This is not a serious competition, it’s all about having BIG FUN! We've had guys get bent out of shape because of a bad call or some other thing. We've also seen a few guys make bad decisions and in doing so make themselves look foolish. Don't be "That Guy"! Bottom line, have a great time and don't take yourself too seriously. Lead the charge by setting a good example for our young men and others who are watching. Great character and integrity is the name of the game.
- 6 on 6 flag football.
- 2 adults (ages 18+) per team must be on the field each play.*
- Flags must be worn on outside of clothing.
- Cleats are allowed but not required. Metal cleats are not allowed.
- Mouth guards are recommended but not required.
- Coin toss will determine first possession. The winner of the coin toss has 2 options: start the first half on offense or defense OR defer to the second half to start on offense or defense. The other team then gets to choose which side to defend.
*2 adults per play is a minimum and ideal. You can have 3 adults if the other team has 3 to match. We just don't want any younger kids covering an adult. That takes away from the purpose of it all. You CANNOT have 4 or more adults playing at once unless it's primarily an 18 and older game.
If referee or field monitor witnesses any acts of tackling, elbowing, cheap shots, or any unsportsmanlike act, the game will be stopped and the player will be ejected from the game. FOUL PLAY WILL NOT BE TOLERATED.
Trash talking is illegal. This includes talk that may be offensive to officials, opposing players, teams, or spectators. Officials have discretion in determining offensive language. Referees will give one warning for trash talking. After that, the player will be ejected from game.
The Respect Rule
If one team is more dominant than the other team and the dominant team is not playing with a sense of fun, honor and respect for others, then the Field General will invoke the Respect Rule to equalize the game. The goal of the F&SB is for ALL players to have a great time, especially the boys. Bottom line... don’t be selfish or a jerk and leave the “I’m gonna relive my high school memories” attitude at home. Come out, have fun, and be a real role model.
Enforcement of the rule: Prior to invoking this rule the Referee or Field General will warn the dominant team. If the dominant team does not comply with the warning, the rule will be enforced on them by eliminating all adults (ages 16+) from playing and only 4 players at a time will be allowed to play during the remainder of the game.
Key Rules & Coin Flip (all players): 3 min. (to be done before scheduled game start time)
1st Quarter: 14 min.
Break: 1 min.
2nd Quarter: 14 min.
Half Time: 5 min.
3rd Quarter: 14 min.
Break: 1 min.
4th Quarter: 14 min.
Total Game Time: 67 min.
Total Playing Time: 56 min.
- 2 timeouts per half. (:30 seconds each)
- Clock does not stop, except for injuries and timeouts.
- No overtime.
Touchdown: 6 points
1 point conversion: 5 yard line, PASS ONLY (no run zone)
2 point conversion: 10 yard line, RUN or PASS
Safety: 2 points
The "Little Guy" Rule
If a team has a 5 or 6 year old boy... 2 plays per half a "Little Guy" must either run or catch the ball. This play MUST be announced to the referee and defense prior to starting the play. Only ONE 5 or 6 year old boy on defense may get the offensive player's flag. Older kids and adults can chase the little guys but they cannot impede the player or grab his flag. If one 5 or 6 year old is clearly dominant over the opposing child, then the dominant child cannot pull the other child’s flag. Yes, this means that child will score a touchdown and that’s the idea.
If your game has 3 or more 5 or 6 year olds per team then this rule does not apply.
The idea behind this rule is to give the little guys a chance to get involved and have the opportunity to get some big plays. Its fun to watch these plays!
The offense gets 5 attempts to get to midfield to achieve a FIRST DOWN. If a first down is achieved, then the offense gets another 5 attempts to get to a TOUCHDOWN.
If a FIRST DOWN is NOT achieved on the 5th attempt, then the ball is turned over on downs at the spot of the ball.
If a first down is achieved but a TOUCHDOWN is NOT achieved on the 5th attempt, then the ball is turned over on downs at the spot of the ball.
Snapping the ball
The offense must have a center snap the ball. The QB cannot snap the ball to himself.
The quarterback can NOT run the ball.
Definition of the “No Run Zone”: plays originating within 5 yards of the scoring end zone or mid field, must be passed. In the “no run zone” the ball must be passed forward. Failure to follow the rule of the “no run zone” will be the loss of down.
The player who takes the handoff can throw the ball from behind the line of scrimmage.
Once the ball has been handed off, all defensive players are eligible to rush. However, any defensive player that is 10 yards from the line of scrimmage can rush when the ball is snapped.
A player must have at least one foot inbounds when making a reception. Or look really awesome catching it!
If a team chooses to punt, the ball will be automatically spotted on the opposing team’s 5 yard line.
If the ball hits the ground on the snap , it is NOT a dead ball. This only applies to the snap, under center or shotgun. If the ball hits the ground after a pass completion, hand-off, or interception the ball is dead where it hits the ground.
No flag guarding or stiff arm
No blocking in any way
10 yards from line of scrimmage (referee to mark spot). Any player can cross the line of scrimmage if the Quarterback passes or hands off the ball.
No tackling is allowed.
No blocking in any way.
Unsportsmanlike Conduct: 20 yards and automatic 1st down.
Encroachment: 5 yards and replay of down.
Interference: is the spot of infraction or 10 yards from the line of scrimmage. Offense chooses.
Tackling: 10 yards from the spot of infraction.
Blocking: 10 yards from the spot of infraction. Automatic first down.
Delay of Game: 5 yards and replay of down. When the ball is spotted a team has 30 seconds to snap the ball.
Flag Guarding: 5 yards from the spot of infraction and loss of down.
Stiff Arm: 5 yards from the spot of infraction and loss of down.
Blocking: Return to the line of scrimmage and loss of down.