
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 3rd week of the season.
2C. No roster changes
will be accepted after 3rd 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 registered before participating in any games.
Once a player participates in a game, they cannot be replaced on the roster, and any new players must be added and extra-player fees paid, if applicable.
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!!! This means no zipper pockets, no taped pockets...no pockets, period! This is for the protection of flag pullers' fingers.
Note: For violations of rules 3A-3E, the player will be removed until their attire is in compliance.
3F. It is highly recommended that players wear NO JEWELRY..this includes earrings, necklaces, bracelets,
lip/nose/eyelid/etc. studs. This is for the player's own safety.
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. Game length is 45 minutes REAL TIME with running clock for the 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. At the midpoint of the game clock,
there will be a 1 or 2-minute half-time (depending on field rental time constraints), 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. . 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.
5B. 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.
NEW TIMEOUT RULE - SPRING 2020
Lastly, a quick review of the new timeout rule we implemented on a trial basis last week:
- 1. Teams get 1 timeout per game.
- 2. If the team takes it before the last 5 minutes of the game, it's a regular 1-minute timeout with clock running.
- 3. No timeouts allowed from the 5-minute mark to the 2-minute warning
- 4. IF the score differential is 8 points or less in the last 2 minutes, either team can take a timeout that stops the clock for 30 seconds (if they have their timeout remaining).
- 5. The 30 seconds correspond exactly with the play clock, which begins as soon as the timeout is called.
- 6. The game clock resumes at the snap of the ball or expiration of the play clock (delay of game penalty, if applicable).
- 7. NEW: The ball cannot be snapped before the ref calls "15 seconds" on the play clock. This gives both teams 15 seconds to get set for the next play, no matter who calls the timeout.
VII. RUSHING THE
QUARTERBACK
7A. An on-field player must count to 5-mississippi loudly and at a
reasonable tempo, as determined by the referee, before any player may rush the quarterback. 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.
13D. 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:
Terms & Conditions
Payment & Refund Policies
Inclement Weather Policy
Sportsmanship Policy
Holiday Schedule
Jersey Policy
League Levels