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.
Eligibility Requirements
All players must meet the following requirements before they are eligible to participate in any league event:
- Certified player statusRegistration must be fully certified by league administration before any event.
- Complete registration on fileAll personal information, guardian contact, and emergency info must be submitted.
- Required documents uploadedBirth certificate and player photo are required. Secondary ID may be required in certain cases.
- Correct roster assignmentPlayer must be assigned to the correct team and division roster for the current season.
- Waiver acknowledgedA 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:
- Certified registration on record
- Documents verified (birth cert + photo)
- Active roster assignment for the event
- Confirmed present by team coach
- 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 1β2 business days.
Division & Age Rules
Players are placed into divisions based on their age as of the season cutoff date, verified at registration.
| Division | Age Range | Notes |
|---|---|---|
| 8U | 6β8 years old | Flag / non-contact formats only |
| 10U | 9β10 years old | 7v7 and flag formats |
| 12U | 11β12 years old | 7v7, 5v5, Girls Flag |
| 14U | 13β14 years old | 7v7, 5v5, Girls Flag |
| HS | 14β18 (HS enrolled) | All formats. Grade verification required. |
Scoring
1-point PAT attempt is taken from the 5-yard line. Offense chooses which hash.
2-point PAT attempt is taken from the 10-yard line. Offense chooses which hash.
Interceptions on PAT attempts do not score points.
A touchdown is worth 6 points.
1-point PAT = 1 point (from the 5-yard line).
2-point PAT = 2 points (from the 10-yard line).
A safety is worth 2 points.
NNSFL 2027 Boys 7v7 interception = 2 points. The old/source 3-point interception value is NOT NNSFL's 2027 value.
Points awarded for a touchdown
Points for a 1-point PAT attempt
Points for a 2-point PAT attempt
Points awarded for a safety
Every completed legal rep produces one team point β win the rep, win the point.
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.
Individual statistics may be used for tournament recognition, player development, evaluation, and awards.
Individual statistics do not replace the official team score.
A legal dominant block or pancake may be recorded as an individual offensive statistic, but a pancake remains worth 1 team point.
A legal quick defensive win may be recorded as an individual defensive statistic, but a quick defensive win remains worth 1 team point.
Points awarded for a safety
A touchdown is worth 6 points.
1-point PAT = 1 point, attempted from the 5-yard line.
2-point PAT = 2 points, attempted from the 10-yard line.
1-point PAT attempt is taken from the 5-yard line.
2-point PAT attempt is taken from the 10-yard line.
An interception is worth 2 points.
Interceptions are NOT returnable in Girls Flag. The interception is a dead ball worth 2 points.
An interception on a PAT/conversion attempt cannot be returned for additional points.
Points awarded for a touchdown
Points for a 1-point PAT attempt
Points for a 2-point PAT attempt
Points awarded for a safety
A touchdown is worth 6 points.
A safety is worth 2 points.
A field goal is worth 3 points.
Format Rules
NNSFL Season 2027 decision (2026-10-18): Team Manager minimum age 18. Server-enforced at staff registration.
NNSFL Season 2027 decision (2026-10-18): Equipment Manager minimum age 18. Server-enforced at staff registration.
How player ages are evaluated for division eligibility
Players must be certified before participating
Maximum number of divisions a player can compete in per event
A younger player may play up into an older division. Playing up does not change the player's official age.
Playing up requires parent/legal guardian approval.
Playing up requires the receiving team's head coach approval.
Both approvals (guardian + receiving head coach) must be documented in LeagueOS before participation.
Playing up does not change the player's official age for eligibility purposes.
Minutes past scheduled start before forfeit is declared
Length of halftime break
Maximum games a team can play in a single tournament day
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.
Each Boys 7v7 team may have 1 Head Coach, up to 6 Assistant Coaches, 1 Equipment Manager, and 1 Team Manager.
The minimum age for a Boys 7v7 Head Coach is 21.
The minimum age for a Boys 7v7 Assistant Coach is 18.
The minimum age for a Boys 7v7 Coach Trainee is 16.
All applicable NNSFL background-check requirements remain in effect for Boys 7v7 coaches and sideline staff.
The Head Coach must maintain the required CPR and First Aid certification.
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.
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.
Boys high school division allows players up to 17 years old. High school seniors are NOT eligible to participate in boys formats.
High School seniors are NOT permitted to play in Boys HS division. Players must be 17 or under and not in their senior year.
A mouthguard is required for all Boys 7v7 players.
A team jersey or uniform is required, and the jersey must display a visible player number.
Hazardous jewelry and equipment are prohibited.
Cleats are permitted for Boys 7v7 players.
Metal cleats are prohibited.
No football helmet or shoulder pads are used in 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.
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.
The home or event host is responsible for field preparation and field safety inspection before competition.
Minimum players required to play = 7. Applies to all Boys 7v7 divisions.
Whether rushing/running plays are allowed in 7v7
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.
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.
Rapid Fire possession starts at the 20-yard line.
The offense receives 3 plays to score in each Rapid Fire possession.
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.
A minimum of 2 officials is required for every 8U Boys 7v7 game.
NNSFL may assign additional officials for tournament or championship games or when operationally necessary.
The 8U Boys 7v7 division uses the Pee Wee / K2 (Size 6) football.
Number of players allowed on the field per team
QB has 4.0 seconds to throw after receiving the snap. Violation = loss of down, treated as a sack.
If QB does not release the ball within 4.0 seconds: loss of down, treated as a sack.
Each possession begins at the 40-yard line going in toward the end zone.
First down is earned by crossing the 20-yard line. 4 downs to get there.
Offense has 4 downs to cross the 20-yard line for a first down.
After earning a first down at the 20, offense has 4 downs to score.
1 coach is allowed on the field during offensive possessions.
All offensive formations must be legal sets prior to the snap.
Running plays are not permitted in 7v7 tournament format.
Double passes (two forward passes on the same play) are not permitted.
Shuffle passes (lateral-style forward passes) are not permitted.
One-hand touch anywhere on the body downs the ball carrier.
Automatic first down and 5 yards from original line of scrimmage.
Previous spot and loss of down.
Automatic first down and 5 yards from original line of scrimmage.
Loss of down.
5-yard penalty.
Loss of down. In the final 1:00, clock also stops on delay of game.
Loss of down and 10 yards from original line of scrimmage.
Automatic first down and 10 yards from original line of scrimmage.
1st offense: ejection from the game.
2nd offense: ejection from the league.
If any player leaves the sideline to participate in a fight, the ENTIRE team is ejected from the tournament.
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).
Standard game format: 2 halves.
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).
Possession changes after: the PAT attempt; a failure to make the first down; or a turnover.
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.
Each team receives 1 timeout per standard game.
The 14U division uses a 25-second play clock.
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.
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.
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.
Unlimited substitutions are permitted during dead-ball situations. Incoming players must already be checked in, certified, eligible, and on the team's event roster.
Substitutions may not be used to delay the game beyond the applicable play clock.
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.
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.
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.
Overtime periods are NOT timed. Clock does not run during OT.
Each team receives 3 plays to score in the initial overtime. Both teams must receive the opportunity.
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.
Ball starts at the 20-yard line.
Each team receives ONE play from the 20-yard line.
Compare yards gained: the team gaining the most yards wins. Example: Team A gains 14, Team B gains 9 β Team A wins.
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.
There is NO maximum number of sudden-death rounds.
Each team receives 1 additional timeout per overtime period.
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.
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.
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.
The recommended Boys 7v7 roster size is 16 players. This number is highly recommended but is not a hard maximum.
There is no absolute maximum roster size for Boys 7v7 unless an event-specific rule explicitly establishes one.
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.
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.
1-point PAT attempt is taken from the 5-yard line. Offense chooses which hash.
2-point PAT attempt is taken from the 10-yard line. Offense chooses which hash.
Interceptions on PAT attempts do not score points.
A touchdown is worth 6 points.
1-point PAT = 1 point (from the 5-yard line).
2-point PAT = 2 points (from the 10-yard line).
A safety is worth 2 points.
NNSFL 2027 Boys 7v7 interception = 2 points. The old/source 3-point interception value is NOT NNSFL's 2027 value.
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.
The offense chooses the hash mark for its PAT attempt.
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.
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.
Teams and sideline personnel may not interfere with the other simultaneous game being played on the shared regulation field.
Spectators and unauthorized personnel remain outside restricted team and playing areas and may not occupy the center operational buffer zone.
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.
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.
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.
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.
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.
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.
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.
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.
All players must meet NNSFL Season 3 eligibility and certification requirements.
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.
High School Boys/Open 5V5 does not permit seniors.
The Season 2027 age cutoff date for 5V5 Big Man is July 1, 2026.
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).
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.
Players on field for 5v5 format
Each matchup consists of 3 rounds.
During each round, each team receives 10 offensive reps.
During each round, each team receives 10 defensive reps.
Each team competes with five offensive linemen and five defensive linemen in the rotation.
Only one offensive lineman and one defensive lineman compete during an individual rep.
Each lineman should receive 2 reps per round on the applicable side of the ball.
Over three complete rounds, each team receives 30 offensive reps and 30 defensive reps.
The competition is designed to prevent a team from relying exclusively on one athlete and to provide meaningful evaluation opportunities across the line.
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.
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.
Before each rep, offensive linemen must maintain approximately 2-foot splits.
The competing offensive lineman may use a 2-point or 3-point stance.
The defensive lineman may use a legal stance appropriate for the competition.
Non-participating offensive linemen must remain stationary.
Non-participating players may not chip, block, screen, or otherwise interfere with the active matchup.
Officials may reset the alignment before beginning a rep.
A designated QB bag or league-approved target will be positioned approximately 6 yards behind the center position.
The defensive lineman's objective is to legally defeat the offensive lineman and clearly contact the QB target before the rep expires.
The offensive lineman's objective is to protect the QB target for the entire live period.
Each rep lasts 3 seconds.
The rep begins on the offensive lineman's first legal movement, and the official starts the three-second count/timer at that moment.
Defense wins the rep when the defensive lineman legally defeats the blocker and clearly contacts the QB target before time expires.
Offense wins the rep when the offensive lineman prevents the defender from legally reaching the QB target for the full three seconds.
The official's whistle ends the rep.
Contact with the QB target after the rep has expired does not count.
Bull rushing is prohibited; defensive linemen are expected to demonstrate legal pass-rush technique rather than simply overpowering an opponent directly through excessive force.
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.
An illegal bull rush results in the rep being awarded to the offense.
Offensive holding includes gripping, hooking, wrapping, or controlling the defender outside the legal blocking framework in a manner that restricts the defender's movement.
Confirmed offensive holding results in a defensive win worth 1 point; officials determine whether legal hand placement and engagement have become holding.
Hands to the face, head, or neck area are prohibited for both offensive and defensive players.
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.
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.
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.
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.
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.
Player safety takes priority over the outcome of any rep; officials may immediately stop any rep that becomes unsafe.
Dangerous conduct may result in removal from the rep, match, or event in accordance with NNSFL conduct and enforcement rules.
All participating athletes must wear mouthguards.
Additional equipment requirements may be established by NNSFL for a specific event and communicated before competition.
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.
After every rep, the official should clearly announce OFFENSE or DEFENSE, and the official scorekeeper records the team point and applicable individual result.
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.
The minimum 5V5 Big Man roster is 5 players. A team must have at least 5 eligible players to participate.
The maximum 5V5 Big Man roster is 12 players.
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.
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.
Every completed legal rep produces one team point β win the rep, win the point.
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.
Individual offensive lineman statistics may include reps, wins, losses, win percentage, and pancakes.
Individual defensive lineman statistics may include reps, wins, losses, win percentage, and quick wins/sacks.
Individual statistics may be used for tournament recognition, player development, evaluation, and awards.
Individual statistics do not replace the official team score.
A legal dominant block or pancake may be recorded as an individual offensive statistic, but a pancake remains worth 1 team point.
A legal quick defensive win may be recorded as an individual defensive statistic, but a quick defensive win remains worth 1 team point.
Girls Flag high school division allows players up to 18 years old. Senior high school students ARE eligible to participate.
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).
Required: proof of age, Release of Liability, Medical Consent, current Physical, and required identification documentation β submitted through the NNSFL-approved registration/certification system.
Birth certificate or passport may be used as proof of age.
Girls Flag does NOT require a state ID when acceptable proof of age is otherwise provided.
LeagueOS must NOT display a player as CERTIFIED until all required certification requirements have been approved.
Only certified players may participate.
Team rosters must be league/conference certified.
Only authorized/certified personnel may be on the field or sideline during competition.
There is no maximum roster size.
A player must participate in at least one regular-season game to be postseason eligible.
Exception: an injured player who was present for official game check-in may remain postseason eligible.
Minimum players required to play = 5.
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).
The 8U Girls Flag division uses the Pee Wee / K2 football.
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).
Standard game format: 2 halves.
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).
30-second play clock.
Each team receives one 60-second timeout per game.
Each timeout is 60 seconds.
The clock stops after each score and restarts on the next snap.
Officials may stop the clock at their discretion.
For an injury: stop the clock while the injured player is attended to and safely removed; restart the clock afterward.
Starting possession: the offense begins on the opponent's 40-yard line.
Captains meet at midfield; the visiting team calls the toss.
The toss winner chooses offense or defense; the loser chooses the direction to defend.
There is no option to defer to the second half.
The QB has 5 seconds to throw. The count begins at the snap and is counted verbally by the referee.
If the pass is not released within 5 seconds: play is dead, loss of down, treated as an incomplete pass.
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.
Once the ball is handed off, the 5-second passing restriction no longer applies.
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.
The QB may throw the ball to avoid a sack, but the pass must go beyond the line of scrimmage.
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.
10U Girls Flag plays 5v5 β five players on the field.
All eligible players may receive a pass, including the QB after a legal handoff behind the LOS.
One foot in bounds is required for a legal reception.
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.
Offensive players may not screen, block, run alongside, or otherwise impede defenders attempting to pull the ball carrier's flag.
Only ONE offensive player may be in motion at a time.
The QB may run at any time.
Only direct handoffs behind the LOS are permitted. Multiple handoffs may occur as long as they remain behind the LOS.
A player receiving a handoff may throw the ball if she remains behind the LOS.
Center sneak is prohibited. The QB may not hand the ball to the center on the first handoff of the play.
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.
No-run zones are located 5 yards before (1) the goal line and (2) the first-down line in each offensive direction.
The rusher must begin at least 1 yard from the LOS.
Once a legal handoff occurs, defenders may cross the LOS without waiting for the normal rush restriction.
A legal flag pull occurs only when the ball carrier has full possession.
A defender may not intentionally pull the flag of a player who does not possess the football.
Defenders may dive to pull a 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.
Flag guarding includes intentionally obstructing access to the flags using: hand, arm, shoulder, elbow, ball, stiff arm, or jersey/clothing.
The ball is spotted where the BALL is located when the flag is pulled.
Spot foul + automatic first down.
+5 yards + automatic first down.
+5 yards + first down.
+10 yards + first down.
+5 yards from LOS + replay down.
+5 yards from LOS + automatic first down.
+5 yards from LOS + automatic first down.
+5 yards from LOS + automatic first down.
+5 yards from LOS + automatic first down.
+10 yards from LOS + automatic first down.
-5 yards + loss of down.
-5 yards + loss of down.
-10 yards + loss of down.
-5 yards from LOS + loss of down.
-5 yards from LOS + loss of down.
-5 yards from LOS + loss of down.
-5 yards from LOS + replay down. (The number of players permitted in motion is a separate UNRESOLVED rule β see migration report.)
-5 yards from LOS + automatic loss of down.
-5 yards from LOS + loss of down.
-5 yards from LOS + automatic loss of down.
-10 yards from LOS + loss of down.
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.
Penalties are enforced from the LOS except designated spot fouls.
If the distance to the goal is shorter than the applicable penalty yardage, enforce half the distance to the goal.
A game cannot end on a defensive penalty unless the offense declines the penalty.
Loss of down means the down is consumed.
The ball must be snapped to start play.
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.
If the ball carrier's flag falls off, the ball is spotted where the flag came off.
If a receiver catches the football while having only one flag or no flags, the play is immediately dead at the catch spot.
If a player begins a play without a flag and later takes possession, the player is down at the spot where possession is obtained.
There are NO live fumble recoveries. On a fumble the play is dead.
On a fumble, the ball is spotted where the BALL was when possession was lost.
The offense cannot gain additional yardage from a forward fumble.
Substitutions are permitted on a dead ball / end of play.
Players must substitute from the same side of the field.
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.
A mouthguard must be in use at all times while the player is on the field.
The jersey must remain tucked in.
The jersey must display a player number.
Players must remove jewelry deemed hazardous by officials.
Head coach minimum age = 21.
Assistant coach minimum age = 18.
Coach trainee minimum age = 16. Trainees may only assist head coaches and assistant coaches.
Organizations must conduct background checks on coaches and volunteers with repeated player contact.
Head coaches must maintain current CPR/First Aid certification.
All coaches must follow the Coaches Code of Conduct.
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.
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.
There must be quick access to an AED/defibrillator, and game personnel must know the AED location before the game begins.
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).
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.
Fields must be regulation.
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.
Fields must be inspected for safety before use.
Individual fighting/unsportsmanlike conduct, 1st offense: ejection from the game.
Individual fighting/unsportsmanlike conduct, 2nd offense: ejection from the league.
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.
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.
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.
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.
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.
Each team receives 3 plays to score in the initial overtime. Both teams must receive the opportunity.
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.
Ball starts at the 20-yard line.
Each team receives ONE play from the 20-yard line.
Compare yards gained: the team gaining the most yards wins. Example: Team A gains 14, Team B gains 9 β Team A wins.
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.
There is NO maximum number of sudden-death rounds.
Overtime is UNTIED/UNTIMED β no game clock. The normal 30-second play clock remains active.
The normal 30-second play clock remains active during overtime.
Standings tiebreakers in order: 1. Conference record. 2. Head-to-head. 3. Points against.
Lower seed plays higher seed.
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.
A touchdown is worth 6 points.
1-point PAT = 1 point, attempted from the 5-yard line.
2-point PAT = 2 points, attempted from the 10-yard line.
1-point PAT attempt is taken from the 5-yard line.
2-point PAT attempt is taken from the 10-yard line.
An interception is worth 2 points.
Interceptions are NOT returnable in Girls Flag. The interception is a dead ball worth 2 points.
An interception on a PAT/conversion attempt cannot be returned for additional points.
Tackle certification requires: ID, Birth Certificate, Release of Liability, Medical Consent, Current Physical, and Proof of Age.
14U tackle players must also provide grade verification.
Tackle players at all levels require the applicable state identification requirement.
Passport and military ID may be accepted under the existing identification provisions.
The visiting team remains responsible for providing the chain crew. This is an explicit exception to the otherwise league-hosted operational model.
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.
Head Coach minimum age: 21.
Assistant Coach minimum age: 18.
Coach Trainee minimum age: 16. Coach trainees may assist the Head Coach and Assistant Coaches.
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.
Each Head Coach must maintain current CPR/First Aid certification as required by NNSFL.
All tackle coaches must comply with the NNSFL Coaches Code of Conduct.
Complaints must be submitted in writing within 1 week of the alleged offense.
A first substantiated complaint may result in a written warning.
A second substantiated complaint may result in suspension of up to 2 games depending on severity.
The accused organization/member must have an opportunity to respond and present a defense.
Serious or repeated violations may escalate to game forfeiture, loss of playoff placement, suspension, or expulsion.
Complaint and disciplinary authority rests with the appropriate NNSFL administration/Board authority.
First double-rostering violation: team forfeit/disqualification; player receives a 1-game suspension; head coach receives a 1-game suspension.
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.
Official NNSFL Spring Tackle divisions are 8U, 10U, 12U and 14U; there is no High School Spring Tackle division.
Spring Tackle is unlimited weight with no X-Man restrictions.
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.
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.
Only properly NNSFL-certified players may participate.
Only certified players, cheerleaders, and properly authorized/badged personnel may occupy the field or team sideline during competition.
There is NO Mandatory Play Rule in Spring Tackle. Value true = no MPR is in effect.
There is no maximum roster size.
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.
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.
There is no High School tackle division. Spring Tackle divisions are 8U, 10U, 12U, and 14U only.
Playing fields must be appropriate/regulation fields for the competition.
NNSFL/event operations are responsible for ensuring the field is properly prepared.
The field must receive a safety inspection before competition begins.
A tackle team must have a minimum of 15 players to certify.
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.
A team may forfeit because it does not have the required 13 eligible/certified players available at official check-in.
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.
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.
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.
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.
NNSFL may exercise discretion for documented emergencies, severe weather, road closures, unsafe travel conditions, and comparable verified circumstances.
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.
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.
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.
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.
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.
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.
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.
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 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.
NNSFL administrative policies govern NNSFL registration, certification, eligibility, rosters, league operations, scheduling, standings and game administration.
NNSFL hosts and operates all Spring Tackle league games; individual teams and associations are not responsible for hosting games.
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.
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.
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.
8U uses no kickoffs. The ball is placed at the 30-yard line at the beginning of each half and after each score.
For 8U, the ball begins at the 30-yard line at the beginning of each half.
For 8U, following a score, possession begins at the 30-yard line.
For 8U, punts are 35 yards.
For 8U, blitzing is allowed.
For 8U, there are no defensive alignment restrictions.
For 8U, all fumbles are live.
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.
League playing rules are reviewed before each season. Once the season begins, approved playing rules remain in effect.
A current-season playing rule may not be changed midseason unless formally approved by the NNSFL Board.
The 8U Spring Tackle division uses the Pee Wee / K2 (Size 6) football.
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.
A game may not begin when required safety conditions are not satisfied.
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.
NNSFL is responsible for scheduling officials for league-hosted games.
Every postseason tackle game (8U, 10U, 12U, 14U) requires a minimum of 4 officials. NNSFL is responsible for scheduling officials.
Officials enforce the governing Spring Tackle playing rules and NNSFL-approved modifications.
An ejection by a game official must be reported to NNSFL league administration.
An ejected player or coach is suspended for the following game/week.
Video evidence may be considered during an ejection appeal.
A second suspension may result in a season suspension following league review.
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.
When a team leads by 30 points or more, the game moves to a running clock.
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.
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.
12U: NNSFL schedules 4 officials; the game may proceed with 3; the game cannot proceed with only 2.
An NNSFL/event-operation official shortage is not charged as a team operational forfeit. NNSFL is responsible for scheduling officials.
Each participating organization must maintain appropriate insurance covering its youth tackle football players and organization.
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.
College-style overtime begins at the 10-yard line.
Official tackle games should not end in a tie when competition time and conditions allow overtime to be completed.
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.
NFL overtime rules are not used. Value true = no NFL overtime rules; college-style overtime applies.
Books/certification records are rechecked for playoffs.
A verified playoff roster is issued after the books/certification recheck.
The lower seed plays the higher seed according to the adopted bracket structure.
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.
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.
A qualified/current first responder or EMT must be on site for tackle competition. This is an NNSFL/event-operation responsibility.
An AED must be identified and readily accessible before competition begins. This is an NNSFL/event-operation responsibility.
The Spring Tackle regular season consists of four weeks.
Week 1: April 3, 2027 β Reno.
Week 2: April 10, 2027 β Reno hosts Bay Area.
Week 3: April 17, 2027 β Bay Area.
Week 4: April 24, 2027 β Reno.
Opponents are not generated until actual teams are registered and approved, and NNSFL remains the operator of NNSFL-hosted competition.
Spring Tackle Playoffs: May 1, 2027 β Bay Area.
Division 1 consists of the top four teams when participation supports it.
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.
Teams are never fabricated to fill playoff brackets.
Lower-seeded qualifying teams play higher-seeded teams according to the official bracket.
Season 3 Spring Tackle Championship: May 8, 2027 β Bay Area.
Championship games use the same governing Spring Tackle playing rules unless an officially approved championship-specific modification is published before competition.
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.
Spring Tackle seeding hierarchy: 1. Conference/League record. 2. Head-to-head. 3. Points against.
A touchdown is worth 6 points.
A safety is worth 2 points.
A field goal is worth 3 points.
General PAT structure: a kick PAT is worth 2 points and a run/pass PAT is worth 1 point.
For 14U, a kick PAT is worth 1 point and a run/pass PAT is worth 2 points.
For 8U, a pass PAT is worth 2 points and a run PAT is worth 1 point.
Before a playerβs first regular-season game, the playerβs current organization may voluntarily release the player.
If the organization refuses a pre-first-game release, NNSFL may review the matter and authorize the release.
Once a player participates in the playerβs 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.
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.
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.
Conduct & Enforcement
Rules are subject to change. Contact league administration for the most current guidelines.