TRI-COUNTY

FLAG FOOTBALL LEAGUE

Player Uniform/Attire


  • Players must wear their respective team color shirt or jersey
  • Pants must not be the same color as Flags worn
  • Shirt must be tucked in pants and worn under flag belt
  • All players must wear league flags
  • Flags must be worn on each hip, extra belt should be tucked in and secured as to not impede pulling of flag
  • No metal spikes may be worn
  • No pads can be worn
  • Only sweatshirts without hoods and pockets can be worn
  • All players expected to fix their equipment after every play

Overview

Game Times: 10:00am - 11:15am

All games begin at their scheduled time or immediately following the conclusion of the preceding game. Games are played rain or shine unless weather conditions are deemed unsafe.


  • Games are played 6-on-6 
  • Teams must have 2-3 players who are league approved to officiate games during scheduled referee obligations.
  • Teams that don't supply their assigned referees for scheduled obligations risk forfeit.
  • Players must attend a minimum of 4 games during the regular season to be playoff eligible.
  • Teams may play with a minimum of five players. Failure to field enough players at scheduled start time to result in forfeit.
  • All teams must substitute from same side of the field as assigned by officials.
  • Game Balls - teams play with their own ball that must be approved by league. Each team is responsible for bringing their own ball onto the field at change of possession.
  • REFEREES COME FROM LEAGUE TEAMS. EACH TEAM MUST PROVIDE ASSIGNED REFEREE OBLIGATIONS FOR EACH GAME OR RISK FORFEIT OF A WIN IN THE STANDINGS. TEAM OBLIGATIONS ARE SHOWN ON THE SCHEDULE. REFEREES MUST BE AVAILABLE AND READY TO START THEIR SCHEDULED GAME ON TIME, MINIMUM 10 MINUTES BEFORE START.


Timing & Overtime

Games consist of 4 quarters each 12 minutes long. Game clock runs continuously until 2 minute warning at the end of 2nd and 4th quarters. The two minute warning will be followed by officials 30 second timeout


Clock Stoppage after 2 minute Warning

  • Incomplete Pass
  • Out of bounds
  • Touchdown
  • Delay of game penalty
  • Extra Point attempt
  • Punts
  • Officials can stop clock at their own discretion


Play Clock

A 30 second play clock will start at the conclusion of every play. The offense cannot start a play until ready for play signal by officials. The offense will be charged a delay of game penalty if play is not started before play clock expires. Delay of game penalty under 2 minutes stops game clock. 2 consecutive delay of game penalties is a turnover.

Timeouts

Each team will have 3 timeouts per game. Teams will have 2 timeouts to stop the clock, with play clock immediately restarting at 30 seconds. Teams will have 1 30 second timeout. Captain must alert game official when they want to take a timeout and what type.

Halftime

At the conclusion of the 2nd quarter, teams will have a 5 minute break. Officials will alert teams of the remaining time and play clock will start immediately following the break.

Overtime

If score is tied at the end of the 4th quarter, teams will move directly into overtime. Coin toss will determine possession, with team calling the flip who didn't call it at the start of the game. College style overtime will ensue, with offense having 2 plays from the 2-point conversion line to score. Team must go for 2-point conversion after score.

Mercy Rule

If a team is up 21 or more points at the 2-minute warning, clock will run except for team timeouts and official stoppage.


Scoring

Touchdown: 6 points

Extra Point:

1 point conversion from the extra point marker - 1 offensive play

2 point conversion from the 2 point marker - 1 offensive play

Safety: 2 points and the defensive team gets possession at their offensive end of field

Extra point defensive turnover return: 2 points awarded to defense for returning a turnover to their end zone.


Game Play

Coin Toss will determine first possession


Each team must be represented by a team captain when game official calls for coin toss. The team who wins the toss may select to start on offense or defense or select field direction. Field direction will flip in 2nd half and the team who started on offense in first half will start on defense in 2nd half. There are no deferrals, team winning toss must make a selection.


The offensive team will take possession of the ball at the extra point line and have 4 offensive plays to cross midfield for a new set of downs. Offense will have 4 additional plays to score after crossing midfield. If the offense fails to score, the ball changes possession. Only penalties can allow a team to have more than 4 plays to reach midfield or the end zone.


The offensive team can choose to punt anytime. A punt must be declared within 15 seconds of play clock, under 2 minutes all punts are run with a stopped game clock. Play clock continues during punts. Declaring punt under 15 seconds of the play clock is a delay of game. Teams can run down play clock and take a timeout prior to delay of game and declare punt when play clock resets - team must have a timeout. The punting team must allow time for defense to line up correctly. Punts cannot be faked and the defense cannot rush the punter. Players cannot release from the line of scrimmage until the ball is kicked. Punter has 6 seconds from the snap to kick the ball or ball will be turned over at the original line of scrimmage. All punts will be fair caught by the defense. If the punt is dropped or touched by receiving team, the ball becomes a live ball that can be recovered by either team. The play is dead at the spot the ball is recovered - teams cannot advance the ball. If the receiving team recovers the ball, that has gone forward, it is returned to the original spot the ball was touched to start possession.


If a defender pulls a flag prematurely, the play continues, with the defense having only 1 flag to pull for that play. If a flag falls out after a play starts and prior to the player receiving the ball, the player is down at the spot they receive the ball. If flag falls out without defense touching the runner, the player is down when touched by defense. If player doesn't have flags in appropriately to start play and touches the ball, the play is dead, and a penalty is assessed against the offense from the original line of scrimmage.


Inadvertent Whistle: Team with possession of the ball has choice to accept spot of the inadvertent whistle or to replay the down.


Punt Formation


Offense

  • 3 offensive linemen - 2 players lined up tight on either side of center.
  • 2 gunners lined up wide of either side of center
  • Punter is only player in the backfield
  • Ball must be snapped between legs of center to the punter
  • Players may not release until the ball is kicked
  • Punter has 6 seconds to punt the ball or result in a turnover
  • Players may not interfere with the defense ability to fair catch the punt
  • Players may down punt if ball hits ground and is not touched by receiving team
  • A muffed punt is a live ball and can be recovered by either team

Defense

  • 3 players lined up across from each offensive linemen
  • 1 player lined up across each gunner
  • 1 player in the defensive backfield to fair catch the punt
  • Defense may jam gunners are line of scrimmage using open palm arms extended technique 
  • If ball is kicked into the defensive line, the ball is dead where the ball is down with possession going to the receiving team
  • If punt return is muffed, the ball is returned to the muffed spot if the defense recovers or the recovery spot if the ball goes backward
  • Defense line cannot jump but can put arms up during the kick


Offensive Formation

  • All offensive plays must start with a RB in the backfield with the QB - QB may be lined up under center
  • Backfield is defined as area behind line of scrimmage and within 5 yards on either side of center
  • Offense can have multiple players in backfield with QB.
  • Once lined up with minimum players in backfield, offense can motion players
  • The ball must be snapped between legs of center to start play
  • The QB is determined as first player to touch the snap from center


Defensive Formation

  • Defense can align defenders in any formation they choose.
  • Defenders lining up within 5 yards on either side of the center must be at least 1 yard behind the line of scrimmage.
  • Defenders can only cross the line of scrimmage on running plays, fumbled snap, or by using a blitz (2 blitzes per series).
  • If the defense steps on or over the line of scrimmage from any point on the field it is considered a blitz, no matter if the player then drops back in coverage.


Running Plays/Running with ball

  • The QB cannot run past the line of scrimmage unless the defenses uses a blitz
  • The QB is the first player to touch the ball snapped from the center
  • No Running Zones are from the Extra point line going into the end zone - meaning no hand off to RB or WR and no screen passes
  • Any player receiving a hand-off can throw the ball behind the line of scrimmage within the 6 second pass clock
  • Once a ball is handed off, the defense can rush across the line of scrimmage without using a blitz
  • Spinning is allowed, but no diving while in possession of the ball
  • Stiff-arm and flag guarding is prohibited
  • The ball is spotted where the flag is pulled. Example: a player with the ball must cross the midfield line or the end zone line with their feet, reaching ball out will not give them the line to gain.
  • A player is down if their knee, elbow, or body hits the ground and is touched by a defender before getting back to onto their feet
  • Fumbles are dead balls at the spot the player losses control. There are no forced fumbles, swatting and stripping of the ball is  a defensive penalty.
  • This includes defensive backs trying to break up a pass, once the ball is in the receivers hands it is a penalty to swat ball away, even on bang-bang plays. It is defenses responsibility to play the ball before it contacts the receiver and then pull flags
  • A player running the ball must make and attempt to go around defensive player and cannot run through a player. A defensive player cannot step in front of a running offensive player, essentially taking a charge, unless they have established position with both feet on the ground and are not moving. 


Passing/Receiving

  • All players are eligible to receive a pass
  • A player must have control of ball and one foot in bounds when making a reception
  • A player going to the ground in the act of catching the ball, must survive the ground by maintaining control
  • QB has a 6 second pass clock, that starts on the snap of the ball
  • If the ball is not thrown within 6 seconds the play is whistled dead with a 5 yard penalty and loss of down assessed
  • If the ball is handed off, the 6 second clock remains in effect and any ball thrown must be made within 6 seconds. After a hand-off the RB can advance the ball after 6 seconds, but if thrown after 6 seconds the play is whistled dead.
  • The QB must throw the ball past the line of scrimmage and in the area of a receiver (within 10 yards) when being blitzed to avoid intentional grounding
  • A QB fumbled snap does not stop the 6 second clock or allow the QB to run unless the defense blitzes. Defense receives a free blitz on a fumbled snap.
  • If the snap is fumbled, the QB must pick it up cleanly on one bounce or the play is dead. QB cannot trap the ball to the ground to retrieve or pick up cleanly on multiple bounces.
  • Once a snap has hit the QB's hands it is a dead ball if the ball hits the ground


Blocking

  • Pass Blocking - A offensive player can only block using an extended arm, open palm technique to block a rushing player. A offensive player cannot block below the waist, above the neck, or in the back - if an offensive player is engaged with a defender or a defender turns their back at the last moment, it is not a block in the back.
  • Down field blocking - a player may block down the field only using an extended arm, open palm technique - same rules as pass blocking
  • A player can only block down field during a running play or after a pass completion. Blocking downfield before a pass is thrown is an illegal block. On a screen pass or pass behind the line of scrimmage, blocking can occur downfield within 2 yards of the line of scrimmage before the ball crosses the line of scrimmage.
  • Blockers can never lower a shoulder into a player, can never slam a player to the turf (pancake block), or drive a player out of the field of play
  • Blocking defensive players who are not actively involved in play or have no chance of making play on ball is prohibited


Defense

  • When the ball is in the air the defender can only make a play on the ball - the defender may not disrupt the receiver with forceful contact before or after the receiver makes a play on the ball
  • It is the defenders responsibility to make a play on the ball while it is in the air or to grab flags
  • No tackling, if an offensive player is taken to the ground it is an automatic penalty regardless of intent
  • A intentional tackle is an unsportsmanlike penalty and subject to ejection
  • Any tackling, tripping, holding on a player with clear opportunity to score will result in the offense being awarded a touchdown and an unsportsmanlike penalty being called on the defense
  • A defender can push the offensive player out of bounds using an extended arm open palm technique.
  • No hitting with shoulders or body is allowed, player should never be taken to the ground
  • A defender cannot gain an advantage by pulling on opponents shirt or pants or holding onto flag belt
  • A defender can jam or apply press coverage within 5 yards of the line of scrimmage
  • A defender cannot make forceful contact or reroute a receiver more than 5 yards down the field
  • Defender must make an attempt to pull flags when engaging with an offensive player who has the ball


Rushing the QB

  • Defensive team can blitz 2 times per offensive possession - but cannot blitz on consecutive downs
  • A blitz will not count on plays in which the offense commits a penalty that results in replaying the down - on all other penalties the blitz will count
  • Pass rushers are only allowed to use their hands to get by a blocker - NO lowering of shoulders or charging through a blocker
  • Any number of players can blitz the QB as the same time
  • Any defensive player lining up within 5 yards of the center must be 1 yard off the line of scrimmage
  • Once the ball is handed off, all defenders can blitz without counting as one of the defenses 2 blitzes
  • A blitz constitutes any one player from any point on the field crossing the line of scrimmage prior to a hand-off or fumbled snap
  • If a snap hits the ground, the defense can cross the line of scrimmage, assuming the QB recovers the ball cleanly on one bounce - or play is blown dead - no blitz would count towards the defense
  • The defense cannot blitz on an extra point or punt attempt
  • Any excessive contact made on the QB above the waist will result in a 15 yard penalty and automatic 1st down - this includes hitting the QB in the arm, elbow, shoulder, head and neck area.
  • Any contact on a QB from a defensive player diving or falling into the legs, knees, feet of a QB is a 15 yard penalty and automatic 1st down.
  • Excessive contact on a QB is any contact made that is not in the act of grabbing a QB's flag


Sportsmanship & Roughing

  • If game officials witness any acts of tackling, elbowing, cheap shots, and or fighting the team will be penalized with unsportsmanlike foul
  • A 2nd unsportsmanlike penalty in the same game will result in automatic ejection
  • Any acts of taunting an opponent or official is an unsportsmanlike penalty
  • Any physical fighting will result in immediate ejection
  • Any ejection from a game may result in a suspension from the league upon review. No refunds will be issued to players or teams suspended from the league for unsportsmanlike behavior
  • Ejected players must immediately vacate the premises
  • The league has the right to dismiss any player or team from the league without refund for any unsportsmanlike acts
  • Foul language directed at players or officials is prohibited, even if said in joking manner. This can lead to unsportsmanlike penalties, suspension, and/or removal from league play for players and teams
  • Teams that forfeit any games during the season for no-show can be dropped from playoff contention upon review of circumstances surrounding forfeit. League officials will have final determination on playoff eligible teams. No refunds will be offered to teams that forfeit, withdraw, or who are removed by league.
  • League reserves right to amend rules as they see fit at any time.


Penalties

  • The game officials will call all penalties
  • Game officials determine incidental contact that may result from normal play
  • All penalties will be assessed from the line of scrimmage unless otherwise noted
  • Only team captains may ask referee questions about rule clarifications and interpretations
  • Players cannot question judgment calls by officials
  • The half or game cannot end on a defensive penalty unless offensive team declines penalty


PENALTIES


Defense

  • Personal/Unsportsmanlike - 15 yards and automatic 1st down
  • Incidental Tackle (contact with ball carrier resulting in player going to ground) - 5 yards from spot of foul
  • Block (stepping in front of running player to cause contact) - 10 yards from end of play and down counts or 10 yards from LOS and replay down
  • Tackle (player takes player to the ground with contact) - 15 yards from spot of foul and automatic 1st down
  • Offside - 5 yards and replay of down (offense can take penalty or take the result of the play)
  • Pass interference (contact with receiver while ball is in the air) - spot foul and automatic 1st down
  • Illegal contact (contact with receiver more than 5 yards down the field) - 10 yards and automatic 1st down
  • Forced Fumbled (swatting or knocking ball from offensive player) - 5 yards from end of play and down counts or 5 yards from LOS and replay down
  • Illegal Blitz - 5 yards and replay of down
  • Shirt/pant pull - 5 yards from end of play and down counts or 5 yards from LOS and replay down
  • Delay of game (play clock, flag or ball throwing) - 5 yards and replay down
  • QB Personal foul (excessive hit on QB) - 15 yards and automatic 1st down
  • Tackle on ball carrier with clear path - Automatic Touchdown


Offense

  • Personal/Unsportsmanlike - 15 yards and loss of down
  • False Start - 5 yards and replay down
  • Offside - 5 yards and replay down
  • Illegal forward pass - 5 yards and loss of down
  • Offensive pass interference (illegal pick, push off) - 10 yards and replay down
  • Flag guarding - stiff arm - 5 yards from spot of foul and down counts
  • Delay of game - 5 yards and replay down
  • Illegal flag belt - 10 yards and replay down
  • Charging - 5 yards from spot of foul and down counts
  • Illegal Block - 10 yards from spot of foul and replay down
  • 6 seconds clock - 5 yards and down counts
  • Intentional grounding - 5 yards and down counts