
NO ALCOHOL ON THE FIELDS. PLEASE BE AWARE OF THE CITY OR FACILITY RULES REGARDING THE SPECIFIC FIELD YOU ARE PLAYING ON!!
REMEMBER 2 THINGS:
1) ENJOY YOURSELF
2) NO ARGUING
It is important that every player understands that this league is for fun. The mission of South Florida Club Sport is to promote competition and athleticism through sportsmanship and fair play. Our leagues/events should be played with good sportsmanship. Although competition may become intense, we expect our participants to maintain good sportsmanship up to and after the final whistle. No arguing will be tolerated. Whether it be with the umpire, the opposing team, or your own teammates, it’s unacceptable. We realize our umpires/referees/officials will make a bad call from time-to-time (bad calls happen at the highest levels, they are certainly going to happen in an adult social league). Rest assured they are trying their absolute best to make the correct calls. If you can’t win or lose with grace, keep it to yourself.
MEN’S 7v7 FLAG FOOTBALL RULES
THIS IS NON-CONTACT FOOTBALL
At the ref’s discretion, persons who continually initiate contact will be ejected from the game, and if this behavior continues, will be permanently banned from league play.
No foul language, taunting, or abuse of the referees will be tolerated. This goes for both players and spectators. Players violating this policy will be called for unsportsmanlike conduct and subject to ejection and leave the park. If spectators violate this policy, a warning will be issued to their team. If it continues, a forfeit may be awarded. Any player or fan is encouraged to root for their own team, but rooting against teams or use of disparaging language is discouraged and could result in penalties of players or dismissal of fans. Any fans of teams may be asked to leave by Club Sport staff. Refusal to leave could result in forfeiture of games. Any player ejected from a game will be asked to leave the park.
ROSTERS
- MINIMUM PLAYERS: A minimum of 7 players from the team's roster must be present at game time or the team will forfeit the game. A maximum of 7 players 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 7 players, they may add other league members until they have 7 players (regular season only). All players must sign their team roster prior to playing in their first game.
- LATE PLAYERS: Any players arriving after the start of the game can jump in at a dead ball if the team is short players on the field. Rostered players must replace any “Pickup players”.
- PICKUP PLAYERS: Pickup players are NOT allowed during the playoffs. Any pickup players during the regular season must be signed on a SFCS roster for another team for that particular night/location. Failure to do so, even if discovered after the fact, may result in a forfeit. Pickups must be brought to the attention of the umpire BEFORE the game or may be assessed a 6 point per pick-up player penalty. Teams may pick up up to two players at no penalty in order to field a minimum team number (6 fielding players, example: 7 men does NOT allow a free pickup). If more players from your team show up to allow subs, the free pickup player must be removed. ANYONE CAUGHT USING ILLEGAL PLAYERS DURING PLAYOFFS WILL FORFEIT THEIR GAME AUTOMATICALLY.
- FORFEITS: Forfeit time is game time. Umpire calls game time. If a team forfeits twice within the season they may not be allowed to play in the playoffs. A forfeit will be counted as a 21-0 win.
- All SFCS leagues and social events have a minimum age requirement of 18 years old.
GAME PLAY
COIN TOSS
- 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.
GAME CLOCK
- Teams will play two 20 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 16 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 16 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.
- Subject to game stoppage rules (even the finals)
STOPPAGE GAME TIMES:
Being in South Florida, we do happen to experience our fair share of weather issues. Game stoppage could be for any reason that prevents us from finishing a game (weather, lightning, lights malfunction, running out of time on the field, park error, injury….etc). Games that are in progress will be considered a legal game and score based on the following rules:
- Softball - Games will last 7 innings or 55 minutes, whichever comes first. A new inning starts when the last out is completed. Weather may force some games to end early. All innings in progress after 55 minutes will be completed. 4 innings is a legal game (teams may tie, except for playoffs). Prior to that the game will be restarted at 0-0 from scratch
- Flag Football - A legal game will be considered played past the 5th minute in the 2nd half of a game. Prior to that the game will be restarted from 0-0 with full time.
- Soccer - A legal game will be scored if time reaches past 5 minutes in the 2nd half of the game. Prior to that - the match will restart from 0-0 with full time.
- Kickball - Games will last 55 minutes for as many innings that can be played. A legal game will be called after 30 minutes of play or 6 innings played. Prior to that the game will be restarted at 0-0 from scratch.
- Ultimate Frisbee - A legal game will be scored if time reaches past 5 minutes in the 2nd half of the game. Prior to that - the match will restart from 0-0 with full time.
EQUIPMENT
- Flags and balls are provided by league staff.
- Teams may use their own ball, provided the ball is available to the other team.
- Male quarterbacks must throw a regulation football (referee's discretion). Female quarterbacks may throw a regulation or junior football (referee's discretion).
- Hats, pads, braces, wraps, and jewelry deemed dangerous may be removed at the referee's discretion.
- NO SHORTS/PANTS WITH POCKETS ALLOWED
- Players will be asked to sit out
- No tape
- No turning pockets inside out
SCORING
- One flag and the ball must be over the plane for a touchdown or first down.
- Touchdowns are 6 points.
- New Rule 10/25/13-
- Conversions/PATs are 1 point from the 3 yard line, 2 points from the 10 yard line, or 3 points from the 20 yard line.
- New Rule 10/25/13- A conversion/PAT which is intercepted and returned for a score is 3 points.
OFFENSE
- New Rule 10/25/13- All substitutions must be made from one sideline or either endline
- On opening drives and after a score, the offense will start from their own 14 yard line (7v7).
- No Punts, Kickoffs or Field Goals
- The offense has 4 downs to cross the nearest first down marker (20, 40, 40, 20 yard lines for 8v8). Crossing the nearest first down marker will result in a fresh set of downs.
- One flag and the ball must cross the plane for a first down.
- 3 players must be on the line of scrimmage when the ball is snapped.
- The quarterback may take a shotgun snap.
- The moment the ball is contacted by someone with NO FLAGS, the ball is dead and play is considered over. Examples
- Someone runs out for a pass and their flags fall off. The ball is dead at the spot of the catch or 1st point of contact (within reason). The ball cannot advance from that point.
- Referees can make the judgement call if players are making a mockery of the game.
RUNNING
- Unlimited backward hand-offs and laterals are legal anywhere on the field.
- Forward hand-offs are only allowed behind the line of scrimmage (the center cannot receive a forward hand-off).
- The ball carrier can spin and jump to avoid a defender.
- The ball carrier cannot hurdle an opponent (subject to a charging violation).
- The ball carrier cannot run through/over a defender who has established a position on the field (subject to charging violation).
- The ball carrier cannot stiff-arm, lower their shoulder, or swipe at the hands of a defender attempting to pull flags (subject to flag-guarding violation).
- The ball-carrier cannot dive for a first down or a score.
- The ball is spotted: at the spot of the flag pull, where the ball carrier steps 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, can throw a forward pass from behind the line of scrimmage.
- One forward pass is allowed per down.
- The quarterback cannot cross the line of scrimmage then retreat to throw a pass.
- All players are eligible receivers. However, the quarterback cannot catch an untouched forward or backward pass.
- The offense will retain possession for any simultaneous catch between a receiver and a defender.
- Only one player can 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.
- Interceptions are live and returnable.
- The team that makes an interception will retain possession where the defender is downed.
- A touchback will result in an offensive driving beginning at the 15 yard line.
- The quarterback, or any player who receives a hand-off, may throw a pass.
- A receiver cannot exit and enter the field to make a catch (penalty- incomplete pass).
BLOCKING
- "Screen blocks" are only allowed behind the line of scrimmage, which is equivalent to a screen in basketball.
- "Contact blocking" is prohibited, which is equivalent to blocking in tackle football.
- Blockers must have their hands/arms at their sides or behind their backs.
- Blockers must have both feet in contact with the ground before and during the block.
- Blockers must be set/stationary and cannot lean into a defender.
- Multiple blockers cannot interlock their arms or encircle a defender.
DEFENSE
- Neutral Zone: No defender may be within 5 yards of the line of scrimmage until the ball is snapped (except on punts and field goals).
- If the LOS is within 5 yards of a first down line or the goal line, the Neutral Zone is half the the distance between the LOS and that line.
- Any defender may enter the Neutral Zone and cross the LOS immediately after the snap (except on punts and field goals).
- Defenders cannot use their hands/arms to wedge or push a blocker.
- 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. (No early flag pulling)
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)
- Two unsportsmanlike penalties on the same player will result in an ejection
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)
- Two unsportsmanlike penalties on the same player will result in an ejection
PLAYER CONDUCT
- EJECTIONS: Players ejected from any league may be required to serve a one game suspension pending league review (this may included a 2nd game of a night if a team has a doubleheader and is the call of SFCS field staff). Fighting, wrestling, or pushing will not be tolerated and may result in multi-game suspensions or ejection from the league altogether. Verbal abuse of officials or players, fighting, foul language, and continued rough play could result in player ejections.
- PROFANITY: Profanity will not be tolerated and may be grounds for players being called out or ejected on the discretion of the referee.
- ALCOHOL is prohibited from all City & County parks unless others noted. Teams caught drinking are risking the permit for everyone in the league. Head to the bar after the game and don’t be “THAT GUY” that screws everyone else out of being able to play. This could lead to a warning or forfeiting of games and possible team removal.
PLAYOFFS
- FORMAT: Tournament is single elimination with seeding based on regular season standings. All teams make the tournament.
- SEEDING: Tournament seeding will be based on the following criteria (based on won-lost percentage where applicable): 1) winning percentage, 2) head-to-head play (if 3 or more teams are tied this means head to head record amongst all tied teams), 3) Overall Run Differential for the season 4) Overall runs scored 5) coin flip.
- REGULAR SEASON 8th GAME: sometimes a team may play more then the 7 regular season games due to an odd number of teams. If the team plays an 8th game the score stats and win/loss for the 8th game will not count toward standings for that team (just the team with 7 games) but will be counted if as a head-to-head tiebreaker.
If you are having difficulty interpreting the rules, please ASK!