FLAG FOOTBALL RULEBOOK

ESP
FLAG FOOTBALL
RULEBOOK
2015
1
GAME BASICS
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At the start of each game, captains from both teams shall meet at midfield for the coin toss to determine
who shall start with the ball. The visiting team calls the toss.
The winner of the toss has choice of offense or defense. The loser of the coin toss has the choice of
direction. Teams may not choose to defer to the second half.
The offensive team takes possession of the ball at its 5-yard line and has 4 plays to cross midfield. Once a
team crosses midfield, they have 4 plays to score a touchdown.
If the offense team fails to get a first down or score the ball changes possession and the other team starts
its drive on its own 5-yard line.
All possession changes, except interceptions, start at on the offense’s 5-yard line.
Teams change sides after the first half. Possession changes to the team that started the game on defense.
EQUIPMENT
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The league will provide each player with a jersey, flags and mouth guard.
Players must wear shoes. Football cleats are encouraged, however cleats with exposed metal are not
allowed.
Players may wear gloves, elbow pads, and kneepads. Any braces with exposed metal are not allowed.
Players must remove all watches, earrings and other jewelry.
FIELD
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The field dimensions for 9-11 & 12-14 are 30-yards by 70-yards with two 10-yard end zones, and a midfield
st
line to gain a (1 Down). No run zones precede each line to gain by 5-yards. 6-8 field dimensions are 15yards by 35-yards.
No-Run Zones are in place to prevent teams from conducting power run plays.
Stepping on a boundary line is considered out of bounds.
Each team on offense approaches only two No-Run Zones in each drive (one zone 5-yards before midfield
and 5-yards before the goal line to score a TD).
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ROSTER
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Teams must consist of at least 5 players.
Teams must start a game with a minimum of five players. In the event of an injury , a team with insufficient
substitute players may play with four players on the field, but no fewer than four.
In American division all players must play at least 8 plays per half.
GAME TIMING
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Games are played on a 60 minute continuous clock with two 30 minute halves. The clock only stops for time
outs.
Halftime is 10 minutes.
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. (6-8 has 60 seconds to snap the ball)
Each team has two 60 second time outs per half.
Officials can stop the clock at their discretion. In the event of an injury the clock will stop and restart when
the injured player is removed from the field.
If the score is tied at the end of 60 minutes the game goes directly into overtime.
OVERTIME
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Overtime will be played with alternating possessions until one team scores.
A coin toss will be used to determine who gets first possession.
Plays start on the 5-yard line just like normal play. Once team ones possession is over by scoring, turnover
by downs or loss of possession. Team two then gains possession and tries to score. Overtime will continue
in the same manner until one team has more points.
Each team will have one 60 second time out per overtime.
SCORING
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Touchdown: 6 points
Extra Point: 1 point (played from 5-yard line)
2 points (played from 12-yard line)
Extra points attempts that are intercepted can be returned for the same amount that was being tried.
(Team B intercepts and runs it back. Team B is awarded 2 points and the ball).
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Safety: 2 points:
A safety occurs when the ball carrier is declared down in his/her own end zone. They can be called
down when their flags are pulled by a defensive player, their flag falls off, they step out of bounds or
they hit the ground with their knee or arm. A Safety also occurs when there is an offensive penalty in
the end zone.
Mercy Rule:
After one team is winning by twenty five points or more:
They must pass on all 4 plays.
They cannot earn a first down.
They can only go for single extra points.
They cannot blitz on defense.
They cannot advance an interception, the ball is spotted at the spot of the interception.
The losing team gets to add a defensive player and starts there drive from the 2 point circle (12-yard
line).
LIVE BALL/DEAD BALL
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The ball is live at the snap of the ball and remains live until the official whistles the ball dead.
The ball must be snapped between the legs, not off to one side to start play.
Play is ruled dead when:
The ball carrier’s flag is pulled.
The ball hits the ground.
The ball carrier steps out of bounds.
The ball carrier’s knee or arm hits the ground.
The ball carrier’s flag falls out.
The receiver catches the ball while in possession of one or no flags.
The 7 second play clock expires.
Inadvertent whistle:
In the case of an inadvertent whistle, the offense has two options.
a) Take the ball where it was when the whistle blew and the down is consumed.
b) Replay the down from the original line of scrimmage.
A team is allowed to use a time out to question an official’s rule interpretation. If the official’s ruling is
correct, the team is charged a time out. If the rule is interpreted incorrectly, the time out will not be
charged and the proper ruling will be enforced. Officials should all agree upon any controversial call in order
to give each team the full benefit of each call.
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RUNNING
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The quarterback can run with the ball if he/she is rushed.
Offense may use multiple handoffs.
No-Run Zones, located 5-yards before each end zone and 5-yards on either side of midfield. Teams are not
allowed to run in these zones, handoffs are not allowed, the quarterback must make a forward pass beyond
the line of scrimmage. (Offensive squad approaches only two No-Run Zones in each drive – one 5-yards
before midfield to gain a first down, and one 5-yards from the goal line to score a TD).
The player that receives the handoff can throw the ball from behind the line of scrimmage.
Once the ball has been handed off by the quarterback, all defensive players are eligible to rush.
Runners may not leave their feet to advance the ball. Diving, leaping and jumping to avoid a flag pull is
considered flag guarding.
Spinning is allowed, but players may not leave there feet to avoid a flag pull. Jumping in the air in a forward
motion to advance the ball, while attempting to avoid a flag pull, is not allowed. Lateral moves to the left or
right are permitted.
Runners may leave there feet if there is a clear indication that he/she has done so to avoid collision with
another player without a flag guarding penalty enforced.
No blocking or screening is allowed at any time.
Offensive players must stop there motion once the ball has crossed the line of scrimmage, no running with
the ball carrier.
PASSING
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Shovel Passes are allowed.
All passes must be from behind the line of scrimmage.
The quarterback has a 7-second pass clock. If the pass is not thrown within the 7-seconds, the play is dead,
the down is consumed and the ball is returned to the line of scrimmage, once the ball is handed off the 7second rule is no longer in effect.
RECIEVING
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All players are eligible to receive passes including the quarterback if the ball has been handed off behind the
line of scrimmage.
Only one player is allowed in motion at a time. Motion towards the line of scrimmage is legal.
A player must have at least one foot inbounds when making a reception.
Interceptions change possession of the ball at the spot of the interception. Interceptions are the only
change of possession that does not start on the 5-yard line.
A player must have at least one foot inbounds when making a reception and maintain possession all the
way through play to the ground.
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RUSHING THE QUARTERBACK
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All players who rush the quarterback must be 7-yards from the line of scrimmage when then the ball is
snapped. Any number of players can rush the quarterback. Players not rushing the quarterback may defend
the line of scrimmage.
Once the ball is handed off, the 7-yard rule is no longer in effect and all defenders may go behind the line of
scrimmage.
Teams are not required to identify their rushers before the play. The rusher must verify with the official that
they are in the correct position.
A sack occurs if the quarterback’s flags are pulled behind the line of scrimmage. The ball is placed where the
quarterback’s feet are when the flag is pulled. A safety is awarded if the sack takes place in the offensive
team’s end zone.
FLAG PULLING
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A legal flag pull takes place when the ball carrier is in full possession of the ball.
Defenders can dive to pull flags, but cannot tackle, hold or run through the ball carrier when pulling flags.
If a player’s flag inadvertently falls off during the play, the player is down immediately upon possession of
the ball and the play ends.
A defensive player may not intentionally pull the flags off of a player who is not in possession of the ball.
Flag guarding is an attempt by the ball carrier to obstruct the defender’s access to the flags by stiff arming,
dropping the head, hand, arm or shoulder, or intentionally covering the flags. (Flag Guarding is not allowed).
UNSPORTSMANLIKE CONDUCT
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If the field monitors or referee witnesses any act of intentional tackling, elbowing, cheap shots, blocking,
fighting or any unsportsmanlike act, the game will be stopped and the player will be ejected from the game.
The decision is made at the field monitor or referee’s discretion.
Offensive or confrontational language is illegal. If offensive of confrontational language occurs, the referee
or field monitor will give one warning. If it continues, the player or fan will be removed from the field or
game.
Fans must also adhere to good sportsmanship, as well:
a) Must not yell at or harass officials or other teams or team mates.
b) Keep comments clean and profanity free.
COACHES
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Coaches are not allowed on the field at 9-11 or 12-14.
One Coach is allowed on the field at 6-8 but must be 10-yards behind the line of scrimmage before the ball
is snapped.
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PENALTIES
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The referee will call all penalties.
Referees will determine incidental contact that may result from normal run play.
All penalties will be assessed from the line of scrimmage, except spot fouls.
Only head coach or team captain may ask the referee questions about rule clarifications & interpretations.
Game will not end in a defensive penalty, unless offense declines it.
SPOT FOULS
PENALTY
5-Yards & Automatic First Down
10-Yards & Automatic First down
10-Yards & Automatic First Down
5-Yards & Loss of Down
Spot Foul, 10-Yards & Loss of Down
10-Yards & Loss of Down
10-Yards & Loss of Down
PENALTY
5-Yards from LOS & Automatic First Down
5-Yards from LOS & Automatic First Down
5-Yards from LOS & Automatic First Down
10-Yards from LOS & Automatic First Down
Spot Foul, 5-Yards & Automatic First Down
Spot Foul, 10-Yards & Automatic First Down
Spot Foul, 10-Yards & Automatic First Down
Spot Foul, 10-Yards & Automatic First Down
PENALTY
5-Yards from LOS & Loss of Down
5-Yards from LOS & Loss of Down
5-Yards from LOS & Loss of Down
5-Yards from LOS & Loss of Down
5-Yards from LOS & Loss of Down
5-Yards from LOS & Loss of Down
Spot Foul, 5-Yards & Loss of Down
Spot Foul, 10-Yards & Loss of Down
Holding
Stripping
Defensive Unnecessary Roughness
Screening, Blocking, Running with Ball Carrier
Flag Guarding
Offensive Unnecessary Roughness
Charging
DEFENSIVE PENALTIES
Offside
Illegal Rush
Illegal Flag Pull
Roughing the Passer
Defensive Pass Interference
Holding
Stripping
Defensive Unnecessary Roughness
OFFENSIVE PENALTIES
Offside / False Start
Running in No-Run Zone
Illegal Forward Pass
Illegal Motion
Delay of Game
Impeding Rusher
Screening, Blocking or Running with Ball Carrier
Flag Guarding
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