Flag Football League Rules | Premier Sports Complex LLC
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Adult Flag Football Rules

All participants in this sport assume the risk of injury.  All players must sign a PSC Amateur Athletic Waiver prior to participation.

Each team shall designate a field captain to the referee. The field captain shall be the only team representative permitted to speak with the officials.  A field captain's first choice of any option shall be irrevocable.  All player, substitutes and coaches are subject to the rules and shall be governed by the decisions of the officials.

Shirts:  Players must wear the color shirt designated to their team.  No player will be allowed to play if not in appropriate color.

Flags: Each player on the field must wear a belt at the waistline containing two flags.  The flags may not be tied together and one flag must be placed on each side of the body.  Each flag should extend or hang from the waist. Flags should be different colors from uniform pants/shorts.  Wrapping, tying, or in any way securing flags to the uniform belt, other than prescribed by rule, or intentionally removing a flag during play is illegal. .

Equipment: Game officials will be strictly enforcing the illegal equipment rule.

For clarification, illegal equipment consists of:
Shirts or jerseys that do not remain tucked in. Any hood on a coat, sweatshirt, or shirt that does not remain tucked in.
Any slippery or sticky foreign substance on any equipment or exposed part of the body.
Exposed metal on clothes or person.

NUMBER OF PLAYERS: Each team should start the game with 8 players; a minimum of 6 is needed to avoid a forfeit. A player may play on only one team in the league each season.

LENGTH OF GAME: Playing time shall be two halves of 25 minutes, running time. The last two minutes of the game are stop time.  Half-time shall be 4 minutes.  A coin toss will determine who shall receive the choice of possession. If only one team is ready to play at game time, they will automatically have the choice. 
No Overtime during the regular season.

TIME OUTS: Each team shall have one time out per half. The clock will stop during a time out.  Each time out will be for 30 seconds.

PUNTING: Quick punts are illegal. On fourth down the Referee must ask the Offensive team if they want a protected scrimmage kick. Once the offense has declared their choice, the Referee will inform the Defense of the offense's choice. The only way the Offense can change their decision is to call a time-out, or if a foul occurs anytime prior to or during the down and the down is to be replayed. In the later case the Offensive team will be asked if they want a protected scrimmage kick or not. The kicking team must have all of its players, except for the punter, on the line of scrimmage. No kicking team players may move until the ball is kicked. Defensive players MAY attempt to block the punt by jumping straight up in the air. They may not, however, penetrate the line of scrimmage. If a punt crosses the scrimmage line and touches a player from either team and then hits the ground, the ball is dead at that spot and belongs to the receiving team. Once the ball touches the ground it is dead. 

LINE OF SCRIMMAGE: The offensive team must have a minimum of 3 players set the line of scrimmage at the snap. Players in motion do not count as players on the line of scrimmage. Once the center has placed his hands on the ball no offensive player may enter the neutral zone. Following the ready for play whistle and until a legal snap, no defensive player may encroach, touch the ball, stand in, or in any other way interfere with the offensive team. Penalty - Dead Ball foul, encroachment, 5 yards from succeeding spot.

BACKWARD PASSES AND FUMBLES: Any ball that is fumbled during a down will be dead by rule once it has touched the ground. A backward pass may be caught or intercepted by any player inbounds and advanced. A player may not intentionally throw a backward pass out of bounds to conserve time or to avoid being downed. This will be penalized as an Illegal pass: loss of 5 yards, loss of down and the clock will start on the ready for play. Once a ball has touched the ground the ball is considered dead.

FORWARD PASSES AND INTERCEPTIONS: If a player is in the air attempting to catch a ball, the player must contact the ground with at least one foot in-bounds with the ball in their possession prior to going out of bounds, unless contact by an opponent causes the player to first touch out-of -bounds. If possession of the ball is lost simultaneously when they hit the ground, it is not a catch. If a forward pass is caught simultaneously by members of opposing teams, the ball is dead at that spot and belongs to the team that snapped the ball.

PASS INTERFERENCE: Any contact that, in the view of the official, interferes with the attempt to catch a pass (offensive or defensive player) is pass interference unless, in the view of the official, it occurs when two or more eligible receivers make a simultaneous and bona fide attempt to reach, catch, or bat a pass. It is also pass interference if an eligible receiver is deflagged or touched prior to touching the ball on a pass thrown beyond the offense's line of scrimmage.

Touchdowns = 6 points
Extra Points = 1 point if successful from the 3 yard line
Safety = 2 points.

TIE BREAKER ORDER - Any league divisions ending in a tie at the end of the league season shall be governed by the following tie breaking system order:

1.         Total Team Points (3 points for a Win / 1 point for a Tie / 0 points for a Loss)

2.         Head to Head Record

3.         Least Points Against

4.         *Point Differential (No more than a 56 point differential for any one game)

5.         Most Points Scored

SAFETY: If a player carries the ball across the goal line they are defending and the ball becomes dead while in their team's possession, it is a safety. If a team commits a foul in the end zone where the spot of enforcement is designated as the spot of the foul, it will be declared a safety. A team recording a safety will receive two points, and the ball. The ball must be punted while set up like a kick off. 
Exception- Momentum Rule - When a player intercepts a forward pass or catches a scrimmage kick between their five yard line and their goal line and their momentum carries them into the end zone where the ball becomes dead, the ball will belong to the receiving team at the spot of the catch or reception.

OBSTRUCTING THE RUNNER: A defensive player shall not hold, grasp, or obstruct the forward progress of the runner when attempting to remove the flag belt.

GUARDING THE FLAG BELT: Runners shall not flag guard by using any part of the body or ball to deny the opportunity for an opponent to pull or remove the flag belt. Flag guarding includes but is not limited to:
· Swinging the hand or arm over the flag belt to prevent an opponent from deflagging.
· Placing the ball in possession over the flag belt to prevent an opponent from deflagging.
· Lowering the shoulders in such a manner that flag guards.

OFFICIAL'S AUTHORITY: An official assumes authority 15 minutes prior to the scheduled game time, and until they have left the field. The officials have the authority to rule on any situation not specifically covered in the rules. His/her decision is final. The official has the right to eject players or have them sit out of part or all of the game. Fans, coaches, and spectators are a part of a team and any fouls they commit will go against their team.

EJECTIONS: Any player that is ejected will sit out the rest of that game and the next game.  Any player that is ejected twice in a season shall not play the rest of the season.  Any player starting a fight or swinging a punch shall not play the rest of the season.

Contact: Open hand blocking only between shoulders and waist of the opposing players frame is permitted behind the line of scrimmage. Blockers must be on their feet before and during contact. NO BLOCKING DOWN FIELD. Two on one blocking shall be limited to the line of scrimmage.  Under no circumstances shall high-low blocking be allowed.  Any player violating this rule in a flagrant manner will be ejected from the game.

Offense:  When any team is on Offense they must have at least three men on the line of scrimmage.  There will no reengaging blocks after the defensive linemen is 5 yards behind the line of scrimmage.  Players may block past five yards, but if the block is lost, they may not reengage the block.  Teams will have 30 seconds between plays to snap the ball once it is placed by the ref on the ground.  A delay of game shall be called if the ball is not snapped within the 30 seconds.

Defense: When any team is on Defense they must have at least three men on the line of scrimmage and they may be no more then 1 yard outside the offensive linemen.


Rev 11/13/15 TMM