Men's Flag Football League 

5-on-5 Flag Football Rules

GENERAL RULES OF PLAY

  1. 5 on 5 flag football.
  2. No contact allowed (no blocking, no push-offs, and defenders can’t bump receivers).
  3. NO BLOCKING OR SCREENING.
  4. A coin toss determines first possession. Team that wins can choose to receive or kick. Receiving team can choose to receive a kickoff or take the ball at the 5 yard line.
  5. Offensive team has four (4) plays to cross mid-field. Once a team crosses mid-field, they will have four (4) plays to score a touchdown.
  6. Ball must be snapped between the legs to start play.
  7. If the offensive team fails to cross mid-field or score, possession of the ball changes and the opposite team starts their offense at same yard line after the turnover on downs took place. 
  8. Turnover on downs – spotted where the ball was going opposite direction. Can punt on 4th down. 
  9. Teams will play two twenty-minute halves, with three (5) minute halftime. Teams change direction after half time.
  10. Each time the ball is spotted, a team has 30 seconds to snap the ball.
  11. Official ball will be NFL regulation size.

KICKOFFS / PUNTS 

  1. Start of the game & 2nd half are with a kickoff. Kickoff is from the 20 yard line. Can onside kick if desired. Kickoffs are also after a touchdown or fieldgoal. No blocking down field from receiving team. Onside kick must go 10 yards before it becomes a live ball. Kicks that go out of bounce will be spotted where the ball goes out of bounds. 
  2. Balls downed in the endzone or through the endzone will start at the 10 yard line.
  3. Punts are allowed. Punting team must be on the line of scrimmage, and hike the ball to the punter. Receiving team does need 2 guys on the line of scrimmage. Punting team can fake punt. 
  4. No rushing the punter.

ATTIRE

  1. Cleats are allowed, but no metal spikes. Inspections can and will be made.
  2. Teams must wear same color shirts.
  3. Shirts must be tucked in shorts/pants (no shorts/pants with pockets).
  4. All players must wear a protective mouthpiece.

PLAYER CHANGES

  1. All players must be added to roster prior to the first scheduled game and must be approved. 
  2. No player changes will be accepted after the first games have started.

PLAYER/GAME SCHEDULE

  1. Teams must field a minimum of three (4) players at all times.
  2. Teams can consist of seven (10) players (5 on the field with 5 substitutes).
  3. Game time is forfeit time.
  4. We reserve the right to reduce, shorten, or reschedule games due to inclement weather or unforeseen circumstances.
  5. All players must be 18 years old or older
  6. All players must carry I.D. or proof of age.

SCORING

  1. Games are played to a 35-point differential or 30 minutes, whichever comes first.
  2. TD=6 points; Extra point=1 (5 yards out kick), 2 (10 yards out pass only); Safety=2 points.

TIME OUTS

  1. Each team has one 60 second time out per half, in which the clock stops.
  2. Officials can stop the clock at their own discretion.
  3. Clock will stop the last minute of each half.

RUSHING THE QB

  1. All players that rush the passer must be 10 yards from the line of scrimmage when the ball is snapped. Any number of players can rush the QB.
  2. The Rusher has the right-of-way to the QB (this means that no offensive player can get in the path of the Rusher to the QB).
  3. Player not rushing the QB may defend on the line of scrimmage.
  4. Once the ball has been handed off, the 10-yard rush rule is no longer in effect, and all defenders are eligible to rush.
  5. A special marker, or the referee, will designate 10 yards from the line of scrimmage.

RUNNING

  1. The Quarterback CANNOT run the ball until a defender has crossed the line of scrimmage.
  2. A quarterback cannot run the ball in the five-yard no run zone.
  3. Only direct hand-offs behind the line of scrimmage are legal.. Offense may use multiple hand-offs.
  4. The player who takes the hand-off can throw the ball as long as he does not pass the line of scrimmage. 

NO RUN ZONES

  1.  “No Run Zone” is located 5 yards before midfield and 5 yards before the end zone in each offensive direction.
  2. You cannot use running plays in the “No Run Zones”…you can do a hand off, but you can’t run past the line of scrimmage (the ball must be passed in this zone within 8 seconds).
  3. “No Running Zones” are designed to avoid short yardage, power running situation.
  4. Spinning is allowed, but players cannot dive to avoid a defensive player or to advance the ball.
  5. The ball is spotted where the ball carrier’s belt is pulled, not where the ball is. Ball and flag must break the plane for a 1st down and touchdown.

PASSING

  1. QB has a 8-second “pass clock”. If a pass is not thrown within the 7 seconds, play is ruled dead, loss of downs, and ball returns to line of scrimmage. Once the ball is handed off the 7-second pass rule is no longer in effect.
  2. Interceptions can be returned.

RECEIVING

  1. All players are eligible to receive passes (including the QB if the ball has been handed off behind the line of scrimmage).
  2. Player must have at least one foot in bounds when making a catch.
  3. Passes may not be intentionally tipped in any direction to another teammate.

DEAD BALLS

  1. Offensive player’s flag is pulled.
  2. Ball carrier steps out of bounds.
  3. Touchdown is scored.
  4. Ball carrier’s knee or the ball hits or touches the ground.
  5. Ball carriers flag falls off.
  6. Receivers flag falls off (All players must start the play with a flag belt on.)
  7. There are no fumbles. The ball is spotted where ball carrier lost control. Anytime the ball touches the ground it is dead.

SPORTSMANSHIP/ROUGHING

  1. If the field monitor or referee witnesses any acts of tackling, elbowing, cheap shots, blocking, tripping, or any poor sportsmanship act, the game will be stopped and the player can be ejected from the game. League director may decide to eject players from the league. FOUL PLAY WILL NOT BE TOLERATED!!!!!!
  2. Trash talking is illegal. Official has the right to determine language which is offensive (Trash talk is that which maybe offensive to official, opposing team or spectators). Referee can eject players from the game for trash talking.

OVERTIME

  1. If the score is tied at the end of 40 minutes, teams move directly into overtime.
  2. Coin toss determines possession.
  3. Each team receives two (4) downs from the 20-yard line. All penalty rules apply in overtime.
  4. Each team will be given an equal number of possessions until the team has more points. Extra points are attempted after each score (1 point from 5 yards kick, or 2 points from 10 yard pass only).

PENALTIES

  1. All penalties will be called by the Referee and may be declined.
  2. All penalties are assessed from the original line of scrimmage.

DEFENSIVE PENALTIES

  1. Off-sides, Interference, Illegal Contact (holding, bumping motion receiver, blocking, hitting QB’s throwing arm, etc.), Illegal Flag Pull (before receiver has ball), Illegal Rushing (start rush from inside 10 yard marker). All defensive penalties are 10 yards (from line of scrimmage and automatic 1st down).

OFFENSIVE PENALTIES

  1. Illegal Motion (more than 1 person moving, false start, etc.), Illegal Forward Pass (pass received behind line of scrimmage), Offensive Pass Interference (illegal pick play, pushing off/away defender), Flag Guarding, Delay of Game-Clock will stop/10 yards and loss of down. All offensive penalties are 10 yards from the line of scrimmage, and loss of down. Within 10 yards of goal, ball is placed ½ the distance to the goal and first down. Referees determine incidental contact, which may result from normal run of play. Only the team captain may ask the referee questions about rule clarification and interpretations. Players can no question judgment calls. Games or half cannot end on a defensive penalty, unless the offense declines it.

THE BREAKER CRITERIA

  1. Most wins.
  2. Head to Head.
  3. Most points scored.
  4. Biggest point differential.
  5. Least points scored against.
  6. Least poor sportsmanship penalties.
  7. Coin flip.

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