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Premier Co-ed Sports Flag Football Rules


FLAG FOOTBALL RULES 

6v6            
  

I. PLAYERS/GAME SCHEDULES 

1A. All players must complete registration, which includes filling out a league waiver and having a current membership, to be eligible to play.

1B. Roster limit is 12 (extra players may be added for additional fee).

1C. Format is 6v6.  No more than four (4) males can be on the field at any time with at least one (1) female. Teams may start with 4 players (1 female minimum) to avoid forfeit.

1D. Teams are allowed a grace time of 10 minutes from scheduled start time.  This counts as game time. 

1E. All players must carry a picture ID to verify membership in case of roster checks.


II. ROSTERS

2A. Roster changes will be accepted via website, email, mail, and in person.

2B. All roster changes must be approved by Premier Coed Sports before the 4th week of the season.

2C. No roster changes will be accepted after 4th week of the season and roster changes will

not be accepted due to injury.

2D. A team will forfeit any game in which it is determined that a player has participated who is not

listed on the team roster or is not of legal age.

2E. Official roster change must be submitted by the Team Captain and include:

Team name, new player name and name of person being replaced.

New player must be a member before participating in any games.


III. ATTIRE/EQUIPMENT

3A. Athletic shoes are required. Cleats are recommended. Metal spikes are not permitted. (Penalty: Ejection and possible suspension at discretion of league management)

3B. Players must wear jerseys once issued. Jerseys are ordered the first week of the season and distributed week 2/3 once a team's fees are all paid. Any players signing up AFTER the week 1 order will have to wait until the mid-season (week 3/4) order.  During the first couple weeks of play, teams must wear their color until the order comes in.

3C. If a team wants to order their own jerseys, they must be one consistent style (subject to approval by league management), and either the entire team wears them or the entire team wears jerseys issued by PCS...not a mix of each.

3D. Shirts/Jerseys must be tucked inside shorts, pants, and flag belt. Jerseys cut at least two (2) inches above the waist are allowed.

3E. NO POCKETS ALLOWED!!!
3F. NO JEWELRY ALLOWED...this includes earrings, necklaces, bracelets, lip/nose/eyelid/etc. studs 

 Note: For violations of rules 3A-3F, the player will be removed until their attire is in compliance.  

3G. No "youth" footballs allowed. Junior/Intermediate size (11.2"x6.3") and up only.  
 

IV. GENERAL GAME RULES

4A. No intentional contact allowed.

4B. NO BLOCKING.

4C. A coin toss determines first possession.

4D. Games are minimum of 45 minutes REAL TIME with running clock for entire game.

4E. Ball may be snapped directly between legs, between legs in shotgun formation, snapped sideways or snapped sideways in shotgun formation, but must be in contact with the ground prior to the snap. 

4F. The offensive team takes possession of the ball at their 5-yard line and has four (4) downs to cross mid-field. Once a team crosses mid-field, they will have four (4) downs to score a touchdown.

4G. If the offensive team fails to cross mid-field or score, possession of the ball changes and the opposite team starts their drive from their 5-yard line.

4H. All possession changes except interceptions start on the offense s 5-yard line.

4I. After 25 minutes, there will be a 2-minute half-time, after which teams change sides and play resumes from the point it stopped.  There is no change of possession.

4J. Each time the ball is spotted a team has thirty (30) seconds to snap the ball. Failure to snap the ball within thirty (30) seconds will result in a Delay of Game penalty. Officials will give a ten (10) second warning before the ball must be put in play, and count down from 5 to 0. 
4K. Offense may not snap the ball until the official spots the ball, calls "30 seconds", and signals the quarterback that play may resume. (Penalty: false start, 10 yards or 1/2 distance to the goal, loss of down)

V. SCORING

5A. Games are played for 50 minutes.

5B. TD=6 points, Extra Point=1 (5 yards out); 2 (12 yards out), Safety=2 points

A team who scores 2 points for a safety will also take possession at their 5-yard line.

5C. If the defense intercepts an extra point attempt and returns the ball for a score, the defensive team will be awarded points equal to the amount of the extra point attempt. 
 

VI. TIME-OUTS

6A. Each team has one sixty (60) second time-out per game, in which the play stops. The clock will continue to run.

6B. Time-outs may not be called within the last five minutes of a game.

VII. RUSHING THE QUARTERBACK

7A. All players who rush the passer  must count to 5-mississippi loudly and at a reasonable tempo, as determined by the referee. The offense can request a slower tempo, but the referee makes the final decision.  Failure to count out loud and/or finish the ENTIRE COUNT (including the mississippis) results in an illegal rush. (penalty: 10 yards or 1/2 distance to goal from line of scrimmage and automatic first down)

7B. Players not rushing the QB may defend on the line of scrimmage.

7C. Once the ball has left the QB s hand by either hand-off, pitch, lateral or pass, the 5-Miss count rule is no longer in effect and all defenders are eligible to rush.

7D. Players may not line up in a three point stance at any time.

7E. Defenders must go for the QB s flag and not his arm. Contact to the passer s arm, hand, or head will be called a foul. (penalty: 10 yards or 1/2 distance to goal from line of scrimmage and automatic first down)

7G. Defenders rushing the QB are allowed to raise arms to block passing lanes or to deflect a pass.

7H. If flag is pulled before the football leaves the QB s hand, QB is down.

VIII. RUNNING

8A. The player who receives the snap is designated as the quarterback (QB) no matter where they line up.

8B. The QB CAN run the ball after the defense has crossed the line of scrimmage as long as the line of scrimmage is not in a  No-Run Zone.  (penalty if in "no-run zone" or defense has NOT crossed line: 10 yards from originating line of scrimmage and loss of down)

8C. All hand-offs, pitches, or laterals must be thrown BEHIND the line of scrimmage. Downfield laterals are NOT allowed. (penalty: 10 yards from spot of lateral and loss of down)

8D. The player who takes the hand-off, pitch, or lateral can run with the ball as long as the line of scrimmage is not in a  No-Run Zone.   (penalty if in "no-run zone": 10 yards from originating line of scrimmage and loss of down)

8E. The player who takes the hand-off or lateral can throw the ball as long as he does not step past the line of scrimmage.

8F.  No-Run Zones  are located 5 yards before midfield and 5 yards before the end zone in each offensive direction.

8G.  No Running Zones  are designed to avoid short yardage power running situations.

8H. Spinning is allowed, but players cannot leave their feet to avoid a defensive player. (penalty: 10 yards from spot of jump and loss of down)

8I. The team advancing the football cannot dive in order to gain yardage, either for a first down or

touchdown. (penalty: 10 yards from spot of jump and loss of down)

8J. The ball is spotted where the ball carrier s BELT is when the flag is pulled, not where the ball is.

8K. Ball and flags must break the plane for a first down and touchdown.

IX. PASSING 

9A. Only one forward pass is permitted per offensive play, even if it occurs behind the line of scrimmage. (penalty for illegal second forward pass: delayed call, live ball that can be intercepted, 10 yards or 1/2 distance to goal from spot of throw and loss of down)

9B. The forward pass must be thrown from behind the line of scrimmage. (penalty for illegal pass beyond the line: delayed call, live ball that can be intercepted, 10 yards or 1/2 distance to goal from spot of throw  and loss of down)

9C. Interceptions change the possession and the ball is placed where the player is downed.

1. Interceptions may be returned.

2. The ball comes out to the 5-yard line if the interception occurs inside the 5-yard line and is downed without any attempt to advance it or if downed in the end zone. 
 

X. RECEIVING

10A. All players are eligible to receive passes (including the QB if the ball has been handed off, pitched, or lateraled behind the line of scrimmage).

10B. Only one player is allowed in motion at a time. Motion must be parallel to the line of scrimmage.

10C. Player must have at least one foot in bounds and control of the ball before either foot lands out of bounds in order for it to be a completed pass.

10D. Pass may not be intentionally tipped in any direction to another teammate. (result: incomplete pass if caught by teammate; play stands if caught by opponent)

10E. If a receiver goes out of bounds, he/she can t be the first to touch the ball. (result: incomplete pass) 
 

XI. SUBSTITUTIONS

11A. Players may substitute freely between plays.

XII. DEAD BALLS

12A. There are no fumbles. The ball is spotted where it hits the ground, unless fumbled forward in which case it is spotted at the point it left the player's hands.  Anytime the ball touches the ground, it is dead.

12B. Play is ruled  DEAD  when:

1. Offensive player s flag is pulled.

2. Ball carrier steps out of bounds.

3. Touchdown is scored.

4. Anything other than the ball carrier s hand or foot hits the ground.

5. The ball hits the ground.

6. Ball carrier s belt falls to the ground on its own AND they are then tagged (one hand).

7. Receiver s belt falls to the ground on its own AND they are then tagged (one hand).

XIII. SPORTSMANSHIP/ROUGHING

13A. If the field monitor or official witnesses any acts of tackling, elbowing, cheap shots, blocking, flag tying or any unsportsmanlike act, the game will be stopped, a penalty will be assessed (see section XV below), and the player can be ejected from the game. FOUL PLAY WILL NOT BE TOLERATED.

13B. Trash talking is illegal. Official has the right to determine language which is offensive. (Trash talk isthat which may be offensive to official, opposing team, or spectators). Official can assess penalties and eject players from the game for trash talking.

13C. The first warning to one team will serve as a warning to both teams. 
13 D. Any violation of our Sportsmanship Policy includes not only yardage and down penalties, but may also include ejection and/or suspension.

XIV. OVERTIME

14A. Regular Season

1. If the score is tied at the end of regulation, teams move directly into overtime.

2. Coin toss or  odd/even  number pick determines possession.

3. Each team receives one play from their OWN 5-yard line.

4. The team gaining the most yardage on the one play is declared the winner and awarded one

additional point even if the result of the play is a touchdown.

5. Order of gain (from greatest to least): 
 5a. most positive yardage (by spot of flag pull) 
 5b. Incomplete pass ( = 0 yards)
 5c. Negative yardage (loss on the play and/or offensive penalty for loss of 10 yards*) 
 5d. Interception

6. Defensive penalties may be accepted resulting in 10 yards and the option to run an additional   play if necessary. Result of following play and the 10 yards from the penalty count towards the   overall possession s yardage. A penalty on the offense is deemed as negative 10 yards and  loss of down. 
*   Half distance to goal does not apply in OT.  An offensive penalty is -10 yards. 
**  There are no safeties in OT.  The spot of negative yardage is marked where the flag is pulled. 
*** If both teams achieve same result, each team runs another play.

14B. Playoffs

1. If the score is tied at the end of fifty (50) minutes, teams move directly into overtime.

2. Coin toss or  odd/even  number pick determines possession at the beginning of each overtime  period

            3. A full ten (10) minute running time period will ensue. (not sudden death)

4. There will be no stoppage of the clock or timeouts in the overtime period.

5. If the score is tied at the end of overtime there will be a sudden death overtime period with the  first team to score winning (maximum 10 minutes) 
           6. If the score is STILL tied after 20 extra minutes, winner will be determined by the regular   season format. 
     

XV. PENALTIES

15A. All penalties will be called by the Official and may be declined UNLESS otherwise noted below.

15B. All penalties are assessed from the original line of scrimmage, UNLESS otherwise noted below.

15C. A penalty will not move the ball more than half the distance to the goal line.

15D. Defense

1. All defensive penalties are 10 yards or half distance to the goal (whichever is less) and automatic first down.

2. Officials determine incidental contact which may result from normal run of play!

3. Line of Scrimmage Penalties - these are assessed from the originating line of scrimmage  (a.k.a. where the play started)

 a. Offsides.

b. Pass Interference 

c. Illegal Contact (holding, bump and run, blocking, tackling, pushing of players not in possession of the ball). Note: This includes excessive contact with a receiver even if made at the same time the ball arrives.

d. Illegal Rushing (start rush from inside 7-yard marker; fast or quiet 5-mississippi count, crossing line before finishing count).

e. Unsportsmanlike Conduct (any violation of our  Sportsmanship Policy which includes not only yardage and down penalties, but may also include ejection and/or suspension)

4. Spot Foul Penalties - these are assessed from the spot where the foul occurred

a. Illegal Flag Pull (before receiver has ball) - play continues until another flag is pulled, and offense has option to accept penalty from the spot of foul or take the result of the play where runner is legally downed.

b. Illegal Contact (holding, tackling, tripping, pushing of the ball carrier)

5. In cases of illegal contact and/or unsportsmanlike conduct AFTER the completion of a play, the penalty yardage and loss of down will be assessed from the end of the play. (Example: 3rd and midfield from the 10 yard line. Offense gains 5 yards, play is whistled dead, then an offensive player engages in conduct outlined in Section XIII above. Result: play was over so it was technically 4th down when the penalty occurred, so the loss of down results in a turnover.)

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

15E. Offense

1. All offensive penalties are 10 yards or half distance to the goal (whichever is less) and loss of down.

2. Officials determine incidental contact which may result from normal run of play!

3. Line of Scrimmage Penalties - these are assessed from the originating line of scrimmage (a.k.a. where the play started)

a. Illegal Motion (more than 1 person moving, false start, moving forward before snap, lining up offsides, running in "no-run" zone or QB running if not rushed) *results in a dead ball, play stops

b. Delay of Game  10 yards and loss of down (clock will NOT stop). *results in a dead ball, play stops

c. Illegal Contact (offensive pass interference, illegal pick play, pushing off/away defender). 
d. Unsportsmanlike Conduct (any violation of our Sportsmanship Policy which includes not only yardage and down penalties, but may also include ejection and/or suspension)

4. Spot Foul Penalties - these are assessed from the spot where the foul occurred

a. Blocking (offensive player intentionally impeding the path between any defender and the ball carrier whether or not contact is made)

b. Illegal forward pass (defined in passing section above as either a second forward pass or pass from beyond the line of scrimmage)

c. Flag Guarding (Defined as the ball carrier's use of hands, arms, or ball to prevent a defender from pulling their flag.  "Natural arm movement" when running is no defense for flag guarding.  In order to prevent the penalty, the ball carrier should keep hands and ball above flag belt level.) 
d. The resulting down after a spot foul is determined by the spot of the ball AFTER progress AND penalty yardarge have been assessed.  (Example: 2nd and mid-field to gain, progress is made across midfield where a foul happens, and the penalty yardage brings the ball back prior to midfield. Result: 3rd and mid-field to go.)

5. In cases of illegal contact and/or unsportsmanlike conduct AFTER the completion of a play, the penalty yardage and loss of down will be assessed from the end of the play. (Example: 3rd and midfield from the 10 yard line. Offense gains 5 yards, play is whistled dead, then an offensive player engages in conduct outlined in Section XIII above. Result: play was over so it was technically 4th down when the penalty occurred, so the loss of down results in a turnover.)

15F. Multiple infractions: in the event a team commits multiple fouls on the same play, only ONE penalty will be assessed, NOT added up for more than 10 yards or loss of multiple downs. 
15G. Off-setting penalties: in the event that BOTH offense and defense commit fouls on the same play, they will offset and the down will be repeated from the originating line of scrimmage. 
15H. Only the team captain may ask the official questions about rule clarification and interpretations. Players cannot question judgment calls. 

XVI. OFFICIALS AND APPEALS

16A. There will be a minimum of one designated official per game, with a  chief official  on site for the purpose of resolving appeals of rule interpretations.

16B. Each team gets ONE appeal to the chief official per game.

16Bi. If the appeal is NOT upheld, this counts as the team s timeout.

16Bii. If the appeal IS upheld, the team is not charged with a timeout.

16Biii. If the team has no timeouts and the appeal is not upheld, they will incur a delay of game penalty.

16Biv. If the team has no timeouts and the appeal is upheld, there is no penalty.

16C. The clock stops during an appeal and resumes as soon as the chief official makes a ruling.

16D. Only the captains, referee(s), and chief official can discuss appeals. Any disruption by other teammates will nullify the appeal and the team will be charged with a timeout or delay of game penalty if they have not timeouts.

16E. An appeal made by a team with the intent to stop the clock as time is running down late in the game (or at any other time per the referee s judgment) will result in one minute being run off the clock if the appeal is not upheld, in addition to the loss of timeout or delay of game penalty.

16F. Any other abuse of the appeals process not specifically stated above shall incur a penalty including, but not limited to, one or more of the following:

- delay of game penalty

- unsportsmanlike conduct penalty and/or warning of ejection

- ejection

- time run off the clock

- forfeit

XVII. HEALTH & SAFETY

17A. Players experiencing bleeding must step off the field of play until bleeding is stopped.

17B. Clothing with excessive blood needs to be changed or player may not be eligible to re-enter the game. 


For more info on rules and policies see: 
Sportsmanship Policy
Inclement Weather Policy 
Team Eligibility
Player Eligibility 

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