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 offense or defense, the other team will then choose the direction. At half time the team who started on defense, will begin the half with the football
  3. The offensive team will take possession of the ball at the 5-yard line they will have up too (4) plays to cross the first marker, the 15-yard line, for a first down. After 3 plays the opposing 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, it can be returned if caught in the air or caught on a single bounce.
  6. Teams Change sides after the first half.
  7. Games are played on a 40-minute continuous clock, with each quarter being 10 minutes. The clock will stop for time outs and injuries.
    1. If teams are tied or only down by 8 points the clock with stop for dead balls and first downs, during the final two minutes of the 4th
  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
    1. Overtime will be played until there is a winning team
    2. The visiting team will start with the ball
    3. The teams will take turns from the 10-yard line in an attempt to score.
      1. 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 to 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)
    1. 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
  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. Defensive coaches are required to leave the field before the snap of the ball
  5. Offensive coaches for teams age 12 or over are not able to be on the field of play
  6. All coaches must remain in the coach’s box.
  7. Teams may have up to 4 coaches in the coach’s box
  8. All coaches are required to wear AZ Dynamic Sports Coaches Shirt.

Field Size

  1. The field will be 80 yard long by 35 yards wide, with each endzone being 10 yards deep.
  2. The field will have 4 15 yard zones. 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.

Scoring

  1. Touchdown = 6 points
  2. PAT (point after touchdown) = 1 point (5-yard line) or 2 points = (10-yard line)
    1. Teams may run or pass for either the 1 or 2 points
    2. 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 with out 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.

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 ages 12+)
    1. The quarterback is the player that receives the snap.
  3. Direct handoffs are allowable only behind the line of scrimmage.
    1. Teams may use multiple hand-offs/ reverses if they occur behind the line of scrimmage
    2. The quarterback can not 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. A team may run the ball twice 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.
    1. 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 pulling their flag.
  8. Light blocking/Screen Blocking will be allowed.
    1. A player can attempt to obstruct a defender attempt to pull an Offensive players flag, they may use their body and hands (no arm extensions, or pushing)
  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.
  11. All offensive players are eligible receivers
    1. 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)
  3. A defender can leave their feet to pull the flag of an offensive player
  4. Interceptions can be returned
  5. Rushing:
    1. The defense may rush the quarterback with as many players as they would like
    2. The rushing player may not run through a player, they must attempt to avoid anyone in front of them
  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:

  1. False Start- 5-yard penalty and replay the down
  2. Flag Guarding (intentionally blocking a player form pulling a flag) is a 10-yard penalty and loss of the down
  3. Holding 10-yard penalty and loss of the down
  4. Offsides- 5-yard penalty and replay the down
  5. Pass Interference- 10-yard penalty and loss of the down
  6. Delay of Game 5-yard penalty replay the down
  7. Block in the back 10- yard penalty loss of down

Defensive Penalties:

  1. Pass Interference- 10 yard Penalty and an automatic first down
  2. Defensive Holding- 5-yard penalty and an automatic first down
  3. Offsides- 5 Yard penalty
  4. Roughing the Passer (rushing the quarterback and hitting his/her arm) -10 yard penalty with and automatic first down
  5. Tripping- 5 yard penalty replay the down
  6. Bull Rush 5-yard penalty

General Penalties

  1. Personal Foul (an illegal, flagrant foul considered risky to the health of another player, excessive celebration, taunting, intimidation,) 15 yards
    1. These penalties will not be tolerated; if a player, coach, or fan receives two of these types of penalties or the Official deems it egregious enough they will be disqualified from the remaining game.
    2. If someone is disqualified the foul will be reviewed by the league for further disciplinary action