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6v6 flag football rules across FNL, RISE and Under the Lights

6v6 flag football puts six players a side on a field about 25 to 30 yards wide. Under FNL rules the quarterback cannot run from the snap, any number of defenders may rush from 10 yards, and the game is four 10-minute quarters. RISE and Under the Lights allow no rush until a handoff or a fake.

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By Jay Fraser. Published . Updated .

Who plays 6v6 flag football?

FNL (Friday Night Lights), RISE and Under the Lights all publish 6v6 youth rules. RISE also plays 5v5 in its 7th and 8th grade division.

FNL describes its game as 6v6, with a first down at midfield, running and passing plays, and no-run zones before midfield and the goal line. It calls flag football a minimal contact sport. FNL places players by the school grade they will be in that season, not by age, in Kindergarten, Freshman, Sophomore and Junior divisions.

RISE and Under the Lights run grade-based youth divisions: kindergarten to 2nd grade, 3rd and 4th, and older groups. The two rulebooks share most of their wording, including a "deception rule" that frees the defense once the quarterback hands off, fakes a handoff or throws backward. The Under the Lights rules we could open are dated 4-01-21, so this page labels them rules as of 2021.

6v6 rules by rulebook (checked November 6, 2026)
RuleFNLRISEUnder the Lights (rules as of 2021)
Fieldnot specified25 x 50 yd including 5-yd end zones25 to 30 x 50 yd including 5-yd end zonesfnlriseutl
Downs3 to cross midfield, then 3 to score3 to reach midfield, then 4 to score3 to reach midfield, then 4 to scorefnlriseutl
Quarterback runNot from the snap, even when rushedNo direct quarterback runs; 7th and 8th grade (5v5) only when rushedNo direct quarterback runsfnlriseutl
Run playsHandoffs, laterals and pitches allowed outside the no-run zonesUnlimited K to 2nd; 2 per possession 3rd and 4th; 1 per possession 5th and 6thUnlimited K to 2nd; 1 per possession 3rd and 4th; none 5th to 8thfnlriseutl
RushAny number, from 10 yardsNone until a handoff, fake handoff or backward pass; 7th and 8th grade (5v5), 1 declared rush per possessionNone until a handoff, fake handoff or backward passfnlriseutl
No-run zones5 yd before midfield and 5 yd before each end zoneNo runs 5 yd or less from the end zone, 3rd to 6th gradeNo runs 5 yd from the end zone, 3rd and 4th gradefnlriseutl
Pass clock7 seconds5 seconds K to 2nd; 4 seconds 3rd and up6 seconds K to 2nd; 4 seconds 3rd to 6th; 3 seconds 7th and 8thfnlriseutl
Game length4 x 10 min quarters, running clock2 x 20 min halves, running clock2 x 20 min halves, running clockfnlriseutl
Play clock35 seconds30 seconds; 45 for K to 2nd30 seconds; 45 for K to 2ndfnlriseutl

The three books agree that six play a side and that a pulled flag ends the play. They split on the rush, the quarterback and the clock. For the same rules side by side with 5v5 and 7v7 leagues, see flag football rules by league.

How big is a 6v6 flag football field?

RISE uses 25 x 50 yards and Under the Lights 25 to 30 x 50 yards, each including 5-yard end zones. The FNL rules do not specify a field size.

That makes the RISE and Under the Lights field 40 yards from goal line to goal line, with the first down at midfield, 20 yards from each goal line. FNL also puts its first down at midfield and marks no-run zones 5 yards before midfield and before each end zone, but it leaves the length and width to the site.

End zone End zone Midfield, first down No runs inside 5 yards, 3rd to 6th grade 40 yards plus two 5-yard end zones, 25 yards wide
RISE 6v6 field from above: 25 x 50 yards including 5-yard end zones

Field sizes for every format and rulebook are compared in flag football field size by rulebook. Operators laying out several fields on one site can use the flag football field dimensions guide.

Can the quarterback run in 6v6 flag football?

Not from the snap under FNL rules, even when the defense rushes, and not directly in RISE or Under the Lights. Handoffs, laterals and pitches are legal, and any player who takes one may throw from behind the line.

The FNL running rules sit in sections 12.1.1 and 12.1.2 of the FNL Official Rules updated 7/2/2026. The quarterback, defined as the player who takes full possession of the snap, cannot run with the ball directly from that snap. The running game comes from handing the ball to a teammate or pitching it.

  • FNL bans the center sneak, where the quarterback hands the ball back through the center's legs. The quarterback may hand off to the center around the side once the quarterback has clear possession.
  • Once the ball is handed off, lateraled or pitched, every defender may rush.
  • All players are eligible to catch a pass, the quarterback included once the ball has been handed off, lateraled or pitched behind the line.
  • RISE and Under the Lights also bar direct quarterback runs. In Under the Lights a quarterback who runs the ball past the line ends the play; RISE lets the quarterback run only in its 7th and 8th grade 5v5 game, and only when the defense rushes.

Run limits in RISE and Under the Lights depend on grade, not on who carries the ball. Kindergarten to 2nd grade may run as often as they like; older grades get one or two runs per possession, and Under the Lights 5th to 8th grade may not run at all.

How does the rush work in 6v6?

FNL lets any number of defenders rush from a line 10 yards off the ball. RISE and Under the Lights allow no rush until the quarterback hands off, fakes a handoff or throws backward.

In FNL the referee or a marker sets the rush line 10 yards from the line of scrimmage. A rusher must start with the whole body on or behind it and may go only at the snap, not on the word hike. Defenders who are not rushing may defend at the line of scrimmage but cannot enter the backfield until the ball leaves the quarterback's hands.

FNL also has a rush mercy rule: a team leading by 20 or more points cannot rush the quarterback until the margin falls below 20. RISE and Under the Lights rely on the pass clock instead of a rusher. The count starts at the snap, and a quarterback who still holds the ball when it runs out takes a sack at the line of scrimmage.

Rush lines across 5v5, 6v6, 7v7 and 8v8 rulebooks are compared in flag football rushing rules.

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Where are the no-run zones in 6v6?

FNL marks a no-run zone 5 yards before midfield and 5 yards before each end zone. Inside one, the quarterback must throw a forward pass that goes beyond the line of scrimmage.

FNL says the zones exist to avoid short yardage, power running situations. Handoffs, laterals and backward passes are not allowed there, and a forward pass that lands short of the line is a penalty. A penalty that moves the ball out of a zone lifts the rule, and once a team has its first down at midfield, the midfield zone no longer applies on that drive.

RISE and Under the Lights do not mark a midfield zone. They bar runs within 5 yards of the end zone for the middle grades, and in their 6v6 grades from 3rd grade up every extra point try must be a pass.

How long is a 6v6 flag football game?

FNL plays four 10-minute quarters on a running clock. RISE and Under the Lights play two 20-minute halves on a running clock that stops in the final minute.

The FNL clock runs unless a team or the referee calls a timeout. There is a 1-minute break after the 1st and 3rd quarters and a 2-minute halftime. Each team has 2 timeouts of 20 seconds per half, and unused timeouts do not carry over.

RISE and Under the Lights stop the clock only for timeouts and injuries until the last minute, when incompletions, out-of-bounds plays and changes of possession stop it too. Halftime is 5 minutes in both. A full comparison of clock rules is in flag football game length by rulebook.

FNL overtime starts at midfield. Each team runs 3 downs, and the team that gains more yards or scores more points wins. One overtime is played in the regular season before a game is recorded as a tie; playoffs continue until there is a winner. The Kindergarten division does not play overtime.

Is there blocking in 6v6 flag football?

No. FNL says offensive players cannot purposely block or pick a rusher and must run a defined route, and RISE and Under the Lights say there is absolutely no tackling or blocking.

RISE and Under the Lights allow a stationary pick, where the player does not move. FNL asks ball carriers to avoid running over defenders and has no fumbles: a ball that hits the ground after possession is dead at the runner's feet and stays with the offense.

Every play in the Flag50 playbook is built without blocking: the center always runs a route, and no player blocks.

How is 6v6 scored?

A touchdown is 6 points in all three rulebooks. The try after it is worth 1 point from the 5-yard line or 2 points from farther back.

In FNL the 1-point try starts at the 5 and must be a pass, because the no-run zone applies; the 2-point try starts at the 12 and may be a run or a pass. RISE and Under the Lights snap the 2-point try from the 10. A safety is 2 points. FNL records any margin over 28 points as 28. Extra points, safeties and tiebreakers across leagues are in the flag football scoring rules guide.

What do these rules mean for your playbook?

A 6v6 offense under FNL rules needs quick passes, handoffs and pitches, because the quarterback cannot run and rushers come from 10 yards.

  1. Count to 7. The FNL pass clock gives the quarterback 7 seconds, and a rusher from 10 yards needs most of that to arrive.
  2. Plan two pass plays per drive for the no-run zones, one before midfield and one before the end zone.
  3. Use the handoff as a weapon, then expect the whole defense to come once you do.
  4. Count your downs. FNL gives 3 to reach midfield and 3 to score, one fewer than RISE and Under the Lights after midfield.

Every play in the 6v6 playbook (FNL rules) is drawn so the quarterback never runs from the snap and every player runs a route. New coaches can start with flag football rules for coaches, which covers the rules that change your play calls.

Plays built for this format

Six 6v6 (FNL rules) plays from the free playbook, easiest first. Each links to its diagram and narrated video.

  • All Hitches

    6v6 (FNL rules), Spread Right. Your first install

  • Bubble

    6v6 (FNL rules), Stack Left. Easy yards, any age

  • Curl Flat

    6v6 (FNL rules), Doubles Right. High low the flat

  • Quick Slants

    6v6 (FNL rules), Spread Right. Beat the blitz

  • Sprint Out

    6v6 (FNL rules), Trips Right. Move the pocket

  • Stick

    6v6 (FNL rules), Empty Trey. Ball out in 3 steps

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Frequently asked questions

How many players are on an FNL 6v6 team?

Six play at a time. FNL teams register 8 to 10 players, every player plays at least 2 quarters, and substitutions happen between quarters unless a player is hurt.

Can a 6v6 flag football team play short-handed?

Yes, in all three books. FNL lets a team play with fewer than 6 to avoid a forfeit. Under the Lights allows as few as 5, and below that the team forfeits and borrows players so the game can finish.

Are coaches allowed on the field in 6v6 flag football?

In younger divisions, yes. FNL allows 2 coaches on the field in Kindergarten, 1 in Freshman and Sophomore, and none in Junior. RISE and Under the Lights allow 1 coach on the field through 4th grade and none from 5th grade up.

What happens on a bad snap in FNL flag football?

A snap that hits the ground before anyone has possession is dead. The down is lost, and the ball goes back to the line of scrimmage instead of where it landed.

Sources

About the author

Jay Fraser

Founder, Flag50

Founder of Flag50, based in Carlsbad, California.