Flag Football

Gather some friends, lace up your cleats and get in the game! Whether it’s our Men’s or Co-ed Flag Football League, here’s a chance to get outside, find the red zone and play in one of Houston’s top flag football leagues! Huddle up at our sponsor bar afterwards for a perfect night out.

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Registration Includes

  • 10 regular season games
  • Trained Officials
  • 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
  • 7 regular season games
  • Trained Officials
  • 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
LEAGUE FORMAT
Double header leagues will play two games a night. All teams will compete in the regular season and top teams advance to the playoffs.  The number of playoff teams will be determined by the total number of teams in the league. If there is a tie in the standings, the head-to-head match up will determine seeding.  If there is no clear head-to-head winner, points scored differential will determine seeding.
  • What is not covered in this league’s rules will be covered by the latest version of TAFF Rules and interpreted by the referee.
THE GAME
  • Flag football is a 5 v 5 non-contact league. All players must have SPORTSKIND provided shirts as their uniforms and will wear the provided flags around their waist.
  • Games consist of two 14-minute halves with a one 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 23 points or more, in which case time will continue to run with no stoppages aside from a trailing-team’s timeout.
  • 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.
  • The field dimensions will be 25 x 64 yards (two – 7 yard end zones).
START OF THE GAME
The 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/EQUIPMENT RESTRICTIONS
  • All 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). 
  • PLAYERS MAY NOT WEAR SHORTS WITH POCKETS, or jewelry of any kind. Please note that taping your pockets is not acceptable. Pocketless is highly recommended and encouraged but they can have pocket zippers zipped up or pockets sewn shut.
  • Cleats are allowed, except for metal spikes.
  • Shirts must be tucked in shorts, pants, etc.
  • No headgear with an extended bill may be worn (example: 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
  • 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
SUBSTITUTION RULES
  • In order for an official game with league referees, there must be at least 4 players on the field. However, a minimum of three players from the team's roster must be present to field a team. Any teams short of this number may look to utilize our substitution rules listed below but if the team is still without at least 4 players 10 minutes after the scheduled game time, the game will be an official forfeit and the forfeit policy will take effect.
  • If 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’s roster. 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.
TIMEOUTS
  • Each team is allowed 1 (one-minute) timeout. This time-out will last 60 seconds once the clock is stopped.
  • Officials can stop the clock at their own discretion at any time.
CENTER 
  • 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.
DOWNS
  • 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
  • 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. 
DEFENSE RUSHING
  • 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.
PASSING
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.
RECEIVING
  • 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.
RUNNING
  • 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.
SCORING
  • 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.
OVERTIME
  • 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.
DEAD BALL
  • 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.
    • Exceptions:
      • Any ball dropped in a forward motion will be brought back to the last point of contact.
      • Quarterback may field the ball off of a bounce cleanly.
PENALTIES
  • 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.
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.
PLAYER ELIGIBILITY
No substitutes will be allowed during playoffs. All players must have already appeared in at least one regular season game and have been successfully added to a team’s official roster. Any player protests in the playoffs must be done before a game.
FORFEIT POLICY
If your team forfeits a game during the season, the following rules apply:
  • First Offense: Loss of game. Score marked: 28-0
  • Second Offense: Loss of game and warning about missing the playoffs. Score marked: 28-0
  • Third Offense: Loss of ability to make the playoffs.
  • Contact us at least 48 hours in advance if you know in advance that your team is going to forfeit a game.
  • If you know your team has a conflict, let us know before the schedule is released and we will make every effort to accommodate.
  • Teams have until ten minutes past the designated start time to field a full squad (or the league minimum of players required according to rules). If at that time a team is unable to field a legal team, they forfeit the game. The teams may utilize the playing field during their allotted time to play an unofficial game. The official score will be marked as a loss with the respective forfeit score of 28-0.
SPORTSMANSHIP
  • We enforce a “Zero Tolerance Policy” in regards to behavior of players, captains, and fans. Taunting, trash talking, or abusive language will not be tolerated.  Referees and league staff will have the right to reprimand or eject players, managers, or fans depending on the severity of the situation. Abusive behavior toward the referee will not be tolerated. An ejection carries a two game suspension (including the current game). In extreme cases, the player will be asked to leave the premises without refund. The severity of the punishment will be based on the discretion of the referee and league staff. Only captains of respective teams are allowed to approach the referee with questions or concerns in a respective manner. Teams charging the field of play to question or complain a call will be subject to automatic forfeit for that game.
  • Alcohol and smoking is not allowed on playing fields.
  • Any rules not covered or protests will be handled by the Referee.
  • There will be no refunds allowed for rain delays or cancellations.  If the league is postponed due to weather, we will reschedule to a later date.  There will be no refunds if you are not able to furnish a team on the makeup date.
  • Flag Football is played in the rain if at all possible unless the Referee or Facility Representative decide it is necessary to postpone due to dangerous field conditions or lightning.  If lightning occurs, all attempts will be made to resume play 30 minutes after the last lightning flash is viewed and the umpire deems it safe to resume play. The games will resume as scheduled if at all possible, or shortened if necessary.
LEAGUE AUTHORITY
  • FIGHTING WILL NOT BE TOLERATED.  ANY INSTANCES OF FIGHTING MAY RESULT IN A TEAM FORFEIT OF THE LEAGUE WITHOUT REFUND AND POSSIBLE EXPULSIONS FROM FUTURE LEAGUES.
  • ALL DECISIONS OF THE LEAGUE STAFF ARE FINAL.  THE LEAGUE STAFF SHALL ALSO HAVE THE FINAL AUTHORITY TO MAKE ADJUSTMENTS TO THE GAME SCHEDULES, GAME DURATION, AND OTHER ASPECTS OF THE RULES OR OF THE LEAGUE.
 
THE GAME
Flag football is an 8 on 8 non-contact league. This is a recreational league where all football enthusiasts are welcome to get into the game. Keep the competition friendly and the post games celebratory!  All players must have SPORTSKIND provided shirts as their uniforms and will wear the provided flags around their waist. The object is to score more points than your opponent in a format similar to college football overtime rules.
START OF THE GAME
The referee will have the two captains play rock, paper, scissors or flip a coin. The winning captain can elect to start on either offense or defense, and teams will alternate possessions throughout the remainder of the game.
MINIMUM NUMBER OF PLAYERS
Teams will play 8 on 8 and must have a minimum of 3 females on the field at all times.  In order for an official game with league referees there must be at least 6 (minimum of 2 female) players on the field. Any teams short of this number may look to utilize our substitution rules listed below but if the team is still without at least 6 players 10 minutes after the scheduled game time, the game will be an official forfeit and the forfeit policy will take effect.
SUBSTITUTIONS
If teams are short players they may pick up players from other teams within the league.  They are allowed to pick up enough players for a 7 person roster.  However, any players after 7 must be approved by the opposing team.  If a team member arrives late a substitute player must drop off to stay at the 7 person roster size unless approved by the opposing team.
UNIFORM RESTRICTIONS
All players must wear their team’s SPORTSKIND league shirt. Teams are allowed to wear their own matching numbered jerseys just as long as every player wears the same uniform. 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. Each player who wears shorts/pants with pockets will be penalized 1 point. 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.
GAME LENGTH
Each game will have a running clock of 35 min with no half time break. When game clock expires: 1) If the team which began the game on defense is in possession of the ball
  1. a) and leading, the game will end immediately
  2. b) and trailing by 12 or more points, the game will end immediately
  3. c) and trailing by 11 or less points, the game will continue untimed through the completion of the current possession.
2) If the team which began the game on offense is in possession of the ball
  1. a) and leading by 12 or more points (i.e. is leading by more than one "possession"), the game will end immediately
  2. b) and is leading by 11 or less points, the game will continue untimed through the completion of the current possession
TIME OUTS
Each team is allowed 2 (one-minute) time outs in the game.  About two minutes before the game ends the referee will inform each team of playing time remaining in the game. If a touchdown has occurred after time has expired, the extra point conversion will be allowed. A game cannot end on a defensive penalty.
LINE OF SCRIMMAGE
The ball starts on the 30 yard line. Only one offensive player may be  “in motion”, be moving as the ball is snapped. The player in motion can move laterally or backwards at the snap but not forward. Except the player “in motion,” all players must be set before the ball is snapped.  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 players hips when the flags are pulled. The ball becomes dead when the flag belt is removed legally (If the belt/flag falls off, one hand touch will constitute as a pulled flag).
ROUNDS / FIRST DOWNS
Each round consists of a two-possession series with each team getting one possession on offense and one on defense. The team on offense will always start at the designated 30-yard line (unless relocated by a penalty). The team on offense will have 4 downs to gain a first down by crossing the 20 yard line. Then they will have 4 downs to score a touchdown.  If a team fails to earn a first down or score a touchdown (completed pass or rushing passed the designated line) in the required amount of plays, possession will go to the opposing team who will reset at the 30 yard line on offense. Teams will complete as many rounds as time allows, keeping the same order of offense first or defense first depending on what the winning captain chose at the start of the game.  With each change of possession there will be a 30 second reset.  Teams will have an equal number of attempts on offense at the end of the game (depending on final score when time is complete).
BLOCKING
“Blocking” with hands is not allowed. This includes downfield “blocking” during an offensive play.
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.
DEFENSE/RUSHING
All defensive players must play a yard off the line of scrimmage and can rush once the ball is hiked to the quarterback. If a female is lined up at QB then only a female defensive player(s) may rush. If a male is lined up at QB then either a male or female defensive player(s) may rush.
OFFENSE
A 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.
PASSING, HANDLING THE BALL:
Runners
  1. A runner cannot advance the ball through the scrimmage line until a legal forward pass has been completed.
  2. Once the line of scrimmage has been legally crossed, all advancement restrictions are eliminated (i.e., a player may catch a legal forward pass, behind the line, and advance beyond the line and then pitch to a player who is still behind the line and they may advance with no restriction).
  3. The quarterback can only run for positive yards if a defensive player has rushed (ie, crossed the line of scrimmage).
  4. Rushing plays have no effect on open and closed plays
Forward Pass Completions
  1. During the offensive team's possession, there may not be two (2) consecutive legal forward pass completions on downs from a same gender passer to a same gender receiver.
  2. The term CLOSED means a male player may not complete a legal forward pass to a male if the previous play was a male to male completion. Also, a female player may not complete a legal forward pass to a female if the previous play was a female to female completion.
  3. The term OPEN means any player can complete a pass to any other player.
  4. If a passer completes a legal forward pass to a person of the same gender, the next legal forward pass completion must involve the opposite gender as a passer or receiver for positive yards. If the player receiving the pass is de-flagged before gaining positive yards, the next play remains closed.
  5. In order for a closed play to become open, the direction of the pass MUST be forward.
  6. Accepted penalties have no effect on open and closed plays. It is possible to lose net yardage on a closed play – then for the next play to be open – if all of the requirements to open a play are met. Positive yards gained are GROSS yards gained, not NET yards gained after the penalty has been enforced.
  • Intercepted passes stop the play and result in change of possession with the ball placed on the 30 yard line.
  • A change of possession can only occur due to downs 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) unless it is fourth down and the fumble occurs before gaining a first down.  A lateral caught by the defense will result in a turnover.
  • On a change of possession, the ball will be reset at the 30 yard line for the opposing team to take over on offense.
SCORING
  • Touchdowns are six points. Touchdowns thrown, caught, and/or run into the end zone by a female player are worth one additional point.
  • 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
  • Successful extra point conversions thrown, caught, and/or run into the end zone by a female player are worth one additional point.  Converted extra point attempts are worth the same regardless of whether they are converted via run or pass. An intercepted extra point will result in a change of possession.
FOOTBALL PENALTIES
Penalties committed by the offense result in loss of down. Moving penalties can be accepted or declined by the defense. If declined, the play stands as ruled. If accepted, the penalty is yardage and the down is re-played. Penalties committed by the defense vary by infraction:
LOSS OF FIVE YARD PENALTIES
  • Offsides
  • Encroachment
  • False Start (loss of down)
  • Delay of Game (loss of down)
  • Illegal Formation/Procedure/Snap/Shift/Motion:
    • Except for 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 player 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 TEN YARD PENALTIES
  • Defensive Pass Interference/Illegal Use of Hands/Illegal Contact (automatic first down)
  • Offensive Pass Interference (loss of down)
  • Roughing the passer (automatic first down)
  • Flag Guarding/Stiff Arming/Any Intentional Contact (loss of down)
  • Illegal Blocking (loss of down) – 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.
  • Illegal Flag Removal
  • 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 the above actions if judged by the referee to be flagrant and will be suspended for the remainder of the game and possibly the next game. In a severe case of unsportsmanlike conduct, the player will be suspended from playing any SPORTSKIND event indefinitely.
OVERTIME RULES (Playoffs Only)
In elimination games, 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.
CONCLUSION
  • We enforce a “Zero Tolerance Policy” in regards to behavior of players, captains, and fans. Taunting, trash talking, or abusive language will not be tolerated.  Referees and league staff will have the right to reprimand or eject players, managers, or fans depending on the severity of the situation. Abusive behavior toward the referee will not be tolerated. In extreme cases, the player will be asked to leave the premises without refund. The severity of the punishment will be based on the discretion of the referee and league staff. Only captains of the respective teams are allowed to approach the referee with questions or concerns in a respective manner. Teams charging the field of play to question or complain a call will be subject to automatic forfeit for that game.
  • Alcohol and smoking are not allowed on playing fields.
  • Any rules not covered or protests will be handled by the Referee.
  • There will be no refunds allowed for rain delays or cancellations.  If the league is postponed due to weather, we will reschedule to a later date.  There will be no refunds if you are not able to furnish a team on the makeup date.
  • Flag Football is played in the rain if at all possible unless the Referee or Facility Representative decides it is necessary to postpone due to dangerous field conditions or lightning.  If lightning occurs, all attempts will be made to resume play 30 minutes after the last lightning flash is viewed and the official deems it safe to resume play. The games will resume as scheduled if at all possible, or shortened if necessary.
  • FIGHTING WILL NOT BE TOLERATED.  ANY INSTANCES OF FIGHTING MAY RESULT IN A TEAM FORFEIT OF THE LEAGUE WITHOUT REFUND AND POSSIBLE EXPULSIONS FROM FUTURE LEAGUES AND TOURNAMENTS.
  • ALL DECISIONS OF THE LEAGUE STAFF ARE FINAL.  THE LEAGUE STAFF SHALL ALSO HAVE THE FINAL AUTHORITY TO MAKE ADJUSTMENTS TO THE GAME SCHEDULES, GAME DURATION, AND OTHER ASPECTS OF THE RULES OR OF THE LEAGUE.

How it Works

There are 3 ways to register for our leagues, tournaments or events:

Sign up your full team and invite teammates to join your roster through your SPORTSKIND account. A minimum deposit reserves your spot.

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Your Captain registers a team and invites you to join. Follow the invitation link to complete your registration.

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Join as an individual to be placed on a team with other Free Agents. If you are in a small group, you can list your friends’ names during registration and we’ll try to place you on the same team. We make sure our Free Agent teams are filled so you can get playing right away.

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