5v5 Contact Rules

Adult 5v5 Contact Flag Football

The Game

  • Game Time is FORFEIT TIME

  • Minimum of 3 players to start a game.

  • A coin toss determines 1st possession. The team can elect to have offense, defense, defer or direction. Choice in the 2nd half will be awarded to the team that did not have the choice 1st half.

  • The offensive team takes possession of the ball at their 5-yard line and has three plays to cross mid-field. Once a team crosses mid-field they have three plays to score. If the offensive team fails to cross mid-field, the ball changes possession. If the offense does not score, the ball changes possession. All drives start from the 5-yard line with the exception of an interception.

  • Open hand contact allowed between shoulder and waist.

Attire

  • Players may NOT have pockets. Players may NOT have taped pockets. Players may NOT turn their shorts inside out. Players may have shorts with pockets if they have been professionally sewn or if they have zippers and the zippers remained zipped up.

  • Teams also must have the same color shirts and have an alternative color (one dark color/one light color). They do not have to be official uniforms. If both teams are wearing the same color, there will be a coin toss, and the losing team will need to change into a different color.

Game Clock Format

  • Tournament clock is 25 minutes long. Two 12 minute halves and 1-minute halftime.

  • Each team has two 30 second timeouts PER GAME. If a time out is called after a TD the clock will not run until the change of possession and the offense snaps their ball.

First Half Clock

  • The clock will run continuously during the 12 minutes of the first half unless a team timeout is used or play is stopped by an official (e.g. deal with an injury, challenge, referee conference, game management purposes, etc.)

  • The head official will give a verbal two-minute warning (for rule specific changes inside 2 minutes)

  • The clock will run during point-after-touchdown attempts (PATs) in the first half unless the defense opts to use a team timeout.

Second Half Clock

  • In the second half, the clock will run continuously for the first 11 minutes unless a team timeout or an official's time out is used.

  • The one-minute warning will stop the clock in the second half.

  • The head official will give a verbal two-minute (for rule specific changes) and one-minute warning as close as possible to the actual marks but will not interrupt a live play.

  • At the one minute warning officials will use a mechanic for the remainder of the contest.

  • The time remaining on the clock will be announced after every play inside the final two Offense

Running

  • The quarterback may run immediately.

  • Teams may handoff (unlimited), pitch, or throw back in the backfield. UNLIMITED laterals or throwbacks behind the LOS are allowed for the player to remain eligible to pass. The player who receives the pitch or handoff may throw the ball as long as he or she is not fully beyond the line of scrimmage.

  • Pitching (backwards/laterally) is allowed downfield (unlimited). Handoffs are allowed in front or behind.

  • A forward pass DOES NOT have to cross the LOS to be a legal play.

  • If the ball is placed on the Back of ANY player, the player MUST run the ball (no give and go to the QB on the back)

  • No run zones are located 5 yards before mid-field and 5-yards before the end zone. You may not run the ball in the no run zone (5-yards before the first down and end zone), only forward passes are allowed.

  • Ball is spotted where the front hip is at the time of the flag pull. The front hip must break the plane of the midfield or goal line to be considered a first down or touchdown.

  • Players may NOT block down field in any form.

  • Jumping into a player will result in a 5 yard penalty from where it happened.

  • Diving is not allowed.

Passing

  • The quarterback has unlimited time to pass the ball.

  • There is no arm in motion, if the ball is in hand when the quarterback flag is pulled then it will be ruled a sack.

  • Interceptions may be returned.

  • The rusher may not have any contact with the QB (no hitting the QB arm or knocking the ball out of the QB hand).

  • If ANY part of the players body is behind the LOS it is a legal pass

Receiving

  • All players are eligible to receive a pass, including the quarterback, if the ball has been pitched or handed off in the backfield.

  • Players must have at least one foot in bounds when making catch.

  • Players that run out of bounds during a play cannot be the first player to touch the ball when attempting to make a catch (this is a penalty Illegal touching). If the player is pushed out of bounds by a defender, then comes back into the play, he or she is still eligible to touch the ball first.

  • There are no force outs - this would be considered an unnecessary roughness penalty. Can be awarded a TD if it happens within the endzone or if the official reasonably believes the foul is the only thing preventing the ball carrier from scoring.

Play is Ruled Dead When

  • The offensive player flag is pulled.

  • Ball carrier steps out of bounds.

  • A touchdown is scored.

  • Any part of the body that is not hands or feet touches the ground.

  • Incomplete pass.

  • Ball hits the ground.

Defense

Rushing the Quarterback

  • Players that rush the quarterback must be a minimum of 3 yards from the line of scrimmage when the ball is snapped.

  • The 3 yards will be measured off by a referee.

  • Players that are not 3 yards from the line of scrimmage when the ball is snapped may not

Pass Coverage:

  • Jamming receivers is allowed within 3 yards. Center cannot be jammed.

  • Pass interference normally occurs above the waist; entangled feet are not considered pass interference.

  • Incidental contact is not considered pass interference.

  • A player may find their opponent by reaching out and placing a hand on them as long as touching does not delay, impede, twist, or turn their opponent. This is not considered pass interference.

  • A player may use their arms or hands to intentionally obstruct the receive view (face guarding) of the ball without turning their own head to play the ball as long as noteworthy contact is not made with the receiver.

  • If defensive pass interference occurs in the end zone the ball will be placed on the one-yard line, automatic first down.

  • Interceptions may be returned.

  • Interceptions in the end zone that are not returned to the field of play will result in a touchback and the ball will be spotted on the 5-yard line.

  • Contact away from the direction of the pass is not considered pass interference but may be considered illegal contact.

  • Whether a pass is catchable or uncatchable has no bearing on pass interference. The benefit of the doubt is given to the receiver.

  • Examples of pass interference include:

    • Shoving or pushing off to create separation.

    • Playing through the back.

    • Hook and turn: grabbing the torso and turning an opponent before the pass arrives.

    • Arm bars, hooking, restricting, grabbing wrists, or turning a receiver. Blocking downfield before the ball has been touched, commonly seen through pick plays.

Scoring:

TOUCHDOWN

6 POINTS

POINT AFTER TOUCHDOWN (PAT)

1 POINT FROM THE 5-YARD LINE (NO-RUN ZONE IN EFFECT)

2 POINTS FROM THE 12-YARD LINE, RUN, PASS (OUTSIDE OF NO-RUN ZONE)

INTERCEPTIONS RETURNED ON PATS ARE WORTH 2 POINTS

SAFETY

2 POINTS

Point After Touchdown (PAT):

  • Following a touchdown, once the scoring team has informed an official of which point conversion choice they want to attempt the decision cannot be changed unless the scoring team uses a team timeout.

  • If a penalty occurs during an extra point attempt, the penalty will be assessed but the extra point value remains the same.

  • Decisions cannot be changed after a penalty. For example, if the offense attempts a 1-point PAT and is penalized five yards for a false start, they cannot change their mind and go for a 2-point PAT. They will still be attempting a 1-point try even if they call a timeout.

  • Defensive unsportsmanlike conduct, personal fouls, or roughing penalties during a successful touchdown attempt will be assessed at half the distance to the goal during the PAT attempt (e.g., 2-point PAT attempts will be spotted at the 6-yard line, 1-point PAT attempts will be spotted at the 2.5-yard line). All other defensive penalties may be declined by the offense and the score will stand.

  • Dead ball fouls committed by the offense that do not carry a loss-of-down penalty (false start) may result in penalty yardage assessed and the down replayed.

  • Fouls by the offense during a successful PAT attempt that carry a loss-of-down penalty (flag guarding, illegal advancement, illegal forward pass, etc.) will result in the PAT being no good.

  • Fouls committed by the offense in unsuccessful PAT attempts will be declined by the defense and the PAT will be no good and will not be replayed.

  • Fouls by the defense during an unsuccessful PAT attempt will result in a retry after the options are administered.

  • If the PAT-attempting team throws an interception and then commits a flagrant foul after the interception during the attempted return (physically contains the ball carrier; bear hugs, aggressively holds, tackles, etc. without making a clear, legal attempt to pull the ball carrier's flag, the ball carrier will be awarded two points.

Overtime Extra Point Shoot-Out

  • A coin flip determines first possession, 1 timeout per OT period

  • Teams will go in reverse order if more than 1 OT is required

  • Teams can elect to go for 1 or 2 points

  • Winner will be determined once the value of the extra point exceeds the other teams attempt.

Roster Rules

  • Rosters must be completed through the registration system.

  • Team captains must invite players by entering their email address or sending them the invite link.

  • Players must accept the invite, register themselves and accept the waiver in order to be eligible to participate.

  • If the team captain is also playing, they must register themselves as a player on the roster and accept the waiver.

  • If the team captain is not playing, their spot on the roster does not count toward the roster maximum.

  • Failure to complete your roster will result in a forfeit and removal from the event without refund.

  • Players may not play in more than one division of a single format. If you are on a roster for 4v4 PRO, you may not play in 4v4 Comp or Rec, but you could play in 5v5 Non-Contact Rec.

  • Transgender players may play on the team that matches the gender on their state or federal issued identification document.

  • Players must have a valid I.D. or copy of their I.D. with them at all times. In the event of a Roster Protest this is the only form accepted as proof of identity.

  • If a player is found playing on a team illegally, the team will forfeit the game the illegal player participated in.

  • All game fees, referee fees, and fines must be paid if forfeiting teams drop out of league, pool, or tournament play.

  • The number of players that can be on a team's roster varies by style. See individual style rules for details.

Challenge Procedure

  • Only the team captain or head coach may ask the referee questions about rule clarification and interpretations.

  • Generally, officials are happy to answer quick response and general questions during the game if they do not impede the game. The priority is to spot the ball then address questions without impeding the play clock.

  • If a captain or head coach believes an official has made a procedural error they may call for a timeout. If the head official agrees that there has been a procedural error (e.g., wrong down, incorrect penalty yardage, etc.) the procedural error will be addressed and the timeout will not be charged.

  • The challenge must be made to an official before the next snap.

  • In the event the captain or head coach loses a procedural challenge and the captain's team did not possess a legal team timeout a fifteen-yard unsportsmanlike conduct penalty will be assessed.

  • Only procedural issues may be addressed, not an official's judgment call or no-call.

  • If the protesting team is unsatisfied with the ruling of the challenge on the field and would like to elevate the challenge to a league director / head of officials, they may do so.

  • If the protest is ultimately lost, the protesting team will lose all remaining timeouts of that half. If the protesting team does not have any timeouts left in the half they will lose all of the timeouts in the following half.

  • If the team doesn't possess any timeouts at all they will be assessed an unsportsmanlike conduct penalty.

  • Roster challenges will be dealt in the manner described above as well.

PENALTIES

  • Intentional delay of game by the offense or defense, any team member, or fan will result in a 15 yard unsportsmanlike conduct penalty

    • automatic 1st down (if committed by the defense)

    • LOD (if committed by the offense) and the clock will stop.

Penalty Charts:


YARDAGE

WHERE IS THE PENALTY ASSESSED?

RESULT

FLAG GUARDING

5

SPOT OF FOUL

LOSS OF DOWN

ILLEGAL ADVANCEMENT

5

SPOT OF FOUL

LOSS OF DOWN

ILLEGAL FORWARD PASS

5

PREVIOUS SPOT

LOSS OF DOWN

OFFENSIVE PASS INTERFERENCE

10

PREVIOUS SPOT

LOSS OF DOWN

DEFENSIVE PASS INTERFERENCE

10 OR SPOT FOUL

10 YARDS FROM PREVIOUS SPOT OR SPOT OF FOUL (WHICHEVER THE OFFENSE CHOOSES)

AUTOMATIC 1ST DOWN






YARDAGE

WHERE IS THE PENALTY ASSESSED?

RESULT

PERSONAL FOUL/UNNECESSARY ROUGHNESS

15

END OF THE PLAY OR PREVIOUS SPOT

BY THE OFFENSE: LOSS OF DOWN

BY THE DEFENSE: AUTOMATIC 1ST DOWN

UNSPORTSMANLIKE CONDUCT

15

END OF THE PLAY OR PREVIOUS SPOT

BY THE OFFENSE: LOSS OF DOWN

BY THE DEFENSE: AUTOMATIC 1ST DOWN

ROUGHING THE PASSER

15

PREVIOUS SPOT

AUTOMATIC 1ST DOWN



YARDAGE

WHERE IS THE PENALTY ASSESSED?

RESULT

DELAY OF GAME

5

PREVIOUS SPOT

REPLAY DOWN

FALSE START

5

PREVIOUS SPOT

REPLAY DOWN

OFFSIDE / ENCROACHMENT

5

PREVIOUS SPOT

AUTOMATIC 1ST DOWN

COOL DOWN PERIOD

0

NO FOUL

PLAYER MUST SIT OUT 5 PLAYS



YARDAGE

WHERE IS THE PENALTY ASSESSED?

RESULT

ILLEGAL SUBSTITUTION OR ILLEGAL PARTICIPATION

5

PREVIOUS SPOT

REPLAY DOWN �???�??�?�¢?? DEAD BALL

ILLEGAL SHIFT OR ILLEGAL MOTION

5

PREVIOUS SPOT (THIS IS A LIVE BALL PENALTY)

LOSS OF DOWN

STRIPPING OR ATTEMPTED STRIPPING

5

SPOT OF THE FOUL

AUTOMATIC 1ST DOWN

ILLEGAL CONTACT

5

PREVIOUS SPOT OR SPOT OF THE FOUL

BY THE OFFENSE: LOSS OF DOWN

BY THE DEFENSE: AUTOMATIC 1ST DOWN

EARLY FLAG PULL

5

PREVIOUS SPOT

AUTOMATIC 1ST DOWN

ILLEGAL TOUCHING

5

PREVIOUS SPOT

LOSS OF DOWN



YARDAGE

WHERE IS THE PENALTY ASSESSED?

RESULT

ILLEGAL BLOCKING/

HOLDING

10

SPOT FOUL OR FROM PREVIOUS SPOT IF BEHIND LOS

LOSS OF DOWN

HOLDING BALL CARRIER

5

SPOT OF THE FOUL

AUTOMATIC 1ST DOWN

IMPEDING THE RUSHER

5

PREVIOUS SPOT

LOSS OF DOWN

CHARGING

5

SPOT OF THE FOUL

LOSS OF DOWN

LAST MAN RULE

15 OR

TD

SPOT OF THE FOUL

AUTOMATIC 1ST DOWN

TD IF INSIDE THE 5 YARD LINE