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Flag football

2026 Flag Football Rulebook · NFHS rules apply unless modified · §8.01
Download PDF 9.1 MB
K–8Grades, teams formed by grade
10 / 7Roster minimum / dressed minimum
25:00 ×2Running halves, 5-min half
2 × 1:00Timeouts per half, no carryover
25 sPlay clock from ready-for-play
7 sQB must release the pass
7 playsMinimum per half, per player

Scoring, overtime and mercy

§6.02 · §6.05
Points
Touchdown 6 · Safety 2 · No extra points. Forfeit records as a 2–0 loss.
Standings
K and 1st grade: no scores or standings kept. 2nd–8th: scores kept, standings recorded.
Overtime (2nd–8th)
Each team gets one offensive play. Choose 1 pt from the 5 (must pass) or 2 pts from the 12 (pass or run). Coin flip for first possession; alternate after that. Regular season caps at two sessions, then a tie. Postseason plays until decided. Refusing to play overtime is a 1-point loss.
Mercy rule
40-point lead in the second half zeros the scoreboard. Officials still record the real final for tiebreakers.

Offense

§8.08
K–3rd drive
Start at the 5-yard line. One first down at midfield. 3 plays to convert; on 4th, go for it or hand the ball over at the opponent's 5.
4th–8th drive
Start at the 20. First downs at each 20-yard mark. 3 plays to convert; on 4th, go for it or hand the ball over at the opponent's 20. Failed 4th down inside the 5 is spotted at the 5.
No-run zone
5-yard line to goal line, all grades. Any play from inside it must be a pass caught beyond the line of scrimmage. QB may not run it in even against a rush.
Formation
At least 3 on the line. Everyone is eligible. Center must snap between the legs and hand possession to another player — no center sneaks, no handoffs to the center.
QB running
K–1st: QB may not run. 2nd–8th: QB may run once a rusher crosses the line of scrimmage.
Passing
One forward pass per play. Laterals and toss handoffs allowed. Release within 7 seconds or the play is dead; in 4th–8th a rushed QB must throw or cross the line before the count expires.
Ball carrier
May spin with one foot down. No jumping, diving, lunging, flag guarding, stiff-arming, or running into a rusher. Set and moving screens allowed at the official's discretion — no initiated contact.
Dead ball
Flag pulled or falls off (spot where it fell) · body other than hands/feet touches ground · dropped pass or fumble hits ground · fumbled snap hits ground (K–1st may replay if under center).

Defense

§8.09
Line
1-yard neutral zone. At least 3 on the defensive line, 2- or 3-point stance.
Rush
K–1st: no rush and no crossing the line until a handoff, lateral, or pass. 2nd–3rd: one rusher from 7 yards. 4th–8th: up to four rushers from 7 yards.
Contact
No holding or pushing the carrier. No contact with the passer's arm. Rusher may not run into a player. No running into a fixed screen.
Flag pull
No leaving your feet to dive. No stripping the ball. After a pull, stand where it happened and hand the flag back.
Interceptions
Returnable for a touchdown. If downed short, possession at that spot (5-yard line minimum). End-zone pick is a touchback: ball to the 5 (K–3) or 20 (4–8).
Safety
Carrier down in own end zone, or offensive penalty in the end zone. Defense gets 2 points and the ball at the 5 (K–3) or 20 (4–8).
Coaches on field
Offense: two coaches K–3rd, one coach 4th. Defense: one coach K–4th. Free substitution on any dead ball.

Penalties

§8.10

10 yards + automatic first down

  • Tackling
  • Unnecessary roughness
  • Roughing the passer
  • Blocking / football hitting

10 yards

  • Flag guarding
  • Pass interference (either side)
  • Offensive blocking
  • Unsportsmanlike conduct

5 yards

  • Offsides, neutral zone infraction, illegal rush
  • Defense crossing the line early
  • Illegal participation · no mouthpiece · line-of-scrimmage faults
  • Inadvertent but definite contact (running into rusher, hitting passer's arm)
  • Defensive diving for a flag
  • Delay of game — defense may take loss of down instead

Equipment and eligibility

§5.02 · §5.03 · §7.07
Required
Mouthpiece during play · shoes on both feet (no exposed metal cleats) · KCFC-issued belts and flags, unmodified · jersey tucked, same color for the team. Flags can't match shorts color.
Allowed / prohibited
Soft-shell helmets allowed. All other padding prohibited. Braces and casts only with physician documentation, padded, at the officials' discretion.
Game ball
Pee Wee K–4th · Junior 5th–6th · Youth/Intermediate 7th–8th. Brown leather or composite. Home team supplies; visitors may use their own on offense.
Eligibility
Registered, paid, and on the roster. No guest players — an unrostered player forfeits the game. Two-team players register and pay twice.
Minimum play
7 plays per half on offense or defense; 5 if more than 14 are suited. Coaches document playing time. Challenge costs $40 cash to the Sportsmanship Committee before the game, refunded if upheld.
Practices
Begin July 29. Max two per week, 1½ hours each. Heat rule: none at 95°F or a 105° heat index, checked on the Perry Weather app.

2026 flag season dates

Important dates
Jul 15Registration deadline
Jul 28Coach meeting, 6 pm, SM South Auditorium
Jul 29Practices may begin
Aug 22–23Opening weekend
Oct 10–11Playoff weekend, grades 4–8
Oct 17–18Last regular season / playoff weekend

Spring 7-on-7

Passing program rules · revised 12/12/24 for the 2025 season
Download PDF 331 KB
40 ydField length, standard width
20:00 ×2Continuous clock, 5-min half
1Timeout per half
4 sTo throw after the snap
25 sPlay clock
0Run plays, kicks, PATs, standings

Scoring

§3.d
Offense
Touchdown 7. No PAT.
Defense
Interception 2, plus 6 if returned past the 40-yard line for a total of 8. Any turnover on downs 1, including the last play of a half.
Standings
None kept. Officials keep score on the field.
Possession
Visitors start the game, home starts the second half. Every possession begins at the 40 at a spot the offense picks; both offenses move the same direction.

Downs and the clock

§3.e · §3.f · §4.a · §4.b · §4.l
Three-down zones
40 → 30 and 30 → 20. Gain 10 in three plays or turn it over.
Four-down zone
20 → goal line. Four plays to score or turn it over.
4-second rule
Forward pass must be out within 4 seconds of the snap, counted aloud by the offensive back official. Expired count: loss of down (on the 40), or minus 5 and loss of down. On 3rd/4th down the ball turns over at the 40. No gain or defensive points once the count expires.
Delay of game
5 yards, or loss of down if yardage can't be enforced. Defense may elect loss of down to stop a leading team burning clock.
Ball retrieval
Offense returns the ball to the official. Clock doesn't stop; stalling is delay of game.

Passing and contact

§3.f.6 · §4.c – §4.g · §4.o
Forward passes
Must cross the line of scrimmage. A catch behind the line must be a backward pass that's then thrown forward across the line. A lateral receiver who runs past the line is a run play: 5 yards from the previous spot and loss of down.
Down
Touched below the neck with one or both hands. No diving. Diving, shoving, or striking: automatic first down and 5 yards; ejection if flagrant.
Blocking
Hand-checking only, between hips and shoulders, minimal contact. Excessive contact: 10 yards from the spot and loss of down.
Pass rush
Not permitted beyond the line of scrimmage.
Pass interference
Defensive: 10 yards and automatic first down. Offensive: 10 yards from the previous spot, or loss of down if yardage can't be marked.
Route contact
Defense avoids contact in routes — no chucking, bumping, grabbing (5-yard tack-on). Press is allowed with hand-checking only. Offense may not run pick routes.
Fumbles
Dead at the spot, last team in control keeps it. A muffed snap stays live and the 4-second count keeps running.

Formations and conduct

§3.f.7 · §4.j · §4.k · §4.m · §4.p
Line
Three on the line of scrimmage. Nobody within 4 yards of the center. A lineman covered by an outside player on the line is ineligible.
Alignment
Max four players on either side of the center. One player in motion. QB under center or shotgun.
Center
Snaps to the QB and is ineligible.
Coach on field
One per team may stay on to call offensive plays.
Sportsmanship
No taunting, trash talk, or showboating: 5 yards, ejection if repeated or flagrant.
Fighting
Players ejected. A team fight ends the game and goes to the Sportsmanship Committee.
Rosters
Each player registers individually and must be on the final roster. No substitutes. Coaches submit a volunteer application.
The 7-on-7 document is the 2025 revision (dated 12/12/24). KCFC has not published a 2026 version in this set — confirm with the office before the spring season.

Tackle football

2026 Tackle Football Rulebook · NFHS rules apply unless modified · §10.01 · USA Football Heads Up
Download PDF 13 MB
3rd–8thGrades, age-capped on Sept 1
10:00 ×4Quarters · 10-min halftime
11Players per side; 9-man with 72-hr notice
9 hrsPractice before first game
7 playsMinimum per half (5 in 9-man or 22+ suited)
7Sideline coaching passes max

Age limits

§5.02(b) · not older than this age on September 1
GradeMax ageRoster guideline
3rd1014+ players
4th1114+ players
5th1216+ players
6th1316+ players
7th1418+ players
8th1518+ players

Max roster is twice the guideline; over that, the team splits. Grade/age challenges: written, $40 cash, at least five days before the next game.

Restricted ball carrier weights

§6.04 · §6.05 · pounds, official weigh-in on certified scales
GradeWeigh-in limitWk 1Wk 2Wk 3Wk 4Wk 5Wk 6+
3rd87878889909192
4th100100101102103104105
5th115115116117118119120
6th130130131132133134135
7th–8thUnlimited

Over by 5 lb or less at weigh-in earns one re-weigh before the season. Once restricted, restricted all season, with a helmet sticker front and back. Restricted carriers can't line up in the backfield or outside the tight end, carry, advance, or catch — but may kick, punt, hold, and recover fumbles without advancing. In-season weight challenge: $40 cash before the game ends; a successful challenge forfeits the game.

Game administration

§8.02 · §8.03 · §10.03 · §10.05 – §10.07
Clock
Four 10-minute quarters, one minute between, 10-minute halftime with a 3-minute warm-up.
Overtime
NFHS Kansas procedure. One overtime max except playoffs. Can't start if regulation ends 1:46 after kickoff (weather delays added). Coaches may agree to skip it outside playoffs.
Mercy rule
30-point lead in the second half: running clock. 30-point lead at the start of, or during, the fourth quarter ends the game unless both coaches agree to finish.
PAT
Kick 2 points, run or pass 1 point. Exception: 4th and 5th grade, all conversions are 2 points.
Player count
Below 11 with 72 hours' notice: 9-man rules. Below 11 without notice: forfeit (or a controlled scrimmage if both coaches agree). Below 9 at any time: forfeit.
Horse collar
No grabbing the inside collar or the jersey at the nameplate or above to pull the carrier down. Doesn't apply in the tackle box or to a QB in the pocket.
Targeting / spearing
First offense: out for the rest of the half. Second in the same game: out for the game and suspended for the next one.
Safety kickoff
Team scored upon kicks from its own 20, in grades that kick off.
Chains
Home supplies two volunteers, visitors one. Chain crew doesn't coach or debate calls.

Eligibility, practice, equipment

§7.03 – §7.07
Before contact
Registered, physical on file, three days and six hours of non-contact practice, properly outfitted.
Before games
Nine practice hours: at least three non-contact days and two contact days. Weigh-in complete. On the official roster.
Practice caps
One session per day, two hours max. Before school starts: 5 sessions / 8 hours a week. After: 4 sessions / 7 hours. Contact practices: 3 a week preseason, 2 a week once games start. Outside games count as a practice.
Heat
No practice at 95°F or a 105° heat index (Perry Weather app). No indoor substitute. Walkthroughs allowed but count.
Required gear
NOCSAE helmet with facemask · mouthpiece strapped to the mask · shoulder pads · seven-pad lower set · shoes, no exposed metal. Guardian Caps optional. Player-owned helmets and pads need equipment manager approval; helmets reconditioned every three years.
Non-contact practice
No pads or equipment except shoes; coach may require helmets and mouthpieces.
Uniforms
Jersey in white, black, or a school color; numbers front and back matching the roster; one spare jersey. Same helmet color across the team, KCFC-approved decals only.

Grade modifications

§10.09 (3rd) · §10.10 (4th) · §10.11 (5th) · 6th–8th play the general rules
3rd grade4th grade5th grade
Field80 yards (100 if scheduling requires); max major penalty 10 yd on 80, 15 on 100100 yards100 yards
Coach on fieldOne per team, 10 yards behind the deepest player. Silent from cadence to whistleSame as 3rdNone
Defensive line3–4 within 5 yards of the ball, no walk-ups, nobody heads-up on the center (10 yd)Nobody on the line heads-up on the center, including blitzers (10 yd)Same as 4th
KickoffsNone. Ball at the 25 (80-yd) or 30 (100-yd). After a safety, scoring team takes the ball at the 50None. Ball at the 30; 50 after a safetySame as 4th
PuntsDeclared, not live. Ball moves 30 yards, no closer than the 20. 10 seconds run offDeclared, modified live: punter 5 yards deep, nobody crosses until the kick, 8 return players within 5 yardsLive per NFHS
Field goalsLive play with 3rd-grade defensive restrictionsLive playLive play
PATRun/pass live. Kick is a dead play: no rush, 7 on the line, ball off the foot within 3 seconds. Kick 2, run/pass 1Run, pass, or kick all worth 2. Live playSame as 4th
Onside conversionFrom own 30 to the 40 (own 40 to 50 on 100-yd)From own 40 to the 50From own 40 to the 50

Onside conversion replaces the kickoff after a score: one play to gain 10 yards and keep the ball. Only a team losing by 9 or more, or losing/tied in the fourth quarter, may attempt it. Never to open the second half. It's a timed down; penalties and scores count as on any scrimmage play.

Every program

Conduct, enforcement, weather, and who to call — identical across flag and tackle

Enforcement

Article II · flag and tackle
Penalties
Reprimand, suspension, probation, or team forfeiture. Any ejection is an automatic suspension from the next game.
Repeat ejections
Two in two consecutive seasons: one-year suspension. Three in five seasons: five years.
Minimum-play violations
Two in two consecutive seasons: four weeks. Three: one year.
Suspension effect
No practices, walkthroughs, games, or entering the complex, fields, or parking. Coach-parents may be allowed to spectate at the committee's discretion.
Appeals
To the Football Board at its next meeting; two-thirds vote to overturn.
Rule challenges in-game
Head coach calls timeout and asks the Official in Charge — application of rules only, not judgment. Timeout restored if overturned. One per team per game.

Coaches

Article III
To coach
Volunteer application · age 21 head / 18 assistant / 16 youth assistant · background check (18+) · Area Director and Football Board approval · certification course.
Responsibilities
Know the rules — ignorance is no defense. Attend the captains' meeting. Keep an accurate roster. Control your sideline and your parents. No more than two teams per season.
Code of conduct
No profanity, abusive contact, punishment drills, alcohol, drugs, or tobacco. No recruiting other teams' players for events without their head coach's OK.
Parents
Talk to the head coach, not the officials. Don't interfere with coaching. Same alcohol, language, and conduct rules.
Video
Spectators film from spectator areas; coaches from their own sideline. Nothing on the field. No drones anywhere KCFC plays. Scouting is fine; sharing film with other coaches is a two-game suspension.

Weather and game day

§6.03 flag · §8.04 tackle
Heat rule
95°F or a 105° heat index at kickoff delays or blocks the start. KCFC rechecks every 30 minutes; flag adds precautions, tackle postpones and reschedules.
Weather line
Updated hourly on game days. Announcements also made at the complex.
Resuming
Time left × 2 must fit the scheduled slot. Tackle is official once a game reaches 4:00 left in the fourth quarter.
Can't make a game
Flag: text or call the game day line 913-368-9292. Tackle: call the Sportsmanship Chair 913-291-7005. No-shows forfeit.
Injury
Medical treatment without same-day clearance: incident report to KCFC within 48 hours, and a medical release before the player returns. KCFC medical staff has final say on removal.
Bench area
Rostered players and credentialed coaches only — four passes in flag, seven in tackle. Between the 20s on 80/100-yard fields, the 5s on 50-yard fields. No chairs or carts on the sideline without a physician's note.

Contacts

Staff listing
Brett Hunter, Executive Director[email protected]
Pam Broyles, Managing Director[email protected]
Josh Dillavou, Program/Event Coordinator[email protected]
Vanessa McEachron, Admin Asst.[email protected]
Nick Ray, Communications[email protected]
Jackson Blakley, Administration[email protected]
Corey Starnes, Officials Scheduler[email protected]
Wes Simoneau, Complex Manager[email protected] · 913-764-2040
Mike Stanton, Equipment Manager[email protected]
General info[email protected]

Heritage Park Sports Complex, 162nd & Pflumm, Olathe. Flag also plays at Heritage Soccer Park, 17255 Lackman Rd. Maps are in the back of each rulebook.

CYO flag football

2026–27 CYO Flag Football Rules · CYO rules govern in full · rulebook pp. 18–23
Download PDF CYO hosted
2nd–5th / 2nd–8thBoys / girls grades eligible
7 · min 5On the field · to start a game
22:00 ×2Running halves, 6-min half
1 × 1:00Timeout per half, no carryover
30 sPlay clock from end of play
3 downsTo reach the 18-yard line or score
50×40Field · 8-yd end zones

League, field and game setup

Rules 1 – 3 · 5 – 7
Eligibility
Boys entering 2nd through 5th grade. Girls 2nd through 8th grade.
League formation
Formed by the CYO office from registered teams — single grade or combined grades. Only 4th graders may play up to a 5th-grade team, decided before the season.
Field
50 × 40 yards standard (some fields vary), end zones at least 8 yards. No Running Zone is the 5 yards in front of each end zone. First-down lines at 18 yards from each end zone, scaled to the field.
Supervisor
A CYO-appointed adult supervisor is at every facility and is the sole CYO representative — final say on every dispute before, during, or after a game.
Coin toss
Head coach plus one player from each team at midfield. The scheduled visitor calls it. Winner receives first; the other team receives to open the second half. Officials cover facility rules here.
Players
7 on the field. Teams may start with no fewer than 5. Scheduled start time is forfeit time.
Coach on field
One coach per team may be on the field during play to instruct, but may not interfere with play.

Scoring, clock and mercy

Rules 8h – 8i · 9 · 10
Points
Touchdown 6. One try from the 5-yard line worth 2 — pass or run, the No Running Zone is off for the try. Safety 2 (offensive player down in own end zone). Those are the only scoring plays.
After the try
Win or lose, the other team takes over at its own 5. An interception on a try is dead immediately — no return.
Clock
44-minute running clock, two 22-minute halves, 6-minute halftime. Kept by the officials. Stops only for timeouts, or at the officials' discretion (injuries).
Timeouts
One 1-minute timeout per half, two per game. Unused first-half timeouts don't carry over.
Play clock
30 seconds from the end of the previous play, kept by the official. Delay of game if it expires.
Overtime
None. Ties stand.
Mercy rule
35-point lead in the second half: the trailing team gets one more possession to score. If it doesn't, the game ends and scoring stops. If more than 10 minutes remain, the trailing team may get up to two consecutive possessions (each ends on a score, failed first down, or turnover) — those points don't count. The game ends at full time regardless.

Offense

Rules 8a – 8g · 8j – 8m · 8o – 8p
Possession
Every possession starts at the offense's own 5, except after an interception, which is spotted where the returner was downed. Interceptions are live until the flag is pulled, a touchdown, or the official rules the player down.
Snap
Center snaps between the legs and the ball must fully leave the hands. Girls flag exception: ball may be snapped from the side. At least 1 and up to 4 players on the line of scrimmage.
Downs
Three downs to reach a first-down marker or score. Markers at roughly 18 yards from each end zone, so a drive from the 5 can earn two first downs before the goal line. Reaching or passing a marker resets to three downs.
No kicking
No punts, no kicks. Fail to convert in three and the other team starts at its own 5.
Live / dead ball
Live from the snap until the flag is pulled or the ball hits the ground and is whistled dead. Receiver is in-bounds with one foot down first.
Fumbles
None. Any ball on the ground is dead at that spot and the offense keeps it — including a dropped center-QB exchange, under center or shotgun. Never a turnover.
Flags fall off
Ball carrier whose flags come off for any reason, even without a defensive play, is down at that spot.
Eligibility
Everyone on the field can throw, run, or catch on every play.
QB running
QB may not run directly from the snap. May hand off, pitch, or lateral, and may scramble behind the line. A player who takes a handoff or lateral behind the line may throw. No handoffs or laterals once the carrier crosses the line of scrimmage.
Blocking
None of any kind, including screens. An offensive player may not impede a defender's path to the carrier or a legal rusher. Once the carrier crosses the line or catches a pass, all other offensive players should stop moving.
Flag guarding
No using hands, uniform, or anything else to protect the flags. Carrier may spin or move laterally. Leaving the feet is only allowed to clearly avoid a collision — and the carrier is down at that spot.
Motion
One player in motion at a time, lateral only — never toward the line of scrimmage.

Defense

Rules 8k · 8n · 8q
Rush
One rusher, and only if he starts at least 7 yards off the line of scrimmage. Anyone starting inside 7 yards can't rush. Once the QB hands off or pitches, everyone may cross the line.
Passer contact
A rusher may jump to block a pass but may never touch the passer — roughing the passer.
Batted balls
A batted-down ball is dead at that spot and stays with the offense (forward pass or pitch alike) unless it was the last down.
Flag pull
No tackling, holding, or diving at the carrier. Only the ball carrier's flags may be pulled — pulling a flag before the player has the ball is an illegal flag pull.
Inadvertent pulls
If the defense didn't play the flags and they fell anyway, the official may rule it inadvertent and skip the penalty. The player is down where the flags fell. A receiver whose flags already fell can still catch the ball but is down on the catch.
Substitutions
On any dead ball.

Penalties

Rule 11 · officials only call fouls; rulings are final · the offended coach may decline

5 yards

  • False start (from the line)
  • Defensive offside — play whistled dead, 5 yards forward
  • Illegal motion (more than one player moving)
  • Illegal rush (rusher started inside 7 yards) — 5 yards forward
  • Delay of game (from the line)

5 yards + loss of down

  • Offensive pass interference (from the line)
  • Illegal blocking / impeding a defender
  • Flag guarding (from the spot)

Automatic first down

  • Defensive pass interference — ball at the spot
  • Defensive holding — 5 yards from the end of the play
  • Roughing the passer — 10 yards from the end of the play
  • Illegal flag pull or diving at the carrier — 10 yards

Unsportsmanlike conduct

  • 10 yards from the spot and loss of down
  • Applies to players, coaches, and fans — fan and coach fouls charge the team
  • Two on one individual: ejection plus a two-game suspension
  • Coaches arguing a call can draw this foul

Uniforms and equipment

Rule 4
Uniform
Provided by the sponsoring parish: shorts/pants plus t-shirt or jersey, within CYO design and modesty guidelines. Shirts tucked in at all times. Numbers required on the back only; front optional.
Flags
Provided by the parish program. Belt fastened, flags visible over the uniform. Whole team in the same single-color flags/belts, contrasting the shorts. All shorts on a team the same single solid color.
Ball
CYO-provided. Pee Wee size for every grade.
Shoes
Required. Cleats allowed: molded non-removable or screw-in male plastic, no metal tips, max ½ inch, non-abrasive rubber/synthetic.
Accessories
No jewelry or watches. Soft braces with a physician's clearance. Sleeves, tights, headbands, armbands, and wristbands in white, black, beige, or the uniform's main color — and matching across teammates. Tape on arms, fingers, ankles OK. Gloves and soft knee/elbow pads OK.
Mouth guards
Highly recommended, properly fitted. Plain only — colors fine, no logos, images, or writing.

Playing time and conduct

Rules 13 – 15 · Article VI §4
Equal time (2nd–4th)
Every player present in uniform gets an equal number of series or possessions as far as the math allows — no one gets more than one extra series over anyone else. Coaches manage it; opposing coaches have no oversight.
Minimum touches (2nd–4th)
Coaches strive for every player to get a touch: a direct snap, handoff, lateral, or forward pass on a live play.
Injured / disciplined
A coach must tell the opposing coach and field supervisor before the game which players can't participate and why.
Ejections
Any player, manager, coach, or spectator ejected from a CYO contest is suspended for two games.

CYO tackle football

2026–27 CYO Tackle Football Rules · NFHS and KSHSAA rules apply unless modified below · rulebook pp. 24–30
Download PDF CYO hosted
5th–8thGrades · play up one grade only
15Minimum roster to enter a team
10:00 ×4Quarters 6th–8th · 18 plays/qtr in 5th
30 sPlay clock · 11-min halftime
6X-Heads on the field max
16 / 18Min plays per game 6–8th / 5th
1 OTRegular season · unlimited in playoffs

Game administration

Exceptions 1 – 6 · 11 · 24 · 25
Home team
Sideline opposite the press box or main bleachers. Leads the pregame prayer. Supplies a three-person chain crew, all 16 or older.
Rosters
Official roster to the CYO office before game one: name, jersey number, official weight, "X" next to anyone over the limit. Head coaches exchange copies before every game and turn them in with play-count and score sheets. Changes noted with the reason.
Clock (6th–8th)
Four 10-minute quarters on a field clock. 30-second play clock, 1 minute between quarters, 11-minute halftime with a 3-minute warmup. Scheduled start is forfeit time.
Clock (5th)
Four quarters of 18 plays from scrimmage. Kickoffs, free kicks after a safety, and PAT tries don't count. The snap on play 18 is time expired. One qualified person from each team records plays and scores together on the home side, tells officials when a quarter ends, and turns the sheet in to the field supervisor. Play counts shown on the scoreboard when the facility has one.
Point spread
6th–8th: 30-point lead in the 4th quarter runs the clock except for timeouts and injuries. 5th–6th combo: 40-point lead at the end of the 3rd or any time in the 4th ends the game. Straight 5th grade: no point spread.
Stopped games
Complete, and the result stands, if the CYO director or officials stop it after the first half.
Overtime
One period in the regular season; still tied is a tie. Playoffs: as many as needed. KSHSAA procedure — ball at the 10, four plays to score, coin-toss winner picks who goes first.
PAT
Kick 1 · run or pass 2. Live play — can be rushed and faked. All grades.
5th-grade punting
On a declared punt: either no rush, or take a 20-yard advancement and change of possession. Inside the 40 the advancement is always half the distance to the goal. The advancement option doesn't count toward the play count.

Contact and safety

Exceptions 7 – 10
Pre-snap movement
No forward movement by any player within 2 yards of the line of scrimmage before the snap. 5 yards, illegal procedure.
Defensive stances
Inside the tackle box and on the line or within 2 yards: 3- or 4-point stance. Linebackers may stand in the gaps but must be at least 2 yards off the line.
Face mask
Grasping the mask or any helmet opening. Incidental grab (no pull, twist, yank): 5 yards. Twist, pull, or yank: 15 yards. Enforced from the end of the run, always beyond the line of scrimmage. Quick whistle.
Helmet grabs
Grasping a helmet to tackle, or to throw a blocker: 15 yards.
Cut blocks
No cut blocking on the line, and no block initiated at or below the knee on anyone: 15 yards. Exception: contact that starts at the waist or higher and slides below the waist or to the knee is legal if contact was maintained throughout.
Spearing
Intentional use of the helmet to punish, including forearm/helmet contact to the head and upper shoulders: 15 yards and disqualification.
Cleats
Molded non-removable or screw-in male plastic only, no metal tips, max ½ inch, non-abrasive rubber/synthetic that doesn't develop a cutting edge.

Weight limits and weigh-ins

Exceptions 12 – 15 · pounds · reviewed every 3 years
DivisionLimitMust re-weigh if
5th112108–112
6th126122–126
5th/6th combo120116–120
7th145141–145
8th162158–162
7th/8th combo153149–153

Combined-grade teams playing in a single-grade division use that division's limit. Official weigh-in is at the mandatory Jamboree (second-to-last week of August), in shorts and a shirt, at least seven days before the first game — usually the Thursday after Labor Day. Not weighed means not eligible for the season, unless the CFL approves. Players within 5 lb of the limit re-weigh the week before playoffs (playoff teams only), with a 2-lb allowance. Skip the re-weigh and you're an X automatically. The Executive Director may call one extra unannounced re-weigh with cause.

Restricted ball carrier (X-Head)

Exception 16
How many
Only six over-the-limit players on the field at once.
Marking
Contrasting-color tape, 2 inches or wider, the full length and width of the helmet. Unmarked: ineligible until fixed.
Possession
May intercept, receive short kicks, and recover fumbles, but may never advance more than a step backward or laterally to protect themselves — 15 yards from the point of possession. Ball is dead the instant an X-Head gains possession (other than as kicker). Playing an unpermitted position: 5 yards, illegal procedure.
Offense
May not carry, pass, or receive. Center, guard, or tackle only — on the line, never outside the tight end, never the end. Must be covered by a non-X on the line. May recover a fumble or bad snap anywhere without advancing.
Defense
Line positions only, in a 3- or 4-point stance before and during the snap (5 yards if not). Exception: may play defensive end, and ends may stand.
Special teams
May kick, punt, or hold for field goals. On kickoff return, no more than 10 yards off the kicking team's line.

Eligibility, practice and sideline

Exceptions 17 – 21 · 26 – 33
One team only
No playing or practicing for another football team during the posted CYO season. Violation: the team forfeits every game that player was in.
Practice limits
Four 90-minute sessions or three 2-hour sessions per 7-day week. Live contact (faster than one-third speed) capped at 50% of each practice; the rest non-contact. 10-minute rest at the midpoint. Film, drills, and any team football activity count as practice. Scrimmages only with CYO teams in the same weight class. Violations: forfeits, coach suspension or expulsion.
Game ball
CYO-provided. Junior for 5th–6th, Youth for 7th–8th. Teams may use their own matching ball on offense; officials can revoke it if it slows the game.
Sideline
Head coach, assistants, one scorekeeper, three chain crew. Anyone else and the head coach is liable to suspension. Only sideline personnel, players, trainers, officials, and CYO staff on the field.
Filming
Drone footage must be shared with the opponent within 48 hours on request; tell CYO and the opponent before the game. Drones stay outside the field boundary and inaudible; the field supervisor can ground them. No filming of any kind from the sidelines during a game.
Combining grades
Short on numbers: combine into 5th/6th or 7th/8th teams. Play up one grade only (6th → 7th, but not 7th/8th combo or 8th). No player from two grades below (no 6th graders on an 8th-grade team). Playing down needs written approval from every opposing DSM and the CYO Director two weeks before rosters. 15 or fewer players in a grade: combine, or the DSM proposes assigning them to another parish. Combined parishes stay within geographic pods, consistent across grades.
Governance
Mandatory August coaches' meeting, one coach per team. The CFL Committee can move teams between divisions at any time for player safety. Any ejection is a two-game suspension.

Mandatory playing time and tiebreakers

Exceptions 22 – 23
Minimum plays (6th–8th)
8 per half, 16 per game. Kickoffs, PAT tries, and free kicks count.
Minimum plays (5th)
9 per half, 18 per game. If 24+ are rostered and suited: 7 per half, 14 per game.
Tracking
A qualified adult on each sideline keeps the individual play-count sheet. Head coach turns it in to the field supervisor. Late: warning, then a one-game suspension. Players out for injury or discipline reported to the scorers before the game, recorded on the back of the score sheet with the time.
Tiebreakers
1. Head-to-head. 2. League record (first meeting of a two-game series counts, the second doesn't). 3. Common opponents. 4. 13-point margin — average point margin across games before week 9, capped at ±13 per game, ±1 for an overtime game. Ties among 3+ with no common winner seed the top team by margin, then restart. 5. Coin flip.

2026 PLKC pod structure

Exception 29 · parishes combining players must stay within these pods
PodParishes
BrooksidePembroke Hill, St Elizabeth, St Peter, Visitation
EastlandNativity, Presentation, St John LaLande, St Regis
Holy SouthernCorpus Christi, Holy Cross, Holy Spirit, Holy Trinity, Prince of Peace, St John, St Paul
Northeast JocoHoly Name, John Paul II, Our Lady of Unity, St Agnes, St Ann
NorthlandCharles Borromeo Academy, St Andrew, St Gabriel, St James, St Patrick, St Therese
Shawnee CatholicChrist the King, Good Shepherd, Resurrection, Sacred Heart, St Joseph, St Patrick
Southern JocoAscension, Holy Rosary WEA, Nativity, St Michael
StatelineCure, St Thomas More
Quick reference only. Each league's printed rulebook governs. referee365.com · (913) 326-6114 · kcfootballcheer.org · cyokc.org Copyright 2026. Referee365. All rights reserved.