A. THE FIELD:
- The playing field is 100 yards x 35 yards and consists of an 80-yard field of play and two, 10-yard end zones.
- The field will be divided into four sectors of 20 yards each. End zone pylons will denote the goal line.
- Starting at the 20-yard line, the offense has four downs to reach a first down at mid-field (40-yard line), then four downs to reach another first down at the 20-yard line and another four downs to complete a touchdown.
- If the defense stops the offense from scoring on 4th and goal, the new offense has four downs to get to the 20-yard line for a first down from where the ball was last played.
B. TEAM ROSTERS:
- Teams may carry up to 14 players on their roster during any given season. Players are allowed to be added (or subtracted) up to the fifth game (not fifth week) of the season. All players must sign the Flight Action Sports waiver form before they are eligible to participate. It is the team captain’s responsibility to verify that each player has been included on their team’s roster and waiver before any game is played.
- Players may only play on one team in the same division in any Flight Action Sports flag football league location. If a player does play on more than one team in a separate division at the same location, that player is only eligible to play with the second team in only one division higher or lower than the original team’s division that player plays for. For instance, a player who plays for a Div. I team cannot play for a Div. III team. A player who plays on a Div. II team cannot play on a Div. IV team, etc. A player can only play on a maximum of two teams in different divisions per location.
- A player may only play on a maximum of two (2) teams per league location.
- A team consists of six players on the field. A team must have a minimum of four players on the field to start a game.
- FAS players (only those rostered by Game 5 deadline) must participate in at least three games during the 10-game regular season in order to qualify for playoffs. Exception(s) to this rule is active military service.
C. PLAYER ELIGIBILITY:
- All player(s)/participant(s) must complete and sign the FAS Waiver and team roster.
- All player(s)/participant(s) must be 18 years of age or older unless a FAS Minor Liability Release Waiver is signed by that player’s parent(s) or guardian(s).
D. EQUIPMENT:
- All team players are required to wear matching uniforms (jerseys or shirts) with permanent numbers on the back as a minimum requirement. Jersey numbers on the front of the uniform as well as on the back is recommended. Team uniforms must be ready and worn by game time and must be tucked in with flags on the hips. Shorts with pockets and wearing jewelry are prohibited. Beginning in Week Two of the regular season, teams will be penalized two points per player not wearing a matching uniform. NOTE: This rule is only enforced if the opposing team captain protests and brings it to the attention of the officials, stats keeper, and/or league manager before the game begins.
- Baseball caps may be worn backwards only.
- Sunglasses are prohibited unless they are prescription.
- All players are encouraged to wear either molded or detachable cleats. Tennis shoes are acceptable to wear but not recommended. Metal cleats are strictly prohibited. Players who are found wearing metal cleats will not be able to play in the game.
- All players are only allowed to use official FAS authorized flag belts (Sonic Boom Flag-A-Tag flag belts). Belts are to be worn around the waist with flags on the hips.
- All teams are responsible for providing their own team flags (must be Sonic Boom Flag-A-Tag flag belts) for the season.
- Pants or shorts must contrast the color of the flags.
- Players (both offensive and defensive) must have one flag on each side of the hips at the start of any play. There will be a five yard failure to wear proper equipment penalty.
- Illegal equipment – No player shall participate while wearing illegal equipment. This applies to any equipment, which in the opinion of the referees is dangerous, confusing or inappropriate. Player(s) involved in wearing illegal equipment will be immediately ejected from the game and suspended for one week. Illegal equipment includes but is not limited to:
- Altering flags and/or flag belt equipment with any slippery or sticky substance or material of a foreign nature.
E. GAME CLOCK:
- The game consists of two, 20-minute halves.
- The first half is a “running clock”, stopping only for officials and team timeouts.
- The game clock will stop during the last two minutes of the second half (“regulation clock”) if the score is within 16 points (16 points or fewer) in the following situations:
- Incomplete passes
- Out of bounds plays
- Extra point attempts
- First Downs (clock starts back up once the five yard markers are set and official’s ready whistle is blown)
- Defensive penalties (not including off-sides)
- “Five second” penalties. The clock will run once the ball is snapped.
- Turnovers/Changes of possession
- Injuries
- Teams are allowed three (3) timeouts per half. A timeout shall not exceed 30 seconds.
- If a team is leading by 24 points or more, that team is not allowed to use their remaining timeouts.
- During Regulation Clock play, the clock will stop until the ball and field markers are set in the following situations:
- First Downs
- Offensive penalties
- Defensive off-sides
- The offense has 25 seconds between plays (game officials shall count down the time after setting down the field markers).
- Delay of Game is a penalty and will result in a 5 yard loss, replay the down.
- Two Minute Warning: The officials will announce to both teams when the game has reached two (2) minute warning during each half.
F. CODE OF CONDUCT:
- All players shall respect the calls of the Flight Action Sports (FAS) officials.
- No fighting. Any player involved in fighting (whether it was instigated or not) shall be immediately ejected from the game and subject to further suspension depending on the severity of the incident and at the discretion of the league. Games may be “double-forfeited” as a result of fighting. Teams or players who instigate fights will be disqualified and possibly expelled from the league. League fees and ref fees will not be refunded for expulsions as a result of fighting or excessive profanity, insulting or vulgar language.
- Any player who threatens or abuses (either physically or verbally) an official or FAS staff during any part of the game will be ejected from the game with the likeliness of being suspended for at least one week of games. Reinstatement into the league will be based on the severity of the incident.
- Excessive profanity, insulting or vulgar language on the field or sidelines (may or may not receive an official’s warning) will result in ejection and subject to further suspension, depending on the severity.
- Players receiving a second personal foul in the same game will be automatically ejected.
- There is no counting down the five-second play clock out loud, whether you are a player or spectator. Officials will give a warning for the first offense but a second offense will result in a 15-yard unsportsmanlike conduct penalty.
- Teams must clean up the messes made on their sideline following the game. There is absolutely no littering; this includes sunflower seeds.
- Absolutely no food or beverages are allowed on turf fields; ONLY WATER IS ALLOWED. No sunflower seeds, sports drinks, gum, etc. is allowed.
- No cigarettes, cigars or other forms of tobacco are allowed on turf field grounds
- Alcohol and/or illegal drugs are prohibited on field grounds at all times. This includes the parking lots. Violators will be banned from future attendance.
- Team captains AND players are responsible for the conduct of their fans and guests. Failure to adequately supervise fans/guests will result in suspension and/or forfeiture of games.
- Players must stand behind the 20 yard line from the end zone during the game.
G. UNSPORTSMANLIKE CONDUCT:
- Use of foul language, profanity, or taunting an opponent
- Contact or arguing with an official
- Any unethical offensive or language defiance of the official’s judgment or decision
- Conduct detrimental to the positive image and integrity of Flight Action Sports leagues
H. SCORING:
- Touchdown = 6 points
- 20-yard PAT = 3 points
- 10-yard PAT = 2 points
- 5-yard PAT = 1 point
- Safety = 2 points
I. COIN TOSS:
Game officials will call each team captain for the coin toss prior to the game starting. The winner of the coin toss decides whether to be on offense or defense. The loser of the coin toss decides the direction of play. After halftime, the teams switch sides. The team which started the game on defense gets the ball in the second half.
J. FORFEITS:
A game will be forfeited if a team is unable to field a game with at least four team players within a 10 minute grace period after the original start time of the game. In the event of a forfeit, the forfeiting team will be charged their original $80 forfeit bond deposit to cover both teams’ referee fees for that game. A new $80 forfeit fee will have to be replaced within 72 hours after forfeiture has occurred before the next scheduled game is played.
K. OVERTIME:
- If the game is tied at the end of regulation play, a tiebreaker will be in effect to determine the winner. Team captains will meet with the officials for a coin toss to determine possession of the ball. The winner of the coin toss has the choice of starting on offense or defense.
- Both teams are given four plays to score from the opponent’s 20-yard line. There are no timeouts in overtime.
- If the team on offense is unsuccessful in scoring, the opposing team takes possession at the 20-yard line and has four plays to score a TD. If the opposing team scores, they win.
- If the first team is successful in scoring a TD, they have the option of selecting a 1PAT, 2PAT or 3PAT. The opposing team then tries their four plays to score and, if successful, attempts a conversion to either tie or win the game. If the opposing team does not score a TD or does not match the first team’s extra points, the game is over and the first team wins.
- In the case of an interception in overtime, the defense will take over at the 20-yard line unless the INT is returned for a TD. In this case, the defense will be awarded six points and the game will be over.
- If the score is still tied after each team’s first attempt, there will then be one overtime play from the 40-yard line (mid-field). The team with the longest passing yard gain (no run play option allowed) wins the game. If neither team advances the ball (incomplete passes) or pass for equal yardage, both teams will have a second attempt from the 40-yard line with the original team on defense now starting on offense.
L. GAME PLAY:
- When snapping the ball, there must be at least one player on each side of the center. Teams may line up with four receivers on one side of the center but at least one receiver must motion out of that formation before the ball is snapped.
- No diving. The ball carrier must not leave their feet to advance the ball forward or to avoid a flag pull or sack. The play will be blown dead at the spot.
- The receiver must have control of the ball with at least one foot (the first foot to contact the ground with the ball) in bounds.
- It is a legal play for the quarterback to intentionally ground the football.
- No downfield blocking of any kind is allowed; whether it is on receptions, a run play or on interceptions. The play will be blown dead and the offending player may be called for an unsportsmanlike conduct penalty at the discretion of the official.
- The ball must cross the line of scrimmage (whether it’s a run or pass play) within the five seconds of the ball being snapped. If the ball is not handed off or thrown within five seconds, it is a five yard penalty and loss of down.
- The five second rule is in effect during a muffed snap, which remains a live ball and may be recovered by the offense and thrown within that same five seconds or recovered by the defense and returned.
- When the ball is snapped, the quarterback can receive the ball either between the center’s legs or from a “turn and throw” method, where the center may throw the ball to the quarterback from a standing position.
- The center may snap the ball to any player on offense; not just the player lined up as the quarterback, so long as there is a receiver on each side of the player who is snapped the ball.
- The center may block the pass rusher, but there is no cross-blocking or blocking in the back and all blocks must occur with hands open and arms extended. Other players may block the pass rusher, not just the center.
- All players are eligible to receive a forward pass as long as they are beyond the line of scrimmage.
- It is illegal for the offensive or defensive team to count the five seconds out loud, even from the sidelines. Officials will first issue a warning. Teams will then be assessed a 15-yard penalty for unsportsmanlike conduct on the second offense.
- In the event of an inadvertent whistle, the offense has the option to either replay the down or accept the play at the point where the whistle was blown (unless the inadvertent whistle occurs during an interception return, in which case the ball will then be spotted where it was when the whistle was blown).
- Taking a knee does not stop the clock. The play clock will continue to run until the ball carrier is touched by the defender.
- In the event of a deflected / batted ball that is caught by the quarterback, he may only run with the ball, even though it may be caught behind the line of scrimmage. The QB can NOT throw the ball again. In this incident, this play would not qualify as the one run play per four down series.
- Roughing the passer is a 15-yard penalty and automatic first down.
- No “Bull Rushing”. The pass rusher must pick a side and elude the center. The player may not try to run through the center.
- The pass rusher must start at least five yards back from the line of scrimmage. If the rusher jumps the snap count, he or she must go back behind the rush mark before continuing to rush the quarterback (but the player may still rush). The rusher must only go for the quarterback’s flags.
- It is the responsibility of the offense to set both the line of scrimmage and 5-yard rush cones on each play. If the cones are not set up properly by the offense, the defense is then allowed to rush inside the five yards (as long as the cones are not set properly five yards apart). The referees must confirm that the cones are set up properly each play before the ball is snapped.
- Any player may rush as long as they start five yards from the line of scrimmage. In the event of a throw back (double-pass) anyone may rush the ball carrier.
- No impeding the rusher. This is only in effect beyond the line of scrimmage. Receivers may not interfere with the pass rusher’s path to the quarterback as long as the rush is a straight and direct path. This rule is only applied if the receiver intentionally blocks the rusher on a straight path to the QB. If the defensive player is rushing the QB at an angle, there would be no impeding the rusher penalty. Receivers may stay back and block the pass rusher as long as the receivers engage the rusher behind the line of scrimmage.
- Absolutely no stripping or attempting to knock the ball out of the quarterback’s hands. Players must attempt to pull the ball carrier’s flags. The defender is allowed to try and knock the ball away if the receiver is trying to establish possession, however once the ball is secured, it may not be stripped.
- Double passes are allowed as long as the first pass is thrown laterally or backwards and the second pass is released prior to the five second play clock expiring and behind the line of scrimmage. A dropped double pass is down at the spot.
- Flag guarding is illegal and will result in a 10-yard penalty and loss of down. If, however, the flag is still pulled during the live play, the flag guard penalty will not be enforced. Flag guarding by the quarterback in the end zone is a safety.
- If a player only has one flag on when playing or if a flag falls off when a player has possession of the ball, then that player only needs to be touched for the play to be whistled dead.
- One pitch or lateral per play beyond the line of scrimmage: This applies to both offensive (run or pass plays) and defensive (interceptions) plays as long as the second player is even with or behind the initial receiver. The “One Pitch Rule” is applied once the ball is across the line of scrimmage on offense. On the snap, however, more than one pitch or lateral is allowed behind the line of scrimmage as long as the ball crosses the line of scrimmage before the five (5) second play clock expires.
- Hook and ladder plays are legal. A receiver may pitch the ball to another player as long as the second player is even with or behind the initial receiver. If the defense intercepts the pitch, it is a live ball and may be returned. If the ball hits the ground, it is dead at the spot.
- Blocking, bumping or checking, etc. (“canning”) the center is not allowed unless the center crosses the line of scrimmage.
- “Bump and run” coverage is permitted by the defense as long as the initial bump occurs within the first five yards. The contact must be made after the receiver(s) takes one step beyond the line of scrimmage and must be initiated from within the first yard from the line of scrimmage. The defender cannot make contact after the initial five yards or when the ball is in the air. The receiver may use release moves to escape the bump. All checking/bumping must be done with open hands and arms extended between the waist and shoulders. Any contact to the receiver’s head or face is strictly prohibited. Defensive holding is a penalty. If the receiver is bumped out of bounds by the defender, the receiver must immediately re-enter the field of play in order to be eligible to catch the ball. If, in the official’s discretion, the receiver does not immediately enter the field of play, it will be ruled an incomplete pass.
- No face guarding. This is considered a pass interference penalty. The defender must turn and look for the ball in play. A pass interference call in the end zone will result in a 1st and goal at the one-yard line.
- “Last man rule”…If the last defender available to make a play on a ball carrier holds, pushes, tackles, or in any way impedes the offensive player’s progress without pulling the flags, the result of the play is a touchdown. This is a judgment call by the official.
- Interceptions are live and may be returned. One pitch or lateral is allowed on an interception return. If an interception occurs in the end zone and the flag is pulled or the player takes a knee while in the end zone, it is then a touchback and the ball will placed on the 20-yard line. If the ball is advanced beyond the goal line, the new offense will get the ball at the spot of the flag pull. The offense will then have four downs to gain a first down.
- There are no fumbles (except on a bad snap). Fumbles are blown dead at the spot of the fumble. There is no change of possession on the play (no piling on).
- If a ball carrier falls to the ground without being contacted by a defensive player, he may get up and run, unless touched while down.
- Offensive players must be set for one second before the snap. Only one player may be in motion at the snap. Motion must be lateral (no forward motion). If two or more players shift, they must be set for one second before the snap.
- When determining the spot of the ball when a flag is pulled, the spot will be where the ball is, not where the flag has been pulled.
- Declared punts: There is no kicking in Flight Action Sports’ 6-on-6 flag football league. If the offense declares a “punt” on fourth (or any) down, the ball will automatically be placed on the opponent’s 20-yard line. If the offense elects to punt, then decides not to, a time out will be charged to that team. If the team has no time-outs left, they must punt.
- Simultaneous Catch: If a pass is caught simultaneously by two eligible opponents, and both players retain it at the same time, the ball belongs to the passers (offense). It is not a simultaneous catch if a player gains control first and an opponent subsequently gains joint control.
Running Play
- One run play is allowed (but not mandatory) per four down series, except when the offensive team is within the 20-yard line of scoring.
- A run qualifies as any play where the ball is carried over the line of scrimmage.
- A pitch, hand-off or a “QB sneak” may be utilized for the one run play per four downs
- During a run play, the defender does not need to be five yards back from the line of scrimmage in order to pull the player’s flag.
- If a second run play attempt is made in the same four down series, the result of the play is a five yard penalty and replay the down.
- If a penalty is called within the 20-yard line of scoring and the offense is put back beyond the 20-yard line, the run play is nullified.
M. PENALTIES:
Offensive:
- Offsides: 5 yards and replay the down
- Offensive pass interference: 10 yards and loss of down
- Forward pass caught behind the line of scrimmage: 5 yards and loss of down
- Delay of Game: 5 yards and replay the down
- Offensive Holding/Illegal Block/Impeding the Rusher: 5 yards and loss of down
- Illegal procedure (shift, motion, “trips”): 5 yards and replay the down
- Unsportsmanlike conduct: 15-yard personal foul from end of play (down counts).
- Flag Guarding: 10-yard penalty from spot of infraction. Any resulting yardage is credited to the receiver prior to marking off the penalty. 1st down yardage prior to the penalty results in the first down.
- Illegal Forward Pass: 5 yards and loss of down (i.e. any part of the quarterback’s body that crosses the line of scrimmage prior to the pass).
- Failure to wear proper equipment: 5 yard loss, replay the down
Defensive:
- Offsides: “free play” for the offense. 5 yards, replay the down (or take the result of the play). *** The defense is only allowed one offsides penalty per four down series in order to keep the clock running.
- Pass Interference: Spot foul and automatic first down
- Pass Interference in the end zone: 1st and goal at the one-yard line
- Bull Rush: 10 yards and replay the down
- Roughing the passer: 15 yards and automatic first down
- Stripping: 5-yards from the spot of the foul.
- Illegal Rush (defender is not five yards back): 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: 15-yard personal foul (automatic 1st down).
- Failure to wear proper equipment: 5 yard loss, replay the down