Baltimore Flag Football Rules
Before the start of the game the referee will toss a coin in the presence of opposing captains, after first designating
which captain shall call the fall of the coin. The captain winning the toss shall choose one of the following options:
The captain winning the toss shall choose one of the following options:
Number of Players:
The game shall be played between 2 teams of 7 players each. A minimum of 5 players is required to prevent a forfeit.
player on the field must wear a one piece flagbelt (provided by SportsLeagues) at the waistline with three flags permanently attached, one flag on each side and one in the center of the back. If cleats are worn, they must have
a one-piece molded bottom. Illegal equipment includes: the use of headgear (Exception: stocking caps are legal), forearm, hand, or elbow pads, shoes with metal cleats, shoulder pads, jewelry (jewelry worn for religious reasons
will be ok as long as it is tucked away), or any unyielding or dangerous equipment. Any slippery or sticky substance of a foreign nature on equipment or exposed parts of the body is illegal. It is strongly recommended that the
pants or shorts worn by players do not have pockets. *** All players must wear jerseys (shirts) long enough so that they remain tucked in during each down, or cut at least 4" above the flag belt. ***
*** All players must wear jerseys (shirts) long enough so that they remain tucked in during each down, or cut at least 4" above the flag belt. ***
The game will consist of two halves of 22 minutes. The
clock will run continuously during the first half and for the first 20 minutes of the second half, unless a time out is called or the clock is stopped at the referee's discretion. During the last two minutes of the second half,
the clock will stop for an incomplete pass, when a ball carrying player steps out of bounds, on penalties, on change of possession, and on first downs. TIME OUTS:
Each team is entitled to two (2) time outs per half. Time outs will be one minute in length. Time outs are not carried over from the first to the second half. The clock will stop on time outs.
TIME OUTS: Each team is entitled to two (2) time outs per half. Time outs will be one minute in length. Time outs are not carried over from the first to the second half. The clock will stop on time outs.
Yards and Downs:
When a first down is gained in a zone, the team in possession of the ball is allowed four (4) downs to move the ball from that point into the next zone.
Any member of the passing team is eligible. All forward passes must originate behind the line of scrimmage. The position of the feet will determine legality. Teams are allowed only one forward pass per down.
A live ball becomes dead when an
official sounds the whistle or declares it dead. The ball will become dead when:
NOTE: A scrimmage kick that falls to the ground untouched will remain alive.
NOTE: A scrimmage kick that falls to the ground untouched will remain alive.
Offensive screen blocking is legal as long as there is no contact. The screen blocker shall position his hands and arms behind their back, to their sides, or wrapped across their chest. Screen blocking down field is legal, however, the blocker must be on her/his feet before, during and after screen blocking. This is judged like a block/charge in basketball.
A. Screen blocking fundamentals.
A PLAYER WHO SCREENS SHALL NOT:
Personal foul, 10 yards.
It is a foul for a defensive player to tackle, trip, push, shove, or elbow the ball carrier or blocker.
The runner's forward progress may not be impeded in any way. PENALTY: Personal foul, 10 yards, and if flagrant, the offender shall be disqualified. Defensive Restrictions: Defensive players may not use their hands
on blockers. They must try to avoid them. Incidental contact with the hands will be allowed, but if the defender should gain an advantage by using his hands, a penalty will be assessed. PENALTY: Personal foul, 10 yds.
Defensive Restrictions: Defensive players may not use their hands on blockers. They must try to avoid them. Incidental contact with the hands will be allowed, but if the defender should gain an advantage by using his hands, a penalty will be assessed. PENALTY: Personal foul, 10 yds.
Ball carrier restrictions:
It is a penalty for the ball carrier to stiff arm, charge into, knee or try to knock over a defensive player at any time. This is judged like a block/charge foul in basketball. Spinning and diving is legal, however, the ball carrier must be in control of his body at all times. PENALTY: Personal Foul, 10 yards, and if flagrant, the offender will be disqualified.
Protected scrimmage kick:
The kicker on punts will have absolute protection. The referee shall notify the defensive team prior to a punt. Players from either team may not pass the scrimmage line until after the ball has been kicked. PENALTY: 5 yards.
Fouls to prevent play:
If the defensive team commits a foul so near its goal line that they can be penalized only by halving the distance to the goal line, the object being (in the opinion of the officials) to consume time, it shall be regarded as a refusal to allow play to proceed. In that event, the referee shall warn the offending team once, and then if the offense is repeated, it is in the officials power to award a touchdown.
Ball in play:
A team has 25 seconds to put the ball in play after the referee has signaled ready for play. PENALTY: Delay of game 5 yards. Dead ball foul. NOTE: If the offensive team delays with less than two minutes left, 1st infraction will be a delay of game. 2nd infraction will result in a change of possession.
Scoring - Touchdown:
6 points; Try-for-Point: 1 pt. from the 3 yd. line, 2 pts from the 10; Safety: 2 pts. On a try for points, the defensive team may intercept the ball and run it back for a touchdown, scoring 2 points.
If a team is trailing by 17 points or more at the two minute warning, the game shall be over. The same rule applies if a team increases their lead to 17 or more points during the final two minutes.
THERE WILL BE NO OVERTIME DURING THE REGULAR SEASON. During the playoffs there will be overtime. All overtime periods are played towards the same goal line. A coin toss will determine which team has the options, as in the beginning of the game. Each team will start 1st and goal from the 10 yard line. An overtime period consists of one series of downs for each team. This process will be repeated until a winner is determined. Try-for-points will be attempted.
Fifteen yard rule
After the ball is ready for play, each Team A player must momentarily be within 15 yards of the ball before the snap. PENALTY: Illegal Procedure 5 yards.
Out of bounds:
Only one foot must touch in bounds in order for a pass reception to be considered legal.
In flag football it is not uncommon for a ball to be mistakenly blown dead. In these cases, the offensive team shall have the option of replaying the down from the previous spot, or accepting the ball at the spot where it was blown dead. On all loose balls such as a pass in flight, the down must be replayed from the previous spot. After a change in possession, the team in possession at the time the ball is blown dead shall have the option of accepting the play or replaying the down.
CONDUCT AND SPORTSMANSHIP:
Examples include: Abusive or insulting language directed at the officials or an opposing player; Any acts of unfair play; Intentionally kicking at the ball (other than during a legal kick); Spiking the ball into the ground; Throwing the ball high into the air; Intentionally kicking at any opposing player (DQ); Intentionally contacting a game official during the game; (DQ); Intentionally swinging and arm, hand, or fist at an opposing player (DQ). PENALTY: Unsportsmanlike Conduct, Dead Ball, 15 yards (and/or objection). The second unsportsmanlike foul by the same player or non player results in a disqualification. Referee's discretion: Three "flagrant" unsportsmanlike fouls in the same game will result in a forfeit.
Additional Point of Emphasis
© 1997 -
2001 Sports Leagues, Inc.