Rule 1. The Game, Field, Players & Equipment: Section 1. General Game Provisions
Rule 1. The Game, Field, Players & Equipment: Section 1. General Game Provisions
Rule 1. The Game, Field, Players & Equipment: Section 1. General Game Provisions
SUPERVISION
Article 3. a. The game is conducted under the supervision of two, three or four officials
including: a referee, a linesman, a back judge, line judge and/or side judge. Use of the
line judge and side judge is optional.
SPECIFICATIONS
Article 1. It is recommended that teams use the Wilson Official NFL Ball or its equal.
(Official NCAA or the R5) However, each team must provide an official size leather
covered football, which is properly inflated.
UNIFORMS
Article 1. a. Shall be each team’s choice as long as it does not include any hard or
unyielding surface.
b. Jewelry: No jewelry of any kind may be worn by players. No headwear with an
extended bill may be worn froward (can turn backwards). (Ex: caps, visors. etc.).
c. Jersey/Shirts: All members of the same team must wear the same color jersey.
Jerseys must be tucked in. The midriff shirt is legal, if in the judgment of the referee, it
does not hinder the defense from pulling the flag. No article of clothing may cover any
portion of a player’s flag. Officials should warn violators of this between plays. If a
shirt/jersey becomes untucked during a play, it must be retucked before the next play.
d. Shorts/Pants: Any shorts or pants worn during flag football league play must not
have pockets located where flags would normally hang from the flag belt. This is to
reduce the risk of injury when pulling flags. If discovered during a game or a pocket
becomes ripped during a play (an attempt at deflagging a player) and that player was
involved, the previous play will be replayed, and the player will be forced to change or
removed from play immediately. Any shorts or pants that have striping, piping or a
design that camouflages a player’s flags or flag belt will not be allowed.
e. Shoes: Any flat soled or completely molded cleat shoes are acceptable. Removable
cleats, baseball or track spikes or any shoes that have steel or metal tips are
prohibited. All players must wear shoes.
f. Protective Equipment: Hardshell helmets, shoulder pads, thigh pads are prohibited.
Any questions as to the legality of player’s equipment shall be decided by the referee
of that game. The use of any unyielding hard substance cannot be used to protect an
injury, no matter how well covered or padded. Therapeutic or prevention knee braces
can be used if covered from direct external exposure.
g. Flags – Depending on the region and event, either the three flag Triple Threat
variety where the full belt is removed, or the “Sonic” type of flag belts may be required.
Mushrooms and Ball & Socket type flag belts are illegal and cannot be used. Flags
must be attached to a belt and the belt will be worn snug around the waist to eliminate
being turned partially around the waist during an attempted deflagging. Sonic flags
must be a minimum of 12 inches (flag itself) in length and 1 1/2 inches in width and
must be a different color than the players lower uniform. It is preferred that teammates
must wear the same color of flags. The flags may not be permanently or temporarily
altered by inserting any foreign substance into the male or female end of the plug
during gameplay. A player found guilty of altering their flags will be removed from the
game immediately and not allowed back on the field for that game.
h. Gloves worn by a player must be approved and inspected by game officials in the
case any illegal substance has altered the gloves with the intent to enhance a player’s
performance.
GAME TIME
Article 2. a. Clock Management and Regulations:
(1) Game clock will start each half when the official puts the ball in play.
(2) The official’s whistle makes the ball ready for play and starts the play clock prior to
each down throughout the games. The play clock is twenty-five seconds in length.
(3) After a team time-out, the game clock will start at the snap of the ball.
(4) Because the game clock is a continuous click, it does not stop during P.A.T.
attempts.
(5) The game clock will stop for team time-outs, official time-outs, and at the discretion
of the official to retrieve long incomplete passes.
(6) The play clock is 25 second and starts once the official marks the ball ready for
play. (Delay of Game penalty if exceed 25 seconds)
(7) Half time – A minimum of 2 minutes and a maximum of 5 minutes.
The on-field captain or quarterback may request the amount of time left in the game
from the officials at any time. Officials will be expected to give the correct time.
b. Periods of play include Regulation, Point After Touchdown (PAT), 7 and Overtime.
c. Regulation Period – The game shall be played in 2 halves of 20 minutes in length. In
all games the clock will be running continuous. (S-2&3)
d. The period of time after a touchdown is made is known as the PAT or Point After
Touchdown. During regulation game time, the game clock does not stop.
e. With two minutes remaining in regulation period {eighteen (18) minute into the half}
of the first and second half, teams will be given a two minutes warning. Inside 2
minutes the clock will stop for time-outs, incomplete forward passes, change of
possession, player going out of bounds, touchdowns (will remain stopped during the
PAT attempt), first downs until referee sets the spotters, and penalties. The clock
remains stopped only while the referee marks off the penalty will start when the new
line of scrimmage is established only if the clock was running when the penalty
occurred.
OVERTIME
1. In the event of a tie game at the end of regulation play, an UN-timed overtime period
will be played. If the game remains tied after one overtime period, additional periods
will be played until the game is decided.
2. Teams are entitled to one time-out per overtime period but can not be saved for the
next period.
3. The overtime will begin with a coin toss. The designated home team will make the call.
The winner of the toss will have the option of taking offense, defense, or playing
towards a certain goal. The loser of the toss will have the second option. If additional
overtime periods are needed, the teams will play the alternate possession from which
they started.
4. All overtime periods will be played toward the same goal. Both teams will have one
opportunity on offense. The ball will be placed at the 10 yard line and the offense will
have four downs to score unless a turnover occurs or a penalty deems otherwise.
5. All rules regarding interceptions will apply except touchbacks will simply result in
change of possession. If an interception is not run back for a score, the ball will be
placed back on the 10 yard line and the defensive team will now have their offensive
opportunity. All penalties occurring on a turnover will be assessed at the succeeding
spot – the 10 yard line.
6. Mercy Rule – If a team is ahead by 19 points or more when the referee announces the
2-minute warning for the second half, the game shall be over. The same rules applies
if a team scores inside 2 minutes with this differential. If a team is ahead by 30 points
with 10 or less minutes to play in the game, the game will be over.
SCORING
Article 3. a. Touchdown – 6 points (S-4) (based on ball location in which flags are
attached must be on or in advance of the goal line before any points can be awarded.)
b. Point After Touchdown – 1 point – run or pass from 3 yard line 2 point – run or pass
from 10-yard line and 3 point run or pass from the 20-yard line. Teams must declare
before the official marks the ball ready for play. Once the ball is marked ready for play,
a team may only “re-declare” if team uses a time out first. The PAT period is a
separate period of the game. During regulation time, the game clock continues to run..
If infractions occur during the PAT, proper penalty enforcement may cause a re-play of
the PAT and in some cases may be marked from the succeeding spot. Enforcement
depends on type of infractions that occurs.
c. Safety – 2 points (Possession of ball at 20 yard line, (S-5)
d. Forfeited Game – Score is 7 – 0.
e. Winner of Tie Breaker – 1 point.
TIME OUTS
Article 4. a. (1) Each team shall have two (2) time outs per half.
(2) Each time out will be one (1) minute in length.
(3) Each team will be allowed only one (1) time out during a tiebreaker period.
(4) A “time out” to be called from any player that participated on the playing field during
the previous play is allowable. Said player may not have left the field and returned
prior to the request.
(5) A team may use a time out to change their option during the PAT.
(6) A team MAY NOT use a time out to change any 4th down option (Punt or Play).
b. Officials may call additional time outs at their discretion. If a team exceeds their time
out limits per half or during a tiebreaker. Delay of Game 5-yard penalty (S-17)
c. NOTE: During a team charged time out, a team representative may confer with their
team either on the field or at the sidelines.
LIVE BALL
Article1.A live ball is a ball in play. A pass, lateral, kick or a fumble that has not
touched the ground is a live ball in flight.
DEAD BALL
Article 2. A dead ball is a ball not in play.
LOOSE BALL
Article 3. A loose ball is a ball not in player possession:
a. Following the snap and prior to a player fielding the ball cleanly in order to keep the
ball live and in play.
b. Following a punt that has hit the ground and has not been fielded by the receiving
team or touched by the punting team.
CATCH OR INTERCEPTION
Article 6. a. A catch is the act of establishing player possession of a live ball in flight.
b. A catch of an opponent’s pass, lateral or fumble (prior to touching the ground) is an
interception.
c. Simultaneous catch or a double reception of an offensive pass or lateral always
goes to the offense.
FUMBLE
Article 7. a. When a backward pass hits the ground between the goal lines or a fumble
occurs, the ball becomes dead and belongs to the team last in possession at the spot
where the ball hits the ground or at the spot where the ball goes out of bounds (if in the
air).
b. When a forward fumble occurs and hit the ground, it is considered dead. The End of
the Run in this case would return to the point and which control was lost or from where
the fumble originated. If the offensive fumbles forward and crossed or hits the ground
beyond the next line-to-gain or goal line, the result will bring the ball back to where the
fumble occurred and next down will be played.
Article 1. a. Is the plane of the ball that extends from sideline to sideline and ninety
(90) degrees from the plane face of the field, once an official places his ball marker
and signal the ball “ready for play.” Once the ball marker is set, the neutral zone
becomes established.
b. If a change of team possession occurs between the five (5) yard line and the goal
line due to an interception or a kick catch and the original momentum of the player
catching the ball carries him into the end zone where he is downed by any means, the
ruling will be a touchback.
Article 1. The neutral zone is the space between the between the end of the ball when
in t a normal resting position on its long axis while parallel to the sidelines and one
yard beyond the line of scrimmage. This zone extends from sideline to sideline and is
established once the ball is marked ready for play.
SERIES OF DOWNS
Article 2. A team will be allowed four downs to advance the ball from one zone to the
next. (A zone is to be 20 yards.) If after four (4) consecutive downs, a team has failed
to advance the ball into the next zone, possession shall go to the defense at that spot.
SUBSTITUTION
Article 2. There will be free substitution as long as players being substituted for are off
the field prior to the next snap OR player is out of the area of play and is departing the
field in haste. “Sleepers” on substitutions will not be allowed on any play. No player
may line up closer than 5 yards from the sideline unless he came out of the huddle or
unless he was on the field of play during the previous play and did not leave the field of
play. (S-18) (5 yards)
SHIFT
Article 3. Two or more offensive players may be shifting their position at the same time
prior to the snap. Their movement may be in any direction but they must become set
for one full count before the ball is snapped or before another player can go in motion
prior to the snap. (S-16)(5 yards)
MOTION
Article 4. Only one player is allowed to be in motion at the snap and his movement
must be parallel or away from the L.O.S. and must be continuous. (S-16)(5 yards)
STANCE
Article 5. Any stance is permitted. Any number of players may be on the offensive or
defensive L.O.S. at the snap. Defense line must be one (1) yard off the ball at the
snap. No defensive player may be within 4 yards of the ball if lined up directly in front
of the center or within one yard of the ball if lined up to the side of the center at the
snap. (S-19) (5 yards)
ENCROACHMENT / OFF-SIDES
Article 6. Shall be called if either the offense or the defense passes over the plane of
their L.O.S. before the ball is snapped. A false movement of the football by the center
shall constitute offensive encroachment. These are dead ball fouls and the play shall
be immediately whistled dead before play begins and 5 yards automatically marked off
against the encroaching team. (S-14) (Exception: Defensive encroachment resulting in
an offensive first down will become an offensive captain’s choice penalty
Article 1. b. All center snaps must be made between the center’s legs. A false
movement of the football by the center after he is set shall constitute encroachment.
No direct snap may be taken at anytime. The snap must travel a minimum of 2 yards
to be legal (either backwards or sideways). (S-15) At all times the ball shall be
snapped from the spot marked by the official ball marker.
RUSHING
Article 2. a. Rushing is defined as the act of a defensive player pursuing the offensive
player who is in possession of the ball.
b. The rusher may not run over the screener. The rusher may not pull the screener
toward him or push the screener away from him.
c. Enforcement: Illegal Rushing – A penalty will be automatically called if the rusher
touches the screener’s head as long as the screener is screening upright. (S-31)(10
yards) Roughing the passer when the pass is incomplete will be marked off 10 yards
from the L.O.S., when the pass is complete the penalty will be 10 yards marked off
from the E.O.R. and automatic first down in either case. If the rusher touches the
quarterback in the head in his attempt to block the pass a penalty will be called. This
will also go for striking the passer’s arm when in a forward motion while attempting to
block a pass. Roughing the passer will be called when the rusher, if while attempting to
de-flag the quarterback or block a pass, lets his momentum carry him into the passer.
Defensive player may not have any contact with the passer when he is passing. The
defensive may rush as many players as it wishes. (S-26) NOTE: OFFICIALS SHOULD
BE AWARE IF CONTACT IS CAUSED BY PASSER STEPPING UP OR MOVING
INTO RUSHER. IT IS ASKED THAT BOTH THE SCREENER AND THE RUSHER
STRIVE FOR NON-CONTACT AT ALL TIMES.
RECEIVING
Article 2. All players of both teams are eligible pass receivers. Each player is eligible,
even if he steps out of bounds or out of end zone, as long as he catches the ball in
bounds or comes down first in bounds with at least one (1) foot. If a receiver comes
down with one foot in bounds and one foot out of bounds simultaneously, the pass is
incomplete. The lines marking the sidelines and the extreme end of the end zone 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, resulting in a
completion. After a pass is thrown, it is too much to expect of the officials to keep track
of exactly who touched the ball and in what order, if receivers and defenders are
battling for possession. Therefore, the only things that will be judged will be (1) did
pass interference occur, (2) who caught the ball, and (3) was receiver in bounds with
at least one foot at moment of possession.
PASS INTERFERENCE
Article 3. a. Pass Interference Rules shall apply to any pass made from behind the
L.O.S., whether it is a forward pass or a lateral pass and applies to both offensive and
defensive players. After the pass is in the air, neither the pass receiver nor the
defender may touch the other player until one of them touches the ball, or else
offensive or defensive pass interference may be called. If contact occurs after one of
them touches the ball, then pass interference cannot be called unless one of them
catches the ball and the other “strips” or attempts to “strip” the ball from his hands.
b. Receiver stripping is attempting to take the ball from the grasp of a receiver after he
has caught the ball, but before he has brought the ball into a possessive position. In
which case, Pass Interference will be called: If player established possession of the
football, the defender must go for the flag and not the ball.
BALL CARRIER
Article 1.a. The responsibility of avoiding contact rests with the ball carrier. He must
show the officials he made an effort to avoid contact. The ball carrier will not
deliberately run or drive into a defensive player. A ball carrier may spin or jump but
realize that while spinning or jumping he is in a “State of Non-control” and should
contact occur as a result of his uncontrolled momentum, he will be penalized. The “Stiff
Arm” is illegal. Penalty: 10 yards from P.O.I. (added for interpretation) and loss of
down (S-29 & 31).
b. The ball carrier shall not protect his flags by blocking with his hand, arm or head, the
opportunity to pull his flags. Flag guarding will be marked 10 yards from P.O.I./L.O.S.
(if behind line) and loss of down. (S-30)
c. If any of the above acts are judged to have caused excessive contact, 10 yards and
loss of down. (S29- 30 & 8)
PUNT
Article 1. a. If a punt is to be made, the offense must announce it to the referee before
the ball can be declared ready for play. Offense must declare within 10 seconds after
asked by referee on 4th down play. (Penalty delay of game.) After offense declares,
the referee will mark ball ready for play whereupon the offense will have 15 seconds to
punt the ball. (S-17)
b. When the offense declares the punt, it becomes a guaranteed punt, and only if a
defense penalty occurs after the offense declares punt can the offense reconsider, due
to change in field position.
c.. After a punt has been declared, it must be made and neither team may cross the
L.O.S. until the ball is kicked. The offense may have any number of players on the
L.O.S. The punt returning team must have 4 players on the L.O.S. and they must
remain in that zone until the ball is kicked. d. If the punt hits a member of the punting
team, which has not crossed the L.O.S., it is dead at that spot. Any member of the
punting team may down the punt if it is beyond the L.O.S. and has touched the ground
prior to being downed. The punt will be declared dead at the spot where it is first
touched by the punting team.
e. The punt receiving team must be given an opportunity to field the punt in the air;
therefore, there will be a 10-yard penalty if touched in the air beyond the L.O.S. by the
punting team, from the P.O.I. (S-23)
f. The punt returning team may have 3 returners in deep positions. The 2 returners that
do not carry the ball may not be moving screens. They may run forward and provide
stationary screens or be maneuvering for a lateral. (Penalty – 5 yards from EOR/POI)
(S-24)
g. The punt receiving team may field a punt in the air, off of a bounce (one or more), or
directly off of the ground, if fielded clearly. When a punt touches a player on the
receiving team who is in bounds and the ball rebounds into the air, all players become
eligible to intercept and advance the ball before it touches the ground.
h. On a punt play, there are no line-to-gain lines (1st down lines) established. When
the punt receiving team is returning a punt, any live ball fouls committed by either
team, which are accepted, will result in the penalty being
marked off after which the next line will become the line-to-gain for a first down. As
soon as the play is blown dead, the line-to-gain is established. Any dead ball fouls that
occur will results in the line-to-gain remaining the same (unless the enforced penalty
leaves the ball past the line-to-gain.)
i. When a punt is left unattended, it becomes dead where it rolls still.
j. NO Quick Kicks are allowed. (5 yards penalty and loss of down from L.O.S.) (S-22 &
8)
k. Punts muffed by the receiving team in the end zone before possession, and ball hits
in or out of end zone, it will be a touchback. If the ball is touched in the air or on the
ground by the punting team in the zone, it is a touchback. If a punt receiver who has
gained possession of the punt in the end zone is deflagged prior to crossing the goal
line into the field of play, it is a touchback. If punt receiver remains in end zone 5
seconds after fielding punt, or downs punt by knee or ball touching ground after
possession, it is a touchback. A muffed lateral in the end zone will be a safety. (S-5)
Article 1. a. All live ball fouls (fouls which occur while play is in progress) are captains
choice. All dead ball fouls (S-6) (Fouls which occur prior to snap or after 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.
b. After a penalty is called, only captain of the penalized team may discuss it with the
officials. The official making the call is obligated to give the player’s number and the
act they committed (without discussion) to the penalized team captain. Official will then
give the opposing captain his options on the penalty. That captain’s first choice will be
final.
In the judgment of any game official, the following acts are deliberate or flagrant, the
player or players involved shall be ejected from the game:
1) using fists, kicking, or kneeing (S-29 & 32)
2) illegal use of hands, forearms, or elbows (S-29, 31, 32)
3) tackling (S-29, 31, & 32)
4) any deliberate or flagrant act which could cause injury (S29 & 32)
5) any act of unsportsmanlike conduct (S-33 & 32)
6) abusive, profane, or insulting language (S-33 & 32)
7) any act of unfair play (S-33 & 32)
8) harassment of officials or other players (S-33 & 32)
A minimum one (1) game suspension for any person ejected from a game for any
reason. Local rule and tournament rules may be more severe.
c. Penalties, which would otherwise be marked off past the goal line, shall be placed
on the one-yard line.
d. Offsetting Penalties – If offsetting fouls occur during a down, or while the ball is
ready-for-play, that down shall be played over. If offsetting fouls occur between
successive down, the next down shall be the same as if no fouls occurred. (S-9)
e. If there is a change of team possession during a down, the teams last gaining
possession may decline the offsetting fouls and retain possession after the penalty for
its own infraction providing that the infraction occurs after the change of possession. If
offsetting fouls occur prior to change of possession, play shall be repeated.
Article 1. a. All penalties will be marked 5 or 10 yards, if in the opinion of the officials,
the foul is flagrant or excessive contact, the player (or players) might be ejected.
b. In order to establish a simple philosophy in assessing penalties, these general rules
hold true with only a few exceptions:
1. All Accepted Penalties: are marked from the E.O.R., L.O.S., or P.O.I., whichever
hurts the infracting team the most and the down may or may not be replayed.
2. All Refused Penalties: the ball stays where blown dead and down is not replayed.
3. All Live Ball Fouls: are captain’s choices
4. All Dead Ball Fouls: are not captain’s choices and will be marked off.
c. “Little-To-Lose” Penalties: If the full penalty cannot be marked off due to the field
position relative to the goal line, the ball will be marked off to the one yard line.
1. Defensive penalties on teams backed up within 1 yard from their goal will result in
play being run again from L.O.S. Plus one free down awarded to offense if they have
not scored by the
4th down.
2. Offensive penalties on team backed up to within 1 yard from their goal will result in
Loss of Down unless there is a change of possession during a play.
3. Offensive fouls in their own end zone will be captain’s choice: Safety or Loss of
Down.
d. Penalty Enforcement During Over Time Periods: When infractions occur during the
the Tie-breaker Period, if the penalty is accepted, the down number may or may not be
lost, depending on the penalty. In turn, that same infraction may or may not also lose
the play number, depending on the penalty. e. Penalties on the playing field during the
over time period shall be marked the same as during regulation time.
f. Penalties Enforcement and Line-To-Gain:
1. Enforcement of any penalty which leaves the ball across the line-to-gain will result in
a new line-to gain (1st down).
2. After enforcement of any live ball foul that leaves the ball short of the line-to-gain will
result in the first down line remaining the same.
g. All defensive dead ball fouls after a touchdown but before the ball is put in play after
change of possession will be penalized from the 20-yard line. All live ball fouls during
this period are captain’s choice penalties.
KICK-OFFS
1. There are NO kick offs. Ball will be placed at the 14 yard line to begin each half and
after a successful touchdown. Ball will be placed on the 20 yard line after a safety or
touchback.
INADVERTANT WHISTLE
1. If a whistle is blown before the play is legally dead, play will stop and the team
possessing the ball will have the option of replaying the down or taking the results of
the play where the play was blown dead.
2. If a penalty occurs on a play before an inadvertent whistle was blown and is accepted,
all options are disregarded.
3. If an inadvertent whistle is blown while the ball is still in flight during a pass or kick, the
down will be replayed automatically