NO ALCOHOL ON THE FIELDS OR IN THE DUGOUT. PLEASE BE AWARE OF THE CITY RULES REGARDING THE SPECIFIC FIELD YOU ARE PLAYING ON!!
GAYTHERING 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 rout for their own team, but routing 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.
- 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.
- 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.
- Regular season games can end in ties. Overtime will be in effect during playoffs.
- 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)
- MINIMUM PLAYERS: A minimum of 6 players from the team's roster must be present at game time or the team will forfeit the game. A maximum of 8 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 8 players, they may add other league members until they have 8 players (regular season only).
- 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 referee BEFORE the game or may be assessed a 6 point per pick-up player penalty. Teams may pickup up to one player at no penalty in order to field a minimum team number (6 fielding players, example: 4 men and 2 women 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 21 years old.
- 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
- One flag and the ball must be over the plane for a touchdown or first down.
- Touchdowns are 6 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.
- 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 is allowed.
- Hand-offs are only allowed behind the line of scrimmage
- 1 lateral or pitch is allowed behind the line of scrimmage
- 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.
- 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.
- 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.
- 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. (No early flag pulling
- 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)
- 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)
- 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.
- 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 than 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 count toward standings for that team.
If you are having difficulty interpreting the rules, please ASK!