Mar 27 2024

5v5 contact rules

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5v5  Contact Flag rules 

We offer the following divisions in Flag Football: Competitive, and Recreational. If you're not sure what division to register for, please contact League manegement @Jukeleague@gmail.com, 504-427-9252. We will help you find out what division will be the best fit for you and your team

Team Rosters

Teams may carry up to 12 players on their roster. Players may be added through the 5th game of the season. All players must sign both the JLFF waiver and roster before they are eligible to play. It is the team captain’s responsibility to verify that each player has signed the roster and waiver before any game is played. It will be up to the discretion of the league whether or not a player will be allowed to play on multiple teams in one league. As a general rule, a “B” player may play on an “A” team, but an “A” player will not be allowed to play on a “B” (or “C”) team. Players may only play on one team in any JLFF tournament.

The JLFF Grid

The playing field is 80 yards x 30 yards and consists of a 60-yard field of play and two 10-yard end zones. Yard markers will denote mid-field (the 30-yard line) and both 10-yard lines. End zone pylons will mark the goal line.

Scheduling

JLFF Football reserves the right to modify the schedule and will notify affected team captains as soon as possible. Schedule changes will also be posted on the JLFF website. Captains and players are encouraged to check the online schedule for changes. Team captains are responsible for notifying their teammates of schedule changes.

Equipment

All players must wear the same color shirts/jerseys with permanent numbers on the back. All shirts must be tucked in. Baseball caps may be worn backward. Loose chains are not allowed. Starting week 3 of the season, teams will be Charged a time out for a player wearing an illegal jersey.

All players should wear cleats (both molded and detachable are allowed). Tennis shoes are acceptable but are not recommended. Metal cleats are strictly prohibited. Anyone found wearing baseball “spikes” will be ejected from the game.

All players will use official Sonic pop flag belts (provided at the field,personal belts will be inspected). Belts are to be worn around the waist with flags on the hips.

 

JLFF Code of Conduct

All players shall respect the calls of the JLFF officials.

Any player involved in fighting will be immediately ejected from the game and subject to further suspension at the discretion of the league. Games may be “double-forfeited” due to fights. Teams instigating fights will be expelled from the league. League fees will not be refunded for team expulsion due to fighting.

Unsportsmanlike conduct, including trash talking and rough play, will not be tolerated. This is a FLAG football league. Anyone not abiding by the JLFF Code of Conduct may be ejected from games and potentially suspended from league play.

No littering! This includes sunflower seeds. Teams must clean up their sideline immediately after their game.

Any player who threatens or abuses (either physically or verbally) an JLFF official before, during or after a game will be suspended from at least 1 week of games. Reinstatement will be determined based on the severity of the incident.

Regardless of whether it is intentional or not, players receiving a second personal foul in the same game will be automatically ejected.

Counting down the five-second play clock out loud is illegal. Officials will give one warning. The second offense is a 15-yard unsportsmanlike conduct penalty.

Captains are responsible for distributing the JLFF rules and Code of Conduct to their team members. Only offensive or defensive captains are allowed to discuss calls and/or decisions with officials during the game.

JLFF Referees have the discretion to penalize players/teams for violations not clearly outlined in the rules (for example, having players sit out a series for a near scuffle, trash-talking, etc). The ref’s decision is final and binding. Players are expected to respect the ref’s calls and act as responsible adults would. Players in violation of this, place their future playing time in the hands of JLFF Management.

JLFF reserves the right to suspend any particular player(s)/team(s) from any location(s) for an indefinite amount of time. JLFF’s goal is to promote a safe, non-violent league for players, their friends and family.

 

Game Clock

Games will consist of two 20-minute halves.

Each team may use 3-time outs per half. If a team is leading by more than 28 points in the second half, they may not use their remaining time outs.

The offense has 25 seconds between plays (officials count downtime from setting the markers). Delay of the game is a penalty (5 yards, replay the down).

The game clock will be kept by a JLFF official and may be stopped at their discretion.

The clock will stop during the last two minutes of the second half of the score is within 14 points (14 points or less) (“Regulation Clock”) in the following situations:

Incomplete passes

Receiver steps out of bounds

Extra point attempts

Defensive penalties (excluding offsides)

Quarterback sacks

“Five-second” penalties

Turnovers / Changes of possession

During Regulation Clock play, the clock will stop until the ball and markers are set in the following situations:

First downs

Defensive offsides

Offensive penalties (excluding quarterback sack and “five-second” penalty).

 

Scoring

Touchdown: 6 points

5-yard PAT: 1 point

10-yard PAT: 2 points

Safety: 2 points

Interception return for a touchdown on PAT attempt: 2 points

 

Forfeits

A game will be forfeited if a team is unable to start (or complete) a game with at least 4 players. In the event of a forfeit, the forfeiting team will surrender their $60 forfeit bond to cover both the team’s game fees. In order to continue playing for the season, the $60 forfeit bond must be replaced.

 

Overtime

If a game is tied at the end of regulation play, a tiebreaker will be played to determine the winner. Captains will meet with the official for a coin toss to determine possession of the ball.

Both teams are given 2 plays, with no time outs, from the opponent’s 10-yard line (similar to the college football overtime).

If the first team is unsuccessful in scoring, the opposing team takes possession at the 10-yard line and has 2 plays to score. If they score, they win.

If the first team is successful in scoring, they have the option of going for 1 or 2 points. The opposing team then tries their 2 plays to score and, if successful, attempts a conversion to either tie or win the game. If the opposing team does not score a touchdown or does not match the first team’s extra points, the game is over and the first team wins.

If an interception occurs during overtime, the defense will take over at the 10-yard line unless the INT is returned for a TD. In this event, the defense will be awarded 6 points and the game will be over.

If the game goes to a 3rd overtime, both teams must attempt 2-point conversions.

 

Coin Toss

Officials will call each team captain for the coin toss prior to the game. Winner of the coin toss chooses to be on either offense or defense. The loser of the coin toss decides the direction of the ball. After halftime, the teams switch sides. The team that started the game on defense gets the ball.

Matriculation

Teams start possession at the 10-yard line (there are no kickoffs). The offense has 4 downs to reach the first down at mid-field (the 30-yard line), then 4 downs for another first down at the 10-yard line. Once inside the 10, the offense only has 3 downs to score a touchdown. If the defense stops the offense from scoring on 4th and goal, the ball will be placed on the 10-yard line regardless of where the stop was made.

 

Game Play

There must be at least one player on each side of the center and quarterback. The ball may not be snapped with a “trips” formation. Teams may line up with three receivers on one side but must move out of that form before the snap of the ball

The receiver must have control of the ball with at least one foot in bounds.

The receiver must not leave their feet (jumping/diving) to avoid a defender. Will result in a 5-yard penalty.

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