8 Coed Recreational Flag Football Rules

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Each team has a total of 3 timeouts per game

Each team has 2 blitzes per half

Players are 5 guys and 3 girls on the field for each team

Max roster is 15 players

Jumping to advance the ball – will be stopped at the jump minus 3 steps
Flag guarded will result in 3 steps back from the guard and play will continue with no positive yards for the offense only the same penalty or better things that may happen for the defense.

Person rushing the Passer must be 2 yards off the line of scrimmage.

Blocking results in loss of down.

Defensive Pass Interference results in a spot foul.

Offensive pass interference results in a loss of down and 5 steps back.

First down is every second Line


  • 8 players on the field (5 Males/3 females)
  • Two 21-minute halves
  • Must cross two 8 yard markers for a first down
  • 6 point touchdowns
  • Choice of 1, 2 or 3 extra points on PAT’s (9ft for 1 Pt., 19ft for 2 pts and 38ft for 3 pts)
  • Dead ball on all fumbles
  • Quarterbacks cannot snap the ball to themselves
  • Running clock except for final one minute of both halves.
  • Ties during regular season stay as a tie. Each team will get one chance
  • from the twenty (A two point conversion attempt)

“1-BUD, 2-BUD, 3-BUD, 4-BUD, 5-BUD, GO!!”

Four-Downs-and-Out format applies for ties in the playoffs.

There are three timeouts per game and two blitzes per half per team.


The team that wins the coin flip (or a one-time Ro-Sham-Bo) at the start of the game must choose one of two options: 1) which team is to receive, 2) the goal his/her team will defend. Teams flip flop direction, and the team that started the game on defense will start the second half on offense. There are no kick-offs. Play starts 8 paces/yards from the goal-line. If a team chooses to defer they give the first choice to the other team.


Rosters are limited to 15 people.

Each team shall field no more than 8 players, with at least three women (five men, three women.) at any one time. Teams not able to field a “full” team may play with a minimum of 1 players (1 woman). Teams not able to field the minimum number of players (1 FEMALE) Game is scored a forfeit and opposing team wins 13 -0. However teams are allowed to play with more than 3 females at any time. Games will start no later than 10-minutes past the scheduled start time for the 6:30 game all other games start as scheduled no delay. At that time, it is up to the referee or staff member to allow play. If a team is found to be playing with an illegal participant there is a $75 fee payable immediately.

  • If a team substitutes players during the game, they must do so from the same sideline the entire game.
  • Eligible receivers must be on the playing field before the cadence is started. CO-ED RULES
  • There is no maximum limit to the amount of females that must be on the field. To ensure coed participation, a penalty will ensue if the offensive team fails to use a female as an operative player within 3 consecutive downs.

An Operative Player is defined as a player who:

  • is the intended receiver in the eyes of the official
  • runs the ball as the primary runner (does not have to cross line of scrimmage)
  • receives the snap as the QB and must attempt to be the person who initiates the ball crossing the line of scrimmage – unless she is Sacked.
  • receives the snap and immediately spikes the ball at her feet in order to stop the clock in the last 1 minute of either half.

An Operative Player is NOT defined as a player who:

  • hands off the football
  • snaps the ball into play
  • receives a hand-off only to give it back to a male before crossing the line of scrimmage


  • a pass deflected by a male and caught by a female is a female play
  • a pass intended for a female (in the eyes of the referee) that is deflected by a female, and caught by a male counts as a female play
  • a pass thrown by a male, received by a male and immediately pitched to a female (the “hook and ladder”) will not constitute a female play – no matter how far the female advances with the ball after the pitch
  • a pass intentionally grounded by a female in the last one minute of either half in order to stop the clock counts as a female play
  • if a female pitches the ball to a male behind the line of scrimmage this will not result in a female play.

The penalty for running 3 consecutive plays without a female as an Operative Player will be loss of down (i.e. if it was 1st down during the penalty, it is now 2nd down) and the female must now be the operative player on the next play. If on this play a male catches or runs the ball: loss of down, the play is ruled “dead”, and the ball is brought back to the line of scrimmage, minus 5 steps.

Plays utilizing a female and resulting in “loss of down” penalties, will still be considered “female” plays. Plays utilizing a female resulting in a non-loss of down penalty will not count as a gender play. The play never existed.
The slate is clean for extra points and punts and everyone is eligible.


If a male is the QB on a play which could either be to a male or female and the QB is Sacked the ball is spotted where he was Sacked and the play stands as a male play, no matter who was the intended receiver. If a team was forced to use a female as the operative player and the male QB is sacked the play stands as a female play and the offensive team does not have to use a female on the next play.


Play will be divided into (2) 21 minute halves. Teams flip flop direction, and the team that started the game on defense will start the second half on offense. There will be a running clock maintained by a referee except for the final 1 minute of each half. During the first 20 minutes, of each half the clock runs continuously with the exception of time-outs and serious injury. In the first 20 minutes of each half if a team takes a time out after a touchdown, prior to the extra point attempt, the clock will not start until the defensive team takes over on offense and snaps the ball.
During the final 1 minute of 2nd half, the referee shall stop the game clock if:

  • an incomplete pass is thrown
  • a player ends play by going out of bounds
  • either team scores (clock will remain off until the opposing team snaps the ball after the PAT attempt; the clock does not run during extra points)• change of possession
  • a penalty which must be marked off occurs
  • a team declares a punt and their “30 seconds” (see below) has elapsed – the clock will resume for the punt and the ensuing return. It will be stopped when the returnee is tagged and up until their first snap from scrimmage.
  • A team calls a time out. The clock does stop momentarily on first downs during the final minute of each half until the ball is spotted.

For the entire game, the offensive team has 30 seconds to snap the ball once the referee spots the ball. The penalty is three steps and replay the down.
** If a team is up by 16 points or more, the clock runs continuously during the last two minutes of play.


Games ending in a tie score will be recorded as tie games during regular season play. Please refer to the OVERTIME section for ties during the playoffs. Touchdowns are awarded 6 pts. Extra points: 1 yard off the goal line = 1 pt., 8 paces/yards = 2pts.
NEW RULE: Two point conversion attempts may be intercepted and returned for two points with the defense retaining possession at the 8 pace/yard line. One point attempts may not be intercepted and returned.


Each team shall have 4 downs to either score or earn another first down. First downs are achieved when a team crosses two 8 yd. markers based on their original field position. If a team fails to score or earn a first down, possession will go to the other team. Offensive teams may elect to punt on fourth downs.


A punt must be declared and cannot be faked. All punts are “free” punts. A team need not snap during a punt, a dropped snap during a punt is not a fumble. Punts must be kicked. Punts cannot be thrown. Punts are “open” plays meaning, there are no Male/Female rules for punts. There is no minimum number of players required on the line of scrimmage during a punt. NO DOWNFIELD BLOCKING or BLOCKING AT THE LINE OF SCRIMMAGE. The kicking team may not cross the line of scrimmage until the ball is kicked.
The receiving team may not raise hands or jump to block a punt. If a punt is “shanked” and caught it is a live ball and is returnable. If the ball comes into contact with the ground after it has been punted it is a dead ball, spotted at the point where it hit the ground, and may not be returned. A punt through the end-zone comes back to 8 paces/yards off the goal line. If a player drops the ball in the endzone, the ball is again spotted 8 paces/yards out from the goal line and is not counted as a safety.


Play shall continue until:

  • Ball-carrier has at least one flag pulled by an opponent (see flag specifics for the few exceptions/additions concerning flag pulling)
  • Ball-carrier leaves the field of play
  • Ball-carrier scores
  • Ball touches the ground as a result of a fumble, punt or incomplete pass (the ball is not an extension of the arm. If the ball is pinned between the ground and the ball carriers hand, the play is dead)
  • Ball-Carrier’s knee touches the ground


The ball will be spotted where the body is at the time the ball carries flag is pulled. If the body crosses the plane of the goal line before the ball carriers flag has been pulled it will result in a touchdown.


A change of possession can only occur due to downs or an interception on a forward pass. A fumble is not a turnover. The ball is dead at the point of the fumble and the offense retains possession. A lateral is not a forward pass and can be picked off in mid-air.
In order to better standardize the rush, all referees will be responsible for shouting out the rush count for both teams. The rush will be as follows: “1-BUD, 2-BUD, 3-BUD, 4-BUD, 5-BUD, GO!!” (Other acceptable variations can be used: i.e. 1-One thousand…, 1-Mississippi…, etc.) When the ref/counter says “Go”, the defense may cross the line of scrimmage and pursue the quarterback. Once the quarterback releases the ball (hand-off or lateral), the defense may automatically rush.


Normal rules and penalties of the NCAA apply unless exceptions have been made herein.
Ejected Player – Must leave the field immediately or his team will forfeit. The EJECTED player is out for the next scheduled game and cannot show up at the field. If player does not comply it constitutes as a forfeit for the team he plays on.

Some Common Examples of Penalties:

Illegal Contact – At or Behind the Line of Scrimmage:
• In cases where the person(s) acting as the offensive lineman, initiates any contact (at the ref’s discretion), it will be ruled a 5 pace/yard penalty from the line of scrimmage and we will replay the down. If this contact is deemed excessive by the ref, an “unnecessary roughness” penalty of 10 paces/yards can be assessed in addition to the “illegal contact”. Thus making the total penalty 15 paces/yards.
Illegal Contact – Down Field:
• 5 paces/yards from point where ball carrier is at the time of infraction.

Offsides/Illegal or Early Rush (Offensive & Defensive):
• 3 paces/yards,
Illegal Motion:
• Players may not be in motion towards the line of scrimmage when the ball is snapped. This will result in a dead ball, five yard penalty and repeat the down. Offensive Picking/Interference:
• The offensive team may not initiate a pick/block while in motion. 5 pace/yard penalty from the line of scrimmage, loss of down (i.e. if it was 1st down during the penalty, it is now 2nd down). If a catch is made after a clear pick, it will be ruled no catch, 5 pace/yard penalty from line of scrimmage, and loss of down.
Remember: Some acceptable incidental contact will occur while running routes and within the normal course of play, and will not be called.

Unnecessary Roughness:
• This includes any illegal tag such as grabbing jerseys or excessive pushing etc. This behavior will result in a 10 pace/yard penalty from point of the infraction and automatic first down. Extreme roughness will result in ejection from the game and or league if deemed necessary by the referee and league staff.

Defensive Pass Interference:
• Ball is spotted at the point of the infraction and offense is awarded an automatic first down. If the pass interference is in the end-zone, the ball comes out to the 1 pace/yard line and it will be 1st down.

Defensive Holding:
• 5 pace/yard penalty from line of scrimmage, replay down. Offense can accept or decline the penalty.

Defensive Checking:
• 5 pace/yard penalty from line of scrimmage, replay down. The “bump and run” will not be allowed. No player may initiate contact at the line of scrimmage. There is no 5 yard Bump Zone.

• A safety will be scored if a player is:
1. – tagged down in their own endzone (not on a punt return)
2. -runs out of bounds in their own endzone
3. -snaps the ball out of the endzone
4. -if the offense fumbles the ball in their own endzone
As a result, the team on defense, receives 2 points, and the team on offense must now punt a “free” kick from their own 8 paces/yard line.
Also, a player having intercepted a pass or received a punt in the endzone, cannot be tagged in the endzone for a safety unless he/she has previously crossed the plane of the endzone with the ball.

Intentional Grounding:
• This penalty will be called when a passer facing an imminent loss of yardage because of pressure from the defense, throws a forward pass, without a realistic chance of completion. This will result a loss of down (i.e. if it was 1st down during the penalty, it is now 2nd down). And the ball being spotted at the point of infraction (QB’s point of release).


Sneak Plays:
• If the player calling the cadence does not receive the snap, the play will not stand and result in a 3 pace/yard penalty and repeat of the down .
• One person must call the cadence and receive the snap – violation of this will result in a 5 pace/yard penalty and repeat of down.
• Silent snaps will not be allowed – violation of this will result in a 5 pace/yard penalty and repeat of down.
• The QB may not be in motion and then receive the snap – this will result in a 3 pace/yard penalty and repeat of down.
• If the QB crosses the line of scrimmage and then throws a forward pass the defense can either decline the penalty or it will be a 5 pace/yard penalty from the line of scrimmage and loss of down (i.e. if it was 1st down during the penalty, it is now 2nd down).
• If the ball hits the ground on the snap for either a pass or running play, the play is “dead”, the ball is spotted where it hit the ground, and it is a loss of down (i.e. if it was 1st down during the bad snap, it is now 2nd down).
• The QB may NOT snap the ball to him/herself. If the QB does snap to him/herself, play will stop immediately and it will result in a five yard penalty and repeat the down.
• Loss of down penalties, which occur on fourth down, will result in change of possession.


• 1) No flag guarding *** Will result in a 3 paces/yard penalty from the spot of infraction (the play will continue like an illegal forward pass, the defense can either decline the penalty or it will be a 3 pace/yard penalty from the point of the infraction and loss of down (i.e. if it was 1st down during the penalty, it is now 2nd down).
Defensive player returning an interception, who flag guards, will be penalized 3 paces/yards from the spot of infraction.
2) Shirt must be tucked in and flags must be securely attached. Loose hanging articles (i.e. sweatshirts, long T-shirts, etc.) that are held/ripped will not result in a holding penalty, unless in ref’s eyes player was not attempting to go for flag.

3) Any ball-carrier whose flags are (in ref’s opinion) not accessible to be pulled will be down at 1st point of contact with the defense.
4) Any ball-carrier who has a flag or both flags missing for whatever reason (falls out, accidentally pulled before reception, not noticed before snap, etc.) will be down at the first point of contact.
5) Players may leave their feet to pull flag.
6) Spin moves will be allowed.
7) Belt grabbing will result in a 3 paces/yard penalty from end of play.
• any belt grabbing at the end of a half or game will result in a 5 paces/yard penalty from point of infraction and replay of down.
if this penalty occurs within 5 paces/yard of the endzone, the ball will be spotted at the one yard line and the offense will receive one play.


Max players is 15. Teams have the option to add additional players at $10 each per player. These players would be added to a new roster sheet provided by the league. If a team fails to obey roster limits team may forfeit the playoffs. So please keep your team to the max limit or pay the fees to remain eligible.


During regular season play, all ties will be scored as a tie. Both teams have one attempt at the end of regulation. In the playoffs, however, the Four-Downs and Out format will apply. A coin toss ( or Ro-Sham-Bo) with the winning team deciding on first or second possession. Teams will attempt to score in the same end zone. Each team will then have 4 downs to score from 8 paces/yards from the goal line. If a team scores, they will have the opportunity to go for one or two on the PAT. A female must be used once within the first three plays or on the 1st and 4th downs when applicable. An interception will result in a team losing its possession. The game will be decided when one team scores more points in the rotation. No first downs will be awarded in overtime except in the case of a penalty. Interceptions will result in a turnover and may not be returned for any points.

  • Receivers need only one foot in bounds for a reception. If in the referees eyes a receiver would be able to legally catch a pass but, was pushed out of bounds by a defender while in the air a catch will be awarded.
  • Receivers intentionally leaving the field of play are ineligible to receive a pass. This includes the back of the endzone.
  • Excessive roughness can get a player/team ejected from the game and or league.
  • Diving into or over a defensive player, where offensive player is initiating contact (in the eyes of the referee) will result in the player being down at his point of takeoff
  • A player who catches the ball and lands with 1 or 2 feet across the goaline is a touchdown. The ball will be spotted at the point of where the body was at the time he/she was called “down” If a foot or body is in he endzone its a touchdown. So basically its the body not the ball.

Defensive Pass interference – the spot of the foul and resets the girl/guy play. Also any automatic first down would reset the girl/guy play. Ex. – Roughing the passer

Offensive Pass Interference – Five steps back from line of scrimmage and loss of down.

Rushing – The rusher has a direct line to the QB. There is to be no movement in front of the rusher behind the line of scrimmage. Offense must go or wait for the rusher to pass them. Penalty is three steps and replay the down. Defense has choice of play or penalty.

BLITZ – Must be yelled out by the player crossing the line within the first step. If at any Blitz is called and defense has no more, play will continue and offense has the option of three steps and replay the down or the play itself. If blitz is yelled by the defense and they do not blitz it still counts and they lose a blitz.

Last Man Penalty – If the last defender fouls a player this may result in a touchdown for the offense pending the nature of the foul. Its a referee judgement call for last man penalty. Holding, grabbing of shirts/ shorts, pushing out of bounds, tackling will all be at the top of the list.

Sidelines – All players must be inside the twenty yard lines on the sidelines the penalty is three steps. Anytime members on the sidelines that go on to the field and the team already has 8 players (not counting subbing in/out) on the field penalty is three step penalty.

Offsides – Three steps and replay the down, play continues and offense chooses play or foul.

If the ball carrier is pushed out of bounds with no attempt for a flag pull the penalty is ten steps or half the distance and automatic first down. If that is the last defender, the ball is placed on the one yard line no matter where the push or shove occured. This may also result in a touchdown for the offense pending the severity of the penalty.


As long as a team has one female who wishes to play the game counts.
The score for a forfeit is 14-0. Rule 17. FORFEITS – If a team calls in to forfeit there is a $30 fee. If a team sends players although not a full team no fee is charged. The fee charged goes toward a gift card for the receiving team. If a team no calls/no shows $60 payable immediately to move forward.

Team Flags must be picked up and returned to the 40 yard line marker. Also teams must wear the same color flag.
Uniforms – No pockets allowed penalty is 15 yards. No jewelry, hats & metal cleats. No Smoking.

Ejected player: Must leave the facility including the parking area within 1 minute to avoid team forfeit. The ejected player must not show up to next regular scheduled game or they forgo all remaining games including playoffs.

Teams start time: Teams are allowed to show up 29 minutes before their start time. Teams showing up earlier run the risk of forfeiting their season. Of course this applies to most teams playing the first game of the night.

PETS (Animals)

There is no pets, animals, dogs, cats ect allowed inside the fence of the playing fields. This is now an 8 Coed rule as well as Winter Park policy. If a player or person associated with a team decides to disobey unfortunately will result in a team forfeit. Also this action now leaves the team on probation. Please leave the animals home.

QB – Line of scrimmage: If the quarterback has 1 whole foot over the line of scrimmage (over the line) he cannot throw the ball without a penalty. So yes it will be considered an illegal throw and be marked agaisnt.

Individual Players are allowed to play on only 1 team during the season and in the playoffs.

Extra Points – After the touchdown teams have 3 choices. 1 point (2.5 yards away), 2 point (On the 20), 3 point (1 line after the 20 mark)

Pick up players – As always pick up players is a max of Two players if the team is short two players and no subs. However now Effective April 26 2017 any teams picking up league rostered players will result in a surcharge of 2 points. Example a team has 7 players and wishes to make 8 picks up within the league One player then they are down 2-0 in the scorebook. Example if they pick up the max of two players then its 4-0 on the score or whenever the players may be added. This is for league rostered players.