Flag Football Rules

Schedule - All games are to be played at the time, date and place specified on the schedule posted online

Roster - The Prime Time Flag Football Roster is currently capped at 16 players. Teams with players from multiple divisions must follow the guidelines listed below:

- Bronze: No Gold or Platinum Caliber players. Maximum of 4 players from the Silver Division

- Silver: 1 Platinum Caliber player and 2 Gold Caliber Players or 4 Gold Caliber Players

- Gold: 5 Platinum Caliber Players

- Platinum: No Restrictions

(All Roster Exceptions outside of what is listed above is subject to approval by Prime Time Sports League Management)

Forfeits - Teams need a minimum of 5 players to play at the start of game time for the 7v7 co-ed football league. The 5-player minimum must consist of at least one female on the field at all times. If a team cannot field 5 players, they are allowed to pick up players to meet the 5-player requirement but no more than that to start the game. (Additional subs up to 7 players total can be approved at opposing captains discretion)

If your team is not able to field a team for any given week, please try to notify us 48 hours in advance so we can notify the opposing team. 

Teams that forfeit 2 or more games will not be eligible for playoffs. 

On Field Format  - At any given time there must be either 2 Male or 2 Female players on the field. A team cannot have more than 5 players of the same gender on the field at any time. 

Substitute Players -  Teams are allowed to have substitute players to help field their team if they are down a player or two. Substitute players can not help the team exceed 7 players or fill in to have the minimum of 5 players needed to start the game. If the substitute player still insists on playing and does so the team will then forfeit their game. All subsistute players must be approved by the other captain. If substitute players are not approved and play in the game the team with the unapproved subtitute player will be given a forfeit.

Field Lights - If for some reason the field lights turn off mid game the game will be finished at that time. The score will be considered final and inputted as is. If this occurs during finals a make-up game date will be given to finish the game out to totality. 

Overly Aggressive Players / Sideline (Includes Spectators) -  If a player is deemed overly aggressive by Prime Time Sports League this player will be given a verbal warning by the referee or league managers. If this player continues to act recklessly Prime Time referees / managers have the right to ask a player to leave the game. If the player continues to play recklessly in the next game after warnings and being asked to leave they will be expelled from the season with no refund. If this continues for more than one season they will be expelled from the league indefinitely. 

Captains are responsible for their sidelines including both players and spectators. Prime Time referees / managers have the right to give a verbal warning to sideline players, as well as sideline spectators. If those players / spectators continue to act aggressively (i.e. shouting at other players, officials or managers, arguing, physical conflict or derogatory remakes made) they will be ask to leave immediately. The team captain that is represented by those players / spectators is responsible to make sure that they leave the area and if those players / spectators do not leave the team will receive a forfeit and the game will end immediately.

Taunting - No taunting will be allowed. Penalties for taunting will be at the refs discretion after a verbal warning to the offending team. If a player taunts while entering the end zone without a defender having a realistic chance of pulling their flag a penalty will be enforced when the opposing team begins their drive. 

Equipment

Clothing - No shorts or pants with belt loops are permitted to be worn in the Flag Football Leagues. T-shirts must be tucked under your flag belt. If your shirt covers your belt and obstructs a flag pull a penalty can/will be called. 

Footballs - Teams are required to use an NCCA or NFL sized football. If a team cannot supply their own football or forgot theirs they can check out a ball from the Prime Time booth. 

Shoes  - Cleats are allowed however they cannot have metal spikes / cleats. Cleats can also not have removable metal studs (plastic / rubber tips are fine). 

Flags - Flags will be provided by Prime Time Sports. The flags should be a different color than the shorts/pants you are wearing and must hang on the players hips. If you attempt to place the flag in a different position to avoid it being pulled the ref can call a penalty at their discretion. If your flag falls off before you have possession of the ball you will be considered “one hand touch” if/when you gain possession.

Players are allowed to wear custom flags as long as the flags are in the same style as provided by Prime Time Sports League (Currently approved brands: Flag-a-tag Sonic Booms and Shruumz Custom Sets(Any additional brands need to be approved by a Prime Time repersentative)). Custom flags can not be altered to make them harder to pull out of the popper. If a player is suspected of altering their flags a league representative will check the flags and if deemed altered those flags will be banned and the prior play will be reviewed / nullifed + penalty.(10 yard penalty from the line of scrimmage // Offensive offender will result in loss of down // Defensive offender will result in repeat of down for offense even if ball is intercepted).

Gameplay Timing

 Games will consist of two 20-minute halves with a few minutes for a half time. The first half of each game will have a continuous running clock except for time outs, player injuries or at the refs discretion.

If a timeout is called after a scoring play in the final two minutes of the first half the clock will remain stopped until after the extra point is attempted and the new offense snaps the ball.

The second half of each game will have 18 minutes of running clock followed by a two-minute warning. In the last two minutes of the game the clock will stop for time outs, out of bounds, incomplete passes, QB spiking the ball, 1st down resetting of the cone, scoring plays, player injury or at the refs discretion. 

Pre Game / Coin Toss - At the beginning of the game both captains, as well as, the referee will meet for a captains huddle. During this time the ref will ask if either team has subs, confirm knowledge of the rules and proceed to do a coin flip. The away team will call heads or tails and the coin will be flipped. The team that wins the toss can elect to start on offense or start on defense and the losing team will pick direction of the ball. 

Ball Position - At the beginning of the game / 2nd half or after a scoring drive the ball will start half way between the goal line and the red cone marker. 

Time Outs- Each team will have 2 time outs per half. First half time outs do not carry over to the 2nd half. 

There will be no penalty for an illegal use of time out. If a team is out of time outs they will be reminded by the referees as the game clock continues to run.

Game Clock - The team in possession of the ball will have a 15 second game clock once the ball is set and the referee has blown the play on whistle. If the referee feels as though the offensive team is taking too long to recover their ball from the previous play to gain a time advantage the referee can start the play clock at their discretion by blowing their play on whistle and announcing the play clock has started.

Player Safety

In the event of a "bang-bang" style play (one that happens instantly between offender and defender where one or both are taken out of the play) the play will be called dead by the referee. This call will be made at the referee's discretion.

If a player is deemed to be acting recklessly while a play is in motion (offensive or defensive) a penalty will occur. If the offender is found to be reckless a 5 yard and loss of down penalty will be enforced. If the defender is found to be reckless a 5 yard and repeat of down penalty will be enforced. This call will be made at the referee's discretion.

4th down exemption - If the referee feels as though the defender has put themselves in a situation in which this style of play would purposefully occur to stop the play short and create a turnover the offense will be given a chance to replay their 4th down attempt from the original spot. The 4th down exemption is only in effect if the 1st down is greater than 5 yards per the penalty for defensive recklessness. This call will be made at the referee's discretion.

Safe Play Rule - Any noteworthy contact above the shoulders (head, neck or face) even if accidental can / will be penalized at the referees discretion. This can include accidental hands to the face, "playing the ball" through a players shoulders / head, etc. (10 yard penalty from the line of scrimmage // Offense to defense will result in loss of down // Defense to offense will result in repeat of down)


Game Play (Offense) 

First Downs - Each team has 4 downs to move the ball forward to each first down marker. (only exception is a Ladies First) A first down will occur when the ball breaks the plane of the first down cones while the player is in possession of the ball. 

Ladies First - A ladies first can be used at any time during a drive (can only be used one time per drive and cannot occur within the Redzone). To be eligible for a Ladies First a female player must either catch the ball past the line of scrimmage (ball cannot be thrown backwards or be handed off for there to be eligibility) or a female player can throw the ball past the line of scrimmage to any player on the field. If a player breaks the plane of the redzone area while attempting a Ladies First the team is no longer eligible to use the Ladies First. If the player attempting use a Ladies First breaks the plane of the redzone area and then exits the redzone cone area they are still ineligible of the Ladies First. 

"Punting" - If a team feels as though they will not be able to get a first down when it becomes fourth down they are eligible to "punt" the ball. To "punt" the ball the team on offense must notify the ref first and the ref will then move the ball forward two first down markers and a change of possession will occur. 

Prior to the Snap - Prior to the snap there must be 4 stationary players on the line of scrimmage. (Including the snapper) 3 stationary players are allowed to be off of the line of scrimmage. 

Players must wait for a "ready for play" signal from the officials before snapping the ball to signify that they are ready and in place.

The Snap - The snap must be received from a shotgun formation (at least two yards directly behind the snapper with the QB being stationary). The QB is allowed to move forward towards the ball that has been snapped to them. A snap can only be passed to the QB. Direct snaps to a player in motion will not be allowed. The player who snaps the ball must then run a route. The snapper cannot stand in the same place and act as a "blocker" for the QB.

No offensive player can be within arms length of the player snapping the football. The offense must give the defensive player who is rushing a clear, unobstructed path to the QB.

Lateral passes - Unlimited laterals or backwards passes are allowed while a play is in motion. Once the ball touches the ground it will be considered dead at the spot it lands. If the toss is considered a forward lateral it'll be dead from where it was tossed from.

Intentional Grounding - If a passer is facing an imminent loss of yardage (going to have their flag pulled before they throw) and throws the ball forward with no realistic chance of a player making a completion intentional grounding will be called. This is at the officials discretion.

Neutral Zone - All players must proceed through the neutral zone perpendicular to the line of scrimmage (whether forward or backwards) before running a route. If an offensive player runs a route that is deemed to be ran to block a defensive player from rushing the QB or screening a player at the line of scrimmage a penalty will be called. 

Eligibility - All players are eligible receivers. 

Ball Placement - A ball is marked where the ball is when the flag is pulled, not where the player is standing. 

Dead Ball - The ball will be considered dead when it is thrown out bounds, intentionally spiked by the QB, Fumbled, a penalty is called or if the ball carrier touches the ground with anything except for their feet or hands. 

Completions - The receiving player must catch the ball with at least their first foot down landing in bounds for it to be considered a complete catch. 

Jumping / Hurdling / Diving - A player is not allowed to leave both feet while in possession of the ball whether it be to jump to avoid a flag pull, jump over a player attempting to pull a flag or to dive forward to advance the ball further and avoid a flag pull. 

Spinning - Spinning to avoid a flag pull is allowed. If a player spins with their hands or the ball at their side and it impedes a defender from pulling the flag a penalty for flag guarding will be called. 

Blocking - No blocking is allowed. A player cannot intentionally step in front of another player to impede their progress towards the ball carrier. If the ball carrier is running towards another offensive player that player must stand still with their hands at their sides or in the air. No blocking is allowed at the line of scrimmage to impede a rusher either. 

Controlled Tipping - While in the air a player can control the ball and "tip" it to another player (as long as the tip is backwards towards the line of scrimmage). Controlled tipping in the end zone from Male to Female will not count towards extra points (see the scoring section for more clarification). 

Hand offs - Hand offs are allowed. Once the ball has been handed off it is considered a live ball and the defensive rush count is no longer in play. The ball cannot be handed off to complete a Ladies First as it's behind the line of scrimmage. Once inside the Red Zone the ball can no longer be handed off to another player. 

QB Running - Before the halfway point of the field (signified by a different color cone) the QB can run at any time. Once the offense has made their way past the half way point the QB can only run when Blitzed or if the defensive rusher has crossed the line of scrimmage after the 3 second and go count. 

Team Ball - Offense is in charge of their own game ball. If the ball is thrown wildly outside of the range of the offensive player it is up to them to get the ball and bring it back to the line of scrimmage. Play clock will be enforced during this time to avoid any advantages of the offensive team. 

The "Close The Gap" Rule / Option - This option can be declared by a team that is trailing by 2 scores (24 points) or less within the final two minutes of the game. This option must and can only be declared after the losing team has scored and completed their extra point attempt (successful or failed). The losing team will be given the ball at their red zone and have one untimed play attempt to cross midfield (orange cone). If the losing team is successful they will continue their possession of the ball past midfield and their drive will continue until they either score again, turn over the ball (by interception or by not obtaining the next first down) or the clock expires. The winning team (defense) is granted a free blitz to use on this attempt and all other defensive rules still apply. If the losing team is unsuccesful the winning team will be given the ball at the yellow cone closest to their end zone and it will be 1st and goal.



Gameplay (DEFENSE)

Prior to the Snap - Defenders can line up as they please on their side of the line of scrimmage as long as there are at least 4 defenders within 15 yards of the line of scrimmage.(No more than 3 players past 15 yards)

Contact - A defender can make no contact with an offensive player crossing the line of scrimmage and throughout their route (and vice versa). Any attempt to "jam" an offensive player will result in a penalty. 

Rushing - The defensive team can send as many players towards the QB once they are eligible to do so. To be eligible to rush the QB the player must wait for a 3 second and go count from the ref before they are allowed to cross the line of scrimmage. If a player crosses the line of scrimmage before the 4 second count is finished they will be given a penalty.  If the QB pitches the ball or hands the ball of to a player behind the line of scrimmage the 4 second count no longer exists and the rusher can cross immediately if they choose to. If the QB is in a forward throwing motion while his flag is being pulled the QB will NOT be considered sacked. If however, the QB is holding the ball or is beginning to bring the ball backwards to start their throw they will be considered sacked. This will be at the refs discretion as to where the ball was in the motion of the play.

Blitzing -  Each team will receive 3 Blitzes per game. Before a player blitzes the QB must touch the ball with any part of their body / equipment. To signify a blitz is going to be used by the defensive team, a defender (lined up in front of the QB) must yell out blitz before rushing in. During a blitz the defensive team can send as many players as they choose to rush the QB. A blitz without a player signifying they are blitzing (saying so out loud) or not waiting until the QB has at touched the ball the play will result in a penalty and a repeat of the down for the offense. 

Flag Pulls - Once a defender pulls a flag the play is dead, and the ball will be marked where it is. A player is allowed to dive to pull a flag if they deem it necessary. If a ball carriers flag falls off and it is not due to a defender pulling it, they are still a live player and the play will continue until they have been touched (one handed) by a defender. An offensive player cannot block a defender from pulling a flag with their hands or the ball. (This will result in a penalty) To help the refs see the flag pull please do you best to raise the flag into the air to signify you have pulled it. 

Change of Possesion - In the event of a change of possesion, whether by turnover or a scoring drive, defense is allowed 15 seconds to set up on defense after change of possesion has occured. Offense may not start their next play until the defense has signified that they are ready or the 15 second timer has ran out and the referee has blown their whistle to signal the readiness to play.

Scoring

A score occurs when the ball breaks the plane of the goal line with possession of the ball (hand off / QB run) or a legal forward pass is caught in the end zone. 

Point Break Down - The game will consist of 6, 8 and 10 point scoring. Scoring is based on the gender of the QB, the gender of the Receiver, and where the ball is thrown from on the field for the scoring play.

Orange Cone Touchdowns- An orange cone will mark the half way point on the field. Any touchdown thrown from or given to the receiver via hand off / pitch back from behind this cone will result in extra points. Male QB to Male Receiver will result in 8 points. Male QB to Female Receiver will result in 10 points. Female QB to Male Receiver will result in 10 points. Female QB to Female Receiver will result in 10 points. Any interception caught on the other side of the orange cone and ran for a touchdown by the defender will result in the same scoring based on the gender of the QB and the Defender (unless laterals occur). If a player crosses the plane of the orange cone and moves back behind it before their flag is pulled, they will be marked down where they are pulled, however, they will have nullified the orange cone point bonus. If the play originates behind the orange cone with a forward progress pass and laterals occur during the play leading to a score the point value for the touchdown scored will be 8 regardless of the QB and Receiver genders.

Red Zone - The red zone will be signified by a red cone 5 yards from the goal line. Any touchdown thrown outside of the red zone to a female receiver or from a female QB resulting in a touchdown will be worth 8 points. Any touchdown thrown inside the red zone to both male and female players will be worth 6 points unless thrown by a female QB. If a female QB throws the ball inside of the red zone and it results in a scoring play it will be worth 8 points to both male and female receivers. If a female QB is rushed within or outside of the redzone and decides to run the ball in themselves this will also result in an 8 point score (unless they are behind the orange cone, this will result in a 10 point score). For player safety the red zone is a "no hand off" area. If a penalty brings you out of the redzone you will be allowed to hand the ball off again, however, because you have already entered the red zone Ladies Firsts, as well as, extra points for female touchdowns are nullified. (Unless the TD is thrown by a female quarterback)

Scoring Plays From Handoffs / Pitch Back – Any scoring play made via a pitch back or handoff will result in the gender point scoring for the receiver regardless of the gender of the QB. I.E hand off to a male receiver behind the orange cone is worth 8 and a female receiver is worth 10 regardless of the gender of the QB. A handoff / pitch back to a male receiver after the orange cone is worth 6 and a female is worth 8 regardless of the gender of the QB.

Controlled Tips in the End Zone - A controlled tip in the end zone will result in 6 points to whoever the final target is regardless of who threw it and from where.  

Extra Points - After a successful scoring play a team can elect to go for 1 or 2 extra points. A one point attempt will be at the halfway mark between the red cone and the goal line. A two point attempt will be from the red cone. 

Safeties - If a player has their flag pulled while in their own end zone and the ball is in the end zone as well this will result in a safety. A safety awards 2 points to the defensive team as well as a change of possession. 

Change of Possession After Scoring - Once a team has scored and had their extra point attempt they will be allotted 15 seconds to set up on defense before the offensive team can begin their drive. 

Penalities that put you past orange or into the red zone and what you can do about them.

If a penalty would put a team past the orange cone or into the red zone (which would nullify point bonuses) a team can elect to accept the penalty and take the yardage up to but not past those two zones and continuing the downs. If the penalty occurs on 4th down and accepting the penalty but not the yardage would result in a turnover the team can not elect to take less yardage or a turnover will indeed occur.

Playoffs

Playoffs will occur the week after the ending of regular season games and will consist of the top 6 teams in each division. The format will be 1 and 2 seed receive a bye game, 3 vs 6 seed, and 4 seed vs 5 seed. Second round will be 1 seed vs. the lowest remaining seed and 2 seed vs. highest remaining seed. The winners of the second round will face each other in the finals

Prior to playoffs only players on the team roster by week 4 are eligible for playoffs. No players can be added last minute and substitutions will only be allowed at League Owners discretion (please give 48 hour notice for substitutions to allow time for a decision to be made).

Roster checks and check ins will occur before playoff games.

Participating in playoffs with an ineligible participant will result in an automatic forfeiture. 

Overtime for Playoffs - If there is a tie at the end of regulation time overtime will occur. 

Overtime rules are as follows: 

The captains will huddle with the ref and a coin toss will occur with the home team making the call. The winner of the choice decides on offense or defense and the losing team picks direction. 

The ball will be placed at the 20 yard line (last first down marker) and the offensive team will have 4 downs to score. On a successful score a team can elect to go for 1 or 2 on the extra point. (Normal scoring rules apply and one girl first is allowed)

Once the team that went first has scored or has not score there will be a change of possession and the second team gets a chance to score.

If the score is tied again after both possessions the teams will switch the order of who goes first and switch sides of the field. This will continue until there is a winner. 

Interceptions during overtime can be attempted to be ran for a touchdown. If a player fails to make it to the other end zone their team will gain possession at the 20 yard marker and their possession will begin. 

Each team will get 1 blitz and 1 time out during their overtime possession and defense. 

If a 3rd overtime occurs then that overtime and every overtime after that will require a 2 point extra point attempt. 


Captain’s Challenge

Only the team captain can challenge a call. The violation of a challenge use by a non captain will first be given a warning and any subsequent challenges from non captains will result in a 10 yard unsportsmanlike conduct penalty. Continued abuse of the challenge rule by a non captain can / will result in an ejection at the referees discretion.

If the captain does not agree with the interpretation of the ruling on the field, the captain must call a timeout immediately to inform the official of their disagreement. Once the ball has been snapped, the challenge is no longer valid and no further discussion of the play can be had. If a team no longer has any time outs they will be unable to challenge a ruling.

Judgement calls, such as the spotting of the ball, may not be challenged.

If a challenge is upheld (ruling not changed), the team that is challenging will be charged a timeout.

If a challenge is won, the challenging team will not be charged a timeout and play will resume.



Weather Policy / Field Restrictions

Please see: http://www.primetimesportsleague.com/pages/weatherpolicy


Penalties and Enforcement -

Loss of 5 yards includes: 

Illegal Equipment, 

Delay of Game, 

Illegal Snap, 

Offsides, 

Holding, 

Early Rush

Loss of Down and 5 Yards includes: (if these penalties occur on 4th down or during an extra point a turnover will occur)

Offensive Recklessness,

Jumping / Diving, (Spot Foul)

Flag Guarding (spot foul; loss of downs unless a natural first occurs; in the event of a first down the team will be awarded the first but still moved backwards on the penalty)

Illegal Forward Pass, 

Illegal QB Run,

Intentional Grounding

Blocking (spot foul of ball carrier unless blocking happens behind the ball carrier to prevent a flag pull from behind; blocking from behind the carrier would result in a penalty given from that spot)

Illegal Touching (an offensive player steps out of bounds and comes back inbounds to receive the ball)

Loss of 10 Yards includes

Taunting

Pass Interference (Defensive is repeat of down and penalty / Offensive is loss of down and penalty), 

Roughing the Passer (repeat down and penalty) 

Unsportsmanlike Conduct

If Taunting or Unsportsmanlike Conduct occurs on a scoring play the penalty will be enforced after the extra point is attempted and the ball is placed for the new offense to take control.



Rules Revised Last on 1/30/24