Flag Football Rules – DC

Markets: DC Metro

Format: football

SUMMARY

  • Format 8-on-8. 6 men and 2 women on the field
  • Two 23-minute halves with 3-5 minute half times. Running time for first half, 21 minute running second half with 2 minute stop time if game within 12 points.
  • 6 points for a touchdown. Choice of 1 or 2 point conversions. No field goals
  • Non-contact (NO BLOCKING), co-ed Flag football
  • No picks allowed
  • Teams must use a female player as an operative player within 3 consecutive downs
  • First downs for every 15 yards (Total 3 first downs/possession)
  • You cannot earn a first down if you are tagged down on a subsequent play behind the 1st down marker.
  • Five Mississippi rush count (Miss-i-ssi-ppi is the only rush word allowed)
  • Game time is forfeit time
  • All games are RAIN or SHINE (unless dangerous conditions)
  • A game will be considered an official score if the first half is completed.
  • Any unsportsmanlike behavior will result in that player/team being suspended/removed from participating in all ZogSports leagues for one year

CHECK IN

Every captain must check-in with the ZogSports Referee or Field Manager at the field at least 15 minutes before your scheduled game.

FORFEITS – REQUIRED PLAYERS

Please don’t forfeit. Your teammates and opponents count on you to have a full team and competitive game.

At check-in, inform ZS Field Manager if you a) know that your team will be short players for your game or b) expect to field a full team, but are currently short players. ZS staff and head referee will help make sure that a game is played (official or scrimmage) on every field.

Must have at least 5 players including 1 woman to start a game

Game time is forfeit time. There is no grace period

No one may play without signing the waiver

FORFEIT PENALTIES AND NOTIFICATION

Penalties

First Offense: Loss of game and warning issued

Second Offense: Loss of game and removal from the playoffs

Third Offense: Removal from the rest of the schedule

NOTIFICATION

If you know in advance that your team is going to forfeit a game, you MUST contact us by 3pm on the day prior to game day at forfeits@zogsports.com. It is not considered notification unless you receive a reply. If your decision is not made until after 3pm,you should still try to reach ZogSports, and we will make efforts to contact the other team. If we can reach them in time to keep them from showing up, no extra penalty. If you do not do this, your team will be eliminated from the rest of the schedule.

There is no additional penalty if you show up short-handed (and need to add other ZogSports players to field a full team) and have to forfeit the game since you made an effort to get a team to play.

Once ZogSports is notified that you are forfeiting, it is official (you cannot change your mind), and the other team will be notified.

REFEREEING

ZS will provide a head referee for each field.

Questions for the referee – only the team captain is allowed to ask the head referee for rule clarification. If it is a judgment call, the referees can confer with each other and the team captains for discussion, but players and/or captains are not allowed to question judgment calls.

START OF THE GAME

Referee will have two captains shoot rock/paper/scissors or odds/evens or flip a coin

If there are more than two players not wearing their ZogSports team shirts, the team with more shirts automatically wins the coin toss. This is designed to encourage all players to wear their team shirts (which makes it easier to tell people apart on the field)

Winning captain selects Offense/Defense or direction in the first half (In the second half, teams change directions and possession)

The winning captain may NOT “defer” the selection. He/she must decide either offense/defense or field direction

Game starts with the “receiving” team in possession on its own 10-yard line

CLOCK/TIME

Two 23-minute halves with 1-3 minute half time

Running time for all 23 minutes of first half, 21 of 23 minutes running time second half (see below for explanation)

NEW: All delay of game penalties within the final 2 minutes of the first half will result in the game clock stopping until play resumes.

NEW: Outside of 2 minutes 2 straight delay of game penalties deemed intentional will result in an unsportsmanlike penalty.

Final two minutes of second half – clock stops when the score differential is 13 points or less for:

Official’s time-outs (injuries and called time-outs)

An incomplete pass

An offensive player goes out-of-bounds

A touchdown

The clock starts again for the extra point and then stops after this play is completed. The clock cannot run for more than 10 seconds on extra points (to prevent teams from trying to run out the clock on a conversion)

Any turnover (interception, change of possession on downs or after a punt)

NEW: The clock continues to run on all fumbles (including fumbles snaps from the center to the QB)

Any penalty deemed intentional by the referee in an effort to affect the clock (whether to run off time or stop the clock) in the last two minutes of the game will cause the clock to stop

If a team is up by 13 or more points, the clock will continue to run for the last 2 minutes

If the point differential changes from 12 points or below (stoppage time) to 13 points or above (running time) within the final 2 minutes the clock shall stop/run in accordance with the score.

NEW: The clock will stop for a 2 minute warning in the second half if the game the score differential is 12 points or less. Clock is always restarted when the offense snaps the ball.

TIMEOUTS

Each team receives three (3-New) time-outs per game. Time-outs last 30 seconds.

TEAM SIZE

  • Each team shall field no more than 8 players
  • No more than 6 men at any one time. A team may use up to 8 women if they choose, but maximum 6 men
  • Teams may play with 6 or 7 players as long as they do not play with more than 6 men or less than 1 woman
  • Each team shall field no less than 5 players (minimum of 4 men, 1 woman)
  • Forfeit will be awarded for having less than 5 players
  • Teams must start at game time if the minimum numbers of players are present
  • Rosters are not limited in size, but no additional players will be added to the roster after the 3rd week.
  • Waivers must be completed and signed online
  •  PLAYERS WILL NOT BE ALLOWED TO PARTICIPATE IN ANY GAME WITHOUT SIGNING WAIVER.

PICKING UP PLAYERS

You should be able to field a team with only roster players. There are penalties for picking up non-roster, ZogSports players. They include the following:

  • 6 points per player – team is never allowed to pick up more than two players. Teams can never pick-up non-ZogSports players
  • If a roster player arrives at the field after the game has started, the non-roster player must be replaced by the roster player. The non-roster player may not re-enter the game and any penalty points awarded will stand
  • DURING THE PLAYOFFS, ONLY PLAYERS ON YOUR ROSTER ARE ALLOWED TO PLAY
  • A forfeit will be given to any team who picks up players and does not inform the referee. Protests in regards to non-roster players must be made before leaving the field

UNIFORMS/FOOTWEAR

Shirts

Team Shirts provided by ZogSports
If players don’t have team shirts with them, ZogSports suggests wearing similar colors to rest of team
Footwear

PLAYERS WILL NOT BE ALLOWED TO PARTICIPATE IN ANY GAME IF THEY ARE:
Barefoot
Wearing sandals/flip-flops
Metal cleats are not allowed on turf fields

CO-ED RULES

Teams must use a female as an operative player within 3 consecutive downs

  • An operative player is defined as follows:
  • Is the intended receiver in the eyes of the official (does not have to make the catch)
  • Runs the ball as the primary runner (does not have to get positive yards)
  • Attempts a pass across the line of scrimmage as quarterback (does not have to get positive yards)
  • An operative player is NOT defined as a player who:
  • Hands the ball off to a male player
  • Snaps the ball into play
  • Receives a hand-off only to give it back to a male before crossing the line of scrimmage
  • Male QB being sacked

Examples of Common Situations

Female Plays ARE:

  • A pass deflected by a male and caught by a female
  • A pass intended for a female (in the eyes of the referee) that is deflected by a woman, and is caught by a male
  • A pass caught by a female behind the line of scrimmage who tries, but does not successfully gain positive yards – this is NOT a completion however
  • A female QB sacked
  • Plays not utilizing a female and resulting in loss of down will still be considered a female play IF AND ONLY IF that play is a mandatory female play
  • Male QB crosses line of scrimmage then throws ball
  • On extra points everyone is eligible, even if it supposed to be a female play.

SCORING

Touchdowns are awarded 6 points
Extra points are 1 point for a 2-yard conversion, 2 points for 10-yard conversion
Safeties are 2 points

POINT AFTER TOUCHDOWN (PAT)/EXTRA POINTS

  • The offense can decide whether to “go for ‘1’ or ‘2’ “
  • 1 Point – 2 paces/yards off the goal line
  • 2 Points – 10 paces/yards off the goal line (marked by cone)*
  • *2-point conversion attempts may be intercepted and returned for 2 points with the defense retaining possession at their 10-pace/yard line. 1-point conversions CANNOT be intercepted and returned

SAFETIES

  • A safety will be scored when a player:
  • Is tagged down with the ball across the goal-line in their own end zone (not on a punt or intercepted pass)
  • If player advances ball out of end zone and runs back in on a punt or intercepted pass, a safety will be awarded
  • Runs out of bounds in their own end zone while in possession of the ball
  • Snaps the ball out of the end zone
  • Fumbles in their own end zone
  • The defensive team receives 2 points and then takes possession of the ball at their own 10-yard line.

FIRST DOWNS

Each team will have 4 downs to either score or earn another 1st down. First downs are earned by:

NEW: Crossing designated yardage markers. Teams may only earn a first down line once per drive.

If a catch is made past the line but the receiver runs back behind the midfield line where he/she is two-hand touched, it is NOT a 1st down.

If a team begins a drive beyond a first down line they cannot earn that line as a first down.

If a team fails to score or earn a first down, possession goes to the other team. Offensive team may elect to punt on any down. NEW: There is a limit to 3 earned first downs. Teams are only allowed to earn 3 first downs per offensive drive, or a total of 4 sets of downs per possession.

SCRIMMAGE/SNAPPING THE BALL INTO PLAY

Ball must always be snapped from the ground by the center to the quarterback

The player receiving the snap is the quarterback for that play, even if a different player says “hike.”

No player shall put the ball in play until it is declared ready-for-play by the head referee

The offensive team has 25 seconds to put the ball in play after it is spotted by the referee

Centers may adjust the ball, including picking it up to reposition it, before each play so as long as he/she does not do it in a manner to intentionally draw defense off sides

All offensive players must be within 15 yards of the ball when it is snapped and be set for one full second before ball is snapped

Only 3 players are permitted in the backfield, the rest (5 players if 8 on the field) must be lined up anywhere on the line of scrimmage

After the snap, the Center may move back and forth on the line of scrimmage until the 4-MISSISSIPPI count. After the 4-MISSISSIPPI count, the Center must NOT move and must have his/her arms at their side. The Center may NEVER intentionally attempt to block, trip or physically interfere with a defensive player rushing the QB.

If the ball hits the ground after the snap and before the quarterback has possession, the ball is treated like a fumble and is dead immediately at the spot where it hit the ground.

If the game is in stoppage time the clock continues to run.

BLOCKING

Definition: Blocking is considered the movement, whether deliberate or unintentional, that impedes a defensive player’s pursuit of the ball carrier, unless movement is to avoid personal injury (as interpreted by the referee). This also includes the deliberate or unintentional movement of limbs by a stationary player (i.e., shoving or clothes-lining your friends on the other team). More leeway may be given to players moving at the time of a reception, but this is up to the referee’s discretion.

No active “blocking” on the field is allowed in ZogSports Flag Football. (Penalty: 10 yards from line of scrimmage; replay down.) A player may use his body to shield another player by having their arms by their sides or behind their back, if that player is not moving or is giving ground. In this instance, the player must not initiate contact. There is also no contact permitted at the line or downfield by any defensive player guarding a receiver (bump and run). All players must try to avoid contact with any player on the football field. THIS IS A CO-ED SOCIAL LEAGUE – PLEASE KEEP CONTACT TO A MINIMUM.

OFFENSIVE PICKS

An offensive pick is when the receiver purposely runs into/blocks the progress of/or stops in front of a defender allowing the other receiver to get open. You cannot do this. The referees will be watching this very closely. The penalty is 10 yards and loss of down.

NO CONTACT AT LINE OF SCRIMMAGE

  • Player acting as offensive lineman must have hands behind his/her back when protecting their quarterback from pursuing defensive rushers
  • They MAY MOVE SIDE-TO-SIDE DURING THE FIRST 4 SECONDS OF THE 5-SECOND COUNT, BUT THEN MUST STAY IN PLACE
  • The offensive lineman should not run backwards into the backfield
  • Offensive lineman can position their body at any particular angle in an attempt to direct the rushers to a particular area, but they may not physically direct them
  • There is no contact at or behind the line of scrimmage by either the offense or defense
  • EACH TEAM MUST KEEP AT LEAST 1 PLAYER ON THE LINE. THE OFFENSIVE LINEMAN IS NOT AN ELIGIBLE RECEIVER

RUSHING THE QUARTERBACK

EACH TEAM WITH 8 Players MUST KEEP AT LEAST 1 PLAYER ON THE DEFENSIVE LINE

(Within a 2 yard radius of the center/quarterback).

At no point may the Defensive Line player drop back into coverage.

5 MISSISSIPPI COUNT – Defense may not pursue the quarterback behind the line of scrimmage until completing a 5 MISSISSIPPI count at normal speaking cadence, as determined by the referee (players must use Mississippi count; 1-One Thousand, 2- One Thousand…etc. count is not allowed.)

THE 5 MISSISSIPPI COUNT MAY BEGIN AS SOON AS THE BALL IS SNAPPED BY THE CENTER, NOT WHEN AN OFFENSIVE PLAYER YELLS HIKE

WHEN YOU CAN RUSH (cross the line of scrimmage)

After 5 MISSISSIPPI count defense can rush

The 5 MISSISSIPPI count may only be made by the defender on the line

The quarterback may not run even after the defense completes the 5 MISSISSIPPI count until the defense chooses to rush the quarterback by crossing the line of scrimmage

After the five-second count is completed, any number of defensive players may rush even if the defender on the line does not rush

If anyone besides the quarterback behind the line of scrimmage touches the ball, including an option play or fake handoff where they touch the ball, the defense can cross the line of scrimmage.

CHANGE OF POSSESSION IN BACKFIELD

If the ball changes possession in the backfield (i.e., is handed off), the defense may rush immediately

If the offense fakes a change of possession and the defense advances across the line of scrimmage, no foul will be called if the defense returns back to in front of the line of scrimmage immediately, and continues the 5 MISSISSIPPI count

If the team on defense is short 1 player, they can choose not to play anyone at the line of scrimmage. If they choose this option, nobody is permitted to rush the quarterback on that play

PENALTIES

Defense

Fast Rush Count- If in the eyes or ears of the referee, the count is made too quickly, or not loud enough, 1 warning will be issued to the defense. If this occurs again – 5 yards and replay down – offense may decline penalty if positive yardage was gained

Defensive Off sides – If any defender crosses the line of scrimmage before 5-Mississippi is fully uttered – 5 yards and replay down – offense may decline penalty if positive yardage was gained

Not Leaving a Defensive Player on the Line of Scrimmage/Defensive Lineman Drops Back into Coverage– If in the eyes of the referee the defense does not leave a player on the line of scrimmage or that player leave the line of scrimmage to drop back into coverage – 5 yards and replay the down – offense may decline penalty if positive yardage is gained

Holding on to ball carrier to stop them from advancing-You cannot grab the ball carrier to prevent them from advancing and to grab their flags. 5 Yard Penalty

Not attempting to give flag back to the runner- You must make an effort to return the flag to the runner. The first time you don’t is a warning. After that it will be an unsportsmanlike penalty. 15 yard penalty.

Offense

Offensive Lineman Leaves Line and Goes Down Field – 5 yards and replay down – defense may decline penalty

QB illegal forward pass/illegal run – the QB crosses the line of scrimmage and then throws a forward pass OR runs before defense rushes.5 yards and loss of down – defense may decline penalty

Offensive Off sides – When any part of the offensive player’s body is beyond the scrimmage line before the ball is snapped – 5 yards; play is blown dead after the snap

If an offensive player moves past the line of scrimmage/starts to run before the ball is snapped, he/she may reset him/herself before the ball is snapped without penalty

NEW: Flag Guarding- A runner may not hold onto or try to guard their flags (Referee’s Discretion) – Play whistled dead/5 yards from spot of foul.

Running into a defender-You shall not run into a defender to prevent them from grasping your flag or to gain extra yards. First Offense: Play blown dead/10yds from spot of the foul. Second Offense: Play blown dead/15yds from spot of the foul Third Offense- Ejection

PLAY SHALL CONTINUE UNTIL

  • Ball carrier has flag pulled by an opponent and opponent holds the flag up.
  • If a flag is grabbed while bobbling the ball (not in possession), the play shall continue until the player’s other flag is pulled or they are touched down with 1 hand.
  • Ball carrier touches the out of bounds line with any part of his/her body
  • Ball carrier scores. Ball must break goal plane for touchdown or conversion
  • Ball touches the ground as a result of a fumble, punt or incomplete pass or even while in a player’s hand
  • Ball carrier’s knee touches the ground
  • Ball carrier slips or falls, or any part of his/her body (except feet or hands) touches the ground, the ball becomes dead

COMPLETE/INCOMPLETE PASS

A forward (overhand or underhand) pass is complete when

Caught by any player of the passing team (who has at least one foot in bounds) beyond the line of scrimmage

Caught in bounds simultaneously by opponents– ball becomes dead and is awarded to passing team at spot of catch

Player that has ball control and is pushed out of the end zone/sideline will be considered in bounds/TD/extra point

A completion is NOT:

A ball caught behind the line of scrimmage and run for positive yardage

A running play for positive yardage

A ball caught by a player who was out of bounds and comes back in to catch the ball.

If the receiver was forced out of bounds by an opposing player, he/she will still be eligible upon returning in bounds

Note: However, if the player who went out of bounds is the 2nd player to touch the ball, it is a completion (i.e. deflected off a defensive/offensive player)

A deflected ball caught by the center(snapper). The center can advance the ball, however, it will not be considered a completion.

After a fourth down incomplete pass, the ball goes back to previous spot.

HANDOFFS

Handoffs are permitted. When this change of possession occurs, the defense may cross the line of scrimmage immediately (does not need to complete the 5-second count). The quarterback on any given play is defined as the player who receives the initial snap of the ball from the center- so if a hand off occurs, defense can cross the line of scrimmage.

Remember though – NO BLOCKING

KICKOFFS

There are no kickoffs. At the start of the game and after every score, the team taking possession of the ball will start at their own two-yard line (one-point conversion line).

PUNTS

  • The offensive team must declare a punt. All punts are “free” punts meaning a team does not need to snap during a punt. A dropped snap during a punt is not a fumble
  • No Fake Punts
  • Punts must be kicked, they cannot be thrown
  • Punts are “open” plays meaning, there are no Male/Female rules
  • 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
  • The instant that a member of the receiving team has taken possession of the ball, all other members of the receiving team must hold their current positions on the field. Any deliberate movements away from his/her set spot, other than to avoid personal injury, will be considered blocking
  • THERE ARE NO LATERALS PERMITTED ON PUNTS – A lateral on a punt will result in a dead ball at the spot of the lateral
  • There is no minimum number of players on the line of scrimmage during a punt
  • NO DOWNFIELD BLOCKING or BLOCKING AT THE LINE OF SCRIMMAGE
  • 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
  • Ball is spotted at 2-yard line if
  • Ball is punted into or out of the end zone
  • Player drops the ball in the end zone

FUMBLES/INTERCEPTIONS/TURNOVERS

Fumbles

A fumble is not a turnover; it is a dead ball (at the spot where the player was, in the determination of the referee, when he/she first lost control of the ball)

If a player on either team takes possession of the ball, prior to the ball hitting the ground, possession goes to that team and that player may attempt to advance the ball towards his/her own end zone

A fumbled lateral DOES NOT CHANGE POSSESSION

An intercepted lateral DOES CHANGE possession

There is no stripping of the ball

Interceptions

Interceptions of forward passes may be advanced by the defense. If a defensive and offensive player appear to both have possession or are struggling for possession, the reception is granted to the offense

Interceptions can be returned

Laterals are permitted after an interception, but forward laterals are illegal – 5 yards from spot of thrown lateral. Play blown dead at time of penalty

Turnovers

If a turnover occurs during a 1-point PAT, the play will be called dead
2-point conversion attempts may be intercepted and returned for 2 points

LATERALS

A lateral is an underhand/overhand toss of the ball to a fellow team member next to you or behind you. If the lateral is behind the line of scrimmage, the player who formerly had possession of the ball may go downfield and be considered a receiver. A lateral may never go forward.

Penalty: Illegal forward lateral – 5 yards from the spot of the thrown lateral. Play blown dead at time of penalty

PLAYERS IN MOTION

One player may go in motion before the snap, but must be set for 1 full second prior to the snap.

SUBSTITUTIONS/INTHE HUDDLE

A team is permitted to substitute players before each play. They must do so from the same sideline/end line for the entire game. Players must be set on the field for nearly one full second before the snap.

If you do not have your full amount of players on the field at the time the ball is snapped, players will not be permitted to enter the field of play until the current play is blown dead by the referee.

PENALTY- Illegal substitution – 5 yard penalty after the play is completed – may be declined by the offense/defense.

Teams may not have more than 8 players in the huddle.

NEW: Once the offense is set on the line of scrimmage, no substitutions should be made

PENALTY- Illegal substitution – 5 yard penalty before the ball is snapped.

PENALTIES

Not using a female operative player – The penalty for running 3 consecutive plays w/o a female as an operative player will be loss of down(e.g., if it was first down during the penalty, it is now second down.) The female must now be the operative player on the next play. The penalty will been forced until a female is used. If a QB sack or bad snap occurs on a mandatory female play, the play stands as a female play – 0 yards, loss of down

Delay of game -The offensive team must put the ball into play 25 seconds after referee has signaled ready for play. Referees will give a count from 5 down to zero before calling this penalty – 5 yards; play is blown dead at zero on the play clock

Too Many People/Men on the field -No more than 8 players on the field at one time or no more than 5 men on the field at one time. Penalty will be assessed after discovery. Only called if a play is run with illegal participation – 5 yards; replay down. May be declined

Offensive off sides- When any part of the offensive player’s body is beyond the scrimmage line before the ball is snapped – 5 yards; play is blown dead after the snap.

Defensive off sides, encroachment and fast rush count – A player is offside when any part of his/her body is beyond the line of scrimmage or in the neutral zone when the ball is snapped, or when crossing the line of scrimmage before the 5 Mississippi count is over. 5 yards; replay down – offense may decline penalty if positive yardage was gained

Illegal Motion -After a shift or huddle all offensive players, after assuming a set position, must come to an absolute stop. They also must remain stationary in their position without any movement of their feet, heads or arms, or swing of their body for a period of at least one second before snap – 5 yards; play is blown dead after the snap

QB illegal forward pass/illegal run- the QB crosses the line of scrimmage and then throws a forward pass OR runs before defense rushes. 5 yards; loss of down – defense may decline penalty

Intentional grounding- A QB may throw the ball away, however the ball must cross the line of scrimmage or it is a penalty – 5 yards; loss of down

Illegal forward lateral – A player cannot throw/lateral the ball forward after they cross the line of scrimmage (e.g., after a completion or during a run) or after an interception – 5 yards from the spot of the thrown lateral. Play blown dead at time of penalty

Blocking – No player may use his hands to block opponent. A player may only use his body to shield another player by having arms by his side, and do so either by not moving or by giving up ground – 10 yards from the line; replay down

Illegal contact/holding (before ball is thrown)– Defender/receiver may not make original contact with a defender/receiver, nor may he use his hands or arms to hang onto or encircle the opposing player. The defender/receiver cannot extend his arms to cut off or hook a defender/receiver causing contact that impedes and restricts the defender/receiver as the play develops, nor may he maintain contact with the defender/receiver – 10 yards; replay down

Offensive picking- The offensive team may not initiate a pick/block while in motion. If a catch is made after a clear pick, it will be ruled no catch – 10 yards; loss of down

Defensive pass interference(when ball is in the air) – It is pass interference by either team when any player movement beyond the line of scrimmage significantly hinders the progress of an eligible player (e.g., grabbing player while running) or their chance to catch a pass, gain position, or retain position to catch the ball. If both offensive and defensive players are clearly going for the ball, any contact will be considered incidental unless prohibited as stated.

The ball must be considered catchable by the referees for a pass interference call – 1st down at the spot of foul, if in the end zone ball is spotted at the one yd. line – may be declined

Offensive pass interference- See Defensive pass interference – 10 yards; loss of down

Diving/Sliding To Gain Extra Yardage – a player with possession of the ball may not dive or slide to gain extra yardage (e.g., into the end zone in an attempt to score a touchdown or past midfield to get a first down). 15 yards from the spot of the dive; A second dive/slide will be also treated as an unsportsmanlike penalty, meaning 15 yards for diving and 15 yards for unsportsmanlike, totaling 30 yards from the spot of the dive

NEW: Flag Guarding- A runner may not hold onto or try to guard their flags (Referee’s Discretion)- Play whistled dead/5 yards from spot of foul.

Running into a defender-You shall not run into a defender to prevent them from grasping your flag or to gain extra yards. First Offense: Play blown dead/10y ds from spot of the foul. Second Offense: Play blown dead/15 yds from spot of the foul Third Offense- Ejection

Holding on to ball carrier to stop them from advancing-You cannot grab the ball carrier to prevent them from advancing and to grab their flags. 5 Yard Penalty

Not attempting to give flag back to the runner- You must make an effort to return the flag to the runner. The first time you don’t is a warning. After that it will be an unsportsmanlike penalty. 15 yard penalty.

Unsportsmanlike conduct- including an illegal tag, grabbing and holding onto the shirt, excessively rough two-hand touch, tackling or pushing, abusive or insulting language to another player or referee, taunting opponent or similar theatrics before or after the touchdown. 15 yard penalty. If after touchdown, will be assessed on conversion

2 unsportsmanlike penalties to 1 player in 1 game – player automatically ejected from the game and has a one-week suspension.
Any player fighting or abusing the referee will automatically be ejected from the game without a warning.

Note: If a team commits a loss of down penalty on 4th down, the ball is turned over to the defense.

INADVERTENT WHISTLE

If a referee inadvertently sounds his/her whistle during a play, the play is immediately dead. If during a run, it is the offensive team’s ball at the spot of the ball at the time of the whistle. If a legal pass or snap is in flight, or during a punt, the down will be replayed.

STANDINGS

Wins, Losses and Ties

Win – 3 points
Loss- 1 points
Tie – 2 points
Forfeit – 0 Points

WEATHER POLICY

The ZogSports’ policy has always been to play no matter what the weather is like (it is football after all). On the turf fields we will only postpone games if there is a serious hurricane/thunderstorm. Games on grass fields may be postponed due to rain. In some cases heavy rain on Saturday could affect grass field games on Sunday. If you are concerned about games being postponed you can check to see if games are on in 2 ways:

Weather Alert Hotline – (332) 213-9023
https://play.zogsports.com/weather-alert-hotline

The weather alert page and hotline are only changed if games are postponed. If the message or posting is old, the games are on as scheduled!

LIGHTNING – In the instance of a thunder storm, we will take the necessary precautions to ensure that everyone is safe, and then we will re-assess whether or not games will continue to be played. If lightning strikes, we will clear the fields and wait at least ten minutes for the storm to pass. If the storm clears after this break, we will continue to play games. If lightning continues to strike after ten minutes of waiting, we will call the games.

MAKE-UP GAMES

If a game is called(due to weather or injury) we will follow the below set of criteria when rescheduling games.

Game score will be FINAL (and not rescheduled) if a full half is completed.

If the game is called in the first half, we will do our best to pick up from the point of the delay (time, possession, score).

If in an extreme case, there is not enough information to pick up the game at the point of interruption, we will start the game over.

TIE BREAKERS FOR PLAYOFFS/SEEDINGS

Head-to-head competition (among all tied teams)

Record against other teams in or tied for playoffs (winning percentage – i.e., 0-1 is same as 0-2, but 1-3 is better than 0-1)

Number of wins

Record against next best common opponent

If team forfeited, loses tie breaker if others don’t resolve seeding

If none of the above tie breakers resolve seeding, ZogSports will execute a coin toss

OVERTIME(PLAYOFFS)

  • During regular season play, all ties will be scored as a tie
  • Playoffs – Four-Downs and Out format applies from 10 paces/yards from goal line
  • A coin toss, rock/paper/scissors, odds/evens with the winning team deciding on first or second possession
  • Teams will attempt to score in the same end zone
  • If a team scores, they will have the opportunity to go for 1 or 2 on the PAT
  • All gender rules apply in overtime games
  • An interception will result in a team losing its possession – they may not be returned for any points
  • The game will be decided when one team scores more points in the rotation
  • No 1st downs will be awarded except in the case of a penalty

ZogSports is a charity-focused, co-ed social sports league

While we appreciate the level of competitiveness in our league, we do not tolerate any unsportsmanlike behavior. This includes anyone who:

Antagonizes players on other teams or their own teammates

Exhibits excessive uncontrollable play

Inappropriately “mouths off” to the referee(s)

Verbally or physically threatens a member of our staff

Any player ejected from a game will be suspended for a minimum of one game

ZogSports reserves the right to remove any player from a game(s), season and/or future season

ZogSports reserves the right to remove a full team from the schedule and/or future seasons if we feel they are unable to participate in a manner in keeping with ZogSports’ mission to provide a fun, charity-focused, co-ed league

HAPPY HOURS

Go to ZogSports designated bar

Have fun!

CODE OF CONDUCT: The Participant’s Code of Conduct applies to all ZogSports participants. You can access the ZogSports Participant’s Code of Conduct HERE.

Markets: DC Metro