Rules of the Game: Flag Football
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The Field
An indoor surface 85 feet wide and 62 yards long with 4-yard end zones.
  • Out of bounds is marked with a dash line, 2 feet from each side of the dasher boards.
  • Field goals and extra points must clear the glass and be between the designated red vertical poles. Balls that hit the red vertical pole or touch glass will be an unsuccessful attempt. Field Goal attempts may hit the roof netting and still be a successful attempt if the ball clears the dasher boards and between the red poles.
The dasher boards are not padded.

The Players and Formations
Seven players from each team will be on the field during play.

  • A minimum of 5 players is required to start/continue a game.
  •  All games start at the designated start time providing they have 5 players.
  • Substitutions may be made between downs.
  • Players may switch positions anytime between plays (ie Quarterback on one play and wide receiver the next play.)
  • Three offensive players must be on the line of scrimmage at the snap of the ball. These three players MUST be within a yard (arms distance) of the ball. All players are eligible receivers/ball carriers, With one exception for safety, NO inside handoffs to a lineman, all runs from a lineman must go outside the two designated guards and the lineman must take a step back off of the line of scrimmage when the ball is snapped, he may not go straight down the line and cut up field, this will be considered bull rushing and a flag will be thrown.
  • Three players may be in the backfield. One player will be the quarterback.  The other players may be a running back/receiver/blocker but must be off the line of scrimmage.
  • Zone coverage is allowed.  Defense may not force the receiver out-of-bounds
  • Blocking: Below the shoulder above the belt with hands - no forearm blocking. No hands or blows to the face. Blockers may not leave their feet. Down field blocking will consist of shielding only you may not engage with the defender. Line blocking, once you have engaged with a rusher you must stay engaged if you become disengaged you may not re-engage again in the back field.  
  • NO BULL RUSHING AT ANYTIME ANY WHERE ON THE FIELD OF PLAY, OFFENSIVE OR DEFENSIVE! THE DEFENSIVE PLAYER MUST MOVE AND MAKE AN ATTEMPT TO PULL THE FLAG OF THE OFFENSIVE PLAYER. THE OFFENSIVE PLAYER MUST ALSO MAKE AN ATTEMPT TO MOVE AROUND A POSSIBLE COLLISION. In addition to these requirements, if the QB is "under center" he may not immediately rush. He CAN take two steps backwards and THEN rush in any direction. Also, if the QB is "under center", he can rush laterally until he is outside the tackles and THEN rush directly forward. The same applies to handoffs: there wiil be NO inside handoffs and then an immdeiate rush upfield... again, if the handoff is inside, the rusher may move until he is outside the tackle and THEN rush upfield.
Offensive motion: ONE receiver may go in forward motion before the snap. That player may not cross the line of scrimmage prior to the snap of the ball.

Movement of the Ball and Scoring
Four downs are allowed to advance the ball for a first down, or to score.

  • A first down may be gained by advancing the ball beyond one or more of the designated first down yard lines. There are three first down lines on the field.
  • Six points for a touchdown.
  • One point for a conversion by place kick or drop kick after a touchdown. Two points for successful run or pass.
  • Three points for a field goal. Kicking tee for extra points and field goals are not allowed. Missed field goal or extra point can only be advanced by the defensive team for points. If the offensive team recovers the ball in the end zone the ball is placed at the 19 yard line, if the defensive team recovers the ball and does not attempt to run it out of the end zone the ball is placed at the original line of scrimmage before the attempt was made. If a defensive player attempts to run out and stops in the end zone and has his flags pulled the ball will be placed on the 3  yard line. If the ball hits the ground it is a dead ball and placed at the original line of scrimmage.
  • Two points for a safety
  • During a field goal or kicked extra point, no rushing is allowed. Defense may jump vertically in an attempt to block the kick but can not cross the line of scrimmage. No offensive player may go down field until after the ball is kicked.
  • A returned missed field goal will result in a touchdown, 6 points. A missed extra point attempt returned will be awarded 2 points. An interception returned during a two point conversion will be awarded 2 points. The ball is live off of the glass,dasher boards and or the netting. The ball must be recovered/possessed prior to hitting the ground.
  • Fumbles are dead and marked where the ball lands and may not be advanced. 

The Kicking Game
The game will begin by throwing and or kicking the ball downfield from the goal line. The entire kicking team must be behind the 20 yard line at the release of the ball. Any throw or kick to restart the game that hits the ceiling, the receiving team will be given the ball on the 39 yard line to begin play. If the throw or kick off gets stuck in the end zone netting area, the receiving team will start on the 19 yard line. The entire receiving team must be behind their own 20 prior to the kickoff. There is NO out of bounds until the ball is possessed in the field of play by a player.

  • Punting is illegal. On any down, a team may go for a first down, touchdown, field goal, or elect the punt option. To exercise the punt option, the team must do the following:
    • Notify the referee that the team elects to punt.
    • The referee will place the ball on the 19 yard line.
    • The receiving team will now go to offense
  • The receiving team may field any kickoff or missed field goal that rebounds off the end zone netting,glass or dasher boards.
  • There is no out of bounds on the kick off unless it hits and sticks in the net.  If the ball hits and stick in the net, it will be brought out to the 19 yard line.
  • There are no on-side kickoffs. Any Kick-off that hits the dasher or side netting before it reaches the red 20 yard line will give the receiving team two options, 1. take the ball where it hit the dasher or net or 2. have a re-kick and the kicking team moves back 8 yards.
  • Kicks not run out of the end zone will be placed on the receiver's 15-yard line.

The Passing Game:

  • Passing rules will be the same as the National Federation High School rules. The receiver must have possession of the ball and one foot inbounds. A unique exception involves the dasher boards and glass. A forward pass that rebounds off the dasher boards and or glass is a live ball and is in play until it touches the playing surface. The ball may be caught by the offense for a reception or by the defense for an interception as long as their feet remain in bounds. Once the ball rebounds off  the dasher board or glass, normal pass interference restrictions no longer apply. Receivers that step out-of-bounds on their own will be ineligible for the remaining of the play. On passing plays the netting is considered out of bounds, on the sides, and the roof, you can play a ball off of netting in the endzone.
  • A pass rusher who crosses the line of scrimmage into the 'offensive zone' can  raise his hands and jump in an attempt to block a pass, HOWEVER,  NO contact with the QB will be allowed, incidental or otherwise. Hands must be straight up and not towards the QB's arm in any way. NO Exceptions!  Pass rusher may only attempt to pull the flags of the passer, or deflect the pass attempt. Any contact with the QB will result in a personal foul and is at the discretion of the referee to be deemed overly aggressive play.    

Beginning and Ending Play:

  • Each play will begin with a throw or snap of the ball.
  • The offensive team will have 30 seconds to get a play off. Play clock will begin when the ball is spotted and the Referee is in a safe position. Obvious delays, the referee may start the play clock at his discretion.
  • After a play begins, the following will end the play:
    • Incomplete pass, clock continues to run.
    • A defensive player pulls the flag of the offensive player with the ball. The ball will be marked down at the point where the ball was advanced not where the flags were pulled, this is at the discretion of the referee where the spot is, the clock will continue to run.
    • The flag of an offensive player inadvertently falls out without the defense pulling it and possessing it (the flag being in your hand), the defense must touch (two handed) the offensive player with the ball for him to be down.
    • Flag Guarding or slapping the flag by an offensive player will result in an eight yard penalty and loss of down from the point of the infraction.
    • The offensive player may spin or twist to avoid the defensive player.
    • The offensive player/ball carrier may not dive.
    • If a defensive player pulls the flag of an offensive player too soon (before gaining possession of ball) the play will continue until the defensive player touches (two hands) the offensive player or the player scores or goes out of bounds.
    • If a player with the ball falls or touches down a knee. The play will be blown dead at that spot where they first touched the turf.

Penalties and Other illegal Actions:

     Two unsportsman-like conduct penalties will result in an ejection for the remainder of the game.
     That player MUST leave the buliding.


     Unsportsman-like conduct: When you pull another players flag, you must return the flag 
       in a sportsman like manner, if you throw them on the ground or throw them away or 
       towards the player this action will be a penalty resulting in a 3 yard gain or loss.

  • Penalty mark offs for arena style football are less than outdoor football. The conversion is as follows:

Outdoor Football
  5 Yard Penalty
10 Yard Penalty
15 Yard Penalty

Arena Football
=   3 Yard Penalty
=   5 Yard Penalty
=   8 Yard Penalty/auto first down.

  • Tackling is not allowed. Penalty of 8 yards will be assessed from the spot of the foul or succeeding spot, whichever is more advantageous to the offended team.
  • Intentional driving your opponent into the dasher boards along the sidelines or in the end zone will be considered a personal foul and penalized 8 yards from the succeeding spot. Two personal fouls by the same player will be caused for immediate expulsion.
  • Pass interference will be marked from the spot of the snap, not at the point of the foul.

Timing and Time Outs:  

        There will be two 20-minute periods with a continuous running clock. (2 min. halftime) 

 

  • Each team will be authorized 2 time-outs per half, if both are not used in the first half of play, one may be carried over into the second half.
  • Clock will not stop unless of an injury or a time-out. Clock will be kept on the Score board along with the Score by an official Score Keeper.
  • The referee always has the discretion to stop the clock.
  • The Clock is a running clock and will not stop inside the last 2 minutes unless of an injury or a time-out.  Clock may stop if the referees need to have a conference about a call.            Remember the Clock does not stop.
  • If a team uses a time-out immediately after a touchdown, the clock will not start again until the ball is touched on the ensuing kickoff.
  • The Time/Score Keeper is part of the officiating crew and has the same authority in the bench area and on the field of play as the game referees.

Overtime Procedure:

  • If the score is tied after regulation play, overtime procedures will apply.
  • There will be a coin toss to determine who will receive the ball first.
  • Team that loses the toss will decide which end of the field will be used.
  • Ball will be placed on the 40-yard line.
  • Each team will have four downs to score a touchdown or field goal, or advance the ball as far down the field as they can. 
  • Overtime will end when a team scores more than the other or which ever team advances the ball down the field the farthest. The winning team will be awarded the win and 2 points for advancing the ball the farthest or whatever points they score during the overtime period. Each team gets one possession, if it is still tied than each team will get one field goal attempt from the 20 yd. line. If still tied the game ends in a tie.  

Extra Games:  

  • If a team receives an extra game during the regular season due to an odd number teams and/or games, then their last regular season game will not count in the standings.  This last game will be used in head to head competition if both teams are tied in the standings. 

REMEMBER:  WE WELCOME COMPETITION BUT ALWAYS REMEMBER GOOD SPORTSMANSHIP AND SAFETY.  DANGEROUS PLAY OR TRASH TALKING WILL NOT BE TOLERATED. ANY ATTEMPT TO INJURE ANOTHER PLAYER WILL RESULT IN AN INDEFINITE SUSPENSION FROM THE LEAGUE. REFEREE DECISIONS MADE ON THE FIELD WILL BE FINAL AND HAVE THE FULL SUPPORT OF COLORADO SPORTS CENTER MANAGEMENT AND STAFF. THE SCOREKEEPER AND PERSON MANAGING THE FACILITY HAVE THE AUTHORITY TO ASK SPECTATORS AND PLAYERS TO LEAVE THE BUILDING FOR IMPROPER BEHAVIOR. LENGTH OF SUSPENSIONS WILL BE AT THE DISCRETION OF THE MANAGEMENT.

Roster and Forfeit Rules:

         Absolutely No Double Roster Players Allowed. If a team does not have enough players to play (this will be determined at 5 minutes after the scheduled game start time. If a team does not have 5 players at the 5 minute mark, this constitutes a forfeit), the short handed team will forfeit, Unless, both captains agree to play the game, letting the team use other then roster players. It will be decided before the game starts with a ref or the scorekeeper present whether or not the game is real game or a forfeit, Not after the game. If a team agrees to play it as a real game, The Score will stand as it ended. Again, it is very important for you to understand that if you agree to play the game as a real game, you cannot protest after the game if you lose.

         Forfeit Scoring:  6 points for the win - 0 points against (if you play a game instead of taking a forfeit you receive full points for and against)

         Standings Tie Breaker - 1) Head to Head 2) Points For 3) Points Against

   
   
   
   
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