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There's much to see here. So, take your time, look around, and learn all there is to know about our league format and rulebook. If you have any questions, please take a moment to contact us!

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Twin Cities Flag Football Definitions

Boundary Lines

The perimeter lines around the field; the sidelines and back of the end zone lines. 

Charging

An illegal movement of the ball-carrier directly at a defensive player who has established position on the field. This includes lowering the head or initiating contact with defensive player.

Dead Ball

Refers to the period of time immediately before or after the Whistle. 

Defense

The team preventing the Offense from advancing the ball. 

Flag Guarding

An illegal act by the ball-carrier to prevent a defender from pulling the ball-carrier’s flags by blocking access to the runner’s flags with a hand, arm or ball. 

Lateral

A backward or sideway pass of the ball by the ball-carrier. 

Line of Scrimmage

(LOS) an imaginary line running through the point of the football and across the width of the field. 

Live Ball

Refers to the period of time that the play is in action, before the Whistle.  

Mid-Field Line

The line the offense must pass to get a first down. 

Offense

The team with possession of the ball. 

Rush Line

An imaginary defensive line seven yards back from the line of scrimmage running across the width of the field. The Rusher must begin the play behind this line. 

Whistle

Sound made by an official using a whistle that signifies the end of the play or a stop in the action for a timeout, halftime or the end of the game. 

Discover the Excitement of Flag Football

General Game Overview

The game begins with a toss of the coin by the referee. Captains from both teams meet with the referee at midfield to determine who wins the coin toss. The visiting team calls the toss.


The winner of the coin toss begins on Defense, the loser chooses the direction of play. The winner of the coin toss must start the second half on Offense. 


The offensive team takes possession of the ball at it’s 5-yard line and has four (4) downs to cross midfield. Once a team crosses midfield, it has three (3) downs to score a touchdown.


If the offensive team can elect to “punt” on the 4th down. Possession of the ball changes and the defending team’s Offense starts its drive from its 5-yard line. If the offensive team does not elect to punt and does not cross mid field, the defending teams’s Offense will start its possession from the dead ball spot.


If the offense crosses midfield and does not score, the ball changes possession and defending team’s Offense starts at its 5-yard line


Teams may use a timeout only to change the declaration of “Play” at any time prior to the expiration of the play clock.


Teams change sides after the first half. Possession changes to the team that started the game on defense.

Twin Cities Flag Minimum Equipment Requirements

Players must meet the following requirements before they can enter the field of play

  • Footballs will be provided.
  • All players must wear league provided belts and flags on the hips. 
  • All players MUST wear mouth guards at all times while on the field. 
  • Players must wear shoes or cleats. Confirm with your league organizer if cleats are allowed at your location. Cleats with metal are never allowed.
  • Braces or pads with exposed metals are not allowed.
  • Players must remove all jewelry.
  • Beanies, no bill caps or sort shell helmets are allowed.
  • Sunglasses must be secured. 
  • Prescription glasses are permitted without a strap.
  • Players’ jerseys must be tucked into shorts or pants if they hang below the belt line.
  • Shorts or pants with belt loops or pockets must be taped. 
  • Flag cannot be the same color as the shorts or pants.

Field Dimensions

Official Twin Cities Flag Football Field Dimensions

  • 25 yards wide by 70 yards with two 10-yard endzones
  • Midfield line to gain 
  • No run zones five yards before the midfield line and each endzone.
  • The referee will place the ball in the middle of the field prior to the ‘Ready to Play’. 



       Football Size Requirements

          2nd Grade and under Pee-Wee Size 5

          3rd - 6th Grade Junior Size 6 

          7th - 8th Grade Intermediate/Youth Size 7





Game Format and Scoring

Game Clock

Game Clock

Game Clock

  1. Games consist of two continuous 25-minute halves, with a 5 minute halftime. 
  2. The game will end if one team gains a 35-point advantage.
  3. The clock stops for halftime, injuries and the Officials’ discretion.
  4. The play clock is 40 seconds.
  5. Each team has two 60-second timeouts per half. 
  6. Officials can stop the clock at their discretion.
  7. An Injury will stop the clock.

Overtime

Game Clock

Game Clock

  1. Home team calls the toss to determine the team that chooses to be on offense or defense first.
  2. The referee will determine which end of the field the overtime will take place on.
  3. Each team will take turns with the ball and scoring will follow the PAT format.  
  4. All regulation period rules and penalties are in effect.
  5. There are no timeouts. 
  6. Interceptions are returnable in OT, and worth 2 points.

Scoring

Game Clock

Scoring

Touchdown: 6 points

Interceptions: 6 points

Safety: 2 points

PAT (point after touchdown) 

  1. 1 point 5-yard line is pass only  
  2. 2 points (10-yard line) can be run or pass
  3. Interceptions are worth 2 points
  4. Once a decision is made a change requires a charged timeout. 
  5. A decision cannot be changed after a penalty.


Forfeits are scored 35-0 for the winning team. 

The coaches must verify the score sheet at the end of the game. 

Coaches

Formations

Scoring

  1. Coaches are expected to adhere to the code of conduct.
  2. Coaches are permitted to coach on the sideline. 
  3. All others must remain in the viewing areas, this is the coach’s responsibility. 
  4. Electronic communication of any form is prohibited 

Formations

Formations

Formations

  1. A maximum of five (5) players are allowed on the field at the snap of the ball. 
  2. A minimum of one player is required on the line of scrimmage to snap the ball.
  3. Players must be set for at least 1 second before the ball is snapped.
  4. Only one player is allowed in lateral motion at a time. No motion toward the LOS is allowed at the snap.
  5. The ball must completely leave the hands of the center.

Game Play

Live Play

Final Calls

Live Play

Play is live at the snap of the ball 

  1. The official will spot the ball in the middle of the field and will indicate the line of scrimmage.
  2. All players must be behind the Rush Line at the snap of the ball; the official may give notification to move behind the Rush Line.  
  3. A player only needs one body part other than a hand in bounds to complete a catch. 
  4. If the Offense makes a substitution, the Defense must be allowed to make a substitution. 
  5. The defense cannot call out offensive signals. 


Dead Ball

Final Calls

Live Play

Play is dead at the Official's Whistle

  1. The ball hits the ground.
  2. The ball-carrier’s flag is pulled.
  3. The ball-carrier steps out of bounds.
  4. A touchdown, PAT or safety is scored.
  5. a ball-carrier’s BODY part other than a hand hits the ground.
  6. The ball-carrier’s flag falls out.
  7. The receiver catches the ball without two flag(s).
  8. The 7 second pass clock expires.
  9. Inadvertent whistle
  10. Ball-carrier leaves their feet diving or jumping to hurdle a player.


Final Calls

Final Calls

Final Calls

If inadvertent or erroneous whistle occurs the offense has two options:

  •      Take possession where the play was Whistled and the down is used.
  •      Replay the down from the original spot.


If the clock expires the offense will be awarded one untimed down and given those two options.


Officials should all agree upon all calls in order to give each team the full benefit of each call.


Games or halves may not end on a defensive penalty unless the offense declines it.

Position Specific Rules

Passing

Rushing the Passer

Rushing the Passer

  • A forward pass is any pass that travels forward from the point it was released. 
  • Any player can throw the ball forward from behind the LOS.
  • Only 1 forward pass from behind the LOS is allowed per possession. 
  • There is no intentional grounding.
  • The quarterback may throw the ball away beyond the LOS to avoid a sack. 
  • The QB has 7 seconds to pass, handoff or pitch the ball or the play is dead. 
  • If the QB is in the end zone at the end of the 7-second clock, the ball is returned to the LOS.

Rushing the Passer

Rushing the Passer

Rushing the Passer

  

  • All rushers must be behind the Rush Line at the snap of the ball. 
  • Two players can rush the QB and must raise their hand to identify before the snap.  
  • Players must rush immediately at the snap. 
  • Once the ball is handed off, pitched or lateraled all players may immediately rush the ball. 
  • Rushers should verify they are behind the Rush line the official before the play.
  • Rushers are allowed to attempt to block a pass but must not contact the QB unless incidental.
  • An offensive player cannot move to block or impede the rusher, It is the offense’s responsibility to avoid the rusher. 
  • If the offensive player does not move the rusher must avoid the offensive player. 
  • If the “path or line” is occupied by a moving offensive player, then it is the offense’s 

Receiving

Flag Pulling

Flag Pulling

  

  • A player must have at least one foot or other body part in bounds, contacting the ground first with possession.
  • A player only needs one body part other than a hand in bounds to complete a catch. 
  • At simultaneous possession, the offense is awarded the ball.

Flag Pulling

Flag Pulling

Flag Pulling

  

  • Defenders cannot grab or hold any part of the runner other than the flag. 
  • Defenders may not grab or strip the ball from the runner. 
  • Defenders cannot remove flags from a player without possession of the ball. 
  • Defenders may dive to pull the runner’s flag. 

Penalties

General

  1. The referee will determine incidental contact and call all penalties.
  2. Only the head coach may ask the referee questions. 
  3. Penalties will be assessed half the distance to the goal yardage when the penalty yardage is more than half the distance to the goal.
  4. Spot fouls in the end zone: Defensive (Ball on one-yard line, first down)/Offensive (Safety)

Unsportsmanlike Conduct

  1. Tackling, elbowing, physical contact, blocking or any other unsportsmanlike act will not be tolerated, the game will be stopped, and the player will be ejected from the game. 
  2. Offensive or confrontational language is NOT allowed. Officials have the right to determine offensive language. The officials may give a warning or immediate ejection if warranted.
  3. No contact is allowed, this includes a free release from the LOS or contact with defenders when running passing routes. All players must try to avoid other players with an established position. 
  4. Two unsportsmanlike penalties are automatic disqualification from that game and may lead to additional discipline.

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