RULE 1: THE GAME, FIELD, PLAYERS & EQUIPMENT
Section 1 - The Game
No contact allowed.
NO BLOCKING/SCREENING anytime or anywhere on the field. Offensive players not involved with a play down field must stop or attempt to get out of the way.
A coin toss determines first possession.
The offensive team takes possession of the ball at their 5-yard line and has three (3) plays to cross mid-field. Once team crosses mid-field, they will have three (3) plays to score a touchdown.
If the offensive team fails to cross mid-field or score, possession of the ball changes and the opposite team starts their drive from their 5-yard line.
All possession changes start on the offenses 5-yard line (Exception: Interceptions may be returned and the ball will be marked where the play ends) Touchbacks are spotted on the 5 yard line. After an interception the offense will start no further then 5 yards away from their own end zone, regardless of the result of the play.
Each time the ball is spotted a team has 25 seconds to snap the ball.
Games consist of 2-15 minute halves. Teams will flip sides at beginning of 2nd half. Half time will be 2 minute. Team that started the first half on offense will begin 2nd half on defense.
Coin Toss: The winner of the coin toss has the following options: 1) offense, 2) defense. Loser of the coin toss has one of the remaining options.
Running clock: except time-outs and half time. The clock will not be stopped at any point in the game except at the discretion of the referees. EDIT: A regular season game with within 8 points and 1 minute remaining will go into a "pro clock". Playoffs will have a 2 minute "pro-clock" during the last minute of the game.
Mercy rule is 40 points, the game may continue on at the discretion of the captains. However all stats stop at that point and the winning team may only end the game up by 40 points.
All games including regular season and playoffs ending in a tie will go into an extra-point shoot out.
Section 2 - Fields
The field dimensions will be 22 x 60 yards (two - 6 yard end zones).
Section 3 - Attire
Cleats are allowed, except for metal spikes. Inspections can and will be made.
Shirts must be tucked in shorts, pants, etc.
Flags will be provided by KC Metro Flag Football. Teams may use their own flags but must be approved by staff.
Teams must be checked in and at their field 20 minutes prior to a team's first game. All roster changes must be approved
Teams must have at least three players each on the field. Substitutions are unlimited, and can be made between plays.
All players must be 18 years of age or older, or have a minor consent form signed by their parent or guardian.
RULE 2: PLAYERS/GAME SCHEDULES, SCORING & TIME OUTS
Section 1 - Players/Game Schedules
Teams must field a minimum of three (3) players at all times.
If a team or teams are more than 10 minutes late for their scheduled games they may be forfeited, at the discretion of league officials.
We reserve the right to reduce, shorten, or reschedule games due to inclement weather or unforeseen circumstances.
All players must carry I.D. for proof of age and identity.
Section 2 - Scoring
TD=6 points, Extra Point=1 (5 yards out); 2 (12 yards out), Safety=2 points
Section 3 - Time Outs
Each team has TWO (2): 60-second time out per game, in which the clock stops.
Officials can stop the clock at their own discretion.
RULE 3: RUSHING THE QB, CENTER SNAP, RUNNING, PASSING & RECEIVING
Section 1 - Rushing the QB
Before each play the referee will mark off seven yards from the line of scrimmage. All players that rush the passer must be a minimum of 7 yard behind the line of scrimmage. The rusher does not have to line up with a clear path to the quarterback; but, if he/she does not, then the offensive player is not required to move out of the rusher's lane to the QB. Any number of players can rush the QB.
The ball can not be snapped until the referees are set in position.
Players not rushing the QB may defend on the line of scrimmage.
Once the ball has been handed off, the 7 yard rule is no longer in effect and all defenders are eligible to rush.
If an offense lines up in a tight formation the rusher must line up outside of the tight formation. If the rusher establishes his line to the QB outside of the tight formation the offense must respect his line to QB and not interfere. Interfering with the rusher after he has established a line to the QB is called impeding the rush. The rusher has a right to establish a clear path to the QB. Once the offense has lined up and the rusher has established his path the rusher has a right to that clear path.
If the rushers pass the 7-yard rush line on a hard count, they are no longer illegible to rush the QB, they cannot go back and re-establish their rush line.
Section 2 - Center Snap
All center snaps must be made between the center's legs. A false movement of the football by the center after he is set shall constitute a false start. At all times the ball shall be snapped from the spot marked by the official ball marker or referee.
Section 3 - Running
The Quarterback CANNOT run the ball.
Direct hand-offs, laterals, or pitches behind the line of scrimmage are legal and unlimited.
The player who takes the hand-off/lateral can throw the ball as long as he does not pass the line of scrimmage.
"No Running Zones" are located 5 yards before the end zone and 5 yards before mid-field in each offensive direction.
"No Running Zones" are designed to avoid short yardage power running situations.
Spinning is allowed but players cannot purposely leave their feet to avoid a defensive player.
The final spot of the ball is where the forward most flag is when the flag is pulled
(, not the spot of the ball) No diving
Section 4 - Passing
Shovel passes are allowed.
Downfield pitchers or laterals past the LOS are not allowed.
A Forward Pass/Lateral is defined as a live ball thrown towards the opponents goal line.
QB has a 6-second "pass clock" to get rid of the ball whether the defense rushes or not. If a pass is not thrown within the 6 seconds, play is dead, loss of down, ball returns to line of scrimmage. Once the ball is handed off the 7/6-second rule is no longer in effect.
Interceptions may be returned. Interceptions during Extra Point may be run back for 2 points. If an interceptions occurs in the end zone, and the player's flag is pulled before he leaves the end zone, the ball will be spotted on the 5-yard line. Interceptions may be returned from the end-zone.
Section 5 - Receiving
All players are eligible to receive passes (including the QB if the ball has been handed off behind the line of scrimmage).
Only one player is allowed in motion at a time.
Forward motion (similar to the arena rule) is legal, as long as only one player is in motion.
Player must have at least one foot in bounds when making a catch.
RULE 4: DEAD BALLS, OVERTIME & SPORTSMANSHIP/ROUGHING
Section 1 - Dead Balls
Play is ruled "DEAD" when:
Offensive player's flag is pulled. Once the ball is touched by an offensive player the flag may be pulled. This means that if an offensive player is juggling a pass the flag may be pulled and the ball will be spotted at the point of the flag pull, NOT where the offensive player final gains control of the football.
Ball carrier steps out of bounds.
Touchdown is scored.
Ball carrier's hand, knee or the ball hits the ground.
If an Offensive Players flag falls out during the course of a play: The ball carrier must be touched before he is down
If an Offensive Player does not have his flag at the BEGINNING of play. He will be down as soon as he catches the ball. This goes for QB's as well. If a QB starts the game with 1 flag, they are down as soon as they touch the ball. If they lose the flag during the play, they only need to be touched to be considered tackled.
There are no fumbles. Ball is spotted where it hits the ground. Anytime the ball touches the ground it is dead. Exceptions: a. Any ball dropped in a forward motion will be brought back to last point of contact.
A Safety (offensive player downed in own end zone, or penalized in own end zone) will result in two points for the defense, and a change of possession.
Section 2 - Overtime
If the score is tied at the end of 30 minutes , teams move directly into overtime.
Overtime winners will be determined by an extra-point shoot-out in which points are awarded to teams for successful conversions.
Coin toss determines possession for the first round.
Each team will have the option to go for a one-point conversion (5 yards) or a two-point conversion (12-yards). The team who has the most points at the end of the overtime round will be declared the winner.
Interceptions may be returned for two-points.
If each team has attempted a conversion and the score is still tied, the team which went on offense 1st in the previous round will start out on defense in the next round, and vice-versa. This will continue until a winner is declared.
Section 3 - Sportsmanship/Roughing
Excessive and inappropriate trash talk will not be allowed. Referees will be instructed to penalize teams and players for repeat offenders. Repeated offenses will result in players being ejected from individual games, and, at the referee and directors discretion, from the season or league.
If the field monitor or referee witnesses any acts of tackling, elbowing, cheap shots, blocking, or any unsportsmanlike act, the game will be stopped and the player can be ejected from the game. League director may decide to eject players from the season or league. FOUL PLAY WILL NOT BE TOLERATED.
Unsportsmanlike conduct/ referee abuse: Ten yard penalty. One warning followed by expulsion from the game.
Do not shove a player out of bounds who is running down the sidelines. You must always go for the flags. This play is considered unsportsmanlike conduct.
Simply put, a shove equals a one game suspension, while anything more equals a season.
Last man rule - a major holding call on a man down field (in which the player would have scored otherwise) would result in a first and goal at opponents 1 yard line.
RULE 5: OFFENSIVE & DEFENSIVE PENALTIES
Section 1 - Offensive Penalties
Illegal Snap: Five yards, loss of down
Illegal Motion: Five yards, loss of down
False Start: Loss of down
Impeding Rusher: Five yards, loss of down
Blocking/Screening Downfield: Five yards (L.O.S.), loss of down
Illegal Pick: Five yards (L.O.S.), loss of down
Flag Guarding: Five yards from the spot of infraction, loss of down; A flag guarding infraction in the team's own end-zone will be ruled a safety.
Lowering Head/Shoulder: Five yards (L.O.S.), loss of down
Pass Interference: Five yards (L.O.S.), loss of down
Illegal Forward Pass: Five yards (L.O.S.), loss of down
Illegal Hand-off/Pitch: Five yards (L.O.S.), loss of down
Illegal Run: Five yards (L.O.S.), loss of down
Delay of Game: Five yards (L.O.S), loss of down
Intentional Grounding: Five yards (L.O.S), loss of down
Section 2 - Defensive Penalties
Off-sides: Five Yards, automatic first down
Illegal Rush: Five Yards, automatic first down
Illegal Contact: Five Yards, automatic first down
Holding: Five Yards from end of play, automatic first down
Illegal Flag Pull: Five yards from L.O.S., automatic first down
Pass Interference, Minor: Five yards from L.O.S., automatic first down
Pass Interference, Major: Spot Foul, automatic first down
Roughing the QB, Minor: Five yards, automatic first down
Roughing the QB, Major: Ten yards, automatic first down
Delay of Game: Five yards (L.O.S.), automatic first down
Illegal Push: Five yards (L.O.S.), automatic first down