Flag Football Rules
Each team shall designate a field captain to the referee. The field captain shall be the only team representative permitted to speak with the officials. A field captain’s first choice of any option shall be irrevocable. All players substitutes, coaches, and other persons authorized within the team area are subject to the rules and shall be governed by the decisions of the officials. All teams shall designate a representative who shall be responsible for all communications with Indoor Sports Pavilion, both on and off the field.
DOWN MARKER: Each team will be responsible for a cone and it’s movement in their team box area.
SHIRTS: Players of opposing teams must wear different colored shirts. All players on each team must wear the same solid colored shirt, which must be numbered.
FLAGS: Each player on the field must wear a belt at the waistline containing two flags. The flags may not be tied together and one flag must be placed on each side of the body. Each flag should extend or hang from the waist. Flags should be of different colors then uniform pants. Wrapping, tying, or in any way securing the flags to the uniform or belt, other than prescribed by rule, or intentionally removing a flag during play, is illegal. Flags will be supplied by Indoor Sports Pavilion.
ILLEGAL EQUIPMENT: No equipment shall be permitted which would confuse or endanger other players. Additionally, no jewelry of any type may be worn during games. No slippery or sticky substance may be utilized on a player’s person or clothing. No hand, elbow, or forearm pads are permitted. If an illegal item is discovered by an official, the player shall either remove the item or leave game. In any case, THE TEAM SHALL BE CHARGED WITH A TIMEOUT.
CONTACT: Open hand blocking only between shoulders and waist of the opposing players frame is permitted behind the line of scrimmage. Blockers must be on their feet before, during, and after contact. NO BLOCKING DOWN FIELD. Two on one blocking shall be limited to the area on and behind the neutral zone. Under no circumstances shall high-low, or a rolling block be permitted. Contact may occur only between the opponents waist and shoulder. ANY PLAYER STRIKING THEIR OPPONENT ABOVE THE SHOULDERS IN A FLAGRANT MANNER WILL BE EJECTED AND DISQUALIFIED. THIS TO INCLUDE ANY PLAYER STRIKING THE PASSERS ARM. ALSO NO BLOCKING ON INTERCEPTION RETURNS.
REMOVING THE FLAG: When the flag is cleanly taken from the ball carrier the down shall end and the ball is declared dead. A player who removed the flag should immediately hold the flag above his head to assist the official in locating the spot. In an attempt to remove a flag from a ball carrier, defensive players may contact the body and shoulders of a opponent with their hands, but not their face or any part of their head. A defensive player may not hold, push, or knock the ball carrier down in an attempt to remove the flag. DEFLAGGING is the legal removal of a flag of an opponent in possession of the ball. OFFENSIVE PLAYERS may not protect or guard flags. IF A BALL CARRIER INADVERTENTLY LOSES A FLAG WHICH IS NOT OTHERWISE REMOVED BY THE DEFENSE, THE PLAY SHALL CONTINUE UNTIL THE PLAYER IS TOUCHED, THUS BECOMING SINGLE HAND TOUCH SINCE THE PLAYER DOES NOT HAVE 2 FLAGS TO PULL OR DEFLAG.
COIN TOSS: Prior to the start of each game, the referee shall toss a coin in presence of opposing captains, after first designating which captain shall call the toss. The captain shall choose one of the following options:
1. The ball, or
2. Designate which goal his team will defend.
GAME TIME: Playing time shall be 55 MINUTE GAMES WITH RUNNING CLOCK. Playing time may be shortened by mutual agreement of the field captains and the referee. At the last 1 minute each team shall be informed of the time remaining. THE CLOCK SHALL STOP IN THE LAST MINUTE FOR THE FOLLOWING AND START ON THE SNAP:
1. OUT OF BOUNDS;
2. INCOMPLETE PASS;
3. P.A.T. ATTEMPT AND NOT STARTED UNTIL THE NEXT SNAP.
At any time during the game, the clock shall also be stopped then restarted for the following:
1. Referees time out for injury (the player must be removed for one play);
2. Equipment repair;
3. Anything considered dangerous.
DELAY OF GAME: Each team shall have its players on the field for the opening play at the scheduled time for the beginning of each half. HALF TIME SHALL BE NOT MORE THAN 4 MINUTES. ALL TEAMS MUST HAVE 6 PLAYERS TO START THE GAME WITH FLAGS IN LEGAL POSITION.
PENALTY WALKOFFS: A PENALTY CANNOT TAKE THE BALL MORE THEN HALF THE DISTANCE FROM THE ENFORCEMENT SPOT TO THE OFFENDING TEAMS GOAL LINE. IF PENALTY IS GREATER THEN THIS, THE BALL IS PLACED HALFWAY FROM THE ENFORCEMENT SPOT TO THE GOAL.
TIMEOUTS: Each team has 1 timeout. No Timeouts are not longer than 30 seconds in length.
ILLEGAL DELAY OF GAME: Consuming more than 25 seconds in putting the ball in play shall result in a penalty. Deliberately advancing or spiking the ball after it has been declared dead shall also result in a penalty.
INADVERTENT WHISTLE: In the event of an inadvertent whistle, the down will be replayed from the line of scrimmage.
START/STOP OF PLAY: NO PLAYER SHALL PUT THE BALL IN PLAY UNTIL IT IS DECLARED READY FOR PLAY. IF A BALL CARRIER SLIPS OR FALLS DOWN ON HIS OWN, HE MAY GET UP AND CONTINUE RUNNING UNTIL HE HAS BEEN DEFLAGGED. IF STILL DOWN, HE ONLY NEED BE TOUCHED, NOT DEFLAGGED, TO STOP THE PLAY.
SERIES OF DOWNS: A team, in possession of the ball, shall have a series of downs, comprised of four consecutive downs, to advance to the next zone (equivalent to a “first” down). Any down may be repeated if a penalty occurs or as otherwise provided for by the rules. A new series of downs shall be awarded when a team moves the ball into the next zone on a play free from penalty; or a penalty against the opponents moves the ball into the next zone of their opponents, or they have obtained legal possession of a ball as a result of a penalty, touchback, pass interference or failure to gain the zone in advance of the ball. If offsetting fouls occur during a down, or while the ball is-ready-for play for such down, that down shall be repeated. If each offsetting foul occurs between successive downs, the next down shall be the same as it would have been had no fouls occurred. Exception: If there is a change of team possession during a down or at the end of a down, the team last gaining possession may retain possession after the penalty is assessed for its infraction, providing that the team had not fouled prior to possession.
KICKING: NO KICKING WHATSOEVER SHALL BE PERMITTED IN THE BUILDING.
INELIGIBLE RECEIVER: OTHER THAN THE CENTER, ALL OFFENSIVE PLAYERS ARE ELIGIBLE TO TOUCH OR CATCH A PASS. THE BALL MUST BE SNAPPED BACKWARD TO AN ELIGIBLE PLAYER. ANY OFFENSIVE player who voluntarily goes out-of-bounds during a down loses eligibility until the ball has been touched by an opponent.
LEGAL FORWARD PASS: When the ball leaves the passer’s hand, the passer must be on HIS side of the line of scrimmage.
DEAD BALL/SAFETY: THE BALL IS DEAD WHEN IT HITS THE GROUND: A BACKWARD PASS WHICH TOUCHES THE GROUND BETWEEN THE GOAL LINES IS DEAD AT THE SPOT WHERE IT TOUCHES THE GROUND AND BELONGS TO THE TEAM LAST IN POSSESSION. A BACKWARD PASS THAT HITS THE GROUND IN THE END ZONE SHALL BE DECLARED A SAFETY.
EXCEPTION: IF THE BALL IS SNAPPED BACKWARDS AND STAYS IN FRONT OF QUARTERBACK AND IT IS PLAYED CLEANLY IN ONE FLUID MOTION, WITHOUT DROPPING THE BALL, PLAY WILL CONTINUE, AT THE REFS DISCRETION
ILLEGAL FORWARD PASS:
* If the passer is beyond the neutral zone when the ball leaves the hand.
* If intentionally thrown to the ground or out-of-bounds, a 3 YARD PENALTY AND LOSE OF DOWN SHALL BE ASSESSED.
INELIGIBLE PLAYER DOWN FIELD: IF THE CENTER IS MORE THAN 3 YARDS DOWNFIELD.
COMPLETE /INTERCEPTED PASS: A forward pass is completed when caught by an eligible offensive player. If the pass is caught in bounds simultaneously by opponents, the ball becomes dead and belongs to the passing team at the spot of the simultaneous catch. The person (offensive or defensive) catching a pass MUST HAVE AT LEAST ONE FOOT INBOUNDS.
PASS INTERFERENCE: Defensive players may not bump receivers more than 5 yards beyond the line of scrimmage and no contact may occur once the pass is thrown. Interference beyond the line of scrimmage is prohibited.
* DEFENSIVE PASS INTERFERENCE is a SPOT FOUL. IF IT OCCURS IN THE END ZONE, THE BALL IS SPOTTED AT THE 2 YARD LINE.
* ILLEGAL CHUCK Defensive players are allowed 1 chuck against receivers at the line of scrimmage only. (Players lined up adjacent to the center for the purpose of blocking will not be considered a receiver with respect to this rule) AN ILLEGAL CHUCK WILL RESULT IN A 4 YARD PENALTY, AND REPLAY THE DOWN OR THE RESULT OF PLAY.
* OFFENSIVE PASS INTERFERENCE 8 YARD PENALTY AND LOSE OF DOWN.
TOUCHDOWN: 6 POINTS
SAFETY: 2 POINTS
P.A.T.: 1 POINT IF SNAPPED FROM 3 YARD LINE
P.A.T.: 2 POINTS IF SNAPPED FROM 10 YARD LINE
NEUTRAL ZONE: ANY BALL THAT HITS THE BEAMS, ETC., ABOVE THE FIELD IS A DEAD BALL, NO REPLAY OF THE DOWN. DEFENSE MUST ALL BE 1 YARD OFF THE LINE OF SCRIMMAGE. IF DEFENSE ENTERS THE NEUTRAL ZONE AT ANY TIME BEFORE THE BALL IS SNAPPED, ENCROACHMENT SHALL BE CALLED AND A 3 YARD PENALTY ASSESSED.
ROSTERS/WAIVERS: A TEAM ROSTER MUST BE HANDED IN BEFORE THE 1ST GAME. ONLY A PLAYER WHOSE NAME APPEARS ON THE ROSTER AND WHO HAS SUBMITTED A WAIVER CAN PARTICIPATE IN ANY GAME. A PLAYER MAY BE ASKED TO SHOW PICTURE IDENTIFICATION BY THE GAME SUPERVISOR IMMEDIATELY FOLLOWING GAME IF ELIGIBILITY IS CHALLENGED. IF A PLAYER IS FOUND TO BE ILLEGAL HIS TEAM WILL FORFEIT THAT GAME AND PAY A FINE OF $100.
FORFEIT: ALL GAMES MUST START ON TIME. IF YOU ARE NOT HERE ON TIME YOUR GAME CLOCK WILL START. A TEAM MAY PLAY WITH 5 PLAYERS PRESENT. ONCE CLOCK REACHES 20:00 MINUTES HAVING EXPIRED, THE GAME IS A FORFEIT. IF A TEAM ARRIVES BEFORE THE FORFEIT TIME, THE GAME WILL BEGIN AT THAT POINT WITH THE CLOCK CONTINUING TO RUN. A SCORE OF 7 POINTS SHALL BE ASSESSED FOR EACH 10:00 MINUTES THAT A TEAM IS LATE (i.e., from 0:01 – 10:00 = 7 pts., etc.), NO EXCEPTIONS. FORFEIT VICTORIES WILL BE AWARDED AS 7 – 0.
VERBAL ABUSE/FLAGRANT FOULS: ABUSE OR FLAGRANT FOULS WILL RESULT IN EJECTION FOR THE REMAINDER OF THE GAME. ANY PROBLEMS AFTER EJECTION SHALL CAUSE THE TEAM TO FORFEIT THE GAME PLUS 1 GAME SUSPENSION. A SECOND OFFENSE WILL RESULT IN EJECTION FROM THE LEAGUE.
TIE BREAKERS: THE FIRST CRITERIA IS HEAD TO HEAD. IF HEAD TO HEAD GAMES DO NOT RESOLVE THE TIE BREAKER, THE SECOND CRITERIA IS FORFEITS. ANY TEAM THAT HAS FORFEITED LOSES THE TIE BREAKER. THE THIRD CRITERIA IS TOTAL GOALS ALLOWED THROUGHOUT THE ROUND ROBIN PORTION OF THE LEAGUE. THE FOURTH CRITERIA IS A COIN FLIP.