2025 NFFL RULES
v.25.1.17
GAME FORMAT RULES
GF-1: Games are played from the 40-yard line in, on a standard high school football field, utilizing existing out-of-bounds lines and end zones.
GF-2: Visiting team wears White; Home team wears Black.
GF-3: Jerseys must be tucked in at all times. Loose jerseys hanging over flags will result in a “Flag Guarding” call (see Game Rules section).
GF-4: Teams line up on opposite sides of the field:
A: Home team occupies the school’s home sideline when applicable (south sideline at NHS).
B: Spectators are permitted to watch from the field but must remain between the 20-yard line and the end zones.
C: Spectators are prohibited from entering the player sideline area or communicating with the coaches or game officials at anytime
GF-5: The visiting team calls the coin toss.
GF-6: The coin toss winner elects to start with the ball in the first or second half.
GF-7: Games consist of two 25-minute running clock halves.
GF-8: A league director starts all games simultaneously using a horn or whistle and controls the clock throughout.
GF-9: A scoreboard will be placed on the 40-yard line for each game. Coaches and the league director will assist in keeping score.
GF-10: Teams have 30 seconds between plays. Delay of game penalties are at the referee's discretion.
GF-11: Games are played with six offensive players vs. seven defensive players.
GF-12: A team must have at least six players to participate. Teams with five or fewer players may scrimmage but will forfeit the game
GF-13: Only one coach is allowed in each huddle and must leave the field once the team lines up for the play.
GAMEPLAY RULES
OFFENSIVE POSSESSIONS
OP-1: Each new possession begins on the 40-yard line (start of game, start of half, and after turnovers).
OP-2: The offense has three downs to reach the 20-yard line for a first down. Failure results in a turnover.
OP-3: Upon achieving a first down, the offense has four downs to score a touchdown. Failure results in a turnover.
Note 1 : The line of scrimmage may never move past the 40 yard line towards the 50 on any penalty. See Offensive Penalties section for more details.
RUNNING PLAYS
RP-1: Only two running plays are allowed per drive, with these limitations:
A: One run allowed per zone (40-to-20-yard line or 20-to-goal line).
B: No-run zones: 25-to-20-yard line and 5-yard line-to-goal line.
RP-2: The quarterback cannot run the ball.
RP-3: Ball carriers may extend the ball for a first down or touchdown but may not dive. Diving results in a five-yard penalty from the launch point, and the play is ruled dead.
EXTRA POINT ATTEMPTS
PAT-1: After a touchdown, the offense may attempt:
A: 1-point conversion from the 3-yard line.
B: 2-point conversion from the 8-yard line.
PAT-2: All conversion attempts must be passes. Turnovers during conversions result in a dead play (no defensive returns).
TURNOVERS
TO-1: Interceptions are live balls, with the intercepting player becoming the ball carrier.
TO-2: After an interception, the intercepting team starts its possession at the 40-yard line.
TO-3: Interceptions returned beyond the 40-yard line for a touchdown result in six points. No extra point attempts follow defensive touchdowns.
TO-4: Plays end when the ball hits the ground. Fumbles cannot be recovered or advanced.
TO-5: There are no Safeties. If a player were to be rules down behind the 40 yard line, it would result in a loss of down and the ball would be placed back at the 40 yard line.
END OF GAME RULES
EG-1: Last Drive Rules apply if:
A: A team is within eight points or less.
B: The team is inside the 20-yard line (4-down zone).
C: The clock reads 1:00 or more.
EG-2: Teams must enter the 20-yard line zone before the clock reaches 0:59 to activate Last Drive Rules.
EG-3: If the clock hits 0:00, the game ends.
EG-4:Defensive Injury Inside 1:00 - If a defensive injury occurs within the final minute of the second half and Last Drive Rules have not been activated, the game will stop, and un-timed downs will begin.
SUBSTITUTIONS & PLAYING TIME RULES
PT-1: No player may sit out more than two consecutive drives on either offense or defense.
A: The first violation of this rule will result in a warning.
B: A second violation will result in forfeiture of the game.
C: The affected player will be required to play the remainder of the game on either Offense or Defense as chosen by the coach.
D: Repeated offenses will result in further penalties and disciplinary action determined by the league.
PT-2: Each team must use a 2nd or 3rd quarterback on at least 2 complete drives.
A: This could be the same QB on both drives or a different QB on each drive.
B: Violation of this rule will result in forfeiture of the game.
C: Repeated offenses will result in further penalties and disciplinary action determined by the league.
PT-3: Substitutions are not permitted during a drive.
A: An injured player may be substituted for during drives
B: An Injured player who has been substituted must sit out the remainder of the drive and the following drive, or until deemed healthy to return.
C: Any injury substitution must be approved by the referee and the site director must be notified.
PT-4: Coaches are encouraged to ensure all players touch the ball at least once per game.
PLAY ENDING SITUATIONS
PE-1: A play ends, and the whistle is blown when:
A: The ball hits the ground.
B: A pass is incomplete.
C: A player fumbles (no change of possession).
D: A flag is pulled.
E: The ball carrier steps out of bounds.
F: A touchdown is scored.
G: The ball carrier is ruled down by contact (high school rules).
H: The 5-second pass clock expires.
I: A flag falls off a player; the player is ruled down at that point.
PENALTIES
OFFENSIVE PENALTIES
Note #1 : The line of scrimmage may never move past the 40 yard line towards the 50 on any penalty
Note #2: All Pre-Snap Offensive Penalties are 5-yard penalties with NO Loss of down with the exception of delay of game – Delay of Game would lead to 5 yard penalty AND loss of down.
EXCEPTION: If an illegal motion/false start occurs at 40 yard line (no yards to lose) then illegal motion and False Start Penalties will result in a warning. After 1 warning has been issued, these penalties will result in a loss of down the remainder of the game.
Note #3: All Post Snap Offensive Penalties are 5-yard penalties WITH a loss of down
Note #4 : If any penalty is called vs. the Offense, and the 1st down line was achieved the 1st down will be awarded and then the penalty yardage with the loss of down assessed. This could set up a 1st and goal from the 25 yard line.
OP-1: Illegal Motion: 5 yards Penalty, Repeat Down. Only one player may be in motion, and not toward the line of scrimmage prior to the snap.
OP-2: False Start: 5 yards Penalty, Repeat Down.. Movement past the line of scrimmage before the ball is snapped.
OP-3: Pass Clock Violation: Loss of down. The offense has 5 seconds to advance the ball over the line of scrimmage.
OP-4: Illegal Blocking: 5 yards from the spot of the foul and loss of down. Blocking is prohibited.
OP-5: Flag Guarding: 5 yards from the spot of the foul and loss of down. Ball carriers may not use hands, arms, or untucked jerseys to protect flags.
OP-6: Delay of Game: 5 yard penalty and loss of down. Offense will have 40 seconds from the time the quarterback tee is marked to snap the ball. This penalty is loosely called and strict enforcement is under the discretion of the site director.
DEFENSIVE PENALTIES
Note #1: All Defensive Penalties can be declined by the offense if result of play is better than the penalty
Note #2: All Defensive Penalties are 5 yard penalties with a repeat of down (unless penalty leads to 1st down) (Exception Pass Interference)
Note #3: Pass Interference is a spot foul like the NFL – If occurs in the End Zone Ball is placed on 1 Yard Line.
DP-1: Illegal Flag Pull: 5 yards, replay the down.
DP-2: Rushing the Passer: Warning, then 5 yards and replay the down.
DP-3: Illegal Contact (Bump and Run): 5 yards, replay the down.
DP-4: Pass Interference: Spot foul (NFL rules).
DP-5: Tackling: 5 Yard Penalty, replay the down. Subject to ejection
DP-6: Ball Stripping/Punching: 5 yard penalty from the spot of the foul
DP-7: Defensive Holding: 5 Yard Penalty, replay the down.
DP-8: Offsides: 5 Yard Penalty, replay the down.
PERSONAL FOUL/UNSPORTSMANLIKE CONDUCT
PF-1: Safety and sportsmanship are the top priorities of the NFFL. Any behavior that is disrespectful, unfair, dangerous, or contrary to the spirit of the game and the NFFL will result in immediate ejections from the game.
PF-2: These fouls are under the discretion of the game official and any league directors on site.
PF-3: The league will review all unsportsmanlike conduct fouls and decide if any further discipline is necessary.
OVERTIME RULES (Playoffs Only)
*No regular-season overtime; games end in a tie.
PLAYOFF OVERTIME FORMAT
OT-1: Coin toss determines initial possession (visiting team calls).
OT-2: Each team gets four plays from the 10-yard line to score. Teams may attempt a 1- or 2-point conversion. The team with the most points wins.
OT-3: If tied, a second overtime occurs, alternating possessions.
OT-4: From the second overtime onward, teams must attempt 2-point conversions.
OT-5: If still tied after the second overtime, teams alternate 2-point conversion attempts from the 8-yard line until a winner is determined.
EQUIPMENT RULES
ER-1: Players must wear rubber cleats; metal cleats are prohibited.
ER-2: NFFL-issued jerseys must be worn at all times.
ER-3: Mouthguards are recommended but not required.
ER-4: Only NFFL-provided flags and game balls are allowed and must be returned after games.