The rules, briefly
- Five on five
- A field shaped exactly as the international flag-football rules draw it, five a side. The offense lines up below the line of scrimmage and the defense above it, and neither may cross it until the ball is snapped.
- Taking ground
- You move the ball by running with it, or by throwing it and making the catch. Four downs to cover the twenty yards to a first down, then twenty-five more to reach the goal.
- Ending a play
- The play stops when the ball carrier is tackled to the ground. An incomplete pass or a carrier stepping out of bounds ends it too, among others.
- Rushers and blitzers
- The only defensive positions allowed to cross the line of scrimmage and pressure the ball carrier are the rusher and the blitzer. An edge rusher (ER) starts close to the line and the offense can block him. A blitzer (BL) starts seven yards back and cannot be blocked at all — for about seven seconds, or until the ball is thrown.
- The no-run zone
- Snap from inside the last five yards and the carrier cannot run the ball across the line of scrimmage. Either catch a pass beyond the line and run on from there, or catch it in the end zone — near the goal, throwing is the only way.
- Scoring
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- 6 Touchdown
- 1–2 Conversion (your choice of one or two)
- 2 Safety
- Winning the match
- A normal match gives each side one possession, and the higher score wins. Special formats run to two drives or three. In quests and in some matches, you are asked only to score, or only to stop.