Football Rules
COED 8 on 8 FLAG FOOTBALL RULES - New for spring 2009
Scroll to bottom for the Men's Flag Rules and men's and coed indoor rules
The Clock
Game Length: Games consist of two (2) twenty (20)-minute halves with a running clock and two-minute warning at the end of the second half
Two-Minute Warning: A two-minute warning is given to both team captains when there is two minutes remaining in the second half or immediately after the play if the two-minute point is reached during a play. The clock is stopped during the warning and starts at the next snap.
Stopping the Clock: Prior to the two-minute warning the clock stops only at a time out, during an injury, at an official's discussion, or for a fight. The clock stops at the two-minute warning. During the last two minutes of the second half, the clock stops for: 1) incomplete passes (starts on snap), 2) out of bounds (starts on snap), 3) time outs (starts on snap), 4) touchback (starts on snap), 5) official's time outs (starts on "ready" whistle), 6) penalties (starts on snap if clock was stopped, starts on "ready" whistle if clock was running), and 7) punts (starts when ball hits foot). The referee’s have the ability to stop the clock for judgment calls and re-setting the ball at the line of scrimmage.
Time Outs: Each team receives one time out per half, which cannot be carried over into the next half. If an injured player delays the game, the officials stop the clock and the injured player must sit out at least one play.
Time Between Plays: The offensive team is allowed 30 seconds between plays including kickoffs. The 30-second clock begins when the linesman sets the ball for the next play.
Team Size
Teams will consist of 5 men and 3 women. Teams must have a minimum of 6 players (2 being women) to begin a game. There is no minimum for men as long as there are 6 total players. There is no limit to the number of players on your roster.
Equipment
Teams are strongly encouraged to wear their league assigned T-shirts or a similar color.
No metal cleats allowed
There are no substances such as stick-um allowed either on the ball or on players hands.
Flags must be worn at all times while players are on the game field.
Flags must be worn on the outside of the participants clothing.
Flags cannot be tied, tucked into clothing, or have a t-shirt covering them.
Overview/General Rules
The field of play is 60 yards long + both end zones, and 30 yards wide.
A coin flip will determine which team chooses to start on offense / defense or field direction to start the game.
The opposing team has the 2nd choice of one of the aforementioned options.
Teams automatically switch ends at the beginning of the 2nd half and the other team starts the 2nd half with the ball.
There are no kickoffs to begin games or after touchdowns. Instead, the ball will be placed on the offensive team's 12 yard line.
There are four sideline 1st down markers every 12 yards.
1st downs are completed when the ball crosses the next 1st down marker from the original line of scrimmage.
Offense
The team on offense must have 5 players on the line of scrimmage.
The football must be snapped from the ground
All members of the offense are eligible receivers.
A ball carrier IS DOWN when his/her knee or body touches the ground.
A receiver is not down if their flags are pulled before they have possession of the ball.
If a receivers flags are pulled prior to catching a ball he/she will be downed by the one hand touch method
Possession of the ball means: control of ball and one foot on the ground in bounds.
An offensive player may not advance the ball by diving or jumping.
There is no flag guarding allowed (flag guarding is described as an offensive player purposely swatting an opponent’s hand away from their flag or by obstructing a defensive player from pulling their flag when they have possession of the football).
Offensive blockers may not use their hands or arms in an aggressive or forceful manner, including pushing, pulling or grabbing. Elbows must be kept at the side of the body.
A woman must be actively involved in a minimum of every 3rd play of the team’s offense. "Actively Involved" is defined by intent to pass, carry the ball forward, or throwing a pass to an intended women receiver. A lateral (side or backward) pass thrown by a woman to a man does not count as a women play, nor does the "hook and ladder" play.
- In order for an incomplete pass to be ruled a Girl Play the pass from the male QB must be a clear attempt towards a female player - a referee's judgment call.
- Whoever catches the ball shall be deemed the intended receiver. If a male catches the ball during any play, it shall be ruled a male play (unless thrown from a female quarterback). Likewise, if a female catches the ball during any play, it shall be ruled a female play.
- A sack of a male QB during the mandatory Girl Play results in a failure to utilize the girl play and a penalty will be assessed. If the penalty is declined, the play counts as if a girl play was used.
A pulled flag behind the line of scrimmage on the quarterback while the ball is in his/her hands results in a sack regardless of whether the QB's arm is in motion for a pass or not. Quarterbacks may pump fake to avoid a sack.
If the quarterback is sacked on a female play the play either stands and the yard loss is counted or a penalty is accepted with no of loss of down and 5-yard penalty
The only penalties that include loss of down is intentional grounding and illegal forward pass
Scoring & Extra Points
A touch down is worth 6 points.
Extra points are worth:
1 point
- from the 3 yard line (2 if woman used)
2 points
- from the 10 yard line (3 if woman used)
- Extra points may be scored by either running or throwing the ball into the end zone
- An interception of an extra is a dead ball; no defensive points may be scored
- The mandatory "Women Play" is not in effect on extra points
Mercy Rules: If a team is ahead by 17 points at or after the 2nd half two-minute warning, the clock does not stop.
Special Teams & Fumbles
On 4th down, teams must announce their intention to either punt or play out the 4th down situation. There are no fake punts.
In a punting situation neither the offensive nor defensive team may cross the line of scrimmage until the ball is punted.
- All offensive players other than the punter must stand on the line of scrimmage until the ball has been kicked.
- The defense must keep four players on the line of scrimmage.
When the ball is punted, the ball is downed when:
- Touched by the kicking team
- The receiving team touches the ball and then it hits the ground
- If the punted ball hits the ground first, it is still a live ball
Blocking down field - only screen blocking is allowed - no contact is
allowed.
MINOR INCIDENTAL CONTACT IS THE MAXIMUM CONTACT PERMITTED!!!
There are NO FUMBLE RECOVERIES. All fumbles are a dead ball when it hits the ground. The new line of scrimmage will be marked at the point of the fumble. (No fumbling the ball forward) A fumble in the air or a lateral pass can be caught by the defense and this will be ruled a turn over.
Defense
The defense must line up behind the defensive line of scrimmage (approximately 2 yards back from the line of scrimmage). A cone will mark the defensive line on each play.
Defensive rushers must be lined up on the line of scrimmage from a standing position.
There is no 3 point or 4 point stance’s allowed
If a team scores a safety, they will be awarded 2 points and the ball on their own 12 yard line.
NO running rushes permitted. A running rush is described as a defensive
player running forward towards the line of scrimmage while saying the
rush count.
Only after the 4 second count may any other player begin to
move/run toward the QB.
Defensive rushers may not use their hands or arms in an aggressive or forceful manner, including pushing, pulling or grabbing. Elbows must be kept at the side of the body.
Prior to the snap
- Women 1 thru 3 can only be lined up on by other women - on the line of scrimmage.
- Male defenders who intend to cover women 1 thru 3 must remain at least 5 yards behind the defensive line of scrimmage prior to the snap only.
- Women 4 thru 7 can be lined up on by men or women - on the line of scrimmage.
Immediate rush is allowed only when:
The QB hands the ball off or throws to another player including laterals and balls thrown to a receiver behind the line of scrimmage.
The QB makes an obvious attempt to advance the ball beyond the line of scrimmage by tucking the ball into the body. This does not include a QB roll-out or plays of this type.
If the ball is snapped to a player who is not lined-up in the QB position.
Once the ball has been snapped:
- The 5 yard cushion is no longer in effect.
- All defensive players are released and free to cover any offensive player anywhere on the field.
· Defensive rushers must give a LOUD 4-count (1-thousand, 2-thousand, 3-thousand, 4-thousand) before crossing the defensive line of scrimmage. Warnings may be issued to rushers by the referee for counting to fast. If after a team is warned the defensive line may be called offside’s (this is a referee’s judgment).
PENALTIES
5 Yard infraction - Any non-aggressive or non-flagrant foul
10 Yard infraction + player warning - Any aggressive or flagrant foul or
un-sportsman-like conduct
Any player involved in fighting or excessive un-sportsman-like behavior will be ejected from the game and automatically be suspended from a minimum of 1 game.
Exceptions
-Defensive pass interference
is an automatic 1st down from the point of the infraction. If defensive
pass interference occurs in the end zone the ball will be placed on the
1 yard line.
-Failure
to utilize the mandatory "Woman Play";
Results in a 5-yard penalty and the down goes over with the mandatory
"Woman Play" is still in effect. The defense has the option to decline
this penalty. If declined the Girl Play will be considered to have been
utilized and play will resume with next down
-Offside’s on the Offense will result in a 5-yard penalty. Play is ruled
dead immediately, no option to decline, down is replayed.
-Offside’s on the Defense will result in a free play and will NOT BE
BLOWN DEAD. If the penalty is accepted by the offense, there is a 5-yard
mark-off from the line of scrimmage against the defense and the down is
repeated. If the penalty is accepted any yardage gained on the play will
be nullified. If the penalty is declined, the play will stand and it
will be the next down.
-Players may not be in motion towards the line of scrimmage when the
ball is snapped. This will result in a dead ball, 5-yard penalty on the
offense and repeat of the down.
-Offensive Picking/Interference: The offensive team may not initiate a
pick/block while in motion down filed. This is a 5-yard penalty from the
line of scrimmage. Some acceptable and incidental contact will occur
while running routes and within the normal course of play which will not
be called.
-Unnecessary Roughness will result in a 10-yard penalty from the line of
scrimmage and a loss of down. If the penalty occurs after the play the
penalty will result in a 10-yard penalty from the end of the play.
Extreme roughness or fighting will result in ejection from the game and
or league
-Intentional Grounding: This penalty will be called when a passer facing
an imminent loss of yardage because of pressure from the defense, throws
a forward pass, without a realistic chance of completion. This will
result a loss of down. The result of this penalty will be a 10-yard
infraction.
Overtime
- A coin flip will start the overtime
- The team that wins the coin flip has the option to choose to begin the overtime period on offense or defense
- The ball will be placed on the 5 yard line
- Each team will be given 4 plays/downs to score up to 4 Touchdowns
- The plays are continuous until a touchdown is scored
- After a touchdown is scored, the ball is re-placed on the 5 yard line
- The mandatory "Women Play" is still in effect but starts over at the beginning of overtime
- If the defensive team intercepts the ball in overtime they cannot advance the ball. The play will be whistled dead and the ball will be reset at the 5 yard line.
In the regular season if the score is tied at the end of the overtime period the game ends in a tie. In the playoffs if the score is tied at the end of the overtime period, sudden death overtime will occur. Sudden death overtime will follow the following procedure.
- A coin flip will start the sudden death overtime
- The team that wins the coin flip has the option to choose to begin the overtime period on offense or defense
- The ball will be placed on the 5 yard line
- Each team will be given 1 play to score a touchdown
- After each offensive play teams will switch from offense to defense
- The team who scores on a possession while there opponent does not will be deemed the winner
- The mandatory "Women Play" is still in effect but starts over at the beginning of overtime
FORFEITS
If your team forfeits a game during the season, the following rules apply:
- First Offense: game recorded as loss and warning issued.
- Second Offense: game recorded as loss and PSG staff reserves the right to remove team from league and playoffs with no refund for games not played.
- Third Offense: Automatic removal from the league and playoffs with no refund for games not played.
If you know in advance that your team is going to forfeit a game, we encourage you to call our office so as to help us schedule your opponent a game. However this does not mean that your team will not receive the loss as a forfeit.
Weather Info
In the event of bad weather call our weather update voice mail at 312/409-5021 for Lakefront Locations or 312/409-1009 for any other location.
Men's 7 on 7 Flag Football Rules - New for spring 2009
The Clock
Game Length: Games consist of two(2) twenty(20)-minute halves with a running clock and two-minute warning at the end of the second half.
Two-Minute Warning: A two-minute warning is given to both captains of a game when there is two minutes remaining in the second half or immediately after the play if the two-minute point is reached during a play. The clock is stopped during the warning and starts at the next snap.
Stopping the Clock: Prior to each two-minute warning, the only time the clock stops is after during time outs, injuries, official's discussions, and fights. The clock stops at the two-minute warning. During the last two minutes of the second half, the clock stops for: 1) incomplete passes (starts on snap), 2) out of bounds (starts on snap), 3) time outs (starts on snap), 4) official's time outs (starts on "ready" whistle), 5) penalties (starts on snap if clock was stopped, starts on "ready" whistle if clock was running), and 6) punts (starts when ball hits foot). The referee’s have the ability to stop the clock for judgment calls and re-setting the ball at the line of scrimmage.
Time Outs: Each team receives one time out per half, which cannot be carried over into the next half. If an injured player delays the game, the officials stop the clock and the injured player must sit out at least one play.
Time Between Plays: The offensive team is allowed 30 seconds between plays including kickoffs. The 30-second clock begins when the linesman sets the ball for the next play.
Team Size: Seven players per team on the field. You team many have as many players as you like on your roster. All Players Must Be 19 Years of Age. Fewer than five players will result in a forfeit.
Field Dimensions: Fields are 100 X 40 yards, with fixed first downs at each 20 yard line and at midfield.
Overview/ General Rules
A coin flip will determine which team chooses to start on offense / defense or field direction to start the game.
The opposing team has the 2nd choice of one of the aforementioned options.
Teams automatically switch ends at the beginning of the 2nd half and the other team starts the 2nd half with the ball.
Teams are strongly encouraged to wear their league assigned T-shirts or a similar color.
There are no substances such as stick-um allowed either on the ball or on players hands.
Flags must be worn at all times while players are on the game field.
Flags must be worn on the outside of the participants clothing.
Flags cannot be tied, tucked into clothing, or have a t-shirt covering them.
Equipment (Legal): Cut-off style jerseys must end at least four inches above the flagbelt. Anyone knotting the flagbelt will be ejected from the game.
Equipment (Illegal): No football pads, metal cleats or casts allowed. Knee braces must be padded with slow to recover foam, not just pants.
No (or Hidden) Flagbelt: If the ball-carrier has no flagbelt, or loses his flagbelt without it being pulled, one-hand touch prevails. If the ball-carrier loses his flagbelt because of a defender (flagbelt clip separates), the play is dead at the point where the clip separated. If during the play, the ball-carrier's jersey covers the flags and the defense cannot with ordinary effort pull the flag, one hand touch prevails.
Spot of Ball: The ball is spotted at the location of the ball at the time of the flag pull.
Offense
Carrying the Ball: The ball-carrier may never: 1) flag guard (using the hand or ball), 2) run directly into a defender (charge), 3) crawl, 4) dive or jump to advance the ball, or 5) toss the ball in the air to avoid a flag pull while in possession of the ball (toss to self). A ball-carrier that falls or a receiver that dives to make a catch may get up and advance the ball unless one-hand touched by a defender before being on both feet again. The stiff-arm is not legal. Jumping over a fallen defender is legal.
Formations: The offense must have a minimum of three men on the line of scrimmage, as blockers, one must be the center. Two these linemen are not eligible receivers, the center never being eligible. You may have as many on the line as you like. The fourth or fifth lineman must line-up on either end and may release as eligible receivers, eligible linemen must be declared prior to the snap of the ball. All Single or double tight-end sets are legal.
Eligible Receivers: Of the players on the line of scrimmage, only the ones on each end are eligible to catch a pass, hence the terms "tight end" and "split end". Other players must be off the line of scrimmage by one yard to be eligible receivers. These other receivers may be between the tackle and the end, between the end and the sideline, or in the backfield.
Passes: Only one forward pass is allowed per play. A forward pass is a ball thrown or handed forward, overhand or otherwise. A lateral is a ball thrown parallel to the line of scrimmage or toward the offensive side of it, overhand or otherwise. A lateral is, by definition, not forward.
Blocking
Offensive Line: Offensive lines must have at least the center and two tackles, with each lineman within arm's length of the lineman next to him. Only two offensive linemen are ineligible to take handoffs or catch passes unless tipped by a defensive player first. It is "ineligible receiver downfield" if an offensive lineman is more than three yards past the line of scrimmage on a pass play.
Going Out of Bounds: A player without the ball that steps out of bounds on his own is ineligible to re-enter during that play. If the players is forced out by a defensive player; they are eligible to re-enter the play.
Legal Catch: A legal catch is defined the same as in the college. For a legal catch, the player must control the ball throughout the act of touching one foot, or any other part of the body except the hands, to the ground in bounds. If pushed out of bounds by a defender during the act of catching the ball, an official may rule that the player would've been in bounds without the contact and award a catch.
Bad Snaps: Snaps that hit the ground are considered dead balls and downed at the spot of the fumble.
Sleeper Plays: To be eligible to participate in a given offensive play, a player must've been in the previous huddle (no sleeper plays) and no player changes can occur during a "hurry-up" offense. These are illegal procedure.
Center's Exchange: The ball must be snapped through the center's legs. At that time, possession of the ball must be transferred from the center to another player (quarterback) and cannot remain with or come back to the center. The quarterback may then transfer possession of the ball to an eligible receiver. Note that this effectively makes illegal a center sneak and associated plays.
Fumbles: There are no fumble recoveries. The ball is always dead where and when it hits the ground. An incomplete lateral is a fumble. Fumbles and laterals may be caught in the air by either team and advanced. A forward fumble caught by the team that fumbled is a forward pass.
Mercy Rules: If a team is ahead by 17 points at or after the 2nd half two-minute warning, the clock does not stop.
Scoring
Points: A touchdown is worth six points. Safeties are worth two points. Extra points are worth one or two points.
Extra Points: You may run or pass from the three-yard line for one point, or run or pass from the 10-yard line for two points. Intercepted or fumbled extra points are deemed dead balls. Note that an extra point may always be attempted, even if time has expired.
Special Teams
Restraining Line: This is the yard-line where the receiving team must be behind on a kickoff. Also known as the 40 yd line.
Muff: A ball dropped or touched by a kick or punt returner who never fully had possession of the punted or kicked ball.
Kickoffs:
Teams kickoff from their own 20-yard line. The restraining line is the other 40. There are kickoffs after all extra point attempts.
Teams kickoff from their own 20-yard line. The restraining line is the 40.
The ball must travel past the restraining line on a fly or its dead at the spot. All muffs are dead at the point where they hit the ground. Any kick that goes out of bounds before the end zone comes into play at the receiving team's restraining line. The ball must be kicked off the ground or a regulation kicking tee. The kicking team must kick within 30 seconds of the ready whistle or a delay of game penalty will be assessed. Fair catch is legal if the hands are waived above the head.
On a kick off once the ball travels past the restraining line it is a live ball. If the kicking team gains possession of the ball prior to the receiving team after the ball passes the restraining line the possession will be awarded to the kicking team.
After Safeties: After a safety, the kicking team may elect to kickoff or punt from their own 20 yard line. The kick or punt is treated the same as a kickoff.
Punts:
Punting Team: All punts are declared (no fakes) and the defensive team cannot block a punt. The snap must travel a minimum two yards from center. As usual, bad snaps are dead where and when they hit the ground. The punting team must have four men on the line of scrimmage. No contact is allowed until the ball hits the punter's foot. The punter has 30 seconds from the ready whistle to punt the ball or delay of game will be charged. The punter cannot take more than one step backwards before punting. He may however take as many steps forward (no lateral steps) as he likes. The receiver is allowed a three-yard neutral zone to make the catch (fare catch).
Return Team: The return team must have four men on the line of scrimmage. Three of the linemen must be head to head with the offensive linemen, and cannot drop back until the ball is kicked. No contact is allowed until the ball hits the punter's foot. All muffs are dead at the point where they hit the ground. If a muff does not hit the ground, the team catching the ball has possession, in which case the receiving team may advance the ball but the punting team may not.
Defense
Formations:
Defenses may choose any defensive scheme they please with no restrictions on linemen.
Bumping Defenders: Each defender is allowed only one chuck of a receiver. A legal chuck (or bump) is with open hands between the waist and shoulders within the first five yards. The hands must be withdrawn after the initial contact.
The defender cannot use contact to break up a pass play. Face guarding is defined as pass interference. The defender cannot de-flag the receiver prior to the reception. After a pass is touched, contact can be made without pass interference being called. However, a pass may still not be broken-up with contact.
Tackling: No tackling allowed.
Pushing Out of bounds: Any push out of bounds within 10 yards of the end zone will be judged a touchdown automatically, unless other defenders are present to stop the ball carrier.
Defensive Audible: The defense is not allowed to simulate offensive calls by trying to sound like the quarterback. This includes, but is not limited to, saying such things as "hut-hut" or "go-go". This is called "Imitating the Offensive Calls".
Rushing the Quarterback: Immediate rush at snap.
Drawing Offside: Defenders are not allowed to attempt to draw offensive players offside or attempt to make offensive linemen move.
Penalties
Enforcement Notes: When penalty yardage exceeds more than 50% of remaining yardage to the goal line, the ball is spotted half the distance to the goal line. For a defensive penalty during a score, enforcement is on the kickoff. If both teams commit a penalty on the same play, the play is run over (this is called off-setting penalties). If one team commits multiple fouls on same play, only largest single one is enforced. In addition, all personal fouls are always enforced.
Unnecessary Roughness: Any infraction in flag football that is deemed potentially hazardous by an official can be elevated to Unnecessary Roughness. This can lead to a 15-yard personal foul and include ejection.
Spot Fouls: These penalties are presumed to end or prolong a play illegally. Therefore, the play counts up to the point of the infraction and enforcement of the penalty requires assessment of yardage from the spot of the foul. An example is tackling, in which case, the play would've continued except for the tackle. If the offense earns a first down, but enforcement of a spot foul brings the ball back over the first down line, they still have the first down. But to earn another first down, they must cross the line they would've needed to cross, had there been no penalty. If a defense in possession of the ball or a return team commits this type of foul and enforcement of the foul brings the ball back over a first down line, they have first down and must cross the nearest marker to earn another first down.
Penalty Assessments:
- 5yds for all penalties except those listed below or elsewhere within this document.
- 10yds for any flagrant / unsportsmanlike conduct
- Spot - defensive pass interference, tackling + 10 yardage
Overtime
- A coin flip will start the overtime
- The team that wins the coin flip has the option to choose to begin the overtime period on offense or defense
- The ball will be placed on the 5 yard line
- Each team will be given 4 plays/downs to score up to 4 Touchdowns
- The plays are continuous until a touchdown is scored
- After a touchdown is scored, the ball is re-placed on the 5 yard line
- If the defensive team intercepts the ball in overtime they cannot advance the ball. The play will be whistled dead and the ball will be reset at the 5 yard line
In the regular season if the score is tied at the end of the overtime period the game ends in a tie. In the playoffs if the score is tied at the end of the overtime period, sudden death overtime will occur. Sudden death overtime will follow the following procedure.
- A coin flip will start the sudden death overtime
- The team that wins the coin flip has the option to choose to begin the overtime period on offense or defense
- The ball will be placed on the 5 yard line
- Each team will be given 1 play to score a touchdown
- After each offensive play teams will switch from offense to defense
- The team who scores on a possession while there opponent does not will be deemed the winner
Personal Behavior
· Treatment of Officials: Any coach or player that curses at an official or league supervisor will be ejected. The following behaviors on the part of any coach or player will result in suspension or ejection from the league: 1) threatening or touching an official, or 2) verbally or physically attacking an official (including racial or religious remarks). Additionally, charges will be pressed with the police if applicable. The above behaviors are prohibited within the confines of the entire park including any visible area from the playing field.
· Treatment of Coaches and Players: Shoving and verbal challenges during a game will result in a personal foul. Two personal fouls (live or dead ball) by the same player require that player to be automatically ejected from the game. Two fight suspensions result in that player's expulsion from the league for the remainder of the season. Physical or verbal attack (including racial or religious remarks) results in suspensions or ejection from the league.
· Suspensions: Once a player is suspended or expelled from the league for any reason, he may not attend the games he is suspended from.
· Fights: Should a fight develop, coaches are expected to react in the following manner: 1) secure your sideline to avoid all-out brawl, 2) remove your involved player(s) from the field and see that they drive out of the park, and 3) supply the name(s) of those involved to the head official
· Bench Clearing: If your sideline empties out onto the field, the game can be ended and one or even both teams forfeit. Twice in one season results in team expulsion.
Officials
Officiating Team: The team of officials consists of two officials.
Referee: This is the head official of the game, he also has the role of linesman.
Official's Jurisdiction: The jurisdiction of the officials extends to the confines of the entire park. This includes any visible area from the playing field.
Officials Disagreeing: The head official can reverse any other official's decision.
Inadvertent Whistles: If the whistle is blown prematurely, the team in possession at the time of the inadvertent whistle will have the choice of the play to the point of the whistle or the down over. If the ball is loose by punt pass or kick at the time of the inadvertent whistle, the down is replayed.
Forfeits (Enforcement): Game time is forfeit time.
If your team forfeits a match during the season, the following rules apply:
· First Offense: game recorded as loss and warning issued.
· Second Offense: game recorded as loss and PSG staff reserves the right to remove team from league and playoffs.
· Third Offense: Removal from the league and playoffs.
If you know in advance that your team is going to forfeit a game, we encourage you to call our office so as to help us schedule your opponent a game however this does not mean that your team will not receive the loss as a forfeit.
Weather Info
In the event of bad weather call our weather update voice mail at 312/409-5021 for Lakefront Locations or 312/409-1009 for any other location.
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Indoor FLAG FOOTBALL RULES (7v7)
Men’s and Coed - differences from outdoor in red
The Clock
Game Length: Games consist of two (2) eighteen-minute halves with a running clock and two-minute warning at the end of the second half. Halftime will be one minute.
Two-Minute Warning: A two-minute warning is given to both team captains when there is two minutes remaining in the second half or immediately after the play if the two-minute point is reached during a play. The clock is stopped during the warning and starts at the next snap.
Stopping the Clock: Prior to the two-minute warning the clock does not stop. The clock stops at the two-minute warning only. During the last two minutes of the second half, the clock stops for: 1) incomplete passes (starts on snap), 2) out of bounds (starts on snap), 3) time outs (starts on snap), 4) touchback (starts on snap), 5) official's time outs (starts on "ready" whistle), 6) penalties (starts on snap if clock was stopped, starts on "ready" whistle if clock was running), and 7) punts (starts when ball hits foot). The referee’s have the ability to stop the clock for judgment calls and re-setting the ball at the line of scrimmage.
Time Outs: Each team receives one time out per half, which cannot be carried over into the next half. If an injured player delays the game, the officials stop the clock and the injured player must sit out at least one play.
Time Between Plays: The offensive team is allowed 20 seconds between The 20-second clock begins when the linesman sets the ball for the next play.
Team Size
Men’s Teams are 7 on 7 with a minimum of 5 players to start the game
Coed Teams will consist of 5 men and 2 women. Teams must have a minimum of 5 players (2 being women) to begin a game. There is no minimum for men as long as there are 5 total players. There is no limit to the number of players on your roster.
Equipment
Teams are strongly encouraged to wear their league assigned T-shirts or a similar color.
No metal cleats or molded cleats allowed…ONLY TURF SHOES or GYM SHOES
There are no substances such as stick-um allowed either on the ball or on players hands.
There is no gum chewing, seeds, or tobacco allowed in the indoor leagues
Flags must be worn at all times while players are on the game field.
Flags must be worn on the outside of the participants clothing.
Flags cannot be tied, tucked into clothing, or have a t-shirt covering them.
Overview/General Rules
The field of play is 60 yards long with end zones, and 27 yards wide.
The team listed on the right of the schedule is declared the home team
The home team will begin the game with the ball on its 13 yard line
Teams automatically switch ends at the beginning of the 2nd half and the other team starts the 2nd half with the ball.
There are no kickoffs to begin games or after touchdowns. Instead, the ball will be placed on the offensive team's 13 yard line.
There are three sideline 1st down markers every 13 yards.
1st downs are completed when the ball crosses the next 1st down marker from the original line of scrimmage.
Offense
If the ball touches the side wall prior to making contact with a player it is deemed an incomplete pass.
Balls that are thrown off of the ceiling netting are live balls unless the ball comes in contact with the side wall prior to a player making contact with it.
The team on offense must have 1 player on the line of scrimmage (the center)
The center is an eligible receiver
If a player comes in contact with the side wall while making a catch it will be ruled a complete pass and the player will be automatically down at the spot of the catch.
If a player attempts to catch a ball and the ball comes in contact with the side wall prior to the player having possession of the ball it will be ruled an incomplete pass
The football must be snapped from the ground
All members of the offense are eligible receivers.
A ball carrier IS DOWN when his/her knee or body touches the ground or touches the wall
A receiver is not down if their flags are pulled before they have possession of the ball.
If a receivers flags are pulled prior to catching a ball he/she will be downed by the one hand touch method
Possession of the ball means: control of ball and one foot on the ground in bounds.
An offensive player may not advance the ball by diving or jumping.
There is no flag guarding allowed (flag guarding is described as an offensive player purposely swatting an opponent’s hand away from their flag or by obstructing a defensive player from pulling their flag when they have possession of the football).
Offensive blockers may not use their hands or arms in an aggressive or forceful manner, including pushing, pulling or grabbing. Elbows must be kept at the side of the body.
A woman must be actively involved in a minimum of every 3rd play of the team’s offense. "Actively Involved" is defined by intent to pass, carry the ball forward, or throwing a pass to an intended women receiver. A lateral (side or backward) pass thrown by a woman to a man does not count as a women play, nor does the "hook and ladder" play (Coed Only)
- In order for an incomplete pass to be ruled a Girl Play the pass from the male QB must be a clear attempt towards a female player - a referee's judgment call. (Coed Only)
- Whoever catches the ball shall be deemed the intended receiver. If a male catches the ball during any play, it shall be ruled a male play (unless thrown from a female quarterback). Likewise, if a female catches the ball during any play, it shall be ruled a female play. (Coed Only)
- A sack of a male QB during the mandatory Girl Play results in a failure to utilize the girl play and a penalty will be assessed. If the penalty is declined, the play counts as if a girl play was used. (Coed Only)
A pulled flag behind the line of scrimmage on the quarterback while the ball is in his/her hands results in a sack regardless of whether the QB's arm is in motion for a pass or not. Quarterbacks may pump fake to avoid a sack.
If the quarterback is sacked on a female play the play either stands and the yard loss is counted or a penalty is accepted with no of loss of down and 5-yard penalty (Coed Only)
The only penalties that include loss of down is intentional grounding and illegal forward pass
Scoring & Extra Points
A touch down is worth 6 points.
Extra points are worth:
1 point
- from the 3 yard line (2 if woman used,
Coed Only)
2 points
- from the 10 yard line (3 if woman used,
Coed Only)
- Extra points may be scored by either running or throwing the ball into the end zone
- An interception of an extra is a dead ball; no defensive points may be scored
- The mandatory "Women Play" is not in effect on extra points (Coed Only)
Mercy Rules: If a team is ahead by 17 points at or after the 2nd half two-minute warning, the clock does not stop.
Special Teams & Fumbles
On 4th down, teams must announce their intention to either punt or play out the 4th down situation. There are no fake punts.
In a punting situation neither the offensive nor defensive team may cross the line of scrimmage until the ball is punted.
- All offensive players other than the punter must stand on the line of scrimmage until the ball has been kicked.
- The defense must keep three players on the line of scrimmage.
When the ball is punted, the ball is downed when:
- Touched by the kicking team
- The receiving team touches the ball and then it hits the ground
- If the punted ball hits the ground first, it is still a live ball
Blocking down field - only screen blocking is allowed - no contact is
allowed.
MINOR INCIDENTAL CONTACT IS THE MAXIMUM CONTACT PERMITTED!!!
There are NO FUMBLE RECOVERIES. All fumbles are a dead ball when it hits the ground. The new line of scrimmage will be marked at the point of the fumble. (No fumbling the ball forward) A fumble in the air or a lateral pass can be caught by the defense and this will be ruled a turn over.
Defense
Tackling is prohibited. If a player is tackled, the referee has the option of ejecting the player who tackles another player and a 10 yard unsportsmanlike penalty will be called.
No defensive player may push or drive a ball carrier into any walls this is a 5 yard penalty
The defense must line up behind the defensive line of scrimmage (approximately 2 yards back from the line of scrimmage). A cone will mark the defensive line on each play.
Defensive rushers must be lined up on the line of scrimmage from a standing position.
There is no 3 point or 4 point stance’s allowed
If a team scores a safety, they will be awarded 2 points and the ball on their own 13 yard line.
NO running rushes permitted. A running rush is described as a defensive
player running forward towards the line of scrimmage while saying the
rush count.
Only after the 4 second count may any other player begin to
move/run toward the QB.
Defensive rushers may not use their hands or arms in an aggressive or forceful manner, including pushing, pulling or grabbing. Elbows must be kept at the side of the body.
Prior to the snap
- Women 1 thru 2 can only be lined up on by other women - on the line of scrimmage. (Coed Only)
- Male defenders who intend to cover women 1 thru 2 must remain at least 5 yards behind the defensive line of scrimmage prior to the snap only. (Coed Only)
- Women 3 thru 7 can be lined up on by men or women - on the line of scrimmage. (Coed Only)
Immediate rush is allowed only when:
· The QB hands the ball off or throws to another player including laterals and balls thrown to a receiver behind the line of scrimmage.
· The QB makes an obvious attempt to advance the ball beyond the line of scrimmage by tucking the ball into the body. This does not include a QB roll-out or plays of this type.
· If the ball is snapped to a player who is not lined-up in the QB position.
Once the ball has been snapped:
- The 5 yard cushion is no longer in effect.
- All defensive players are released and free to cover any offensive player anywhere on the field.
· Defensive rushers must give a LOUD 4-count (1-thousand, 2-thousand, 3-thousand, 4-thousand) before crossing the defensive line of scrimmage. Warnings may be issued to rushers by the referee for counting to fast. If after a team is warned the defensive line may be called offside’s (this is a referee’s judgment).
PENALTIES
5 Yard infraction - Any non-aggressive or non-flagrant foul
10 Yard infraction + player warning - Any aggressive or flagrant foul or
un-sportsman-like conduct
Any player involved in fighting or excessive un-sportsman-like behavior will be ejected from the game and automatically be suspended from a minimum of 1 game.
Exceptions
-Defensive pass interference
is an automatic 1st down from the point of the infraction. If defensive
pass interference occurs in the end zone the ball will be placed on the
1 yard line.
-Failure
to utilize the mandatory "Woman Play";
Results in a 5-yard penalty and the down goes over with the mandatory
"Woman Play" is still in effect. The defense has the option to decline
this penalty. If declined the Girl Play will be considered to have been
utilized and play will resume with next down
(Coed Only)
-Offside’s on the Offense will result in a 5-yard penalty. Play is ruled
dead immediately, no option to decline, down is replayed.
-Offside’s on the Defense will result in a free play and will NOT BE
BLOWN DEAD. If the penalty is accepted by the offense, there is a 5-yard
mark-off from the line of scrimmage against the defense and the down is
repeated. If the penalty is accepted any yardage gained on the play will
be nullified. If the penalty is declined, the play will stand and it
will be the next down.
-Players may not be in motion towards the line of scrimmage when the
ball is snapped. This will result in a dead ball, 5-yard penalty on the
offense and repeat of the down.
-Offensive Picking/Interference: The offensive team may not initiate a
pick/block while in motion down filed. This is a 5-yard penalty from the
line of scrimmage. Some acceptable and incidental contact will occur
while running routes and within the normal course of play which will not
be called.
-Unnecessary Roughness will result in a 10-yard penalty from the line of
scrimmage and a loss of down. If the penalty occurs after the play the
penalty will result in a 10-yard penalty from the end of the play.
Extreme roughness or fighting will result in ejection from the game and
or league
-Intentional Grounding: This penalty will be called when a passer facing
an imminent loss of yardage because of pressure from the defense, throws
a forward pass, without a realistic chance of completion. This will
result a loss of down. The result of this penalty will be a 10-yard
infraction.
Overtime
There is no overtime in the indoor leagues. If the game clock expires and the scores are the same the game will be recorded as a tie.
FORFEITS
If your team forfeits a game during the season, the following rules apply:
- First Offense: game recorded as loss and warning issued.
- Second Offense: game recorded as loss and PSG staff reserves the right to remove team from league and playoffs with no refund for games not played.
- Third Offense: Automatic removal from the league and playoffs with no refund for games not played.
If you know in advance that your team is going to forfeit a game, we encourage you to call our office so as to help us schedule your opponent a game. However this does not mean that your team will not receive the loss as a forfeit.
Weather Info
In the event of bad weather call our weather update voice mail at 312 409 5644.
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