Flag Football

Rules of Play

Added by Russell Schmidt

Updated

All rules are subject to change by Sports Director throughout the season.

  1. General Rules a. All games will be 20-minute halves, running clock until the final two minutes of the game, with a 5-minute intermission between halves. During the last two minutes of the 2nd half, the clock will stop on incomplete passes, out of bounds, penalties, touchdowns, and time-outs.

b. Teams will have 7 players on the field but can begin a game with 6. If a team has 6 players, the game will not be delayed waiting for a 7th player.

c. Each team will be allowed two time-outs per half. Each team will have one additional time-out during any overtime play. Time-outs may be called by the team
captain or quarterback. Time-outs will be one minute in length. If a team exceeds its time out limit in any half, a delay of game will be called. Timeouts will not be carried over from one half to another.

d. Coaches & players are expected to show up 20 minutes prior to game time to begin LOI Check In.

e. A coin toss will be done before each game. The winner has the option to receive the ball, to defend a goal, or to defer their option to the second half.

f. The team that wins the toss is responsible for the Down Markers for 1st half and the opposing team 2nd half.

Rules of Play:
a. Start of Play: Anytime on or after the ready for play, each team “A” player must momentarily be at least 5 yards inbound before the snap.

b. Putting the Ball in Play – The ball shall be put in play at the beginning of each half and after each touchdown by placing the ball on the 14-yard line.

c. Flags – Each player on the field (7 offensive and 7 defensive) will wear the one-piece flag belt provided around the waist. The belt will be worn snug around the waist to eliminate being turned partially around the waist during an attempted De-Flag. Flag belts will be provided by the Fitness Center to insure uniformity in size, condition and legal alterations. Securing or substitution of flags or belts will result in player(s) removal from the game, and they will sit out the next game.

d. Line of Scrimmage – At least four players on the offensive must be on the line of scrimmage (LOS) at the time of the snap. All players must line up behind the official’s yard makers (Defense line of scrimmage will be setback 3 yards from offensive line) except when inside the 3 yard line - defense will line up at the goal line.

e. First Downs – First downs will be awarded when the offensive team advances the ball past the zone line to gain from which point the ball was spotted on first down.

f. Fumbles – The ball is dead when the offensive team loses control of the ball, and it touches the ground. The ball will be spotted at the spot it touches the ground and it cannot be advanced.

g. Center Snap – A center snap may not touch the ground before it gets to the quarterback. If the quarterback muffs the ball to the ground, it is dead where it first touches the ground. A center snap may be made between the legs or from the side. A player cannot take a direct snap from the center.

h. Downed Ball Carrier – The ball carrier is down, and the ball is dead when he/she is de-flagged legally. If the flag falls from the ball carrier’s waist unintentionally then a touch by the defensive team between the shoulders and waist may be applied..

i. Huddle – After the official marks the ball “ready for play”, the offensive team will have 25 seconds to put the ball in play or be penalized five yards for delay of game. It is not necessary to huddle before plays (audible or pre-determined plays may be used without huddling).

j. Motion – Only one player is allowed in motion at one time and their movement must be parallel or away from the line of scrimmage and must be continuous.

k. Ball Carrier – The responsibility of avoiding contact rests with the ball carrier (he/she must show the official he/she made an effort to avoid contact). The ball carrier will not deliberately run or drive into a defensive player. The “stiff arm” is illegal. The ball carrier shall NOT protect his flags.

l. Blocking – Players may not leave their feet at any time while attempting to block. Downfield blocking will be nothing more than a stand still screen block without contact. Hands must remain at the side or behind the back. Defensive players must go around the offensive blocker.

m. Passing – All players are eligible to receive passes. Only one forward pass may be thrown after the ball is snapped.

  1. There may be an unlimited number of laterals, but only one forward pass.
  2. Forward pass may be thrown overhand, underhand or away from direction of advancement of team in possession.
  3. Push or shuffle lateral throws in any direction are legal if initiated behind the LOS. Once a player crosses the LOS, push or shuffle laterals are legal if thrown parallel or behind the ball carrier.
  4. Receivers - All players on both teams are eligible pass receivers. Each player is eligible, as long as they catch the ball inbound or comes down first inbound with at least one foot. The lines marking the sidelines and the end lines shall be considered out of bounds if stepped on to any degree. Two or more offensive receivers or defensive players may touch a pass in succession.

n. Onside Conversion Article 1. When allowed.
a. A team may elect to attempt an onside conversation at any time in the second half if they score a touchdown unless they are leading by 19 or more pointes following the try.
b. Article 2. Referee’s Responsibility and Team’s Choice.
c. The Referee must speak to the coach or captain immediately following the try, asking them whether they would like to attempt an onside conversion from the 20 yard line. Once the coach/captain makes their choice, they may change the decision only when a A or B charged time-out is taken. Possession will be retained by A if the onside conversion results in what would have been a touchdown.
d. Article 3. Onside Conversion Begins and Ends.
e. The onside conversion begins when the ball is marked ready for play. The onside conversion ends when B secures passion, the onside conversion is successful, or the ball becomes dead by rule. Neither team can score during the onside conversion.
f. Article 4. Next Play
g. After a successful onside conversion, the ball shall be snapped by the scoring team at their won 30 yard line, unless moved by penalty. After an unsuccessful onside conversion, the ball shall be snapped by the opponent of the touchdown-scoring team at their opponent’s 30 yard line, unless moved by penalty.

n. Pass Interference – Impairing the vision or progress of any opponent except in an attempt to catch the ball, is pass interference. This rule applies once the ball has left the hand of the passer. Pass interference rules shall apply to any forward pass made from behind the LOS.

  1. After the pass is in the air, neither pass receiver nor defender may touch the other or offensive or defensive pass interference will be called, except if both players are jumping for a 50/50 ball.
  2. Receiver stripping is attempting to take the ball from the grasp of a receiver after he has brought the ball into possession position, in which case pass interference will be called; If an offensive player established possession of the ball, the defender must go for the flag not the ball.
  3. Any contact that occurs after the pass is touched (excluding receiver stripping) and is either complete or incomplete, must be judged by the officials as either non- intentional contact caused by both players “playing the ball” or intentional contact which shall result in a penalty.

o. Free Kick/Punts – Punter may not throw the ball by hand instead of kicking, The offense must announce their intention to punt to the officials. Failure to announce a kick will result in a five-yard penalty. The offensive team must have four players on the line during the snap and kick. No defensive player may cross the LOS until after the kick. A muffed punt that hits the ground will be dead at the spot it hits the ground. A ball fumbled in the end zone is a touchback and is blown dead. If the receiver fields the ball cleanly off any or no bounce after it’s punted, it may be advanced.

p. Encroachment-Off Sides – Offsides shall be called for encroachment (passing over the plane of the LOS by either the offense or the defense before the ball is snapped). A false movement of the football by the center shall constitute offensive encroachment. Encroachment is a dead ball foul. The play shall be marked off against the encroaching team. The play will be blown dead immediately before the play begins and a five-yard penalty will be marked off against the encroaching team. If a player on either side lines up offsides, the line judge will point toward that player’s team side. If that player does not get back on sides before the ball is snapped, he will be considered as having encroached the moment of the snap. They should be warned of lining up offsides (This rule is designed to speed up the game by helping the players line up on side thereby eliminating what is, most of the time, non-intentional penalties).

q. Off-Setting Penalties – If offsetting fouls occur during a down or while the ball is ready-for- play, down that shall be repeated. If offsetting fouls occur between successive downs the next down shall be the same, as it would have been had no fouls occurred.

  1. Exceptions: If there is a change of team possession during a down, the team last gaining possession may decline the offsetting foul and retain possession after. Accepting the penalty for its own infraction providing that infraction did not occur before the change of possession. If a team fouls during a down in which there is a chance of team possession, the team last gaining possession may retain the ball, providing its foul was not prior to the final change of possession and it declined the penalty for its opponent’s foul. If offsetting fouls occur before a change of possession, the down shall be replayed.

r. All live ball fouls (fouls which occur while play is in progress) is the captain’s choice. All dead ball fouls (fouls which occur prior to the snap or after the ball is blown dead) will automatically be marked off. This means if a foul occurs during a down and is a live ball foul and then a dead ball foul occurs, both fouls will be enforced. They do not offset, even if against different teams.

s. After a penalty is called, only the captain or coach of the penalized team may discuss it with the officials. The officials making the call should give the players number and the act they committed to the penalized team captain or coach. The referee will then give the opposing captain his options on the penalty. The captain’s first choice will be final.

  1. If the following acts are judged flagrant, the player(s) involved shall be ejected from the game:
  2. Using fists, kicking or kneeing
  3. Illegal use of hands, forearms or elbows
  4. Tackling
  5. Any deliberate or flagrant act which could cause injury
  6. Any act of unsportsmanlike conduct
  7. Abusive, profane or insulting language
  8. Any act of unfair play
  9. Harassment of officials or other players

t. All penalties shall be marked 5 and 10 yards or ½ the distance to the goal.

  1. All refused penalties: Ball stays where advanced with loss of down.

u. Unnecessary Roughness – It will be a foul to tackle, trip, hold, or rough an opponent. Violation of this rule will result in a 10-yard penalty.
w. Players and Substitutions - Players badgering any official or derogatory remarks between opposing players will result in player(s) being ejected and a 10-yard penalty. Sideline players are subject to ejection for abusive, obscene, or badgering language to either opposing players or officials. If the captain or coach cannot control the actions of their players, the game will be forfeited.

v. Scoring -

  1. Touchdown – 6 points
  2. Point after touchdown – 1 point from the 3-yard line, 2 points from the 10-yard line or 3 points from the 20-yard line.
  3. Safety – 2 points, followed by ball being placed on opponents’ 14-yard line
  4. Forfeited Game – score 6-0 (One Touchdown)
  5. Winner of Tie Breaker – Final score plus 1

w. Tie Breaker –Unless moved by penalty, each team will start 1st down from the 10-yard line. The goal line shall be the line-to-gain in overtime. The object will be to score a touchdown. An overtime period consists of a series of four downs by each team. If the score is still tied after one period, play will proceed to a second period or as many as needed to determine a winner. If the first team that is awarded the ball scores than the opponent will still have a chance to win the game. Unless moved by penalty, they will start 1st goal from 10-yard line. If the defense intercepts a pass the series is over, the ball will be placed at the 10-yard line and the original defense will begin their series of 4 downs.

x. Mercy Rule: There will be no mercy rule for the 2022 season. The mercy rule will only be applied during playoffs. The game will be terminated anytime a team is ahead by 19 points or more when the official announces the two minutes warning for the second half or when a team scores within the two minutes warning of the second half creating a difference of 19 points or more.

y. Running Clock – For the 2022 REGULAR SEASON, if a team is down by 19 points or more halfway into the 2nd half of the game (10 minutes) then the officials will leave the clock running for the remainder of the game. (This rule has been created to avoid point differential stacking during obviously one-sided games).

PENALTY CHART

  1. Offside, Encroachment or False Start 5 Yds – Ball blown dead immediately
  2. Illegal Procedure or Delay of Game 5 Yds – From line of scrimmage
  3. Intentional Grounding 5 Yds – Loss of down from spot of foul
  4. Illegal Pass 5 Yds – Loss of down from previous spot
  5. Excessive Time Outs 5 Yds – Line of scrimmage
  6. Offensive Pass Interference 10 Yds – Loss of down, previous spot
  7. Personal Foul, Unsportsmanlike Conduct 10 Yds – Spot of foul or end of play
  8. Illegal Use of Hands 10 Yds – Previous spot
  9. Clipping 10 Yds – Spot of Foul
  10. Guarding the Flag 10 Yds – Spot of Foul
  11. Roughing the Passer 10 Yds – Automatic 1st down
  12. Defensive Pass Interference 10 Yds – Automatic 1st down
  13. Illegal Removal of Flag 10 Yds – End of run
  14. Holding Ball Carrier 10 Yds – End of run
  15. Running Over Defense 10 Yds – Spot of foul
  16. Tackling/Pushing Out of Bounds 10 Yds –End of run
  17. Playing Field Ejection (2 game ejection) 10 Yds – From line of scrimmage
  18. Park Ejection (2 game ejection) 10 Yds – From line of scrimmage
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