is responsible for field preparation and field safety inspection before competition.

home_or_event_host_responsible_for_preparation_and_safety_inspection
Minimum Players β€” Boys 7v7 (All Divisions)

Minimum players required to play = 7. Applies to all Boys 7v7 divisions.

7
Rushing Allowed (7v7)

Whether rushing/running plays are allowed in 7v7

false
Rapid Fire β€” Boys 7v7 Format Rule

Rapid Fire belongs to BOYS 7V7. It is NOT a standard Girls Flag rule. Rapid Fire is a Boys 7v7 competition period with its own possession flow.

boys_7v7_only_not_girls_flag
Rapid Fire Period β€” Boys 7v7 (Standard 20 minutes)

Standard Rapid Fire period is 20 minutes. A 15-minute variant is an EVENT-SPECIFIC scheduling override (via EventRuleOverride) when team count or event scheduling requires it β€” never the global standard.

20
Rapid Fire Possession Start β€” Boys 7v7

Rapid Fire possession starts at the 20-yard line.

20
Rapid Fire Plays To Score β€” Boys 7v7

The offense receives 3 plays to score in each Rapid Fire possession.

3
Rapid Fire Possession Flow β€” Boys 7v7

If the offense scores, that team remains on offense. If the defense stops the offense, the defensive team takes over on offense. The process continues until the Rapid Fire period expires.

score_offense_retains_stop_defense_takes_over_until_period_expires
Minimum Officials β€” Boys 7v7 8U

A minimum of 2 officials is required for every 8U Boys 7v7 game.

2
Additional Officials β€” NNSFL Assignment

NNSFL may assign additional officials for tournament or championship games or when operationally necessary.

true
Football Size β€” 8U

The 8U Boys 7v7 division uses the Pee Wee / K2 (Size 6) football.

peewee_k2_size6
Players on Field (per team)

Number of players allowed on the field per team

7
Pass Clock (QB Release)

QB has 4.0 seconds to throw after receiving the snap. Violation = loss of down, treated as a sack.

4
Pass Clock Violation Result

If QB does not release the ball within 4.0 seconds: loss of down, treated as a sack.

loss_of_down_sack
Possession Start Line (Tournament)

Each possession begins at the 40-yard line going in toward the end zone.

40
First Down Line (yard)

First down is earned by crossing the 20-yard line. 4 downs to get there.

20
Downs to First Down

Offense has 4 downs to cross the 20-yard line for a first down.

4
Downs to Score (from 20)

After earning a first down at the 20, offense has 4 downs to score.

4
Coach on Field (Offense)

1 coach is allowed on the field during offensive possessions.

1
Legal Offensive Formations Required

All offensive formations must be legal sets prior to the snap.

true
No Running Plays

Running plays are not permitted in 7v7 tournament format.

true
No Double Passes

Double passes (two forward passes on the same play) are not permitted.

true
No Shuffle Passes

Shuffle passes (lateral-style forward passes) are not permitted.

true
Touch Type

One-hand touch anywhere on the body downs the ball carrier.

one_hand_anywhere
Penalty β€” Defensive Pass Interference

Automatic first down and 5 yards from original line of scrimmage.

auto_first_down_5yds
Penalty β€” Offensive Pass Interference

Previous spot and loss of down.

prev_spot_loss_of_down
Penalty β€” Defensive Holding

Automatic first down and 5 yards from original line of scrimmage.

auto_first_down_5yds
Penalty β€” Offensive Illegal Procedure

Loss of down.

loss_of_down
Penalty β€” Defensive Offside

5-yard penalty.

5yds
Penalty β€” Delay of Game

Loss of down. In the final 1:00, clock also stops on delay of game.

loss_of_down_clock_stops_final_minute
Penalty β€” Personal Foul (Offense)

Loss of down and 10 yards from original line of scrimmage.

loss_of_down_10yds
Penalty β€” Personal Foul (Defense)

Automatic first down and 10 yards from original line of scrimmage.

auto_first_down_10yds
Penalty β€” Fighting / Unsportsmanlike (1st Offense)

1st offense: ejection from the game.

ejection_from_game
Penalty β€” Fighting / Unsportsmanlike (2nd Offense)

2nd offense: ejection from the league.

ejection_from_league
Penalty β€” Team Fight / Sideline Rule

If any player leaves the sideline to participate in a fight, the ENTIRE team is ejected from the tournament.

entire_team_ejected_from_tournament
Half Length (minutes) β€” Boys 7v7

Standard game duration: two 20-minute halves, running clock. Administrators may shorten to one 20-minute game ONLY via an EventRuleOverride (event-specific; never modifies this standard rule).

20
Halves Per Game β€” Boys 7v7

Standard game format: 2 halves.

2
Clock Type β€” Boys 7v7

Running clock. Clock stops during the final 1:00 as required by the applicable clock rules, except when the mercy condition applies (clock continues running).

running_stops_final_minute
Possession Changes β€” Boys 7v7

Possession changes after: the PAT attempt; a failure to make the first down; or a turnover.

after_pat_attempt_after_failed_first_down_after_turnover
Final-Minute Sack Clock Stop β€” Boys 7v7

During the final 1:00 a sack stops the clock β€” EXCEPT when the 21+ mercy rule is active at the 1:00 mark, in which case the clock remains running. The mercy rule takes precedence over the normal final-minute sack clock stop.

sack_stops_clock_unless_mercy_running
Timeouts Per Team β€” Boys 7v7

Each team receives 1 timeout per standard game.

1
Play Clock β€” Boys 7v7 14U (25 seconds)

The 14U division uses a 25-second play clock.

25
Halftime End Switch β€” Boys 7v7

Teams do not switch ends at halftime. Each game remains on its assigned half of the football field and both offenses attack the same end zone for the entire game.

false
Second-Half Possession β€” Boys 7v7

In a two-half game, the team that did not receive the opening possession receives the first possession of the second half. This rule does not apply to single-period games or Rapid Fire.

team_without_opening_possession_receives_second_half
Opening Possession Method β€” Boys 7v7

Standard Boys 7v7 opening possession is decided by team captains playing rock-paper-scissors β€” no coin toss is used. The winner chooses offense or defense and the other team receives the remaining choice. The opening offensive possession begins at the 40-yard line.

captains_rock_paper_scissors_winner_chooses_offense_or_defense
Substitutions β€” Boys 7v7

Unlimited substitutions are permitted during dead-ball situations. Incoming players must already be checked in, certified, eligible, and on the team's event roster.

unlimited_during_dead_ball_rostered_certified_checked_in_only
Substitution Delay Prohibited β€” Boys 7v7

Substitutions may not be used to delay the game beyond the applicable play clock.

may_not_delay_game_beyond_applicable_play_clock
Mercy Rule β€” Point Differential β€” Boys 7v7

At 1:00 remaining, if the scoring differential is 21 points or greater the clock continues running; normal final-minute clock stopping rules no longer apply.

21
Mercy Rule β€” Clock Behavior β€” Boys 7v7

When the mercy condition applies (differential of 21+ points at 1:00 remaining), the clock continues running. This is NOT a second-half activation rule.

continues_running
Mercy Activation Clock β€” Boys 7v7

The mercy condition is evaluated at the 1:00 remaining mark: with a 21-point or greater differential, the clock continues running and normal final-minute stop-clock rules (including the sack clock stop) cease.

60
Overtime Is Timed

Overtime periods are NOT timed. Clock does not run during OT.

false
Overtime β€” Initial Plays Per Team β€” Boys 7v7

Each team receives 3 plays to score in the initial overtime. Both teams must receive the opportunity.

3
Overtime β€” Equal Opportunities β€” Boys 7v7

If one team scores and the other does not, the scoring team wins. If both teams score OR neither scores, proceed to the sudden-death yardage procedure.

true
Overtime β€” Sudden Death Start Line β€” Boys 7v7

Ball starts at the 20-yard line.

20
Overtime β€” Sudden Death Plays Per Team β€” Boys 7v7

Each team receives ONE play from the 20-yard line.

1
Overtime β€” Sudden Death Method β€” Boys 7v7

Compare yards gained: the team gaining the most yards wins. Example: Team A gains 14, Team B gains 9 β€” Team A wins.

longest_yardage
Overtime β€” Tied Yardage β€” Boys 7v7

If both teams gain the same yardage, repeat the round. Both teams receive another one-play opportunity from the 20. Continue until one team gains more yards than the other.

repeat_round
Overtime β€” Sudden Death Max Rounds β€” Boys 7v7

There is NO maximum number of sudden-death rounds.

none
Overtime Timeout Addition β€” Boys 7v7

Each team receives 1 additional timeout per overtime period.

1_additional_per_team_per_overtime
Competition Structure β€” Boys 7v7

Boys 7v7 is TOURNAMENT-BASED competition. There are NO standard NNSFL league playoffs for Boys 7v7 β€” the general Top 4 D-1 / Next 4 D-2 league playoff bracket does NOT apply. Tournament draw-number seeding may be used when the applicable tournament is configured to use it.

tournament_based_no_standard_league_playoffs
Championship Player Eligibility β€” Boys 7v7

To be eligible for the championship or advancement portion of a tournament, a player must participate in at least one qualifying game with that team and must already be on the team's locked event roster. Players may not be added specifically for elimination, advancement, semifinal, or championship games.

one_qualifying_game_plus_locked_roster
Championship Injury Exception β€” Boys 7v7

The previously approved injury exception remains in effect: an injured rostered player who properly completed the required check-in and presence requirements retains championship and advancement eligibility.

true
Recommended Roster Size β€” Boys 7v7

The recommended Boys 7v7 roster size is 16 players. This number is highly recommended but is not a hard maximum.

16
Roster Maximum Policy β€” Boys 7v7

There is no absolute maximum roster size for Boys 7v7 unless an event-specific rule explicitly establishes one.

no_absolute_max_unless_event_specific_rule_establishes_one
No Double Rostering β€” Boys 7v7

A player may be rostered to only ONE Boys 7v7 team during the same event or tournament. Playing up does not permit a player to appear on two Boys 7v7 rosters during the same event, and a player may not circumvent this rule by changing divisions or teams during the event.

one_boys_7v7_team_per_event_no_circumvention
Tournament Roster Lock β€” Boys 7v7

A team's tournament or event roster becomes locked once the team completes event check-in. After roster lock, no players may be added, replaced, swapped, or transferred onto the roster, and only players on the locked certified event roster may participate. Any NNSFL-authorized roster exception must be approved before roster lock and before competition begins, and no automatic post-lock exception exists.

locked_at_event_check_in_no_add_replace_swap_transfer
PAT 1-Point β€” Yard Line

1-point PAT attempt is taken from the 5-yard line. Offense chooses which hash.

5
PAT 2-Point β€” Yard Line

2-point PAT attempt is taken from the 10-yard line. Offense chooses which hash.

10
Interception Points on PAT β€” Boys 7v7

Interceptions on PAT attempts do not score points.

false
Touchdown Value β€” Boys 7v7

A touchdown is worth 6 points.

6
PAT 1-Point Value β€” Boys 7v7

1-point PAT = 1 point (from the 5-yard line).

1
PAT 2-Point Value β€” Boys 7v7

2-point PAT = 2 points (from the 10-yard line).

2
Safety Value β€” Boys 7v7

A safety is worth 2 points.

2
Interception Value β€” Boys 7v7 (NNSFL 2027: 2 points)

NNSFL 2027 Boys 7v7 interception = 2 points. The old/source 3-point interception value is NOT NNSFL's 2027 value.

2
Interception β€” Dead Immediately, Non-Returnable β€” Boys 7v7

A Boys 7v7 interception awards 2 points; the play immediately becomes dead; the interception cannot be returned; possession changes; no interception return yardage is recorded. A PAT interception awards no points.

dead_immediately_no_return_possession_changes_no_return_yardage
PAT Hash Choice β€” Boys 7v7

The offense chooses the hash mark for its PAT attempt.

offense_chooses
Team Areas Per Game β€” Boys 7v7

Each simultaneous game has its own designated team and sideline area associated with its half-field. Players who are not participating remain in their assigned team area.

one_designated_team_area_per_game_field
Restricted Team Area Access β€” Boys 7v7

Only certified players and authorized, certified staff are permitted in restricted team areas. All sideline personnel must be properly registered and certified with NNSFL, and only authorized rostered personnel may enter restricted team or field areas.

certified_players_and_authorized_certified_staff_only
No Cross-Game Interference β€” Boys 7v7

Teams and sideline personnel may not interfere with the other simultaneous game being played on the shared regulation field.

prohibited
Spectator Area Restriction β€” Boys 7v7

Spectators and unauthorized personnel remain outside restricted team and playing areas and may not occupy the center operational buffer zone.

outside_restricted_team_and_playing_areas
Pool-Play Tiebreakers β€” Boys 7v7

When teams finish pool play with the same record, tiebreakers are applied in this order: head-to-head result, fewest points allowed, then point differential (points scored minus points allowed). If teams remain tied after those criteria, the final competition tiebreaker applies.

head_to_head,fewest_points_allowed,point_differential
Tournament Structure β€” Boys 7v7

The standard NNSFL Boys 7v7 tournament structure is pool play followed by a single-elimination bracket. Teams play their scheduled pool games, qualifying teams advance to the elimination and championship bracket, and once single-elimination competition begins a loss eliminates the team.

pool_play_then_single_elimination_bracket
Teams Advancing From Pool Play β€” Boys 7v7

The number of teams advancing from pool play is event-dependent β€” there is no universal hard-coded advancement count. NNSFL determines bracket size based on the number of teams entered, the tournament schedule, and operational requirements. The advancement structure must be published before tournament competition begins, and once published it cannot be selectively changed to benefit a particular team.

event_dependent_determined_by_nnsfl_published_before_competition
Final Advancement Tiebreaker β€” Boys 7v7

The final pool-play advancement tiebreaker is a 3-play yardage tiebreaker. Each tied team receives an equal opportunity, and the team gaining the most yardage advances. If still tied, equal 3-play opportunities are repeated until the tie is broken.

equal_3_play_yardage_opportunities_repeat_until_broken
Bracket Seeding Method β€” Boys 7v7

Boys 7v7 bracket seeding is based on pool-play performance β€” random number drawing is not the standard NNSFL Boys 7v7 seeding method. The highest qualifying seed plays the lowest qualifying seed, continuing inward through the bracket. Once pool play and all required tiebreakers are complete, the elimination bracket becomes official.

pool_play_performance_based_no_random_draw
Bracket Seeding Order β€” Boys 7v7

Qualifying teams are seeded in this order: tournament and pool record, head-to-head result, fewest points allowed, point differential, and the 3-play yardage tiebreaker if teams remain tied.

tournament_record,head_to_head,fewest_points_allowed,point_differential,three_play_yardage
5v5 Linemen
Double-Roster Enforcement β€” First Violation β€” 5V5 Big Man

First double-roster violation (same enforcement structure approved for Boys 7v7): the violating team is automatically disqualified from the event, the involved player receives a 1-game suspension, and the team's Head Coach receives a 1-game suspension.

team_event_disqualification_player_1_game_suspension_head_coach_1_game_suspension
Double-Roster Enforcement β€” Second Violation β€” 5V5 Big Man

Second double-roster violation (same enforcement structure approved for Boys 7v7): the involved player is suspended indefinitely pending NNSFL administrative review, the Head Coach is suspended indefinitely pending NNSFL administrative review, and the team remains subject to event disqualification. Indefinite suspension is pending NNSFL administrative review β€” it is not a permanent automatic removal.

player_and_head_coach_suspended_indefinitely_pending_nnsfl_review_team_subject_to_event_disqualification
Season 3 Eligibility & Certification Required (Big Man)

All players must meet NNSFL Season 3 eligibility and certification requirements.

true
Play-Up & Age-Cutoff Leeway (Big Man)

A player may play up only with guardian approval and receiving Head Coach approval; both approvals must be documented before participation. Playing up does not change the player's official age and does not permit double rostering (see roster.bigman_no_double_rostering). Playing down is not permitted except where allowed under the official NNSFL age-cutoff leeway policy.

play_up_only_leeway_permitted
High School Seniors β€” Not Permitted (5V5)

High School Boys/Open 5V5 does not permit seniors.

false
Age Cutoff β€” 5V5 Big Man (Season 2027)

The Season 2027 age cutoff date for 5V5 Big Man is July 1, 2026.

2026-07-01
Divisions β€” 5V5 Big Man

Valid 5V5 Big Man divisions are 8U, 10U, 12U, 14U, and HS. All five divisions remain active; the HS division remains active with senior eligibility prohibited (eligibility.bigman_hs_seniors_not_permitted).

8U,10U,12U,14U,HS
Team & Individual Performance β€” Tracked Separately (Big Man)

Team performance and individual performance are rewarded separately: every rep contributes to the team competition while individual results are tracked to recognize top-performing offensive and defensive linemen.

team_and_individual_tracked_separately
Players on Field (5v5)

Players on field for 5v5 format

5
Matchup Rounds (Big Man)

Each matchup consists of 3 rounds.

3
Offensive Reps Per Round (Big Man)

During each round, each team receives 10 offensive reps.

10
Defensive Reps Per Round (Big Man)

During each round, each team receives 10 defensive reps.

10
Linemen In Rotation (Big Man)

Each team competes with five offensive linemen and five defensive linemen in the rotation.

5
Active Competitors Per Rep (Big Man)

Only one offensive lineman and one defensive lineman compete during an individual rep.

one_on_one
Reps Per Lineman Per Round (Big Man)

Each lineman should receive 2 reps per round on the applicable side of the ball.

2
Total Reps Per Team (Big Man)

Over three complete rounds, each team receives 30 offensive reps and 30 defensive reps.

30
No Single-Athlete Reliance (Big Man)

The competition is designed to prevent a team from relying exclusively on one athlete and to provide meaningful evaluation opportunities across the line.

true
Rotation Sequence (Big Man)

A standard rotation progresses LT β†’ LG β†’ C β†’ RG β†’ RT and then reverses RT β†’ RG β†’ C β†’ LG β†’ LT, providing two reps for each position during the round.

lt_lg_c_rg_rt_then_reverse
Player Swaps (Big Man)

Teams may substitute eligible rostered players between reps, but substitutions may not be used to manipulate the required competition rotation or repeatedly feature one athlete at the expense of the team rotation.

allowed_between_reps_no_rotation_manipulation
Offensive Splits (Big Man)

Before each rep, offensive linemen must maintain approximately 2-foot splits.

approximately_2_foot
Offensive Stance Options (Big Man)

The competing offensive lineman may use a 2-point or 3-point stance.

2_point_or_3_point
Defensive Stance (Big Man)

The defensive lineman may use a legal stance appropriate for the competition.

any_legal_stance
Non-Participants Stationary (Big Man)

Non-participating offensive linemen must remain stationary.

true
No Interference From Non-Participants (Big Man)

Non-participating players may not chip, block, screen, or otherwise interfere with the active matchup.

true
Alignment Reset By Official (Big Man)

Officials may reset the alignment before beginning a rep.

true
QB Target Position (Big Man)

A designated QB bag or league-approved target will be positioned approximately 6 yards behind the center position.

6
Defensive Objective (Big Man)

The defensive lineman's objective is to legally defeat the offensive lineman and clearly contact the QB target before the rep expires.

contact_qb_target_before_expiry
Offensive Objective (Big Man)

The offensive lineman's objective is to protect the QB target for the entire live period.

protect_qb_target_full_rep
Rep Duration (Big Man)

Each rep lasts 3 seconds.

3
Rep Start & Count (Big Man)

The rep begins on the offensive lineman's first legal movement, and the official starts the three-second count/timer at that moment.

true
Defensive Win Condition (Big Man)

Defense wins the rep when the defensive lineman legally defeats the blocker and clearly contacts the QB target before time expires.

clear_target_contact_before_expiry
Offensive Win Condition (Big Man)

Offense wins the rep when the offensive lineman prevents the defender from legally reaching the QB target for the full three seconds.

target_protected_full_3_seconds
Whistle Ends The Rep (Big Man)

The official's whistle ends the rep.

true
Expired Target Contact Does Not Count (Big Man)

Contact with the QB target after the rep has expired does not count.

true
Bull Rush Prohibited (Big Man)

Bull rushing is prohibited; defensive linemen are expected to demonstrate legal pass-rush technique rather than simply overpowering an opponent directly through excessive force.

prohibited
Legal Rush Techniques (Big Man)

Legal techniques may include controlled hand fighting, rip moves, swim moves, long-arm techniques, speed rushes, counter moves, and leverage and footwork, and any technique must remain within NNSFL safety standards.

hand_fighting,rip,swim,long_arm,speed_rush,counters,leverage,footwork
Illegal Bull Rush Penalty (Big Man)

An illegal bull rush results in the rep being awarded to the offense.

rep_awarded_to_offense
Offensive Holding Definition (Big Man)

Offensive holding includes gripping, hooking, wrapping, or controlling the defender outside the legal blocking framework in a manner that restricts the defender's movement.

gripping_hooking_wrapping_outside_legal_framework
Offensive Holding Penalty (Big Man)

Confirmed offensive holding results in a defensive win worth 1 point; officials determine whether legal hand placement and engagement have become holding.

defensive_win_1_point
Hands To The Face Prohibited (Big Man)

Hands to the face, head, or neck area are prohibited for both offensive and defensive players.

true
Hands To The Face Penalty (Big Man)

A confirmed hands-to-the-face violation results in the rep being awarded to the opponent; repeated or dangerous violations may also be addressed under NNSFL conduct and safety rules.

rep_awarded_to_opponent
Offensive False Start (Big Man)

An offensive false start: The rep is stopped and reset, and the SAME rep is replayed. No point is awarded and no rep is charged or lost. The competition does NOT advance to the next rep because of the violation. The prior event-enforcement provision awarding the rep to the defense is superseded.

stop_reset_replay_same_rep_no_point_no_rep_charged_no_advancement
Defensive Encroachment / Offside (Big Man)

A defensive encroachment or offside violation: The rep is stopped and reset, and the SAME rep is replayed. No point is awarded and no rep is charged or lost. The competition does NOT advance to the next rep because of the violation. The prior event-enforcement provision awarding the rep to the offense is superseded.

stop_reset_replay_same_rep_no_point_no_rep_charged_no_advancement
Illegal Interference (Big Man)

Players not participating in the active matchup may not chip, screen, block, grab, obstruct, or contact either active competitor; illegal interference results in the rep being awarded to the opposing team.

rep_awarded_to_opposing_team
Prohibited Conduct β€” Player Safety (Big Man)

Prohibited conduct includes head-to-head contact, hands to the face, illegal bull rushing, slamming an opponent, unnecessary roughness, excessive force after the rep, intentionally driving or landing full body weight onto an opponent, and fighting.

true
Safety Priority (Big Man)

Player safety takes priority over the outcome of any rep; officials may immediately stop any rep that becomes unsafe.

true
Dangerous Conduct Removal (Big Man)

Dangerous conduct may result in removal from the rep, match, or event in accordance with NNSFL conduct and enforcement rules.

removal_per_conduct_rules
Mouthguards Required (Big Man)

All participating athletes must wear mouthguards.

true
Additional Event Equipment Requirements (Big Man)

Additional equipment requirements may be established by NNSFL for a specific event and communicated before competition.

true
Competition Area Officials (Big Man)

Each competition area will have league-approved officials/staff responsible for controlling the rep, maintaining the three-second timer/count, enforcing alignment, determining the winner of each rep, identifying penalties, communicating the result to the scorekeeper, and maintaining competition pace and safety.

true
Result Announcement (Big Man)

After every rep, the official should clearly announce OFFENSE or DEFENSE, and the official scorekeeper records the team point and applicable individual result.

announce_offense_or_defense
Mercy β€” Mathematically Secured Win β€” 5V5 Big Man

If the outcome becomes mathematically impossible to change with ONE FULL ROUND REMAINING, the competition ends. Teams are not required to complete meaningless remaining reps/rounds after the result is mathematically secured under this rule. The existing 5V5 scoring/round structure is preserved; no point differential is introduced.

competition_ends_when_outcome_mathematically_secured_one_full_round_remaining
Minimum Roster β€” 5V5 Big Man

The minimum 5V5 Big Man roster is 5 players. A team must have at least 5 eligible players to participate.

5
Maximum Roster β€” 5V5 Big Man

The maximum 5V5 Big Man roster is 12 players.

12
No Double Rostering β€” 5V5 Big Man

A player may be rostered to only ONE 5V5 Big Man team during the same event or tournament. Playing up does not permit a player to participate for two teams during the same event or tournament, and a player may not circumvent this rule by changing divisions or teams during the event.

one_5v5_big_man_team_per_event_no_circumvention
Pool Play Structure (Big Man)

Teams will compete in scheduled pool-play matchups established by NNSFL; the number of pool games may depend on the number of registered teams and the event structure.

true
Rep Point Value (Big Man)

Every completed legal rep produces one team point β€” win the rep, win the point.

1
No Bonus Team Points (Big Man)

There are no automatic bonus team points for pancakes, quick defensive wins, or other dominant plays; those performances may be tracked separately as individual statistics.

true
Offensive Lineman Statistics (Big Man)

Individual offensive lineman statistics may include reps, wins, losses, win percentage, and pancakes.

reps,wins,losses,win_percentage,pancakes
Defensive Lineman Statistics (Big Man)

Individual defensive lineman statistics may include reps, wins, losses, win percentage, and quick wins/sacks.

reps,wins,losses,win_percentage,quick_wins_sacks
Individual Statistics Purpose (Big Man)

Individual statistics may be used for tournament recognition, player development, evaluation, and awards.

true
Individual Stats Do Not Replace Team Score (Big Man)

Individual statistics do not replace the official team score.

true
Pancake Team Value (Big Man)

A legal dominant block or pancake may be recorded as an individual offensive statistic, but a pancake remains worth 1 team point.

1
Quick Defensive Win Team Value (Big Man)

A legal quick defensive win may be recorded as an individual defensive statistic, but a quick defensive win remains worth 1 team point.

1
Girls Flag
Girls Flag HS Max Age β€” 18U, Seniors Allowed

Girls Flag high school division allows players up to 18 years old. Senior high school students ARE eligible to participate.

18
Girls Flag HS β€” Seniors Allowed

High School seniors ARE permitted to play in Girls Flag. A player in their senior year of high school is eligible regardless of age (up to 18U cutoff).

true
Required Certification Documents β€” Girls Flag

Required: proof of age, Release of Liability, Medical Consent, current Physical, and required identification documentation β€” submitted through the NNSFL-approved registration/certification system.

proof_of_age,release_of_liability,medical_consent,current_physical,required_id
Proof of Age Documents β€” Girls Flag

Birth certificate or passport may be used as proof of age.

birth_certificate_or_passport
State ID Not Required With Age Proof β€” Girls Flag

Girls Flag does NOT require a state ID when acceptable proof of age is otherwise provided.

true
Certified Only After All Requirements Approved β€” Girls Flag

LeagueOS must NOT display a player as CERTIFIED until all required certification requirements have been approved.

true
Certified Players Only β€” Girls Flag

Only certified players may participate.

true
Team Roster League-Certified β€” Girls Flag

Team rosters must be league/conference certified.

true
Sideline Authorized Personnel Only β€” Girls Flag

Only authorized/certified personnel may be on the field or sideline during competition.

true
Maximum Roster Size β€” Girls Flag

There is no maximum roster size.

none
Postseason Minimum Regular-Season Games β€” Girls Flag

A player must participate in at least one regular-season game to be postseason eligible.

1
Postseason Injured Player Exception β€” Girls Flag

Exception: an injured player who was present for official game check-in may remain postseason eligible.

true
Minimum Players β€” Girls Flag 8U

Minimum players required to play = 5.

5
Game-Day Check-In Required β€” Girls Flag

The team must complete game-day check-in and have the required minimum number of certified players by scheduled game time; failure is subject to forfeit. The legacy universal 13-player requirement does NOT apply β€” minimums are division-specific (8U/10U/12U = 5; 14U/HS = 7).

true
Football Size β€” 8U

The 8U Girls Flag division uses the Pee Wee / K2 football.

peewee_k2
Half Length (minutes) β€” Girls Flag

Standard game duration: two 20-minute halves, running clock. Administrators may shorten to one 20-minute game ONLY via an EventRuleOverride (event-specific; never modifies this standard rule).

20
Halves Per Game β€” Girls Flag

Standard game format: 2 halves.

2
Clock Type β€” Girls Flag

Running clock. Clock stops during the final 1:00 as required by the applicable clock rules, except when the mercy condition applies (clock continues running).

running_stops_final_minute
Play Clock β€” Girls Flag

30-second play clock.

30
Timeouts Per Team β€” Girls Flag

Each team receives one 60-second timeout per game.

1
Timeout Duration β€” Girls Flag

Each timeout is 60 seconds.

60
Clock Stops After Score β€” Girls Flag

The clock stops after each score and restarts on the next snap.

true
Officials Clock Discretion β€” Girls Flag

Officials may stop the clock at their discretion.

true
Injury Clock Procedure β€” Girls Flag

For an injury: stop the clock while the injured player is attended to and safely removed; restart the clock afterward.

stop_during_attendance_restart_after
Starting Possession Line β€” Girls Flag

Starting possession: the offense begins on the opponent's 40-yard line.

40
Coin Toss β€” Visiting Team Calls β€” Girls Flag

Captains meet at midfield; the visiting team calls the toss.

visiting_team
Coin Toss β€” Winner Chooses β€” Girls Flag

The toss winner chooses offense or defense; the loser chooses the direction to defend.

offense_or_defense
Coin Toss β€” Defer β€” Girls Flag

There is no option to defer to the second half.

false
QB Pass Clock β€” Girls Flag

The QB has 5 seconds to throw. The count begins at the snap and is counted verbally by the referee.

5
Pass Clock Violation β€” Girls Flag

If the pass is not released within 5 seconds: play is dead, loss of down, treated as an incomplete pass.

play_dead_loss_of_down_incomplete
QB Flag Pulled Spot β€” Girls Flag

If the QB's flag is pulled before the ball leaves her hand: play is dead; the ball is spotted where the QB's feet are.

qb_feet
Handoff Removes Pass Clock β€” Girls Flag

Once the ball is handed off, the 5-second passing restriction no longer applies.

true
Tipped/Blocked Pass Caught by QB β€” Girls Flag

If a pass is tipped or blocked by a defender and the QB catches the ball: play is dead; the result is an incomplete pass.

dead_incomplete
Throwaway Must Cross LOS β€” Girls Flag

The QB may throw the ball to avoid a sack, but the pass must go beyond the line of scrimmage.

true
Legal Rush vs Pass Clock β€” Girls Flag

A legal rusher may affect the play before the 5-second count expires. The 5-second count does not provide the quarterback immunity from a legal rush.

true
Players on Field β€” Girls Flag 10U (5v5)

10U Girls Flag plays 5v5 β€” five players on the field.

5
Eligible Receivers β€” Girls Flag

All eligible players may receive a pass, including the QB after a legal handoff behind the LOS.

all_players
Legal Reception β€” Girls Flag

One foot in bounds is required for a legal reception.

one_foot_in_bounds
Ball Carrier Exclusive Beyond LOS β€” Girls Flag

Once the ball has advanced beyond the LOS, the current ball carrier is the only player permitted to possess the ball until the play ends.

true
Offense Screening/Impeding Prohibited β€” Girls Flag

Offensive players may not screen, block, run alongside, or otherwise impede defenders attempting to pull the ball carrier's flag.

true
Players in Motion β€” Girls Flag

Only ONE offensive player may be in motion at a time.

one
QB Run Limit β€” Girls Flag 14U (7v7)

The QB may run at any time.

any_time
Handoffs β€” Girls Flag 8U (5v5)

Only direct handoffs behind the LOS are permitted. Multiple handoffs may occur as long as they remain behind the LOS.

direct_behind_los_only
Handoff Receiver May Pass β€” Girls Flag 8U (5v5)

A player receiving a handoff may throw the ball if she remains behind the LOS.

true
Center Sneak Prohibited β€” Girls Flag 10U (5v5)

Center sneak is prohibited. The QB may not hand the ball to the center on the first handoff of the play.

true
No-Run Zones β€” Girls Flag 8U (5v5)

No-run zones apply. If the ball is spotted on or inside a no-run zone, the offense must use a pass to advance the ball or score.

true
No-Run Zone Location β€” Girls Flag 8U (5v5)

No-run zones are located 5 yards before (1) the goal line and (2) the first-down line in each offensive direction.

5_yards_before_goal_line_and_first_down_lines
Rush Line β€” Girls Flag HS (7v7)

The rusher must begin at least 1 yard from the LOS.

1
Handoff Releases Rush Restriction β€” Girls Flag 10U (5v5)

Once a legal handoff occurs, defenders may cross the LOS without waiting for the normal rush restriction.

true
Legal Flag Pull Requires Possession β€” Girls Flag

A legal flag pull occurs only when the ball carrier has full possession.

true
Flag Pull of Non-Possessor Prohibited β€” Girls Flag

A defender may not intentionally pull the flag of a player who does not possess the football.

true
Defender Dive Allowed β€” Girls Flag

Defenders may dive to pull a flag.

true
Defender Prohibited Actions β€” Girls Flag

Defenders may NOT: hold the runner, tackle the runner, run through the runner while attempting to pull the flag, or strip/attempt to pull the football from the ball carrier.

hold_tackle_run_through_strip
Flag Guarding Definition β€” Girls Flag

Flag guarding includes intentionally obstructing access to the flags using: hand, arm, shoulder, elbow, ball, stiff arm, or jersey/clothing.

hand_arm_shoulder_elbow_ball_stiff_arm_jersey
Flag Pull Spot β€” Girls Flag

The ball is spotted where the BALL is located when the flag is pulled.

ball_location
Defensive Pass Interference β€” Girls Flag

Spot foul + automatic first down.

spot_foul_auto_first_down
Defensive Holding β€” Girls Flag

+5 yards + automatic first down.

5_yds_auto_first_down
Stripping β€” Girls Flag

+5 yards + first down.

5_yds_first_down
Defensive Unnecessary Roughness β€” Girls Flag

+10 yards + first down.

10_yds_first_down
Defensive Offside β€” Girls Flag

+5 yards from LOS + replay down.

5_yds_replay_down
Illegal Rush β€” Girls Flag

+5 yards from LOS + automatic first down.

5_yds_auto_first_down
Illegal Flag Pull β€” Girls Flag

+5 yards from LOS + automatic first down.

5_yds_auto_first_down
Roughing the Passer β€” Girls Flag

+5 yards from LOS + automatic first down.

5_yds_auto_first_down
Taunting (Defense) β€” Girls Flag

+5 yards from LOS + automatic first down.

5_yds_auto_first_down
Unsportsmanlike Conduct (Defense) β€” Girls Flag

+10 yards from LOS + automatic first down.

10_yds_auto_first_down
Screening / Blocking (Offense) β€” Girls Flag

-5 yards + loss of down.

5_yds_loss_of_down
Flag Guarding β€” Girls Flag

-5 yards + loss of down.

5_yds_loss_of_down
Offensive Unnecessary Roughness β€” Girls Flag

-10 yards + loss of down.

10_yds_loss_of_down
False Start β€” Girls Flag

-5 yards from LOS + loss of down.

5_yds_loss_of_down
Illegal Forward Pass β€” Girls Flag

-5 yards from LOS + loss of down.

5_yds_loss_of_down
Offensive Pass Interference β€” Girls Flag

-5 yards from LOS + loss of down.

5_yds_loss_of_down
Illegal Motion β€” Girls Flag

-5 yards from LOS + replay down. (The number of players permitted in motion is a separate UNRESOLVED rule β€” see migration report.)

5_yds_replay_down
Delay of Game β€” Girls Flag

-5 yards from LOS + automatic loss of down.

5_yds_auto_loss_of_down
Illegal Procedure β€” Girls Flag

-5 yards from LOS + loss of down.

5_yds_loss_of_down
Taunting (Offense) β€” Girls Flag

-5 yards from LOS + automatic loss of down.

5_yds_auto_loss_of_down
Unsportsmanlike Conduct (Offense) β€” Girls Flag

-10 yards from LOS + loss of down.

10_yds_loss_of_down
Referee Calls All Penalties β€” Girls Flag

The referee calls all penalties and determines incidental contact resulting from normal play (a judgment call). Players may not question judgment calls; only the team captain or head coach may ask the referee questions regarding rule clarification or interpretation.

true
Penalty Enforcement Spot β€” Girls Flag

Penalties are enforced from the LOS except designated spot fouls.

los_except_designated_spot_fouls
Half-Distance Enforcement β€” Girls Flag

If the distance to the goal is shorter than the applicable penalty yardage, enforce half the distance to the goal.

true
Game End on Defensive Penalty β€” Girls Flag

A game cannot end on a defensive penalty unless the offense declines the penalty.

true
Loss of Down β€” Girls Flag

Loss of down means the down is consumed.

true
Play Starts on Snap β€” Girls Flag

The ball must be snapped to start play.

true
Dead Ball Triggers β€” Girls Flag

Play becomes dead when: the ball carrier's flag is pulled; the ball carrier steps out of bounds; a forward pass is incomplete; the ball hits the ground; a touchdown, PAT/conversion, or safety occurs; the ball carrier's knee/body touches the ground; or the ball carrier's flag falls off during play.

flag_pulled_out_of_bounds_incomplete_ball_ground_score_knee_body_down_flag_falls_off
Flag Falls Off Spot β€” Girls Flag

If the ball carrier's flag falls off, the ball is spotted where the flag came off.

where_flag_came_off
Catch With Missing Flag β€” Girls Flag

If a receiver catches the football while having only one flag or no flags, the play is immediately dead at the catch spot.

dead_at_catch_spot
Possession Without Flag β€” Girls Flag

If a player begins a play without a flag and later takes possession, the player is down at the spot where possession is obtained.

down_at_possession_spot
No Live Fumble Recoveries β€” Girls Flag

There are NO live fumble recoveries. On a fumble the play is dead.

true
Fumble Spot β€” Girls Flag

On a fumble, the ball is spotted where the BALL was when possession was lost.

ball_location_at_possession_loss
No Forward Fumble Gain β€” Girls Flag

The offense cannot gain additional yardage from a forward fumble.

true
Substitutions β€” Girls Flag

Substitutions are permitted on a dead ball / end of play.

dead_ball_only
Substitution Side β€” Girls Flag

Players must substitute from the same side of the field.

same_side_of_field
Inadvertent Whistle Options β€” Girls Flag

The offense chooses: (1) take the ball at the location of the inadvertent whistle (down is consumed), or (2) replay the down from the original LOS.

ball_at_whistle_spot_down_consumed_or_replay_from_original_los
Mouthguard Required β€” Girls Flag

A mouthguard must be in use at all times while the player is on the field.

true
Jersey Tucked In β€” Girls Flag

The jersey must remain tucked in.

true
Jersey Number Required β€” Girls Flag

The jersey must display a player number.

true
Hazardous Jewelry β€” Girls Flag

Players must remove jewelry deemed hazardous by officials.

officials_discretion_removal
Head Coach Minimum Age β€” Girls Flag

Head coach minimum age = 21.

21
Assistant Coach Minimum Age β€” Girls Flag

Assistant coach minimum age = 18.

18
Coach Trainee Minimum Age β€” Girls Flag

Coach trainee minimum age = 16. Trainees may only assist head coaches and assistant coaches.

16
Coach Background Checks β€” Girls Flag

Organizations must conduct background checks on coaches and volunteers with repeated player contact.

true
Head Coach CPR/First Aid β€” Girls Flag

Head coaches must maintain current CPR/First Aid certification.

true
Coaches Code of Conduct β€” Girls Flag

All coaches must follow the Coaches Code of Conduct.

true
Maximum Certified Sideline Staffing β€” Girls Flag

Maximum certified sideline staffing: 1 Head Coach, 6 Assistant Coaches, 1 Equipment Manager, 1 Team Manager. All sideline personnel must appear on the certified roster.

1_head_6_assistants_1_equipment_1_team_manager
League-Managed First-Response Coverage (Girls Flag)

NNSFL coordinates event medical/first-response coverage for official Girls Flag competition. Participating teams are not required to provide a carded EMT or first responder due to home-team designation. NNSFL may expressly authorize an organization to assist with medical coverage for a specific event in writing.

nnsfl_coordinated
AED Access β€” Girls Flag

There must be quick access to an AED/defibrillator, and game personnel must know the AED location before the game begins.

true
NNSFL League-Hosted Model (Girls Flag)

Official Girls Flag competition is League-hosted and League-administered. NNSFL coordinates official game/event facilities, field readiness, officials, event medical/first-response coverage, check-in and event administration, and event safety operations. Home/Away designation is used for competition purposes only (schedule designation, scoreboard, uniform/color, possession or sideline procedures where established, bracket presentation, and records).

true
No Team Hosting Duties (Girls Flag)

Participating teams are NOT responsible for supplying official League fields, field preparation, officials, EMT/first-response personnel, or other League game infrastructure merely because they are designated the home team. Teams remain responsible for their own athletes, approved coaches/staff, team equipment, uniforms, sideline conduct, required documentation, arrival/check-in compliance, and compliance with applicable League rules. NNSFL may expressly authorize an organization or team to assist with event operations for a specific event β€” such assistance must be explicitly assigned or authorized by NNSFL in writing and never arises automatically from home-team designation.

true
Regulation Fields Required β€” Girls Flag

Fields must be regulation.

true
League-Managed Field Readiness (Girls Flag)

NNSFL coordinates field readiness and official field preparation for Girls Flag competition. Official field preparation is not automatically the responsibility of the designated home team.

true
Field Safety Inspection β€” Girls Flag

Fields must be inspected for safety before use.

true
Fighting 1st Offense β€” Girls Flag

Individual fighting/unsportsmanlike conduct, 1st offense: ejection from the game.

ejection_from_game
Fighting 2nd Offense β€” Girls Flag

Individual fighting/unsportsmanlike conduct, 2nd offense: ejection from the league.

ejection_from_league
Sideline Fight Triggers Bench Rule β€” Girls Flag

A player leaving the sideline to participate in an on-field fight triggers the applicable bench-clearing/team disciplinary rule. Bench-clearing incidents are subject to team forfeit/ejection from competition. Not expanded beyond approved NNSFL language without administrator approval.

true
Minimum Officials β€” Girls Flag

Minimum 2 officials per Girls Flag game; NNSFL may assign additional officials when necessary, including playoffs and championships. Officials are responsible for rule enforcement, clock discretion, QB pass-count administration, and determining hazardous jewelry.

2
Mercy Rule β€” Point Differential β€” Girls Flag

At 1:00 remaining, if the scoring differential is 21 points or greater the clock continues running; normal final-minute clock stopping rules no longer apply.

21
Mercy Rule β€” Clock Behavior β€” Girls Flag

When the mercy condition applies (differential of 21+ points at 1:00 remaining), the clock continues running. This is NOT a second-half activation rule.

continues_running
Mercy Activation Clock β€” Girls Flag

The mercy condition is evaluated at the 1:00 remaining mark: with a 21-point or greater differential, the clock continues running and normal final-minute clock-stop procedures no longer apply.

60
Overtime β€” Initial Plays Per Team β€” Girls Flag

Each team receives 3 plays to score in the initial overtime. Both teams must receive the opportunity.

3
Overtime β€” Equal Opportunities β€” Girls Flag

If one team scores and the other does not, the scoring team wins. If both teams score OR neither scores, proceed to the sudden-death yardage procedure.

true
Overtime β€” Sudden Death Start Line β€” Girls Flag

Ball starts at the 20-yard line.

20
Overtime β€” Sudden Death Plays Per Team β€” Girls Flag

Each team receives ONE play from the 20-yard line.

1
Overtime β€” Sudden Death Method β€” Girls Flag

Compare yards gained: the team gaining the most yards wins. Example: Team A gains 14, Team B gains 9 β€” Team A wins.

longest_yardage
Overtime β€” Tied Yardage β€” Girls Flag

If both teams gain the same yardage, repeat the round. Both teams receive another one-play opportunity from the 20. Continue until one team gains more yards than the other.

repeat_round
Overtime β€” Sudden Death Max Rounds β€” Girls Flag

There is NO maximum number of sudden-death rounds.

none
Overtime Timed β€” Girls Flag

Overtime is UNTIED/UNTIMED β€” no game clock. The normal 30-second play clock remains active.

false
Overtime Play Clock β€” Girls Flag

The normal 30-second play clock remains active during overtime.

30
Standings Tiebreakers β€” Girls Flag

Standings tiebreakers in order: 1. Conference record. 2. Head-to-head. 3. Points against.

conference_record,head_to_head,points_against
Playoff Seeding β€” Girls Flag

Lower seed plays higher seed.

lower_seed_plays_higher_seed
Playoff Certification Recheck β€” Girls Flag

Rosters and certification must be rechecked before playoffs; the league issues/establishes the playoff roster after certification review. Postseason player eligibility remains subject to the one-regular-season-game rule.

true
Touchdown Value β€” Girls Flag

A touchdown is worth 6 points.

6
PAT 1-Point Value β€” Girls Flag

1-point PAT = 1 point, attempted from the 5-yard line.

1
PAT 2-Point Value β€” Girls Flag

2-point PAT = 2 points, attempted from the 10-yard line.

2
PAT 1-Point β€” Yard Line β€” Girls Flag

1-point PAT attempt is taken from the 5-yard line.

5
PAT 2-Point β€” Yard Line β€” Girls Flag

2-point PAT attempt is taken from the 10-yard line.

10
Interception Value β€” Girls Flag

An interception is worth 2 points.

2
Interception Returnable β€” Girls Flag

Interceptions are NOT returnable in Girls Flag. The interception is a dead ball worth 2 points.

false
Interception on PAT Returnable β€” Girls Flag

An interception on a PAT/conversion attempt cannot be returned for additional points.

false
Tackle
Certification Document Package β€” Tackle

Tackle certification requires: ID, Birth Certificate, Release of Liability, Medical Consent, Current Physical, and Proof of Age.

id,birth_certificate,release_of_liability,medical_consent,current_physical,proof_of_age
Grade Verification β€” Tackle 14U

14U tackle players must also provide grade verification.

true
State Identification Requirement β€” Tackle

Tackle players at all levels require the applicable state identification requirement.

applicable_state_id_required_all_levels
Passport & Military ID Accepted β€” Tackle

Passport and military ID may be accepted under the existing identification provisions.

true
Chain Crew β€” Visiting Team β€” Spring Tackle

The visiting team remains responsible for providing the chain crew. This is an explicit exception to the otherwise league-hosted operational model.

true
Coaching Staff Limits β€” Tackle

Each tackle team may have 1 Head Coach, up to 6 Assistant Coaches, 1 Equipment Manager, and 1 Team Manager. All sideline personnel must be properly registered/certified.

1_head_coach_up_to_6_assistant_coaches_1_equipment_manager_1_team_manager
Head Coach Minimum Age β€” Tackle

Head Coach minimum age: 21.

21
Assistant Coach Minimum Age β€” Tackle

Assistant Coach minimum age: 18.

18
Coach Trainee Minimum Age β€” Tackle

Coach Trainee minimum age: 16. Coach trainees may assist the Head Coach and Assistant Coaches.

16
Background Checks β€” Tackle

Participating organizations must perform required background checks on coaches and applicable volunteers with repeated participant contact. Each organization must provide a signed affidavit confirming that required background checks have been completed.

required_plus_signed_organization_affidavit
Head Coach CPR/First Aid β€” Tackle

Each Head Coach must maintain current CPR/First Aid certification as required by NNSFL.

true
Coaches Code of Conduct β€” Tackle

All tackle coaches must comply with the NNSFL Coaches Code of Conduct.

true
Complaint Written Deadline β€” Tackle

Complaints must be submitted in writing within 1 week of the alleged offense.

7
First Substantiated Complaint β€” Tackle

A first substantiated complaint may result in a written warning.

written_warning
Second Substantiated Complaint β€” Tackle

A second substantiated complaint may result in suspension of up to 2 games depending on severity.

suspension_up_to_2_games_by_severity
Right to Respond β€” Tackle

The accused organization/member must have an opportunity to respond and present a defense.

true
Complaint Escalation β€” Tackle

Serious or repeated violations may escalate to game forfeiture, loss of playoff placement, suspension, or expulsion.

game_forfeiture_loss_of_playoff_placement_suspension_expulsion
Complaint Authority β€” Tackle

Complaint and disciplinary authority rests with the appropriate NNSFL administration/Board authority.

nnsfl_administration_board
Double-Roster Enforcement β€” First Violation β€” Tackle

First double-rostering violation: team forfeit/disqualification; player receives a 1-game suspension; head coach receives a 1-game suspension.

team_forfeit_disqualification_player_1_game_suspension_head_coach_1_game_suspension
Double-Roster Enforcement β€” Second Violation β€” Tackle

Second double-rostering violation: player receives indefinite suspension pending NNSFL review; head coach receives indefinite suspension pending NNSFL review; team remains subject to forfeit/disqualification.

player_and_head_coach_suspended_indefinitely_pending_nnsfl_review_team_subject_to_forfeit_disqualification
Spring Tackle Divisions

Official NNSFL Spring Tackle divisions are 8U, 10U, 12U and 14U; there is no High School Spring Tackle division.

8U,10U,12U,14U
Unlimited Weight β€” No X-Man Restrictions

Spring Tackle is unlimited weight with no X-Man restrictions.

true
Season 3 Age Cutoff (Spring Tackle)

The official Season 3 age cutoff is July 1, 2026; league-age calculations, play-up rules, age-cutoff leeway rules, the certification guardrail and native-division calculation remain governed by the existing NNSFL eligibility engine.

2026-07-01
Play-Up & Cutoff Leeway (Spring Tackle)

Players may play up according to existing NNSFL policy and may not play down except where already permitted by the canonical NNSFL age-cutoff leeway policy.

true
Certified Players Only (Spring Tackle)

Only properly NNSFL-certified players may participate.

true
Authorized Sideline Personnel Only (Spring Tackle)

Only certified players, cheerleaders, and properly authorized/badged personnel may occupy the field or team sideline during competition.

true
No Mandatory Play Rule (Spring Tackle)

There is NO Mandatory Play Rule in Spring Tackle. Value true = no MPR is in effect.

true
No Maximum Roster Size (Spring Tackle)

There is no maximum roster size.

none
Postseason Minimum Regular-Season Games (Spring Tackle)

A player must participate in at least 1 regular-season game to be eligible for postseason competition. The injury exception is retained for a rostered injured player who was properly present/accounted for during required check-ins. A player moved under the approved folded-team exception must participate in at least 1 regular-season game with the new team to become postseason eligible.

1
Postseason Injury Exception (Spring Tackle)

A player who was unable to participate because of injury may remain postseason eligible when the player was still properly present and accounted for during the required game-day check-in; NNSFL administration performs postseason roster and certification review and does not automatically approve an exception without administrative review.

true
No High School Tackle Division β€” Spring Tackle

There is no High School tackle division. Spring Tackle divisions are 8U, 10U, 12U, and 14U only.

true
Regulation Field β€” Spring Tackle

Playing fields must be appropriate/regulation fields for the competition.

true
Field Preparation β€” NNSFL/Event Operations β€” Spring Tackle

NNSFL/event operations are responsible for ensuring the field is properly prepared.

true
Field Safety Inspection β€” Spring Tackle

The field must receive a safety inspection before competition begins.

true
Minimum Players To Certify A Tackle Team

A tackle team must have a minimum of 15 players to certify.

15
Minimum Certified/Checked-In Players To Play

A minimum of 13 certified and checked-in players is required to play; a team with fewer than 13 eligible checked-in players cannot begin an official league game and is subject to forfeit.

13
Forfeit Condition (Spring Tackle)

A team may forfeit because it does not have the required 13 eligible/certified players available at official check-in.

13
No Operational Forfeits (Spring Tackle)

NNSFL-controlled operational failures are never charged as team forfeits (official scheduling, field preparation, league-provided medical coverage, AED/event logistics, other league-operated game logistics). This does NOT eliminate team-caused forfeits: fewer than 13 certified/eligible/checked-in players, team no-show, refusal to play, applicable double-roster violation, bench-clearing violation, or applicable cancellation/rescheduling violation.

true
Team-Caused Forfeits β€” Tackle

Team-caused forfeits may result from: fewer than 13 certified/eligible/checked-in players, team no-show, refusal to play, applicable double-roster violation, bench-clearing violation, or applicable cancellation/rescheduling violation.

insufficient_13_players_no_show_refusal_to_play_double_roster_bench_clearing_cancellation_violation
Visiting No-Show Referee Cost β€” Tackle

Fixed BASFL-derived provision, retained as approved: if the visiting team fails to appear, a $200 referee cost applies per affected level. This is a FIXED provision β€” it is not replaced by an actual-referee-cost rule.

200
Travel/No-Show Assessment β€” Tackle

If a visiting travel organization commits to scheduled competition and fails to appear, NNSFL may assess up to $1,000 per affected scheduled level. The applicable fixed $200 referee-cost provision may also apply. NNSFL may exercise discretion for documented emergency, severe weather, road closure, unsafe travel, or comparable verified circumstances.

1000
Travel/No-Show Discretion β€” Tackle

NNSFL may exercise discretion for documented emergencies, severe weather, road closures, unsafe travel conditions, and comparable verified circumstances.

nnsfl_discretion_documented_emergency_severe_weather_road_closures_unsafe_travel
Reciprocal Team Readiness β€” Tackle

If a traveling organization arrives but the opposing organization cannot field the required 13 certified/eligible/checked-in players at an affected level, the team unable to field 13 forfeits, and NNSFL may assess up to $1,000 per affected level under the applicable travel/no-show policy. The same principle applies when the traveling organization fails to appear or cannot field 13.

cannot_field_13_forfeits_level_up_to_1000_per_level
Midseason Withdrawal β€” Tackle

If an organization voluntarily withdraws a tackle team after the season has begun, NNSFL may assess up to $1,000 per affected level. This is a distinct enforcement provision, separate from individual game cancellation/no-show enforcement.

1000
Cancellation Notice β€” Tackle

Teams must provide at least 24 hours advance notice of a cancellation. Providing 24 or more hours notice does not automatically eliminate potential financial consequences; NNSFL may review committed travel, official expenses, facility expenses, and other committed event costs.

24
Short-Notice Cancellation Penalty β€” Tackle

Less than 24 hours advance notice may trigger cancellation/no-show enforcement, including up to $1,000 per affected level. NNSFL may consider committed travel, official expenses, facility expenses, and other committed event costs.

1000
Emergency Exception β€” Tackle

NNSFL may waive cancellation/no-show penalties for verified circumstances including severe weather, unsafe travel, facility closure, and other documented emergency. NNSFL determines whether the exception applies. When feasible, NNSFL may reschedule the affected game.

nnsfl_discretion_verified_circumstances_may_reschedule_when_feasible
Rescheduling Procedure β€” Tackle

Affected organizations should first attempt to agree on a replacement date and location. The replacement becomes official only after NNSFL approval. If the organizations cannot agree, NNSFL has final authority to establish the replacement date and location.

mutual_agreement_then_nnsfl_approval_nnsfl_final_authority
Reschedule No-Show Penalty β€” Tackle

If an organization refuses or fails to appear for an NNSFL-established rescheduled game, a forfeit may apply, up to $1,000 per affected level may apply, and the applicable fixed $200 referee-cost provision may also apply where appropriate. Verified emergencies remain subject to NNSFL review.

forfeit_up_to_1000_per_level_fixed_200_referee_cost_may_apply
Authoritative Playing Framework β€” Spring Tackle

HS/CIF/NFHS rules serve as the default playing rules for NNSFL Spring Tackle. Approved NNSFL tackle rules and division-specific modifications supersede the default rules wherever a conflict exists.

hs_cif_nfhs_default_nnsfl_approved_rules_supersede
High-School/CIF/NFHS Default (Spring Tackle)

HS/CIF/NFHS rules serve as the default playing rules for NNSFL Spring Tackle. Approved NNSFL tackle rules and division-specific modifications supersede the default rules wherever a conflict exists.

hs_cif_nfhs_default
NNSFL Administrative Policies Govern (Spring Tackle)

NNSFL administrative policies govern NNSFL registration, certification, eligibility, rosters, league operations, scheduling, standings and game administration.

true
NNSFL League-Hosted Model (Spring Tackle)

NNSFL hosts and operates all Spring Tackle league games; individual teams and associations are not responsible for hosting games.

true
Home/Away Designation (Spring Tackle)

The schedule may designate a team as HOME or AWAY for competitive and game-administration purposes, but HOME does not mean the team is responsible for operating the venue.

true
NNSFL League-Operation Responsibilities (Spring Tackle)

NNSFL/event operations are responsible for field preparation, field safety inspection, scheduling officials, and required medical/event safety operations (including AED accessibility). Participating teams do not assume general hosting responsibilities merely because they are designated home or away.

true
No Team Hosting Duties (Spring Tackle)

Home or visiting teams are not responsible for providing the field, referees, EMT/first-responder coverage, referee payments, or chain crew; those responsibilities belong to NNSFL under the league-hosted model.

true
No Kickoffs β€” 8U

8U uses no kickoffs. The ball is placed at the 30-yard line at the beginning of each half and after each score.

true
Half-Start Ball Position β€” 8U

For 8U, the ball begins at the 30-yard line at the beginning of each half.

30
Post-Score Ball Position β€” 8U

For 8U, following a score, possession begins at the 30-yard line.

30
Punt Distance β€” 8U

For 8U, punts are 35 yards.

35
Blitzing Allowed β€” 8U

For 8U, blitzing is allowed.

true
No Defensive Alignment Restrictions β€” 8U

For 8U, there are no defensive alignment restrictions.

true
All Fumbles Are Live β€” 8U

For 8U, all fumbles are live.

true
On-Field Coach Policy β€” 8U

One coach may be on the field during the first 2 games. After the first 2 games, no coach may be on the field. No on-field coach during playoffs.

weeks_1_2_only
Seasonal Playing-Rule Review β€” Spring Tackle

League playing rules are reviewed before each season. Once the season begins, approved playing rules remain in effect.

true
No Midseason Rule Changes β€” Spring Tackle

A current-season playing rule may not be changed midseason unless formally approved by the NNSFL Board.

true
Football Size β€” 8U

The 8U Spring Tackle division uses the Pee Wee / K2 (Size 6) football.

peewee_k2_size6
Pre-Competition Verification (Spring Tackle)

For NNSFL-hosted games, league operations must verify before competition that the field is safe and prepared, required officials are present, appropriate first-responder/medical coverage is available, the AED location and access are identified, emergency procedures are known, and official team check-in is completed.

true
No Unsafe Start (Spring Tackle)

A game may not begin when required safety conditions are not satisfied.

true
Cancellation & Rescheduling (Spring Tackle)

If NNSFL cannot safely or properly operate a scheduled game because of venue, officials, medical coverage, weather, field conditions or another league-operational issue, the game is handled through NNSFL cancellation and rescheduling procedures rather than automatically charged as a team forfeit.

true
Officials Scheduled By NNSFL (Spring Tackle)

NNSFL is responsible for scheduling officials for league-hosted games.

true
Postseason Officials β€” Minimum 4 Per Game (All Divisions)

Every postseason tackle game (8U, 10U, 12U, 14U) requires a minimum of 4 officials. NNSFL is responsible for scheduling officials.

4
Officials Enforcement Scope (Spring Tackle)

Officials enforce the governing Spring Tackle playing rules and NNSFL-approved modifications.

true
Ejection Reporting (Spring Tackle)

An ejection by a game official must be reported to NNSFL league administration.

true
Ejection β€” Next-Game Suspension (Spring Tackle)

An ejected player or coach is suspended for the following game/week.

true
Ejection Appeal β€” Video Evidence (Spring Tackle)

Video evidence may be considered during an ejection appeal.

true
Second Suspension β€” League Review (Spring Tackle)

A second suspension may result in a season suspension following league review.

true
Bench-Clearing / Fighting (Spring Tackle)

A bench-clearing incident in which players or team personnel enter the field to participate in an altercation results in a team forfeit. Additional conduct discipline is applied through NNSFL conduct procedures as applicable.

team_forfeit
Mercy β€” Running Clock Threshold (Spring Tackle)

When a team leads by 30 points or more, the game moves to a running clock.

30
Running Clock Does Not Return (Spring Tackle)

Once the running clock has started, it does not return to normal timing, even if the score later comes back within 30 points; scoring may continue.

true
Mercy β€” No Play-Selection Restriction β€” Tackle

When the 30-point running clock is active, scoring may continue and no play-selection restriction is imposed solely because the mercy rule is active. Once the running clock begins, it does not revert to normal timing even if the differential falls below 30.

true
Regular-Season Officials β€” Tackle 12U

12U: NNSFL schedules 4 officials; the game may proceed with 3; the game cannot proceed with only 2.

schedule_4_proceed_with_3_cannot_proceed_with_2
Officials Shortage Not a Team Forfeit β€” Tackle

An NNSFL/event-operation official shortage is not charged as a team operational forfeit. NNSFL is responsible for scheduling officials.

true
Organization Insurance β€” Tackle

Each participating organization must maintain appropriate insurance covering its youth tackle football players and organization.

true
Organization Good Standing β€” Tackle

Participating organizations must remain in good standing with applicable state and federal requirements, remain responsible for required organizational, tax, and nonprofit filings, and maintain a current NNSFL league application each season.

state_federal_good_standing_tax_nonprofit_filings_current_nnsfl_league_application
Overtime Start Line β€” Tackle

College-style overtime begins at the 10-yard line.

10
No Ties When Overtime Is Possible (Spring Tackle)

Official tackle games should not end in a tie when competition time and conditions allow overtime to be completed.

true
College-Style Overtime (Spring Tackle)

No tie games when overtime can be completed within applicable event/time constraints. NNSFL uses college-style overtime beginning at the 10-yard line: a coin toss determines the initial choice of offense or defense; each team receives an opportunity to score and defend; play continues under the adopted college-style framework until a winner is determined where event/time constraints permit. NFL overtime rules are not used.

true
No NFL Overtime Rules (Spring Tackle)

NFL overtime rules are not used. Value true = no NFL overtime rules; college-style overtime applies.

true
Playoff Books/Certification Recheck β€” Tackle

Books/certification records are rechecked for playoffs.

true
Verified Playoff Roster β€” Tackle

A verified playoff roster is issued after the books/certification recheck.

true
Bracket Seeding β€” Lower Seed Plays Higher β€” Tackle

The lower seed plays the higher seed according to the adopted bracket structure.

true
Game-Day Roster Lock β€” Tackle

Once a team completes game-day check-in, its roster is locked for that game. No player may be added after game-day check-in has been completed.

locked_at_game_day_check_in_no_additions_after_check_in
No Double Rostering β€” Tackle

A player may be rostered to only one tackle team/division on the same game day. Playing up does not permit the player to appear on two rosters.

one_tackle_team_per_game_day_play_up_permits_no_dual_rosters
First Responder / EMT On Site β€” Spring Tackle

A qualified/current first responder or EMT must be on site for tackle competition. This is an NNSFL/event-operation responsibility.

qualified_current_first_responder_or_emt_on_site
AED Required β€” Spring Tackle

An AED must be identified and readily accessible before competition begins. This is an NNSFL/event-operation responsibility.

true
Regular-Season Length (Spring Tackle)

The Spring Tackle regular season consists of four weeks.

4
Week 1 (Spring Tackle)

Week 1: April 3, 2027 β€” Reno.

2027-04-03_reno
Week 2 (Spring Tackle)

Week 2: April 10, 2027 β€” Reno hosts Bay Area.

2027-04-10_reno_hosts_bay_area
Week 3 (Spring Tackle)

Week 3: April 17, 2027 β€” Bay Area.

2027-04-17_bay_area
Week 4 (Spring Tackle)

Week 4: April 24, 2027 β€” Reno.

2027-04-24_reno
No Pre-Generated Opponents (Spring Tackle)

Opponents are not generated until actual teams are registered and approved, and NNSFL remains the operator of NNSFL-hosted competition.

true
Spring Tackle Playoffs

Spring Tackle Playoffs: May 1, 2027 β€” Bay Area.

2027-05-01_bay_area
Playoff Division 1 (Spring Tackle)

Division 1 consists of the top four teams when participation supports it.

4
Playoff Division 2 (Spring Tackle)

Division 2 consists of the next four qualifying teams when participation supports it; if there are not enough teams to support both D1 and D2, NNSFL administration may establish an appropriate playoff bracket based on actual participation.

4
No Fabricated Teams (Spring Tackle)

Teams are never fabricated to fill playoff brackets.

true
Playoff Bracket Placement (Spring Tackle)

Lower-seeded qualifying teams play higher-seeded teams according to the official bracket.

true
Season 3 Spring Tackle Championship

Season 3 Spring Tackle Championship: May 8, 2027 β€” Bay Area.

2027-05-08_bay_area
Championship Rules Consistency (Spring Tackle)

Championship games use the same governing Spring Tackle playing rules unless an officially approved championship-specific modification is published before competition.

true
Full-Season Standings β€” Tackle Only

Spring Tackle is the only NNSFL program using league standings, scores, opponents and playoff standings; 7V7, 5V5 Lineman and Girls Flag remain tournament/event-based programs.

true
Standings/Seeding Hierarchy (Spring Tackle)

Spring Tackle seeding hierarchy: 1. Conference/League record. 2. Head-to-head. 3. Points against.

conference_record,head_to_head,points_against
Touchdown Value (Spring Tackle)

A touchdown is worth 6 points.

6
Safety Value (Spring Tackle)

A safety is worth 2 points.

2
Field Goal Value (Spring Tackle)

A field goal is worth 3 points.

3
PAT Structure (Spring Tackle)

General PAT structure: a kick PAT is worth 2 points and a run/pass PAT is worth 1 point.

kick_2_run_pass_1
PAT Structure β€” 14U (Spring Tackle)

For 14U, a kick PAT is worth 1 point and a run/pass PAT is worth 2 points.

kick_1_run_pass_2
PAT Structure β€” 8U (Spring Tackle)

For 8U, a pass PAT is worth 2 points and a run PAT is worth 1 point.

pass_2_run_1
Pre-First-Game Voluntary Release β€” Tackle

Before a player’s first regular-season game, the player’s current organization may voluntarily release the player.

true
Release Review β€” Tackle

If the organization refuses a pre-first-game release, NNSFL may review the matter and authorize the release.

nnsfl_may_review_and_authorize_when_organization_refuses
Organization Lock After First Game β€” Tackle

Once a player participates in the player’s first regular-season tackle game, the player is locked to that organization for the remainder of the tackle season. No ordinary transfer is permitted after that point.

locked_to_organization_remainder_of_tackle_season_no_ordinary_transfer
Team-Fold Exception β€” Tackle

If a team folds or withdraws after games have begun, affected players may move to another NNSFL tackle team only with NNSFL approval. The receiving player must satisfy all certification, age, roster, and eligibility requirements.

nnsfl_approval_required_all_certification_age_roster_eligibility_requirements_satisfied
Folded-Team Transfer Postseason Eligibility β€” Tackle

A player moved under the approved folded-team exception must participate in at least 1 regular-season game with the new team to become postseason eligible.

true

Conduct & Enforcement

Sportsmanship
Respectful behavior toward opponents, officials, and staff is mandatory. Coaches are responsible for their sideline at all times.
Zero Tolerance for Fighting
Any physical altercation results in immediate ejection and suspension pending admin review.
Unsafe Conduct
Any behavior deemed unsafe will result in removal from the event. Repeat violations result in league suspension.
Eligibility Enforcement
Admin decisions on eligibility and certification status are final. No disputes resolved on game day.
Ejections
Ejected players or coaches are removed from the event and face suspension pending admin review.

Rules are subject to change. Contact league administration for the most current guidelines.