Flag Football Rules & Regulations

THE BASICS  
1. There is NO contact allowed.   
2. Play will begin with the guest team on offense first at its own 5-yard line.  At half time teams will switch sides and the home team will be on offense starting the second half
3. Offensive team has 3 downs to get past midfield.
4.  Once past midfield, the offense has three downs to score a touchdown. If unable to score, possession changes and the opposing team takes possession at their own 5-yard line except interceptions.
5. There must be three offensive players on the line of scrimmage when the ball is snapped.
6. Interceptions and extra points can be returned.
7. All drives start from the 5-yard line on the offensive team's side.
8. There are NO fumbles. The ball is spotted where the ball hits the ground. If the quarterback or center mishandles the snap the ball is dead where it hit the ground.

PLAYERS/TEAM ROSTER         
Adults: 6 VS 6. Must have a minimum of 4 players to start the game.
Coed:  7 VS 7.  Must have a minimum of 5 players and 2 have to be women to start the game. Teams cannot have more than 4 men on the field at a time.
Youth: 7 VS 7.  Must have a minimum of 5 players to start the game.
Team rosters consist of no more than 12 players.

GEAR/EQUIPMENT
-No cleats of any kind. Turf shoes or Flats are recommended.
-Soccer Indoors will supply flag belts. Teams can use their own flags if they are Flag-A-Tag sonic Release flag football sets. No other flag belt is allowed.
-Soccer indoors will supply the game ball.
-All players must have the same color shirt/jersey/penny. If not player will be asked to leave the field.  
 -Home team will change if teams are the same color. Teams should have an alternate color shirt/jersey/penny in case both teams are the same color.

BLOCKING
-There will be NO PHYSICAL blocking. Players must have their hands behind their back or to their side.
-Defense must go around offense to pull flags.

PLAYING FIELD
1. Length: 60 Yards
2. End Zones: 7 Yards
3. Width: 25 yards
4. First Down Mark: Midfield
5. No run zones: Short Yardage plays including the five yards before the first down and end zone

GAME CLOCK FORMAT
1. Each game is played in two 20-minute halves. A running clock format is used.
2. The clock will stop on first downs, out-of-bounds, change of possession, extra points and incomplete passes in the final two minutes of the second half, Unless a team is losing by more than 17.
3. Each team receives one-30 second timeout per game.  Can be used anytime during the game.
4. There will be a one-minute half time.

SCORING
1. Touchdowns = 6 points
2. Extra Points = 5 yards line = 1 point - no run zone; 10 yards line = 2 points - teams can run or pass
3. Safety = 2 points
4. If a touchdown is scored after time runs out. The team will be given the opportunity to attempt extra points.

DRIVES
1. There are no kickoffs or punts
2. All drives begin on the five-yard line with the exception of interceptions.
3. Drives consist of three plays to either make a first down or score a touchdown
4. If the offensive team does not reach the first down (midfield), opposing team will take possession on there own 5-yard line.
5. Interceptions may be run back and the drive will begin where the player’s flag is pulled.
6. Extra points can be returned for the amount of points the other team is trying for.

“NO RUN ZONE”             
This is designated to avoid short yardage power running. It is located five yards before midfield and five yards before the end zone.

FIRST DOWNS
A drive can be extended should a team push the ball past midfield using three downs. After a team passes mid field. They must score a touchdown within three downs or team gains possession at own 5-yard line.

CENTERING THE BALL
1. The ball must be snapped between the legs, not off to one side, to start play.
2. Each time the ball is spotted a team has 20 seconds to snap the ball. A five-yard penalty will be assessed for delay of game.

SUBSTITUTIONS
Players may substitute during a dead ball but must be on or off the field before the next play starts.

RUNNING PLAYS
1. There is no limit to the number of handoffs made behind the line of scrimmage.
2. Player does not have to be lined up behind the line of scrimmage.
3. One pitch is allowed behind the line of scrimmage. If the pitch is forward, then recipient can’t pass and must run. No laterals past line of scrimmage.
4. The “ No Run Zone ” is designated to avoid short yardage power running. It is located five yards before first down and five yards before the end zone.
5. The player who takes the handoff can throw the ball as long as he does not pass the line of scrimmage.
6. Once the ball has been handed off or pitched, any or all-defensive players are allowed to rush even if they aren’t behind the 5-yard mark.
7. No handoffs or laterals are allowed past the line of scrimmage.
8. There is no jumping or diving when running with the ball to avoid a flag pull. Players can jump step or jump back to avoid a flag pull. If officials indicate illegal jump, the ball will be placed where they leave their feet.
9. The Quarterback can ONLY run if a defensive player rushes him.  If the ball is handed off behind the line of scrimmage that person can run as long as it's not in the “ No Run Zone ” or pass. Once the ball is handed off there is no 6-second count.

RECEIVING
1. All players are eligible to receive passes including the QB if the ball has been handed off behind the line of scrimmage.
2. Player must have at least one foot inbounds when making a catch.
3. No bump and run coverage.

PASSING
1. Shovel/pitch passes are allowed behind the line of scrimmage.
2. The Quarterback will have a six second pass clock if no defensive player rushes. If a pass is not thrown within six seconds, the play is dead and treated as an incomplete pass.
3. Interceptions may be returned for a touchdown (including extra points).

RUSHING THE QUARTERBACK
All players are eligible to rush the quarterback. Any number of players can rush the quarterback. Players not rushing the quarterback may defend on the line of scrimmage. When rushing, no defensive player is allowed to grab hold of the jersey/shirt of the offensive player to gain an advantage.

- All players that rush the Quarterback must be a minimum of 5 yards beyond the line of scrimmage when the ball is snapped. However, once the ball has been handed off, all players are eligible to rush from anywhere in front of or beyond the 5-yard marker.
- Official will designate 5 yards from the Line of Scrimmage with a field marker.
- If the rusher enters the 5-yard neutral zone before the snap, he must get back before the ball is snapped or else he is ineligible to rush on that play.
- Rusher must go for the quarterback’s flags. Rusher may attempt to block the pass but it is a penalty to make contact with the Quarterbacks body or arm even if the ball is deflected.
- If no one rushes, the quarterback will have 6 seconds to release the ball. With a defensive rush the 6-second rule is not in effect.
- The Defensive rusher can not run directly at the center, he must give the receiver a clear running pattern.

DEAD BALL
Play is ruled “dead” when:
-The ball hits the ground
-Ball carrier’s flag is pulled
-Ball carrier steps out of bounds  
-Touchdown or safety is scored    
-Ball carrier’s knee hits the ground
-Ball carrier’s flag falls out     
-Ball is spotted where the flag is pulled.     
-Includes bad snaps

Note: There is NO fumbles . The ball is spotted where the ball hits the ground.

ACCIDENTAL FLAG LOSS/ILLEGAL FLAG PULL
If the receiver catches a ball and he has lost his flag already, it counts as a completed pass, but he is unable to advance the ball. If an opponent pulls the flag before the reception is made, he may advance the ball and the defense must pull his other flag. If both flags have been pulled prior to the catch (Illegal Flag Pull) by the defense, penalty is five yards from point of reception, plus automatic first down.

ADDRESSING OFFICIALS (Questioning Calls)
- Only the TEAM captain is allowed to address the officials. All interactions with captains and officials will be made in a sportsmanlike manner. The Referees will call the game as they see it. If you have a question about a rule, the captain should approach the official with any questions.


OVERTIME/SUPERBOWL GAME ONLY
- Guest team is on offense first.
- Sudden-Death Rule. (Ex. Guest team scores and home team does NOT score on their offensive opportunity game is over.) If tied after first sudden death. Home team will be on offense and will keep switching until one-team scores and the other does not.
 
PENALTIES
-All offensive penalties = loss of down and five yards

EXCEPT:
Excessive contact/Rough Play 10 yards + loss of down (Referee decides the severity of excessive contact warning/ ejection from game)
All defensive penalties = first down and five yards

EXCEPT:
1. Pass interference is a spot foul + automatic first down
2. Defensive holding on a player with the ball is 5 yards from hold + automatic first down.
3. Excessive contact/Rough Play 10 yards + 1st down (Referee decides the severity of excessive contact warning /ejection from game)

OFFENSIVE PENALTIES
-Illegal Motion, Illegal Forward Pass (Play is not dead), Flag Guarding, Stiff Arming, Illegal Contact, off-sides, Interference, Delay of Game.

DEFENSIVE PENALTIES
-Off sides, Illegal Rush, Illegal Contact, Interference, Illegal Flag Pull.
-Unsportsmanlike Conduct (Offense/Defense)
- Arguing with Officials: One Warning will be given to captain. If arguing continues the player will receive a 5-minute penalty.  Third time will be an ejection from the game.
-Fighting: Any fighting results in a minimum of a 1 game suspension for the players involved. Any second instance of fighting from the same player will result in suspension for the remainder of the season. There is no tolerance in this league for fighting.

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



Current Time:
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