Flag Football Rules & Regulations

  

Flag Football Rules & Regulations
6 vs 6 Flag Football Guidelines

  • Sharing personal equipment such as football gloves, cooling towels, or mouthguards—is strictly prohibited.
  • Coaches, players, and spectators must remain off the field until their scheduled game time.
  • Coaches are responsible for managing and maintaining their team’s equipment.

Game Scheduling & Rescheduling

  1. Only the St. Charles Parish Department of Parks and Recreation has the authority to postpone or reschedule games.
  2. Games may only be rescheduled due to school-related events that prevent a team from fielding the minimum number of players, as stated in the OTS Manual (Article 15). If a team has enough eligible players to begin, the game must be played as scheduled—this includes both regular season and postseason games.
    • If the head coach is unavailable, an assistant coach must step in.
    • If no assistant coach is available, the game will result in a forfeit.
  3. Coaches must check the Parks and Recreation website (www.scpparksandrec.com), specifically the GAME SCHEDULE section, for updates regarding weather-related cancellations.

Behavioral Expectations & Conduct

  1. Alcoholic beverages are strictly prohibited at all practices and games (OTS Manual Article 32).
  2. Tobacco use—including smoking, vaping, and chewing tobacco—is not permitted on the field, in dugouts, or in the bleachers. Violations may result in game forfeiture.
  3. Players wearing plaster or metal casts are not permitted to participate.
    • Players ages 5–14 must wear molded cleats or plastic screw-in cleats only.
  4. All participants, coaches, players, parents, and spectators—are expected to follow all rules and regulations set by the Parks and Recreation Department.
    • Failure to comply may result in disciplinary actions, including suspension or permanent removal from the program.

Ejections & Disciplinary Actions

  • Any coach or player ejected for inappropriate behavior (verbal or physical abuse toward officials, coaches, players, or spectators) must leave the park immediately and will be suspended for the next game.
  • A second ejection for similar behavior will result in a two-year suspension from all recreational programs.
  • Ejected coaches must complete a mandatory Sportsmanship Course before returning.
  • Physical assault toward any official, coach, player, or spectator will result in immediate removal and a two-year ban from all Recreation Department activities.
  • Individuals who refuse to leave after an ejection may be removed by law enforcement.

State Law: Battery of a Sports Official

Under Louisiana law (R.S. § 14:34.4), it is illegal to commit battery against a sports official. Penalties include:

  • A fine of up to $500
  • 48 hours to 6 months in jail (mandatory, no suspended sentence)
  • Probation with mandatory community service

 

 

 

 

 

 

SCPRD Flag Football Rule Adjustments
(Separate from NFL FLAG Rules)

The following modifications have been made to better suit the needs of our league:


Timing & Overtime

  • No overtime will be played during regular season games. Once the clock expires, the game is over.
  • Overtime rules will only apply in playoffs and championship games.

Coaching Guidelines

  • Each team is allowed up to three (3) coaches.

 

I. Game Setup and Flow

  1. Coin Toss
    • At the start of each game, coaches meet at midfield for the coin toss.
    • The visiting team calls the toss.
    • The winner chooses either offense or defense.
    • The loser chooses which direction to defend.
    • Note: There is no option to defer.
  2. Second Half Possession
    • Teams automatically switch sides at halftime.
    • The team that began the game with possession will start the second half on defense.
  3. Offensive Possession
    • Each possession starts at the team's own 5-yard line.
    • Teams have four (4) downs to reach midfield.
    • Once across midfield, teams then have four (4) downs to score a touchdown.
  4. 4th Down Options (Before Midfield)
    • If the offense fails to reach midfield after 3rd down, it may:
      • Punt: The opposing team takes possession at their own 5-yard line.
      • Go for it: If the offense fails on 4th down, the opposing team takes possession at the spot where the play ended.
  5. Coach Declaration on 3rd/4th Down
    • On any potential final down (3rd or 4th), the referee will ask the Head Coach to declare “Punt or Play.”
    • The Head Coach must respond immediately, or a delay of game penalty will be assessed.
    • Coaches may use a timeout to change their decision before the play clock expires.
  6. After Crossing Midfield
    • If the offense fails to score after 4th down, possession changes.
    • The opposing offensive team will begin its possession at their own 5-yard line.

II. Terminology

  • Boundary Lines: The outer perimeter of the field, including the sidelines and end zones.
  • Line of Scrimmage (LOS): An imaginary line extending across the width of the field through the point of the ball before each snap.
  • Line-to-Gain: The yard line the offense must reach to earn a new set of downs.
  • Rush Line: An imaginary line 7 yards behind the line of scrimmage on the defensive side, from which a legal rusher must begin.
  • Offense: The team in possession of the ball.
  • Defense: The team attempting to stop the offense and gain possession of the ball.
  • Passer: Any offensive player who throws a forward pass—this is not limited to the quarterback.
  • Rusher: A defensive player who starts from the rush line and attempts to disrupt the quarterback by pulling flags or blocking the pass.
  • Live Ball: The period during which the play is in progress. Live ball penalties occur during active play and are enforced before the down is complete.
  • Dead Ball: The period between plays when no action is taking place.
  • Whistle: The official’s signal used to stop play—typically for timeouts, the end of a play, or game period transitions.
  • Inadvertent Whistle: A whistle blown by an official unintentionally, stopping play in error.
  • Charging: An illegal move where the ball-carrier forcefully runs into a set defensive player, including contact initiated with the head, shoulder, forearm, or chest.
  • Flag Guarding: An illegal attempt by the ball-carrier to block defenders from pulling their flag, including stiff-arms, lowering the head/elbows, or using the ball to shield the flag.
  • Shovel Pass: A legal forward pass that travels across the line of scrimmage, delivered underhand, backhand, or pushed forward.
  • Lateral: A legal toss that travels parallel to or behind the ball-carrier, typically used to extend a play.
  • Unsportsmanlike Conduct: Any confrontational, inappropriate, or offensive language or behavior that goes against the spirit of the game.

III. Equipment Checklist

General Equipment Requirements

  1. Belts & Mouthguards
    • All players must wear official NFL FLAG belts and flags.
    • Mouthguards are always mandatory while on the field.
    • Game balls must be balls issued by Recreation Department.

 

  1. Footwear
    • Players must always wear shoes.
    • Exposed metal cleats are strictly prohibited and must be removed before play.
  2. Optional Protective Gear
    • Players may tape forearms, hands, and fingers.
    • Gloves, elbow pads, and knee pads are allowed.
    • Braces with exposed metal are not permitted.
  3. Prohibited Items
    • All jewelry and hats must be removed before participation.
    • Headbands and winter beanies are allowed.
  4. Helmets & Eyewear
    • Soft-shell helmets, halos, and sunglasses may be worn, but must be securely fastened at all times.
    • Prescription glasses are allowed, with or without a strap.
  5. Uniform Requirements
    • Jerseys must be tucked in if they extend below the belt line.
    • Players must wear department issued shorts.
    • Flag belts cannot match the color of the player’s shorts or pants.
  6. Player Responsibility
    • Players must bring their own NFL FLAG belts and mouthguards to each game.
  7. League-Issued Game Balls
    • Official NFL FLAG footballs will be provided for all games.

 

 

League & Tournament Play – Additional Rules

  1. Electronic Communication
    • No electronic communication is permitted between players and coaches or spectators.
    • Any team or individual found using electronic communication during play will be immediately disqualified.

VI. Timing and Overtime

Regular/Post Season Timing

  • Games are played on a 48-minute continuous clock, split into two 24-minute halves.
  • The clock stops only for:
    • Halftime (2 minutes)
    • Player injuries
    • At the officials’ discretion
  • Mercy Rule: If a team gains a 35-point advantage, the game ends.
    • Teams may continue playing without affecting the official score.
  • Play Clock: Teams have 40 seconds to snap the ball after it's spotted.
  • Timeouts: One (1) 60-second timeout per half (does not carry over).

 

Overtime Rules for Playoffs

If the score is tied at the end of regulation, overtime will be used to determine a winner.
Home team calls the overtime coin toss.

  • The winner chooses offense or defense first.
  • If a second OT is needed, the team that lost the initial coin toss chooses offense or defense.
  • This alternating choice continues in subsequent overtime rounds.
  • The referee determines which end of the field all overtime periods will be played.

1st Overtime

  • Each team gets 1 offensive play from either:
    • the 5-yard line for 1 point, or
    • the 10-yard line for 2 points.
  • Example:
    • Team A goes first, chooses 1-point attempt, and succeeds.
    • Team B can go for 1 point to tie or 2 points for the win.
  • If Team B fails to tie or beat Team A’s result, the game ends.

2nd Overtime

  • Both teams must attempt a 2-point conversion from the 10-yard line.

3rd Overtime

  • Each team runs 1 play from the 5-yard line, going out from the endzone.
  • The team that gains more yards on the play wins and is awarded 1 point added to the final score.

Additional Overtime Guidelines

  • All regulation rules and penalties apply during overtime.
  • No timeouts are allowed in overtime.

 

 

Overtime Interceptions

  • Interceptions are returnable for 2 points.
  • If an interception is returned for a score in 1st or 2nd OT, the game ends immediately.
  • If an interception is advanced in 3rd OT, the game is over at the end of the play.

VII. Scoring Guide

  1. Touchdown – 6 points
  2. Point After Touchdown (PAT)
    • 1-point attempt: From the 5-yard line (pass only)
    • 2-point attempt: From the 10-yard line (run or pass)
  3. Interceptions
    • Returned for a touchdown during regulation: 6 points
    • Returned during extra point attempts or overtime: 2 points
  4. Safety – 2 points
    A safety occurs when the ball-carrier is ruled down in their own end zone. This includes:
    • Flag pulled in the end zone
    • Flag falls off in the end zone
    • Stepping out of bounds in the end zone
    • Knee or arm touching the ground in the end zone
    • Fumble occurring in the end zone
    • Snapped ball landing in or beyond the end zone
  5. PAT Declaration
    • After a touchdown, teams must declare whether they will attempt a 1- or 2-point conversion.
    • A charged timeout is required to change the decision.
    • Decisions may not be changed after a penalty is assessed.
  6. Mercy Rule
    • Regular Season: Game ends if a team leads by 35 points or more.
    • Tournament Play: Game ends if a team leads by 28 points or more.
  7. Forfeit Scoring
    • Regular Season: 35–0
    • Tournament Play: 28–0
  8. Score Verification for Playoffs
    • Coaches, officials, and scorekeepers must verify the score sheet after the game.
    • If a coach does not verify before leaving, the score becomes final as recorded.

VIII. Coaching Guidelines

  1. Expectations
    • Coaches must adhere to NFL FLAG/St. Charles Parish Recreation Department philosophies, coaching guidelines, and the code of conduct.
  2. Sideline Conduct
    • Coaches are allowed to coach only from the sideline.
    • For younger divisions (8U, 7U, 6U), one coach on the field.
    • Coaches are responsible for the conduct of their players, fans, and all associated team members.

IX. Live Ball / Dead Ball Regulations

  1. Live Ball Definition
    • The ball becomes live at the snap and remains live until an official blows the whistle to signal a dead ball.
  2. Neutral Zone Violations
    • Officials will indicate the line of scrimmage and neutral zone prior to each play.
    • Any player entering the neutral zone before the snap commits an automatic dead ball foul.
    • Officials may issue a courtesy warning for players who inadvertently cross the neutral zone.
  3. In-Bounds Catch
    • A player who catches the ball in the air is considered in bounds if the first foot or any body part (excluding hands) touches inbounds while maintaining possession.
  4. Substitutions
    • May be made during any dead ball period.
  5. Simulating Signals / Unfair Acts
    • The defense may not simulate offensive signals to confuse the offense.
    • Additional unfair acts include:
      • Not returning five eligible players after halftime.
      • Calling a timeout before the referee signals "Ready for Play".
    • These infractions result in an unsportsmanlike conduct penalty on the Head Coach.
  6. Play is Ruled Dead When:
    a. The ball hits the ground (on a snap, pitch, or lateral — spot the ball where it lands).
    b. The ball-carrier’s flag is pulled.
    c. The ball-carrier steps out of bounds.
    d. A touchdown, PAT, or safety is scored.
    e. The ball-carrier’s knee, shin, leg, forearm, or arm contacts the ground.
    f. The ball-carrier’s flag falls out.
    g. A receiver catches the ball with 0 or 1 flag(s) attached.
    h. The 7-second clock expires.
    i. An inadvertent whistle is blown.
    j. The ball-carrier leaves their feet to dive, jump, or hurdle a player.
    • Exception: Players may dive to catch a pass or pull a flag.

Note on Fumbles:
A play is dead at the spot where the ball contacts the ground.
A fumble is any loss of possession resulting in the ball touching the ground.


7. Inadvertent Whistle (IW) Procedures

  • If an inadvertent whistle occurs:
    • The team in possession has two options:
      1. Take the ball at the spot where the whistle blew and count the down, OR
      2. Replay the down from the original line of scrimmage.
  • If an IW occurs on the final play of a half or a game, the offense is awarded one untimed down and given the same two options.

X. Running Game

  1. Spotting the Ball
    • The ball is spotted at the point where the ball is located when the flag is pulled.
  2. Handoffs, Pitches, and Laterals
    • Permitted anywhere on the field as long as it’s backwards.
    • Center sneak plays are prohibited – the quarterback may not handoff, pitch, or lateral to the center.
    • Any player who receives a legal backward handoff, pitch, or lateral behind the line of scrimmage may throw a pass.
    • Once a handoff or backward exchange occurs, the 7-second pass clock is eliminated, and all defenders are eligible to rush.
  3. Legal Handoff Defined
    • A legal handoff is a complete transfer of possession from one offensive player to another behind the line of scrimmage.
  4. No Run Zones
    • Teams cannot run the ball in designated No Run Zones:
      • Within 5 yards of midfield (first down line)
      • Within 5 yards of the goal line (scoring zone)
    • Each team faces two No Run Zones per drive.
  5. Jumping, Leaping, or Hurdling
    • Not allowed when advancing the ball, as determined by the official.
    • The play is blown dead, and the ball is spotted where the act occurred.
  6. Leaving the Ground
    • Players may leave their feet legally for:
      • Spinning
      • Jump cuts
      • Passing the ball (QB)
      • Clearly avoiding contact with another player
    • The play continues unless illegal contact occurs, which may result in a penalty.
  7. Blocking or Screening
    • Allowed if player is not in motion.
  8. Trailing Players
    • Offensive players near the ball carrier must cease movement once the ball crosses the line of scrimmage.  They may block down field as long as not in motion.
    • No running alongside or screening for the ball carrier.
  9. Flag Obstruction
  • All jerseys must be tucked in before each play.
  • Flags must be visible and on the hips.
  • Obstructed or covered flags are considered flag guarding.

 

XI. Passing

  1. Forward Passes
    • Only one (1) forward pass is allowed per play and must be thrown from behind the line of scrimmage.
    • The ball must be released before crossing the line of scrimmage.
    • Unlimited backward passes, laterals, and pitches are allowed.
    • Additional passing rules:
      • No intentional grounding: The quarterback may legally throw the ball across the line of scrimmage to avoid a sack.
      • All forward passes must cross the line of scrimmage, unless touched by a defender.
        • Forward passes that fail to cross the LOS are illegal, unless deflected by the defense.
  2. Shovel Passes
    • A shovel pass is permitted and must:
      • Be a forward pass
      • Originate behind the line of scrimmage
      • Be received beyond the line of scrimmage
  3. 7-Second Pass Clock
    • The quarterback has 7 seconds to throw a forward pass.
    • If a pass is not released in 7 seconds, the play is dead, the down counts, and the ball is returned to the original line of scrimmage.
    • Once a handoff, pitch, or lateral occurs behind the line of scrimmage, the 7-second clock is no longer in effect.
    • Additional notes:
      • If the QB is still in the end zone when the clock expires, the ball is returned to the original LOS, not ruled a safety.
      • If the quarterback throws and then catches their own pass, the play is dead and ruled incomplete.

XII. Receiving

  1. Eligibility
    • All players are eligible to receive a pass, including the quarterback (if the ball has been handed off, pitched, or lateraled behind the line of scrimmage).
  2. In-Bounds Requirement
    • A receiver must have at least one foot or any other body part (except hands) touch inbounds first while maintaining possession.
  3. Simultaneous Possession
    • If a pass is caught simultaneously by both an offensive and defensive player, possession is awarded to the offense.
  4. Interceptions
    • Interceptions are live and returnable:
      • 6 points if returned for a touchdown during regular play.
      • 2 points if returned during extra point attempts or overtime.

XIII. Rushing the Passer

  1. Rusher Eligibility & Guidelines
    • Up to two (2) players may rush the quarterback.
    • All rushers must be a minimum of 7 yards from the line of scrimmage at the time of the snap.
    • Rushers must:
      • Identify themselves before the snap by raising a hand.
      • Rush immediately after the snap—no delayed rushes allowed.
    • Non-rushing defenders may line up anywhere and defend the line of scrimmage.

 

Divisional Modifications:

  1.  
    • Regular Season (8U, 7U, 6U, 1st–3rd Grade Divisions): No rushing the passer is permitted.
  2. Free Rushing After Ball Exchange
    • Once the ball is handed off, pitched, or lateraled behind the line of scrimmage:
      • All defenders may cross the line of scrimmage to pull flags.
  3. Rush Line & Legal Rushing
    • A 7-yard rush line will be marked by the official or a physical marker.
    • Players should confirm legal positioning with the official before each play.

Legal Rush Situations:

  1.  
    • A rush by 1 or 2 identified players from the 7-yard line at the snap.
    • A rush from any position on the field after a legal handoff, pitch, or backward pass.

Rush Penalties:

  1.  
    • Illegal Rush (5 yards + first down):
      • Rusher leaves the 7-yard line before the snap and crosses LOS before a legal exchange.
      • Any non-rusher crosses the LOS before a handoff, pitch, or pass.
    • Encroachment (5 yards + first down):
      • Any defender crosses the LOS before the snap.
    • Jumping the Rush:
      • If the offense draws a rusher forward across the 7-yard line before the snap, that rusher loses rushing eligibility on that play.
      • Not a penalty unless the rusher crosses the line of scrimmage illegally.

Note: Teams are not required to rush the quarterback due to the presence of the 7-second pass clock.

  1. Blocking the Pass
    • Rushers may attempt to block a pass, but:
      • Any contact with the quarterback, unless ruled incidental, will result in a Roughing the Passer penalty.
  2. Impeding the Rusher
    • The offense may not obstruct a rusher’s pre-snap path to the quarterback.
      • The path is determined pre-snap and does not change based on the QB’s movement.
      • If an offensive player moves into the path, they must avoid contact.
      • If contact occurs, it results in an Impeding of the Rusher penalty.
      • If the offensive player remains stationary, it is the rusher’s responsibility to avoid them.
  3. Sacks
    • A sack occurs when the quarterback’s flag is pulled behind the line of scrimmage.
    • The ball is spotted where it was at the moment the flag was pulled.
    • A safety (2 points) is awarded if the sack occurs in the offensive end zone.

XIV. Flag Pulling

  1. Legal Flag Pull
    • A flag pull is considered legal only when the ball-carrier has full possession of the ball.
  2. Flag Pulling Mechanics
    • Defenders are allowed to dive to pull a flag.
    • However, defenders may not:
      • Tackle
      • Hold
      • Run through the ball-carrier while attempting to pull the flag.
  3. Stripping the Ball
    • It is illegal to attempt to strip or pull the ball from the ball-carrier’s hands at any time.
  4. Inadvertent Flag Loss
    • If a ball-carrier’s flag falls off unintentionally during a play:
      • The player is considered down immediately.
      • The ball is spotted where the flag landed.
  5. Possession Without Proper Flags
    • If a player takes possession of the ball with one or no flags on their belt:
      • The play is immediately ruled dead at the spot of possession.
  6. Illegal Defensive Flag Pulls
    • A defensive player may not intentionally pull the flag(s) of a player not in possession of the ball.
  7. Flag Guarding (Penalty)
    • Flag guarding is illegal and includes any action by the ball-carrier that intentionally obstructs access to their flags, such as:
      • Stiff-arming
      • Dropping the head, hand, ball, arm, elbow or shoulder
      • Intentionally covering the flags with the jersey or the football

XV. Formations

  1. Line Requirements
    • The offense must have at least one player on the line of scrimmage (the center).
    • Up to four players may be on the line of scrimmage.
    • The quarterback must line up off the line of scrimmage.
  2. Illegal Motion / False Starts
    • Any movement simulating the snap by a set player is considered a false start.
  3. Snap Requirements
    • The ball must be snapped by the center in one continuous motion between the legs to a player in the backfield.
    • The ball must fully leave the center’s hands.
  4. Motion Rules
    • Only one player may be in motion at the time of the snap.
    • The player in motion must:
      • Be off the line of scrimmage
      • Move parallel or backward to the line of scrimmage
  5. Shifting and Reset
    • Players may shift positions on offense at any time.
    • All players must come to a complete stop for 1 full second before the snap.

XVII. Penalties

I. General Guidelines

  • Game officials will administer all penalties and determine incidental contact resulting from normal play.
  • All penalties are assessed from the line of scrimmage, unless noted as a spot foul.
  • Only the team captain or head coach may approach referees for rule clarifications.
  • Live ball penalties are enforced before the play is considered complete, followed by dead ball penalties.
  • Games or halves cannot end on a defensive penalty unless declined by the offense.
  • If the penalty yardage exceeds half the distance to the goal, it will be assessed as half the distance to the goal.
  • Spot fouls in the end zone:
    • Defensive: Ball placed at the 1-yard line, automatic first down
    • Offensive: Safety

ii. Defensive Spot Fouls

Foul

Penalty

Defensive Pass Interference

Spot of the foul, automatic 1st down

Holding / Illegal Contact

+5 yards from spot, automatic 1st down

Stripping

+5 yards from spot, automatic 1st down


iii. Offensive Spot Fouls

Foul

Penalty

Screening or Blocking

-5 yards from spot, loss of down

Charging

-5 yards from spot, loss of down

Holding / Illegal Contact

-5 yards from spot, loss of down

Flag Guarding

-5 yards from spot, loss of down


iv. Defensive Penalties (Line of Scrimmage)

Foul

Penalty

Unnecessary Roughness

+10 yards, automatic 1st down

Unsportsmanlike Conduct

+10 yards, automatic 1st down

Offside / Illegal Substitution

+5 yards, automatic 1st down

Illegal Rush (inside 7 yards)

+5 yards, automatic 1st down

Illegal Flag Pull (pre-possession)

+5 yards, automatic 1st down

Roughing the Passer

+5 yards, automatic 1st down

Taunting

+10 yards, automatic 1st down


v. Offensive Penalties (Line of Scrimmage)

Foul

Penalty

Unnecessary Roughness

-10 yards, loss of down

Unsportsmanlike Conduct

-10 yards, loss of down

Offside / False Start / Illegal Substitution

-5 yards, loss of down

Illegal Forward Pass (behind or after LOS)

-5 yards, loss of down

Offensive Pass Interference

-5 yards, loss of down

Illegal Motion (more than one in motion)

-5 yards, loss of down

Delay of Game

-5 yards, loss of down

Impeding the Rusher

-5 yards, loss of down

Taunting

-10 yards, loss of down

Illegal Procedure

-5 yards, loss of down

Youth-Specific Rule Adjustments

8U / 2nd & 3rd Grade

  • "No Run" zones are eliminated—teams may run the ball anywhere on the field.
  • Defenders may not rush the quarterback unless a legal handoff occurs in the backfield.
  • One coach per team may assist players pre-snap but must exit the field before the play begins.

7U & 6U / 1st Grade & Below

  • "No Run" zones are eliminated—teams may run the ball anywhere on the field.
  • Defenders may not rush the quarterback unless a legal handoff occurs in the backfield.
  • One coach per team may assist players both pre-snap and post-snap but must maintain a safe distance once the play begins.
  • Mishandled snaps between the center and quarterback will result in a "Do Over"—one per down.
  • Defenders must line up at least five (5) yards off the line of scrimmage before the snap (reduced to three (3) yards if the ball is snapped inside the five-yard line).

Gameplay Adjustments

  • Four (4) downs to cross midfield; once crossed, four downs to score.
  • Quarterbacks may run once before midfield and once after midfield in designated run zones.
  • The "No Run Zone" remains in effect for 9U and older age groups.
  • Laterals and backward pitches are permitted beyond the line of scrimmage.
  • Downfield blocking is allowed if the player is not in motion.
  • Offensive players may run behind the ball carrier to receive a lateral.
  • The quarterbacks have seven (7) seconds to throw the ball in all age groups.