2022 Rules | 703 United Youth Sports - Travel Football, Flag/7v7, Basketball, and Cheerleading serving Dale City, Stafford, Manassas, Lorton
703 United Youth Sports is the premier youth travel tackle, flag football, 7v7, and cheerleader program In Prince William County in the Manassas, Woodbridge, Dale City, Dumfries, Lorton and Stafford Offering Travel football (AYF).

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Virginia Passing League

Flag Football & 7v7









2022 Virginia Passing League Flag Football & 7v7 Rules




 1.1. Game Play 1.1.1. 5-6 Division – 6 players vs. 6 players

1.1.2. 7-8 Division – 6 players vs. 6 players.


1.2. Player must provide colored mouthpiece, shorts or sweatpants with no pockets and a pair of rubber sole or screw on type cleats. No metal baseball type cleats are permitted.

1.4. Ball Size 1.4.1. 5-6 Division – “Pee-Wee” sized ball or equivalent to a “Wilson K2” football.

1.4.2. 7-8 Division – “Pee-Wee” sized ball or equivalent to a “Wilson K2” football.

1.5. Teams are not allowed more than three days of activity per week. This would mean a team is allowed two practices and one game per a seven-day period.

1.6. Practice sessions (date/time/location) are at the discretion of each head coach.

1.7. Each team can have up to 4 coaches on the sideline during a game.



2. CODE OF CONDUCT 2.1. Each player, parent and coach are required to sign a code of conduct form. Bad conduct will not be tolerated. If a player or a coach is ejected from a game, he or she will be restricted from participating the following week. If a player or coach is ejected a second time, they will not be permitted to return for the remainder of the season.

2.2. There is a 4 play “cool down” period a referee can use to allow a player to calm down and return to play.

2.3. Examples of bad conduct are:

2.3.1. Arguing with a referee or league official.

2.3.2. Foul language or any obscene gesture.

2.3.3. Trash talking (Trash talk is talk that may be offensive to officials, opposing players, teams or spectators), taunting and showboating.

2.3.4. Fighting

2.3.5. Tackling

2.3.6. Elbowing

2.3.7. Cheap shots

2.3.8. Intentional blocking

2.3.9. Clotheslining, kicking or intentionally grabbing a player’s shirt

2.4. If a parent or spectator becomes disruptive, enters the coaching area or enters the playing area, a referee, coach, or league official will immediately speak with that individual. If that person refuses to cooperate, they will be asked to leave the field. If they further refuse, Prince William County Park Authority and Prince William County Police will be notified, and that person will be removed and forbidden to return to 703 United permitted fields for the rest of the season.


 3.1. General 3.1.1. Field Size 5-6 Division – 60X30 yards. 7-8 Division – 60X30 yards.

3.1.2. One coach is always permitted on the field for the 5-6 and 7-8 Divisions.

3.1.3. First possession is determined by a coin toss.

3.1.4. Possession does NOT change after halftime. Play resumes exactly where it left off.

3.1.5. A team must always field a full team of players.

3.1.6. If a team cannot field the maximum number of players at game time, they may play with no less than the number of players listed below. 5-6 Division – 4 Players. 7-8 Division – 4 Players.

3.1.7. Each player must have a set of flags. Flags should be simple pull flags that are made up of two flags (at least 14 ½ inches in length). Flags may not be black or the same color as the team’s uniforms. Flags are to be worn on the outside of the hips. Example: if a player stands straight and puts their arms at their sides, the flags should be in line with their arms.

3.1.8. Players must tuck in their shirts so that the flags are visible.

3.1.9. Jerseys will be numbered, but due to equipment limitations, players may have the same jersey number as another player on the team. Each organization should try to avoid the occurrence as much as possible.

3.1.10. If a player is injured before the game: The cut or abrasion must be covered with an appropriate dressing.

3.1.11. If a player has a cast, it must be covered with appropriate padding and must be cleared by a referee for safe play. If a referee does not approve the padding, the player will not be allowed to participate.

3.1.12. If a player gets injured during the game causing an open wound, they will be asked to leave the game until the wound or abrasion is attended to and properly covered.

3.1.16. Hats, headbands and wristbands are permitted so long as there is no message, except sports logos.


3.2. Offense

3.2.1. The offense will take possession of the ball on the 5 yard line (5-6 and 7-8 division) and has 3 downs to make a first down or score.

3.2.2. First Down Markers 5-6 Division – (1) Midfield. 7-8 Division – (1) Midfield.

3.2.3. After a team fails to make a first down, or score, using 3 downs, the opposing team will take possession and start their offensive series from the 5-yard line (5-6 and 7-8 division).

3.2.4. “No Run” zones are established to prevent power running the ball and for player safety. These zones are marked 5 yards prior to first down markers and end zones. “No Run” zones for the age divisions are listed below. 5-6 Division – Rule not in effect. Running is permitted anywhere on the field. 7-8 Division – 5 yards prior to first down markers and end zones.

3.2.6. Flag guarding and stiff arms are prohibited.

3.2.7. If a ball is fumbled, it is dead.

3.2.8. There is no blocking, screening or intentional contact permitted. Once the ball crosses the line of scrimmage, either by running or after the receiver catches a pass, all other players must stop or move away from the play. No player may escort the ball carrier down the field of play if it interferes with any defender from making a play.

3.2.9. There is no punting permitted.

3.2.10. Only one player is allowed in motion at a time and they must move parallel or away from the line of scrimmage.

3.2.11. The center must snap the ball in a regular style between his or her legs.

3.2.12. The quarterback is allowed to run but must first establish a fake to another player (dual possession). For dual possession, the quarterback must simulate a handoff. Defenders can come across the line once a the QB fakes the ball.

3.2.13. All players are eligible to catch a pass, including the quarterback once the ball is given to another player.

3.2.14. All passing does NOT need to be beyond the line of scrimmage. Screens and backwards passes are allowed except for the “No Run” zone. When a team is in the “No Run” zone, a pass must cross the line of scrimmage.

3.2.15. Shovel passes are allowed.

3.2.16. Pitching is only permitted behind the line of scrimmage.

3.2.17. Multiple hand-offs are permitted behind the line of scrimmage. However, once a player crosses the line of scrimmage, the ball cannot change possession to another player on the same team.

3.2.18. Once the ball is handed off, the ball carrier is eligible to run or pass the ball.

3.2.19. The quarterback has a 7-second “pass clock” to pass the ball or hand it off. Once the ball is handed off, the 7-second rule does not apply.

3.2.20. Scoring Touchdown ~ 6 points Extra Point ~ from the 5-yard line is 1 point Extra Point ~ from the 12-yard line is 2 points Safety ~ 2 points and the ball changes possession

3.3. Defense 3.3.1. All players who rush the QB must start behind the “rush line.” Division rules for rushing the QB are listed below. 5-6 Division – “Rush Line” is 5 yards behind the LoS. Only two (2) players may rush. 7-8 Division – “Rush Line” is 5 yards behind the LoS. Only two (2) players may rush.

3.3.3. Players rushing the quarterback may not move past the “rush line” until the ball is snapped. If a player crosses the “rush line” prior to the snap and then cross the LoS prior to a handoff, an illegal rush penalty will be called if he continues to blitz.

3.3.4. After the quarterback hands the ball off, all players are eligible to rush the runner.

3.3.5. Any player not rushing may defend the line of scrimmage but may not cross the line until the ball is handed off or dual possession (QB Fake) is established.

3.3.7. If a ball is intercepted, it can be returned and will be spotted where the flag is pulled.


3.4. Game Timing 3.4.1.

Game Length 5-6 Division – Game length is 36 minutes. This consists of two 15-minute halves and a 6-minute half-time. 7-8 Division – Game length is 36 minutes. This consists of two 15-minute halves and a 6-minute half-time.

3.4.2. Games are played with a “running clock” the entire game.

3.4.3. Referees can stop the clock at their discretion.

3.4.4. There is a 25-second play clock that will begin as soon as the ball is spotted by the referee.

3.4.5. Time out periods will be allowed as follows: Regular Season   3 ~ 30 second time outs per half The game clock will stop during these periods. Unused time outs do not carry over from the first half of play. Playoffs    3 ~ 30 second time outs per half The game clock will stop during these periods. Unused time outs do not carry over from the first half of play.

3.5. Overtime 3.5.1. If a game requires an overtime period, the play will proceed as follows:

3.5.2. Coin toss determines first overtime possession. Play will start at the defending team’s 20-yard line. A team has 3 plays to score. After a team scores, they will have a try at extra points. If both teams score, or neither team scores, the game goes into the next overtime period. If one team does not score during the period, the game is over. If the game is still tied after 3 overtime periods, it will result in a tie, unless it is a tournament game, then the game will be played until there is a winner.

3.6. One Sided Game Rule

3.6.1. If a team is losing by 25 points or more in the second half, the losing offense will start at midfield instead of the 5-yard line and the clock cannot be stopped by the winning team.

3.6.2. If a team is losing by 35 points or more in the first half, the losing offense will start at midfield instead of the 5-yard line and the clock cannot be stopped by the winning team.

3.6.3. If a team is losing by 35 points or more at any point in the game, the opposing team will not be allowed to rush the quarterback at all. The 7-second rule still applies.


3.7. Penalties 3.7.1.

Defense Offsides ~ 5 yards Pass Interference ~ 10 yards and an automatic first down Illegal Contact ~ (holding, tackling, etc.) 10 yards and an automatic first down Illegal Flag Pull ~ (before the receiver has the ball) 10 yards and an automatic first down Illegal Rushing ~ (starting rush from inside 7-yard marker) 10 yards Delay of Game ~ clock stops, 10 yards Unsportsmanlike Conduct ~ 15 yards and an automatic first down

3.7.2. Offense Illegal Motion ~ (more than one person moving, false start, etc.) 5 yards and loss of down Offensive Pass Interference ~ (illegal pick play, pushing off/away defender) 10 yards from the line of scrimmage and loss of down Offensive Screening/Blocking ~ 10 yards from the line of scrimmage and loss of down Flag Guarding ~ 10 yards from the spot of the foul and loss of down Delay of Game ~ loss of down Seven (7) second violation on QB – Play is dead at the spot, loss of down Unsportsmanlike Conduct ~ 15 yards and automatic first down

3.7.3. If a quarterback does not successfully establish dual possession and crosses the line of scrimmage, the play will be blown dead immediately, and it will be the following down.

3.7.4. Referees determine incidental contact that may result from normal run of play.

3.7.5. All penalties, except spot foul penalties, will be assessed from the line of scrimmage.

3.7.7. Games cannot end on a defensive penalty, unless the offense declines it.



4.1. Game Play

4.1.1. 9/10 Division – 7players vs. 7players

4.1.2. 11/12 Division – 7 players vs. 7 players.

4.1.3. 13/14 Division – 7players vs. 7players

4.3.5. Suggested number of players per team for optimal playing time: 9/10 Division – 13 Players 11/12 Division – 13 Players 13/14 Division – 13 Players 



5.1. Offense will start on the 40-yard line.

5.2. There will be a coin flip before each game for 1st possession

5.3. Player is down when he is touched with one hand below the neck and above the ankle.

5.4. QB will have 4.0 seconds to throw. Refs will 3-chop and the 4th chop is the whistle.

5.5. Each team will have one blitz per game (including overtime). HEAD REFEREE WILL TRACK.

5.6. Running by the offense is permitted except within 5yds of a first down or 5yds of the goal line.

5.7. There are NO untimed downs. Exception – if a team scores and time expires; the scoring team will be allowed the extra point attempt.

5.8. The Head Referee can stop the clock to ensure proper application of the rules outlined herein.



6.1. Players must remain on their sideline during the game.

6.2. Please police your own sidelines keeping players back during the game and clean up all trash after your game.

6.3. All games will be 2 - 20 minutes halves in length with a running clock.

6.4. Each team will be allotted one 60 second timeout per half.

6.5. Maximum of four (4) coaches per team.

6.6. One Offensive Coach and no more than two players can be on the field (players must be on one knee) during play. 1st time is a warning 2nd time delay of game will be assessed (which IS a loss of down)! No defensive coaches can be on the field at any time.

6.8. Each game will have at least 2 referees. Coaches will be responsible for signing the final game score sheet after each contest.

6.9. The Head Referee will be in charge of maintaining order during the game and ensuring these rules are enforced properly. The Head Referee will be responsible for yelling the score to both teams as points are awarded.



7.1. Offense will start on the 40 yard-line with the option of using either hash. First downs will be at the 25-yard line and 10-yard lines. Once the 1st down is achieved inside the 10-yard line you will have three (3) downs to score.

7.2. Offense has three (3) downs to gain a first down.

7.3. Each team must possess a center to snap the ball. The center is ineligible to catch a pass.

7.4. After a score, the offense can go for one (1) point at the 5-yard line or two (2) points at 10-yard line. The offense may place the ball either on the hash or the middle.

7.5. The offensive team may run the ball on ANY DOWN (Example they can run 1st 2nd and 3RD if they choose). All forms of runs and handoffs are permitted.

7.6. The 1ST player to receive the ball from the center is considered the QB and can NOT run. The 2nd player to possess the ball is the runner and is not allowed to throw or lateral the ball.


7.8. Fumbled shot-gun snap is a dead ball (loss of down), and the ball will return to the original line of scrimmage. All fumbles are dead where they lay.

7.9. Offensive team is responsible for retrieving and returning the ball to the previous spot or the new line of scrimmage.

7.10. All offensive formations must be legal sets. Receivers’ alignment should respect the tackle box.

7.11. All offensive substitutions must enter through the back of the offense.



8.1. Six (6) points for a touchdown

8.2. One (1) point for a PAT from 5-yard line

8.3. Two (2) points for a PAT from 10-yard line

8.4. Two (2) points for a defensive stop

8.5. Three (3) Points for Interception (no runbacks or “pick six”)

8.6. Turnover on a PAT is dead ball (including interception) and no points will be given

8.7. If there is a defensive stop or an interception that occurs with no time on the clock, the defense will still be awarded two (2) points for the defensive stop and three (3) points for the interception.

8.8. Official scores will be kept by the referee-scorekeeper on the Field.



9.1. False Start = Loss of Down

9.2. Delay of Game = Loss of Down

9.3. Each team will have 25 seconds to snap the ball once it has been marked ready for play; delay of game penalty will be assessed.

9.4. Offensive Pass Interference = 5-yard penalty and Loss of Down

9.5. If there is an offensive penalty at the 40 yard line, the Offensive team will just be penalized             with a loss of down. (ex. 1st Down, Offensive Pass Interference penalty @ 40 yard line, next play will be 2nd down from the 40 yard line.

9.6. Offensive team is responsible for retrieving and returning the ball to the previous spot or the new scrimmage spot. Clock does not stop and any delay by offense in retrieving and returning the ball will result in a delay of game and be a loss of down.

9.7. Dead Ball penalties on the Offense assessed after the play would result in a 15-yard penalty.

9.9. Back-to-Back delay of game penalties will result in change in a defensive stop and defense will be given 2 points

9.10. If the scoring team is assessed a dead ball penalty after a touchdown, they will forfeit their extra point opportunity.

9.11. If there is an Offensive penalty (false start, delay of game, offensive pass interference, etc…) when the defensive team blitzes, the defensive team will be awarded their blitz back if the penalty is accepted.



10.1. Off-sides = 5-yard penalty

10.2. Defensive Pass Interference = will be a spot foul (1st down at the spot).

10.3. Defensive Holding = Defensive Holding is a 5-yard penalty and automatic first down.

10.4. If Defensive Pass Interference occurs in the end zone, it will result in a 1st down at the one-yard line.

10.5. Defensive Pass Interference on an extra point is half the distance for the same amount of points. Ex.Going for two (2) from the 10 yard line, pass interference occurs in the endzone –ball is moved to the 5 yard line and if converted offense is awarded two (2) pts.

10.6. Any dead ball penalty on the defense AFTER a change of possession or TD would result in a loss of down for that team’s offense when they begin their ensuing possession.

10.7. Responsibility to avoid contact is with the defense.

10.8. If the defense crosses the line of scrimmage during a passing play, they will be penalized 5 yards and the play will result in an automatic first down. The offense will have the option to decline.

10.9. Dead Ball penalties on the defense assessed after the play would result in a 15-yard penalty, or half the distance to the goal from the spot of the ball and an automatic first down.

10.10. Game CANNOT end on a defensive penalty!

10.11. Tackling or unnecessary roughness will be an unsportsmanlike penalty (No Warning). Resulting in a 15-yard Penalty and AUTOMATIC 1st Down, and subject to ejection of the player. Diving at the legs of an offensive player will be considered unnecessary roughness.

10.12. If there is a Defensive penalty that occurs when the defensive team blitzes (defensive holding, offside, etc.) the defensive team will lose their blitz for the remainder of the game.



11.1. Each team has 1 blitz to be used during game play and/or during overtime

11.2. If a team blitzes, there will be NO 4 second count! QB can scramble but cannot run past the original line of scrimmage

11.3. The Blitz can be used at any part of the field; the blitzing team can blitz as many players as they choose

11.4. If a team blitz’s, and there is a Defensive penalty on the play the blitzing team will forfeit their blitz. If there is an offense penalty on the play, the blitzing team can accept the penalty, if the penalty is accepted the blitzing team will maintain their blitz.


12. TIE BREAKER/OVERTIME RULES (Will only apply during postseason)

12.1. Regular season games that end in a tie will play until we have a winner. Any postseason game that ends in a tie will result in Overtime.

12.2. The referee will select a team to call the coin toss in overtime, at his/her discretion.

12.3. The winner of the coin flip will select if they want to be 1st offense or defense.

12.4. The ball will be marked on the 10-yard line and NCAA overtime rules will apply. Each Team has three attempts at the end zone.

12.5. Only offensive scoring will count in overtime.

12.6. After the 1st overtime, both teams must go for two (2) points (spot ball @ 10-yard line) after a Touchdown.

12.7. If a game goes into a 2nd overtime, the team that gets the ball 2nd in the 1st overtime will receive the ball 1st in the 2nd overtime. 3rd overtime teams will switch again.

12.8. OVER TIME PENALTIES 12.8.1. All regulation rules and penalties apply.