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5v5 Flag Football United Sports/ Loyal To The Game Rules

 

FFWCT Rules

Contact:

The Game

  • Game Time is FORFEIT TIME

  • Minimum of 3 players to start a game.

  • A coin toss determines 1st possession. The team can elect to have offense, defense, defer or direction. Choice in the 2nd half will be awarded to the team that did not have the choice 1st half.

  • The offensive team takes possession of the ball at their 5-yard line and has three plays to cross mid-field. Once a team crosses mid-field they have three plays to score. If the offensive team fails to cross mid-field, the ball changes possession. If the offense does not score, the ball changes possession. All drives start from the 5-yard line with the exception of an interception.

  • Open hand contact allowed between shoulder and waist.

Attire

  • Players may NOT have pockets. Players may NOT have taped pockets. Players may NOT turn their shorts inside out. Players may have shorts with pockets if they have been professionally sewn or if they have zippers and the zippers remained zipped up.

  • Teams also must have the same color shirts and have an alternative color (one dark color/one light color). They do not have to be official uniforms. If both teams are wearing the same color, there will be a coin toss, and the losing team will need to change into a different color.

Game Clock Format

  • Tournament clock is 25 minutes long. Two 12 minute halves and 1-minute halftime.

  • Each team has two 30 second timeouts PER GAME. If a time out is called after a TD the clock will not run until the change of possession and the offense snaps their ball.

First Half Clock

  • The clock will run continuously during the 12 minutes of the first half unless a team timeout is used or play is stopped by an official (e.g. deal with an injury, challenge, referee conference, game management purposes, etc.)

  • The head official will give a verbal two-minute warning (for rule specific changes inside 2 minutes)

  • The clock will run during point-after-touchdown attempts (PATs) in the first half unless the defense opts to use a team timeout.

Second Half Clock

  • In the second half, the clock will run continuously for the first 11 minutes unless a team timeout or an official's time out is used.

  • The one-minute warning will stop the clock in the second half.

  • The head official will give a verbal two-minute (for rule specific changes) and one-minute warning as close as possible to the actual marks but will not interrupt a live play.

  • At the one minute warning officials will use a mechanic for the remainder of the contest.

  • The time remaining on the clock will be announced after every play inside the final two Offense

Running

  • The quarterback may run immediately.

  • Teams may handoff (unlimited), pitch, or throw back in the backfield. UNLIMITED laterals or throwbacks behind the LOS are allowed for the player to remain eligible to pass. The player who receives the pitch or handoff may throw the ball as long as he or she is not fully beyond the line of scrimmage.

  • Pitching (backwards/laterally) is allowed downfield (unlimited). Handoffs are allowed in front or behind.

  • A forward pass DOES NOT have to cross the LOS to be a legal play.

  • If the ball is placed on the Back of ANY player, the player MUST run the ball (no give and go to the QB on the back)

  • No run zones are located 5 yards before mid-field and 5-yards before the end zone. You may not run the ball in the no run zone (5-yards before the first down and end zone), only forward passes are allowed.

  • Ball is spotted where the front hip is at the time of the flag pull. The front hip must break the plane of the midfield or goal line to be considered a first down or touchdown.

  • Players may NOT block down field in any form.

  • Jumping into a player will result in a 5 yard penalty from where it happened.

  • Diving is not allowed.

Passing

  • The quarterback has unlimited time to pass the ball.

  • There is no arm in motion, if the ball is in hand when the quarterback flag is pulled then it will be ruled a sack.

  • Interceptions may be returned.

  • The rusher may not have any contact with the QB (no hitting the QB arm or knocking the ball out of the QB hand).

  • If ANY part of the players body is behind the LOS it is a legal pass

Receiving

  • All players are eligible to receive a pass, including the quarterback, if the ball has been pitched or handed off in the backfield.

  • Players must have at least one foot in bounds when making catch.

  • Players that run out of bounds during a play cannot be the first player to touch the ball when attempting to make a catch (this is a penalty Illegal touching). If the player is pushed out of bounds by a defender, then comes back into the play, he or she is still eligible to touch the ball first.

  • There are no force outs - this would be considered an unnecessary roughness penalty. Can be awarded a TD if it happens within the endzone or if the official reasonably believes the foul is the only thing preventing the ball carrier from scoring.

Play is Ruled Dead When

  • The offensive player flag is pulled.

  • Ball carrier steps out of bounds.

  • A touchdown is scored.

  • Any part of the body that is not hands or feet touches the ground.

  • Incomplete pass.

  • Ball hits the ground.

Defense

Rushing the Quarterback

  • Players that rush the quarterback must be a minimum of 3 yards from the line of scrimmage when the ball is snapped.

  • The 3 yards will be measured off by a referee.

  • Players that are not 3 yards from the line of scrimmage when the ball is snapped may not

Pass Coverage:

  • Jamming receivers is allowed within 3 yards. Center cannot be jammed.

  • Pass interference normally occurs above the waist; entangled feet are not considered pass interference.

  • Incidental contact is not considered pass interference.

  • A player may find their opponent by reaching out and placing a hand on them as long as touching does not delay, impede, twist, or turn their opponent. This is not considered pass interference.

  • A player may use their arms or hands to intentionally obstruct the receive view (face guarding) of the ball without turning their own head to play the ball as long as noteworthy contact is not made with the receiver.

  • If defensive pass interference occurs in the end zone the ball will be placed on the one-yard line, automatic first down.

  • Interceptions may be returned.

  • Interceptions in the end zone that are not returned to the field of play will result in a touchback and the ball will be spotted on the 5-yard line.

  • Contact away from the direction of the pass is not considered pass interference but may be considered illegal contact.

  • Whether a pass is catchable or uncatchable has no bearing on pass interference. The benefit of the doubt is given to the receiver.

  • Examples of pass interference include:

    • Shoving or pushing off to create separation.

    • Playing through the back.

    • Hook and turn: grabbing the torso and turning an opponent before the pass arrives.

    • Arm bars, hooking, restricting, grabbing wrists, or turning a receiver. Blocking downfield before the ball has been touched, commonly seen through pick plays.

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Non Contact

The Game

  • Game Time is FORFEIT TIME

  • Minimum of 3 players to start a game.

  • A coin toss determines 1st possession. The team can elect to have offense, defense, defer or direction. Choice in the 2nd half will be awarded to the team that did not have the choice 1st half.

  • The offensive team takes possession of the ball at their 5-yard line and has three plays to cross mid-field. Once a team crosses mid-field they have three plays to score. If the offensive team fails to cross mid-field, the ball changes possession. If the offense does not score, the ball changes possession. All drives start from the 5-yard line with the exception of an interception.

  • No blocking is allowed. No intentional contact is allowed.

Attire​

  • Teams also must have the same color shirts and have an alternative color (one dark color/one light color). They do not have to be official uniforms. If both teams are wearing the same color, there will be a coin toss, and the losing team will need to change into a different color.

Game Clock Format

  • Tournament clock is 28 minutes long. Two 14 minute halves and 1-minute halftime.

  • Each team has two 30 second timeouts PER GAME. If a time out is called after a TD the clock will not run until the change of possession and the offense snaps their ball.

First Half Clock

  • The clock will run continuously during the 14 minutes of the first half unless a team timeout is used or play is stopped by an official (e.g. deal with an injury, challenge, referee conference, game management purposes, etc.)

  • The head official will give a verbal two-minute warning (for rule specific changes inside 2 minutes)

  • The clock will run during point-after-touchdown attempts (PATs) in the first half unless the defense opts to use a team timeout.

Second Half Clock

  • In the second half the clock will run continuously for the first 13 minutes unless a team timeout or an official’s time out is used.

  • The one-minute warning will stop the clock in the second half.

  • The head official will give a verbal two-minute (for rule specific changes) and one-minute warning as close as possible to the actual marks but will not interrupt a live play.

  • At the one minute warning officials will use a ‘PRO/CLOCK’ mechanic for the remainder of the contest.

  • The time remaining on the clock will be announced after every play inside the final two minutes of the contest.

Offense

Running

  • The quarterback may not run unless the ball has been thrown back, handed or pitched to him or her in the backfield.

  • Teams may handoff (unlimited), pitch, or throw back in the backfield. UNLIMITED laterals or throwbacks behind the LOS (Line Of Scrimmage) are allowed for the player to remain eligible to pass. The player who receives the pitch or handoff may throw the ball as long as he or she is not fully beyond the line of scrimmage.

  • Pitching (backwards/laterally) is allowed downfield (unlimited). Handoffs are allowed in front or behind. 

  • A forward pass DOES NOT have to cross the LOS to be a legal play.

  • If the ball is placed on the “Back” of ANY player, the player MUST run the ball (no give and go to the QB on the back)

  • No run zones are located 5 yards before mid-field and 5-yards before the end zone. You may not run the ball in the no run zone (5-yards before the first down and end zone), only forward passes are allowed.

  • Ball is spotted where the ball is at the time of the flag pull. The ball must break the plane of the midfield or goal line to be considered a first down or touchdown. 

  • Players may NOT block down field in any form.

Passing

  • The quarterback has 5 seconds to pass the ball if there is no rush. If the ball is not thrown, then the play is dead. After the ball is ruled dead it is returned to the line of scrimmage.

  • Once the ball is handed off or pitched backwards the 5 second count stops. If the defensive team rushes, then there is no 5 second count.

  • There is no arm in motion, if the ball is in hand when the quarterback’s flag is pulled then it will be ruled a sack.

  • Interceptions may be returned.

  • The rusher may not have any contact with the QB (no hitting the QB arm or knocking the ball out of the QB hand).

  • If ANY part of the players body is behind the LOS it is a legal pass

Receiving

  • All players are eligible to receive a pass, including the quarterback, if the ball has been pitched or handed off in the backfield.

  • Players must have at least one foot in bounds when making catch.

  • Players that run out of bounds during a play cannot be the first player to touch a ball when attempting to make a catch (this is a penalty Illegal touching). If the player is pushed out of bounds by a defender, then comes back into the play, he or she is still eligible to touch the ball first.

Play is Ruled Dead When

  • The offensive player’s flag is pulled.

  • Ball carrier steps out of bounds.

  • A touchdown is scored.

  • Any part of the body that is not hands or feet touches the ground. –

  • Incomplete pass.

  • Ball hits the ground.

Defense

Rushing the Quarterback

  • Players that rush the quarterback must be a minimum of 7 yards from the line of scrimmage when the ball is snapped.

  • The 7 yards will be measured off by a referee.

  • Players that are not 7 yards from the line of scrimmage when the ball is snapped may not enter into the backfield until there is a change of possession, or the rusher crosses the LOS.

  • The rusher is allowed a direct lane to the quarterback as long as he or she rushes from either side of the center or outside the bunch formation. The offense must avoid interfering with the rusher if he or she has established a lane.

Pass Coverage:

  • Contacting receivers is not allowed

  • Pass interference normally occurs above the waist; entangled feet are not considered pass interference.

  • Incidental contact is not considered pass interference.

  • A player may “find” their opponent by reaching out and placing a hand on them as long as touching does not delay, impede, twist, or turn their opponent.  This is not considered pass interference.

  • A player may use their arms or hands to intentionally obstruct the receiver’s view (face guarding) of the ball without turning their own head to play the ball as long as noteworthy contact is not made with the receiver.

  • If defensive pass interference occurs in the end zone the ball will be placed on the one-yard line, automatic first down.

  • Interceptions may be returned.

  • Interceptions in the end zone that are not returned to the field of play will result in a touchback and the ball will be spotted on the 5-yard line.

  • Contact away from the direction of the pass is not considered pass interference but may be considered illegal contact.

  • Whether a pass is catchable or uncatchable has no bearing on pass interference. The benefit of the doubt is given to the receiver.

  • Defense has 10 seconds to setup after every change of possession. 

  • Examples of pass interference include:

    • Shoving or pushing off to create separation.

    • Playing through the back.

    • Hook and turn: grabbing the torso and turning an opponent before the pass arrives.

    • Arm bars, hooking, restricting, grabbing wrists, or turning a receiver.      Blocking downfield before the ball has been touched, commonly seen through “pick plays”.

Scoring:

Touchdown· 6 points

Point After Touchdown (PAT)· 1 point from the 5-yard line (no-run zone in effect)

· 2 points from the 10-yard line, run, pass (outside of no-run zone)

· Interceptions returned on PAT’s are worth 2 points

Safety· 2 points

Point After Touchdown (PAT):

  • Following a touchdown, once the scoring team has informed an official of which point conversion choice they want to attempt the decision cannot be changed unless the scoring team uses a team timeout.

  • If a penalty occurs during an extra point attempt, the penalty will be assessed but the extra point value remains the same.

  • Decisions cannot be changed after a penalty. For example, if the offense attempts a 1-point PAT and is penalized five yards for a false start, they cannot change their mind and go for a 2-point PAT. They will still be attempting a 1-point try even if they call a timeout.

  • Defensive unsportsmanlike conduct, personal fouls, or roughing penalties during a successful touchdown attempt will be assessed at half the distance to the goal during the PAT attempt (e.g., 2-point PAT attempts will be spotted at the 6-yard line, 1-point PAT attempts will be spotted at the 2.5-yard line). All other defensive penalties may be declined by the offense and the score will stand.

  • Dead ball fouls committed by the offense that do not carry a loss-of-down penalty (false start) may result in penalty yardage assessed and the down replayed.

  • Fouls by the offense during a successful PAT attempt that carry a loss-of-down penalty (flag guarding, illegal advancement, illegal forward pass, etc.) will result in the PAT being no good.

  • Fouls committed by the offense in unsuccessful PAT attempts will be declined by the defense and the PAT will be “no good” and will not be replayed.

  • Fouls by the defense during an unsuccessful PAT attempt will result in a retry after the options are administered.

  • If the PAT-attempting team throws an interception and then commits a flagrant foul after the interception during the attempted return (physically contains the ball carrier; bear hugs, aggressively holds, tackles, etc. without making a clear, legal attempt to pull the ball carrier’s flag, the ball carrier will be awarded two points.

Overtime Extra Point Shoot-Out

  • A coin flip determines first possession, 1 timeout per OT period

  • Teams will go in reverse order if more then 1 OT is required

  • Teams can elect to go for 1 or 2 points

  • Winner will be determined once the value of the extra point exceeds the other teams attempt.

PENALTIES

PENALTY CHANGES for inside 2 minutes of BOTH halves.

  • Intentional delay of game by the offense or defense, any team member, or fan will result in a 15 yard unsportsmanlike conduct penalty

    • automatic 1st down (if committed by the defense)

    • LOD (Loss Of Down, if committed by the offense) and the clock will stop.

Penalty Charts:

Yardage Where is the Penalty Assessed? Result

Flag Guarding 5 Spot of foulLoss of Down

Illegal Advancement 5 Spot of foul Loss of down

Illegal Forward Pass 5 Previous spot Loss of down

Offensive Pass Interference 5 Previous spotLoss of Down

Defensive Pass Interference 10 or Spot foul10 yards from previous spot or spot of foul (whichever the offense chooses)Automatic 1st Down

 

YardageWhere is the Penalty Assessed?Result

Personal Foul/Unnecessary Roughness 15 End of the play or previous spot By the Offense: Loss of Down

By the Defense: Automatic 1st Down

Unsportsmanlike Conduct 15 End of the play or previous spot By the Offense: Loss of Down

By the Defense: Automatic 1st Down

Roughing the Passer 10 Previous spot Automatic 1st Down

 

Yardage Where is the Penalty Assessed? Result

Delay of Game 5 Previous spot Replay down

** LOD, if 2 min or less

False Start 5 Previous spot Replay down

**LOD, if 2 min or less

Offside / Encroachment 5 Previous spot Automatic 1st down

Cool Down Period 0 No foulPlayer must sit out 5 plays

 

Yardage Where is the Penalty Assessed? Result

Illegal Substitution or Illegal Participation 5 Previous spot Replay down – dead ball

Illegal Shift or Illegal Motion 5 Previous spot (this is a live ball penalty) Loss of down

Stripping or Attempted Stripping 5 Spot of the foul Automatic 1st down

Illegal Contact 5 Previous spot or spot of the foul By the Offense: Loss of Down

By the Defense: Automatic 1st Down

Early Flag Pull 5 Previous spot Automatic 1st Down

Illegal Touching 5 Previous spot Loss of down

 

Yardage Where is the Penalty Assessed? Result

Illegal Blocking 5 Spot foul or from previous spot if behind LOS Loss of down

Holding 5 Spot of the foul Automatic 1st down

Impeding the rusher 5 Previous spot Loss of down

Charging 5 Spot of the foul Loss of down

Last Man Rule 15 or

TD

Spot of the foul Automatic 1st down

TD if inside the 5 yard line

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OLD L2TG Rules

  • The game consists of no blocking and no contact (no jamming)! There is no contact allowed at all.

  • Coin toss determines team to choose either offense or defense. There is no deferring. Choice would be: offense or defense.

  • Two 14-minute halves (1 minute half time). 2 timeouts half game.

  • The offensive team takes possession of the ball at their 5 yard line (start of game, start of 2nd half, and after a change of possession) has 3  plays to cross midfield. Once a team crosses midfield, they will have 3 plays to score a touchdown (depending on division). If the offense fails to score or pick up first down, the ball changes possession and the new offensive team takes over at the 5 yard line.

  • All possession changes, except on interceptions, start on their own 5 yard line. Possession alternates at the half.

  • Seeding games that end in a tie will be ruled as a tie. Playoff games will go to OT (extra point shootout).

  • 1st half has a running clock, however, clock will stop in the last  1 minute of the second half on first downs, time outs, or change of possession; and will NOT run during extra points. There is a 25 second play clock as soon as play ends. Offense needs to get their own ball after each play.

  • Team can cross off sides and force an offense a first down. First offense 5 yards, 2nd offense 10 yards. (No more than 10 yards will be enforced)

  • On change of possession the Defense has 10 seconds to set before snapping the ball

  • Any team that does not show up for their scheduled games will forfeit the season and will not be given a refund! Appropriate time given for any schedule changes is 7 days

  • Only 3 Elite players are allowed on a Comp team. Only two on the field at a time

  • No Elite players may play on a rec team! 1 Comp player may play in rec

  • Upper division QB’s are NOT allowed to take a direct snap in a lower division. This includes any player that’s take a direct snap in a upper division within the season. 

  • No upper division player may rush the QB in a lower division. 

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Roster Rules

  • Rosters will close week 4 (you can not add anyone after this date unless there is an injury and the commissioner's decide to allow the add).

  • If a player has not played by week 4 they are NOT eligible for playoffs. 

  • Roster checks will be done prior to the game 

  • If you are not on the roster you will not be allowed on the field

  • No one will be added during playoffs

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Scoring 

  • TD = 6 points

  • Extra Point = 1pt (5 yards out) or 2pts (10 yards out)

  • Safety = 2 points

  • INT return from extra point try = 2 pts

 

 

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Running 

  • The quarterback cannot run the ball. (Unless it is handed off or pitched to him).

  • The ball must be snapped between the legs only by the center who must be on the line of scrimmage.

  • Offense may use multiple handoffs and pitches. One lateral down the field is legal.

  • No running zones are designated to avoid short yardage power running situations. No running zones are located 5 yards from each end zone and 5 yards on both sides of midfield.

  • A player who takes the handoff or pitch can throw the ball as long as he does not pass the line of scrimmage. Once the ball has been handed off or pitched, the rush can come from anywhere on the field.

  • Spinning is allowed (offensive needs to avoid defender).

  • While running with the ball, ball carrier cannot flag guard. Hand down is not man down.

  • Jumping is NOT allowed while the ball is in your possession.

  • Diving is not allowed to obtain a first down or TD etc. The ball is spotted where the ball where ball is.

 

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Receiving 

  • All players are eligible to receive passes, including the QB if the ball has been handed off or pitched behind the line of scrimmage.

  • Only one player is allowed in motion at a time.

  • When a receiver has the ball all other players must avoid a moving screen.

  • Players must have only one foot inbounds when making a catch, First foot down.

  • Diving is allowed in an attempt to catch the ball only!

  • Picks are a part of the game as long as the offensive player does not make an obvious attempt to impede the defensive players attempt at coverage by using his arms/body or directly moving into the way of the oncoming defender.

  • A moving pick is illegal in an effort to extend the run of the ball carrier. If a QB's flag is pulled at the same time as releasing the ball, tie goes to the offense.

 

 

 Passing

  • QB has a 6 second pass clock if there is no rusher, as soon as rusher crosses line of scrimmage, QB clock ends. If a pass is not thrown within the 6 seconds, the play is dead, consumption of down. Ball is placed at original line of scrimmage.

  • If the ball is handed off, then the 6 second rule is no longer in effect.

  • A forward pass does not have to cross the line of scrimmage to be a legal play. One forward pass per play. The quarterback/s full body has to be past the line of scrimmage to be considered illegal forward pass.

  • A player MAY return an interception, from ANYWHERE on the field.

 

 

DEAD BALL

  • If a ball carriers flag inadvertently falls off, then he needs to be touched to be down.

  • If a QB chooses to wear a towel, then it is treated as a flag and may be pulled like a flag.

  • Play is ruled DEAD when: Offensive player flag is pulled; Ball carrier steps out-of-bounds; Touchdown is scored; Ball carriers knee or hand hits (hand down, man down) the ground.

  • There are no fumbles. Ball is spotted where the ball hits the ground. If the referee feels that there is an intentional fumble to better the offense, then it will be consumption of down from the previous line of scrimmage.

  • In the case if an inadvertent whistle, the team with possession has the choice to accept the result of the play, or replay the down.

 

RUSHING THE QB

  • The rusher may not hit the quarterback’s arm, or knock the ball out of the quarterback's’ hand. The rusher must play the flags.

  • All defensive players that rush the passer must be a minimum of 7 yards from the line of scrimmage (designated by the referee) and 2 yards left or right of the center when the ball is snapped.

  • Any number of players can rush the passer as long as they are at the 7 yard mark.

  • Players not rushing the QB may defend on the Line of Scrimmage. Once the ball is handed off, the 7 yard rule is no longer in effect and all defenders may rush even if they are within the 7 yards. Once a Rusher lined up 7 yards away passes the line of scrimmage any defender may cross as well even if they are within the 7 yard mark.  

  • The rusher must not be head up with the center. The rusher must be at least 2 yards off to either side when starting his rush. The rusher has the right of way to an open path to the QB. If rusher does not run straight in his path, there is no impeding the rusher. This path or zone cannot be disrupted by the offense. If it is disrupted, this will be an impeding the rusher penalty. If the offense is in a bunch formation foot to foot, the rusher must line up outside of the bunch and go around it. If a QB's flag is pulled at the same time as he's releasing the ball, tie goes to the offense.

 

 

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Sportsmanship/ Roughing 

  • If the field monitor or referee witnesses any acts of tackling, elbowing, cheap shots, blocking, or any unsportsmanlike act, the game will be stopped and the player will be ejected from the game and the team will be assessed a 15 yard penalty. FOUL PLAY WILL NOT BE TOLERATED. Let your play do your talking! The referee has the right to determine language which is offensive. The referee will give one warning, after that the referee will eject a player for three downs. The next offense will be an ejection from the game.

 

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Penalties 

  • All pre snap offensive penalties are NOT loss of down.

  • All post snap offensive penalties are consumption of down.

  • All post snap defensive penalties are automatic first down.

  • All offensive penalties in their own end zone results in a safety.

  • Defense Off sides = 5 yards

  • Pass Interference= Spot foul and automatic first down

  • Illegal Contact (holding, blocking, etc.) =5 yards and automatic first down

  • Illegal Flag pull (before receiver has ball) =5 yards and automatic first down

  • Illegal Rush (start rush from within the 7 yards) =5 yards

  • Rusher making contact with any part of the QB's arm or ability to pass = 15 yards and automatic first down

  • Tackling = 10 yards and automatic first down

  • Push out = 5 yards automatic first down

  • Delay of game = 5 yards.

  • Offense Pre snap penalties are NOT a loss of down.

  • Illegal Motion (more than one person moving, false start, motion, etc.) = 5 yards

  • Illegal Forward Pass (pass received behind line of scrimmage) 5 yards

  • Offensive Pass Interference (illegal pick play, pushing off/away from defender) = 5 yards

  • Flag Guarding/Lowering of head or shoulder or stiff arm = 5 yards from spot

  • Impeding rusher= 5 yards

  • Blocking= 5 yards from spot.

  • All unsportsmanlike penalties are 10 yards from line of scrimmage and loss of down, or an automatic first down.

  • Referees determine incidental contact, which may result from normal run of play. All penalties will be assessed from the line of scrimmage except for flag guarding. Only the team captain may ask the referee questions about rules clarification and interpretations.

  • Players cannot question judgment calls.

  • Game cannot end on a defensive penalty unless the offense declines it.

 

 

 

 

PLAYER RESPONSIBILITY

  • Your team is required to provide your own football (which must be of regulation size)

  • Matching color shirts/jerseys.

  • A roster must be filled out prior to the start of your games.

  • Teams must field a minimum of three players to start game.

  • Teams can have a maximum of 14 players on their roster. Players must be on only one teams roster only per division.

 

 

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Protest/ Forfeits 

  • Protests may be lodged because of an illegal player (only in playoffs)! To qualify to play in the playoffs, a player is required to play at least 2 seeding games or 2 regular season games. The captain must approach the referee before the start of the game. A protest at any other time will not be awarded.

 

 

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Attire 

  • Teams must have matching color jerseys/shirts; Cleats are allowed, except no metal cleats. No boots are allowed.

  • Shirts must be tucked in shorts, pants, and shorts/pants must have no pockets or If shorts have pockets, holding call will not be called.

  • Hats must be worn backwards for safety reasons.

 

 

OVERTIME RULES

  • Only in Playoffs, NOT regular season games. A coin toss will determine choice of offense or defense first. Both teams will have a chance on offense. Teams will have one play from either the 5 yard line (for 1pt) or 10 yard line (for 2 pts). If after 2 OTs, it is still tied, both teams will have to go for 2pts only (from the 10 yard line). Interceptions can be returned for a walk off win!

 

 

Additional suggestions:

Flag Football is NOT the same as tackle football; it’s different. It’s non-contact, it’s a finesse sport. It might not be for you, you can go play tackle, we can recommend some places for you to play semi-pro.

 

If a player catches a pass, do not run alongside them to screen the defensive players, you’re not slick, you should be called for blocking down field and the play will come back.

 

You can NOT push a player out of bounds, you must go for the flag.

 

If you’re on offense, you have to avoid the rusher, “I was just running my route” is NOT acceptable for impeding the rusher, you should be flagged.

 

No stripping a fumble will result in a dead ball

 

FIGHTING WILL RESULT IN A TEAM SUSPENSION AND NO REFUND WILL BE GIVEN

 

Don’t whine to the refs, don’t be a baby but also don’t try to be Ray Lewis either. This is a FUN recreational event. Exercise, make friends, build relationships, have fun, play flag football :)

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Rankings/Standings:

  • Win/Loss record

  • Head to Head

  • Points differential Head to Head

  • Point differential

 

 

Awards

  • Winning teams will receive a medal, and a picture will be taken with the house trophy.

  • MVP – League leader in TD’s (total)

  • Offensive Player – Player with the most receiving, rushing, or passing TD’s

  • Defensive Player – Player with the most sacks or interceptions.  

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Rules

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