2nd Grade Flag Football Rules
⚠ 2nd Grade Kid QB Rule: A player QBs the offense instead of a coach. The Kid QB has a 6-second pass clock, cannot run the ball across the line of scrimmage, and may play QB for only one half of the game, not both. There is no pass rusher against the Kid QB at all in 2nd grade.
Players, Coaches & Ball
7 offensive and 7 defensive players on the field, with one offensive player serving as the Kid QB (minimum 6 players to start a game). Side snaps are permitted, though a center exchange is encouraged. One coach per team may be on the field. Game ball is a Wilson or Franklin Peewee Blue (or Moody-approved equivalent Peewee-size ball).
Kid Quarterback
The Kid QB has 6 seconds to pass or hand off and is ruled down for delay if the ball isn't released in time. The QB cannot run the ball across the line of scrimmage, and no pump fakes are allowed to intentionally extend the 6-second clock.
Running
The offense may use multiple handoffs. No-run zones sit 3 yards from each end zone — any pass (including a shovel pass) must cross the line of scrimmage while in one of these zones. A player who receives a handoff may throw from behind the line of scrimmage. After a handoff, defenders may cross the line of scrimmage to pursue the play.
Passing & Receiving
Shovel passes are allowed. All players are eligible receivers. Only one player may be in motion at a time. Interceptions are live and may be returned; a player must secure the ball with at least one foot inbounds.
Field, Scoring & Kickoffs
Field is approximately 50 yards long and 30 yards wide, with 5-yard end zones. Touchdown = 6 points, try = 1 point (from the 6-yard line) or 2 points (from the 12-yard line), safety = 2 points. There are no kickoffs — the ball is placed at the receiving team's 15-yard line to start each half and after every score.
Game Clock
Four quarters. The first three are 10-minute running-clock quarters; the fourth is an 8-minute running-clock quarter followed by 7 additional offensive plays to close the game (try attempts don't count toward those 7 plays, and the game cannot end on an accepted defensive penalty). 1-minute breaks between quarters, 3-minute halftime. During the final 2 minutes of the 2nd quarter, the clock stops on dead balls and restarts on the snap. Each team gets two 30-second timeouts per half. No overtime in regular-season play — ties stand.
Coin Toss
The visiting team calls the toss; the winner chooses possession or direction (no deferring). The other team receives the ball to start the second half, and teams switch directions at halftime.
Downs & Possession
Teams get 4 downs to advance to the next 15-yard zone line or score; reaching it resets to 4 more downs. If the offense fails to convert, possession changes and the new offense starts at its own 3-yard line. There are no live fumbles — a loose ball is dead the moment it hits the ground and is spotted at that point.
Player Participation
Every player must play at least half of each half and must see time on both offense and defense — no player may be used exclusively on one side of the ball. If a player sits the entire 1st quarter, they must play the entire 2nd quarter (barring injury/illness), and the same rule carries into the 3rd/4th quarters. Coaches are responsible for tracking this.
Dead Ball
A play is dead when: a flag is removed or falls off, the carrier steps out of bounds, a touchdown or safety is scored, the carrier's knee touches the ground, a loose ball hits the ground, or an official rules a bad snap dead. A player who receives the ball while already missing a required flag is ruled down at the spot of possession.
Flag & Contact Rules
A runner is down at the spot of the flag pull, based on the runner's feet, not the ball. Runners cannot stiff-arm, lower their head into a defender, run over a defender, guard their flag with hands or arms, or leave their feet to avoid a flag pull. Defenders cannot hold, push, tackle, grab the face, or push a runner out of bounds. No blocking or screening beyond the line of scrimmage. All flag belts must be properly worn before every snap — flags may not be taped, tucked, or tied down.
Penalty Guide
| Violation | Penalty |
| Illegal blocking / screening | 10 yards |
| Illegal tackling / contact | 10 yards |
| Flag guarding | 10 yards from spot of foul |
| Defensive pass interference | 10 yards |
| Offensive pass interference | Loss of down |
| Unsportsmanlike conduct | 15 yards |
| Moving set ball | 5 yards |
| Illegal forward pass | 5 yards |
| Illegal run / exchange violation | 5 yards |
| False start / encroachment / illegal motion | 5 yards |
| Illegal securing of flags | 5 yards |
| Delay of game | 5 yards |
Equipment
YMCA-approved jersey with YMCA identification (no player names unless approved). Flag belt with two properly attached flags — no taping, tucking, or tying to prevent removal. Mouth guard required for all participants. Athletic shoes with rubber soles (molded rubber cleats OK, no metal cleats). Wilson or Franklin Peewee Blue game ball. Water bottle. No jewelry (securely taped stud earrings and fitted/covered medical-alert bracelets are the only exceptions); no rigid splints or solid casts.
Practice Limit
One team practice per week, maximum one hour, unless the Sports Department announces an exception. No practice is permitted on game day; pre-game warm-up should not exceed 15 minutes. Scrimmages count toward the weekly practice limit.