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I2L RULEBOOK

F/F · AKA 2WAY · v1

Every rule that governs a sanctioned F/F match. Short cards, no filler. Field, scoring, possession, tempo, clock, overtime, event format.

00

Official Field Diagram

7 / 97 / 91 / 31 / 311 M DUAL RUN11 M DUAL RUN22 M BALL22 M BALLTD 7TD 9TD 7TD 7TD 9TD 73-PT ARCH3-PT ARCHPROPORTIONS ONLY · TD ZONES CARVED INSIDE · HOME TEAM SETS THE SIZE6 m6 m
I2L OFFICIAL FIELD · PROPORTIONS ONLY, HOME TEAM SETS THE SIZE · TD/GOALIE ZONES CARVED INSIDE (TD 9 INSIDE / 7 CORNERS) · DUAL SPOT + DUAL BALL MARK (1 / 3) · 3-POINT ARCH
00

The Goal Within The Goal

99997INNER · 1 ON THE DUALEDGES = 9 · 3 ON THE DUALOUTER 24 FT / 7.32 M × 8 FT / 2.44 MINNER 21 FT / 6.40 M × 7 FT / 2.13 M18 IN / 0.46 M18 IN / 0.46 M
GOAL WITHIN THE GOAL · INNER 7 (1 ON THE DUAL) · SIDE CHANNELS & UPPER CORNERS 9 (3 ON THE DUAL)
01

The Field

Play it on a standard high school soccer or football field. TD zones are carved INSIDE the playing length, never added to it. Soccer goals sit at the back of each zone, on the end line. No football uprights, ever. Home teams set their own dimensions as long as every marking stays proportional.

Standard Field
A regulation high school soccer or football field works as-is — no re-lining required beyond the F&F marks. Soccer-wide, football-short is the feel: wide enough to stretch a defense, short enough that both codes stay in scoring range.
Home Team Sets The Size
The home club decides the playing dimensions for its event. The only conditions: every F&F marking stays proportional to the field, and the field fits the number of players on it (9v9 standard, rosters of 11–22). Visitors are told the dimensions before the event.
Proportional Markings
TD/goalie zone is cut inside the field at each end, roughly 7–8% of the playing length. The zone doesn't extend the field — it's carved out of it, leaving the live strip between the goal lines.
Goals
Nested goals at each end: a regulation 24 ft × 8 ft (7.32 × 2.44 m) outer frame with a 21 ft × 7 ft (6.40 × 2.13 m) inner frame mounted inside it. Goal frames are equipment, not markings — they stay the same size on every field. Shots must be on-frame to count. No field-goal posts and no extra-point kicks over a bar. See Chapter 02.
Dual Spot
Centered, about one eighth of the playing length out from the back goal line (11 m on a standard field). This is where every Dual starts — keeper and scorer stand back-to-back here after every score. Also the spot for penalty kicks.
Dual Ball Mark
Centered, twice the Dual Spot distance from the back goal line (22 m on a standard field). The ball waits here at the start of a Dual; the striker sprints to it while the keeper sprints to the goal.
3-Point Arch
A proportional arch at each goal end, sized like a soccer penalty box, swung from the goal midpoint on the back end line and bulging into the field. It does three jobs: the +3 long-range line, the football-mode entry spot, and the restart spot for arch free kicks.
Sub Gates
One sub gate per team on each sideline, in that team's own defensive half, each about an eighth of the sideline long. Line changes fly on/off through the gate while the ball is live — hockey rules.
02

The Goal Within The Goal

There is a second goal inside the goal. The middle is the easy target and it pays less. The edges — the two narrow side channels and the two upper corners — pay full freight. Every shot in F/F is an aiming decision, not just a striking one.

Outer Frame — 24 ft × 8 ft
The official I2L outer goal is a regulation full-size frame: 24 ft wide × 8 ft tall (7.32 m × 2.44 m). Posts sit on the back end line, at the rear of the TD/goalie zone.
Inner Frame — 21 ft × 7 ft
A 21 ft × 7 ft (6.40 m × 2.13 m) frame is mounted centered inside the outer goal, flush at the back plane. Same net, second mouth.
The Edges
Everything in the outer mouth NOT covered by the inner frame is 'the edges': an 18 in (0.46 m) vertical channel down each side, plus a 12 in (0.30 m) band across the top holding the two upper corner windows above the inner crossbar. Four small windows, all of them premium.
Open Play — Inner 7 · Edges 9
A goal through the inner frame is 7 points. A goal squeezed into a side channel or an upper corner is 9. The safe finish still scores — it just doesn't score the same.
Beyond the Arch Still Stacks
The +3 bonus for striking from OUTSIDE the 3-Point Arch stacks on top. A long-range edge finish is 12; a long-range inner finish is 10.
On the Dual — Inner 1 · Edges 3
During a Dual (the post-score one-on-one) and on penalty kicks, the inner frame is worth 1 and the edges are worth 3. Rebounds pay the same way — an edge rebound is 3. See Chapter 04.
No Declaring
The shooter never calls a target or a value. Whatever window the ball goes through is what pays. Keepers cheat the middle at their own risk.
Why It Works
The keeper can't protect both mouths. Covering the inner frame opens the channels; spreading wide opens the middle for the cheap 7. Squeezing one into the corner is the single best feeling in the sport.
03

Scoring

A soccer goal is 7 or 9 depending on the window. A TD is 7 or 9 depending on where it lands in the nested end zone. Then every score — goal or touchdown — earns a Dual: a 9-second one-on-one worth 1 or 3 by window.

Soccer Goal = 7 (inner) or 9 (edges)
A goal through the inner frame is 7. A goal through a side channel or upper corner is 9. Both must be on frame and inside the 3-Point Arch for the base value.
3-Point Shot (beyond the arch) = +3
A soccer goal struck from OUTSIDE the 3-Point Arch pays a +3 bonus on top of the base. Long-range edge strikes are worth 12; long-range inner strikes are 10.
TD (inside zone) = 9 · TD (corner strip) = 7
The end zone is nested like the goal. A touchdown in the inside zone — the middle third — is 9, because that is the ground the defense actually protects. A touchdown in either corner strip is 7. Where the ball is caught or carried across is what pays; the drive length is irrelevant.
Deep Ball (thrown from behind the arch) = +3
A touchdown pass released from BEHIND the 3-Point Arch adds +3, the same way a long-range strike does in soccer. Deep inside-zone TD = 12; deep corner TD = 10. The release point is what counts, not where the receiver started. Run-ins and short throws get no bonus.
Every Score Earns a Dual
There are no static conversions and no kicks over a bar. Every goal AND every touchdown triggers a Dual. On a touchdown the striker is whoever has the ball in the end zone at the moment of the score. Inner frame = 1, edges = 3, rebounds pay their window. Chapter 04.
04

The Dual

You scored. Now stand back-to-back with the keeper at 11 m and do it again in nine seconds. The Dual replaces every conversion, every extra point, every shootout round.

Back-to-Back at the Dual Spot
The scorer and the defending keeper stand back-to-back at the 11 m Dual Spot, facing opposite directions. That moment is the start of the Dual and the start of the clock.
Equal Distance, Opposite Ways
On the whistle both sprint 11 m: the keeper forward to the goal, the striker out to the 22 m Dual Ball Mark where the ball is waiting. Same distance, same start — nobody gets a head start.
9 Seconds Total
Nine seconds from the start of the Dual to run, collect the ball, and beat the keeper. The clock does not reset for anything. When it expires, the Dual is over and the ball is dead.
The Shot Makes It Live
The instant the striker strikes, the ball is live — both teams may crash the box for the rebound. Same 9-second clock prevails, so the scramble is short and violent.
Inner 1 · Edges 3 · Rebounds Pay Their Window
Inner frame is 1. Side channel or upper corner is 3. A rebound buried in an edge is still 3. No declaring — the window the ball goes through is the window that pays.
Duals Break Ties Too
Shootout rounds are Duals, not static penalties. Same back-to-back start, same 9 seconds, same window values — so the skill that wins possessions is the skill that wins matches.
Spelling
It's the Dual. Two players, dual codes, dual mouths on the goal. Never 'duel'.
05

Possession & Mode Switch

The only four events that flip possession — and mode — are a GOAL, TOUCHDOWN, FOUL, or INTERCEPTION. Nothing else. Play runs continuously until one of those four things happens.

The Alternation Rule
You cannot play the same mode twice in a row. Football → Soccer → Football → Soccer, always. The code you play next is decided by the code you were just in.
Fouls — Fouled Team's Choice
On a foul, the fouled team gets possession at the point of the infraction AND picks the mode. Their choice, not a forced flip. You just handed the opponent both the ball and the sport.
Why You Don't Foul on Purpose
Because the fouled team picks the mode, deliberate fouling is a gift. They pick whichever hurts you more. Discipline on defense is the whole game.
What Does NOT Flip Possession
Football side: sacks, incompletions, throw-aways, out-of-bounds. Soccer side: throw-ins, keeper catches, arch free kicks after a defensive clearance, and goal kicks. Play resets or runs on — same team, same code.
Goals & Touchdowns
Score, run the Dual, then the scored-on team takes possession in whichever code they were NOT just defending. Football TD → opponent's ball in soccer. Soccer goal → opponent's ball in football.
Offensive Penalties — Loss of Down
On a flag-mode offensive penalty the play is dead and the down is lost. Defense may deny (decline) if the play result was better for them. If accepted, yardage assessed and the down is replayed from the new spot — but the down still counts.
06

Interceptions — Pick, Run, Then Choose

Interception is the one time F/F hands the choice of code to the team that just made the play, not the team that was wronged.

Return Until the Flag Comes Off
Play stays live in football after the pick. The interceptor runs it back until their flag is pulled. Break clean to the end zone and it's a defensive TD — points on the board, then opponent gets the ball in soccer per alternation.
Choice at the Pull Spot
Once the flag is pulled, the intercepting team picks at that exact spot: (a) soccer free kick from the pull spot, or (b) football first down from the pull spot.
Keeper In-Bound
If soccer is chosen and the keeper is off the field, the keeper runs on with the ball for the free kick. If the keeper is already on the field, the coach throws the ball in from the sideline so tempo never breaks.
07

Tempo — No Coach Play-Calling on Offense

Coaches call defensive schemes. Players call offense. Game moves at player speed, not sideline speed.

QB / Keeper Are Sole Play-Callers
On offense, the QB (football) or keeper (soccer) picks the set, signals routes, and decides the snap. No coach relay, no huddle break, no headset.
Defensive Coaching Is Allowed
Coaches may call defensive alignments, coverage rotations, and rush schemes from the sideline. Defense is collaborative; offense is sequential. One player has the ball, one player decides.
Coach-Call Penalty Ladder
1st offense — warning + 5 yd delay of game (offense's accept/decline). 2nd — unsportsmanlike, 10 yd + loss of down. 3rd — coach ejected for the remainder of the match.
08

Clock, Halves & Overtime

Hockey-style tempo. Two halves, a real halftime, and if you're tied you go to Duals before overtime — not after.

22-Second Clock
A single 22-sec clock governs everything between plays — shift changes at the gates and coach/captain timeouts both run on it. Sub, huddle, signal, snap — all inside 22. Delay of game if you don't.
Keeper 9-Second Running Hold
The roaming keeper can carry the ball in-hand like a QB, but only for 9 seconds. Clock starts on possession — including a goal kick — and runs until release. Blow the 9 and it's an indirect free kick to the opponent at the spot.
30-Minute Halves · 11-Minute Halftime
Two 30-min running halves, one 11-min halftime. Clock stops only for injuries, timeouts, and mode-change resets longer than the 22-sec window.
Tied at Regulation → Duals First
Level at 60? Straight to a best-of-5 Dual round from the 11 m Dual Spot. Winner takes momentum into OT; loser gets 11 minutes to erase it.
11-Minute Overtimes
After the first Dual round, teams play 11-min OT periods. Full F/F rules — both codes live, alternation still in force. Keep playing OTs until someone leads at the whistle.
Still Tied → Duals, Then Golden Goal
If OTs end level, back to a best-of-5 Dual round, then straight into round-by-round golden-goal Duals until someone wins. No draws in F/F.
09

No Offside — Attack Freely

Offsides are controversial, complex, and slow down the game. We like points. Not whistles.

No Offside Rule
There is no offside in F/F soccer phase. A striker can wait on the goal line. A winger can ghost behind the back line. The defense must track runners and communicate — not rely on a whistle to bail them out.
Why
Offside kills momentum, forces video reviews, and turns attacking play into geometry class. F/F rewards aggressive runs, through balls, and fast transitions. If you get beat deep, you get beat. Play on.
10

No Corners · Arch Restarts · Live Goal Kicks

Nothing that goes over an end line stops this game or flips the code. It comes back in from the arch, or the keeper plays it immediately.

No Corner Kicks — Free Kick on the Arch
When the defense puts the ball out over their own end line, there is no corner. The attacking team restarts with a free kick on the 3-Point Arch at that end — same team, same code, live from the arch.
Goal Kicks Stay Live
When the attacking team puts it out over the end line, the keeper takes possession and plays immediately. No mode change, no whistle-and-reset. The 22-second clock and the keeper's 9-second hold apply from the moment they have it.
No Icing Rule
Earlier drafts handed the offense a football first-and-goal on a defensive clearance. That's gone. Clearing your end line costs you an arch free kick against you — nothing more, nothing less.
Why
Corners stacked set pieces and killed rhythm; a mode flip on a deflection was punishment for nothing. Arch restarts keep the ball in a dangerous place without stopping the sport, and a live goal kick means you can't kill clock by kicking it out.
11

Event Format — 3-Team Tournaments

F/F is a tournament sport, not a fixture list. Every home event is 3+ teams, every visitor plays 2+ games, or it does not count toward I2L standings.

No 1v1 Games — Those Are Highlights
A one-on-one matchup between two clubs does not count toward I2L stats. Call them highlights or friendlies. Zero weight in the standings.
3-Team Minimum (Host Requirement)
Every home-team event must field at least three teams — the host plus two visitors, or a neutral trio. Home teams are encouraged to scale to 4, 6, 8-team brackets.
2 Games Minimum (Visitor Guarantee)
No team travels for a single game. Every event guarantees each club a minimum of 2 games — round-robin at 2, bracket play at 3+.
Points: 3 · 1 · 0
Standard I2L scoring: 3 for a regulation win, 1 for pushing it past 60 (regulation draw, then losing in PKs/OT), 0 for a regulation loss.
Home Teams May Sweeten the Pot
Hosts can raise the points on offer to attract larger fields — e.g., 5/2/0 for an 8-team invitational, or bonus group-stage points. Floor of 3/1/0 is protected. Announced before pool play.
Under 3 Teams = Not Counted
If an event ends up with fewer than 3 teams (cancellations, no-shows, weather), games are played but no results are submitted to I2L. Statistically they never happened.
12

Team Roster

Every team fields a squad between 11 and 22 players. No exceptions. Every player must play both sports.

Minimum 11 Players
A team may not take the field with fewer than 11 players. If injuries, ejections, or no-shows drop a squad below 11 during a match, the team must forfeit.
Maximum 22 Players
A team may not roster more than 22 players for a single match. The game-day sheet is capped at 22 names — no exceptions for call-ups, alternates, or emergency additions.
Both-Sports Minimum
Every rostered player must log at least 3 minutes AND 3 plays in BOTH the soccer and flag football phases. Only players on the injury list or injured reserve are exempt. Big rosters can't bench their weak side; small rosters have to be conditioned for the full two-sport shift.
13

The Power Block

A weapon exclusive to the flag offensive team. Any player can be the power block. No notice, no declaration, no stance. Deception and timing are the whole point.

Any Player, Anywhere
Any offensive player — OL, TE, WR, RB — can be the power block. It works behind the LOS, downfield after a catch, on the sideline, in the red zone, or anywhere else the ball goes. The only limit is one per play.
No Notice, No Declaration
The offense does not signal, stand up, or announce the power block. There is no pre-snap stance. The defense has no idea which player is the power block until the moment it happens.
The Ninja Move of Flag
Deception is key. So is timing. The power block does not telegraph. It arrives at the exact beat when a defender commits — a reach, a pull, and that defender is out.
Hands Reach, Hands Don't Wave
The power block may reach out and pull a defender's flag. That defender is out, the ball stays live, and the offense keeps possession. Hands cannot wave, swing, chop, or track a runner.
One Per Play
Only one offensive player per snap may use the power block. Two or more = offensive foul, loss of down, play is dead unless the defense declines.
Foul: Loss of Down
Any waving, swinging, or body contact by the power block is an offensive foul. The play is dead and the down is lost, unless the defense declines because the play result was better for them.
Why It Changes Defense
Because the power block can eliminate a defender, defenses have to think in beats. Timed rushes, decoy defenders, and staggered pressure are the only counters. Every defender must read whether the nearest blocker is a real power block or a bluff before committing.
14

Replay & Review

Points get reviewed. Whistles don't. Replay exists to protect the scoreboard and the athlete — not to relitigate every pull.

One Challenge Per Half
Each team gets one challenge per half. Win it and you keep it. Lose it and you're done challenging that half — and you lose your next 22-second shift reset (play resumes on the running clock).
Who Calls It
The head coach calls a challenge, and only between plays or during a stoppage. Players cannot challenge. Once the ball is live again, the previous play is final.
Reviewable
Which window a ball went through (inner vs. edge), goal/no-goal and on-frame, TD zone vs. corner strip vs. out, release point on a behind-the-arch +3, one-foot catch in bounds, flag pull vs. no pull on a score, Dual clock expiry, and whether two power blocks occurred on the same play.
Not Reviewable
Judgment fouls, mode choices already exercised, power-block deception calls that didn't involve contact, offside (there is none), and anything on a play the challenging team already ran a snap after.
Clear and Obvious
The call on the field stands unless replay shows it wrong clearly and obviously. Inconclusive = original call. No slow-motion guessing.
60 Seconds, Then Play
Reviews are capped at 60 seconds from the moment the official starts it. No decision in 60 seconds = call stands and the ball goes back in play immediately.
Automatic Reviews
No challenge needed for: any score in the final 2 minutes of a half, any score that would tie or take the lead, any Dual result, and any suspected head injury (play stops regardless).
No Video, No Problem
Events without usable video have no replay. The head official's call is final and the game keeps its tempo. Home clubs must tell visitors before pool play whether replay is live at that event.
15

The Brady Rule — Home Team Sets PSI

The home club sets the inflation pressure for BOTH balls — soccer and football — for every game at its event. One number each, posted, and everyone plays the same ball.

Home Team Decides
The home club picks the PSI for the match soccer ball and the match football. Both teams play the same pressure, both directions, all day. No separate offense/defense balls, no personal game balls.
Legal Ranges
Soccer ball: 8.5–15.6 psi (0.6–1.1 bar). Football: 11.0–13.5 psi. The home number must fall inside the range for that ball. Anything outside is not a legal match ball.
Posted Before Pool Play
Both numbers are announced with the field dimensions before the event starts, so visiting clubs know exactly what they're arriving to. Numbers cannot change mid-event.
Why It Exists
A softer football is easier to grip and catch in the cold; a firmer soccer ball flies faster and punishes a soft first touch. Letting the host set it turns weather, altitude, and turf into a real home advantage — declared out loud instead of whispered.
Checked, Not Assumed
The head official gauges both balls before kickoff and at halftime, and any ball can be gauged on request between plays. Balls outside the posted number are re-inflated on the spot — no penalty for a ball that simply drifted.
Tampering = Ejection
Deliberately altering a ball's pressure after it's been gauged is a coach ejection, forfeit of the offending team's next challenge, and the fouled team's choice of code at midfield. Kids don't touch the gauge — adults own this one.
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