Flag Football

Rules

  1. PLAYING FIELD
    1. Length – 40 yards
    2. End Zones- 5 yards
    3. Width - 25 yards
    4. First Down Mark- Mid-Field
    5. No Run Zones- Short yardage plays including the five yards before the 1st down/end zone

2. GAME CLOCK FORMAT
A. Each game is played in two-18 minute halves. A running clock format is used.
B. The clock stops on out-of-bounds, incomplete passes, and scores, only in the final two minutes of the game when the score is within 9 points
After touchdowns in games within 9 points, the clock does not run during the extra point.
C. A two minute warning will be given as a courtesy before halftime & end of game. Clock will not stop if margin is more than nine (9) points.
D. The game clock does not run during extra-points after a timeout has been called.
E. Halftime is 5 minutes long.
F. Each team receives two 30-second time-outs per half. Unused timeouts may not be carried over to the second half.
G. On any change of possession, offense must wait for a “Ready For Play” signal from both officials.
3. SCORING
A. Touchdowns: 6 points
B. Safety: 2 points
C. Extra Points 1 point (5 yards)
2 points (12 yards)
D. If an extra point is intercepted and returned for a touchdown, 2 points will be awarded.
4. COIN TOSS
A. The winner of the coin toss has the choice to receive, defend, or protect a particular goal.
B. The loser of the coin toss will get to choose which particular goal to defend or to receive/defend, depending on what the winner of the coin toss chooses to do first.
C. There is no deferring in Fast Action Football.
5. DRIVES
A. There are no kickoffs or punts in Fast Action Football.
B. All drives begin on the five-yard line with the exception of interceptions.
C. Drives consist of three plays to either make a first down or a touchdown.
D. Interceptions may be run back and the drive will begin where the interceptor’s flag was pulled.
E. If a team crosses mid-field for a first down, they will get three more plays to a get a touchdown.
6. CENTERING THE BALL
A. The ball must be snapped between the legs, not off to one side, to start each play. (In addition to the current rule) Player snapping the ball must face forward (towards the line of scrimmage).
B. Each time the ball is spotted a team has 30 seconds to snap the ball. A five-yard penalty will be assessed for the delay of game.
C. Referees must be set and ready before the ball is snapped.
D. Once center is set to snap, he/she may not pick the ball up with the intention to deceive.
(First Infraction-Warning, replay down. Second Infraction-5 yard from LOS/Loss of down).
7. RUNNING PLAYS
A. There is no limit to the number of handoffs made behind the line of scrimmage.
B. The quarterback does not have to be lined up directly behind the center.
C. One lateral or pitch is allowed behind the line of scrimmage. If the pitch is forward, the recipient must run the ball.
D. Laterals and handoffs past the line of scrimmage are not allowed.
E. The “No Run Zone” is designated to avoid short yardage power running. It is located five yards from the end zone and the mid-field first down.
F. The player who takes the handoff or lateral can throw the ball as long as he does not pass the line of scrimmage.
G. Leaping or jumping in order to avoid having your flag pulled is not allowed. (Five yards/Loss of down.
H. Once the ball carrier crosses the line of scrimmage, all other offensive players near the ball must stop moving otherwise a screening penalty will be called (five yards from LOS/Loss of down)
8. RECEIVING
A. All players are eligible to receive passes, including the QB, if the ball has been handed off behind the line of scrimmage
B. A player must have at least one foot in bounds when making a catch.
C. Once a ball is caught down field, offensive players near the ball must stop moving, otherwise a screening penalty will be called (five yards from LOS/loss of down).
D. A receiver/runner needs to have one foot inbounds, one flag in the end zone and possession in order for a play to be ruled a touchdown.
E. Balls may not be intentionally batted to another player. (Five yards from LOS/Loss of down).
9. PASSING
A. Shovel passes are allowed even behind the line of scrimmage.
B. The quarterback will have a five-second-pass clock if no defensive players rush. If a pass is not thrown within those five seconds, the play is dead and treated as an incomplete pass. This means in the last two minutes, if the game is within 9 points, the clock must stop.
C. Interceptions may be run back.
10. RUSHING THE QUARTERBACK
A. All players that rush the quarterback must be a minimum of 7 yards beyond the line of scrimmage when the ball is snapped. However, once the ball has left the quarterback’s hand, all players are eligible to rush from anywhere in front or beyond the 7-yard marker.
B. Any number of players can rush the quarterback providing that are behind the 7-yard marker and lined up off center. Only one rusher has the right of way to the quarterback. (In addition to the current rule) One rusher must check in with the official at the 7 yard marker.
C. Referee will designate 7 yards from the line of scrimmage.
D. If rusher enters the 7-yard neutral zone before the snap, he must get back before the ball is actually snapped, or else he is ineligible to rush on that play.
E. A rusher must go for the quarterback’s flags. The rusher may attempt to block the pass but it is a penalty to make contact with the quarterback’s body or arm, even if the ball is deflected.
F. If no one rushes, the quarterback will have 5 seconds to release the ball.
G. The quarterback must release the ball before the rusher pulls his flag, otherwise the play is a sack and the ball is dead where the rusher pulled the quarterback’s flag.
H. Defenders can cross the line of scrimmage ONLY in an attempt to cover a receiver dropping back for a lateral. Once the ball has been handed off or pitched, any or all defensive players are allowed to rush, even if they aren’t behind the 7-yard rushing marker. All players must line up seven (7) yards from the line of scrimmage in order to enter the backfield.
11. DEAD BALLS
A. There are no fumbles in Fast Action Football. The play is ruled over once a ball carrier loses possession of the ball. That ball, once in the air, its considered dead and cannot be intercepted or received by another player. The ball is spotted where possession was lost.
B. The play is ruled over when the ball carrier loses his flag (pulled off or falls off). If a receiver catches a ball and he had lost his flag, it goes as a complete pass but he is unable to advance the ball, thus making the ball dead where it is caught. If the opponent pulls the flag before the ball carrier has the received the ball, he may advance the ball and the defense must pull his other flag. If the ball carrier has both flags pulled by the opponent prior to the ball carrier receiving the ball, the penalty is five yards from the point of infraction plus first down.
C. The play is ruled over when the ball carrier’s knee touches the ground.
D. The play is ruled over when the ball carrier steps out of bounds.
12. OVERTIME
A. Flip for possession.
B. Each team is awarded one drive starting from mid-field. If the team scores, they have the option for a one or two point conversion. Both teams will get an opportunity to attempt a one point or two-point conversion.
C. In a regular season game, if the score is tied after the first overtime, each team will get one play from the five-yard line to decide the winner. The longest play wins. In a playoff game, teams will continue to start a drive from mid-field until the game is decided. If tied after both attempts, teams will continue until a winner is decided. Points accumulated in overtime will count towards the final score.
13. PENALTIES
A. DEFENSIVE PENALTIES
1. Off sides: 5 yards form LOS/down over. Offense can decline penalty.
2. Interference: 10 yards from LOS/1st down
3. Illegal Flag Pull: No reception-5 yards from LOS/1st down reception-5 yards from reception/1st down
4. Illegal Rush: 5 yards from LOS/1st down
5. Illegal Contact: 5 yards from spout of foul/1st down (Tripping, Holding, Pushing Offensive Player out of bounds)