Flag football words · Intermediate
The words that make the commentary make sense. They build on the beginner words.
I · Intermediate · 31 words · Step 2 of 2Checked 8 October 2026
Basic setup terms
Scoring terms
Touchback
The ball becomes dead on or behind the goal line and the attacking team is responsible for it being there, or a defender intercepts and their momentum carries them into the end zone. The defending team then puts the ball in play at its own 5-yard line.
See also: End zone
Overtime
Used when a game is tied after two halves and a winner is needed. The first extra period gives each team one series from the middle line, with no first down at the middle. If it is still tied, later periods are single 1-point tries from the 5-yard line.
Also called: tiebreaker
See also: Down, Middle line, First down
Downs and possession
Loss of down
The loss of the right to repeat a down. It applies only to fouls by the offence before a change of possession.
Playing terms
Flag guarding
An illegal attempt by the runner to stop a flag pull by covering the flag with the body or ball, waving a hand in front of it, or reaching out towards the defender. Jumping and diving are types of flag guarding. Dipping and spinning are legal if the flags are not significantly raised.
Blitzer
A defender who starts all parts of the body more than 7 yards from the scrimmage line and signals with a raised hand for the last second before the snap. They have right of way if they rush immediately, quickly and straight towards where the quarterback takes the snap. A defender who crosses the line without signalling is a rusher.
See also: Snap, Quarterback, Run
Quarterback clock
The quarterback has 7 seconds after the snap to pass or hand off the ball. If the time is exceeded the ball is dead at the scrimmage line with a loss of down.
Also called: 7-second rule
See also: Down, Loss of down, Snap, Quarterback
Play clock
The ball must be put in play within 25 seconds after the Referee declares it ready for play. Otherwise the ball remains dead and the penalty is 5 yards.
Backward pass
Any pass that is not forward, including a sideways one. A runner may pass the ball backward only if it has not been carried beyond the scrimmage line and possession has not changed. The limits keep the game from being played like rugby.
Shift and motion
A shift is a simultaneous change of position by two or more offensive players before the snap, and ends when everyone has been still for one full second. Motion is one offensive player changing position after the shift, and may not be towards the opponent's goal line when the snap starts.
See also: Snap
Right of place and right of way
Right of place goes to a stationary player in a normal posture, and others must avoid them. Right of way is a priority: the offence has it while a legal forward pass is possible, blitzers have it while rushing, and the runner has none. The player without it is charged with avoiding contact.
See also: Offence
The ruleWho has to avoid whom in flag football?Fouls and penalties
Illegal contact
Intentional contact with an opponent or official, stepping or standing on a player, holding, or aiming. The penalty is 10 yards with loss of down, or an automatic first down if the defence fouls.
See also: Down, First down, Loss of down, Automatic first down, Defence
Aiming
Targeting and initiating contact with an opponent, or running into one even with right of way. It includes any deliberate or avoidable contact with force, even in a flag pull or when playing the ball.
Shielding
Obstructing an opponent without contact by moving into their path when you do not have right of way, for example to stop a pass route or a legal blitzer. A player standing still is not shielding. The penalty is 5 yards.
Illegal forward pass
A forward pass thrown by a player beyond the scrimmage line, after a runner has gone beyond it, as a second forward pass in one down, or after possession has changed. The penalty is 5 yards and loss of down.
See also: Down, Loss of down, Penalty
Illegal kick
The runner may not intentionally kick the ball. The ball becomes dead, with a 5-yard penalty and loss of down.
See also: Down, Loss of down, Penalty
Game management terms
Time of possession
How long a team controls the ball over the course of a game, often linked to offensive tempo.
Clock management
Strategic decisions about how to use the game clock, especially near the end of a half.
See also: Half
Challenge flag
A flag a coach throws to formally request a video review of a recent play.
See also: Penalty
Charged team timeout
Each team has two per half, not carried over, requested by a coach or inbound player when the ball is dead. A timeout is at most 60 seconds, and none are granted in overtime.
Running clock
If the score gap is 30 points or more at the Referee's notification, the clock no longer stops for the situations that stop it in the last two minutes of a half. In those last two minutes the clock stops for a first down, a completed penalty, the ball or runner out of bounds, and other listed events.
See also: Down, Referee, Half, First down, Penalty
Offensive terms
Play action
A fake handoff by the quarterback meant to trick the defence into expecting a run before throwing a pass.
See also: Quarterback, Defence
Screen pass
A short pass thrown just past the line of scrimmage, relying on blockers ahead to create running room.
See also: Line of scrimmage
Audible
A last second change of play called by the quarterback at the line, based on how the defence is set up.
See also: Quarterback, Defence
Red zone
The area inside the opponent's twenty yard line, where scoring chances are highest.
Two minute drill
A fast paced offensive approach used near the end of a half to save time while trying to score.
See also: Half
Defensive terms
Zone coverage
A defensive scheme where players cover areas of the field rather than specific opponents.
Man coverage
A defensive scheme where each defender is assigned to a specific offensive player.
Pass rush
The effort by defensive players to reach and pressure the quarterback before a pass is thrown.
See also: Quarterback
Run stuff
Successfully stopping a running play for little or no gain.