Conquer Athletics Sports Ministry
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Conquer Flag Football League

CFFL 5-on-5 Rulesheet

The purpose of our league is simple: have fun playing a sport we all love and build one another up through the Gospel of Jesus. We compete, and we compete hard, but at the end of the day we are all brothers who care for one another. It’s all about enjoying the game and enjoying the crew we’re with. Together we… Inspire.Unleash.Conquer. LET’S GO!


  • Field is 50 yards long and 30 yards wide with 10 yard end-zones.
    • Possession starts at marked 5 yard line. 1st down marker is at midfield.
  • Game is 5-on-5 all-passing flag football. (No run plays)
  • Games consist of two 20-minute halves with a running clock.
    • Clock will stop for injury timeouts.
    • Each team will get one timeout per game.
  • Scoring: Touchdown = 7 points; no conversions.
  • “Pass Clock”: Quarterback has 7 seconds to pass.
    • As long as the QB is in his passing motion on the 7 count, the play continues.
    • Defense is responsible for counting out loud. If the defense forgets to count, there is no “pass clock” for that play. If the defense remembers mid-play to count, they must start at “one” at that time (no starting at “three” a few seconds later to make up for it).
  • 3 second count (3 gator) to rush the Quarterback; pass rush cancels the “Pass Clock”
  • Rushers can line up at the line of scrimmage, but cannot pass the line of scrimmage until the 3 second count.
  • Quarterback is only allowed to scramble behind the line of scrimmage and cannot run for yards.
  • Muffed snaps behind the line of scrimmage are LIVE, but the defense can immediately rush the QB; QB CANNOT run for yards.
  • Offense can block rusher(s).
    • No shoving allowed
    • Blockers may use hands only as protection for themselves
    • Allowable amount of contact similar to basketball
  • All players are eligible to receive ball.
  • No laterals allowed which means no “flea-flickers” or “halfback toss-passes”; screen/swing passes okay. QB (player who receives snap) is the only one allowed to throw a pass.
  • Shovel passes are allowed.
  • Player with the ball is considered “down” if his knee, elbow, or hip touches the ground. (Same as High School/NCAA)
  • If a player loses his flags without being pulled off by a defender or before he catches the ball, he becomes “one-hand touch”.
  • Ball will be spotted at the position of the BALL when flags are pulled or player is down by contact.
  • Receivers must have 1 foot in-bounds for legal catch.
  • No flag-guarding or stiff-arms and absolutely no lowering of the shoulder. Player is considered “down” at point of violation. Repeat violators of lowering of the shoulder will be penalized 5 yards.
  • Diving to advance the ball is allowed, but player cannot dive into other players (see lowering of the shoulder)
  • 4th Down Gamble Rule: on a turnover on downs outside the “Red Zone”, the defense will take possession wherever the incompleted pass hit the ground.
    • Works like a punt, but with the chance to make a 1st down.
    • “Gamble passes” that land in the end-zone are taken as “touchbacks”. Defense takes possession at the 10 yard line.
    • Example: On 4th down, team 1 has possession on their own 15 yard line. They throw a pass that goes incomplete at midfield. Team 2 takes possession at midfield.
    • Turnover on downs inside the “Red Zone” are played as normal. (Red Zone is inside the 10 yard line)
  • No kickoffs. Possession starts at the 5 yard line or point of turnover.
  • During the 2nd half only, the team that is trailing may call for an “onside kick” after a touchdown. How this works:
    • The team that just scored must verbally announce they want to attempt an onside kick immediately after the touchdown. The trailing team will then get one play from midfield. If the “kicking team” reach the endzone, that team then gets to have possession of the ball at their own 5 yard line (it does not count towards the score, only for possession). If the “kicking team” does not reach the endzone, the defending team takes possession of the ball wherever the play finishes (if the pass was incomplete, play starts at midfield - No "Gamble Rule").
    • Onside kicks are not allowed after game-tying scores. Only when a team is trailing in the 2nd half.
  • Interceptions can be advanced for yardage or points.
  • Fumbles beyond the line of scrimmage are dead at the point of fumble; no change of possession.
    • Defense cannot “strip” the ball away from ball carrier. 
    • A fumbled ball that is caught before it touches the ground is live, and can be advanced.
  • Initial bump-n-run on line of scrimmage only. (again, contact limited to basketball-level contact)
  • Overtime: NCAA style.
    • Each team will take possession at midfield and will have 4 plays to score.
    • If teams are still tied after 3 series, the game will end in a tie.
  • Zero tolerance for any unsportsmanlike conduct, including foul language, verbal abuse and rough play.
    • Offending players and teams will be penalized - 10 yard penalty
    • If a player’s behavior is deemed to be “out of line with the intention and purpose of this league” that player may be asked to leave the game and could face suspension from league play. League facilitator and team captains will meet to determine best course of action
  • All rulings on the field in question will be discussed and finalized between team captains. If no decision can be made, the down will be replayed at the original line of scrimmage. If a player or players continue to argue the call on the field, a 5 yard delay of game penalty will be enforced (or applicable penalty if arguing falls into unsportsmanlike conduct rule).

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