QUEEN CITY FLAG FOOTBALL LEAGUE
7 on 7 League Rules & Regs
The Field and Equipment:
- The QCFFL is not responsible for providing safety equipment for players.
- 40 yards wide and 100 yards long, including end zones.
- A first down is obtained by crossing the next zone line.
- All balls are to be at least high school equivalent. Referees judgment. With an adequate amount of air.
- All flags are to be triple threat flags.
- 2 ball spotters will be set 1 yard apart to begin play. No matter where the first spot is.
Coed & Rec: 7 yards, Rush line rule
- Mouth protectors are strongly recommended to be worn by all players.
- Any pants or shorts may not be the same color as the players flag.
- No metal cleats are allowed.
- All jerseys must be long enough to be tucked in for the entire play or 2 inches above the belt. A player in possession of the ball may be ruled down if a player is within 5 ft of him.
- There will be NO pockets, belt loops, or exposed drawstrings allowed. Strictly enforced after week 2. There will be NO exemptions to this rule. Players will not be able to play until corrected. Wearing illegal equipment 5 yards, Tampering with flag belt will be penalized as a 10-yard unsportsmanlike conduct foul.
- Blocking is to obstruct the path of the defender without initiating contact.
- A blocker may only use the natural width of his body. With a firm setting of his feet.
- There is to be no extension of the arms or legs.
- Any use of an elbow will be flagged as a flagrant personal foul and may carry an ejection.
- All players must avoid contact. Any flops will be seen as such, may carry an impeding foul.
-There is to be NO blocking below the waist or lowering of head or shoulders. Anyone who does should be flagged, while running or avoiding a defender.
-There is to be no moving screens used while along side of a ball carrier. All downfield blocks must be stationary.
- The 1st half is a 20-minute running clock. The 2nd half is a 18-minute running clock with a college clock at the 2-minute warning.
- Each team must have at least 5 players to begin or continue a game.
- Hard-billed hats are allowed only if they are turned backwards.
- Game time is forfeit time. Referee has the right to extend time 10 minute grace period.
- A captain must be designated prior to game time.
- The winner of the coin toss chooses to kick, receive, or defer the choice to the second half.
- The kicking team will choose which side they will defend.
- No diving will be allowed (5 yard spot) The runner will be liable for any contact. 10 yard personal foul
- The ball will be marked from where the ball is when the runner is deflagged.
Kickoffs, Field Goals and Punts:
- Kickoffs are used to begin play at the start of each half.
- There are no onside or quick kicks allowed.
- Neither team may touch a ball prior to the 40, if done the ball is dead at that point.
- Punts are to be announced, the punting team may change the decision only after a time out has been taken.
-The punter must punt the ball immediately upon receiving the snap. Game clock will not run until the ball is punted, if within the two minute warning. The defensive team lineman may jump to block the kick. If a punted ball is blocked it will be blown dead upon contact with the ground. If the ball is caught in the air behind the LOS by the kicking team, it may be advanced only by running in attempting to attain the first down marker.
- Return team must have the following amount of players on the line; punt 4, kickoff 3.
- There is to be no downfield movement until the ball is kicked.
- Any kicked ball may be returned out of the end zone.
- A return man must be given a 2-yard halo cushion to catch the ball.
- Players shall ignore any signals given by the kickers or receivers. The ball remains live.
- A punt from the 20-yard line shall follow any safeties. The return team sets up on the 40.
- Kickoffs/Punts: The receiving team may return a rolling or dead ball only. If touched and dropped the ball will be blown dead upon the ball contacting the ground.
- Kickoffs are from the 20, received from the 40. On a kick out of bounds, the receiving team has the option of taking the ball on the 35 yard line, take the ball where it went out of bounds or take a rekick from the 15 yard line, still received from the 40.
- Any and all touchbacks will be spotted at the twenty-yard line.
-All field goals are three points. The kicking team must have 4 players on the line, a holder and the kicker must kick the ball in one fluent motion.
-New Extra Points: You now can kick for your extra points. 1 point from the 3 yard line, 2 points is from the 10 yard line and 3 points from the 20 yard line. The kicking team must have 4 players on the line, a holder and the kicker must kick the ball in one fluent motion.
At the Snap
- Play shall not begin until the line judge has set the line, meaning. The offensive team now has at least four players on the line, you must continue to have four players set until the ball is snapped.
- All snaps are from shotgun in a continuous motion and to a player at least two yards behind the line of scrimmage. There must be at least 4 players on LOS at all times. Line judge will set line prior to snap.
- Any ball that contacts the ground is downed at that point.
- All players shifting must come set for at least 1 second prior to snapping the ball.
- A snapped ball isn't required to travel through the centers legs.
- The ball must be snapped from the middle 10 yards on a field.
- Only 1 player may be in motion at a time and not towards the opponents goal.
- Any time a defensive player crosses over the defensive marker, he may return back prior to snap, no
live ball infraction has occurred. If that same player was to cross the offensive marker a dead ball infraction has occurred. Unabated to the quarterback. (5 yds)
Handing and Passing:
- The placement of player's feet will determine if he has crossed the line of scrimmage.
- No forward handoffs are allowed once past the line of scrimmage. A forward handoff is a pass.
- If a lateral or snap is dropped, it will be marked at that spot. This will not stop the clock within college time.
- All receptions require 1 foot in bounds to be considered legal.
- If a pass, forward or backwards, is simultaneously caught by both teams members, the ball becomes dead and in the possession of the team with prior possession.
- Rosters are locked after the kick off of week 7. All roster changes are done by the league week 8 and on thru the playoffs. Meaning: all the team captains must vote yes or no for a player to be added to a team.
- All players must come within 15 yards of the ball on every play prior to the snap.
- No player may step on the field during a live ball play. Automatic ejection!
- No player may step off the field and be the first to touch a live ball.
- All players/coaches must stay in the team box. Between the 20 yard lines and 1 yard off the sideline.
- No player shall force his opponent out of bounds.
- Any number of substitutes may switch as long as the switch is completed. Any substitutes must enter and leave from the team box. A team may not break the huddle with eight.
- The play is replayed if the ball was in the air at the time of the whistle.
- The offense has the choice of a replay or taking the ball at the spot where the runner was when the whistle blew if the ball was in possession at the time of the whistle. Possession cannot be forfeited on an inadvertent whistle.
- Ball carriers may not dive to advance the ball. 5 yard spot foul, loss of down.
- Ball carriers are not to obstruct the path to their flags with any body part or the ball.
- Flags are to be attached in a way that 1 pull will deflag the runner.
- If a flag falls off, a 1-hand tag between the shoulders and the waist will down the runner.
- FLAG GUARDING IS A JUDGEMENT CALL MADE BY AN OFFICIAL.
- Any items that are tucked in pants, becomes a flag (I.e. towel, gloves).
- Tampering with a flag belt in any way to gain advantage is illegal.
- Intentional deflagging of a non ball carrier will be called for an unsportsmanlike conduct foul.
- A player who scores must proceed to an official to be deflagged, without touching his flag belt.
- All players must have a flag on at the start of each play. If not, an illegal participation penalty shall be called.
- After deflagging a ball carrier, anything besides dropping the flag may be unsportsmanlike and warrant a penalty.
- No player may contact a passer other than attempting to deflag him. THERE IS NO CONTACTING A PASSER! 10 yards and a first down will be added from the end of the play if the pass was completed.
- No defensive player may slow a receivers pattern by chucking, hand checking, or cutting off his route unless making a play on a passed ball.
- No player shall hold a runner while attempting to grasp a flag. If a player is held and restrained the penalty may become more severe, up to awarding the offense a touchdown.
- All persons involved or affiliated with either team are subjected to the rules of the game and shall be governed by the officials assigned to the game.
- The referee has authority to rule promptly on any situation not specifically covered in the rules. This decision is final in all matters pertaining to the game.
- Mens: touchdown = 6 points- Coed: Girl Touchdown 9 points
- Xp from the 3 yard line = 1 point
- Xp from the 10 yard line = 2 points
- Xp from the 20 yard line = 3 points
- A defensive score on the extra point try = 3 points
- All forfeits go down as 19 to 0 and $20 Forfeit Fee
- If there is a point differential of a 19 at the 2 minute warning or of 35 at any time in the second half, the game will be called due to the mercy rule. Unless Tournament Pool Play!
- It is the scoring players responsibility to go to the nearest official to be deflagged.
- The spot of an Xp may be changed prior to the spotters being placed without recourse. If set the team must call a timeout to chance their decision.
Timeouts and Overtime:
- Each team gets 2 per half. Not to be carried over. Lasting approximately 1 minute.
- Successive time-outs may be granted to a team during a dead ball.
- Any captain/official conference will be charged to a team. If a ruling is overturned the timeout be returned. Any such conference after the allotted time-outs will result in a 10-yard penalty.
- Any injury time-out will require the player to be replaced for at least one play.
- A coin toss will determine offense, defense and goal. Teams will switch as OT periods continue.
- Each team will receive 1 time out per period. Not to carry over.
- Both teams get 4 downs from the 20. If both teams score xp determines.
- No player shall act in a manner in which is inappropriate to the league or the people in the area.
- ANY USE OF F#%K OR GOD D@MN and overly vocal profanity will be flagged.
- The use of words or gestures to simulate the offenses cadence or audibles will be flagged. Simulation of an snap count.
- Examples are, but not limited to:
- Baiting or taunting acts, use of profanity or vulgar gestures, throwing or kicking a ball other than during a play, the refusal to comply with an officials directive. Anyone that receives 2 in 1 game must be ejected.
- If a player is ejected from a game, he is allowed to remain on the sideline unless he becomes a problem to the game or its officials. At that time he will be ask to leave the field area. This is defined as "out of sight and out of sound".
- When a foul occurs during a live ball play, the official shall, at the end of the play, notify both teams of the infraction. Next he is to inform the offended teams captain of his rights and results of both accepting and declining the penalty. Any choice once made may not be changed or revoked. Any timeouts will take place after the penalty has been resolved.
- The enforcement of a penalty cannot take the ball more than half the distance from the spot towards the opponents goal line.
- If an offensive penalty occurs while the player is in his end zone, the results of the play are revoked and a safety is granted to the defensive team.
- Any subsequent consecutive foul will be enforced as a 10-yard personal foul.
- Live ball penalties shall become part of the play. A play does not end until the penalty yardage has been marked off.
Time Preservation Rule:
- Team A may invoke this rule during the second half while losing and immediately after scoring a touchdown. Which will give Team B the ball at the 20 yard line going in, rather that its own 14 after any score by team A. This will prevent team B from using up the clock driving the ball. Once this rule has been into effect it becomes irrevocable for the remainder of the game.
Summary of Fouls and Penalties:
- Required equipment worn incorrectly. // pants with pockets // 5yds from previous spot // live ball.
- Delay of game. // not snapping within 25 second clock // 5yds from previous spot // dead ball.
- Illegally consuming or conserving time. // a player pitches a ball out of balls to no one, attempting to stop the clock. // 5yds from the spot of infraction. Clock will then start whenever it benefits the opponent // live ball.
- Illegal substitution. // a player not coming with 15yds of the ball at some time // 5yds previous spot // dead ball.
- Encroachment // D-1 crossing the first marker (Yellow Puck). // 5yds previous spot, 10yd Unsportsmanlike if done on two consecutive plays // dead ball
- False start // O-1 moves forward prior to snap // 5yd previous spot // dead ball
- Illegal snap // ball not traveling 2yds beeline LOS // 5yds previous spot //dead ball
- Illegal formation // not having enough players on the LOS // 5yds previous spot // dead ball
- Illegal motion // A-2 moves forward while in motion // 5yds previous spot // dead ball
- Illegal forward pass // forward lateral or Qb passed LOS. // 5yds spot of infraction, loss of down // live ball
- Intentional grounding // throwing a ball into the ground to avoid a sack // 5yds spot of infraction, loss of down // live ball
- Kick interference // not allowing R-1 to catch a kick // 10yds spot of infraction or 10yds and a replay // live ball
- Offensive pass interference // A-3 pushing off for separation // 10yds previous spot and loss of down // live ball
- Defensive pass interference // D-2 contacts A-4 while the ball is in flight // Spot infraction and first down // live ball
- Illegally secured flag belt // officials pull // 10yd previous spot and loss of down // live or dead ball
- Unsportsmanlike conduct // failure to abide rules // 10yds from spot of ball // live or dead ball. Automatic 1st down
- Stripping of ball // B-2 knocks the ball out of A-1 hands while the ball is not near the belt // 10yds from spot of infraction // live ball
- Illegal contact // any player not avoiding contact // 10yds LOS or add to the end of the run. // live ball
- Holding // player grasping shirt or pants // 10 Yards , or given a touchdown // live ball
- Defensive Holding // Non-Ball Carrier // 5 Yds automatic first down // live ball
- Contacting the passer // anything other than attempting to deflag passer // 10yds and a first down. Add to end of play if pass was completed. // live ball
- Flag guarding // any attempt to deny opponent to remove flag // 10yds from infraction and loss of down // live ball
- Illegal block // any extension of body part // 10yds from previous spot // live ball
- Illegal participation // a player going out of bounds, then becoming the first to touch a live ball // 10yds from the previous spot // live ball
- Assisting a runner // one player picks up the runner to move him. // 5yds from spot of infraction // live ball
- Player outside team box // Team A player is harassing team B player while standing between the G & 20 // 5yds previous spot // live or dead ball