Flag Football Rules & Regulations

© 2013 Gameday Sports Leagues, Inc.

1. General Rules 2. Gameplay 3. Definitions 4. Diagrams

Coed flag football with Gameday Sports Leagues is a non-contact sport. Inadvertent contact during gameplay can and does happen; however, we make every effort and intention to avoid contact through our rules, penalties and gameplay. Players with existing medical conditions or pregnancy have heightened risks or may be susceptible to additional injury from flag football. Gameday Sports Leagues does not have medical expertise of any sort and therefore cannot advise players as to their individual risk. If and when Gameday Sports Leagues is made aware of a player with a pregnancy, said player may no longer participate (a refund may be given to this player). It is our intent above all else to limit injuries to all players whenever possible.

General Rules

Games Each game will consist of (2) 20-minute halves with a running clock. In the 2nd half, normal clock stoppage rules will apply for the final two minutes of the game, such as incompletions, out of bounds, change of possession, etc. Games will have a 5 minute halftime and 25 second play clock.

Field Field dimensions are 35 yards x 60 yards End zones are 35 yards x 10 yards

Players To play a full team of 8, at least 3 men and 3 women must be on the field at all times.  Note: Only 2 substitutes may be added in a regular season game.

Maximum number of players on a roster is 12 (tournaments are 14).

At least 6 players must start the game to avoid a forfeit, with a minimum of 2 males and 2 females.

No players may be added for playoffs and roster checks are permitted by any team. A player must have played in at least ONE regular game to be eligible for playoffs.  Note: Roster checks must be submitted during the current game to the head referee. No requests will be accepted after the game ends.  Equipment All players must wear closed toe shoes, NO METAL SPIKES ALLOWED.

Each player must wear a flag belt with (3) flags attached (provided by Gameday Sports Leagues).

Towels used by a player, e.g. , will count as an additional flag if pulled.

Each team must provide their own football for game use. Balls may be regular or junior size.

Jerseys and shirts must be tucked in, hats must be worn backwards.

Gameday Sports Leagues is not responsible for ripped or torn clothing.

Gameplay

Scoring Teams may score in a number of ways in flag football. Below is the number of points awarded for a particular score:  Touchdown = 6 pts  3 yard PAT conversion = 1 pt  8 yard PAT conversion = 2 pts  Safety = 2 pts

Starting The Game Winner of rock, paper, scissors receives choice of:  Defer to 2nd half.  Receive 1st half.  Choose endzone to defend.

All possessions start 8 yards outside of the end-zone (same place as two point conversions).

Teams only kick when punting, not on kick-offs.

All teams must have flags, appropriate attire and correct team jerseys/uniforms.

Players need a flag on each hip and one on their backside. If flags are out of place, the ball carrier is down by one hand touch.

Each team is allowed (3) timeouts per game.

Offense All players on offense are eligible receivers.

There are no blockers, and therefore no blocking.

The ball must be hiked from the .

Quarterbacks may run or pass, all other players must receive the ball (no running backs).

To achieve a first down, a team must pass two (2) cones within 4 plays.

Teams must make one play to a female for every 3 downs played. If a team passes to a male on 1st down, that team now has one play “open” before a forced gender play to a female. For example… 1st down – Pass complete to a male = 1 play open on next play. 2nd down – Pass complete to a male = forced gender on next play. 3rd down – Running play by female quarterback = 2 plays open on next play.

The ball will be spotted where the HIPS are when the flag is pulled, not where the ball is, unless the ball is being used to cross the plane of the endzone (NO DIVING!).

All punts must be declared, no “fake punts”. Punts are “open” plays, no forced gender. At least 4 defensive players must remain on the line of scrimmage during a punt. The ball must still be snapped and kicked behind the line of scrimmage.

Mercy Rule: If a team is ahead by 25 points at the two minute mark, the game will be over.

No fake snaps.

If a ball is downed inside the 3 yard line (inclusive), the offense must THROW the ball. Running plays are not allowed to avoid collisions in close quarters. Penalty = 5 yards, replay down* *On a PAT, no penalty is assessed. The PAT is simply no good.

Dead Balls The ball is dead when any of the following occurs:  Flag pull by defense  Fumble   Ball touches ground after a punt  penalty  Failed PAT (includes )  Down by contact with ground, either knee or elbow.

Defense Players must be behind the line of scrimmage when the ball is snapped.

A rush count will be given for each play by the line referee, “One day-two day-three day-four day-five day- GO!”. Any number of players may rush the quarterback on the “g” of GO. Note: may run at any time.

Interceptions on PAT’s cannot be returned for a score, the result is “no-good” on the PAT.

Players cannot strip the ball. Fumbles are immediately dead and the offensive team retains possession unless on 4th down.

Definitions Penalties – Offense Flag Guarding: This includes the normal running motion when a player is pumping both arms at their sides, a “Heisman” move, or simply keeping an arm over a flag. The easiest way to avoid this penalty is to run with both arms up in the air. Penalty = 5 yards, spot foul.

Blocking/Screens: A block occurs when a teammate is unintentionally used to keep a defender from pulling the ball carrier’s flags. A screen is when the ball carrier intentionally uses their own player to avoid their flags being pulled. The best way to avoid either of these penalties is to get out of the way of the runner. You can’t help your teammate if they are the ball carrier! Blocks or screens are ONLY called if it affects the play. Penalty = 5 yards, spot foul.

Pass Interference: Offensive player interferes with a defensive player attempting to make a play on the ball. This only happens when the defensive player has position first and the receiver contacts the defender while the ball is in the air. Penalty = 5 yards, loss of down.

False Start: A player takes a step forward before the ball is snapped. Penalty = 5 yards, replay down.

Illegal Motion: Only one player at a time may be in motion prior to the ball being snapped. A player may be moving side-to-side or backwards, but cannot be moving forward toward the line of scrimmage, i.e. getting a running start. Penalty = 5 yards, replay down.

Illegal Substitution/Too many players: Players cannot enter the game after a play has started or have more than the maximum (8) on the field. This also applies to gender rule requirements. Penalty = 5 yards, replay down.

Ineligible Receiver: A receiver that steps out of bounds, returns to the field and then receives a pass is ineligible, resulting in an incomplete pass on the play. Note: If the ball is tipped, the “ineligible” receiver is now eligible again and may catch the pass.

Gender Violation: Female does not pass, catch or run for 3 consecutive plays. NOTE: If a male or female quarterback is sacked, this WILL count as a gender play. The female player must run the ball, pass the ball or receive a . Penalty = 5 yards, loss of down.

Diving: Players cannot dive, be it to make a first down or cross the plane of the endzone. This is a hazardous play and can result in severe head injuries! Penalty = 5 yards, spot foul.

Illegal Contact Downfield: Offensive player initiates contact with defensive player before ball is thrown. Penalty = 5 yards, replay down.

Yell rule: Players cannot yell at a defensive player to miss the ball. This is a judgment call by the referee if it affected the play. Penalty = 5 yards, replay down.

Penalties – Defense Early Rush: Rushing before the “g” of GO in the rush count. Penalty = 5 yards, replay down. : Defensive player interferes with an offensive player attempting to make a play on the ball who already has position. The ball must be in the air for PI. Penalty = Spot foul, automatic 1st down.

Illegal Contact: Defensive player initiates contact with offensive player before ball is thrown. Penalty = 5 yards, replay down.

Intentional Strip: Stripping the ball is not allowed. Penalty = 5 yards added on.

Pass Interference: When a defensive player interferes or hinders the progress of an offensive player’s opportunity to catch the ball, but only while the ball is in the air. Pass Interference cannot occur once a thrown ball has touched a player (offensive or defensive. PI can include, and is not limited to, any of the following: Contact by a defender that inhibits the catch, playing through a receiver, grabbing a receiver’s arm, cutting off a player’s route without playing the ball, extending an arm across the receiver’s body to prevent a catch. Pass interference does not occur when feet are tangled and both players are or are not playing the ball, uncatchable balls (deemed by officials only).

Yell rule: Players cannot yell at an offensive player to miss a catch, distract, etc. This is a judgment call by the referee if it affected the play. Penalty = 5 yards, replay down (or added to end of run).

Roughing the Passer: Defensive players should always try to pull the FLAGS of the quarterback, not try to swat the ball. The quarterback is glass, i.e. if they are touched the slightest bit (outside of an attempt at a flag pull), it is . Go for the flags, not the ball! Penalty = 10 yards, automatic 1st down.

Holding: If a defensive player grabs and holds onto an offensive player’s apparel/gear in order to pull the flag, a holding penalty will be assessed at the end of the run. E.g. A defensive player grabs a player shorts, pants or shirt to slow the runner down in order to grab his/her flags. Penalty = 5 yards, assessed from the end of the run. Note: If a player holds a player but immediately releases, a holding penalty will not be assessed.

Obstruction: A defensive player impedes the offensive player’s progress in order to grab his/her flags. For example: Contact by a defensive player, or a bump, to slow the ball carrier down enough to have an opportunity to grab a flag results in obstruction. Remember, non- contact league! Penalty = 5 yards, assessed at the end of the run.