3. Each team is guaranteed 7 regular season games plus at least one playoff game.

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1 Flag Football Rules Format 1. Men s League. Players must be at least 18 years old; please be prepared to show two pieces of ID for proof of age. (If a player is under 18 the team may forfeit the entire season.) 2. Games are 2 twenty minute halves 3. Each team is guaranteed 7 regular season games plus at least one playoff game. 4. Games are on Sundays. Generally you will have one game per week, with an occasional double header if necessary. 5. Playoffs are single elimination. 6. The rosters must have minimum 5 players on the roster, and a maximum of 10 players. 7. When playing, there must be a minimum of 3 players on the field at a given time per each team, and a maximum of 4 players. The Game 1. No contact allowed. Although some contact will occur as a natural result of the game, intentional contact will not be tolerated. This determination is at the referee s discretion. 2. NO BLOCKING/SCREENING anytime or anywhere on the field. Offensive players not involved in a play must stop immediately after the ball crosses the line of scrimmage. (If a block or screen does occur the play is will be blown dead at point of reception.) 3. Home team determines first possession. (No deferments) 4. The offensive team takes possession of the ball at their 5-yard line (top of the goalie box, or key) and has 3 plays to cross mid-field. Once a team crosses mid-field, they will have 3 plays to score a touchdown. 5. If the offensive team fails to cross mid-field or score, possession of the ball changes and the opposite team starts their drive from their 5-yard line (top of the goalie box, or key). 6. All possession changes start on the offense s 5-yard line (Exception: Interceptions may be returned and the ball will be marked where the play ends). 7. The referee will spot where the ball is to be snapped with a cone before each play. Each time the cone is spotted a team has 30 seconds to snap the ball. The offense may not snap the ball until the referee blows the whistle signaling the play clock to start. (In case of hurry up offense, if the defense is not allowed a chance to set the rush. The rush spot based on position of the ref.) 8. The ball must be snapped between the center s (snapper s) legs. 9. Games consist of 2-20 minute halves. Teams will flip sides at beginning of 2nd half. Half time will be 3 minutes. Team that started the first half on offense will begin 2nd half on defense. 10. Ball Possession: There are NO DEFERMENTS. The Home team has the following options: 1) offense, 2) defense.

2 11. The game clock will always run, except for injuries & time-outs. In the last minute of the game, if the difference in score is 2 scores (or within 16 points) or less, the game clock stops on out of bounds, incomplete passes, defensive penalties, offensive penalties, timeouts, first downs and scores. If an injury occurs in the last minute of the game, the team who incurred the injury will be charged a timeout. If the team has no timeouts remaining, they will be given an additional timeout with no penalty. Any subsequent injury will result in a 10 yard penalty and a 5 second run off for the team who incurred the injury, if the opposing team decides to accept the penalty. 12. Mercy Rule: If a team is ahead by 40 points or more within the first half, the game will be called. If a team is ahead by 30 points or more with 10 minutes left in the second half, the game will be called. 13. Teams must field a minimum of 3 players at all times and a maximum of If a team or teams are more than 5 minutes late for their scheduled games they will be forfeited. 15. A fumble marks the player down at the moment, and spot he loses control. If the ball is fumble behind the line of scrimmage, it may be recovered by either team. If fumbled behind the line of scrimmage, the offense and defense may advance the ball. In a regular formation only the QB and rushers may go for the fumble. In a hand off situation only the rushers and offensive back field may recover the fumble. If the ball is recovered by the quarterback, he must throw or hand off the ball. If recovered by another offensive player, he may advance any way he pleases. 16. The ball cannot be snapped until the spot cone is set by the referee or signaled. Field/Attire 1. The field dimensions will be 25 x 60 yards (two 7-yard end zones). 2. Players must wear flat soled shoes or indoor turf shoes. OUTDOOR CLEATS ARE NOT PERMITTED as they damage the field. Inspections can and will be made. If a player s footwear is incorrect that player will not be allowed to play 3. Shirts must be tucked into flag belts and flags visible at all times. If a player s shirt is not tucked in, or his flags not visible, that player will lose their right to a call for unnecessary roughness or holding. Black AND white shirts must be brought to every game (2 shirts per player). If a player does not have a black or white shirt, they may rent a jersey from the Sportsplex for a fee of $ League will provide flags. Teams may use their own flags, however, if the other team objects, they will be required to use official Silver Creek Sportsplex flags. 5. No headgear with an extended bill may be worn (ex: caps, visors, etc). Exceptions will be made if the bill is backwards. Anything deemed by the game officials to be inappropriate, hard, dangerous or used for illegal advantage will not be tolerated. Rosters 1. Official Rosters must be approved by a Silver Creek Sportsplex representative and turned into the league director prior to the first game. After the league has started, and a roster has been declared, rosters cannot be changed after the 3rd game. 2. Teams have 3 players each on the field. The roster limit is 10 players per team. Substitutions are unlimited, and can be made between plays. 3. Players cannot play on multiple teams in the same divisions.

3 4. All players must be 18 years of age or older. 5. A starting quarterback from an upper division team may not play quarterback on a lower division team. 6. All players must stay in the box. No one is allowed on the field or in the box other than players and refs. A team that allows a non-player in the box or on the field may receive a penalty. Scoring 1. TD =6 points 2. Extra Point (s) =1 (5-yards out), 2 (12-yards out) 3. Safety =2 points 4. Extra point interception/fumble return will result in 2points (in case of penalty the defense gets the ball at mid field on change of possession) Time-Outs 1. Each team has two, 30-second time-outs per game, in which the clock stops. A team can only use 1 time-out in the first half. If the team does not use a time-out in the first half, the time-out will roll over to the second half. 2. Officials may stop the clock at their own discretion. (This may occur for injuries, arguments, explanations etc.) Rushing the QB 1. All players that rush must be 10 yards off the line of scrimmage. Before each play the referee will mark off 10 yards from the line of scrimmage. Any number of players can rush the QB. In case of play action anyone other than the rusher crosses the line of scrimmage it will result in a penalty. 2. Players not rushing the QB may defend on the line of scrimmage. 3. Once the ball has been handed off, the 10-yard rule is no longer in effect and all defenders are eligible to rush. 4. If the player rushing makes any contact with an offensive player when rushing, the play will repeat from the previous spot of the ball. This is a rule with many factors. Use of this rule for unfair advantage will not be tolerated, and multiple offenders will incur full punishment. The rusher is not allowed to run into an offensive player and no player is allowed to impede the rusher. The rusher must have a clear path to the QB and no one is allowed to obstruct his path. Habitual and/or blatant offenders may be penalized with illegal rush and impeding the rusher. Every offensive player has the right to run their given route but must stay mindful of where the rusher is at all times. It is the duty of the offensive players to make sure not to impede the rusher. The rusher may not purposely or continually run into any offensive player as well. This rule is at the referees discretion and will be penalized based on the individual situation and/or the offender s history. 5. All players must be at least 10 yards off the line of scrimmage or be penalized for illegal rush.. Line of Scrimmage 1. The line of scrimmage will be marked with a cone. Any premature movement by the center will constitute as a false start. Any forward movement by an offensive player on the line of scrimmage before the ball is snapped will also constitute a false start. At all times the ball shall be snapped from the spot marked by the official ball marker. 2. All players must be lined up behind the spot of the ball when the ball is snapped. If a player is in the neutral zone at the snap of the ball, it will result in as an offside penalty depending on which team is in the neutral zone.

4 3. Only 1 player may be in motion at a given time before the ball is snapped. 2 players must be on the line of scrimmage at all times. Running 1. The Quarterback may not run the ball. 2. Only direct hand-offs, or laterals behind the line of scrimmage are legal. NO laterals or pitches may be made down the field. Offense may use multiple hand-offs, or laterals, behind the line of scrimmage. 3. The player who takes the hand-off or lateral can throw the ball as long as the ball does not pass the line of scrimmage. 4. "No Running Zones" are located 5 yards before the end zone and 5 yards before mid-field in each offensive direction. 5. "No Running Zones" are designed to avoid short yardage power running situations. The referee is not required to announce the non-run zone; it is the responsibility of the offense to ask if they are not sure. The referee will signal the no run with an arm signal. 6. Spinning is allowed but players cannot leave their feet to avoid a defensive player. No multiple or continual spinning this is at the referee s discretion (no helicoptering). No jumping after the ball has been caught. No diving with the ball. 7. The ball will be spotted at the point of the ball when the flag is pulled. Ball must break the plane for a touchdown. Passing 1. Downfield laterals are not allowed. 2. QB has a 7-second "pass clock" (if there is not a rusher). If a pass is not thrown within the 7 seconds, play is dead, loss of down, ball returns to line of scrimmage. Once the ball is handed off the 7-second rule is no longer in effect. 3. Interceptions may be returned. Interceptions during Extra Point may be run back for 2 points. If an interception occurs in the end zone, and the player's flag is pulled before he leaves the end zone, the play results as a touchback and the ball will be spotted on the 5-yard line. Interceptions may be returned from the end zone. 4. The player who takes the hand-off or lateral can throw the ball as long as the ball does not pass the line of scrimmage. 5. The passer must not allow their entire body to cross the line of scrimmage before passing. If the passer s entire body crosses the line of scrimmage and throws, he will be penalized for an illegal pass. 6. Multiple forward passes behind the line of scrimmage is allowed. Receiving 1. All players are eligible to receive passes (including the QB if the ball has been handed off behind the line of scrimmage). 2. Only one player is allowed in motion at a time. 3. Player must have at least one foot in bounds when making a catch.

5 Pulling flags 1. A runner may not guard their flags by: Swatting hands Stiff arming Putting head or shoulder down (this is at the discretion of the referee based on the situation of the defender). Any of these will result in a flag guard. 2. If when attempting to pull a flag a runner accidentally grabs any part of the player s body or clothing, or the flag belt, he must let go immediately or be penalized Illegal Flag Pull. A player whose shirt is not tucked in will forfeit the right to a holding call. Dead Balls 1. Play is ruled "DEAD" when: Ball carrier steps out of bounds. Flag is pulled. Touchdown is scored. Ball carrier's knee, elbow, wrist, hip, back or the ball hits the ground. (Note: Hand is still live). If an offensive player s flag falls out during the course of a play, a defensive player must touch him for the ball to become dead (One hand touch). Player or ball hits the wall. 2. A Safety (offensive player downed in his own end zone, or penalized in his own end zone) will result in two points for the defense, and a change of possession. Overtime 1. Regular season games that end in a tie will go into 1 overtime. If game is still tied after 1 overtime, the game will result in a tie. In playoffs, the overtime will continue until one team wins. 2. Each team will start 5 yards in from midfield, and have 3 chances to score. If the team does score, they will attempt an extra point score. 3. First ball possession will be determined by Rock, Paper, Scissors. 4. If each team has attempted a touchdown, and conversion, and the score is still tied, the team which went on offense first in the previous round will start out on defense in the next round, and vice-versa. This will continue until a winner is declared. Sportsmanship/Roughing 1. FOUL LANGUAGE WILL NOT BE TOLERATED! Silver Creek Sportsplex is a professional, family-friendly environment. Referees will penalize teams and players for using foul language. Repeated offenses will result in players being ejected from individual games, and, at the league director's discretion, from the league. 2. FOUL PLAY WILL NOT BE TOLERATED. If the field monitor or referee witnesses any acts of tackling, elbowing, cheap shots, blocking, or any other unsportsmanlike act, the game will be stopped. The player may be ejected from the game and, at the league director s discretion, from the league.

6 3. TRASH TALKING WILL NOT BE TOLERATED. (Trash talk is that which may be offensive to the officials, opposing team, or spectators). The referee has the right to determine language that is offensive and may eject players from the game for trash talking. 4. Fighting: Immediate ejection and a 15-yard penalty. 5. Taunting: Fifteen-yard penalty and expulsion for multiple repeat offenders. 6. Unsportsmanlike conduct/referee abuse: 20 yard penalty. The player may be ejected from the game and, at the league director s discretion, from the league. Offensive Penalties 1. Off-sides: Five yards from the line of scrimmage, repeat down. Play called dead. 2. Illegal Motion: Five yards from the line of scrimmage, repeat down. Play called dead. 3. False Start: Five yards from the line of scrimmage, repeat down. Play called dead. 4. Impeding Rusher: Five yards from the line of scrimmage, repeat down. Play continues, and defensive has option to decline. Infraction in the team's own end-zone will be ruled a safety. 5. Blocking/Screening Downfield: Five yards from the spot of the foul, loss of down. Play called dead. 6. Flag Guarding: Five yards from the spot of the foul, loss of down. Play called dead. A flag guarding infraction in the team's own end-zone will be ruled a safety. 7. Pass Interference: Five yards from the line of scrimmage, repeat down. Play continues, and defensive has option to decline. 8. Illegal Forward Pass: Five yards from the line of scrimmage, loss of down. Play called dead. 9. Illegal Hand-off/Pitch: Five yards from the spot of the foul, loss of down. Play called dead. 10. Illegal Run: Five yards from the line of scrimmage, repeat down. Play called dead. 11. Delay of Game: Five yards from the line of scrimmage, repeat down. Play called dead. 12. Additional Injury Timeout (less than 1 minute): 10 yards from the line of scrimmage, and 5 second clock run-off. Defensive Penalties 1. Off-sides: Five yards from the line of scrimmage, repeat down. Play continues, and offense has option to decline. 2. Illegal Rush: Five yards from the line of scrimmage, repeat down. Play continues, and offense has option to decline. 3. Illegal Contact: Five yards from the line of scrimmage, repeat down. Play continues, and offense has option to decline. 4. Illegal Flag Pull: Five yards from the spot of the foul, automatic first down. Play called dead. With an exception to untucked shirt or belt tail. 5. Pass Interference: five yards from the line of scrimmage, and automatic first down. Play continues, and offense has option to decline. 6. Roughing the QB: Five yards from the line of scrimmage, automatic first down. Play continues, and offense has option to decline.

7 7. Illegal Push: Five yards from the line of scrimmage, repeat down. Play continues, and offense has option to decline. 8. Additional Injury Timeout (less than 1 minute): Five yards from the line of scrimmage, loss of down, and 5 second clock run-off. Tiebreakers At the end of the regular season, divisional tiebreakers are determined as follows: 1. Head to head competition 2. Point Differential (points for minus points against) between tied teams 3. Overall point differential 4. Points Against 5. Coin Flip Additional Rules 1. The ball is live if it makes contact with the net or beam on the roof. 2. The ball is dead if it hits the wall in the side lines or the back of the end zones and back nets. 3. Player is out of bounds if he/she makes contact with the wall in the sidelines. 4. Inadvertent whistles. In the case of an inadvertent whistle the play will be replayed from the original line of scrimmage unless the whistle came after a reception or a turnover. The ball will be placed at the spot of the ball when the inadvertent whistle occurred. 5. Game clock stops at the 1-minute warning. The play clock resets to 30 seconds to snap the ball. Only when a game is within 16 point difference and under. 6. If a team or teams are more than 5 minutes late for their scheduled games they will be forfeited. After 5 minutes the game will be forfeited and the score recorded as Bad snap/fumble/bad hand off behind the line of scrimmage is live only to the offensive team. 8. Out of bounds for the end zone are the walls and line of the of the soccer goal.

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