Football Rules
Rules for Flag Football
Payments are due in full prior to participation. Payments consist of team fees, individual fees, or sub fees. Payments cover permitting, equipment, officiating, management, credit card fees, and general insurance costs. The team fee will cover up to 12 players (6v6) or 14 players (7v7) on a roster. Additional players will pay a one-time $10 sub fee. Payments are done online with a credit card on our encrypted/secure site, or at the field with cash/check. A bounced check will result in a $15 processing fee. Captains must prepay in order to register a team. Corporate/company sponsors are welcome.
TMSSC Operation/Refund Policy
TMSSC leagues are viable with a minimum of four (4) teams per league. Pre-season cancellation fees are 30% of total fees due and cancellation MUST be requested IN WRITING via fax, USPS mail, or email at least three (3) business days prior to the start of the league. Business days are considered to be Monday through Friday. No phone call cancellations are allowed. There are no refunds for any league already started or ready to start within three (3) business days. If a league does not become viable, full refunds will be given if a team does not want, or cannot, be placed in another TMSSC league.
League times and locations are as listed. However, TMSSC reserves the right to change specific league locations and operating times as necessary due to any required scheduling changes either on a weekly or seasonal basis. TMSSC also reserves the right to shorten any league due to multiple weather cancellations or unforeseen circumstances without any refund or credits provided.
TMSSC allows individuals to register as Free Agents. Once a Free Agent agrees to be placed onto a specific team, payment is required and only pre-season cancellation is permitted as outlined above.
Any discount programs being offered may not be combined. All league fees must be paid in full as listed by each sport and/or event. Team or individual registration processed online, faxed or mailed constitutes an agreement to provide full payment to TMSSC. Payment in full is due on/by each team's second game.
Verbal registrations will not be accepted and will not be considered as confirmation for holding a team or individual spot without receipt of full payment. For sponsored teams, any fees paid by an individual for a team may be refunded upon an equal payment provided by a third party to TMSSC with reference to league/location.
All TMSSC sport leagues have a minimum age requirement of 21 years old. All TMSSC social events have a minimum age requirement of 21 years old. All TMSSC participants must be in good health to participate.
TMSSC reserves the right to refuse any individual or team without explanation. Upon registration, TMSSC league rules and regulations are to be followed by any and all team members and individuals. All participants of each TMSSC league or event must sign a waiver of liability to participate. Failure or refusal to waive liability will result in non-participation for that individual and will void any refund.
Printed rules and league regulations are available upon request. Failure to abide by TMSSC rules and regulations will result in forfeiture of league/event participation and void any refunds.
The following holidays will be automatic byes for all leagues:
New Years Day (Jan. 1)
Memorial Day Weekend (Friday-Monday)
Fourth of July Weekend (Friday-Sunday)
Labor Day Weekend (Friday-Monday)
Thanksgiving Weekend (Wednesday-Sunday)
Christmas Eve through New Years Eve (Dec. 23 - Dec. 31)
League Eligibility requires that every player preregister (accept the league waiver), prepay, and wear a TMSSC-issued uniform. These rules cannot be waived by an opposing captain. Playoff Eligibility requires that every player provide a photo ID before each playoff game. Each player is limited to one roster per league per season. Failure to register online will result in expulsion from the league.
Standings are based on 3 points for a win, 1 point for a tie (regular season only), 0 points for a loss, and -1 point for a forfeit. Playoff seeding is based on points standings. Head-to-head record and season point differential are used as tiebreakers.
6v6 Co-Ed - more than 20 points difference within the final 2 minutes of the game
7v7 Male- more than 16 points difference within the final 2 minutes of the game
Call the Rainline (800.497.1852 ext. 2) each week for weather updates and cancelation information. In the case of inclement weather, other harmful conditions, darkness, or serious injuries, a game in which 11 minutes or more have elapsed in the 2nd half will constitute a complete game, and the score when the game is suspended will be the final score.
If 11 minutes have not elapsed in the 2nd half of a suspended game, the game will be rescheduled for a later date. The makeup game may resume where the game left off (score and clock intact), or the game may be replayed (score and clock reset), depending on the time remaining in the suspended game.
In order to play a legal game, each team must have at least:
-4 teammates for 6v6 on the field by 10 minutes after the start time, and until time expires
-5 teammates for 7v7 on the field by 10 minutes after the start time, and until time expires
Two no-shows during a single season will result in expulsion from the league with no registration fees refunded to the team or its players.
Any coach, participant or spectator who, in the judgment of Miami Sports & Social Club Staff, engages in an attempt to fight immediately before, during or after an TMSSC contest is suspended from further participation in TMSSC activities.
If ejected from any TMSSC league, no refund will be issued. The minimum suspension for fighting is 365 days. Based on information from the individual's behavior, reinstatement meeting, game Officials, Program policies, and precedent cases, a decision is generally rendered within 48 hours. Written notice and/or a phone call regarding the decision rendered is made to the individual at the address or phone number provided. Behavior classified as fighting includes, but is not limited to:
- striking or attempting to strike an individual
- engaging an individual in a combative manner
- throwing a punch at an individual
- spitting at an individual
- kicking or attempting to kick an individual
- brandishing a foreign object or weapon with intent to harm, injure, or intimidate an individual
- retaliating against an aggressive act
Ejections will be made for verbal and abusive language to other players, teams, officials and TMSSC Staff. If ejected, player(s) will be subject to a TMSSC fine of $25 and no less than a 1 game suspension.
CHAPTER 2004-276
Be It Enacted by the Legislature of the State of Florida: This act shall take effect October 1, 2004-
Providing enhanced penalties for the offense of assault, battery, aggravated assault, or aggravated battery if the offense is committed upon a sports official;
Section 1. Section 784.081, Florida Statutes, is amended to read:
784.081 Assault or battery on sports officials or employees; reclassification of offenses-
If such offense is committed upon the sports official when he or she is actively participating as a sports official in an athletic contest or immediately following such athletic contest, and when the person committing the offense knows or has reason to know the identity or position or employment of the victim, the offense for which the person is charged shall be reclassified as follows:
(a)(1) In the case of aggravated battery, from a felony of the second degree to a felony of the first degree.
(b)(2) In the case of aggravated assault, from a felony of the third degree to a felony of the second degree.
(c)(3) In the case of battery, from a misdemeanor of the first degree to a felony of the third degree.
(d)(4) In the case of assault, from a misdemeanor of the second degree to a misdemeanor of the first degree.
Each team will designate a TMSSC uniform color. Each player will be given a uniform of their team color with the TMSSC logo. This uniform must be worn on the field if a player wishes to participate. If one or more players do not bring their uniform on a given week, they may exchange shirts on the sideline in order to participate. Teams cannot wear their uniforms inside-out. If a team does not have 6 players at gametime, they may pick up other league members until they have 6 total players, and those other league members shall wear their own designated team uniform. Additional uniforms may be purchased for $10 per shirt. Teams should give TMSSC staff advance notice if they wish to purchase additional uniforms or acquire uniforms for their subs.
Pockets are prohibited. The use of tape to cover pockets is prohibited. A player with pockets is subject to an unsportsmanlike conduct penalty and removal from the game.
Metal cleats are prohibited.
Watches, jewelry, and other items deemed dangerous are prohibited while participating in sports with TMSSC.
- during a game, protest must be made to a game official before the next live ball situation
- protest must involve a misapplication or misinterpretation of a playing rule
- if the Official finds the protest valid, they will overturn the call
- In most cases, games protested will not be replayed
- protests for player eligibility or scores must be submitted in writing by 5pm the next day
- 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 to 3 minutes (depending on the league).
- 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.
EQUIPMENT/UNIFORM-
- TMSSC will provide game balls. If a team wishes to play with their own ball, the opponent must approve it, it must comply with the coed ball rule, and that ball must be available to both offenses.
- Male quarterbacks must throw a regular football (as defined by USTFL; referee/staff's discretion)
- Female quarterbacks may throw a regular, intermediate, or junior football (as defined by USTFL; referee/staff's discretion)
- All players must wear their TMSSC-issued team shirt/color.
- Metal spikes/cleats are prohibited.
- Pockets are prohibited. The use of tape to cover pockets is prohibited. Turning shorts inside-out is prohibited. However, pockets with zippers are permitted.
- TMSSC will supply flags for both teams. Both flags must be visible during play. Shirts cannot hang over the belts or cover the flags. Players may use their own flag belts as long as the flags are the same length and width as TMSSC's flags.
PLAYERS-
- Teams may play a maximum of 6 players on the field, as long as it adheres to coed ratios.
- Teams may play a maximum of 3 men on the field.
- Teams may play a maximum of 6 women 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).
- 4 teammates (including 1 woman) are required to start a game and avoid a forfeit.
- Teams may only use players from their online roster in the playoffs.
- Playoff Eligibility requires every player to provide a photo ID before each playoff game.
SCORING-
- One flag and the ball must be over the plane for a touchdown or first down.
- Male Touchdown = 6 Points
- Female Touchdown (throwing, catching, running) = 8 Points
- 5 Yard Point After Touchdown= 1 Point
- 10 Yard Point After Touchdown= 2 Points
- PAT (intercepted and returned for a score) = 2 Points
- Safety = 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 his/her 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.
- 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.
- 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, provided the intention is 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 rush count, which is counted aloud by a referee. If there is a hand-off, the 4 second rush 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.
- The catchability of a pass has no bearing on a pass interference penalty.
PENALTIES-
Offensive-
- Delay of Game Warning (clock stops) - no penalty for 1st offense
- Delay of Game (clock stops)- 5 yards from the line of scrimmage (replay down)
- False Start- 5 yards from the line of scrimmage (replay down)
- Illegal Substitution- 5 yards from the line of scrimmage (replay down)
- Illegal Motion- 5 yards from the line of scrimmage (loss of 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)
- Illegal Contact (non-ball carrier) - 10 yards from the line of scrimmage (loss of down)
- Pass Interference- 10 yards from the line of scrimmage (loss of down)
Defensive-
- Encroachment- 5 yards from the line of scrimmage (replay down)
- Illegal Rush- 5 yards from the line of scrimmage (first down)
- Holding- 5 yards from the end of the run (first down)
- Illegal Flag Pull- 10 yards from the line of scrimmage (first down)
- Illegal Contact- 10 yards from the line of scrimmage (first down)
- Pass Interference- 10 yards from the line of scrimmage (first down)
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: 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 stops:
• The clock does not stop:
• 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 can 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 the opponent’s 20 yard line. 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.
EQUIPMENT/UNIFORM-
• TMSSC will provide game balls. If a team wishes to play with their own ball, the opponent must approve it, it must comply with the coed ball rule, and that ball must be available to both offenses.
• Male quarterbacks must throw a regular football (as defined by USTFL; referee/staff's discretion)
• Female quarterbacks may throw a regular, intermediate, or junior football (as defined by USTFL; referee/staff's discretion)
• All players must wear their TMSSC-issued team shirt/color.
• Metal spikes/cleats are not allowed.
• Pockets are prohibited. Turning shorts inside-out is prohibited. Players may zip up pockets. However, the use of tape to cover pockets is prohibited. Denim and cargo shorts are prohibited.
• TMSSC will supply flags for both teams. Both flags must be visible during play. Shirts cannot hang over the belts or cover the flags. Teams may wear their own flags, but those flags must comply with USTFL guidelines.
PLAYERS-
• Each team may carry a maximum of 14 players on their roster. Each additional player is considered a sub.
• Teams may play a maximum of 7 players on the field.
• 5 players are required to start a game and avoid a forfeit.
• If a team has less than 7 players, they may add other league members until they have 7 players (no substitutes; regular season only).
• Teams may only use players from their online roster in the playoffs.
• There are unlimited substitutions during any dead ball. All substitutions must be made from one sideline.
SCORING-
One flag and the ball must be over the plane for a touchdown.
Touchdown = 6 Points
Field Goal = 3 Points
10 Yard Point After Touchdown = 2 Points
PAT (intercepted and returned for a score) = 2 Points
Safety = 2 Points
SPECIAL TEAMS-
The offense must notify the referee of their intention to punt or try for a 1st down. Once declared, the offense can re-declare only after a time-out or a defensive penalty. The punter must take a shotgun snap, and has 5 seconds to kick the ball. No one else on the kicking team can move until the ball is kicked. No player on the return team may cross the LOS on a punt attempt. The return team may block a punt, in which case the ball is live in the air, and either team may retrieve the ball from the air and advance with it (kicking team would have a new set of downs). The defense cannot build a wall or use a teammate to vault into the air. Once the ball contacts the ground after a blocked punt, the return team will have possession from that spot. No player on the kicking team may contact a kicked ball (unless blocked) until it has contacted the ground. Once a kicked ball contacts the ground, the ball is dead if the punting team retrieves it, in which case the return team has possession where the ball is downed. The return team cannot call for a “fair catch”. A kicked ball (which has not been blocked) can be retrieved from the air or from the ground by the return team and advanced until downed. A touchback will result in an offensive drive beginning at the 15 yard line.
OFFENSE-
The offense has 4 downs to cross the nearest first down marker (20, 40, & 20 yard lines). 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. There is a 25 second play clock per down. The center must snap the ball between his/her legs from the line of scrimmage with the ball on the ground. 3 players must be on the line of scrimmage when the ball is snapped. No player can be within 5 yards of a sideline when the ball is snapped.
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 can not 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: 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, 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.
"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.
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, and pushing 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. Face-guarding is enforced as pass interference. Incidental contact that may result from a pass/run will be determined by the referees.
Offensive-
Delay of Game Warning (clock stops)- no penalty for 1st offense
Delay of Game (clock stops)- 5 yards from the line of scrimmage (replay down)
Illegal Procedure/Motion/Substitution- 5 yards from the line of scrimmage (replay down)
Illegal Screen/Block- 5 yards from the spot of the foul (loss of down)
Illegal Forward Pass- 5 yards from the spot of the foul (loss of down)
Flag-guarding/Charging (ball carrier)- 5 yards from the spot of the foul (loss of down)
Pass Interference- 10 yards from the line of scrimmage (loss of down)
Two unsportsmanlike violations for one player will result in an ejection
Encroachment/Neutral Zone Infraction- 5 yards from the line of scrimmage (replay down)
Illegal Flag Pull- 10 yards from the line of scrimmage (replay down)
Roughing the Passer- 10 yards from the line of scrimmage (first down)
Pass Interference (ball in flight)- spot foul (first down)
Illegal Contact (ball in QB hands)- 10 yards from the line of scrimmage (replay down)
Holding/Illegal Contact (Ball Carrier)- 10 yards from the end of the run (first down)
Two unsportsmanlike violations for one player will result in an ejection.
