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League Rules

The Pasco4on4 Flag Football League will utilize a tournament style rulebook.

Teams will play 2 games per night.

IMPORTANT: Players are required to supply their own flags. The flags must conform to standards and not be altered.

Official Flag – Sonic Boom Flag Belt by Flag-A-Tag

Flags will be available for $7/each.

Rules & Regulations

The Basics

  1. No contact allowed.
  2. No blocking allowed.
  3. No screening allowed.
  4. A coin toss determines first possession,
  5. Ball must be snapped between the legs to start play.
  6. The offensive team takes possession of the ball at their 5-yard line and has three (3) plays to cross mid-field. Once a team crosses mid-field, they will have three (3) plays to score a touchdown.
  7. 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.
  8. All possession changes except interceptions start on the offenses 5-yard line.
  9. Teams change sides after the first 14 minutes, possession does not change and the clock does not stop (no quick snaps).
  10. Each time the ball is spotted a team has :30 seconds to snap the ball. Teams will not receive a warning before a Delay of Game penalty is enforced. The referee will give a 10-second warning to snap the ball with a countdown from 5-seconds.

Attire

  1. Cleats are allowed, except for metal spikes. Inspections can and will be made.
  2. Shirts must be tucked in shorts, pants, etc.
  3. It is recommended that all players wear a protective mouthpiece.
  4. NO POCKETS! Players with pockets on their shorts or pants will not be allowed to play.

Players/Game Schedules

  1. Teams must field a minimum of three (3) players at all times.
  2. Teams consist of 8 players (4 on the field with 4 substitutes).  ALL SUBSTITUTIONS MUST COME ON A DEAD-BALL AND MUST OCCUR ON THE SAME SIDE OF THE FIELD.
  3. Coed teams must field two (2) female players at all times.
  4. We reserve the right to reduce, shorten, or reschedule games due to inclement weather or unforeseen circumstances.
  5. All players must carry I.D. or proof of age.
  6. If your team has three players at game-time, you may add one player. When your fourth players arrives, the add-on player must leave the game. IT IS YOUR RESPONSIBILITY TO BE ON TIME FOR THE GAME.
  7. IMPORTANT NOTICE: Rosters will be enforced by the league director. If a league director recognizes an ineligible player, they will be required to leave the game or the game will be a forfeit. Note: In the past, this has been left up to the opposing team to protest the player. That puts an undue burden on the team that is following the rules. We will take responsibility to ensure the integrity of the league and competition.
  8. PLAYOFF ELIGIBILITY: A player must play in at least SIX (6) regular season games to be eligible for the Division Playoffs and County Championship.
  9. COUNTY CHAMPIONSHIP: A player may play on more than one County Championship team, based on Division Playoff results. NOTE: If you are on two teams that play each other in the County Championship, a player can only play on one of the teams. The County Championship tournament bracket is built based on seeding from the Division playoffs. We will not be able to adjust seeding to prevent conflicts, if they occur.
  10. “Two teams per night rule”: Players may play on two teams in each division/night. “A” Division rosters are open rosters (anyone can play). “B” Division rosters are limited to two (2) “A” Division players. Example: Player 1 wants to play on his competitive, tournament team in “A” Division and his buddies “B”  team from work. This allows Player 1 to play on his regular team and bring a new team into to the league in the “B” division to help them learn the game.

Scoring

  1. Games are played to 30 points or 28 minutes, whichever comes first.
  2. TD=6 points, Extra Point=1 (5 yards out); 2 (12 yards out), Safety=2 points

Time Outs

  1. Each team has one :60 second time out per game, in which the clock stops.
  2. Officials can stop the clock at their own discretion.

Rushing the QB

  1. All players that rush the passer must be a minimum of 7 yards from the line of scrimmage when the ball is snapped. Any number of players can rush the QB. The rusher does not have to line up with a clear path to the quarterback; but, if he/she does not, then the offensive player is not required to move out of the rusher’s lane to the QB.
  2. Players not rushing the QB may defend on the line of scrimmage.
  3. Once the ball has been handed off the 7 yard rule is no longer in effect and all defenders are eligible to rush.
  4. A special marker, or the referee, will designate 7 yards from the line of scrimmage.

Running

  1. The Quarterback CANNOT run the ball.
  2. Only direct hand-offs behind the line of scrimmage are legal. NO laterals or pitches of any kind. Offense may use multiple hand-offs.
  3. The player who takes the hand-off can throw the ball as long as he does not pass the line of scrimmage.
  4. “No Running Zones” are located 5 yards before midfield and 5 yards before the end zone in each offensive direction.
  5. “No Running Zones” are designed to avoid short yardage power running situations.
  6. Spinning is allowed but players cannot leave their feet to avoid a defensive player.
  7. The ball is spotted where the ball carriers belt is when the flag is pulled, not where the ball is. Ball & flags must break the plane for a 1st down and touchdown.

Passing

  1. All passes must be forward and received beyond the line of scrimmage.
  2. Shovel passes are allowed but must be received beyond the line of scrimmage.
  3. QB has a 7 second “pass clock”. 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.
  4. Interceptions can be returned by the defense.

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.
  4. Pass may not be intentionally tipped in any direction to another teammate.

Dead Ball

  1. Play is ruled “DEAD” when: 1) Offensive player’s flag is pulled. 2) Ball carrier steps out of bounds. 3) Touchdown is scored. 4) Ball carrier’s hand, knee or the ball hits the ground.
  2. If an Offensive or Defensive Player’s flag falls out: 1)after reception, hand-off or interception, a defensive player must touch him for the ball to become dead. 2) prior to reception, hand-off or interception, offensive player is down at the spot where ball is received.
  3. Equipment Violation: The play will be called dead at the snap if any player begins the play without both flags attached to the belt.  1) Defensive Penalty: 10 yards and automatic first down 2) Offensive Penalty: 10 yards and loss of down
  4. There are no fumbles. Ball is spotted where it hits the ground. Anytime the ball touches the ground it is dead. Exceptions: 1)  Any ball dropped in a forward motion will be brought back to last point of contact.
  5. A Safety (offensive player downed in own end zone, or penalized in own end zone) will result in two points for the defense, and a change of possession.

Sportsmanship/Roughing

  1. If the field monitor or referee witnesses any acts of tackling, elbowing, cheap shots, blocking, or any unsportsmanlike act, the game will be stopped and the player can be ejected from the game. League director may decide to eject players from the league. FOUL PLAY WILL NOT BE TOLERATED.
  2. Trash talking is illegal. Official has the right to determine language which is offensive. (Trash talk is that which may be offensive to official, opposing team, or spectators). Referee or league official can eject players from the game for trash talking.

Overtime – Regular Season

  1. If the score is tied at the end of 28 minutes, the game ends in a tie.

Overtime – Playoffs

  1. If the score is tied at the end of 28 minutes, teams move directly into overtime.
  2. Overtime winners will be determined by an extra-point shoot-out in which points are awarded to teams for successful conversions.
  3. Coin toss determines possession for the first round.
  4. Each team will have the option to go for a one-point conversion (5 yards) or a two-point conversion (12-yards). The team who has the most points at the end of the overtime round will be declared the winner.
  5. Interceptions may be returned for two-points.
  6. If each team has attempted a conversion and the score is still tied, the team which went on offense 1st in the previous round will start out on defense in the next round, and vice-versa. This will continue until a winner is declared.

Penalties

  1. All penalties will be called by the Referee and may be declined.
  2. All penalties are assessed from the original line of scrimmage except for fouls against the ball carrier or receiver.
  3. All defensive penalties are 10 yards (from line of scrimmage) and automatic 1st down EXCEPT holding which is assessed as 10 yards from the end of the play.
  4. All offensive penalties are 10 yards (from line of scrimmage) and loss of down EXCEPT flag guarding which is assessed 10 yards from the spot of the foul.

Defense:

  1. Offsides
  2. Interference
  3. Illegal Contact (holding, bump and run, blocking, etc.)
  4. Illegal Flag Pull (before receiver has ball)
  5. Illegal Rushing (start rush from inside 7 yard marker)

Offense:

  1. Illegal Motion (more than 1 person moving, false start, motion, etc.)
  2. Illegal Forward Pass (pass received behind line of scrimmage)
  3. Offensive Pass Interference (illegal pick play, pushing off/away defender)
  4. Flag Guarding
  5. Delay of Game – Clock will stop/10 yards and loss of down
  6. Within 10 yards of goal, ball is placed 1/2 distance to the goal.
  7. Referees determine incidental contact which may result from normal run of play!
  8. Only the team captain may ask the referee questions about rule clarification and interpretations. Players cannot question judgment calls.
  9. Games cannot end on a defensive penalty, unless the offense declines it.

Divisional Tie Breakers

  1. 2 teams tied for one place – whoever won in head to head competition.
  2. 3 teams tied for two places – point differential in head to head games
  3. If a team forfeits a game and they are in a two or three way tie, they are automatically the lowest seed possible within the tied teams.

Others

  1. The clock stops on touchdowns only within the last minute of the game.
  2. One and two-point conversions do NOT count as timed plays within the last minute of the game.
  3. The clock will start again on the referee’s whistle.
  4. If flag is pulled before football leaves the QB’s hand, QB is down.