Rules

5 Man rules

  1. Team RostersTeams 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 XFF 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 XFF tournament.
  2. The XFF GridThe 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.
  3. Equipment
    1. 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 backwards. Jewelry is not allowed. Starting week 2 of the season, teams will be penalized 2 points for each player wearing an illegal jersey.
    2. 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.
    3. All players will use official Sonic pop flag belts (provided at the field). Belts are to be worn around the waist with flags on the hips.
  4. SchedulingX Flag 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 XFF website. Captains and players are encouraged to check the online schedule for changes. Team captains are responsible for notifying their teammates of schedule changes.
  5. XFF Code of Conduct
    1. All players shall respect the calls of the XFF officials.
    2. 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.
    3. Unsportsmanlike conduct, including trash talking and rough play will not be tolerated. This is a FLAG football league. Anyone not abiding by the XFF Code of Conduct may be ejected from games and potentially suspended from league play.
    4. No littering! This includes sunflower seeds. Teams must clean up their sideline immediately after their game.
    5. Any player who threatens or abuses (either physically or verbally) an XFF 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.
    6. Regardless of whether it is intentional or not, players receiving a second personal foul in the same game will be automatically ejected.
    7. 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.
    8. Captains are responsible for distributing the XFF 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.
    9. XFF 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 a responsible adult would.  Players in violation of this, place their future playing time in the hands of XFF Management.
    10. XFF reserves the right to suspend any particular player(s)/team(s) from any location(s) for an indefinite amount of time.  XFF’s goal is to promote a safe, non-violent league for players, their friends and family.
  6. Game Clock
    1. Games will consist of two 20-minute halves.
    2. 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.
    3. The offense has 25 seconds between plays (officials count down time from setting the markers). Delay of game is a penalty (5 yards, replay the down).
    4. The game clock will be kept by an XFF official and may be stopped at their discretion.
    5. The clock will stop during the last two minutes of the second half if the score is within 14 points (14 points or less) (“Regulation Clock”) in the following situations:
      1. Incomplete passes
      2. Receiver steps out of bounds
      3. Extra point attempts
      4. Defensive penalties (excluding offsides)
      5. Quarterback sacks
      6. “Five-second” penalties
      7. Turnovers / Changes of possession
    6. During Regulation Clock play, the clock will stop until the ball and markers are set in the following situations:
      1. First downs
      2. Defensive offsides
      3. Offensive penalties (excluding quarterback sack and “five-second” penalty).
  7. Scoring
    1. Touchdown: 6 points
    2. 5-yard PAT: 1 point
    3. 10-yard PAT: 2 points
    4. Safety: 2 points
    5. Interception return for touchdown on PAT attempt: 2 points
  8. Forfeits
    1. 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 team’s game fees. In order to continue play for the season, the $60 forfeit bond must be replaced.
  9. Overtime
    1. 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 ball.
    2. Both teams are given 2 plays, with no time outs, from the opponent’s 10-yard line (similar to the college football overtime).
    3. 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.
    4. 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.
    5. 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.
    6. If the game goes to a 3rd overtime, both teams must attempt 2-point conversions.
  10. Coin Toss
    1. 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. Loser of coin toss decides direction of ball. After halftime, the teams switch sides. The team that started the game on defense gets the ball.
  11. Matriculation
    1. Teams start possession at the 10-yard line (there are no kickoffs). The offense has 4 downs to reach a 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.
  12. Game Play
    1. 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 motion out of that formation before the snap of the ball
    2. The receiver must have control of the ball with at least one foot in bounds.
    3. The receiver must not leave their feet (jumping / diving) to avoid a defender. Will result in a 5 yard penalty.
    4. Taking a knee does not stop the clock. Play clock will run until ball carrier is touched by defender.
    5. The quarterback may intentionally ground the football. It is a legal play and there is no penalty.
    6. In the event of an inadvertent whistle, the offense has the option to either replay the down or to take the play at the point the whistle was blown (unless the inadvertent whistle occurs during an interception return, in which case the ball will be spotted where it was when the whistle was blown).
    7. All players are eligible to catch a forward pass so long as they are beyond the line of scrimmage.
    8. The quarterback has 5 seconds to release the ball. Count starts on the snap of the ball. If the ball is not thrown within 5 seconds, it is a 5-yard penalty and loss of down. The 5-second rule is in effect during a muffed snap, which is a live ball and may be recovered by the offense and thrown, or recovered by the defense and returned.
    9. It is illegal for the defensive team to count the five seconds out loud (even from the sidelines. Officials will issue one warning. Teams will be assessed a 15-yard penalty for unsportsmanlike conduct on the second offense.
    10. In the event of a deflected / batted ball by the defender that is caught by the quarterback, he may run with the ball (even though it may be caught behind the line of scrimmage). The quarterback may NOT throw the ball again.
    11. The quarterback can receive the snap from center either from between the center’s legs or from a “turn and throw” method where the center may throw the ball to the quarterback from a standing position.
    12. Double passes (“throw backs”) are allowed, so long as the first pass is thrown laterally or backwards and the second pass is released prior to the expiration of the five-second play clock. Dropped double passes are down at the spot.
    13. Hand-offs, pitches and laterals are all legal, but may not be advanced beyond the line of scrimmage. The receiver of the hand-off must throw the ball to a receiver beyond the line of scrimmage (or pitch it again). The 5-second rule is in effect and a forward pass must be thrown before the play clock expires.
    14. Hook and ladder plays are legal. A receiver may pitch the ball to another player, so long as the second player is even with, or behind the initial receiver. If the defense intercepts the pitch, it is a live ball and may be returned. If the ball hits the ground, it is dead at the spot.
    15. Flag guarding is illegal. It will result in a 10-yard penalty and loss of down. Flag guarding by the quarterback in the end zone is a safety.
    16. The center may block the pass rusher. There is no blocking in the back and all blocks must be thrown with arms extended. Absolutely no cross-blocking, pull the defender down, holding, or blocks in the back. Other players may block the pass rusher, but there is no down-field blocking on receptions or interceptions. The play will be blown dead and the offending player may be called for an unsportsmanlike conduct penalty at the discretion of the official.
    17. Pass rusher must start at least five yards from line of scrimmage. If the rusher jumps the snap count, he must go back behind the rush mark before continuing to rush the quarterback (but he can still rush). Rusher must go for the quarterback’s flags. There is absolutely no stripping or attempting to knock the ball out of the QB’s hands. Any player may rush so long as they start beyond 5 yards from the line of scrimmage. In the event of a double pass (“throw-back”), anyone may rush the ball carrier (no 5 yard rule).
    18. Roughing the passer (hit any part of the qb hand) is a 10-yard penalty and an automatic 1st down.
    19. Bull rushing is illegal. The pass rusher must pick a side of the blocker. He may not try to run through the center. The rusher may make contact with his arms fully extended. The rusher may not lower his shoulder into the blocker.
    20. Receivers may not interfere with the pass rusher’s path to the quarterback. This is only in effect beyond the line of scrimmage. Receivers may stay back and block the pass rusher so long as they engage the rusher behind the line of scrimmage.
    21. “Canning” (blocking, bumping, checking, etc.) the center is not allowed unless the center crosses the line of scrimmage.
    22. “Bump & run” coverage is allowed by defense as long as the initial bump occurs within one yard of the line of scrimmage. This bump may continue for 5 yards. The receiver may use release moves to escape the bump. All checking / bumping must be done with extended arms and open hands, between the waist and shoulders. Contact to the receivers head or face is strictly prohibited. Defensive holding is a penalty. If the receiver is bumped out of bounds, he may reenter the field of play, but may not be the first player to touch the ball or it is an incomplete pass.
    23. The defender cannot contact the receiver beyond 5 yards, or when the ball is in the air. Face guarding is a pass interference penalty. The defender must turn and look for the ball. Pass Interference in the end zone will result in 1st and goal at the one-yard line.
    24. There is absolutely no stripping of the ball allowed. Players must attempt to pull the ball carrier’s flags. The defender may knock the ball away as a receiver is trying to establish possession, but once the ball is secured, it may not be stripped.
    25. Interceptions are live and may be returned. One pitch or lateral is allowed on an interception return. An interception in the end zone – or inside the 10-yard line – and not advanced beyond the 10-yard line will be spotted at the 10.
    26. Fumbles are blown dead at the spot of the fumble. There is no change of possession (no piling on).
    27. Offensive offsides is a dead ball penalty. Five yards, replay the down.
    28. Defensive offsides is a “free play” for the offense. Five yards, replay the down (or take the result of the play).
    29. If a ball carrier falls to the ground without being contacted by a defensive player, he may get up and run, unless touched while down.
    30. All offensive players must be set for one second before the snapped. Only one player may be in motion at the snap. Motion must be lateral (no forward motion). If two or more players shift, they must be set for one second before the snap.
    31. If the last defender available to make a play on a ball carrier holds, pushes, tackles, or in any way impedes the offensive player’s progress without pulling the flags, the result of the play is a touchdown, unless declined by the offense. It is a judgement call by the official.
    32. There is no kicking in X Flag Football. If the offense declares a “punt” on 4th (or any) down, the ball will automatically be placed on the opponent’s 10-yard line. If the offense elects to punt, then decides not to, a time out will be charged to that team. If the team has no time-outs left, they must punt.
    33. OUTLAWED PLAYS – #1 A QB cannot throw a forward pass to himself.  It has to be at least touched by a player on the offense or defense (with some intent of doing so).  #2 The QB cannot bounce the pass off the centers back and run with it as a completed pass.  Both of these calls will result in an incomplete pass and are at the discretion of the officials.
    34. The referee must blow the whistle in on every change of possession.
    35. The defense may only call for offsides if the play results in a first down.
  13. Penalties
    1. Offense
      1. Offsides: 5 yards & replay the down.
      2. Delay of Game: 5 yards & replay the down.
      3. Offensive Holding / Illegal Block: 5 yards & loss of down.
      4. Quarterback crossing the line of scrimmage prior to pass: 5 yards & loss of down.
      5. Forward pass caught behind the line of scrimmage: 5 yards & loss of down.
      6. Illegal procedure (“trips”): 5 yards & replay the down
      7. Offensive pass interference: 5 yards & loss of down.
      8. Flag guarding: 10-yard penalty from spot of infraction & loss of down. 1st down yardage prior to penalty results in 1st down.  FLAG GUARDING only occurs if the defender DOES NOT pull the flag.  If the flag is pulled, IT IS NOT FLAG GUARDING.  MOST, IF NOT ALL, FLAG FOOTBALL LEAGUES HAVE THIS FUNDAMENTAL RULE.
      9. Unsportsmanlike conduct: 15-yard personal foul from end of play (the down counts). First unsportmanlike penalty will result in the player sitting out a series. Second offense, the player will be suspended for the rest of the game. NOTE: Loss of down penalties on a PAT attempt nullify the try (whether successful or not).
      10. Impeding the rusher:  The offensive player must avoid the rusher beyond the line of scrimmage.  Contact or not, getting in the pass rusher’s way is impeding the rusher.  The penalty is 5 yards and loss of down.
    2. Defense
      1. Holding ball carrier / Illegal flag pull: 5-yards added to end of run.
      2. Stripping: 5-yards from the spot of the foul.
      3. Roughing the passer: 10 yards & automatic 1st down.
      4. Illegal rush (not 5 yards back): 5 yards & replay the down or result of the play (offense may decline).
      5. Bull rush: 10 yards & replay the down.
      6. Illegal contact (the ball has the not left the qb’s hand): 10 yards & replay the down.
      7. Pass interference: Automatic 1st down at the spot of the foul.
      8. Pass interference in the end zone: 1st & goal at the one-yard line
      9. Unsportsmanlike conduct: 15-yard personal foul (automatic 1st down).
      10. Forceout by defender will result in a spot foul and automatic first down.
    3. General
      1. First pesonal foul: Player will be suspended for 1 series (offense or defense). Second personal foul: Player is ejected from the game
      2. Fighting: Player is ejected from the game, potentially suspended, expelled from XFF and the team loses their forfeit bond.
      3. Offical clock: The clock will not stop if the losing team commits a penalty.
      4. Zero tolerance for any verbal or physical abuse by any player or fan towards any XFF official (referee, Field Manager, owner, etc). Violation of this rule could result in an automatic ejection for the game and will be subject to further decipline by XFF management.

RAIN – We will play in rain unless the field is not playable. This is usually determined by the school district, city, or field manager. The schedule page will be updated to reflect the game status. If you DO NOT get a call or see the games cancelled on the schedule page, then the GAMES ARE ON.

Download 5 man rules book

8 Man Eligible Rules

THE FOLLOWING INFORMATION IS INTENDED TO GIVE TEAMS AND PLAYERS A GENERAL GUIDE OF THE RULES UNDER WHICH XFLAGFOOTBALL 8 MAN LEAGUE PLAYS.

PLAYING FIELD
The Elite, A & B Divisions of the XFlagFootball League plays on regulation 45 X 100 yard fields with 10yrd end zones. The C and some B division games are played on a 45 X 80 yard field. All teams may play on the larger fields during playoffs and Championship game.

FIRST DOWN
There are four (4) first down “ZONES TO GAIN” of 20 yards each. Once a first down is gained, it may not be re-crossed during the same series.

TIME
Game consists of Four (4) quarters of 12 minutes each. Clock stops only on a called time-out or injury. However, in the last two (2) minutes of the half and game. Time is kept according to regular ‘Stop Clock” rules. The clock stops on the following:

  1. Incomplete Pass
  2. Time Out
  3. Out of Bounds
  4. Penalty (If a team commits an attentional penalty to stop the clock it will be Unsportsmanlike Conduct 15 yard penalty and a 30 second time run off)
  5. Offense has 25 seconds to put the ball in play after the official declares it ready.
  6. Teams have three time-outs per half. They may not be carried if unused.
  7. Any player on the field may call time out.

FORMAT
XFlagFootball 8 Man play’s with eight (8) players a side. A team may start the game with seven (7) players. If at any time during the game a team can only field six (6) players the game will be called. The opposing team may either take the score at the time of the forfeit or a 7-0 win.

ROSTERS
Teams can put a maximum of 20 players on their roster. Rosters are due before the first game of the season. Rosters become frozen after a teams 4th game of the season. Within the first 2 weeks of the season and prior to the 4th game, a player may decide to play for another team in the league. However, a player may play in only one game during the day.

  1. Players that are rostered on an Elite Division team may not be picked up as a player in lower division game that needs players to start a game.

PADDING & EQUIPMENT

  1. No pads are allowed on any part of the upper torso including arms and hands. (kneepads are o.k.).
  2. Ace bandages are accepted for muscle pulls, except when used to support other padding.
  3. Mouthpieces and eye protection are encouraged.
  4. Knee brace and lower limb prosthesis hinges must be covered (neo-prene wrap).
  5. Hats with brims (Baseball cap etc..) are not allowed. Headgear that have ends that could be pulled are not allowed.
  6. No casts of any kind may be worn.
  7. No metal cleats of any kind are allowed on the playing field.
  8. Team must always wear same colored uniform. Teams shall bring to the game an opposite set/color(Dark/Light) of uniform tops. If two teams are wearing the same color tops, a coin toss will determine who wears team colors.
  9. Team must provide flags and footballs.
  10. Footballs must be official Collegiate or NFL size and weight.

KICK -OFFS & PUNTS
There are no kick-offs. Ball is placed on teams own 20 yard line at the beginning of game, start of the second half and after all scores.

  1. All declared punts must be announced to the referee before the ball is ready for play.
  2. Kicking team must re-declare punts on any replay of down, including time-outs.
  3. No direct snap is allowed.
  4. A scrimmage kick, which fails to cross the scrimmage line, continues in play and all players are eligible to catch the ball and advance it.
  5. Player must punt the ball used by the offense. Teams cannot bring in a different ball just for punts.
  6. Upon possession of the snap, the punter must immediately attempt to kick the ball in a continuous and forward motion.

SCORING
Teams will be given a total of six (6) points for touchdowns. Teams may attempt extra points by either running or passing the ball into the end zone after a score. Point total is as follows:

  1. One (1) point conversion – attempted from the 5-yard line.
  2. Two (2) -point conversions – attempted from the 10-yard line.
  3. On Extra point attempts, Defense may score if situation allows (I.E. Intercepted pass) If scored, teams receive 2pts
  4. Safety – Teams scoring a safety is awarded Two (2) points. Scoring Team regains possession of ball on own 40-yard line (20 yard line on C Division field), Or back to Mid-field in overtime play.

FUMBLES

  1. All fumbles and muffs (When possession has or has not been made and ball touches ground) are “DEAD” and belong to the team last in possession. (Ball placed at spot of last possession.)

Exceptions:

  1. On a punt. If receiving team muffs a kick. Receiving team will receive the ball at spot of touch.
  2. On a declared punt, a muffed ball by the punter is not dead. Punter may pick up the ball and punt.

OFFENSE

Formations & Procedures

  1. Everyone is eligible to receive passes, laterals and hand-offs.
  2. Offense must have four (4) players on the line of scrimmage at the snap of the ball.
  3. Shifts are allowed.
  4. One man in motion is allowed. * Note: A receiver who goes in motion from the line of scrimmage, must retreat a minimum of 5 yards before going in motion.
  5. 3 & 4-point stances are allowed.
  6. Players on Line of scrimmage must keep shoulders square to the line of scrimmage.
  7. Direct runs are allowed – A hand-off or pass is not required.

Blocking

  1. Blocking is with hands open and palms facing opponent and arms extended.
  2. Player must stay on their feet when blocking an opponent.
  3. No chop blocks.
  4. A player may not leave their feet to block an opponent.
  5. No contact of any kind is permitted above the shoulders and below the waist.
  6. No tripping.
  7. Limited use of hands is permitted by the offense lineman on pass blocking, hands may be thrust forward, but contact must be inside frame.
  8. No blocking with forearms or elbows.
  9. “Two on One” blocking is permitted only from the line of scrimmage and behind.

Passing

  1. The offensive team may throw unlimited forward passes as long as the passer is behind the line of scrimmage.
  2. Passer may immediately spike the ball forward to the ground to stop the clock.

Running

  1. The runner may not guard flags, straight-arm, or run into (charge) A defender
  2. The runner must attempt to avoid the defender.
  3. Player must start the play with flags.
  4. A runner who has possession of the ball and loses their flags during a play without them being de-flagged by an opponent may simply be touched by a defender between the shoulders and the knees.

DEFENSE

Formations & Procedures

  1. Any formation is allowed.
  2. Defense may use hands, but not hold opponent.
  3. Bump and run pass defense is allowed until the ball is thrown. The five-yard bump rule and the NFL one bump rule do not apply. Defensive interference does not apply until the pass crosses the line of scrimmage.
  4. The defense may not hold, tackle or push a runner out of bounds.
  5. The defense may strip the ball from the runner or quarterback if, in the judgment of the official, the defender did not commit any foul (holding, roughing or tackling the ball carrier).

OVERTIME

If after the end of regulation play the game is tied, the following format will be followed:

Hybrid Collage Rules:

  1. Coin Toss. The winner of the coin toss picks O or D.
  2. Each team will start at the 20 going in to the Goal line and gets 4 plays.
  3. If the 1st team does not score we will note the yardage they gain. To win the game the other team must out gain the 1st team or score a touchdown.
  4. If the 1st team scores they can choose to go for 1 or 2 PAT. The apposing team must match the 1st teams point total. If the the 2nd team achieves a greater point total the game will be over. If both teams SCORE a touchdown and they match PATs then a 2nd Over Time will be played with the opposite team starting with the ball.
  5. If the game reaches a 3rd Over Time teams MUST go for a 2PAT after a score and game play will continue until a team wins.
  6. Penalties are enforced as normal

PENALTIES
All penalties are 5, 10 & 15 yards.

PROTESTS

Rule Interpretation:
Protests pertaining to rule interpretation will be handled on the field. Manager must use a time-out to question a rule interpretation. If officials decide that the rule was enforced incorrectly, then the team will receive their time-out back. If officials decide the play will stand as called, team will forfeit the called time-out.

Illegal Player:
If a manager believes that a team is playing an ineligible. The following procedure should be followed:

* Before the game:
To prevent a protest: Request the official to ask opposing manager about the eligibility of player.

* During the game:
Manager may officially protest the eligibility of a player anytime before the game has ended. If the roster is not available for verification, official will then write the name of protested player on stat card, notify the opposing manager that the game is under protest and then resume play. Official will then submit protest to League Director who will check official roster. The playing of an ineligible player will result in an automatic forfeit and the suspension of that player (To be determined by League Director) and suspension of the manager (To be determined by League Director). In addition, Opposing manager may take the result/score of the game played or a 7-0 forfeit win.

ROUGH AND DANGEROUS PLAY
Rough and dangerous play will at no time and under no circumstances be tolerated. Game officials will enforce all rules strictly, especially those relating to safety and sportsmanship (Taunting of Teams, players, officials and spectators). If after one warning by the official the manager cannot restrain team/player the official may forfeit the game.

PROFANITY
Because of numerous complaints by users in the park about the consistent use of profanity by players, the league will institute the Profanity rule. Officials are directed by the league to penalize players (15 yards Unsportsmanlike Conduct) for loud profanity. Any player penalized for a second Unsportsmanlike penalty will be ejected from the game. Remember that there are other users in the park, especially kids. This applies to sideline conduct as well. Please assist the league in reminding your players and spectators of this unnecessary behavior.

EJECTION’S
Players ejected from the game must leave the playing area (including sidelines) if directed by the official or League Director within 3 minutes. Manager must provide to the official full name of ejected player. The ejection of a player(s) is an automatic 1 game suspension. Officials do have the authority to eject player for only the game played. League Director has discretion of all disciplinary actions. ** Players ejected from more than one game during the course of the season will be removed from the balance of the season.

LEAGUE/TEAM/PLAYER/OFFICIAL/SPECTATOR CONDUCT
XFLAGFOOTBALL will not tolerate any physical or verbal abuse from any team, player, official or spectator towards any team, player, official or spectator. Individuals or teams who continue to disregard this rule will be removed from league. Individuals who causes bodily harm to another player, official or spectator will be subject to immediate removal from the league and an incident report will be filed with the San Diego Police Department. ALL THREATS WILL BE TAKEN SERIOUSLY!!

BLOOD RULE
A player, coach or official who is bleeding, or has an open wound, or has blood on his body or clothing, shall be prohibited from participating further in the game until appropriate treatment has been administered. If first aid is required for player, the player must be immediately removed from the game unless treatment can be administered within a reasonable mount of time.
A player, coach or official will not be allowed to participate unless:

1. All bleeding has been stopped
2. Any exposed cut or scrape, which has bled has been completely covered.
3. Bloody clothing has been removed, disposed of properly and replaced.

ALCOHOL

  1. Alcoholic beverages are not allowed on the playing field or to be consumed while playing. Players in an inebriated condition will not be allowed to play.

MISCELLANEOUS

  1. Children must be supervised at all time and be at least 15 yards from the sideline.
  2. Spectators must be at least 10 yards from the sideline.
  3. Children will not hold the down marker.

No vehicles on the field.

(City Regulation – Violaters may be Cited by Police or Park Rangers)

No glass containers are allowed in the park.
(City Regulation – Violaters may be Cited by Police or Park Rangers)

No Smoking in the park.
(City Regulation – Violaters may be Cited by Police or Park Rangers)

* Managers are responsible for cleaning up their team’s trash. Please use trash receptacles that are provided on the sidelines.
(City Regulation – Violaters may be Cited by Police or Park Rangers)

* No dogs allowed in the area or areas surrounding the playing areas.
(City Regulation – Violaters may be Cited by Police or Park Rangers)

No Bicycles on the field!!!
Lock Bicycles to bike racks located throughout the park.

Download 8 man eligible rules

8 Man None Eligible Rules

Starting a Game
1. All games will start at their scheduled time or as soon as possible if the preceding game runs
into over time.
2. At the beginning of each game the referee will flip a coin to decide who will receive and who will kick, we will automatically switch directions at half time. NO MORE DEFERMENT
3. At scheduled game time a team must have at least 6 legal players on the field ready to play.
4. Teams cannot be forced to start earlier than scheduled, but may start earlier if both teams
agree.
5. In the event of a forfeited game, the teams will be allowed to use the field for a limited time to
practice. The field must be vacated 10 minutes prior to the scheduled start of the next game.
6. Forfeiting team must pay for both teams referee fees, before they are able to play their next
scheduled game.

Uniforms
1. Jersey: The body of the jersey should be the same basic color and be numbered. If a player doesn’t have a number he will be listed as # 99 in the stat program
2. Shoes: Only one piece molded rubber shoes are acceptable or football cleats that screw INTO
the shoe are acceptable. NO METAL SPIKES.
3. ALL PANTS/SHORTS MUST BE A DIFFERENT COLOR THAN THE FLAGS.
4. baseball caps must be worn backwards
5. Ball: The ball must meet specifications of size and shape for a regulation college football. Teams
may use a ball of their choice when on offense. Teams must provide the game ball.
6. Flag Belt: All eligible players must wear flags; flag must be Flag-A-Tag Sonic Flag Football Belts.
7. The flags must be of contrasting color to the pants, pants trim and/or shorts.
8. No article of clothing shall cover any portion of the flag belt. Jerseys must be long enough to tuck in or short enough to a minimum height of 2 inches from the bottom of the jersey to the waste line. Penalty: 5 yards for any player involved with this infraction.
9. Teams must provide their balls and jerseys.
10. Padding: Helmets of any nature, shoulders or forearms of any kind is prohibited.
11. Stickum of any kind is not permitted.
12. All glasses must be prescription and strapped

1. All games shall be 40 minutes in duration, divided into 2 – 20 minute halves with a 5 minute half time
A. Each time receives 2 time outs per half
B. Referees are the official timekeepers.

2. 25 second play clock, starts once ball is spotted by official.

3. In the final 2 minutes of the game the clock stops for: Incomplete passes or spiking the ball to the ground, out of bounds, score, time out, non-loss of down penalties, change of possession and fair catch. (Ball must be spiked immediately; a delayed spike may result in intentional
grounding). And ball can be spiked out of the shotgun formation

4. Overtime Rule: In case of a tie score at the end of regulation play, the captains will be brought together for a coin toss and 1 endzone will be used the team that wins the coin toss will choose offense or defense, the team that starts on offense will choose 1 point conversion from 3 yard line or 2 point conversion from the 10 yard line if conversion attempt is failed the other team has the opportunity to win the game by scoring if that is not successful that team stays on offense and this process will continue.

If the team that starts first scores and the other team scores then overtime is continued.
If the team that starts first is unsuccessful and the other team scores then game is over.
If a pass is intercepted during overtime it can be returned for a win.

80 yards in length (total of 100 yards with end zones)
40 yards wide
10 yard end zones
First downs- marked at 20 yard intervals
*Field size can be modified in the event the regular field is not available

Kick Off
1. Kick-off begins each half of the game . Kick off will take place from the twenty yard line. Receiving team must have 4 players lined up at the 40 yard line when the ball is kicked. The ball must travel over the forty in the air if not ball is spotted where it hits the ground.

2. Touchback starting position is at the 20-yard line.

3. Kick off out of bounds between the goal lines untouched in bounds by the receiving team is a foul (illegal procedure). Receiving team may take the ball where it goes out or at their 35-yard line.

4. There are on-side kicks. Onside kicks can only be attempted in the final two-minutes of the game and the losing team MUST be within 18 points. A successful onside kick is made if the ball is kicked pass the receiving team’s 20-yard line and the kicking team prevents the receiving team from advancing the ball pass their own 20-yard line.
a) Touchbacks & Illegal procedures will result in a FAILED onside kick.
b) If a penalty is called on the receiving team and the result of the penalty is spotted inside
their 20-yard line. This is a SUCCESSFUL onside kick.
c) If the kicking team successfully achieves an onside kick, they will begin possession at their own 40-yard line.

Game Play
1. Receptions require 1 foot inbounds to be a completed pass.

2. A minimum of 5 players must be on the line of scrimmage for the offense. (Three linemen and one eligible player on each side of the ball). Any time after the ball is set one player may be in motion, however, not toward their opponent’s goal line until the ball is snapped.

3. Mercy Rule: If one team leads their opponent by 18 points or more when the referee announces the 2-minute warning, the game will be ended at that point.

4. Blocking Rule: OPEN HANDS ONLY. NO FOREARMS

5. Hurdling: Ball carrier can only hurdle over falling players. Ball carriers feet may leave the ground while making a football move but cannot leave the ground into a defender, must make an attempt to go around.

6. lineman are not required to wear flags. If flag falls off on its own it becomes one hand touch to ball carrier.

7. Blood Rule: Any time a player in the game is bleeding, he must leave the game until the bleeding is stopped and the wound is covered. Excessive blood on the uniform requires the player to change clothing. Teams must provide their own 1st aid kit.

8. Language – THERE WILL BE ZERO TOLERANCE ON VULGAR OR INAPPROPRIATE LANGUAGE BY TEAMS AND THEIR IDENTIFIABLE SPECTATORS. PLAYERS AND IDENTIFIABLE SPECTATORS THAT USE VULGAR OR INAPPROPRIATE LANGUAGE WILL BE IMMEDIATELY EJECTED FROM THE GAME AND THE PARK.

9. It is the responsibility of the offense to retrieve overthrown balls. If this rule is ignored the play clock will start on refs notification.

Punting the Ball
1. All punts must be declared. The snap must be a shotgun and punter must be at least 3 yards back from center. Defense must have at least 4 players at line of scrimmage and 3 of them must be heads up.

Offense.
1. Center and 2 tackles are ineligible

2. Center must snap the ball between the legs.Shotgun or direct snap

3. The offense must line up with at least a tight end or receiver outside each tackle.

4. scoring is 6 points for touchdown, 1 point from 3 yard line, 2 points from 10 yard line. All extra points can be returned for 2 points.

Defense:
1. Must have 3 men lined up heads up to center and 2 tackles.

2. Defender is allowed open hand blocking on receivers up to 5 yards from line of scrimmage.

Penalties
1. A player in the judgment of the official, is taunting opponents or is arguing with an official will be given an unsportsmanlike conduct.

2. Unsportsmanlike conduct / Personal foul… 1st Offense: 15 yards or automatic 1st down. 2nd Offense: Same as above Plus player is ejected.

Offensive Penalties
False start/ offside : 5 yard (replay down)
Illegal motion: 5 yards (replay down)
Delay of game: 5 yards (replay down)
Illegal formation: 5 yards (replay down)
Offensive Pass Inference: 10 yards + loss of down

Spot fouls:
Holding/illegal block/clipping/ diving/hurdling: 10 yards from spot
Flag guarding: 10 yards from spot + loss of down
Hands to face: 10 yards from spot
Intentional grounding: 10 yards from previous spot and loss of down. Or from the spot if penalty occurs more than 10 yards. If penalty happens in team’s own end zone it’s a safety.

Charging/lowering shoulder: running through a defensive player who has established position:
10 yards from spot + loss of down

Defensive Penalties
Offside: 5 yards
Encroachment: 5 yards
Pass interference: spot foul + automatic 1st
down
Roughing the quarterback: 15 yards + automatic 1st
down
Defensive holding: 10 yards (spot foul)
Illegal contact (contact on WR after 5 yards, ball not in air): 5 yards spot foul
Illegal formation (no 3 lineman or lineman not at least lined up on shoulder): 5 yards
Hands to face: 10 yards from spot
Tackling: 10 yard penalty from spot.

Last Man Rule – The offense will be awarded a first and goal from the one yard line if the LAST defender tackles the ball carrier and the ball carrier has a clear path to the end zone.

When a flag is pulled the defender must hand the flag back to ball carrier –delay of game 10 yard penalty.
Pushing player out of bounds – roughing – 15 yard penalty

8 man none eligible rules

COED Rule Book

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 XFF 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 XFF tournament.

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

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 backwards. Jewelry is not allowed.

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). Belts are to be worn around the waist with flags on the hips.

Scheduling
X Flag 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 XFF website. Captains and players are encouraged to check the online schedule for changes. Team captains are responsible for notifying their teammates of schedule changes.

XFF Code of Conduct
All players shall respect the calls of the XFF 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 “double­forfeited” 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 XFF 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 XFF 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 five­second play clock out loud is illegal. Officials will give one warning. The second offense is a 15­yard unsportsmanlike conduct penalty.
Captains are responsible for distributing the XFF 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. XFF 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 a responsible adult would. Players in violation of this, place their future playing time in the hands of XFF Management. XFF reserves the right to suspend any particular player(s)/team(s) from any location(s) for an indefinite amount of time. XFF’s goal is to promote a safe, non­violent league for players, their friends and family.

Game Clock
Games will consist of two 20­minute 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 down time from setting the markers). Delay of game is a penalty (5 yards, replay the down). The game clock will be kept by an XFF official and may be stopped at their discretion. The clock will stop during the last two minutes of the second half if the score is within 14 points (14 points or less) (“Regulation Clock”) in the following situations:

  1. Incomplete passes
  2. Receiver steps out of bounds
  3. Extra point attempts
  4. Penalties by the team that is Winning the game
  5. Quarterback sacks (if the team that sacks is losing)
  6. “Five­second” penalties (If the team is winning)
  7. Turnovers / Changes of possession
  1. During Regulation Clock play, the clock will stop until the ball and markers are set in the following situations:
  2. First downs
  3. Defensive offsides (if that team is winning)
  4. Offensive penalties (excluding quarterback sack and “five­second” penalty).
  5. Scoring
  6. Touchdown: 6 points
  7. 5­ yard PAT: 1 point
  8. 10 ­yard PAT: 2 points
  9. Safety: 2 points
  10. Interception return for 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 team’s game fees. In order to continue play 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 ball.

Both teams are given 2 plays, with no time outs, from the opponent’s 10­yard line (similar to the college football overtime). If the first team is unsuccessful in scoring, the opposing team takes possession at the 10­yard 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 2­point 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. Loser of coin toss decides direction of ball. After halftime, the teams switch sides. The team that started the game on defense gets the ball.

Matriculation
Teams start possession at the 10­yard line (there are no kickoffs). The offense has 4 downs to reach a first down at mid­field (the 30­yard line), then 4 downs for another first down at the 10­yard 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 10­yard 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 motion out of that formation 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. Taking a knee does not stop the clock. Play clock will run until ball carrier is touched by defender. The quarterback may intentionally ground the football. It is a legal play and there is no penalty. In the event of an inadvertent whistle, the offense has the option to either replay the down or to take the play at the point the whistle was blown (unless the inadvertent whistle occurs during an interception return, in which case the ball will be spotted where it was when the whistle was blown). All players are eligible to catch a forward pass so long as they are beyond the line of scrimmage. The quarterback has 5 seconds to release the ball. Count starts on the snap of the ball. If the ball is not thrown within 5 seconds, it is a 5­yard penalty and loss of down. The 5­second rule is in effect during a muffed snap, which is a live ball and may be recovered by the offense and thrown, or recovered by the defense and returned. It is illegal for the defensive team to count the five seconds out loud (even from the sidelines. Officials will issue one warning. Teams will be assessed a 15­yard penalty for unsportsmanlike conduct on the second offense. In the event of a deflected / batted ball by the defender that is caught by the quarterback, he may run with the ball (even though it may be caught behind the line of scrimmage). The quarterback may NOT throw the ball again.

The quarterback can receive the snap from center either from between the center’s legs or from a “turn and throw” method where the center may throw the ball to the quarterback from a standing position. Double passes (“throw backs”) are allowed, so long as the first pass is thrown laterally or backwards and the second pass is released prior to the expiration of the five­second play clock. Dropped double passes are down at the spot. Hand­offs, pitches and laterals are all legal, but may not be advanced beyond the line of scrimmage. The receiver of the hand­off must throw the ball to a receiver beyond the line of scrimmage (or pitch it again). The 5­second rule is in effect and a forward pass must be thrown before the play clock expires. Hook and ladder plays are legal. A receiver may pitch the ball to another player, so long as the second player is even with, or behind the initial receiver. If the defense intercepts the pitch, it is a live ball and may be returned. If the ball hits the ground, it is dead at the spot. Flag guarding is illegal. It will result in a 10­yard penalty and loss of down. Flag guarding by the quarterback in the end zone is a safety.

The center may block the pass rusher. There is no blocking in the back and all blocks must be thrown with arms extended. Absolutely no cross­blocking, pull the defender down, holding, or blocks in the back. Other players may block the pass rusher, but there is no down­field blocking on receptions or interceptions. The play will be blown dead and the offending player may be called for an unsportsmanlike conduct penalty at the discretion of the official. Pass rusher must start at least seven yards from line of scrimmage. If the rusher jumps the snap count, he must go back behind the rush mark before continuing to rush the quarterback (but he can still rush). Rusher must go for the quarterback’s flags. There is absolutely no stripping or attempting to knock the ball out of the QB’s hands. Any player may rush so long as they start beyond 5 yards from the line of scrimmage. In the event of a double pass (“throw­back”), anyone may rush the ball carrier (no 7 yard rule). Roughing the passer (hit any part of the qb hand) is a 10­yard penalty and an automatic 1st down.

There is NO Contact in our Coed format.
.”Bump & run” coverage is not allowed by defense. Face guarding is a pass interference penalty. The defender must turn and look for the ball. Pass Interference in the end zone will result in 1st and goal at the one­yard line. There is absolutely no stripping of the ball allowed. Players must attempt to pull the ball carrier’s flags. The defender may knock the ball away as a receiver is trying to establish possession, but once the ball is secured, it may not be stripped.

Interceptions are live and may be returned. One pitch or lateral is allowed on an interception return. An interception in the end zone – or inside the 10­yard line – and not advanced beyond the 10­yard line will be spotted at the 10.

Fumbles are blown dead at the spot of the fumble. There is no change of possession (no piling on).

Offensive offsides is a dead ball penalty. Five yards, replay the down.

Defensive offsides is a “free play” for the offense. Five yards, replay the down (or take the result of the play).

If a ball carrier falls to the ground without being contacted by a defensive player, he may get up and run, unless touched while down.

All offensive players must be set for one second before the snapped. Only one player may be in motion at the snap. Motion must be lateral (no forward motion). If two or more players shift, they must be set for one second before the snap.

If the last defender available to make a play on a ball carrier holds, pushes, tackles, or in any way impedes the offensive player’s progress without pulling the flags, the result of the play is a touchdown, unless declined by the offense. It is a judgement call by the official.

There is no kicking in X Flag Football. If the offense declares a “punt” on 4th (or any) down, the ball will automatically be placed on the opponent’s 10­yard line. If the offense elects to punt, then decides not to, a time out will be charged to that team. If the team has no time­outs left, they must punt.

OUTLAWED PLAYS – #1 A QB cannot throw a forward pass to himself. It has to be at least touched by a player on the offense or defense (with some intent of doing so). #2 The QB cannot bounce the pass off the centers back and run with it as a completed pass. Both of these calls will result in an incomplete pass and are at the discretion of the officials.

The referee must blow the whistle in on every change of possession.

The defense may only call for offsides if the play results in a first down.

Penalties

Offense

Offsides: 5 yards & replay the down.

Delay of Game: 5 yards & replay the down.

Offensive Holding / Illegal Block: 5 yards & loss of down.

Quarterback crossing the line of scrimmage prior to pass: 5 yards & loss of down.

Forward pass caught behind the line of scrimmage: 5 yards & loss of down.

Illegal procedure (“trips”): 5 yards & replay the down

Offensive pass interference: 5 yards & loss of down.

Flag guarding: 10­yard penalty from spot of infraction & loss of down. 1st down yardage prior to penalty results in 1st down. FLAG GUARDING only occurs if the defender DOES NOT pull the flag. If the flag is pulled, IT IS NOT FLAG GUARDING. MOST, IF NOT ALL, FLAG FOOTBALL LEAGUES HAVE THIS

FUNDAMENTAL RULE.

Unsportsmanlike conduct: 15­yard personal foul from end of play (the down counts). First unsportmanlike penalty will result in the player sitting out a series. Second offense, the player will be suspended for the rest of the game. NOTE: Loss of down penalties on a PAT attempt nullify the try (whether successful or not).

Impeding the rusher: The offensive player must avoid the rusher beyond the line of scrimmage. Contact or not, getting in the pass rusher’s way is impeding the rusher. The penalty is 5 yards and loss of down.

Defense

Holding ball carrier / Illegal flag pull: 5­yards added to end of run.

Stripping: 5­yards from the spot of the foul.

Roughing the passer: 10 yards & automatic 1st down.

Illegal rush (not 5 yards back): 5 yards & replay the down or result of the play (offense may decline).

Bull rush: 10 yards & replay the down.

Illegal contact (the ball has the not left the qb’s hand): 10 yards & replay the down.

Pass interference: Automatic 1st down at the spot of the foul.

Pass interference in the end zone: 1st & goal at the one­yard line

Unsportsmanlike conduct: 15­yard personal foul (automatic 1st down).

Forceout by defender will result in a spot foul and automatic first down.

General

First pesonal foul: Player will be suspended for 1 series (offense or defense). Second personal foul: Player is ejected from the game

Fighting: Player is ejected from the game, potentially suspended, expelled from XFF and the team loses their forfeit bond.

Offical clock: The clock will not stop if the losing team commits a penalty.

Zero tolerance for any verbal or physical abuse by any player or fan towards any XFF official (referee, Field Manager, owner, etc). Violation of this rule could result in an automatic ejection for the game and will be subject to further decipline by XFF management.

Field Turf Rules

  1. No sunflower seeds, food, or drinks are allowed
  2. Water and sports beverages are the only liquids allowed
  3. Alcohol is prohibited at locations, including the parking lots
  4. No gum, cigars, cigarettes, or other forms of tobacco
  5. Violators will be banned from future attendance
  6. There will be a zero tolerance for those who violate any of the above rules
  7. Team captains AND players are responsible for the conduct of their fans and guests
  8. Failure to adequately supervise fans/guests will result in suspension and/or forfeiture of games
  9. All decisions by XFF in regard to the above are final and binding

$100.00 Referral Fee

We offer a $50.00 discount off of your registration fees for any teams you refer to X Flag Football. The credit will be given once the referred team pays their full registration fees and forfeit bond.

Championships

At the end of each season, X Flag Football will offer a free, (Ref Fee ONLY) invitation only tournament. The division winner from each location will receive an automatic invitation to the tournament. The remaining spots will be filled with “at-large” teams decided by a competition committee consisting of the owners of XFF, the field managers, and the officials. They will consider win/loss records during the regular season, strength of wins, point differential over the season, strength of the location, and the XFF computer rankings.

The teams that are selected may only use players that are on their official roster. Players playing in multiple XFF locations must choose only one team to play on for the championships. You may not join another team once your team has been eliminated.

The number of teams invited to the tournament will depend on the number of teams playing in X Flag Football leagues.

Identification will be checked before teams will be permitted to check into their first game to ensure that only players on the roster are playing.



Policy

Forfeit Bond

All teams must pay a $60 refundable Forfeit Bond in case of a Forfeit. If a team does not show for a scheduled game the team will lose it’s Forfeit Bond.

Privacy Notice

This privacy notice discloses the privacy practices for xflagfootball.com. This privacy notice applies solely to information collected by this web site. It will notify you of the following:

  1. What personally identifiable information is collected from you through the web site, how it is used and with whom it may be shared.
  2. What choices are available to you regarding the use of your data.
  3. The security procedures in place to protect the misuse of your information.
  4. How you can correct any inaccuracies in the information.

Information Collection, Use, and Sharing

We are the sole owners of the information collected on this site. We only have access to/collect information that you voluntarily give us via email or other direct contact from you. We will not sell or rent this information to anyone.

We will use your information to respond to you, regarding the reason you contacted us. We will not share your information with any third party outside of our organization, other than as necessary to fulfill your request, e.g. to ship an order.

Unless you ask us not to, we may contact you via email in the future to tell you about specials, new products or services, or changes to this privacy policy.

Your Access to and Control Over Information

You may opt out of any future contacts from us at any time. You can do the following at any time by contacting us via the email address or phone number given on our website:

  • See what data we have about you, if any.
  • Change/correct any data we have about you.
  • Have us delete any data we have about you.
  • Express any concern you have about our use of your data.

Security

We take precautions to protect your information. When you submit sensitive information via the website, your information is protected both online and offline.

Wherever we collect sensitive information (such as credit card data), that information is encrypted and transmitted to us in a secure way. You can verify this by looking for a closed lock icon at the bottom of your web browser, or looking for “https” at the beginning of the address of the web page.

While we use encryption to protect sensitive information transmitted online, we also protect your information offline. Only employees who need the information to perform a specific job (forexample, billing or customer service) are granted access to personally identifiable information. The computers/servers in which we store personally identifiable information are kept in a secure environment.

If you feel that we are not abiding by this privacy policy, you should contact us immediately via telephone at 855-FLAG-411 or via email.

Effective Date: August 1, 2007

Roster Policy

The following outlines our policy involving player eligibility and rosters over the course of a season:

  1. Each team is allowed up to 12 players on their roster.
  2. Once a player has been placed on your roster he/she cannot be removed to make room for another player.
  3. Players cannot be added to your roster after the 5th game has been played.
  4. Players must have played at least one of the first 5 games to be accepted on your roster. Exceptions will be made to this rule for players who started the season injured or serving in the military. This exception can only be taken if it has been applied for in writing prior to the 5th game.
  5. Players must play in 30% of “regular” season games to be eligible for playoffs and championship tournaments. Exceptions may be made due to injury or military service if applied for in writing to the X Flag Football competition committee.

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