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| 4-ON-4 FLAG FOOTBALL RULES REVIEW |
Revised for Summer 2008
Introduction | Equipment, Timing, Scoring | Scrimmage & Snaps | Screen Blocking | Passing & Interference | Running & Flag Guarding | ExtrasEquipment
Each Team Provides Its Own Football for Offensive Plays and Is Responsible for Retrieving It After All Offensive Plays.
FSU Intramural Sports Provides Flag Belts for All Players and Jerseys When Needed. Team Members are Encouraged to Wear Similar Colors.
Uniform
Jewelry is NOT Allowed to Be Worn by Any Participant. Visible Rings, Watches, Necklaces, Earrings, Studs, Bracelets, Etc. are Prohibited.
All Players MUST Wear Shoes. Sandals and Flip Flops are NOT Allowed. Metal Spikes or Cleats are NOT Allowed.
Shorts or Pants WITHOUT Pockets NO Front / Back / Cargo Pockets Allowed. NO Taping of Pockets Allowed.
Shirts Must Be Long Enough to Remain TUCKED IN at All Times, OR End At Least 4 Inches Above the Waist.
Armholes of Shirts Must Be Within 4 Inches of the Armpit (No Large Holes Permitted).
Hats, Caps, and Bandanas with Visible Knots are Not Permitted.
The Flag Belt is Clipped in Front with 1 Flag on Each Hip & 1 Flag at the Back.
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Field Diagram & First Downs
There are NO Kickoffs. To Start a Period and After Any Scores, The Offense Begins at the 10-Yard Line.
Teams Gain a First Down By Crossing a Zone-Line-to-Gain, Either the 20 or the Goalline in 4-on-4.
In 4-on-4 Flag Football, Teams Receive ONLY 3 DOWNS to Advance Past the Line-to-Gain. There are NO Punts.
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Scoring
Touchdowns are 6 Points. Point-After-TD (PATs) are 1 Point from the 3 Yard Line, 2 Points from the 10 Yard Line, or 3 Points from the 20 Yard Line.
An INT Return on a PAT Attempt is 3 Points. Safeties are 2 Points.
Game Time & Length
Games Consist of Two 12-Minute Halves.
A Running Clock is Used Throughout the 1st Half & Until the 2:00 Mark of the 2nd Half. The Running Clock Stops ONLY for Timeouts.
The Runing Clock Runs Following All Plays & Penalties.
Teams Receive 1 Timeout per Half. Timeouts Do NOT Carry Over.
Final 2 Minutes of the Game
The Game Clock will STOP on Plays Ending Out-of-Bounds, Incomplete Passes, Time-outs, First Downs, Touchdowns, & for Penalty Administration.
The Clock will NOT STOP on Running Plays, Pass Plays Ending In-Bounds, Fumbles, & Bad Snaps.
The Clock RESTARTS on the SNAP Following Out-of-Bounds Plays, Incomplete Passes, Time-outs, Change of Possession.
The Clock RESTARTS on the WHISTLE Following First Downs (Non-Out-of-Bounds Plays), Penalty Administration (Unless on Snap By Rule).
The Clock Does NOT RUN on PATs in the Last 2 Minutes.
Overtime
Overtime is Played in ALL Games, If Needed.
Each Team Receives a 3-Down Possession from the 10 Yard Line to Score a Touchdown (and Convert the PAT).
Defense Has Opportunity to Match the Opponent’s Score. There are NO Timeouts in the OT Period.
Introduction | Equipment, Timing, Scoring | Scrimmage & Snaps | Screen Blocking | Passing & Interference | Running & Flag Guarding | Extras
Call the Intramural Sports Staff at 850.644.2430 or email us for more information.




