Coaching girls' high school flag football
Most states play the NFHS rulebook. Each state picks a few rules, like field size and overtime. Games are 4 quarters of 12 minutes. Tries are from the 3 or the 10. Check your state's guide too.
Updated · Coaching 101
Who this guide is for
You don't need to know football. Most new coaches are parents who said yes. This guide gets you through your first practice and your first game.
- Who
- Girls' high school coaches in states that play NFHS rules.
- Level
- Varsity and JV girls' high school
- Ages
- Ages 14 to 18
- Format and rules
- 7v7, Girls' high school (NFHS)
Athletes who can learn a real playbook, read coverage and play several positions. Many are new to flag football but not to sport, so teach the rules early: fouls decide close games.
Your first practice: 60 minutes
Use the same 5 blocks every week. The full plan has the drills, coaching points and a free PDF.
- 10 minWarm-up
- 20 minSkill stations
- 15 minTeam period
- 10 minScrimmage
- 5 minCooldown
Positions in 7v7, and what each player does
Carry 10 to 14 players. Plan substitutions by series so every player gets real snaps on offense and defense.
Offense
- Center
- Snaps, then becomes a receiver underneath. A center who catches well turns every blitz into a free completion.
- Quarterback
- Reads the coverage before the snap, makes the call at the line and gets the ball out on time.
- Running back
- Handoffs, pitches and the check-down route. On pass plays she reads the rush and leaks out to the open side.
- Wide receivers (2)
- The outside threats. Their depth and speed move the safeties and open the middle.
- Slot receivers (2)
- Line up inside the wideouts and run the quick, option and crossing routes that move the chains.
Defense
- Rusher or rushers
- Pressure the passer within the rules of your ruleset. Even a rush that never gets there speeds up the throw.
- Cornerbacks (2)
- Match the wide receivers. Teach outside leverage first: push routes back toward help.
- Linebackers (2)
- Drop into the short middle, wall off crossing routes and pull the flag on runs and short catches.
- Safeties (1 or 2)
- Deep help. Read the quarterback's eyes, break on the throw and finish with a sure flag pull.
What to teach first
- 1
Flag pulling
Pursuit angles and leverage: force the runner back inside to help, then pull. Track missed pulls every practice.
- 2
Route basics
Releases, depth and the break. Teach how each route changes against man and zone.
- 3
Snap and handoff
Shotgun snap to a target, mesh point on handoffs, and one run play that looks like your best pass play.
- 4
No-contact habits
Know exactly what your ruleset allows for blocking and contact, and coach to the line. Flag guarding and illegal contact are drive-killers.
10 rules that change how you coach
In our words, with the rulebook section to check. Your league can change some of these, so confirm with your league before the first game.
1.Seven to start
The rule: 7 to start. Players may get hurt or thrown out with no one left to sub in. Only then may a team play short. Never below 5.
A team plays short only when nobody is left on the bench, and never below five. Carry enough players to sub.
Watch: Managing your rosterHow to stat it in BreakAway (0:54)2.A line to gain at the 20s and 40s
The rule: 4 downs to get to the line to gain. It is the first 20- or 40-yard line ahead of the ball, set when the series starts. Near the goal, the goal line is the target.
You get 4 downs to make the line to gain. It sits on a 20 or a 40 yard line, set when the series starts. Know it before you call the play.
From a real gameHarbor Point Mariners vs LC LegendsScore 0-0Q11st and 2 (to the 20)Ball on own 18
Harbor Point started at its own 18 after a punt. A 2-yard run reached the 20.
In NFHS play, the line to gain is a fixed zone line, here the 20. Reaching it earned a first down.
Watch: Moving the ballHow to stat it in BreakAway (0:36)3.Tries from the 3 or the 10, and the trailing team may keep the ball
The rule: Touchdown: 6. On the try, you pick 1 point from the 3 or 2 from the 10. Field goals (3) and kicked tries (1) count only where the state allows them. Then the other team starts at its 14. A team still behind may keep the ball instead. It gets 4th down at its own 20.
After scoring, a team still behind may choose to keep possession. Plan that decision before the game, not after the touchdown.
From a real gameHarbor Point Mariners vs LC LegendsScore 6-0Q1Try from 3 (1-point try)Ball on opp 3
Harbor Point scored first to lead 6-0. On the try, a runner carried it in for 1 point.
In NFHS play, a 1-point try is snapped from the 3. A 2-point try is snapped from the 10.
Watch: Logging the extra pointHow to stat it in BreakAway (0:39)4.A declared punt
The rule: Yes, a real punt. You must call it first. Then kick within 5 seconds of the snap. The other team can run it back, except on a try. Into the end zone, they start at their 14. Punting is on the list of state choices. Kicks off a tee or holder need state approval.
Punts are announced and kicked within seconds of the snap. Practice the punt team if your state plays it.
From a real gameLC Legends vs Harbor Point MarinersScore 0-0Q14th and 5Ball on own 15
On 4th down at its own 15, LC Legends punted for real. The kick traveled 47 yards, and Harbor Point fielded it at its own 18.
In NFHS play, a punt is a real kick that the other team can return.
Watch: Punting on 4th downHow to stat it in BreakAway (0:26)NFHS 6-1-1, 6-1-2; 3-6-2b; 8-5-3, 8-5-4; Table 1-7 #20MPSSAA item 13
5.Flag guarding is 10 yards
The rule: Using the hands, arms or ball to stop a flag pull. It only counts if there is contact. Penalty: 10 yards. You keep the down.
Teach arms in. Using a hand, arm or the ball to block a pull costs 10 yards. That can wipe out a big gain.
Watch: Logging a penaltyHow to stat it in BreakAway (0:32)6.Hurdling is a foul, and touching down ends the run
The rule: Hurdling a player costs 10 yards. If the defense does it, the offense also gets a first down. Hurdling has a new definition for 2026-27. A runner is down if a knee, hip or anything else besides a hand or foot hits the ground.
A runner who touches the ground with anything but a hand or foot is down. Teach carriers to stay on their feet.
Watch: Logging a flag pullHow to stat it in BreakAway (0:44)7.Rushers play the flag
The rule: Not fully checked. The rush rules are in a part of the book we have not read. The penalty list has no rush-line foul. Rushers must go for the flag. Hitting the QB's arm is roughing: 10 yards and a first down.
Contact with the passer's arm is roughing: 10 yards and a first down. Teach rushers to aim at the hip.
Watch: Logging a sackHow to stat it in BreakAway (0:41)8.Fumbles are dead on the ground
The rule: The play ends the moment the ball touches the ground. No one can scoop it up. A dropped pass or bobbled ball works the same way. So does a backward pass. A forward fumble that rolls out of bounds comes back to the fumble spot.
Nobody recovers a loose ball. Spend no practice time on fumble drills; spend it on ball security.
Watch: Changing possessionHow to stat it in BreakAway (0:31)9.Quarters, timeouts and the late clock
The rule: Four quarters of 12 minutes, with a 1-minute break after the 1st and 3rd. Each state sets halftime between 5 and 20 minutes. You get 25 seconds to snap. Each team has 3 timeouts per half, 1 minute each, and loses any it doesn't use. Until the 2-minute mark of each half, an incomplete pass or a runner going out keeps the clock running.
Games are 4 quarters of 12 minutes, with 3 timeouts a half. The clock rarely stops until the last 2 minutes. Practice a fast offense for the end of each half.
Watch: Calling halftimeHow to stat it in BreakAway (0:29)10.Pass interference: no automatic first down
The rule: 10 yards. No automatic first down. Most big defensive fouls give one, but not this one.
It is 10 yards but not a free first down. On 4th and long, that changes what a deep shot is worth.
From a real gameLC Legends vs Harbor Point MarinersScore 0-7Q13rd and 4 (to the 20)Ball on own 16
LC Legends had 3rd down at its own 16, needing 4 yards to reach the 20. The defense was called for pass interference.
In NFHS play, that is 10 yards with no automatic first down. Here the 10 yards carried them past the 20, so they got one anyway.
Watch: Logging a penaltyHow to stat it in BreakAway (0:32)
The official rulebook
- NFHS Flag Football Rules Book (2026-27)
The NFHS rulebook is sold by NFHS. BreakAway does not reproduce it: get your copy from NFHS.
For your level
Your state decides the rest
Each state picks its field size, overtime, mercy rule, belts and kicking. We have guides for Illinois, North Carolina, Tennessee and Maryland. The rules page compares every state we have read.
Game-day checklist
- A flag belt and flags for every player, plus spares, in a color that does not match anyone's shorts.
- Mouth guards, water and a first aid kit.
- Game balls in the size your ruleset sets for this age.
- Your roster with jersey numbers, and who starts at quarterback and center.
- A short play sheet: three or four plays, one for the goal line, one for the try.
- A quick word with the other coach and the official on the rules you are playing.
- Someone to stat the game in the BreakAway app. Families follow along, and every player gets a stat card.
- Eligibility, uniforms and the belt style your association requires.
- Your plan for overtime and the mercy rule under your rules.
Stat your games free in BreakAway
- Statting is free.
- Start from the closest preset in the app. Change what your league does differently. Save it to your team and stat every game.
- 100,000+ ruleset combinations, so your league's rules fit.
- Every game you stat gets a live game center families can follow from anywhere. You also get a box score and a stat card for every athlete. Team leaderboards, season totals and recaps come with it.

A completed pass, logged in seconds.