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Detroit Sports Club
State Headquarters
20 Mill Street
Pontiac, MI. 48342
P: 248-840-8200
F: 248-683-9326

RULE BOOK FOR THE GAME OF 4 MAN FLAG FOOTBALL

  • No Contact or Blocking is allowed.
  • The Quarterback cannot run the ball unless he or she has received a direct handoff behind the line of scrimmage.
  • The player who rushes the QB must start 7 yards off the line of scrimmage.
  • All players are eligible to receive a pass.
  • The offense has 3 downs pass midfield and then 3 downs to score. A turnover on downs will occur if the offense is short of the first down or end zone resulting in an immediate possession change spotting the ball at the opponent’s 5-yard line.  
  • No kicking or punting. 
  • All possessions, except interceptions, will start at the 5-yard line.
  • Games are divided into 14-minute halves with no half time. 
  • The clock will only stop at the one-minute warning of the second half for an incompletion, extra points, or out of bounds play, only if the game score is within an 8-point differential. The clock will stop to set the pucks if a first down is obtained.
  • Interceptions and extra point attempts can be returned.
  • All penalties are 10 yards and assessed from the line of scrimmage.  Offensive penalties will result in a loss of down. Defensive penalties will result in an automatic first down.
  • The offensive team is responsible for collecting and setting both the line of scrimmage puck and the 7-yard puck based off of the referee’s positioning.
  • If a team is more than 5 minutes late for their scheduled game it will be forfeited. Forfeits are worth 28 points.
  • Team forfeits will be reviewed by management and are subject to expulsion without a refund.

THE ROSTER

  • A minimum of 3 players must be on the field at all times.
  • A team can consist of a maximum of 6 players per game with 4 on the field and 2 substitutes.
  • Minimum age to participate in Flight Zone Football Events is 16 years of age.
  • It is not permitted for players to change rosters after the midpoint of a season, during the playoffs, or in tournament play. A player may only appear on one roster.  NO EXEPTIONS, even if the other team approves it. 

THE ATTIRE

  • Players are recommended to wear protective mouthpieces at all times during a game.
  • Teams must bring two sets of uniforms/shirts. Both a light and a dark may be used.
  • Shirts must be worn, and tucked in at all times.  If a player’s shirt is hanging over their flag belt, flag guarding will be called.
  • Teams may use their own footballs as long as they are men’s regulation college or professional weight and size.
  • Molded and screw-in cleats are permitted.  No metal cleats are allowed.
  • Players may not wear pants or shorts with pockets.

 THE FIELD DEMENSIONS

  • 50 yards long x 25 yards wide with 7-yard end zones.
  • Total length of the field is 64 yards.

 THE POSSESSIONS

  • The referee will flip a coin before the start of the game.  The lower seeded, team captain will call heads or tails. The team that wins the coin toss has the choice to take the ball first, defend a goal or defer choice to second half.
  • All possession changes will start at the offensive team’s 5-yard line.  Exception: On interceptions the team will take possession of the ball where the interceptor’s flag belt is pulled. 
  • Penalties on interception returns will be assessed where the interception occurred.  Exception: If the game referee judges that a player intentionally or flagrantly commits a penalty then the penalty will be at the point of the foul, no less than the point of interception.

THE PASSING GAME

  • All passes must be forward and received beyond the line of scrimmage.
  • Shovel passes are legal, but must be beyond the line of scrimmage.
  • All pass attempts must be beyond the line of scrimmage.
  • Only one forward pass per down.
  • QB has a seven (7) second “pass clock.”  If the pass is not thrown within seven seconds, the play will be ruled dead, with a loss of down.  Once the ball is handed off, the seven-second rule is no longer in effect.
  • Interceptions can be returned.  Ball is spotted where defenders flag belt is pulled. 
  • If a penalty occurs on an interception return by the return team, the penalty will be assessed from the spot of the interception.
  • If a penalty occurs on an interception return by the defensive team, the penalty will be assessed from the end of the run.

THE RECEIVING GAME

  • All players must start with their flag belts on. If a player starts without his flag belt properly secure with all flags attached, his team will be accessed a 10 yard and loss of down penalty.
  • All players are eligible to receive passes (including the QB, if the ball has been handed off behind the line of scrimmage).
  • Only one player is allowed in motion at a time.
  • A receiver is down where his or her flag belt is pulled.  Exception: In order to achieve a first down, or a touchdown, the ball carriers flag belt and ball, must cross the plane of the first down line and/or goal line.
  • If a receiver’s flag belt falls off or is pulled off, before catch is made, the receiver must then be touched with two hands to be downed. 
  • Receiver must have at least one foot in bounds when making a catch.
  • A player may tip the football to a teammate, as long as the initial receiver does not show possession of the ball.

THE RUNNING GAME

  • The QB cannot run the ball.  The QB can only run the ball if he or she has taken a direct hand-off.
  • Only direct hand-offs behind the line of scrimmage are legal.  Anyone behind the line of scrimmage can receive a hand-off.  Exception:  The ball cannot be handed off between the center’s legs.
  • No laterals or pitches of any kind, anywhere on the field, are allowed.
  • The player who takes the hand-off can throw the ball, as long as he or she does not pass the line of scrimmage first.
  • Once the ball has been handed off, all defensive players are eligible to rush.
  • Once the ball has been handed off, the seven-second pass rule is no longer in effect.
  • Defensive players cannot pass the line of scrimmage, during a direct hand-off play, until the ball is handed off.
  • Spinning is allowed.  However, jumping over a defender or diving to advance the ball is not allowed.

THE “FLIGHT ZONES”

  • “Flight Zones” are no run zones, located five (5) yards from each end zone and five (5) yards on both sides of mid-field.
  • “Flight Zones” are designed to avoid short yardage situations.
  • “Flight Zones” come into effect only when offensive team is approaching a first down or the end zone.  Exception:  If the offensive team has already achieved a first down, but has been pushed back into a “Flight Zone”, then the “Flight Zone” is no longer in effect.

THE RUSHING OF THE QUARTERBACK

  • All players that rush the passer must be a minimum of seven yards from the line of scrimmage, which will be designated by the referee, when the ball is snapped.  Any amount of players can rush the quarterback.
  • If the offense draws any rusher to commit or jump that seven-yard marker, that rusher CANNOT rush during that play. However, any other defender that is seven yards back may rush instead.
  • The rusher must declare his rush angle or path to the QB. If this path is crossed AND contact is made involving the rusher then an offensive penalty will be assessed.
  • The rusher CAN NOT run straight into the center. The center has the right away if the rusher does not take an angle to the QB. If contact is made with the center by the rusher who is has not taken an angle to the quarterback a defensive obstruction penalty will be called.
  • Players not rushing the quarterback may defend the line of scrimmage, as long as he or she is at least one yard from the line of scrimmage.
  • A rusher must go for the quarterback’s flags. The rusher may attempt to block the pass but it is a penalty to make contact with the quarterback’s body or arm.

THE DEAD BALLS

  • Ball must be snapped between the center's legs to start a play.
  • A play is ruled dead when: ball carriers flag is pulled, ball carriers flag falls off, ball carrier steps out of bounds, ball carriers knee touches the ground, ball carrier lets the ball hit the ground, ball carrier fumbles the ball away, and after a touchdown, or extra point is scored.
  • There are no fumbles.  The ball will be spotted where the player loses control of the ball.
  • If there is an inadvertent whistle during a running play, the offense will have the choice of either the result of the play or replaying the down.
  • If there is an inadvertent whistle during a passing play and the ball is in flight, the down will be replayed.

 THE PENALTIES

  • All defensive penalties are 10 yards and an automatic first down.
  • All offensive penalties are 10 yards and loss of down from the line of scrimmage except for flag guarding, diving and jumping which will be marked off from the point of infraction. 
  • Any type of blocking or screening is illegal and will result in a penalty.
  • Extra attempts: If the attempting team throws an interception and commits an infraction after the interception than when the opposing team takes offensive possession of the ball they will get an additional 10 yards from the line of scrimmage.  If a flagrant foul or intentional foul occurs on the extra point play the penalty will still be assessed from the line of scrimmage.
  • Only team captains may approach the referee. Players cannot argue judgment calls.
  • A protest on a rule interpretation must take place before the next play is started.  If a team protests a rule interpretation and is proven wrong, the team will be charged a timeout.  If the team doesn’t have a timeout then that team will be penalized as a delay of game.
  • Games will not end on any accepted live ball defensive penalty.
  • Any offensive penalty in their end zone will result in a safety (2 points).
  • A second penalty on an extra point, will equate to the amount of points the offensive team was going for and will be awarded.

THE SCORING AND TIME SITUATIONS

  • Scoring:  Touchdown = 6 points, Extra point (5 yards) = 1 point, Extra point (12 yards) = 2 points, Safety = 2 points, If the defense intercepts a pass on an extra point attempt and the players returns it to the end zone, the team will be rewarded 1 or 2 points based on what the offensive team was attempting on the extra point.
  • Games are divided into 14-minute halves.  There is no halftime.
  • There is a 25 second huddle clock, which will start once the line of scrimmage is marked.
  • Each team is allowed one timeout per half. You can NOT carry a timeout over into the next half.
  • Referee may stop the clock at own discretion. 
  • The clock will only stop at the one-minute warning of the second half for an incompletion, extra point, or if the offense gets out of bounds, only if the score of the game is within an 8-point differential. The clock will stop to set the pucks if a first down is obtained.

THE OVERTIME GAME

  • If the score is tied at the end of regulation, teams move directly into overtime.
  • Coin toss determines possession.  The team that did not call the opening coin toss will call the overtime coin toss. 
  • The team that wins the coin toss has the choice to take the ball first, or defend first.  Each team will start from the 12-yard line.  They will have two plays to attempt to score.  If a team scores, they may attempt either an extra point or a two-point conversion. Both teams will drive into the same end zone.
  • The game is over when each team has had possession of the ball an equal amount of times, and one team was able to score more points than their opponents.
  • If the score is still tied after the first overtime, the team that didn’t have the choice in the first overtime will make the call for the beginning of the second overtime.  If the score is still tied after the second overtime, the first overtime step will be repeated with teams going for 2-point conversions, instead of extra points, until there is a winner.

Flight Zone Football will provide an atmosphere where players can feel comfortable bringing their family and friends.  Any players or teams that jeopardize that environment may be asked to leave. Flight Zone Football operates under a NO TOLERANCE POLICY. Any players involved in a fight will automatically be suspended. If this incident occurs during league play, then a mandatory 2 game suspension and a $50 fine will be incurred. If this incident occurs during a tournament then that player will be disqualified from the tournament and a $50 fine will be incurred. Depending on the severity of the incident, the players or teams involved may be suspended for the entire session or event with no refund of payment.