

Nashville Adult Flag Football League
4-ON-4
CO-ED ELIGIBLE FLAG – (Non-Contact)

THE
GAME
We reserve the right to reduce the number of games due to unforeseen circumstances.
A coin toss determines first or 2nd half possession. The offensive team takes possession of the ball at their 5-yard line and has three(3) plays to cross mid-field. Once a team crosses mid-field, they will have three(3) plays to score a touchdown. If offense fails to score, the ball changes possession and the new offensive team takes over on their 5-yard line. If the offensive team fails to cross mid-field, possession of the ball changes and the opposite team starts their drive from their 5-yard line.
(2) 12 minute halves, possession changes at halftime, clock stops at 1 minute warning, incomplete, out of bounds, Score, and change of possession. Each time the ball is spotted a team has :30 seconds to snap the ball.
PLAYERS/GAME
SCHEDULE
Teams must field a minimum of three players at all times.
Teams consist of up to 10 players (4 on the field and 6 substitutes). Must have 2 men & 2 women on the field at all times.
If team is more than 7 minutes late for their scheduled games they will be forfeited.
CO-ED
RULES:
There is no maximum limit to the amount of females which must be on the field. To ensure, coed participation, a penalty will be assessed if the offensive team fails to use a female as an operative player within three(3) consecutive downs.
An Operative Player is DEFINED as a player who:
Is the intended receiver in the eyes of the official.
Runs the ball as the primary runner (does not have to cross the line of scrimmage)
Attempts a pass as quarterback.
An Operative Player is NOT DEFINED as a player who:
Hands off the ball
Snaps the ball into play
Receives a hand-off only to give it back to a male before crossing the line of scrimmage.
Examples:
A pass deflected by a male and caught by a female is a female play.
A pass intended for a female (in the eyes of the referee) that is deflected by a female and caught by a male counts as a female play.
The penalty for running 3 consecutive plays without a female as an Operative Player will be loss of down (i.e. if it was 2nd down during the penalty. It is now 3rd down) and the female must now be the operative player on the next play. If on this play a male catches or runs the ball: loss of down, the play is ruled “dead”, and the ball is brought back to the line of scrimmage and the next play must be a female play.
Plays utilizing a female and resulting in “loss of down” penalties, will still be considered “female” plays.
The slate is clean for extra points and punts and everyone is eligible.
THE
DREADED SACK:
If a male is the QB on a play which could either be to a male or a female and the QB is sacked, the ball is spotted where he was sacked and the play stands as a male play, no matter who was the intended receiver. If a team was forced to a female as the operative player and the male QB is sacked, the play stands as a female play and the offensive team does not have to use a female on the next play.
SCORING:
Games are played to 28 points or 24 minutes. Touchdown=six points, extra point=1 (5 yards out), 2 (12 yards out), Saftey=2 points.
OVERTIME:
If the teams are tied at the end of 24 minutes, teams move directly into overtime.
Coin toss determines possession in each overtime. Each team receives three(3) plays from their own 5-yard line. If the team scores a TD they can go for 1 or 2 points. Most yards or highest score wins. If the teams are tied again, overtime repeats. No first downs!!!
RUNNING:
The QB cannot run the ball
Only direct hand-offs behind the line of scrimmage are legal. Offense can use multiple handoffs.
The player who takes the hand-off can throw the ball as long as he does not pass the line of scrimmage.
Absolutely No Laterals Or Pitches Of Any Kind. No “run zones” are located 5-yards before mid-field and 5-yards before the end zone in each offensive direction, Spinning is allowed but players cannot leave their feet to avoid a defensive player (no diving).
The ball is spotted where the ball carriers belt is when the flag is pulled, not where the ball is.
RECEIVING:
All players are eligible to receive passes.
Player must have one foot in bounds when making a catch.
One player is allowed in motion.
PASSING:
All passes must be forward and received beyond the line of scrimmag. QB has a :7 second “pass clock”. If the pass is not thrown within the :7 secons, play is dead, loss of down, ball returns to line of scrimmage. Once the ball is handed off, the :7 second clock is dead.
Interceptions can be returned.
DEAD
BALLS
Ball must be snapped between legs, not off to one side.
Play
is dead when:
Ball carriers flag is pulled.
Ball carrier steps out of bounds
Touchdown is scored
Ball carriers flag falls off
Ball carriers knee hits the ground
No fumbles, ball is spotted where it hits the ground.
Anytime ball touches the ground, it is dead.
RUSHING
THE QUARTERBACK:
All players that rush the QB must be 7 yards from the line of scrimmage when the ball is snapped.
Players not rushing the QB may defend the line of scrimmage. Once the ball has been handed off the 7 yard rule is no longer in effect and all defenders are eligible to rush. A special marker, or the referee, will designate 7 yards from the line of scrimmage.
PENALTIES:
All penalties will be called by the referee. Defense: Offsides=5 yards & 1st down, Interference=Spot of Foul & 1st down, Illegal Contact (bump and reun, blocking, etc.) 5 yards & 1st down, Holding=10 yards at point of infraction & 1st down. Illegal Flag Pull(before receiver has ball) 5 yards & 1st down, Illegal Rushing (start rush from inside 7 yard marker)= 5 yards & 1st down. (if offsides defender cannot rush)
Offense: Illegal Motion (more than 1 person moving, false start, motion, etc.)=10 yards and loss of down; Illegal Forward Pass (pass received behind line of scrimmage)=10 yards and loss of down; Offensive Pass Interference (illegal pick play, pushing off/away defender)=10 yards and loss of down; Flag Gaurding=10 yards (from point of infraction) and loss of down; Delay of Game=clock will stop/10 yards and loss of down. Referees determine incidental contact which may result from the normal running of a play!
All penalties will be assessed from the point of infraction. Only the team captain may ask the referee questions about rule clarification or interpretations. Players should not question judgement calls. Games cannot end on a defensive penalty, unless the offense declines it.
SPORTMANSHIP/ROUGHING:
If the field monitor or referee witnesses any
acts of tackling, elbowing, cheap shots, blocking, or an unsportsmanlike
act, the game will be stopped & the player will be ejected from the
game. Tournament
director or League Commissioner may to decide to eject players from the
tournament.
Trash talking is illegal. Official has the right to determine language which is
offensive. FOUL PLAY WILL
NOT BE TOLERATED!!!!!!
EQUIPMENT:
No metal cleats. No pockets or belt loops on pants.
Each team will supply their own ball of official weight and size.
No arm pads, hands and wrist pads. Soft knee pads may be warn on the knee.
Baseball, football or golf gloves may be worn.
Caps with extended bills must be turned around backwards

Nashville Adult Flag Football League
8-ON-8
CO-ED ELIGIBLE FLAG – (Non-Contact)
THE
GAME
Must cross two 20 yard markers for a first down.
Two 15 Minute halves – Change Directions at half-time, but teams do not change possession.
6 point touchdowns.
Choice of 1 or 2 extra points on PAT’s (3 paces/yards for 1 point, 10 paces/yards for 2 points).
Dead ball on all fumbles.
Quarterbacks cannot snap the ball to themselves.
Running clock except for the final one minute of the game (2nd half).
Receiver must have one(1) foot in bounds.
Two(2) time-outs per game.
Referee’s are responsible for shouting out the rush count for both teams (5 seconds)
Non-Contact Game – Blockers (Running Backs and Offensive Lineman) must screen block (hands behind back).
BEGINNING
OF GAME:
TEAM
SIZE:
Eligible receiver must be on the field before quarterback starts calling the signals.
Substitutions must be made from the same sideline during the game.
CO-ED
RULES:
An Operative Player is DEFINED as a player who:
Is the intended receiver in the eyes of the official.
Runs the ball as the primary runner (does not have to cross the line of scrimmage)
Attempts a pass as quarterback.
An Operative Player is NOT DEFINED as a player who:
Hands off the ball
Snaps the ball into play
Receives a hand-off only to give it back to a male before crossing the line of scrimmage.
Examples:
A pass deflected by a male and caught by a female is a female play.
A pass intended for a female (in the eyes of the referee) that is deflected by a female and caught by a male counts as a female play.
The penalty for running 3 consecutive plays without a female as an Operative Player will be loss of down (i.e. if it was 2nd down during the penalty. It is now 3rd down) and the female must now be the operative player on the next play. If on this play a male catches or runs the ball: loss of down, the play is ruled “dead”, and the ball is brought back to the line of scrimmage and the next play must be a female play.
Plays utilizing a remale and resulting in “loss of down” penalties, will still be considered “female” plays.
The slate is clean for extra points and punts and everyone is eligible.
THE
DREADED SACK:
TIME:
During the final One(1) minute of game, the referee shall stop the game clock if:
Incomplete pass is thrown.
A player ends play by going out of bounds.
Either team scores (clock remains off until the opposing team snaps the ball after the PAT attempt: clock does not run after extra point attempts)
Change of possession.
A penalty must be marked off occurs.
A team declares a punt and their “30 seconds” (see below) has elapsed – the clock will resume for the punt and the ensuing return. It will be stopped when the returnee is tagged and up until their first from scrimmage.
A team calls a time-out.
*****THE
CLOCK DOES NOT STOP ON FIRST DOWNS
For the entire game, the offensive team has 30 second to snap the ball once the previous play is ruled dead. (i.e. offensive person is tagged) If the referee feels that this is being taking advantage of they can:
On the first recognized abuse – Stop the clock.
On the next one, stop the clock and penalize the offense 5 paces/yards
**If a team is up by 17 points or more, the clock runs continously during the last minute of the game.
TIE
GAME/SCORING/OVERTIME:
Touchdowns are awarded 6 points. Extra Points 3 paces/yards off the goal line = 1 point. 10 paces/yards off the goal line = 2 points. Intercepted extra point attempts may not be returned.
FIRST
DOWNS:
PUNTS:
The receiving team may not raise hands or jump to block a punt. If a punt is “shanked” and caught it is a live ball and is returnable. If the ball comes into contact with the ground, it may not be returned. A punt through the end zones comes back to 10 paces/yards off the goal line. If a player drops the ball in the end zone, the ball is again spotted 10 paces/yards out from the goal line and is not counted as a safety.
CONTINUANCE
OF PLAY:
Ball carrier has complete flag belt pulled by an opponent (see flag specifics for the few exceptions/additions concerning flag pulling).
Ball carrier leaves the field of play.
Ball carrier scores.
Ball touches the ground as a result of a fumble, punt or incomplete pass.
TURNOVERS:
RUSH:
PENALTIES:
Some Common Examples of Penalties:
Illegal Contact – At
or Behind the Line of Scrimmage:
Illegal Contact-Down
Field
5 paces/yards from point where the ball carrier is at the time of infraction.
Offsides/Illegal or
Early Rush (Offensive):
5 paces/yards, play is ruled dead immediately; down is replayed.
Offsides/Illegal or
Early Rush (Defensive):
5 paces/yards. Flag thrown at time of infraction, offensive has option to decline.
Offensive
Picking/Interference:
The offensive team may not initiate a pick/block while in motion. 5 paces/yard penalty from the line of scrimmage, loss of down (i.e. if it was 1st down during the penalty, it is now 2nd down). If a catch is made after a clear pick, it will be ruled no catch, 5 paces/yard penalty from the line of scrimmage, loss of down.
If the ball hits the ground on the snap for either a pass or running play, the play is “dead”, the ball is spotted where it hits the ground, and it is a loss of down.
The QB may NOT snap the ball to him/herself. If the QB does snap to him/herself, play will stop immediately and it will merely be a “down over” from the same spot.
FLAG
SPECIFICS:
-Shirt must be tucked in and flags must be securely attached. Loose hanging articles (i.e. sweatshirts, long T-shirts, etc.) that are held/ripped will not result in a holding penalty, unless in ref’s eyes player was not attempting to go for flag.
-Any ball-carrier whose flags are (in ref’s opinion) not accessible to be pulled will be down at 1st point of contact with the defense.
-Any ball-carrier who has a flag or both flags missing for whatever reason (falls out, accidentally pulled before reception, not noticed before snap, etc.) will be down at the first point of contact.
-Players may leave their feet to pull flag.
-Spin moves will be allowed.
MISCELLANEOUS:
Receivers intentionally leaving the field of play are ineligible to receive a pass.
Excessive roughness can get a player/team booted from the game and or the league.
Mouthpieces are Mandatory
Triple Threat Flag Belts is the Official Belt.