Flag Football Rules and Regulations

Game

1. Before the start of the game, team captains will meet at midfield for a coin toss. The visiting team will call the toss.

2. The winner of the coin toss will choose to start on kick or receive, the other team will then choose the direction. At half time the team who received the kick off, will now be the kicking team

3. The offensive team will take possession of the ball where the kick went out of bounds or where the player got there flag pulled (during the kickoffs) if it’s a touchback or “punt” the offense will spot the ball at the 5-yard line they will have up too (4) plays to cross the marker, for a first down. After 3 plays the offensive team has the choice to punt if they choose. The offensive team can continue with the ball until they turn the ball over or score a touchdown.

4. If the offensive team does not punt the ball the opposing team will start with the ball at the dead ball spot of the fourth down.

5. If the team does punt the ball, game will start at opposing teams 5 yard line

6. Teams Change sides after the first half.

7. Games are played on a 40-minute continuous clock, with each half being 20 minutes. The clock will stop for time outs and injuries.

a. If teams are tied or only down by 16 points the clock with stop for dead balls, out of bounds, and first downs, during the final two minutes of the Second Half

8. Half-Time will be a minimum of 1 minute and a maximum of 5 minutes. (Referee discretion)

9. Each team will have 2 (30 second) time outs per half.

10. The offensive team will have 30 seconds to snap the ball after the ball is spotted.

11. During an injury the clock will stop, until the injured player has been removed. Once the player has been removed the referee will restart the clock and game.

12. Overtime only occurs during playoff/ tournaments a. Overtime will be played until there is a winning team b. The visiting team will start with the ball c. The teams will take turns from the 10-yard line and have one attempt to score. i. Once a team has successfully scored and defended the endzone the game will end with that team winning.

Equipment

1. Each player is required to tuck in AZ Dynamic Sports Jersey and wear flag belt, both of which will

be provided by the league. Teams will also receive two footballs for practice and a game ball will be provided at the field.

2. Players are required to wear mouthguards during play and will be asked to show the official before the start of each game.

3. Athletic shoes or cleats are required to be worn. Cleats with exposed metal are never allowed on any field.

4. Players are required to remove all jewelry, hats, and/or beanies.

5. Players are able to wear gloves, elbow pads, knee pads, and/or soft shell helmets. Braces are allowed too be worn if they are padded and there is no metal that is exposed.

6. Players must tape their bottoms if they have belt loops or pockets.

7. Flags must be a different color from the bottoms a player is wearing.

Players and Coaches

1. Team must consist of at least 7 players and will not exceed 14. (Coach may request exceptions, possible league exception based on coaches)

a. Team can start the game with at least 5 players. If team does not have at least 5 players to start the official will start the game clock, if after ten minutes a team does not have enough players the team will forfeit

2. Teams age 7 and up will play 7v7

a. 12U may play 5 on 5 or 7 on 7 depending on amount registered

3. If an injury occurs a team may play with a minimum of players if they choose too.

4. Coaches are allowed on the field of play to call the play or offer direction to their players; this will be based on age and division, but must not interfere or be part of the play in anyway, Defensive coaches are required to be far enough back and out of the play to not interfere with the game play leave the field before the snap of the ball

 

All coaches must remain in the coach’s box.

Teams may have up to 2 coaches in the coach’s box

All coaches are required to wear AZ Dynamic Sports Coaches Shirt.

Field Size 7v7

1. The field will be 80 yard long by 35 yards wide, with each endzone being 10 yards deep.

2. The field will have 10 yard zones. Each zone will be a first down With the 30 yard line being the half way point.

3. On the sideline a space will be marked out for the team and coach to stay with in. This will go from the 15 to the 15. All players and coaches not on the field are required to stay inside such box.

4. The field will be marked at the 5 for the PAT and at the 10 for a 2-pt conversion.

5. If a player steps out on the boundary line he/she is out of bounds.

Field Size 5v5

1. The field will be 70 yards long by 30 yards wide, with each endzone being 10 yards deep.

2. The field will have 1st down at mid field 25 yard line (marked with 50 yard markers)

3. There is a no run zone marked 5 yards before going into the endzone and before the first down

4. On the sideline a space will be marked out for the team and coach to stay with in. This will go from the 15 to the 15. All players and coaches not on the field are required to stay inside such box.

5. The field will be marked at the 5 for the PAT and at the 10 for a 2-pt conversion.

6. If a player steps out on the boundary line he/she is out of bounds.

 

Scoring

1. Touchdown = 6 points a. Occurs when players hips and the ball cross the line, not when the ball cross or breaks the plane

2. PAT (point after touchdown) = 1 point (5-yard line) or 2 points = (10-yard line) a. Teams may only pass for 1 point conversion because of the no run zone b. Teams may run or pass for 2 points c. Teams are required to let the official know they will be going for 2 points. If it is not made clear the ball will be spotted at the 5 yard line for a 1 point attempt

3. A mercy rule will be called when a team is up by 28 points and the opposing team fails to score to cut the lead. If mercy is called the game will continue without the score being kept.

4. If a team forfeits the game will be scored 28-0

5. Safety = 2 points. A safety occurs when the ball carriers flag is pulled, they are touched if their flag has fallen off, their knee or elbow touch the ground, they step out of bounds or if the ball is fumbled in his/her own end zone.

6. Punting- there are no official punts, it will result in the team taking control of the ball at their 5 yard line

 

In Play Offense

1. The ball is spotted where the runners’ feet are when their flag is pulled. Forward progress will be measured by the players front foot.

2. The quarterback can run if they are rushed (for all ages except 6u and 12+ (when playing NFL flag rules)) a. The quarterback is the player that receives the snap.

3. Direct handoffs are allowed only behind the line of scrimmage. a. Teams may use multiple hand-offs/ reverses if they occur behind the line of scrimmage b. The quarterback cannot hand the ball off the center.

4. A player that receives a hand off can throw the ball from behind the line of scrimmage

5. There is no limit to rushing or passing plays per series (series equals first downs)

6. Runners may not leave their feet to avoid flag pull or to advance the ball. If player leaves feet incidentally (Officials discretion) because of spin move or jump cut, no flag will be called.

a. A player must be under control during their spin move or jump cut, if not they will be called for flag guarding

7. Flag guarding will be called if a player intentionally prohibits a defensive player from pulling their flag.

8. Light blocking/Screen Blocking will be allowed.

a. A player can attempt to obstruct a defender attempt to pull an Offensive player’s flag, they may use their body and hands (no arm extensions, or pushing) i. Where your hands and arms start they must finish in the same manner as the started ii. A player may shuffle their feet side to side or diagonally to continue block but may not drive opposing player backwards b. They may not impede a player rushing the quarterback i. A team can run players in their direction but may not make direct contact with the rusher ii. Teams may not keep players in to “block” or impede the rushing player

9. Flags must be on the players hips and may not be covered or obstructed before or during the play.

10. A catch is made when a player has control and at least one foot in bounds. a. If falling to the ground an elbow, knee, backside would count as well

11. Player is ruled down when any body part, excluding their hand, touches the ground

12. All offensive players are eligible receivers a. A Quarterback can become and eligible receiver after handing off the ball

In Play Defense

1. The ball is dead once a defensive player pulls the offensive players flag, or the offense goes outside the boundary lines

2. A defensive player cannot force a fumble, but if a fumble happens the ball is dead where the fumble occurs. (This can result in a safety) a. A fumble is not caused by a bad or mishandled snap

3. A defender can leave their feet to pull the flag of an offensive player

4. Interceptions can be returned a. If an interception is returned during an extra point the defense can score the amount of points that the offensive team was going for.

5. Rushing: a. The defense may rush the quarterback with as many players as they would like b. Rush line is established by the referee and should be approximately 7 yards from the line of scrimmage c. The rushing player may not run through a player, they must attempt to avoid anyone in front of them i. Who has the right to the space

6. When defending passes a defender may contact the players hands or arms, if/when the offensive player touches the ball 7. In the case of that and offensive player and a defensive player both catch the ball, the ball will be awarded a catch to the offensive players. (Officials Decision, control of the ball)

 

 

Penalties

Offensive Penalties (Grouped by Yardage)

5-Yard Penalties

· False Start – Replay the down

· Offsides – Replay the down

· Delay of Game – Replay the down

10-Yard Penalties (All result in Loss of Down)

· Flag Guarding (intentionally preventing a flag pull)

· Holding

· Offensive Pass Interference

· Block in the Back

· Impeding the Rusher (e.g., illegally obstructing a rusher without blocking)

 

Defensive Penalties (Grouped by Yardage)

5-Yard Penalties

· Offsides- Replay down

· Defensive Holding – Automatic first down

· Tripping – Replay the down

· Bull Rush – (running through a player) replay down

10-Yard Penalties

· Defensive Pass Interference – Automatic first down

· Roughing the Passer (e.g., contacting the throwing arm) – Automatic first down

 

General Penalties

1. Coach Interference –

o Offensive Coach: 10-yard penalty, loss of down

o Defensive Coach: 10-yard penalty, automatic first down

2. Personal Foul (dangerous or unsportsmanlike conduct including taunting, intimidation, excessive celebration, or flagrant contact) – 15-yard penalty

o Two personal fouls by any individual (player, coach, or spectator), or one egregious foul, results in immediate disqualification for the remainder of the game.

o Disqualifications are subject to league review for potential further disciplinary action.

3. Parent Interference / Conduct –

o Disruptive behavior by a parent/spectator (e.g., entering the field, yelling at players/officials, arguing calls):

First offense: Team warning

Second offense: 15-yard penalty, parent removal

Third offense or severe behavior: Game forfeiture or further action by the league

o Teams are responsible for the conduct of their spectators.

The league reserves the right to escalate penalties immediately for severe or dangerous behavior.

Note: Teams are responsible for the conduct of their spectators. Coaches are expected to help maintain a positive and respectful game environment.