Co-Ed 6v6 Flag Football Rules

Co-Ed 6v6 Flag Football Rules

 

  • a. Know the policies of PLAY HARD PLAY SOCIAL CLUB SPORTS outlined here as well as the rules of their specific sport.
  • b. Ensure that their teammates are aware of these policies and rules.
  • c. Make sure that all of their players are registered and paid (if applicable) on their team rosters on PLAY HARD PLAY SOCIAL CLUB SPORTS website www.playclubsports.com

 

SCHEDULES & RESCHEDULE CANCELLATIONS

HOLIDAYS
In general, Sport and Social Club games occur when venues are open for use. This means that games can occur on statutory and religious holidays. Games that fall on religious holidays that occur on dates other than recognized statutory holidays by the federal government will not be re-scheduled by Play Hard Play Social Club Sports. Individuals and teams affected by this policy are absolutely free to choose not to play their games; however, Play Hard Play Social Club Sports will not be responsible for rescheduling of games or any financial damages for teams or individuals wishing to observe their religious holidays.

The following holidays will be automatic days off for all leagues: New Year’s Eve/Day, Memorial Day Weekend, July 3rd & 4th, Labor Day Weekend, Thanksgiving Weekend, Christmas Eve/Day.

Unless parks/venues are closed, games will be scheduled for the following holidays unless a majority of teams request a bye prior to the start of the league: MLK Weekend, Valentine's Day, Easter Sunday, St. Patrick's Day, Cinco De Mayo, Mother's Day, Father's Day, Columbus Day, Halloween, Veteran's Day & Presidents Day Weekend. In an effort to Start/end dates and game times are posted online. Start/end dates and game times are subject to change based on field availability, rainouts, and unforeseen circumstances, which may arise. Schedules are posted after registration is closed and all payments have been received. Schedule requests must come from team captains, and must be submitted in writing at least three [3] business days prior to the start of Week 1 games. PHPS reserves the right to schedule any team for any of the advertised dates and game times posted on the league homepage. Bye requests will likely result in teams playing doubleheaders before or after their week off.

Cancellations, change of venues and or change of times or days may occur on short notice. Rescheduled games due to cancellations or venue disruptions may be played on a different night of the week, at a different (but comparable) venue or at a different time than originally posted.

Games where teams play the incorrect opponent will not be rescheduled. The score will be reported as a tie.

PAYMENTS & REFUNDS

  • Registration is complete only when the full payment has been received.
  • Full refunds will be granted up to the registration deadline date for leagues.
  • There are NO refunds (a) after the official registration deadline date or (b) once a program has filled to capacity.
  • No refunds due to defaulted, cancelled or rescheduled games. No refunds due to injuries.
  • A fee of $20.00 US will be charged for NSF checks.
  • Teams or individuals suspended or ejected from PLAY HARD PLAY SOCIAL CLUB SPORTS leagues due to any breaches of PLAY HARD PLAY SOCIAL CLUB SPORTS Policy will not receive refunds.
  • Please note that if registration for any league exceeds the available space, ALL teams with complete registrations by NOON on the FIRST day of registration will be placed in a lottery for one of the available spots. This will help to avoid the "ticket-master effect" of leagues filling to capacity within minutes. If leagues DO NOT fill to capacity within the first few hours of registration, they will be filled on a first-paid, first-served basis, as usual.
  • Individual Registration: Individual registrants are welcomed and encouraged to register, and all attempts will be made to place you on a team. It is a wonderful opportunity to meet and have fun with other people in the community. However, placement on a team is subject to available space and there are a number of factors that can impede our ability to get you playing.
  • No refunds after Special Event/Tournament registration deadline OR once an event has SOLD OUT, whichever comes first.
  • There will be $50 processing fee for any refund requests that occur 7 days (or fewer) prior to the Special Event/Tournament's registration deadline date.
  • Special Event/Tournament teams that have made a refund request will have the option of accepting their refund, less the processing fee, or a full credit for their TEAM fee.

 

FORFEITS

Teams that forfeits more than 2 games may be asked to leave the league without refund. If you know you may not be able to field a full team, please call the other captain in advance; you should attend with as many people as you can and play pick up...it is the fun and polite thing to do.

Captains may agree to waive the rules regarding the minimum people but this MUST be decided before the game starts. Simple communication between team captains can clear this up quickly and easily. • If you agree that the game will count in the standings, all players should be made aware of this decision.

IF IT IS AGREED THAT THE GAME COUNTS, IT COUNTS!

 

SPORTSMANSHIP

Physical or Unsportsmanlike Play: Play that is rough or overtly aggressive, taunting, or un-sportsmanlike acts (name calling, threats, intimidation and discriminatory behaviors of any kind) will not be tolerated by the PLAY HARD PLAY SOCIAL CLUB SPORTS and may result in the infracting player/team being ejected from the league without refund.

If reports of this kind of behavior are received, the following steps are taken:
i) First report - player or team receives a formal warning.
ii) Second report - player or team receives a second warning verbally and in writing.
iii) Third report - player or team is ejected from the league without refund and is not welcome back!

PHPS members that are suspended or ejected from any programs are not welcome to attend as spectators. Unsportsmanlike play can be reported by emailing Unsportsmanlike Conduct. You must provide a complete description of the incident to include team/player names along with any witness names and contact information to file an official complaint about unsportsmanlike play. Only "official complaints" will be investigated by PLAY HARD PLAY SOCIAL CLUB SPORTS.

PLEASE NOTE: teams can and will be held responsible for their players' conduct. If someone on your squad is behaving inappropriately, it is YOUR responsibility to keep him or her from doing so.

PLAY HARD PLAY SOCIAL CLUB SPORTS reserves the right to skip these steps as outlined above at their sole discretion and immediately eject a team or player from the league without refund. These decisions are non-appealable and failure to comply with them may result in further punitive measures.

 

First Aid:

First aid is the responsibility of the team captain. Ice packs, band aids, tensors and athletic tape are all things which can be used in the event of minor scrapes and bruises. If a PLAY HARD PLAY SOCIAL CLUB SPORTS representative is on hand when there is an injury, we will be happy to assist in any way we can. We are not, however, responsible for providing tape for bad ankles, fingers etc. There may be a first-aid kit on-site at some venues, but please be prepared for all situations.

 

PRE-GAME-

A coin toss will determine starting possession. The winner of the toss will have choice of offense, defense, or direction. The loser of the toss will have the remaining option. Choices will change at the start of the second half. REGULATION GAME- Teams will play two 22 minute halves. Half-time will be 1-3 minutes. Each team will have two 30 second time-outs per half. A running clock will be used until the last 2 minutes of the game. If the point differential is 20 or less with 2 minutes left in the game, the clock will stop for: incomplete passes, out of bounds, time-outs, score (clock remains stopped for PAT), change of possession, penalty. The clock does not stop at the 2 minute warning. If the point differential is over 20 within 2 minutes left in the game, the game will be called as a result of a mercy rule. The referees may stop the clock at any time for administrative purposes. Neither half may end on a defensive penalty, unless declined.

 

OVERTIME

In the event of a tie at the end of regulation, teams will go into overtime. A coin toss will determine starting possession. The winner of the toss will have choice of starting on offense or defense. The loser of the toss will have choice of direction. Each team will have 4 plays to score from midfield. All interceptions are dead ball turnovers in overtime. In the event of a tie in the first overtime, the teams will go into a second overtime. The team that started on defense will now start on offense. Each team may elect to go for a 1 point or 2 point conversion. In the event of a third overtime, both teams must go for a 2 point conversion. The third overtime format will be used for additional overtimes. Each team will have 1 time-out for the entire overtime.

 

PLAYERS/ELIGIBILITY

A maximum of 6 players (at least 2 women and at most 4 men) are allowed on the field. There are unlimited substitutions during any dead ball. All substitutions must be made from one sideline. If a team has less than 6 players, they may add other league members until they have 6 players (no substitutes). Teams may only use players from their online roster in the playoffs.
  • During the regular season, team captains can use ANYONE (as a sub) as a player for their team as long as they are listed on a PLAY HARD PLAY SOCIAL CLUB SPORTS team roster in the league they are substituting for. This includes adding last minute players from games just completed prior to the start of your game. When adding players in this manner, it is good sportsmanship to let your opponents know. As well, it is also sportsmanlike to only add players of the same approximate skill level. i.e. please do not add superstars to your recreational team.
  • Teams that use players who are not listed on a team roster may be subject to default and/or ejection from the league.
  • All players participating in playoff games MUST be listed on the team roster. Waivers: To be a sanctioned PLAY HARD PLAY SOCIAL CLUB SPORTS player, you must be listed on a current team roster (this facilitates completing the Sport and Social Club waiver and accepting the Sportsmanship and Fair Play agreement). To do this, the team captain must send the player an invitation from the TEAM webpage (the exception is individual registrants who complete the waiver when they sign-up). Teams that are using non-sanctioned players may be asked to leave the leagues without refund.

    1. Every player must preregister online, accept the league waiver,
    2. Prepay in full (if applicable),
    3. wear a PHPS-issued uniform
    4. Provide a photo ID before playoff games.
  • All participants must be in good health to participate.  PHPS reserves the right to deny participation to any individual or team without explanation. Every participant must follow PHPS rules and regulations. All participants of each league/tournament/event/season must accept an online waiver of liability to participate. Failure or refusal to waive liability will result in the denial of participation for that individual and will void any refund. All PHPS leagues and social events have a minimum age requirement of 21 years old.

Registration will be open up to the last day of the regular season.  Players will not be accepted after registration has closed.  Every player is limited to one roster per league per season.

SCORING

One flag and the ball must be over the plane for a touchdown or first down. Male touchdowns are 6 points. Female touchdowns (throwing, catching, running) are 8 points. Conversions/PATs are 1 point from the 5 yard line or 2 points from the 10 yard line. A conversion which is intercepted and returned for a score is 2 points. A safety is 2 points.

 

OFFENSE

On opening drives or drives after a score or turnover-on-downs, the offense will take possession at their own 5 yard line. The offense has 4 downs to cross midfield. If the offense crosses midfield, they will have an additional 4 downs to score. There is a 25 second play clock per down. The center must snap the ball: between the legs, from the line of scrimmage, with the ball on the ground. The quarterback may take a shotgun snap. No one may block/screen for the quarterback or any player who receives a hand-off in the backfield.

 

Running

Men are not allowed to cross the line of scrimmage while in possession of the ball. Hand-offs are only allowed behind the line of scrimmage (no laterals or pitches). Crossing the line of scrimmage is only permitted after a hand-off, and the ball carrier must be a woman. All offensive players must come to a stop and avoid all contact with the defense on any advance of the ball carrier beyond the line of scrimmage. The ball carrier may spin, but not jump, to avoid a defender. The ball carrier may not stiff-arm, lower their shoulder, or swipe at the hands of a defender attempting to pull flags. The ball carrier may not run/charge through a defender who has established a position on the field. The ball is spotted: where the ball carrier loses a flag (pulled or falls out), where they step out of bounds, where their knee or body touches the ground (hands are not down), where they lost possession on a fumble, or where an errant snap hits the ground. Fumbles are live until the ball touches the ground, in which case the offense retains possession.

 

Passing/Receiving

The quarterback, or any player who receives a hand-off, may throw a pass. All passes must be forward and cross the line of scrimmage. The quarterback may jump to throw a pass, but not to avoid a defender. All players are eligible receivers. Only one player may be in motion during the snap (parallel with or away from the line of scrimmage). A completion is made when the receiver’s first foot touches the ground inbounds while having possession of the ball. A receiver cannot exit and enter the field to make a catch (penalty- incomplete pass). Interceptions are live and returnable (except in overtime). The team that makes an interception will retain possession where the defender is downed.

 

DEFENSE

Any defender may cross the line of scrimmage and rush the quarterback after a 4 second count by a referee. If there is a hand-off, the 4 second count is suspended and any defender may cross the line of scrimmage. On fake hand-offs, defenders may cross the line of scrimmage and retreat with no penalty. Bump-and-run defense, tackling, holding, stripping, pushing, and face-guarding (contact unnecessary) are not allowed. Defenders must make every attempt to pull the flag of a ball carrier. Any other contact will be penalized. Defenders may pull a flag immediately after a receiver first contacts the ball. Incidental contact that may result from a pass/run will be determined by the referees.

 

 

PENALTIES (OFFENSE)-

Delay of Game (1st Offense)- Warning
Delay of Game (2nd Offense), False Start, Illegal Substitution/Motion- 5 yards from the line of scrimmage (replay down)
Illegal Forward Pass- 5 yards from the line of scrimmage (loss of down)
Flag-guarding/Charging (ball carrier) - 5 yards from the spot of the foul (loss of down)
Pass Interference, Illegal Contact- 10 yards from the line of scrimmage (loss of down)

 

 

PENALTIES (DEFENSE)-

Encroachment- 5 yards from the line of scrimmage (replay down)
Holding- 5 yards from the end of the run (first down)
Illegal Rush, Illegal Flag Pull, Illegal Contact, Pass Interference- 10 yards from the line of scrimmage (first down)

 



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