Flag Football Rules


Standard rules are applicable to the coed game. See Supplemental Rules below for non-coed (Men’s only and Women’s only) league rules.
 

Coed Flag Football

The season will consist of 7 regular season games plus a round of playoffs for the top 4 teams. There will be an allstar game for the league’s top individual performers.

 

1.0  Player Eligibility

 

1.1         Before participating in any game, all player(s)/participant(s) must complete and sign the RMP Waiver and team roster.

 

1.2         All player(s)/participant(s) must be 18 years of age or older.

 

2.0 Team Rosters

 

2.1         Teams may carry a maximum of 12 players on their roster, no fewer than 7.

 

2.2         A maximum of two non-roster (substitute) players per game may participate in non-playoff games and no substitute players may participate in playoff games. During the season, rosters may be checked to ensure teams are not bringing on more than 2 substitutes. All substitute and roster players must show a photo ID. League reserves the right to not allow players to play if they fail to show a photo ID card.

 

2.3         Players (roster or substitute) may not participate if they have not sent in a signed waiver form to the league. Any team will automatically forfeit games in which it is discovered that a player, who has not sent the league a signed waiver form, has participated.

 

2.4         Team captains must submit individual player numbers to the league before the second game of the season. See Uniform/ Equipment rules below.

 

3.0 Code of Conduct

 

3.1         Game officials (referees) have final say in any dispute. All players shall abide by the calls of the officials. If there is a complaint with a referee, notify the league directors at info@rightmindplay.org. Complaints will be considered on a case-by-case basis.

 

3.2         Any player who threatens or abuses (physically or verbally) an official before, during, or after any game will be ejected from the game and possibly expelled from the league. Reinstatement into the league shall be considered on a case-by-case basis.

 

3.3         No fighting.  Any player involved in a fight (whether the aggressor or not) shall be immediately ejected from the game and subject to possible expulsion from the league. Teams or players who instigate fights will be expelled from the game and league. League fees will not be refunded for expulsions.

 

3.4         Use of foul language, profanity, or taunting an opponent during a game is not allowed. Performing any of these activities may result in a player(s) being ejected from the game.

 

3.5         Only team captains or their designated representative are allowed to address referees during a game.

 

3.6         Players receiving a second personal foul in the same game will be automatically ejected.

 

4.0 Game Rules

 

4.1         Number of Players: Each team may field a maximum of 7 and a minimum of 5 players to start a game. No more than 4 male players may be on the field at any time during the game. There may be up to 7 female players on the field at any time as long as the maximum number of players allowed on the field is not exceeded.  Teams unable to field a team, in accordance with these gender guidelines within 10 minutes after the scheduled start time, will forfeit the game.

 

4.2         Female Player Possession of Ball/Gender Plays: When on offense, females must have possession of the ball once every 3 downs (gender play). Having a female quarterback (QB) throw a forward pass or a male QB make a pass attempt to a female player (whether successful or not) counts. The referee must determine that the female player was the intended target for a pass attempt to count as a gender play. A female player receiving the snap and immediately handing the ball off to a male player for a run or pass to another male player does not count as a female play. A penalty will ensue if the offensive team fails to provide possession of the ball to a female player within 3 consecutive downs (the gender play does not reset after a first down. It is every three plays).

 

If, during a gender play, a male QB is sacked, the ball is spotted where he was sacked and the play stands as a male play, no matter who the intended receiver was. The next play will remain a gender play.

 

Only after successfully executing a gender play, or scoring a touchdown, or a change of possession will the gender play count reset.

 

4.3         A coin toss or other method as determined by the referee will determine which team shall receive the choice of possession or side at the beginning of the game. Teams on offense will begin at their 10 yard line in any of the following situations:

  • The beginning of a half
  • The opposition scores and possession of the ball switches
  • The defense scores a safety and now receives possession of the ball

 

4.4         The offense has four downs to move the ball 10 yards for another first down. This continues until the team scores or fails to get a 1st down within 4 plays.

 

4.5         The team beginning the 1st half on offense will begin the second half on defense. Teams will switch sides at the start of the 2nd half.

 

4.6         Spinning: No spinning allowed.

 

4.7         Blocking: Offensive players may act as a moving screen (block) to protect the QB from rushing defensive players. The QB must remain behind the line of scrimmage for blocking to be considered legal. Hands or other body parts may not be used to engage defensive players. Blocking or moving screens are not allowed at any other time during the game (i.e. no downfield blocking).

 

4.8         Leaping: Players may not leap/jump (leave their feet) to advance the ball or avoid a defensive player.

 

4.9         Rushing: The Referee will announce the rush count during the game. Defensive players may rush the QB only after the referee has completed the rush count (a 5 second count). Defensive players may not strip or attempt to knock the ball out of the ball carrier’s (once possession has been established) or QB’s hands.

 

4.10       Blitzes: The defense is allowed 2 blitzes per game. Blitzes may be used at any time. When blitzing, the defense must first yell “blitz!” before rushing the QB immediately without waiting for the referee to finish the rush count.

 

4.11       The QB can run at any time.

 

4.12       Safety:  If a player carries the ball across the goal line they are defending and the ball becomes dead while in their possession, it is a safety. If a team commits a foul in their end zone, it will be declared a safety. A team recording a safety will receive 2 points and the ball at their own 10 yard line.

 

4.13       Flag Guarding: Ball carriers may not guard their flags by using their hands, arms, or the ball to block an opponent from pulling their flags or removing their flag belt.

 

4.14       Forfeits: Any team that forfeits during the season is automatically disqualified from making the playoffs. Exceptions are made only on a case-by-case basis. No forfeits are rescheduled. A team must notify the league a minimum of 24hrs in advance of their scheduled game time should the need to forfeit arise. Notification via email must be sent to info@rightmindplay.org.

 

4.15       Overtime:  If the game is tied at the end of regulation play, the game will go into one overtime period (each team gets one four-down possession to score). Choice of ball possession will be determined via the same method used at the beginning of regulation play. From the opponent’s 20-yard line, each teams has four plays to score a TD (6 points) and PAT (1, 2, or 3 points). The team scoring more than their opponent after each team has had one possession wins the game. If the score remains tied after each team has had one possession, the game will end in a tie.

 

During playoffs, teams will alternate possessions until one of two possible events occurs: the team receiving the ball second 1) exceeds, or 2) fails to exceed the first team’s score acquired during the overtime period.  Either of these events will enact the end of the overtime period. The team with the higher score at the end of overtime wins.

 

4.16       If a player has only one flag when in possession of the ball, the play will be whistled dead at the spot the defense touches the player.

 

4.17       Should any part of a ball carrier’s body touch the ground (except for the hands), the play will be whistled dead at that spot.

 

4.18       There are no fumbles. The play is whistled dead at the spot the ball touches the ground. If the fumbled ball touches the ground in advance of the ball carrier (closer to the endzone), the play is considered dead at the location the player fumbled the ball.

 

4.19       Punting: On 4th down the offense may elect to punt the ball. The punting team must inform the referee prior to snapping the ball for a punting play. The receiving team may run the punt back if the ball is caught inbounds. Blocking or moving screens are not allowed when returning punts.

 

4.20       A player only needs one foot inbounds when catching a ball for a pass to be considered complete.

 

4.21       Only 1 offensive player may be in motion at the time of the snap. The motion may not be toward the line of scrimmage.

 

5.0 Game Clock

 

5.1         Playing Time: Playing time shall be two halves of 20 minutes. Half-time shall be 2 -5 minutes (depending on whether the game started on time).

 

5.2         The first half is a running clock, stopping only for referees and team timeouts.

 

5.3         The game clock will stop during the last two minutes of the second half only if the score is within 20 points in the following situations:

  • Incomplete passes
  • Play ends by player going out of bounds
  • Extra point attempts
  • First Downs (clock starts back up once the markers have been set)
  • Change of possession (clock starts back up once the markers have been set)
  • A penalty, which must be marked off
  • Injuries

Time outs shall stop the clock regardless of the score.

 

5.4         Teams are allowed two timeouts per game. A timeout shall not exceed 1 minute.

 

5.5         The offense has 30 seconds between plays (referees shall count down the time after setting down the field markers).

 

5.6         Two Minute Warning: The officials will announce to both teams when the game has reached the two minute warning during each half.

 

5.7         If lights go out during second half of the game, score stands. If lights go out during first half of the game, the game will be rescheduled.

 

6.0 Scoring

 

  • Touchdown (TD) = 6 points
  • 20-yard Point after Touchdown (PAT) = 3 points
  • 10-yard PAT = 2 points
  • 5-yard PAT = 1 point
  • Safety = 2 points
  • PAT interception resulting in a touchdown (2 & 3 point PAT’s only) = point value of the PAT.  1 point PAT’s may not be intercepted and returned for points.

 

7.0 Penalties

 

7.1         Offensive:

  • Offsides: 5 yards and replay the down
  • Failure to execute gender play: loss of down and ball spotted at original line of scrimmage or location of sack if QB is sacked during attempt to execute play.
  • Offensive pass interference: 10 yards and loss of down
  • Delay of Game: 5 yards and replay the down.
  • Offensive Holding/Illegal Block: 5 yards and loss of down.
  • Unsportsmanlike conduct: 10-yards from end of play (down counts).
  • Flag Guarding or Spinning: Play is whistled dead at the spot of infraction.

 

7.2         Defensive:

  • Offsides: “Free play” for the offense.  5 yards, replay the down (or take yardage resulting from the play).
  • Pass Interference: Spot foul and automatic first down
  • Pass Interference in the endzone: 1st and goal at the one-yard line
  • Roughing the passer: 10 yards and automatic first down
  • Stripping: 5-yards from the spot of the foul.
  • Illegal Rush (defender rushes before the end of the 5 count, or blitzes without first yelling blitz, or blitzes when team is out of blitzes): 5 yards and replay the down
  • Illegal Contact: 10 yards and replay the down
  • Holding the ball carrier/Illegal flag pull: 5-yards (added to end of the run)
  • Unsportsmanlike Conduct: 10 yards and automatic 1st down.

 

8.0 Uniform/Equipment

 

8.1         Shirt/Jersey: All team players must wear the same color shirts/jerseys with permanent numbers (numbers specific to individual team members for the entire season) on the front and back. Numbers must be large enough to cover ½ the height and width of the shirt/jersey. Numbers can be created on shirts/jerseys with tape, markers, or other means that will remain on the shirt/jersey during the coarse of game play. All shirts/jerseys not meeting these requirements are considered illegal.

 

Beginning the second game of the regular season, teams wearing illegal shirts/jerseys will be penalized two points per player wearing an illegal shirt/jersey. NOTE: This rule is only enforced if the opposing team captain protests and brings it to the attention of the referees before the game begins.

 

8.2         Team shirts/jerseys must be tucked in and are not permitted to hang over flag belts. Wearing jewelry is prohibited. Baseball caps may be worn backwards only.

 

8.3         The league will provide flag belts and flags. Flags belts are to be worn around the waist with flags located on opposite sides of the hips. It is each player’s responsibility to ensure that flags are located on either side of the hips. If a QB or ball carrier fails to have flags located properly (unless altered by a defensive play during the play), that player is considered down at the spot where touched by a defensive player.

 

8.4         Metal cleats are prohibited. Players wearing metal cleats will not be allowed to play in the game.

 

8.5         Teams must use regulation sized footballs. No junior sized balls allowed.

 

 

Supplemental Rules for Non-Coed Leagues

(Men’s only and Women’s only leagues)

Substitute the following rules (section and paragraph) for the corresponding standard rule listed above.

 

 

2.0 Team Rosters

 

2.1         Teams may carry a maximum of 12 players on their roster, no fewer than 6.

 

4.0 Game Rules

 

4.1         Number of Players: Each team may field a maximum of 6 and a minimum of 5 players to start a game. Teams unable to field a team within 10 minutes after the scheduled start time will forfeit the game.

 

4.2         (DELETE THIS SECTION)

 

4.7         Blocking: Blocking at the line of scrimmage is allowed. While blocking, hands must be kept below the shoulders and above the waist. Blocking with hands to the face or below the waist will result in an unsportsmanlike penalty. No down field blocking allowed.

 

4.9         Rushing the Passer: The defense may rush immediately once the ball is snapped. While rushing, hands must be kept below the shoulders and above the waist. Rushing with hands to the face or below the waist will result in an unsportsmanlike penalty.

 

4.10       (DELETE THIS SECTION)

 

 

7.0 Penalties

 

7.1         Offensive:

  • Offsides: 5 yards and replay the down
  • Offensive pass interference: 10 yards and loss of down
  • Delay of Game: 5 yards and replay the down.
  • Offensive Holding/Illegal Block: 5 yards and loss of down.
  • Unsportsmanlike conduct: 10-yards from end of play (down counts).
  • Flag Guarding or Spinning: Play is whistled dead at the spot of infraction.

 

 

7.2         Defensive:

  • Offsides: “Free play” for the offense.  5 yards, replay the down (or take yardage resulting from the play).
  • Pass Interference: Spot foul and automatic first down
  • Pass Interference in the endzone: 1st and goal at the one-yard line
  • Roughing the passer: 10 yards and automatic first down
  • Stripping: 5-yards from the spot of the foul.
  • Illegal Contact: 10 yards and replay the down
  • Holding the ball carrier/Illegal flag pull: 5-yards (added to end of the run)
  • Unsportsmanlike Conduct: 10 yards and automatic 1st down.