5V5 • GAME DAY • REF CREW
GirlPower Carolinas

REFEREE HUB

Know the rules. Make the call. Own the field.
Learn the rules first, work through real game situations, practice making the call and then prove what you know.
Coming January 2027
Hands-On Referee Training

Stay tuned for details on our in-person referee training event. We'll take these rules and scenarios onto the field for live practice.

RULEBOOK •
FINAL CHALLENGE •
GirlPower Carolinas referees
GIRLPOWER REF CREW Learn it. Practice it. Call it.
How This Training Works

Learn it before you're tested on it.

Each module teaches the rules, shows how they apply on the field, gives you a chance to practice and then moves you into the knowledge check.

Four steps in every module.

You don't need to memorize an entire rulebook. You need to recognize what is happening and know what to do next.
01

Learn It

Learn the rule in short, useful sections.

02

See It

Use examples, diagrams and game-day reminders.

03

Practice It

Make a call and immediately see the explanation.

04

Prove It

Complete the knowledge check and move forward.

Game-Day Resources

Keep these on the sideline.

Save these PDFs to your phone or print them before game day. They match the same procedures taught in the Referee Hub.

✓

Game-Day Checklist

Everything to handle before the game, during play, at halftime and at the end.

✓ field setup
✓ player equipment
✓ flag pull test
✓ captains & coin toss
✓ no-run-zone call
✓ Punt or Play
✓ halftime reset
✓ score-card verification
7

Quick Rules Card

The rules you are most likely to need while the game is moving.

✓ downs
✓ Punt or Play
✓ No-Run Zone
✓ 7-second clock
✓ rushers
✓ dead-ball rules
Your Training Progress
0 of 6 modules completed

Six modules. One game-ready ref.

Modules 1–5 teach and practice the rules. Module 6 is the final Ref Challenge.

5 LEARNING MODULES
+ FINAL CHALLENGE
1
START HERE

Game Ready

Pregame, equipment, coin toss, downs, 4th-down decisions and game-day responsibilities.

LEARN MODULE 1 →
2
READY

Field IQ & Timing

LOS, first-down line, no-run zones, rush line, play clock and game clock.

LEARN MODULE 2 →
3
READY

Live Ball & Ball Movement

Dead balls, running, passing, receiving and the 7-second clock.

LEARN MODULE 3 →
4
READY

Rush, Flags & Formations

Legal rushers, flag pulling, flag guarding, formations and motion.

LEARN MODULE 4 →
5
READY

Penalties & Game Management

Enforcement, sportsmanship, coach questions and communicating calls.

LEARN MODULE 5 →
6
FINAL

Ref Challenge

Twenty mixed situations. Pass the final and unlock your certificate.

TAKE FINAL CHALLENGE →
MODULE 01 / GAME READY

Before the Ball Is Snapped

Learn how to prepare the field and players, start the game correctly and manage the important game-flow decisions.

LEARN PRACTICE KNOWLEDGE CHECK COMPLETE
Learn It

Game Setup & Flow

Captains to Midfield

Team captains meet at midfield for the opening coin toss.

Visitor Calls

The visiting team calls the coin toss.

Winner Chooses

The winner chooses offense or defense. The other team chooses direction.

No Defer

There is no option to defer.

Start at Own 5

The offensive possession begins at its own 5-yard line.

4 Downs

The offense has four downs to cross midfield.

3 Downs

After crossing midfield, the offense has three downs to score.

Second Half

The team that began the game with possession starts the second half on defense.

Remember This

VISITOR CALLS → OFFENSE/DEFENSE → DIRECTION → NO DEFER → OWN 5 → 4 DOWNS TO MIDFIELD → 3 DOWNS TO SCORE

Learn It

4th Down: Punt or Play?

4
4th Down Before Midfield Head coach declares PUNT or PLAY

PUNT

No play is run. Possession changes immediately and the opponent begins at its own 5-yard line.

PLAY

The offense runs the 4th-down play. Cross midfield = three new downs to score. Fail to cross midfield = opponent takes possession where the 4th-down play ended.

WHAT THE REF SAYS: “Coach — 4th down. Punt or play?”
Practice It

The head coach selects PUNT on 4th down before midfield. What happens?

Learn It

Player Equipment

Official Flags

Players use official NFL FLAG belts and flags.

Mouthguard

A mouthguard must be worn while on the field.

No Jewelry

Jewelry must be removed.

No Exposed Metal

No exposed metal on cleats or braces.

Jersey Tucked

If a jersey falls below the belt, tuck it so flags remain unobstructed.

Flag Contrast

Flags cannot be the same color as the player's shorts or pants.

GirlPower Game-Day Standard: Before the game begins, have the girls physically pull/test their flags so loose or broken belts are caught before the first snap.
Game-Day Checklist

Before • During • Halftime • End

✓

Module 1 Complete

You know how to prepare the game, manage 4th-down decisions and handle the key game-day checkpoints.

Up Next • Module 2

Field IQ & Timing

Learn the field, no-run zones and regular-season clocks.



MODULE 02 / FIELD IQ & TIMING

Know Where the Play Is Happening

Learn the lines, zones and clocks that control each play.

LEARN SEE IT PRACTICE KNOWLEDGE CHECK
Learn It

The Lines That Matter

Line of Scrimmage

The imaginary line through the football across the width of the field.

Line-to-Gain

Midfield is the first-down line the offense must cross.

Rush Line

The designated rush line is 7 yards behind the LOS.

No-Run Zones

The 5 yards before midfield and the 5 yards before the opponent's end zone.

Boundary

Stepping on the boundary line is out of bounds.

Ball Spot

Before ready-for-play, the referee spots the ball in the middle of the field.

OFFENSE MOVING ↑ TOWARD OPPONENT END ZONE
OPPONENT END ZONE
NO-RUN ZONE
MIDFIELD / LINE-TO-GAIN
NO-RUN ZONE
7-YARD RUSH LINE
LINE OF SCRIMMAGE
OFFENSE ↑
OWN END ZONE
Training diagram — offense is moving from bottom to top. Not drawn to exact scale.
Learn It

No-Run Zone

This is both a football rule and a communication responsibility for the referee.
Where?

Inside 5 yards of midfield/first down and inside 5 yards of the opponent's end zone.

No Run Across LOS

The offense cannot run the football across the line of scrimmage.

Pass Must Cross LOS

The play must result in a forward pass across the line of scrimmage.

Say It Out Loud

GirlPower referees verbally announce “NO-RUN ZONE” before the snap.

7-Second Clock Still Applies

Being in the no-run zone does not remove the quarterback's 7-second clock.

Handoff Doesn't Remove the Zone

A handoff can eliminate the 7-second clock, but the no-run restriction still applies.

WHAT THE REF SAYS: As soon as the ball is spotted inside the restricted area: “NO-RUN ZONE!”
Remember This

WITHIN 5 OF FIRST DOWN OR TOUCHDOWN → SAY “NO-RUN ZONE” → NO RUN ACROSS LOS → FORWARD PASS MUST CROSS LOS.

Practice It

The offense is 4 yards short of midfield. What should you do before the snap?

Practice It

The offense is at the opponent's 3-yard line. The QB legally hands the ball off behind the LOS. What must happen next?

Learn It

Regular-Season Timing

48 Minutes

Two 24-minute running halves.

40-Second Play Clock

The offense has 40 seconds to snap once the ball is spotted.

Timeouts

Each team receives one 60-second timeout per half.

Halftime

Use halftime to verify the score, switch sides and confirm second-half possession.

✓

Module 2 Complete

You know the field, no-run-zone procedure, game clock and play clock.

Up Next • Module 3

Live Ball & Ball Movement

Learn when the play ends and what the offense can legally do with the ball.



MODULE 03 / LIVE BALL & BALL MOVEMENT

Know When the Play Is Over

Learn dead-ball situations, running, passing, receiving and the 7-second pass clock.

LEARN PRACTICE MAKE THE CALL KNOWLEDGE CHECK
Learn It

Dead-Ball Situations

Flag Pulled

The ball carrier is down.

Out of Bounds

The ball carrier steps on or across the boundary.

Body Down

Knee, shin, leg, forearm or arm contacts the ground.

Flag Falls Off

The ball carrier is immediately down.

One or No Flags

A player gaining possession with one or no flags is down at that spot.

Ball Hits Ground

The play is dead when the loose ball contacts the ground.

7 Seconds

The play ends if the quarterback does not throw before the pass clock expires.

Jump / Hurdle

A runner who jumps, leaps or hurdles while advancing is down at that spot.

Learn It

Running, Passing & the 7-Second Clock

QB Cannot Directly Run

The player receiving the snap cannot directly run across the LOS.

One Forward Pass

Only one forward pass is allowed per play.

Behind the LOS

The forward pass must be released from behind the LOS.

Pass Crosses LOS

A forward pass must cross the LOS unless touched by a defender.

7-Second Clock

The quarterback has 7 seconds to throw.

What Eliminates It

A legal handoff, backward pitch or lateral behind the LOS eliminates the 7-second clock.

Rusher Does Not

A legal rusher does not by itself eliminate the 7-second clock.

No-Run Zone Does Not

Being in a no-run zone does not eliminate the 7-second clock.

Remember This

HANDOFF / BACKWARD PITCH / LATERAL BEHIND LOS = CLOCK OFF.
RUSHER = CLOCK STILL ON.
NO-RUN ZONE = CLOCK STILL ON.

Practice It

A legal rusher leaves the 7-yard line at the snap. Does the quarterback's 7-second clock stop?

✓

Module 3 Complete

You can recognize common dead-ball, passing, running and pass-clock situations.

Up Next • Module 4

Rush, Flags & Formations

Now focus on defenders, flags and pre-snap alignment.



MODULE 04 / RUSH, FLAGS & FORMATIONS

Watch the Rusher. Watch the Flags.

Learn who may rush, when flags can be pulled and what legal offensive alignment looks like.

LEARN PRACTICE RECOGNIZE KNOWLEDGE CHECK
Learn It

Rushing the Passer

7 Yards

A designated rusher begins at least 7 yards from the LOS.

Up to Two

Up to two players may be designated rushers.

Raise Hand

Rushers identify themselves by raising a hand before the snap.

Rush Immediately

A designated rusher must rush immediately.

After Exchange

After a legal backward exchange behind the LOS, all defenders may cross the LOS.

Clock Reminder

The presence of a legal rusher does not eliminate the 7-second clock.

Learn It

Flag Pulling & Flag Guarding

Possession First

A legal flag pull occurs after the player has possession.

Defender May Dive

A defender may dive for the flag but cannot tackle or hold.

No Stripping

The defender may not strip the football.

No Early Pull

Do not intentionally pull the flag of a player without possession.

Flag Guarding

The runner cannot obstruct access to the flags with the ball or body.

Flag Falls

The player is immediately down if a flag falls off while she has possession.

Practice It

A runner swipes a defender's hand away from her flag. What is the call?

Learn It

Formations & Motion

Center on LOS

At least the center must be on the LOS.

Maximum Four

No more than four offensive players may be on the LOS.

QB Off LOS

The quarterback lines up off the LOS.

One in Motion

Only one player may be moving at the snap.

Motion Direction

Motion at the snap must be parallel to or backward from the LOS.

Reset

After a shift, all players reset for one second before the snap.

✓

Module 4 Complete

You can identify legal rushers, flag violations and formation issues.

Up Next • Module 5

Penalties & Game Management

Learn how to enforce and communicate the call.



MODULE 05 / PENALTIES & GAME MANAGEMENT

See It. Call It. Enforce It. Reset.

A referee needs to identify the foul, enforce it and communicate the ruling clearly.

LEARN PRACTICE COMMUNICATE KNOWLEDGE CHECK
Learn It

Defensive Penalties

Illegal Rush

Illegal crossing of LOS.

+5 from LOS + automatic first down
Illegal Flag Pull

Flag pulled before possession.

+5 from LOS + automatic first down
Roughing Passer

Illegal contact with the passer.

+5 from LOS + automatic first down
Holding / Illegal Contact

Illegal restriction or contact.

Spot +5 + automatic first down
Defensive PI

Illegal interference with receiver.

Spot foul + automatic first down
Unsportsmanlike

Unsportsmanlike conduct.

+10 + automatic first down
Learn It

Offensive Penalties

Flag Guarding

Runner obstructs access to the flags.

Spot -5 + loss of down
Blocking / Screening

Offensive player illegally impedes defender.

Spot -5 + loss of down
Charging

Ball carrier initiates illegal contact.

Spot -5 + loss of down
Illegal Forward Pass

Illegal forward pass.

-5 from LOS + loss of down
Illegal Motion

Illegal movement at the snap.

-5 from LOS + loss of down
Impeding Rusher

Illegal disruption of the rush path.

-5 from LOS + loss of down
Game Management

Communicate the Call

Questions

Rule clarification comes from the captain or head coach.

Interpretation Timeout

A team may use a timeout to question a rule interpretation.

Two Unsportsmanlikes

Two unsportsmanlike fouls on a player or coach result in disqualification.

End of Half/Game

A half or game cannot end on an accepted defensive penalty.

GirlPower Referee Communication: FOUL → TEAM → ENFORCEMENT → NEXT DOWN
✓

Module 5 Complete

You can identify, enforce and communicate the common calls.

Final Step • Module 6

The Ref Challenge

Now bring all five modules together.



MODULE 06 / FINAL

The Ref Challenge

Twenty mixed game situations. Score at least to unlock your GirlPower Carolinas completion certificate.

MODULES 1–5 FINAL CHALLENGE CERTIFICATE

20 Questions

Read the situation and make the call.

✓

Challenge Complete

Create Your Completion Certificate

Enter your name exactly as it should appear.


Please enter your name first.
GIRLPOWER CAROLINAS

Certificate of Completion

Your Name
has successfully completed the GirlPower Carolinas Referee Training Program.
Completion Date:
Final Challenge:
NFL FLAG Official Playing Rules — Revised