USA Flag 7's rules, explained
USA Flag 7's is 7 a side. Apart from that, its rules match USA Flag 5's. The field is 25 by 70 yards. Midfield is the only first down. After most changes of possession, the new offense starts at its own 5.
7v7 puts more kids on the field. The rules match 5's, so the switch is easy.
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Every USA Flag 7's penalty, with yards
USA Flag 7's, rule by rule
The 7-a-side version of the USA Flag rulebook. Apart from the number of players, it matches USA Flag 5's. The field is 25 x 70 yards. Midfield is the only first down. After a change of possession, the new offense starts at its own 5, unless it was an interception. The only no-run zone is in front of the goal line.
Field and players
- Players on the field
7 to start, with at least 7 on the roster. After an injury, a team may drop to 4. Never fewer.
- Field size
25 x 70 yards, the same as the 5v5 book. That is a 50-yard field plus two 10-yard end zones. Smaller fields are allowed.
- No-run zones
Just 1: the 5 yards before the goal line. Every play there must be a pass, even after a handoff. Leagues may drop it for beginners.
Possession
- Starting the game
Coin toss, and the visitor calls it. The winner picks offense or defense. The loser picks the direction. Start at your own 5.
- Downs and first downs
4 plays to cross midfield, then 4 to score. Midfield is the only first down.
- Turnover on downs
The other team starts at its own 5. That is true for every change of possession except an interception.
- Punts
We found no punt rule. If you don't cross midfield, the other team gets the ball at its own 5.
Scoring
- Touchdown and extra point
Touchdown: 6. The try after it is 1 point from the 5 or 2 from the 10. From the 5 it must be a pass, since that is the no-run zone. From the 10 you may run or pass.
- Safety
2 points, or 1 on a try. An offensive foul in its own end zone can be a safety. The other team then starts at its own 5.
- Touchback
Not found in the rulebook, so this is left blank.
- Interceptions
Yes, you can run them back. The new offense starts where the play ends. A defensive touchdown on a try is 2.
Plays
- Fumbles
A ball that hits the ground ends the play. A bad snap is spotted where it landed.
- Handoffs, laterals and forward passes
Any number of handoffs and backward passes, all behind the line. The quarterback can't run unless the ball comes back to them. No center sneak. Throwing the ball away on purpose is a foul.
- Rushing the passer and sacks
Up to 2 blitzers, each 7 or more yards back with a hand raised. Anyone may rush after a handoff. The 7-second clock ends only on a handoff or pass. A sack is pulling the quarterback's flag behind the line.
- Flag guarding
The same moves as the 5v5 book. That means a stiff arm, a dropped head or arm, a jersey over the flags, or leaving your feet. Penalty: 5 yards and the down.
- Diving and jumping
Leaving your feet to dodge a flag pull is flag guarding. That covers a dive, leap or jump. Avoiding a crash is the exception. Spins are fine unless out of control. Defenders may dive for a flag.
- Blocking, screening and contact
No blocking or screening: 10 yards and the down. The rulebook also explains shielding and aiming.
- Pass interference
On the defense: 10 yards from the line and a first down. On the offense: 10 yards and the down.
Clock and game
- Game length and clock
League: two 20-minute halves. Play clock: 30 seconds. Each team gets 2 timeouts of 30 seconds per half. For 18 and over, stopping the clock in the last 2 minutes is suggested. Tournament: halves of 12, 15 or 20 minutes, by age.
- Overtime
League: each team gets a drive from midfield. Then come 1-point tries from the 5. Tournament: one play each. Go for 1 from the 5 or 2 from the 10.
- Mercy rule
The game ends at a 30-point lead, with no try. The league clock rule also says a 30-point lead means a running clock.
Stat it in BreakAway
From 5v5 and 7v7 to NFL FLAG and your own house rules, if you play it, BreakAway can stat it. See how rulesets work
- BreakAway U lesson · 0:36Moving the ballFix the spot, no play logged
- BreakAway U lesson · 0:31Changing possessionHand the ball over
- BreakAway U guideHow to stat a flag football game
Who it's for
- Leagues & Tournaments: Run the event on one system
- Coaches & Teams: Stat your own games, free
In the glossary
Pick your ruleset. Stat the game.
Start from a curated list of presets. Change any rule for your team, league or tournament. Field and downs, how the game's organized, scoring, punts and turnovers, overtime. Saved to your team for the next game. Tap to use it and you're ready to stat. Real stats, generated as you go.

A completed pass, logged in seconds.
Questions.
7 start the game, from a roster of at least 7. After an injury, a team can drop to 4 players, but no lower.
Mostly in the number of players. The field, first downs, restarts, no-run zone, scoring and clock read the same in both books.
Related rules
- USA Flag 5's rules, explained
- NFL FLAG rules, rule by rule
- High school flag football rules (NFHS)
- IFAF flag football rules, explained
- College flag football rules
- Every rule, every ruleset, side by side
Official rulebooks
- USA Flag 7's Rulebookv2026.2. Free from the publisher.
Sources cited on this page
- USA Flag 7's Rulebook (USA Flag 7's, v2026.2)