MSPAL - Flag Football Rules Players/Game Schedules 6 versus 6 Game/Transportation Schedules will be emailed to the coaches each week. Rosters and Players Rosters are encouraged to have 12-15 players per team. Each team on the field will consist of (6) players to start the game. Any offensive formation will be allowed as long as there are two players on the line of scrimmage. The defensive line-up is not restricted. All players are eligible to receive a pass. Coaches, Participants, Spectators, and Cheer Coaches must stay within their bench area when on the sidelines. One Coach may enter the field at their team’s huddle during timeouts. Spectators must remain in the stands or around the outside of the arena. Spectators cannot be in the team bench area. All teams must be represented by staff/coach. This staff person is responsible for the conduct of players and fans. If staff member/coach is not present, their team will forfeit. Game may be delayed and forfeited if participants, coaches or fans, do not act morally, ethically, or with the best interest of the youth. On game day, each team will be allowed to have only 3 coaches: 1 head coach, 2 assistant coaches. Only the head coach is allowed to talk to referees. Equipment Flags used shall the 3-flag belt system and will be provided by the league. All teams must use these flags. The school will furnish all other game equipment such as balls, and uniforms. Participants and parents will supply mouth guards, water bottles and towels. Shirts or jerseys must be tucked in. Rubber cleats or Gym, tennis, soccer and multi-purpose shoes are acceptable. Bare feet, street shoes, and metal cleats are prohibited. Personal protective equipment, such as kneepads, arm pads, gloves shall be inspected before game. Timing/Overtime The game consists of two (2) 17-minute halves with a running clock format, except for the final two (2) minutes of the second half. If the score is tied at the end of 34 minutes, the game will end in a tie due to time constraints. In the playoffs, the first team to score in overtime will win (a coin toss will determine who is on offense first). Each time the ball is spotted, a team has 30 seconds to snap the ball. Teams will receive one warning before a delay-of-game penalty is enforced. Each team has three 30-second timeouts per game and one 30 second timeout in overtime. Timeouts carryover to the 2nd half. Sportsmanship/Roughing If the field monitor or referee witnesses any acts of tackling, elbowing, cheap shots, blocking or any unsportsmanlike act, the game will be stopped and the player will be ejected from the game. FOUL PLAY WILL NOT BE TOLERATED. Trash talking is illegal. Officials have the right to determine offensive language. (Trash talk is talk that may be offensive to officials, opposing players, teams or spectators.) If trash talking occurs, the referee will give one warning. If it continues, the player or players will be ejected from the game and have to sit out the following game. Referees determine incidental contact that may result from normal run of play. All penalties will be assessed from the line of scrimmage. Spectators must follow the YMCA of San Diego Spectator Code of Conduct. The Basics A coin toss determines first possession. The offensive team takes possession of the ball at the possession start line and has five downs to score a touchdown. (1st Down, 2nd Down, 3rd Down, 4th Down, 5th Down) If the offense fails to score, the ball changes possession and the new offensive team takes over on the possession start line. All possession changes start on the possession start line. Interceptions may be returned, but the intercepting team will start on the possession start line unless it is returned for a Touchdown. At the start of the 2nd Half, possession changes to loser of coin toss unless deferred. Scoring Touchdown - 6 POINTS Safety - 2 POINTS Conversion - 1 POINT. The ball shall be placed 5 yards from the goal line for the attempt (Must Pass). Conversion- 2 POINTS. The ball shall be placed 10 yards from the goal line (Pass or Run but No QB Runs unless they have not used their QB run during their 5 down drive). NOTE: If a conversion is intercepted, the play is blown dead. Passing Shovel passes are allowed. The quarterback has a seven-second “pass clock.” If a pass is not thrown within the seven seconds, play is dead, loss of down. Once the ball is handed off, the seven-second rule no longer is in effect. Interceptions may be returned for a touchdown (Not on extra points). Running Direct runs by the quarterback across the line of scrimmage are allowed ONCE per set of downs. **The quarterback cannot run with the ball every time they are rushed. ** Direct handoffs behind the line of scrimmage are permitted. Offense may use multiple handoffs. “No-running zones” located five yards from the end zone are designed to avoid short-yardage, powerrunning situations. The player who takes the handoff can throw the ball from behind the line of scrimmage. Once the ball has been handed off, all defensive players are eligible to rush. Spinning is allowed, but players cannot leave their feet to avoid a defensive player or dive forward for extra yardage. The ball is spotted where the ball is when the flag is pulled. Charging and Tackling The ball carrier may not run through a defensive player, but must attempt to evade the defensive players. No Flag guarding, stiff arms, forearms, or the ball carrier putting their head down. The defensive player must not hold nor run through a ball carrier BUT MUST PLAY THE FLAG NOT THE PLAYER OR THE BALL. Defensive player may attempt to block a pass as long as contact is not made with passer. Defensive roughness against the ball carrier will not be tolerated. Violators involved in the following fouls may be banished from the game at the discretion of the officials. • Tackling the ball carrier. • Holding the ball carrier. • Blocking the ball carrier. • Tripping the ball carrier. • Pushing the ball carrier. • Charging the ball carrier. • Bumping the ball carrier. • Pushing out-of-bounds. PENALTY: 10 yards and possible disqualification if flagrant. Blocking and Rushing OFFENSE: An offensive blocker may use only the standing block, with the forearms, elbows and hands inside to the body. Hands cannot be fully extended in front if blockers body or may not extend wider than blockers shoulder width. No part of the blocker's body, except the feet, shall be in contact with the ground throughout the block. DEFENSE: Defensive players are restrained in use of hands to pushing the shoulders and body of offensive blockers. Slapping or striking is not allowed and will be penalized. o The defense can rush one player per down. The rusher can come from any defensive position. o The player who rushes the passer must be a minimum of three yards from the line of scrimmage when the ball is snapped. o Once the ball is handed off all defenders may go behind the line of scrimmage. o Remember, no full on blocking or tackling is allowed. Dead Balls The ball must be snapped between the legs, not off to one side, to start play. Substitutions may be made on any dead ball. Play is ruled “dead” when: — Ball carrier’s flag is pulled — Ball carrier’s knee hits the ground — Ball carrier steps out of bounds — Ball carrier’s flag falls out — Touchdown or safety is scored Note: There are no fumbles. The ball is spotted where the ball hits the ground. Penalties All penalties will be called by the referee. Referees determine incidental contact that may result from normal run of play. All penalties will be assessed from the line of scrimmage. Only the Head Coach may ask the referee questions about rule clarification and interpretations. Players or Assistant coaches cannot question judgment calls. Games cannot end on a defensive penalty, unless the offense declines it. Defense Offside: 5 yards Interference: 10 yards Illegal contact (holding, blocking, etc.): 10 yards Illegal FLAG pull (before receiver has ball): 10 yards Offense Offside: 5 yards Illegal forward pass: (pass thrown beyond line of scrimmage) 5 yards and loss of down Offensive pass interference: (illegal pick play, pushing off/away defender) 10 yards FLAG guarding: 10 yards (from line of scrimmage) Delay of game: 5 yards Unsportsmanlike Conduct Swearing, obscene language or unsportsmanlike behavior, etc. either on or off the playing field by the players, coaches or spectators, WILL NOT BE TOLERATED. No player may show baiting, taunting acts, or words which endangers ill will. Also, any delayed, excessive, or prolonged act, by which a player attempts to focus attention upon him or herself, will face possible ejection from the game or league. Furthermore, should a team display any of the misconduct stated above, the entire team will be subject to ejection from the game or league. At the conclusion of every game, teams will congratulate each other by shaking hands. All coaches and officials will observe the conduct of the players at this time. Any player caught doing an unsportsmanlike act will be suspended from playing in the next scheduled game, and the coach in charge of the team will receive an employee warning. If there is a second offence by the same player, they will be suspended for the next two games, and the coach may be suspended for a period of one week. If there is a third offence by the same player, they will be suspended for the remainder of the season, and the coach may be terminated. An unsportsmanlike act includes, but is not limited to: o Refusing to shake hands. o Spitting on their hands before shaking hands. o Spitting on the opposing team/officials. o Intentionally bumping players of the opposing team/officials. o Taunting, baiting, or confronting their opponent, officials, coaches, or fans. o Showboating, swearing, or using inappropriate gestures at their opponent, officials, coaches, or fans. o Taking a swing at an opponent/official or fighting. END ZONE 5 Yard Line –NO RUN ZONE < Offense Starts at 7 Yard Line Safety/INT Return End Zone (Interceptor must run past the yellow cones for a TD)
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