Welcome to ALPHa 6 Football Academy
1st inaugural adult 6 v 6 co-ed Flag football season

Sweat + Sacriface = success

Registration is now open For it's 1st Inaugural season. 

RegiStration Details

Registration: $80
No residency requirements to participate, so all are welcome to join.
Individuals who do not have a team can register to get picked up by a team needing extra players 
7 regular season games
Playoffs for top teams
Max team of 11 players

league location

The Alpha 6 Flag Football season runs from July throught September with games taking place at:
Eagles Stadium
 7050 Lake Country Drive
Fort Worth, TX 76179

season schedule- all night games

Games days and time may be subject to change to Inclement weather or other reason(s)
July 28
August 4, 11, 18, 25
September 8
September 15 (Playoffs)

rules

  • ALL players MUST wear a mouthpiece.
  •  ALL players MUST wear shorts with NO pockets.
  • Games are 6 players vs 6 players or 5 players vs 5 players
  • Two 20-minute running clock halves (5-minute break at half)
  • Each possession starts at the 5-yard line after scores, turnover on downs and/or halftime
  • 30-second play clock 
  • The offensive team has four downs to get a first down at mid-field, then 4 downs to score once they have crossed mid-field
  • All players are eligible!
  • NO RUSHING THE QUARTERBACK, unless the QB fakes a handoff, which will trigger a defensive player to cross the LOS and rush the QB

SCORING

  • Touchdowns = 6 points
  • Extra Point (5-yard line) = 1 point
  • Extra Point (10-yard line) = 2 points
  • Safety = 2 points and the defense gets the ball
  • A safety can happen when the ball carrier’s flag is pulled in the end zone 

    RULES & GOALS

  • 30-second play clock
  • Defense can rush the QB one time per defensive possession
  • QB can run the ball if defense decides to rush the QB
  • No coach allowed on the field
  • Pass count is 5 seconds until “sack”  
  • The rusher must be 3 yards off the LOS.
  • There is no QB rush/blitz if the LOS is at the +5 to goal line
  • The defensive player must declare to the official that they will rush/blitz the QB.
  • When the player declares, the sack count is off.
  • When a player declares, whether rush or not, this will count as the rush. 
  • If a rusher leaves before the ball is snapped and are inside the 3 yard rush zone, they cannot rush unless they reestablish behind the 3 yards rush zone.
  • If a rusher leaves before the ball is snapped and crosses the LOS, this will be offsides on the defense, resulting in a 5 yard penalty and repeat the down.
  • The rush/blitz can come from any defensive position as long as they declare and are 3 yards off the line of scrimmage
  • The rusher has a free lane to the QB.
    • Center exception – The center mayremain stationary, but may not move to impede the rusher.
    • Impeding the rusher will result in a 5 yard penalty and loss of down.
  • There is 5-yard penalty if a player other than the declared player rushes the QB
  • The only time a QB can run the ball is if a QB rush/blitz occurs.
  • The QB can still run even if the rusher does not come.

    Overall Logistic's 
  • Coin flip determines choice of possession or direction (winning team can elect to defer to the 2nd half)
  • The clock will only stop for time-outs and injuries unless it is the last minute of the game; it does not stop for incomplete passes, out of bounds, change of possession
  • LAST 1 MINUTE OF THE GAME – The clock will stop in the final 1 minute of the game on these actions:
    • Incompletions
    • Out of bounds
    • QB sack and kneel downs
    • Change of possession
    • Penalties – If it’s an offensive penalty the clock will start on the official unless dead ball foul
    • Two 30-second timeouts per half
    • If a timeout is called after a touchdown, the clock will not start until the play after the conversion attempt
  • Teams switch sides at halftime
  • If there is a bad snap, the ball is dead and placed at the LOS – there is no loss of yardage
  • Center cannot take a handoff from the QB
  • Ball is placed where a flag pulled, not where the ball is when the flag is pulled
  • A receiver must have one foot in bounds when making a reception
  • Laterals are allowed but if the ball hits the ground, the ball is spotted at that yard mark
  • Absolutely no tackling or blocking (stationary pick is allowed but player cannot move)
  • Only one player can be in motion at the same time
  • 3 players must be on the LOS or it will result in illegal formation; the center counts as 1 player on the LOS
  • Games cannot end on a defensive penalty
  • SPECIAL ALERT RULES

  • Defensive players can cross the line of scrimmage when a handoff, fake handoff, or backward pass has occurred.
    • This “Deception Rule” is applied to define the integrity of the LOS and development of the passing game for both offense and defense; rule applies to all divisions
  • Interceptions can be returned for a TD if intercepting team’s flag is pulled before the end zone; possession will begin where the defender is flagged
  • MERCY RULE

  • If a team is up by 35 or more points, they only have 2 downs to get a first down and 2 downs to score until that point difference is trimmed below 35 points, then regular game rules apply
  • The team that is behind by 35 or more points will start their offensive possession at the +10 yard line and gets 4 downs to score
  • If the point difference is trimmed below 35 pts, then regular game rules apply
  •  There is no defensive QB rush/blitz
  • PASS GAME RULE

  • Pass count sounds as follows:
    – ONE one-thousand, TWO one-thousand, THREE one-thousand, FOUR one-thousand, SACK!!
  • The sack count starts on the snap of the ball no matter what the offensive play is attempted – the word SACK is said in place of the last number
  • Forward pass can be underhand or overhand if it is beyond the LOS
  • If the QB does not release the ball before time expires, the result of the play is a sack and the ball stays at the LOS
  • There are NO forward passes behind the LOS; will result in a 5-yard penalty and loss of down
  •  Can never take a hand off nor run the ball across the line of scrimmage on a backwards pass
  • Defense must start 2 yds off the line of scrimmage unless the ball is at the +1 then the defense can start at the goal line
  • RUN GAME RULES

  • A play will be considered a run play, when the ball carrier crosses the line of scrimmage, or if a player takes a hand-off from the quarterback and does not cross the line of scrimmage in the allotted time.
  • A play in which a player takes a hand-off from the quarterback, and then throws a forward pass will be considered a pass play, and not count as a team’s run play
  • If you are going to use a run/pass Option (RPO) play with your RB, see below.
  • In all RPO offenses, when the QB gives the ball to the RB, this will alert the defense that they can cross the LOS to pull the ball carrier’s flag
  • To keep it simple – If you have not used your 1 run attempt in either zone:
    • If the QB gives the ball to the RB and the RB’s flag is pulled before crossing the LOS and before the 4 second sack count, this will be considered a pass attempt and a sack
    • If the QB gives the ball to the RB and the RB’s flag is pulled before crossing the LOS but after the 4 second sack count, this will be considered as your 1 run attempt
    • If the QB gives the ball to the RB, the RB does not have to cross the LOS before the 4 second sack count; the RB can stay behind the LOS as long as they choose but cannot pass
  • If you have used your 1 run attempt in either zone:
      • If the QB gives the ball to the RB, the RB must make a pass attempt before the 4 second sack count.
  • The play is dead when the following occurs to the ball carrier:
  • Flag is pulled
  • Runner’s knee or elbow touches the ground
  • Runner steps out of bounds
  • Runner loses his flag then the opposing team must touch him down.
  • Runner DIVES; ball is spotted where the runner left his feet.
  • Runner JUMPS; ball spotted where the runner left their feet
  • Runner LEAPS; ball spotted where the runner left their feet
  • NO direct QB runs
  • The QB run the ball if he is rushed/blitzed
  • The ball carrier can spin to avoid their flag being pulled but cannot flag guard
  • No fumbles (a fumbled, or stripped ball is dead and placed at the spot of the fumble with the offensive team retaining possession)
  • ALPHA 6 flag GAME PENALTIES

    OFFENSE PENALTIES:

    Offensive Pass Interference – 10-yard penalty and replay the down

    Illegal motion (2 men in motion) – 5-yard penalty and replay the down

    Illegal Formation – 5-yard penalty and replay the down

    Illegal Run – 5-yard penalty and loss of down

    False Start – 5-yard penalty, replay the down

    Illegal Forward Pass – 5-yard penalty and loss of down (QB steps over the LOS or QB throws a forward pass behind the LOS)

    Blocking – ball is placed at the spot of the foul and loss of down

    Leaping – ball is placed at the spot of the foul and loss of down

    Flag Guarding (including stiff arms) – 5-yard penalty from the spot of the foul and loss of down

    Unsportsmanlike conduct – 15-yard penalty (possible ejection)

    Delay of Game – clock is stopped and a 5-yard penalty

    DEFENSIVE PENALTIES:

    Defensive Pass Interference – 10-yard penalty and replay down unless it’s an offensive catch; Offense decides. 1st down can occur depending on the yardage.

    Illegal Contact (holding, jams, etc.) – 5-yard penalty and replay down unless it’s an offensive catch; Offense decides. 1st can occur depending on the yardage.

    Defensive Holding while pulling flag – 5-yard penalty added to the end of the play. 1st down can occur depending on the yardage.

    Illegal Flag Pull (before player has ball) – 5-yard penalty and replay down. 1st down can occur depending on the yardage.
    Off-sides – 5-yard penalty and replay down. 1st down can occur depending on the yardage

    Illegal Rushing (before a hand-off has occurred) – 5-yard penalty and replay the down; offense decides depending on the result of the play. 1st down can occur depending on the yardage.

    Defensive Illegal Rushing (if a player other than the declared player rushes the QB.)–5-yard penalty and replay the down; offense decides depending on the result of the play; 1st down can occur depending on the yardage.

    Inadvertent tackle – 5-yard penalty added to the end of the play and replay down

    Inadvertent tackle From Behind w/clear path to end zone – automatic touchdown

    Unsportsmanlike conduct – 15-yard penalty and automatic 1st down (possible ejection)

    Defensive Penalties inside the 10-yard line will result in half the distance to the goal line if applicable.

    OVERTIME FORMAT - ONLY IN THE PLAYOFFS NOT THE REGULAR SEASON

  • Coin flip determines choice of overtime offensive possession
  • Possession begins at the 5-yard line (both teams will go in the same direction)
  • Offensive team will get 1 down to score from the 5 yard line
  • If a touchdown is scored, the scoring team must go for a 2-point conversion
  • An extra point cannot be returned for points; it is a dead ball play
  • If the defense intercepts the ball, it’s a change of possession unless the defense returns it for a TD
  • Game Over if intercepting team returns it for a TD on its 1st defensive possession per OT
  • Game Over if the intercepting team was ahead in points in OT prior to playing defense
  • Game Over if a team has more points than the other team, after both shared an offensive possession
  • If the game is still tied, overtime will be repeated until there is a winner
  • Teams alternate first possession each overtime period

Refund Policy

All refund requests must be submitted to the League Commissioner in writing, and refunds will be based on the below:
  • Full or 100% registration fee refund if requested 3 weeks  prior to the first scheduled game. 
  • No refunds will be given after the 1st game of the season 
  • If the season is canceled after the 4th game of the season due to an unforeseen event, NO REFUNDS will be processed.
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