|January 12, 2021|
|January 11, 2021|
Part of Town
Regular Registration Price
|$645 + 6.0% Processing Fee|
|$80 + 6.0% Processing Fee|
Early Registration Price
|$595 + 6.0% Processing Fee|
|$75 + 6.0% Processing Fee|
Late Registration Price
|$695 + 6.0% Processing Fee|
|$85 + 6.0% Processing Fee|
*Fees shown are for regular registration periods. 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 8 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: 7:00pm, 7:40pm, 8:20pm, 9:00pm, 9:40pm
- Playoff Date (tentative): 2/22
- 10 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 10 included – $10 for each additional)
- Championship Prizes
- Fri 11/27 Early Bird Discount Ends
- Mon 1/4 Registration Ends
- Mon 1/4 Completed Roster Deadline
- Mon 1/4 Payment Deadline
- Mon 1/11 Season Kickoff
- Mon 2/22 Playoffs
Schedules & Standings
LEAGUE FORMATDouble header leagues will play two games in a night. The top teams will advance to the playoffs. Tie breakers are determined by win/loss record, head to head, and point differential. The field dimensions will be 25 x 64 yards (two – 7 yard end zones). Teams will have 10 minutes from the start of their designated game time to gather all of their teammates to start the game. After the 10 minutes, the game will be declared a forfeit. What is not covered in this league’s rules will be covered by the latest version of TAFF Rules and interpreted by the referee.
- Cleats are allowed, except for metal spikes.
- Shirts must be tucked in shorts, pants, etc.
- All shorts, pants, etc. may not have any pockets of any kind. All shorts, pants, etc must be fully closed. Pocketless is highly recommended and encouraged but they can have pocket zippers zipped up or pockets sewn shut. No tape allowed.
- No headgear with an extended bill may be worn (ex: caps, visors, etc.).
- Teams must provide their own flags. Sonic standardized long Flag-A-Tag flags are only allowed. If you do not have flags, you can buy sets on Amazon (click here for an example). Only uncut, unaltered Flag-A-Tag flags are permitted. No mushrooms to prevent teams from pulling your flags.
- Violations for illegal flags/cups are as followed:
- 1st Offense: sit out 1 drive
- 2nd offense: DQ for game
- Violations for illegal flags/cups are as followed:
- Teams will supply their own balls. Footballs must be “official” sized (size 9+) and for ages 14+. No youth or junior sized footballs allowed. Footballs can be composite or leather. No regulation regarding football psi.
- Note: These offenses can carry over from game to game in a single week of play but not from week to the next week (ex: Person X who violates flag rules once one week will not be DQ’d on first offense the next week
- Flag football is a 5 on 5 non-contact league. All players must have SPORTSKIND provided shirts as their uniforms and will wear the flags around their waist.
- Games consist of two 14 minute halves. Halftime will consist of 1 minute. Teams will flip sides at the beginning of the 2nd half.
- The offensive team takes possession of the ball at their 5-yard line and has 3 plays to cross midfield. Once a team crosses mid-field they have 3 plays to score.
- If the offensive team fails to cross mid-field or score, the ball changes possession and the opposite team starts their possession from their 5-yard line.
- All possession changes start on the offense's 5-yard line except on Interceptions. Interceptions may be returned and the ball will be marked where the play ends.
- Each time the ball is spotted a team has 25 seconds to snap the ball. Officials will warn the offense when there are 10 seconds to snap the ball. Teams must wait until the referee is set or a referee acknowledges they are prepared to start the play.
START OF THE GAMEThe referee will have the two captains flip a coin or 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.
UNIFORM RESTRICTIONSAll players must wear matching numbered uniforms or the new SPORTSKIND league shirt or a SPORTSKIND Championship shirt. Teams are allowed to wear their own matching numbered jerseys just as long as every player wears the same uniform. Violation of this rule will result in 1 point given to the opposing team for each player not in uniform upon checking into the game (Exception: If a 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).
MINIMUM NUMBER OF PLAYERSTeams must field a minimum of 4 players at all times. SPORTSKIND reserves the right to reduce, shorten, or reschedule games due to inclement weather or unforeseen circumstances.
SUBSTITUTIONSIf teams are short players they may pick up players from other teams within the league. They must have a minimum of 4 players to play, but 3 have to be original players from your team. You can pick up 1 additional player to play at the minimum of 4. At the discretion of the opposing team and referee can a team pick up the additional fifth player.
TIME OUTSEach team has 1 time-out per game. This time-out will last 60 seconds once the clock is stopped. Officials can stop the clock at their own discretion at any time.
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
- A center snap may touch the ground before it gets to the quarterback and remains playable if the quarterback fields it cleanly off the bounce (one or more) from the ground.
- However, if the quarterback muffs the ball to the ground or the ball goes past the quarterback it is dead where the ball touches the ground.
- All center snaps must be made between the center’s legs. There are no restrictions to how far it travels (snaps under center allowed).
- A false movement of the football by the center after they are set shall constitute an illegal snap. At all times the ball shall be snapped from the spot marked by the official ball marker.
- The ball is spotted where the ball carriers belt is when the flag is pulled, not where the ball is.
- Ball and flags must break the plane for a 1st down and touchdown.
- First 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 the ball placed at the 20 yard line.
- The defense may not block a punt.
- Blocking/Screening is allowed behind the line of scrimmage.
- Only stationary screens are allowed down the field.
- 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.
- You cannot move towards a rusher, dip your shoulder, stick out a knee, or chicken wing.
- All players that rush the passer must be a minimum of 7 yards and 1 yard over from the center position (either side) from the line of scrimmage when the ball is snapped. Any number of players can rush the QB.
- Players that are not 7 yards from the line of scrimmage when the ball is snapped may not enter the backfield until there has been a change of possession. (when the second QB actually catches/receives the ball; not on the throw /pitch back to them).
- The rusher is allowed a direct line to the quarterback as long as they rush from either side of the center or a bunch formation. However, if the offense chooses to line up in a bunch formation (two or more players standing foot-to-foot or shoulder-to-shoulder), the rusher's path has to be outside of the bunch. The offense must avoid interfering with the rusher if they have established a lane.
- A special marker, or the referee, will designate 7 yards from the line of scrimmage.
- The rusher may not hit the quarterback’s arm or knock the ball out of the quarterback’s hand. The rusher must play the flags.
- All passes must be forward and received beyond the line of scrimmage. A forward pass/lateral is defined as a live ball thrown towards the opponent’s goal line.
- Shovel passes are allowed, but must be received beyond the line of scrimmage.
- The quarterback has 5 seconds to pass the ball if there is no rush (“pass clock”). If the pass is not thrown within the 5 seconds, the play is dead, it will be a loss of down, and the ball returns to the line of scrimmage. Once the ball is handed off or pitched the “pass clock” rule is no longer in effect.
- Interceptions may be returned. Interceptions during extra point attempts may be returned for 2 points. Interceptions that occur in the end zone will be brought out to the 5-yard line.
- All players are eligible to receive a pass, including the quarterback, if the ball has been pitched back or handed off behind the line of scrimmage.
- Only one player is allowed to be in motion at the same time.
- Players must have at least one foot in bounds when making a catch.
- Players that run out of bounds during a play cannot be the first player to touch a ball when attempting to make a catch.
- A pass may not be intentionally tipped in any direction to another teammate.
- The quarterback may not run unless the ball has been thrown back, handed, or pitched to the quarterback in the backfield.
- Teams may handoff, pitch, or throw back the football in the backfield.
- The player who receives the pitch or handoff may throw the ball as long as they are not beyond the line of scrimmage.
- Multiple handoffs are allowed behind the line of scrimmage but only one pitch or throwback is allowed before a forward pass.
- Pitching (backward) is allowed downfield.
- “No running zones” are located 5 yards before mid-field and 5 yards before the end zone in each offensive direction. You may not run the ball in these no run zones, only forward passes. “No running zones” are designed to avoid short yardage power running situations.
- A runner is allowed to spin, leap, or run backwards as long as they don't facilitate any contact with a defender.
- No diving is permitted. Violation of this rule is considered a state of no control and any contact with a defender will be an offensive penalty. In the natural course of play, there will be contact with a defender pursuing the flag; it will be the ref's discretion if any unnatural contact is due to your state of no control.
- Any touchdown scored is worth 6 points.
- Any safety scored by a defensive team is worth 2 points.
- Any extra point scored from the 5-yard line is worth 1 point.
- Any extra point scored from the 12-yard line is worth 2 points.
- All returned extra points will be worth 2 points no matter what the offensive team elects.
- Mercy Rule: If a team is ahead by 28 points or more during the second half then the game will be deemed over. The losing team will be allowed one possession to bring it to within 28.
- If the score is tied at the end of regulation, teams move directly into overtime.
- Teams will follow the same coin toss or rock, paper, scissors procedure as they did at the beginning of the game to determine possession.
- Each team receives the ball at the 5-yard line with one possession.
- If a team scores they can choose to go for a 1-point or 2-point extra point attempt. This will continue for two overtime periods.
- Beginning in the third overtime period, both teams will start from the 12-yard line and "penetration" (how far the team advances the ball) will be used in the event neither team scores.
- Interceptions will end the series.
- Offensive player’s flag is pulled.
- Ball carrier steps out of bounds.
- Touchdown is scored.
- Ball carrier’s knee or ball hits the ground.
- Incomplete Pass.
- If an offensive player loses a flag unintentionally, the defense only has to touch the ball carrier to be deemed a dead ball.
- Players may not start a play without a flag.
- There are no fumbles. The ball is spotted where it hits the ground. Anytime the ball touches the ground it is deemed dead.
- Any ball dropped in a forward motion will be brought back to last point of contact.
- Quarterback may field the ball off of a bounce cleanly.
- Offense - Pre Snap
- Illegal Snap: 5 yards, repeat the down
- Illegal Motion: 5 yards, repeat the down
- False Start: 5 yards, repeat the down
- Delay of Game: 5 yards, repeat the down
- Illegal Equipment Violation: 5 yards, repeat the down (player not starting with a flag)
- Impeding the Rusher: 5 yards, loss of down (player must avoid the rusher)
- Flag Guarding: 5 yards from the spot, loss of down (players must keep hands above their waist)
- Charging: 5 yards from point of interruption, loss of down (the offensive player must avoid the defender who is set)
- Blocking/Screening Downfield: 5 yards from the point of interruption, loss of down
- Pass Interference: 5 yards from the line of scrimmage, loss of down (illegal pick, pushing off defender)
- Illegal Forward Pass: 5 yards from the line of scrimmage, loss of down
- Intentional Grounding: 5 yards from the line of scrimmage, loss of down
- Defense - Pre Snap
- Off-sides: 5 yards, repeat the down.
- Delay of Game: 5 yards, repeat the down.
- Illegal Flag Pull: 5 yards from the line of scrimmage, automatic first down
- Illegal Contact: 5 yards, automatic first down.
- Holding: 5 yards from the end of the play, automatic first down.
- Pass Interference: Spot foul, automatic first down.
- Roughing the Quarterback (Minor): 5 yards, automatic first down.
- Roughing the Quarterback (Major): 15 yards, automatic first down.