|June 25, 2021|
|July 06, 2021|
Part of Town
Regular Registration Price
|$945 + 6.0% Processing Fee|
|$95 + 6.0% Processing Fee|
|May 29, 2021 - Jun 18, 2021|
Early Registration Price
|$895 + 6.0% Processing Fee|
|$85 + 6.0% Processing Fee|
Early Registration Period*
|May 07, 2021 - May 28, 2021|
Late Registration Price
|$1045 + 6.0% Processing Fee|
|$105 + 6.0% Processing Fee|
Late Registration Period*
|Jun 19, 2021 - Jun 25, 2021|
*Click “All Details” for Early Bird and Late registration periods and fees.
- This competitive league is open to all skill levels.
- Team pricing. No per player fees for team registrations.
- Join as a Team Captain and fill your team’ roster.
- Minimum 12 players
- No Max
- Join solo or with a small group as a Free Agent and we’ll place you on a team. You can request teammates when you register.
- Game Times: 6:30pm - 9:15pm
- The listed league dates are projected and tentative. Actual start date and other league dates may change based on circumstances surrounding the COVID-19 virus and related facility operations.
- 7 regular season games
- 2 Certified Referees for each game
- Playoffs for top teams
- Game Equipment
- Unlimited Team Rosters sizes – no per player fees for team registrations
- Team Shirts (first 15 included – $10 for each additional)
- Championship Prizes
THE GAMEFlag football is an 8 on 8 non-contact league. All players must have Sportskind provided shirts as their uniforms and will wear the provided flags around their waist.
START OF THE GAMEThe referee will have the two captains play rock, paper, scissors. The winning captain will have the first choice of which half they want the ball or direction. The losing captain can then choose from whatever option is left over. Teams change directions and possession at half time.
GAME LENGTHPlay will be divided into two 20-minute halves, with one two minute half-time. There will be a running clock maintained by the referee except for the last two minutes of the second half unless one team is ahead by 19 points or more, in which case time will continue to run with no stoppages aside from a trailing-team’s timeout. If the game is within 18 points during the final two minutes of the second half, the clock is stopped for an incomplete pass, if a player goes out of bounds before having their flag pulled, if either team scores (clock starts when the opposing team snaps the ball, after the PAT attempt), for a change of possession, if a penalty must be marked off, or if a team calls time out. The clock does not stop on first downs or for a completed pass in bounds. If a team is down by 19 points but scores after the two-minute mark in the second half, the clock then stops.
UNIFORM RESTRICTIONSAll players must wear their team’s Sportskind league shirt. 1 point will be given to the opposing team for each player not in uniform upon checking into the game (Exception: If player is on the official roster and shirt was ripped during the league and a replacement shirt hasn’t been purchased and delivered. Teams are responsible for replacement of ripped or torn shirts within a week of a ripped or torn shirt). Players may not wear shorts with pockets, or jewelry of any kind. Please note that taping your pockets is not acceptable. Players may not alter the Sportskind provided flags. Sportskind will provide all field equipment, including footballs and flags. Each team is entitled to use their own football.
TIME OUTSEach team is allowed 1 (one-minute) time out in the first half and 2 time outs in the second half. If not used, the 1 time out in the first half does not carry over. About two minutes before each half ends the referee will inform each team of playing time remaining in that half. If a touchdown has occurred after time has expired, the extra point conversion will be allowed. A half cannot end on a defensive penalty. No timeouts can be called by a leading team if they are ahead by 19 or more. Time will only be stopped during the first 38 minutes for called timeouts and serious injuries. If an injury occurs, that player must leave the game for one scrimmage down.
OVERTIME RULES (PLAYOFFS ONLY)In the Playoffs, rock/paper/scissors is played by the captains with the winning team deciding on first or second possession. Teams will attempt to score in the same end zone. Each team will then have four downs to score from the 20 yard line. If a team scores, they will have the opportunity to go for one, two, or three extra points. If a tie occurs after the first round, then teams will repeat using the same format. However, the team that defended first is now on offense first. If a third round is needed, then the teams must go for two or three extra points. The game will be decided when one team scores more points in the round. No first downs will be awarded except in the case of a penalty
LINE OF SCRIMMAGEThe ball starts on the 20 yard line. Only one offensive player may be “in motion”, be moving as the ball is snapped. The man in motion can move laterally or backwards at the snap but not forward. Excepting a man “in motion,” all players must be set before the ball is snap. Aside from the Center position, there is no minimum number of players required to line up on the line of scrimmage. After a play, the line of scrimmage is determined by the location of the hips when the flags are pulled. The ball becomes dead when the flag is removed legally (If the belt/flag falls off, one hand touch between shoulders and knees).
DOWNSFirst downs are obtained by crossing midfield, and your opponent’s 20 yard line. If a team fails to earn a first down in four plays, possession will go to the opposing team. The offensive team may elect to punt on fourth down. The offensive team must declare punts on fourth down to the referee with enough advance warning for the defense to put players back in receiving formation. Once the offensive team declares with the official whether to punt, but then changes their decision, they must use a timeout before being allowed to proceed. No fake punts are allowed and all punts must be kicked. The kicking team must stay on the line of scrimmage until the ball is punted. Five players from the receiving team must be on the line of scrimmage. The receiving team may fair catch the ball or advance it. If the ball hits the ground after touching any part of the receivers body, it becomes a dead ball. If the ball travels into the end zone without being touched, a touch back is called and ball placed at the 20 yard line. The defense may not block a punt.
BLOCKING“Blocking” with hands is not allowed. This includes downfield “blocking” during an offensive play and returned punt. NO CONTACT is allowed at the line or downfield by any defensive player guarding a receiver. Players may block with their hands behind their back at the line of scrimmage, but may not do so 5 yards passed the line. Once a defender gets past a blocker, the blocker becomes an eligible receiver.
RUSHINGAll defensive players must play a yard off the line of scrimmage and can rush once the ball is hiked to the quarterback.
PASSINGA forward pass is completed when caught by any player of the passing team who has at least one foot in-bounds. If opposing teams catch the pass in-bounds simultaneously, the tie goes to the offense. If a player steps out-of-bounds and comes back in-bounds to be the first person to touch the ball, it will be ruled an incomplete pass. However, if a player steps out of bounds, they will be eligible to catch a deflected ball. After the immediate completion of a play, the referee will place a marker at the line of scrimmage. The offense has 25 seconds to put the ball in play after it is declared ready by the head judge (ie, when the marker is placed). No player shall put the ball in play until declared ready-for-play. The QB may run for positive yards at any time. The QB need not be rushed (ie, defensive player crosses the line of scrimmage) in order to run for positive yards. A change of possession can only occur due to downs, a punt, or an interception. A fumble where the ball hits the ground cannot result in a turnover (the ball is dead at the spot of the fumble). A lateral caught by the defense will result in a turnover. On a change of possession, the offense must allow the defense to get set for 15 seconds after the marker has been placed before the offense can snap the ball.
SCORINGTouchdowns are six points. After scoring a touchdown, teams may elect to go for either one, two, or three extra points:
- 1 point – attempted from the 3 yard-line
- 2 points – attempted from the 10 yard-line
- 3 points – attempted from the 20 yard-line
FOOTBALL PENALTIESMoving penalties can be accepted or declined by the defense. If declined, the play stands as ruled. If accepted, the the penalty is yardage and the down is re-played.
LOSS OF FIVE YARDS PENALTIES
- False Start
- Illegal Substitution
- Delay of Game
- Illegal Formation/Procedure/Snap/Shift/Motion:
- Excepting the Center, there is no minimum number of players required to line up on the line of scrimmage.
- Any player receiving a snap directly from the Center must be at least 2 yards behind the line of scrimmage.
- Offensive players must assume a set position and come to an absolute stop (except one man in motion). The player in motion may only move laterally or backwards.
- Illegal Forward Pass (loss of down)
- An offensive player cannot cross the line of scrimmage and then throw a forward pass.
- The offensive team cannot throw more than one forward pass per down.
- Intentional Grounding (loss of down).
- No Diving (spot foul) – No player may dive in order to gain positive yards, including crossing the goal line.
LOSS OF 10 YARD PENALTIES
- Defensive Pass Interference/Illegal Use of Hands/Illegal Contact (automatic first down)
- Offensive Pass Interference
- Roughing the passer (automatic first down)
- Flag Guarding/Stiff Arming/Any Intentional Contact
- Illegal Blocking (spot foul) – No player may use his hands to block opponent. Offensive players may not run down field past 5 yards from the line of scrimmage in front of or parallel to the ball carrier, whether you intended to block or not. They may run behind to receive a lateral.
- Kick Catch Interference
- Illegal Flag Removal
- Illegal Kicking
- Illegal Participation
- Stripping the Ball/Attempting to Strip the Ball
- Hurdling a Player/Attempting to Hurdle a Player
- Illegal equipment (loss of down); including but not limited to:
- Tying, modifying or in any way changing the intended use of flags to make it more difficult for the defense to pull.
- Unsportsmanlike conduct, abusive or insulting language, or gesture to another player or referee, and taunting are not permissible under any circumstances. The player may be disqualified for above actions if judged by the referee to be flagrant and will be suspended for next week’s game. If that player(s) is caught playing next week, the team will forfeit that game. In a severe case of unsportsmanlike conduct, the player will be suspended from playing any ATX Sports & Adventures event indefinitely.