Flag Football

 

All standard NIRSA Flag Football rules apply except for the following changes/clarifications:

 

I. Game, Field, Players, & Equipment

 

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    1. Shirts must be long enough to be tucked in and remain tucked in or short enough that there is a minimum of 4” from the bottom of the shirt to the player’s waistline. We will provide pennies to distinguish teams.

    2. Pants or shorts with belt loops or pockets are prohibited. This includes use of tape, staples, etc. to close pockets or flipping shorts inside out. Shorts will not be provided by Kings Bay Sports.

    3. Towels may not hang from a player’s waistline or otherwise interfere with the possible removal of a flag. Towels may be used and kept on the ground at the puck before the snap.

    4. Each player must wear a flag belt (provided by Kings Bay Sports) – with a flag on each hip and one in the back. Failure to wear a flag belt will result in a penalty. Tying of the flag belt will result in an immediate ejection and a penalty.

    5. All jewelry must be removed prior to play. Players may only wear soft, pliable pads on legs, knees, or ankles.

    6. Each team must have a minimum of five players at the start of each game to start. Game time is forfeit time. Failure to provide 5 players at game time will result in a forfeit.

    7. The field is divided into four zones of twenty yards and two end zones of ten yards each.

    8. Each team has a designated captain. This person is the only person who is to approach officials throughout the game.

    9. Cleats must be rubber – no metal allowed.

    10. Game balls will not be provided. Teams must provide their own ball.

 

II. Periods, Time Factors, Substitutions

 

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    1. There will four twelve minute quarters for each game. The clock will stop the last two minutes of each half.

      1. Two minute clock stoppage:

        1. Penalties

        2. Touchdown

        3. Touchback

        4. Safety

        5. Injury

        6. Incomplete pass/out-of-bounds

        7. First down

    2. There will be a five minute half time.

    3. When overtime is used, there will be a three minute intermission.

      1. There will be no overtime granted during regular season.

    4. The winner of the pre-game coin toss will have the choice of: offense, defense, defer or choose a side.

      1. Kickoffs: There are no kickoffs. Teams will begin possession on the fourteen yard line.

    5. Mercy Rule: When a team is winning by 19+ points within the last two minutes, the game is over.

      1. When a team is up by 40+ points within the last five minutes, the game is over.

    6. Overtime: Play begins on 10-yard line – first and goal line to gain. (Playoffs only.)

      1. Begins with a new coin toss.

      2. Team A gets four plays for a touchdown (and PAT). Then Team B gets four plays for a touchdown (and PAT). The process continues until the tie is broken.

      3. When a pass is intercepted, the defense becomes the new offense (play whistled dead).

      4. Penalties will be assessed similar to regular play.

    7. Timeouts: Each team is allowed two timeouts per half. Timeouts do not carry over.

      1. The clock will stop during timeouts.

 

III. During Play

 

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    1. Kickoffs: There are no kickoffs. At the beginning of each half, and after each score, the ball will be placed on the fourteen yard line.

    2. Substitutions: Free substitution is allowed after any whistle provided the substitution does not delay the game. However, all offensive players must be momentarily 5 yards inbounds before the snap.

      1. Players who enter the field must play at least one down.

    3. The offensive team has twenty-five seconds to put the ball into play after the referee signals “ready for play.”

    4. In a series of four downs, the ball must be advance forward into the next zone in order for a new series of downs to be awarded. Yardage lines are considered part of the forward zone.

      1. The line to gain is always the twenty yard line, forty yard line, or goal line.

 

IV. Definition of Playing Terms

 

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    1. Removal of flag belt: When a belt is clearly taken from the ball carrier, the down shall end and the ball declared dead. A player who removes the flag belt from the ball carrier should immediately hold the flag in the air to assist the official in locating the spot where the deflagging occurred.

    2. The position of the BALL when a player is deflagged determines the spot of the next scrimmage.

    3. A defensive play may not push, hold, or knock down the ball carrier in an attempt to remove the opponent’s flag, nor shall an offensive player hold, block, or run through a defensive player trying to remove a flag belt.

    4. When a player loses his flag belt accidentally or inadvertently, play CONTINUES. The deflagging reverts to one hand touch between the knees and shoulders.

    5. Scrimmage line: There will be one yard of neutral area between Team A’s scrimmage line and Team B’s scrimmage line. Pucks will signify the neutral space on the field.

      1. The snapper is the only person who must be set on the line of scrimmage during the snap.


 

V. Ball in Play, Dead Ball, Out-of-Bounds

 

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    1. The ball is declared dead when it touches the ground on: a fumble, on a lateral, on a pass, or after touching a player on a punt.

    2. The sidelines and endlines are considered out-of-bounds.

      1. One foot (the first foot) must touch in-bounds for a pass to be complete.

    3. Once an offensive or defensive player steps out-of-bounds, that player is no longer eligible to touch the ball (Penalty: 10 yards, replay the down).

 

VI. Kicking the Ball

 

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    1. If a punt is to be made, the punting team must declare the punt prior to the start of the down. After the announcement, the punt must be made. The offensive team must adhere to all formation and procedure rules. The kicker must catch the ball in one continuous motion. Quick kicks are illegal (Penalty: delay of game).

    2. The defense may not build a pyramid or support each other in an attempt to block the kick.

    3. If the ball enters the receiving team’s endzone after a kick, it’s automatically declared dead and ruled a touchback.

    4. No players may enter the neutral zone until the kicker has made contact with the ball.

 

VII. Snapping, Handling, and Passing

 

  1.  
    1. The ball may be snapped between the legs or to the side of the snapper.

    2. The player who receives the snap must be a minimum of two yards behind the scrimmage line. Direct snaps are always illegal.

    3. It is defensive pass interference if an eligible receiver is deflagged prior to touching the ball on a forward pass attempt.

    4. During the interval between downs, when two or more consecutive encroachments are committed by the same team, the penalty will be ten yards for each second, third, etcetera foul.

    5. The snapper is the only person who must be set on the line of scrimmage during the snap.

    6. All players are eligible for a forward pass. The passer may pass the ball from anywhere behind the line of scrimmage.

    7. The passer shall not intentionally ground the ball in order to avoid a sack (Penalty: 5 yard, loss of down).

 

VIII. Scoring Plays

 

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    1. After a team scores a touchdown (6 points), they are given the choice to go for 1, 2, or 3 points. Once a captain makes the choice, it may only be changed if a timeout is called. If a defense intercepts the ball during a PAT, the ball is dead immediately.

      1. Try for 1 is on the three yard line

      2. Try for 2 is on the ten yard line

      3. Try for 3 is on the twenty yard line

    2. Players who score a touchdown must run to the nearest official who will then remove the player’s flag belt. If the player’s flags do not come off after one good pull, and the official determines the flags were secured illegally – the touchdown is disallowed. The player is immediately ejected (Penalty: 10 yards from the previous spot, loss of down).

    3. Safety: Team is awarded two points and will automatically gain possession at their own 14-yard line.

 

IX. Player’s Conduct

 

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    1. It is illegal to strip the ball from another player (Penalty: 10 yards end of the run).

    2. Roughing the Passer: Defensive players must take a definite effort to avoid charging the passer after it is clear the ball has been thrown and may not make contact with the throwing arm (Penalty: 10 yards, automatic first).

    3. Flag Guarding: Ball carriers shall not guard their flags by blocking, with arms, hands, or ball which prohibits the defense from removing the flag belt (Penalty: 10 yards).

    4. Offensive Screen Blocking: This should be made without any contact. The screener should have his hands behind his back. Any use of the arms, legs, elbows, or knees to initiate contact during an offensive player’s screen is illegal. A blocker may use his feet to establish position before, during, and after screen blocking (Penalty: 10 yards).

    5. Players who screen cannot:

      1. Be closer than one step from the opponent.

      2. Make any contact.

      3. Step so close so that the opponent cannot avoid making contact.

      4. Move to maintain his screen, unless he moves in the same direction and path (Penalty: 10 yards).

      5. Blocking and interlocking interference: Teammates may screen block for the runner or passer; however, they may not grasp or encircle each other (Penalty: 10 yards).

    6. Defensive players must go around an offensive player’s screen. Arms and hands may not be used to grab or push the opponent to the side (Penalty: 10 yards).

    7. There shall be no bumping, checking, or intentional contact between players. Flag football is not a contact sport.

    8. Pass interference: A penalty that occurs with an eligible receiver while the ball is in flight.

      1. Offensive pass interference: 10 yards, NO loss of down

      2. Defensive pass interference: 10 yards, NO automatic first down.

        1. If unsportsmanlike in manner, an additional 10-yard penalty will be assessed.



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