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Rules

Team Rosters
  • Maximum 12 players per roster.
  • Players may be added through the 5th game.
  • All players must sign the XFF waiver and be on the official roster before playing.
The XFF Grid
  • Field: 80 yards × 30 yards (60-yard playing field + two 10-yard end zones).
  • Midfield/line-to-gain at the 30-yard line.
Equipment
  • Same-color jerseys with permanent numbers, tucked in at all times.
  • No jewelry of any kind.
  • Official Sonic pop flag belts worn on hips.
  • Molded or detachable cleats are allowed. No metal cleats.
  • Caps must be worn backward (no bills forward).
Scheduling
  • XFF reserves the right to modify the schedule at any time.
Code of Conduct
  • Respect all officials at all times.
  • Fighting results in immediate ejection, suspension, and possible expulsion from the league, plus forfeiture of the forfeit bond.
  • Trash talking is not tolerated.
  • No littering, including sunflower seeds.
  • Zero tolerance for verbal or physical abuse of officials — violators face suspension from the league.
  • 1st personal foul: player sits out one series.
  • 2nd personal foul: automatic ejection.
  • Counting the 5-second clock aloud is illegal: warning first, then 15-yard penalty.
  • Only team captains may discuss calls. If a non-captain argues, one timeout is charged.
  • Officials' decisions are final.
Game Clock
  • Two 20-minute halves.
  • 3 timeouts per half per team. No timeouts allowed if leading by 28+ points.
  • 25-second play clock.
  • Last 2 minutes: clock stops (if score within 14 points) on — incomplete passes, out-of-bounds, extra-point attempts, winning-team penalties, sacks (if losing team makes), 5-second violations (if winning team commits), turnovers, first downs, defensive offsides (if winning team commits), and offensive penalties.
Scoring
  • Touchdown = 6 points
  • PAT from 5-yard line = 1 point
  • PAT from 10-yard line = 2 points
  • Safety = 2 points
  • Interception return on a PAT attempt = 2 points
Forfeits
  • Minimum 4 players required to start; fewer = forfeit.
  • Forfeiting team surrenders a $60 forfeit bond.
Overtime
  • College-style overtime from the 10-yard line.
  • Coin toss determines first possession.
  • Starting in the 3rd overtime, teams must attempt the 2-point PAT.
Coin Toss
  • Winner chooses offense or defense; loser chooses direction.
  • Teams switch sides at halftime; the defense from the first half receives the ball to start the second half.
Matriculation (Series of Downs)
  • Offense starts at own 10-yard line.
  • 4 downs to cross midfield (30-yard line).
  • 4 downs to reach the 10-yard line.
  • 3 downs to score from the 10-yard line.
  • Rush cone is placed 7 yards downfield from the line of scrimmage.
Game Play — No Contact Coed Format
  • Minimum 2 female players on the field at all times for each team.
  • Every 3rd play, a female player must be the intended receiver or must attempt a pass.
  • No trips formation; only lateral motion is allowed pre-snap.
  • QB has 5 seconds to release the ball.
  • No blocking beyond the line of scrimmage.
  • Pass rusher must start at least 7 yards from the line of scrimmage.
  • No bump-and-run coverage.
  • Face guarding is not pass interference — physical contact is required for PI.
  • Interceptions are live and returnable.
  • Fumbles are dead at the spot.
  • No kicking; a declared punt automatically gives the opponent the ball at their 10-yard line.
  • Outlawed plays: QB cannot pass to themselves; QB cannot bounce off the center's back.
Offensive Penalties
FoulPenalty
Offsides5 yards, replay down
Delay of game5 yards, replay down
Holding / Illegal block5 yards + loss of down
QB crossing LOS before pass5 yards + loss of down
Forward pass thrown behind LOS5 yards + loss of down
Illegal procedure (trips formation)5 yards, replay down
Offensive pass interference5 yards + loss of down
Flag guarding10 yards + loss of down
Unsportsmanlike conduct15-yard personal foul
Impeding the rusher5 yards + loss of down
Defensive Penalties
FoulPenalty
Holding / Illegal flag pull+5 yards from end of run
Stripping the ball+5 yards from end of run
Roughing the passer10 yards + automatic first down
Illegal rush (not 7 yards back)5 yards, replay down
Bull rush10 yards, replay down
Illegal contact10 yards, replay down
Pass interferenceAutomatic first down at spot
Pass interference in end zone1st & goal at 1-yard line
Unsportsmanlike conduct15 yards + automatic first down
Force outSpot foul + automatic first down
Download PDF

Team Roster
  • Minimum 4 players required to start a game.
  • All players must sign the XFF waiver before playing.
  • Substitute fee: $20 per doubleheader or $12 per single game — must be paid before the player takes the field.
  • Substitutes need a Substitute Waiver on file.
  • Substitutes are eligible for playoff games only if they played in 2 or more regular-season games.
The Field
  • Yard markers, pylons, and cones mark the 1-PAT line (5 yards), 2-PAT line (10 yards), and the no-run zones (5 yards before each end zone).
  • Sidelines are shared; teams are responsible for their fans and spectators must stay away from the sideline.
  • Carry-in, carry-out policy for all trash.
Equipment
  • Same-color jerseys with numbers; shirts tucked in; flag belt worn over the shirt with flags on hips.
  • Caps worn backward; no jewelry.
  • Sport goggles required if player wears eyeglasses.
  • All players must wear cleats.
  • Official adult Sonic pop flag belts only — youth belts are not allowed.
  • Flag belts are available for purchase from XFF for $20.
Code of Conduct
  • Respect all officials.
  • Fighting: immediate ejection; double forfeit (both teams receive a loss); teams that instigate may be expelled from the league.
  • Trash talking is not tolerated.
  • Verbal or physical abuse of an official results in suspension.
  • 2nd personal foul in a game = automatic ejection.
  • Counting the 5-second clock aloud is illegal.
  • Only team captains may discuss calls; arguing earns a charged timeout.
  • Officials' decisions are final.
  • Teams are responsible for their sidelines; unsportsmanlike conduct from the sideline = 15-yard penalty + automatic first down.
  • Fan misbehavior can result in a game forfeit.
Game Clock
  • Two 17-minute halves (may be adjusted by XFF).
  • 2 timeouts per half per team (30 seconds each). No timeouts allowed if leading by 20+ points.
  • 1-minute halftime.
  • 25-second play clock.
  • Last 2 minutes: clock stops (if within 14 points) on — incomplete passes, timeouts, out-of-bounds, penalties, QB sacks, 5-second violations, turnovers, and offensive penalties (except sack + 5-second).
  • Clock does not stop if the losing team commits a penalty.
Scoring
  • Touchdown = 6 points
  • PAT from 5-yard line = 1 point (pass only, in the red zone)
  • PAT from 10-yard line = 2 points (pass only, in the red zone)
  • Safety = 2 points
  • Interception return on a PAT attempt = 2 points
  • Forfeit is scored 6–0
Overtime
  • College-style from the 10-yard line.
  • Interception in the end zone during OT stays at the 10-yard line (not returned).
  • Starting in the 3rd overtime, teams must go for 2 points.
Matriculation
  • Offense starts at own 10-yard line.
  • 4 downs to cross midfield; 4 downs to reach the 10-yard line; 3 downs to score.
  • Penalties remain 5 / 10 / 15 yards as applicable.
Game Play
  • QB may run with the ball. Once the QB crosses the line of scrimmage before 5 seconds, the clock stops.
  • Pass rusher must start at least 7 yards from the line of scrimmage.
  • Face guarding is pass interference in the Women's League.
  • Roughing the passer = hitting the QB's arm, hand, or head (contact with hip or body while pulling the flag is not roughing).
  • If a defender inadvertently grabs the QB's shirt instead of the flag, play continues and 5 yards are added to the result of the play.
  • If a flag falls off, the ball carrier must be touched (one hand) to be downed.
  • No screening or blocking on any play; the center may not block the rusher.
  • Substitutes must pay the sub fee before entering the field.
Penalties

Same structure as the Coed rulebook with the following difference: the illegal rush penalty applies when the rusher is not 7 yards back (rather than 5 yards back as in some other formats).

Download PDF

Overview
  • End-of-season championship tournament — free to participate (referee fee only).
  • Invitation-only event.
Qualification
  • Division winners from each location receive an automatic invitation.
  • Remaining spots are at-large bids selected by the XFF committee (owners, field managers, and officials) based on:
  • Win/Loss records
  • Strength of wins
  • Point differential
  • Strength of location
  • XFF computer rankings
Roster & Eligibility
  • Teams may only use players on their official roster.
  • Players who have participated in multiple locations must choose one team for championships.
  • Players cannot join an already-eliminated team's roster for championships.
  • Government-issued ID may be checked before the first game.
Field Size
  • Number of qualifying teams depends on the total number of teams in the league for that season.
Download PDF

  1. No sunflower seeds, food, or drinks allowed on the turf field at any time.
  2. Water and sports beverages are the only liquids permitted on the field.
  3. Alcohol is prohibited at all XFF locations, including parking lots.
  4. No gum, cigars, cigarettes, or any other form of tobacco.
  5. Violators will be banned from future attendance at XFF events.
  6. Zero-tolerance policy — no exceptions.
  7. Team captains and players are responsible for the behavior of their fans and guests.
  8. Failure to supervise fans and guests may result in suspension and/or game forfeiture.
  9. All XFF decisions regarding field violations are final and binding.
Download PDF

Coin Toss & Possession
  • Visiting team calls the toss.
  • Winner chooses offense or defense; loser chooses direction.
  • Teams switch sides at halftime; the defense from the first half receives the ball to start the second half.
The Field
  • 30 yards wide × 70 yards long with two 10-yard end zones.
  • Midfield serves as the line-to-gain.
  • No-run zones: 5 yards before each line-to-gain and 5 yards before each end zone.
  • Stepping on the boundary line = out of bounds.
Series of Downs
  • Offense starts at own 5-yard line.
  • 3 downs to cross midfield; 3 downs to score.
  • All changes of possession (except interceptions) start at the 5-yard line.
Rosters & Substitutes
  • 5–12 players per roster; minimum 4 to start.
  • Substitute fee: $25. Substitute Waiver required.
  • Substitutes are eligible for playoffs only if they played 2+ regular-season games.
  • All playoff players must pay full registration.
Timing
  • 34-minute continuous clock (two 17-minute halves).
  • Clock stops only for timeouts or injuries.
  • 30-second play clock.
  • 1 timeout per half per team.
Overtime
  • Coin flip; each team gets 1 play from the 5-yard line (1 point) or 10-yard line (2 points).
  • Starting in the 3rd overtime, teams must go for 2 points.
Scoring
  • Touchdown = 6 points
  • 1 PAT from 5-yard line (pass only) = 1 point
  • 2 PAT from 10-yard line (run or pass) = 2 points
  • Safety = 2 points
  • Forfeit is scored 28–0
  • If a team leads by 3+ touchdowns (18+ points), they must remove their pass rusher.
Coaches
  • Coaches may be on the field to direct players (per division rules) but must move to the sideline before the snap.
Live & Dead Ball
  • Ball is live at the snap.
  • Ball is dead when: ball hits the ground, flag is pulled, ball carrier goes out of bounds, touchdown/PAT/safety scored, knee or arm touches the ground, flag falls off, receiver catches with one or no flags remaining, or the 7-second clock expires.
  • No fumbles — ball spotted where the ball carrier's feet were at time of fumble.
Game Play
  • QB cannot run directly with the ball.
  • Direct handoffs behind the line of scrimmage only.
  • No laterals of any kind.
  • No blocking or screening.
  • Offensive players without the ball must stop moving once the ball crosses the line of scrimmage.
  • No-run zones: 5 yards before midfield and 5 yards before each end zone.
  • QB has a 7-second pass clock (not 5 seconds).
  • Once the ball is handed off, the 7-second clock is no longer in effect.
Passing
  • All passes must be thrown from behind the line of scrimmage, forward, and received beyond the LOS.
  • QB may intentionally throw the ball away as long as the pass goes beyond the line of scrimmage.
  • Shovel passes are allowed.
Receiving
  • 1 foot in bounds constitutes a catch.
  • Simultaneous possession = offensive team's ball.
  • Interceptions are returnable (except on PAT conversions).
Rushing the Passer
  • Rusher must start at least 7 yards from the line of scrimmage.
  • Any number of players may rush simultaneously.
  • Once the ball is handed off, the 7-yard rule is no longer in effect.
  • Sack in the end zone = safety.
  • If a rusher leaves early, they may return and reset.
Flag Pulling
  • Flag pulling is legal only when the ball carrier has full possession.
  • Defenders may dive to pull a flag.
  • No tackling, holding, or running through a ball carrier.
  • If a flag falls off inadvertently, the ball carrier is immediately down.
  • No intentional pre-possession flag pulling.
  • Flag guarding = stiff arm, lowering head/hand/arm/shoulder, or covering flags with the jersey.
Formations
  • Minimum 1 player on the line of scrimmage (the center); up to 4 players may be on the LOS.
  • QB must be off the line of scrimmage.
  • 1 player may be in motion — must be 1 yard behind the LOS and parallel to it; no forward motion.
  • Center must snap the ball between their legs in a rapid, continuous motion; the ball must completely leave the center's hands.
Unsportsmanlike Conduct
  • Intentional tackling, elbowing, cheap shots, or blocking = ejection.
  • Offensive language: 1 warning, then ejection.
  • Ball carriers must make an attempt to avoid established defenders.
  • Fans: cheer only, keep comments clean, stay away from the field.
Penalties

Defensive (spot fouls):

FoulPenalty
Pass interferenceAutomatic first down at spot
HoldingAutomatic first down
Stripping the ball+10 yards + automatic first down

Defensive (yardage):

FoulPenalty
Unnecessary roughness+10 yards + automatic first down
Unsportsmanlike conduct+10 yards + automatic first down
Offsides+5 yards + automatic first down
Illegal rush+5 yards + automatic first down
Illegal flag pull+5 yards + automatic first down
Roughing the passer+5 yards + automatic first down
Taunting+5 yards + automatic first down

Offensive:

FoulPenalty
Unnecessary roughness−10 yards + loss of down
Unsportsmanlike conduct−10 yards + loss of down
Screening / blocking / running with ball−10 yards + loss of down
Charging−10 yards + loss of down
Flag guarding−10 yards + loss of down
Offsides / False start−5 yards + loss of down
Illegal forward pass−5 yards + loss of down
Offensive pass interference−5 yards + loss of down
Illegal motion−5 yards + loss of down
Delay of game−5 yards + loss of down
Impeding the rusher−5 yards + loss of down
Illegal procedure−5 yards + loss of down
Run in a pass-only zone−5 yards + loss of down
Download PDF

Team Rosters
  • Maximum 12 players; may be added through the 5th game.
  • All players must sign the XFF waiver and be on the official roster.
Equipment
  • Same-color jerseys with permanent numbers, tucked in; caps backward; no jewelry.
  • Official Sonic pop flag belts; molded or detachable cleats only — no metal cleats.
  • Starting Week 2: teams penalized 2 points per player found wearing an illegal jersey.
Game Clock
  • Two 20-minute halves; 3 timeouts per half (no timeouts if leading 28+).
  • 25-second play clock.
  • Last 2 minutes (if within 14 points): clock stops on — incomplete passes, out-of-bounds, extra-point attempts, defensive penalties (except offsides), QB sacks, 5-second violations, turnovers; clock also stops for first downs, defensive offsides, and offensive penalties (except sack + 5-second).
  • Clock does not stop if the losing team commits a penalty.
Scoring
  • Touchdown = 6 | PAT (5 yd) = 1 | PAT (10 yd) = 2 | Safety = 2 | INT on PAT = 2
Forfeits
  • Minimum 4 players; forfeiting team surrenders $60 forfeit bond.
Overtime
  • College-style from the 10-yard line; 3rd OT = must go for 2.
Matriculation
  • Start at own 10-yard line → 4 downs to midfield → 4 downs to 10-yard line → 3 downs to score.
Key Differences from Coed Format
  • Pass rusher must start at least 5 yards back (not 7 yards).
  • Bull rushing is illegal — rusher must choose one side of the blocker.
  • Bump-and-run coverage is allowed: within 1 yard of the LOS, extended for up to 5 yards, open hands, waist-to-shoulder contact only, no head or face contact.
  • Defender cannot contact a receiver beyond 5 yards or when the ball is in the air.
  • Face guarding is pass interference — the defender must turn and look for the ball.
  • PI in the end zone = 1st & goal at the 1-yard line.
  • Center may block the pass rusher; "canning" (bumping or blocking the center) is not allowed unless the center crosses the LOS.
  • No trips formation; motion player must clear the formation before the snap.
  • Outlawed: QB passing to themselves; QB bouncing off center's back.
Rain Policy
  • Games are played unless the field is unplayable. Check the schedule page.
  • If no cancellation is posted, games are on.
Offensive Penalties
FoulPenalty
Offsides5 yards, replay down
Delay of game5 yards, replay down
Holding / Illegal block5 yards + loss of down
QB crossing LOS before pass5 yards + loss of down
Forward pass behind LOS5 yards + loss of down
Illegal procedure (trips)5 yards, replay down
Offensive pass interference5 yards + loss of down
Flag guarding10 yards + loss of down
Unsportsmanlike conduct15 yards (personal foul)
Impeding the rusher5 yards + loss of down
Defensive Penalties
FoulPenalty
Holding / Illegal flag pull+5 yards
Stripping the ball+5 yards
Roughing the passer10 yards + automatic first down
Illegal rush (not 5 yards back)5 yards, replay down
Bull rush10 yards, replay down
Illegal contact10 yards, replay down
Pass interferenceAutomatic first down at spot
PI in end zone1st & goal at 1-yard line
Unsportsmanlike conduct15 yards + automatic first down
Force outSpot foul + automatic first down
Download PDF

Starting a Game
  • Game starts at scheduled time. Coin flip for receive — no deferment.
  • Teams switch directions at halftime.
  • Minimum 6 legal players required at game time.
  • Teams cannot be forced to start early.
  • Forfeiting teams may practice but must vacate the field 10 minutes before the next game.
  • Forfeiting team must pay both teams' referee fees before their next game.
Uniforms
  • Jersey must be same basic color and numbered; no number = listed as #99.
  • Footwear: one-piece molded rubber shoes or screwed-in football cleats. No metal spikes.
  • Pants/shorts must be a different color than the flags.
  • Baseball caps worn backward.
  • Ball: regulation college football; each team provides their own ball.
  • Flag belt: official Flag-A-Tag Sonic Flag Football belts. Flags must contrast with pants/trim/shorts.
  • No clothing may cover the flag belt.
  • Jersey must be at least 2 inches above the waistline, or tucked in (5-yard penalty otherwise).
  • No pads — helmets, shoulder pads, and forearm pads are prohibited.
  • No stickum. Prescription eyeglasses must be strapped.
Timing
  • 40-minute game (two 20-minute halves); 5-minute halftime.
  • 2 timeouts per half per team.
  • Referees keep official time; 25-second play clock.
  • Final 2 minutes: clock stops on — incomplete passes/spike, out-of-bounds, score, timeout, non-loss-of-down penalties, change of possession, and fair catch.
Overtime
  • Coin toss; one end zone used.
  • Winner chooses offense or defense.
  • Team chooses: 1 point from the 3-yard line or 2 points from the 10-yard line.
  • If the first team fails, the second team can win by scoring.
  • Interception returned during OT = win for the returning team.
  • If both teams score, OT continues.
The Field
  • 80 yards long (100 yards including end zones), 40 yards wide, 10-yard end zones.
  • First downs at 20-yard intervals.
Kickoff
  • Kicked from the 20-yard line. Receiving team has 4 players at the 40-yard line.
  • Ball must travel over the 40 in the air; otherwise spotted where it hits.
  • Touchback: receiving team's 20-yard line.
  • Kick out of bounds: receiving team takes ball where it goes out, or at their 35-yard line.
  • Onside kicks allowed in the final 2 minutes only if the kicking team trails by 18 points or fewer.
Game Play
  • 1 foot in bounds for a legal catch.
  • Minimum 5 players on the line of scrimmage (3 linemen + 1 eligible receiver each side).
  • Mercy rule: game ends at the 2-minute warning if one team leads by 18+.
  • Blocking: open hands only — no forearms.
  • Hurdling: allowed only over a falling player; cannot leave feet into a defender.
  • Linemen are not required to wear flags; if a flag falls off a lineman, a one-hand touch ends the play.
  • Zero tolerance for vulgar language.
  • Offense is responsible for retrieving overthrown balls.
Punting
  • Must be declared to the referee before the play.
  • Shotgun snap; punter must be 3+ yards behind the center.
  • Defense must have 4+ players at the line of scrimmage (3 heads-up).
Offense
  • Center and 2 tackles are ineligible receivers.
  • Must have a tight end or receiver outside each tackle.
  • Scoring: TD = 6 pts | 1 PAT from 3 yd | 2 PAT from 10 yd; all extra points may be returned for 2 pts.
Defense
  • Must have 3 men lined up heads-up to the center and 2 tackles.
  • Open-hand contact on receivers within 5 yards of the LOS is allowed.
Penalties
FoulPenalty
Taunting / Arguing (1st offense)15 yards + automatic first down
Taunting / Arguing (2nd offense)Ejection
False start / Offsides (offense)5 yards, replay down
Illegal motion5 yards, replay down
Delay of game5 yards, replay down
Illegal formation5 yards, replay down
Offensive pass interference10 yards + loss of down
Holding / Illegal block / Clipping / Diving / Hurdling10 yards (spot foul)
Flag guarding10 yards + loss of down
Hands to face (offense)10 yards
Intentional grounding10 yards + previous spot + loss of down (or spot if >10 yards back; safety if in own end zone)
Charging / Lowering shoulder10 yards + loss of down
Offsides (defense)5 yards
Encroachment5 yards
Defensive pass interferenceSpot foul + automatic first down
Roughing the QB15 yards + automatic first down
Defensive holding10-yard spot foul
Illegal contact on WR (beyond 5 yd, ball not in air)5-yard spot foul
Illegal formation (defense)5 yards
Hands to face (defense)10 yards
Tackling10 yards
Last-man tackle (clear path to EZ)1st & goal from 1-yard line
Pushing receiver out of bounds15 yards roughing
Additional Rules
  • Defender must hand the flag back to the ball carrier after pulling it.
Download PDF

The Field
  • Elite / A / B Divisions: 45 yards × 100 yards with 10-yard end zones.
  • C Division and some B: 45 yards × 80 yards.
  • All teams play on the larger field for playoffs and championships.
  • First down system: 4 zones of 20 yards each; once a zone line is crossed, it cannot be re-crossed in the same series.
Timing
  • 4 quarters of 12 minutes each.
  • Clock stops only on timeouts or injuries.
  • Last 2 minutes: stop-clock rules — incomplete pass, timeout, out-of-bounds, and penalty.
  • 25-second play clock.
  • 3 timeouts per half; unused timeouts do not carry over to the next half.
Format & Rosters
  • 8 players per side; game may start with 7.
  • If a team is reduced to only 6 players, the opposing team takes the score or wins 7–0.
  • Maximum 20 players on the roster; due before the first game.
  • Rosters are frozen after the 4th game.
  • Within the first 2 weeks, players may switch teams but may only play 1 game per day.
  • Elite Division players cannot fill in for lower-division teams.
Padding & Equipment
  • No pads on upper torso, arms, or hands. Kneepads are allowed.
  • Ace bandages for muscle pulls are permitted.
  • Mouthpieces and eye protection are encouraged.
  • Knee brace or prosthesis hinges must be covered.
  • No hats with brims; no casts; no metal cleats.
  • Same-colored uniform required (bring dark and light sets — coin toss decides if colors conflict).
  • Teams provide their own flags and footballs; balls must be official collegiate or NFL size.
Kick-offs & Punts
  • No kickoffs. Ball is placed on the team's own 20-yard line at the start, second half, and after scores.
  • All punts must be declared to the referee before the play.
  • No direct snap for a punt; punter must kick immediately in continuous forward motion upon the snap.
  • A scrimmage kick that fails to cross the line of scrimmage: all players are eligible to receive.
  • Receiving team muffs a punt = ball spotted at point of muff; punter muffs the ball = not dead, may pick up and punt.
Scoring
  • TD = 6 pts | 1 PAT from 5 yd | 2 PAT from 10 yd | Safety = 2 pts
  • Defense can score on PAT attempts: interception returned = 2 points.
  • After a safety, the scoring team regains the ball at their own 40-yard line (20-yard line in C Division).
Fumbles
  • All fumbles and muffed catches are dead; the last possessing team keeps the ball at the spot.
Offensive Formations
  • All 8 players are eligible receivers.
  • Minimum 4 players on the line of scrimmage at the snap.
  • Shifts are allowed; 1 player in motion (a receiver from the LOS must retreat 5 yards first).
  • 3-point and 4-point stances are allowed; shoulders must be square to the LOS.
  • Direct runs are allowed — no handoff or pass is required.
Blocking
  • Open hands with palms facing; stay on feet at all times.
  • No chop blocks, no leaving feet to block, no contact above shoulders or below the waist, no tripping.
  • Offensive linemen on pass blocking: limited hands (thrust forward, contact inside the defender's frame).
  • No forearms or elbows.
  • "Two-on-one" blocking: only from the LOS and behind.
Passing
  • Unlimited forward passes from behind the line of scrimmage.
  • Passer may immediately spike the ball to stop the clock.
Running
  • No flag guarding, stiff-arming, or charging.
  • Ball carrier must attempt to avoid defenders.
  • Flags must be worn at the start of each play.
  • If flags are lost inadvertently, a one-hand touch between the shoulders and knees ends the play.
Defense
  • Any formation is permitted.
  • Defenders may use hands but may not hold.
  • Bump-and-run until the ball is thrown (NFL 5-yard rule and one-bump rule do not apply).
  • Defensive interference applies only once the pass crosses the line of scrimmage.
  • No holding, tackling, or pushing a player out of bounds.
  • May attempt to strip the ball without fouling.
Overtime (Hybrid College Rules)
  • Coin toss; winner picks offense or defense.
  • Each team starts at the 20-yard line going toward the goal line, with 4 plays.
  • If the first team doesn't score, note the yardage gained — the second team must out-gain them or score a TD.
  • If the first team scores, they choose 1 or 2 PAT; the second team must match.
  • If the second team gains more total yards = game over. If both TDs and PATs match = 2nd OT (opposite team starts).
  • 3rd OT: teams must go for the 2-point PAT.
  • Penalties are enforced as normal during OT.
Protests
  • Manager uses a timeout to question a rule interpretation. If the ruling is wrong, the timeout is returned; if it stands, the timeout is forfeited.
  • Illegal-player protest: make the request before the game (official asks the opposing manager) or during the game (official notes the name, notifies the manager, play resumes, submitted to League Director).
  • Ineligible player = automatic forfeit; player and manager suspended.
  • Opposing manager may accept the game result or take a 7–0 forfeit win.
Ejections
  • Ejected player must leave the playing area (including sidelines) within 3 minutes.
  • Manager provides the player's full name; automatic 1-game suspension.
  • Multiple ejections may result in removal for the season.
Conduct & Miscellaneous
  • Zero tolerance for physical or verbal abuse. Bodily harm = immediate removal + incident report to SDPD. All threats are taken seriously.
  • Profanity: 15-yard unsportsmanlike; 2nd penalty = ejection.
  • Blood rule: bleeding player removed until wound is treated, bleeding stopped, and bloody clothing replaced.
  • No alcoholic beverages on the field or consumed by players during games. Inebriated players are not allowed.
  • Children must be supervised and kept 15 yards from the sideline. Spectators must stay 10 yards from the sideline.
  • No vehicles, glass containers, smoking, dogs, or bicycles on the field.
  • Managers are responsible for ensuring all trash is removed.
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How It Works
  • Receive a $100.00 discount off your team's registration fees for every new team you refer to X Flag Football.
  • The credit is applied once the referred team pays their full registration fees and forfeit bond.
  • There is no limit on the number of teams you can refer.
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