Rules

FLAG FOOTBALL RULES

ROSTERS

  1. Rosters must consist of a minimum of 6 players and a max of 12.
  2. A waiver must be completed prior to games, tournaments and leagues.
  3. All modifications to the original roster must be communicated to a ZPS staff member.
  4. The final roster must be submitted by the team captain through the website. Any player not on the final roster will be ineligible to play in any game for the tournament.
  5. Rosters and waivers are the responsibility of the team captain.

SCHEDULES

  1. Schedules are posted one week prior to the event.
  2. Cancellations will be communicated through the team captain, the website and ZPS social media.

EQUIPEMENT & FIELDS

  1. Fields: The field is thirty (30) yards in width and fifty (50) yards in length, with the addition of 2 ten (10) yard endzones.
  2. Football: Teams will supply their own football. The football must be a High School, NCAA, or NFL regulated ball. Tape is not permitted to be on any game ball for any reason.
  3. Jerseys: Each team can supply their own jerseys. If teams do not have jerseys, they will bring both a black and white t-shirt to the event.
  4. Pants/Shorts: Must not have belt loops
  5. Flag Belts: Teams can bring their own belts. They will be checked by the referee prior to the start of each game. ZPS will supply belts if teams do not have them and they will remain at the fields at all times.
  6. Gloves: Players may wear gloves that consist of a soft, pliable and non abrasive material.
  7. Shoes: Sneakers, turf shoes, or plastic/rubber spikes are to worn. No metal spikes are permitted.

REFEREE FEES

  1. Teams are responsible for referee fees if they are not included in registration cost.

PLAYER CONDUCT

  1. Captains are responsible for ensuring that all players know and abide by league/tournament rules.
  2. Captains will be held responsible for the actions of their team members.
  3. Foul language is discouraged however, referees and ZPS officials, have the authority to make a judgement on calls regarding profanity and players conduct.
  4. Players are expected to act civil towards other players and spectators.
  5. Fighting, overly aggressive behavior, unsportsmanlike conduct and defamation of character is strictly prohibited and will not be tolerated.
  6. Alcohol is strictly prohibited at all ZPS games and tournaments.
  7. If a player receives two (2) unsportsmanlike conduct penalties in the same game, that player will be ejected for the remainder of that game.
  8. If a player is ejected from a game, that player is put on probation for the following two (2) games. A player will be ejected from a game if charged with one (1) unsportsmanlike conduct penalty during their probation.
  9. If a player is ejected for the 2nd time during the same tournament/season, that player will be suspended. If any unsportsmanlike conduct penalty was charged to that player because of physical contact, that player will serve a one (1) game suspension.
  10. Once a player serves his suspension, that player is allowed to continue playing but will be on probation for the remainder of that tournament/season (including playoffs). If a player is ejected from a 3rd game during a tournament, that player will be ejected for the rest of that tournament/season.
  11. There is a zero tolerance for fighting.

GAMEPLAY

  1. The home team chooses on the coin toss (alphabetically based on team last name). The ball will start at the ten (10) yard line to start each offensive possession. The field is divided into two (2) twenty five (25) yard halves.
  2. Game time period: Two 15 minutes halves and a 5 minute halftime. The last 2 minutes of the second half will be a pro clock, meaning the clock will stop on incompletions, out of bounds and timeouts.
  3. Extended periods: A half may be extended by a foul or a penalty. Downs will be replayed for inadvertent whistles.
  4. Timeouts: Both teams will have 2 timeouts that will last 30 seconds.
  5. Time errors: Referees have the authority to fix time errors.
  6. Overtime: Overtime will be decided by a coin toss. Each team has the opportunity to score but the 2nd team to score must go for the win. NO TIES! This process will continue until a winner is determined. (4 downs to score, regulation penalties apply)
  7. Referee: The referee shall declare a timeout when they suspend the play for any reason. Each time out shall be charged either to the referee or one of the teams. The referee shall declare an officials timeout when a team is illegally manipulating the clock and will be administered a 5 yard penalty.
  8. Captain-referee conference: When a team requests a charged time-out for a misinterpretation of a rule, the referee will confer with each of the captain's. The request must be made prior to the time the ball becomes live, following the play to be reviewed unless the period has officially ended.
  9. Injuries: An injured or apparently injured player, who is discovered by an official while the ball is dead and the clock is stopped, shall be replaced for at least one down unless the halftime or overtime intermission occurs. A player who is bleeding, has an open wound or has blood on the uniform shall be considered injured. If a team has no timeouts and a player is injured, timeouts are at the referees discretion.
  10. Delay of Game: The ball must be put in play promptly and legally and any action or inaction by either team which tends to prevent this is a delay of game. Delay of game is a five yard penalty.

OFFENSIVE GAMEPLAY

  1. Quarterback: The ball will always be snapped in a shotgun formation. The quarterback can run 1 time on either side of midfield and may not run inside the opponents 10 yard line or run during extra points. The penalty for breaking either one of these rules is an 5 yard loss and a loss of down.
  2. Running Back: Must line up on either side of the QB.
  3. Eligible Receiver: Eligible receivers on the line shall notify the referee of his eligibility. Only 1 lineman will be an eligible receiver. If an ineligible receiver goes out for a pass or catches a pass it is an 5 yard penalty and loss of down. Offensive pass interference will result in an 5 yard penalty and replay the down.
  4. Downs: Each team receives four (4) downs to cross the midfield line-to-gain and then another four (4) downs to score (8) total. If a penalty knocks a team behind midfield they cannot regain a first down.
  5. Punting and Fair Catch: On a fourth down the referee will ask the team if they are going to punt or go for the 1st down. All offensive players must be on the line prior to the snap. The punter must be five (5) yards off the spot of the ball. Only the two (2) outside gunners can move after the snap. There will be no blocked punts. 5 yard penalties will be issued for offsides, false starts and illegal formations.
  6. Snapping: The ball will be snapped from the ground in a pro style or a side toss. Once the snapper has the ball in place, the hand will not be moved or removed until it is snapped. A 5 yard penalty will be issued as a false start if the hand is removed.
  7. Formation: The offense must have a minimum of four (4) players line up on the ball. One (1) player may be in motion as long as there are still four (4) players on the line. There will be a 5 yard penalty for illegal formation.
  8. Passing and Receiving: Only one (1) forward pass allowed per down. Dropped laterals are not fumbles, they are considered dead balls and the ball will be spotted at the place where the ball hit the ground. Receivers need at least one (1) foot in bounds and possession of the ball to be considered a complete pass. A receiver forced out of bounds can come back into play once 2 feet are established. Duel possession will be awarded to the offense.
  9. Fumbles: A ball dropped while running is considered a dead ball from the spot the runner loses possession, no stripping.
  10. Redzone Running: Within 10 yards of the endzone (redzone) running is not permitted by the QB (QB is considered the person that receives the snap).
  11. Flag Belt Removal: When the flag belt is clearly taken from the runner in possession of the ball, the down shall end and the ball is declared dead. A player who removes the flag belt from the runner should immediately hold the flag belt above his head to assist the official in locating the spot of the dead ball. When a runner loses his flag belt either accidently or inadvertently (not removed by grabbing or pulling), the ball will be placed where the flag fell. In circumstances where a flag belt is removed illegally, play should continue with the option of the penalty or the play. Tampering with flag belt is any way to gain an advantage including tying, using foreign materials or other such acts are illegal. A ball carrier within one (1) yard of the sideline may be pushed out of bounds by a defender (provided contact is made legally in accordance with our rules).
  12. Contact: In an attempt to remove the flag belt from the runner, defensive players may contact the body and shoulders but not the face, neck or any part of the head of an opponent with their hands. A defensive player may not hold, push or knock the runner down in an attempt to remove the flag belt.
  13. Flag Guarding: A runner shall not flag guard by using their hands, arms or the ball to deny the opportunity for an opponent to pull or remove the flag belt. A player may use a spin move instead. Flag guarding is a ten (10) yard penalty from the spot of the penalty.
  14. Stiff Arm: A runner is prohibited from contacting an opponent with an extended hand or arm which includes the use of a stiff arm to flag guard. A stiff arm is an 10 yard penalty from the spot of the foul.
  15. Helping the Runner: A player cannot assist ball carriers by grabbing, pulling or pushing a runner. There is a 5 yard penalty for helping the runner, replay the down.
  16. Blocking: ALL blocking must be done above the waist and below the shoulders. There is no blocking in the back. A blocker cannot lead with head, shoulders or elbows. There are no crack back blocks and any block that is made on a defenders blind side will result in a 10 yard penalty. Arms MUST be extended during all blocks!
  17. There is NO intentional grounding!
  18. Players possessing the ball are allowed to dive to try and score a touchdown if being chased by a defender. If it's done in a showboating fashion, that will result in a penalty.

DEFENSIVE GAMEPLAY

  1. Formation: 6 players can be on the field at any time. The defense must line up 2 yards in radius off the ball. In the (redzone) defenders can line up one (1) yard off the ball.
  2. Defensive backs can jam receivers up to 5 yards off the ball. The defense can blitz as many players they want.
  3. Tackling: Defenders must grab flags to end an offensive play. A defender can leave their feet to grab a flag. Defenders should immediately hold up a flag after it is grabbed. Offensive players can be pushed out of bounds. A receiver forced out of bounds can come back into play.
  4. Interceptions: A defensive back can intercept a pass as long as it isn't pass interference. Defensive pass interference is an automatic 1st down and spot of the ball penalty.
  5. Punt returns: 1 punt returner is allowed back to return a punt. 5 defenders must be on the line. No blocking of punts is allowed. A blocked punt will result in a 5 yard penalty and repeat of the down unless it puts the offense pass the halfway point. Once a punt hits the ground the ball is dead. A punt into the endzone is a touchback regardless if the returner catches it in the endzone.
  6. Penalties: Holding and roughing the passer, will result in a 5 yard penalty and an automatic 1st down.
  7. Chirp: There will be a 1 second chirp at the beginning of each play.

SCORING PLAYS

  1. Mercy Rule: If a team is 17+ points ahead with 2 minutes or less the clock will run continuously but there is No Mercy Rule!
  2. Extra point: An opportunity to score 1 point from the 5 yard line or 2 points from the 10 yard line shall be granted to the team scoring a touchdown. The team must tell the referee weather they are trying for 1 point or 2. Defense cannot score during extra points.
  3. Safeties: 2 points will be giving for all safeties. After a safety is awarded the defense will receive the ball on their own ten (10) yard line.

WEATHER, FORFEIT, AND ALCOHOL POLICIES

  1. In the event that the facilities are closed due to inclement weather, ZPS will notify the captains of each team. It is the responsibility of captains to pass along cancellation information to their team.
  2. ZPS takes numerous steps to prevent forfeits. In the unlikely event of a forfeits, that team will be responsible for the ENTIRE (both teams) referee fees. This fee must be submitted prior to the forfeiting team's next scheduled game.
  3. If a team forfeits twice in a season, the team will be immediately removed from the league and will NOT be issued a refund.
  4. Grace period: Teams will have 10 minutes after the scheduled start time to come up with the minimum number of players required to start the game. Also the start of the game is at the referees discretion.
  5. Alcohol is not permitted onto any facility (ex. field, indoor facility, indoor gym or anywhere ZonePlay Sports is having an event) that is occupied by ZonePlay Sports during an event.


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