RAIN – We will play in the 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 canceled on the schedule page, then the GAMES ARE ON.
THE FOLLOWING INFORMATION IS INTENDED TO GIVE TEAMS AND PLAYERS A GENERAL GUIDE OF THE RULES UNDER WHICH XFLAGFOOTBALL 8 MAN LEAGUE PLAYS.
The Elite, A & B Divisions of the X Flag Football League plays on regulation 45 X 100-yard fields with 10-yard 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 games.
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.
The 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:
X Flag Football 8 Man plays with eight (8) players aside. 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.
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 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.
There are no kick-offs. The ball is placed on the team's own 20-yard line at the beginning of the game, the start of the second half and after all scores.
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. The point total is as follows:
Formations & Procedures
Blocking
Passing
Running
Formations & Procedures
If after the end of regulation play the game is tied, the following format will be followed:
Hybrid Collage Rules:
All penalties are 5, 10 & 15 yards.
Rule Interpretation:
Protests pertaining to rule interpretation will be handled on the field. The 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, the 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 the opposing manager about the eligibility of the player.
* During the game:
The manager may officially protest the eligibility of a player anytime before the game has ended. If the roster is not available for verification, an official will then write the name of the protested player on stat card, notify the opposing manager that the game is under the protest and then resume play. The official will then submit the protest to League Director who will check the 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, The 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.
EJECTIONS
Players ejected from the game must leave the playing area (including sidelines) if directed by the official or League Director within 3 minutes. The manager must provide to the official full name of the ejected player. The ejection of a player(s) is an automatic 1 game suspension. Officials do have the authority to eject a player for only the game played. League Director has the 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 the league. Individuals who cause 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 the player, the player must be immediately removed from the game unless treatment can be administered within a reasonable amount 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.
No vehicles on the field.
(City Regulation – Violators may be Cited by Police or Park Rangers)
No glass containers are allowed in the park.
(City Regulation – Violators may be Cited by Police or Park Rangers)
No Smoking in the park.
(City Regulation – Violators 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 – Violators may be Cited by Police or Park Rangers)
* No dogs allowed in the area or areas surrounding the playing areas.
(City Regulation – Violators may be Cited by Police or Park Rangers)
No Bicycles on the field!!!
Lock Bicycles to bike racks located throughout the park.
THE FOLLOWING INFORMATION IS INTENDED TO GIVE TEAMS AND PLAYERS A GENERAL GUIDE OF THE RULES UNDER WHICH XFLAGFOOTBALL 8 MAN LEAGUE PLAYS.
The Elite, A & B Divisions of the X Flag Football League plays on regulation 45 X 100-yard fields with 10-yard 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 games.
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.
The 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:
X Flag Football 8 Man plays with eight (8) players aside. 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.
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 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.
There are no kick-offs. The ball is placed on team's own 20-yard line at the beginning of the game, the start of the second half and after all scores.
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. The point total is as follows:
Formations & Procedures
Blocking
Passing
Running
Formations & Procedures
If after the end of regulation play the game is tied, the following format will be followed:
Hybrid Collage Rules:
All penalties are 5, 10 & 15 yards.
Rule Interpretation:
Protests pertaining to rule interpretation will be handled on the field. The 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, the 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 the opposing manager about the eligibility of the player.
* During the game:
The manager may officially protest the eligibility of a player anytime before the game has ended. If the roster is not available for verification, the official will then write the name of the protested player on stat card, notify the opposing manager that the game is under protest and then resume play. The official will then submit a protest to League Director who will check the 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, The 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. The manager must provide to the official full name of the ejected player. The ejection of a player(s) is an automatic 1 game suspension. Officials do have the authority to eject a player for only the game played. League Director has the 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 the league. Individuals who cause 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 the player, the player must be immediately removed from the game unless treatment can be administered within a reasonable amount of time.
A player, coach or official will not be allowed to participate unless:
No vehicles on the field.
(City Regulation – Violators may be Cited by Police or Park Rangers)
No glass containers are allowed in the park.
(City Regulation – Violators may be Cited by Police or Park Rangers)
No Smoking in the park.
(City Regulation – Violators 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 – Violators may be Cited by Police or Park Rangers)
* No dogs allowed in the area or areas surrounding the playing areas.
(City Regulation – Violators may be Cited by Police or Park Rangers)
No Bicycles on the field!!!
Lock Bicycles to bike racks located throughout the park.
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 backward
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 the 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 the 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
1. Kick-off begins each half of the game. Kick-off will take place from the twenty-yard line. The 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. The touchback starting position is at the 20-yard line.
3. Kick-off out of bounds between the goal lines untouched inbounds by the receiving team is a foul (illegal procedure). The 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.
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 carrier's 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 the flag falls off on its own it becomes one hand touch to the 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.
1. All punts must be declared. The snap must be a shotgun and punter must be at least 3 yards back from center. The defense must have at least 4 players at the line of scrimmage and 3 of them must be heads up.
1. Center and 2 tackles are ineligible
2. The 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 a touchdown, 1 point from 3-yard line, 2 points from the 10-yard line. All extra points can be returned for 2 points.
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 the line of scrimmage.
1. A player in the judgment of the official is taunting opponents or is arguing with an official will be given unsportsmanlike conduct.
2. Unsportsmanlike conduct / Personal foul… 1st Offense: 15 yards or automatic 1st down. 2nd Offense: Same as above Plus player is ejected.
False start/offsides: 5 yards (replay down)
Illegal motion: 5 yards (replay down)
Delay of the game: 5 yards (replay down)
Illegal formation: 5 yards (replay down)
Offensive Pass Inference: 10 yards + loss of down
Holding/illegal block/clipping/ diving/hurdling: 10 yards from the spot
Flag guarding: 10 yards from spot + loss of down
Hands to face: 10 yards from the spot
Intentional grounding: 10 yards from previous spot and loss of down. Or from the spot if penalty occurs more than 10 yards. If the penalty happens in the 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
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, the ball not in the air): 5 yards spot foul
Illegal formation (no 3 linemen or lineman not at least lined up on shoulder): 5 yards
Hands to face: 10 yards from the spot
Tackling: 10 yards penalty from the 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
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 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.
All players must wear the same color shirts/jerseys with permanent numbers on the back. All shirts must be tucked in. Baseball caps may be worn backward. 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.
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.
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 responsible adults 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.
Games will consist of two 20-minute halves. Each team may use 3-time outs per half. If a team is leading by more than 28 points in the second half, they may not use their remaining time outs.
The offense has 25 seconds between plays (officials count downtime from setting the markers). Delay of the game is a penalty (5 yards, replay the down). The game clock will be kept by an XFF official and may be stopped at their discretion. The clock will stop during the last two minutes of the second half of the score is within 14 points (14 points or less) (“Regulation Clock”) in the following situations:
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.
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.
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.
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. The rush cone will always be set 7 yards downfield from the line of scrimmage cone.
There must be two girls on the field at all times. Every 3rd play a girl must either catch a pass or an attempt a throw. If a girl is the quarterback, and she is sacked on that play that does count as an attempt and will satisfy the girl play. If a girl does not catch the ball or attempt a throw on the 3rd play, the next play must also be a girl 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.
”Bump & run” coverage is not allowed by the defense. Face guarding is not a pass interference penalty. Contact must be made for pass interference. Pass Interference in the end zone will result in 1st and goal at the one yard 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. The 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 judgment call by the official.
There is no kicking in X Flag Football. If the offense declares a “punt” on the 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 the 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
Unsportsmanlike conduct: 15yard personal foul from the end of the play (the down counts). The first unsportsmanlike 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.
Holding ball carrier / Illegal flag pull: 5yards added to the end of the 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).
Bullrush: 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 the defender will result in a spot foul and automatic first down.
First personal 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.
Official 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 discipline by XFF management.
We offer a $100.00 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 the bond.
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, the strength of wins, point differential over the season, the 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.
Boundary Lines: The outer perimeter lines around the field. They include the sidelines and back of the end zone lines. Line of Scrimmage (LOS) an imaginary line running through the point of the football and across the width of the field.
Line-to-Gain: The line the offense must pass to get a first down or score. Rush Line An imaginary line running across the width of the field seven yards (into the defensive side) from the line of scrimmage.
Offense: The team with possession of the ball.
Defense: The team opposing the offense to prevent it from advancing the ball.
Passer: The offensive player that throws the ball and may or may not be the quarterback.
Rusher: The defensive player assigned to rush the quarterback to prevent him/ her from passing the ball by pulling his/her flags or by blocking the pass.
Downs (1-2-3): The offensive team has three attempts or “downs” to advance the ball. It must cross the line to gain to get another set of downs or to score.
Live Ball: Refers to the period of time that the play is in action. Generally used in regard to penalties. Live ball penalties are considered part of the play and must be enforced before the down is considered complete.
Dead Ball: Refers to the period of time immediately before or after a play.
Whistle: Sound made by an official using a whistle that signifies the end of the play or a stop in the action for a timeout, halftime or the end of the game.
Inadvertent Whistle: Official’s whistle that is performed in error
Charging: An illegal movement of the ball-carrier directly at a defensive player who has established position on the field. This includes lowering the head or initiating contact with a shoulder, forearm or the chest.
Flag Guarding: An illegal act by the ball-carrier to prevent a defender from pulling the ball-carrier’s flags by stiff arm, lowering elbow or head or by blocking access to the runner’s flags with a hand or arm.
Shovel Pass: A legal pitch attempted beyond the line of scrimmage.
Lateral: A backward or sideways toss of the ball by the ball-carrier.
Unsportsmanlike Conduct: A rude, confrontational or offensive behavior or language.
All players’ legal guardians must agree to and sign the XFLAGFOOTBALL waiver forms for their specific league before participating. A player may not participate in any XFF activities if their waivers have not been turned in.
Team A starts on offense and chooses to go for one point from the 5-yard line and is successful. Team B is then on offense and can choose to either go for one point from the 5-yard line to tie and force a second round of overtime or to go for two points from the 10-yard line for the win. If the second team on offense in an overtime round fails to beat or match the team that went first, the team that went first wins.
Defensive Spot Fouls | |
Defensive pass interference | Automatic 1st down |
Holding | Automatic 1st down |
Striping | +10 yards and automatic first down |
Offensive Spot Fouls | |
Screening, blocking or running with the ball | -10 yards and loss of down |
Charging | -10 yards and loss of down |
Flag Guarding | -10 yards and loss of down |
Defensive Penalties | |
Defensive unnecessary roughness | +10 yards and automatic first down |
Defensive Unsportsmanlike conduct | +10 yards and automatic first down |
Offside | +5 yards from line of scrimmage and automatic first down |
Illegal rush (Starting rush from inside 7-yard marker) | +5 yards from line of scrimmage and automatic first down |
Illegal flag pull (Before the receiver has the ball) | +5 yards from line of scrimmage and automatic first down |
Roughing the passer | +5 yards from line of scrimmage and automatic first down |
Taunting | +5 yards from line of scrimmage and automatic first down |
Offensive Penalties | |
Offensive unnecessary roughness | -10 yards and loss of down |
Offensive unsportsmanlike conduct | -10 yards and loss of down |
Offside / false start | -5 yards from line of scrimmage and loss of down |
Illegal forward pass (Any pass received or lands behind the line of scrimmage or throwing a pass after crossing the line of scrimmage) | -5 yards from line of scrimmage and loss of down |
Offensive pass interference | -5 yards from line of scrimmage and loss of down |
Illegal motion (More than one person moving) | -5 yards from line of scrimmage and loss of down |
Delay of game | -5 yards from line of scrimmage and loss of down |
Impeding the rusher | -5 yards from line of scrimmage and loss of down |
Illegal Procedure | -5 yards from line of scrimmage and loss of down |
Run in a pass only zone | -5 yards from line of scrimmage and loss of down, play remains pass only even if yardage takes them out of the zone |
Teams will be allowed to start a game with a minimum of 4 players. All players must read and sign the XFF waiver/roster before they are eligible to play. It is the team captain’s responsibility to verify that each player has filled out the waiver and has read and signed the roster and waiver before any game is played.. A roster player may be allowed to help another team in extenuating circumstances (ex. if a team needs enough to play a game), at the discretion of the XFF Field Manager but they are not eligible to play with another team during playoffs/championships. Teams may find substitute players to fill spots made by absentee roster players. The “Sub Fee” is $20 per doubleheader or $12 per single game and must be paid to the XFF Field Manager BEFORE being eligible to play. All “Subs” MUST fill out a Substitute Waiver prior to the start of game play. All Subs must be approved by the XFF Field Manager prior to the start of the first game. A “Sub” will only be allowed to play during the playoffs/championship week if they played at least 2 regular season games.
Yard markers will denote midfield and end zone pylons will mark the goal line. Cones will mark the 1 PAT (5 yard line) and 2 PAT (10 yard line) and the “No Run” zone (5 yard line) before each End Zone. There will be a shared sideline between fields. No littering! Teams must clean up their sideline immediately after their game. Carry in, carry out. The sidelines/field are for roster players only. Spectators must stay away from the players on the sidelines. Teams are responsible for the behavior of their fans. Please be respectful.
All players must wear the same color shirts/jerseys. Team captains will work with the XFF Field Manager to order and collect payment for team shirts/uniforms. The team captain will make payment to the Field Manager for all clothing (and registration fees). All shirts must have a number. Shirts should be tucked in, and flag belts must be worn over a player’s shirt. Flags should sit on a player’s hips and should be adjusted, if necessary, after each play. Baseball caps must be worn backwards. Jewelry is not allowed. Players who wear eyeglasses should wear sport goggles. Those players choosing to wear regular glasses do so at their own risk. All players should wear cleats. All players will use official adult sonic pop flag belts. XFF will have flag belts for your players to borrow for the games.. If a player would like to purchase a flag belt from XFF they are $20 each. Youth flag belts are not allowed in any XFLAGFOOTBALL events. Belts are to be worn around the waist with flags on the hips.
XFLAGFOOTBALL reserves the right to modify the schedule and will notify affected team captains as soon as possible. It is the team captain’s responsibility to communicate any changes to their players.
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 “double forfeited” due to fights. If this occurs, both teams get a “LOSS” and the game is over. 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. Any player who threatens or abuses (either physically or verbally) an XFF official before, during or after a game will be suspended from the league. Reinstatement will be determined based on the severity of the incident. Regardless of whether it is intentional or not, players receiving a second personal foul in the same game will be automatically ejected. Counting down the five second play clock out loud is illegal. Officials will give one warning. The second offense is a 15 yard unsportsmanlike conduct penalty. Captains are responsible for distributing and asking their players to read the XFF league rules, waivers and Code of Conduct. Only team captains are allowed to discuss calls and/or decisions with officials during the game. A time out will be charged to the team if a captain chooses to argue a call. 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) for an indefinite amount of time. XFLAGFOOTBALL’s goal is to promote a safe, nonviolent league for players, their friends, family and fans. Teams are responsible for their sidelines and can be penalized an “unsportsmanlike conduct” penalty for their sideline (15 yards and automatic 1st down). If a fan cannot control themself, they can be asked to leave the premises and failure to do so can result in a forfeit for the team.
Games will consist of two 17 minute halves. The timing of the halves may need to be adjusted due to unforeseen circumstances. Each team may use two 30 second time outs per half. Halftime is 1 minute. The timing of time outs and halftime may also need to be adjusted due to unforeseen circumstances. If a team is leading by more than 20 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:
During Regulation Clock play, the clock will stop until the ball and markers are set in the following situations:
As far as clock stoppage in the last 2 minutes of the game, if the score is within 14 points, the clock is stopped if an infraction is committed by the team that is winning but we do not stop the clock if a penalty is committed by the team that is losing. If it is a tie game, the opposing team gets to choose if the clock stops or not. If the team that is losing gets a sack the clock is stopped.
A game will be forfeited if a team is unable to start (or complete) a game with at least 4 players. A forfeited game will be scored as 6-0.
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 and what direction OT will go. Both teams are given 2 plays, with no time outs, from the same *10 yard line (similar to the college football overtime). If the first team is unsuccessful in scoring, the opposing team takes possession at the *10 yard line and has 2 plays to score. If they score, they win. If they are unsuccessful, they start with the ball for the next attempt. If the first team is successful in scoring, they have the option of going for 1 or 2 points. The opposing team then tries their 2 plays to score and, if successful, attempts a conversion to either tie or win the game. If the opposing team does not score a touchdown or does not match the first team’s extra points, the game is over and the first team wins. If an interception occurs during overtime, the defense will take over at the *10 yard line unless the INT is returned for a TD. In this event, the defense will be awarded 6 points and the game will be over. If the game goes to a 3rd overtime, both teams must attempt 2 point conversions.
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.
Teams start possession at the 10 yard line. The offense has 4 downs to reach midfield and then 4 downs to get to the 10 and 3 downs to score. If a team does not score on their possession, the opposing team will get the ball at their 10 yard line. Penalties will remain 5, 10 and 15 yards as described in the rule book.
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. Motion must be parallel to the line of scrimmage. The receiver must have control of the ball with at least one foot in bounds. Where the ball is when the flag is pulled determines the LOS or end of the play. If the ball crosses the plane (in the end zone or 1st down line) it is a TD or 1st down. The receiver must not leave their feet (jumping/diving) to avoid a defender. This 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 a 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 pass or hand off the ball. The QB may also run with the ball. In the event that the QB crosses the line of scrimmage before 5 seconds has occurred there is no more 5 second clock. Count starts on the snap of the ball. If the ball is not thrown or handed off 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. 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. 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 legal, 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. The receiver of the handoff must throw the ball to a receiver beyond the line of scrimmage (or pitch it again) or advance the ball beyond the line of scrimmage before 5 seconds. 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 10 yard penalty and loss of down. Flag guarding by the quarterback in the end zone is a safety. The pass rusher must start at least seven yards from line of scrimmage. If the rusher jumps the snap count, she must go back behind the rush mark before continuing to rush the quarterback (but she 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 7 yards from the line of scrimmage. In the event of a double pass (“throwback”) or handoff, anyone may rush the ball carrier (no 7 yard rule). Roughing the passer (hit any part of the QB’s arm, hand or head) is a 10 yard penalty and an automatic 1st down. Minimal contact to the QB’s hip or body while pulling the flag or attempting to pull the flag is part of the game and not considered roughing the passer. Face guarding is a pass interference penalty. The defender must turn and look for the ball. Pass Interference (contact with the receiver while the ball is in the air) in the end zone will result in 1st and goal at the 1 yard line. A receiver will be called for offensive pass interference if they push off the defender during a play. There is absolutely no stripping of the ball allowed. Players must attempt to pull the ball carrier’s flags. If a player inadvertently grabs a player’s shirt (in an attempt to pull a flag) instead of the flag, the play continues until a flag is pulled and 5 yards are added onto the end of the play. If the offensive player’s flag falls out during a play, they need to be touched to be ruled “down.” 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 10 yard line – and not advanced beyond the 10 yard line will be spotted at the 10. Fumbles are blown dead at the spot of the fumble with the exception of the snap. There is no change of possession (no piling on). Offensive offsides is a dead ball penalty. Five yard loss and 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, she may get up and run, unless touched while down. All offensive players must be set before the snap. 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 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 judgment call by the official. There is no kicking in XFLAGFOOTBALL.
#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 Center’s 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 on every change of possession. The defense may only call for offsides if the play results in a first down.
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: 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.
Unsportsmanlike conduct: 15 yard personal foul from end of the play (the down counts). First unsportsmanlike 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 Center (moving or stationary) may not get in the Rusher’s way. This will be considered a “Blocking” penalty. The penalty is 5 yards and loss of down. There is no screening or blocking on any play. The play will be blown dead at the spot of the foul and a 5 yard loss will be assessed.
Holding ball carrier / Illegal flag pull (pulling a player’s flag on purpose if they do not have the ball or pulling a player’s flag BEFORE the ball is caught): 5 yards added to end of run.
Stripping: 5 yards from the spot of the foul.
Roughing the passer: 10 yards & automatic 1st down.
Illegal rush (not 7 yards back): 5 yards & replay the down or result of the play (offense may decline).
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 one yard line
Unsportsmanlike conduct: 15 yard personal foul (automatic 1st down)
Force out by defender will result in a spot foul and automatic first down.
First personal 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.
Official 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 discipline by XFF management.
It is each individual’s responsibility to stay home if they are not feeling well or have been in close contact with someone who has COVID. A COVID-19 Waiver must be signed before anyone takes the field. All people coming to play in or spectate a XFF event do so at their own risk. The Field Manager will notify team captains of any COVID protocols as they arise.
**XFLAGFOOTBALL reserves the right to make changes to this rule book at any time. Teams will be notified ASAP if changes are made**
A team must pay a $70 forfeit bond for each game they forfeit. If a team does not show up for a scheduled game the team will lose its Forfeit Bond.
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:
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 contacts 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.
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:
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 (for example, 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
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:
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 contacts 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.
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:
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 (for example, 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
The following outlines our policy involving player eligibility and rosters over the course of a season:
XFLAGFOOTBALL has a no refund policy in which NO REFUNDS will be issued after the registration has been completed. In the event of a player cancellation request, the fee that was paid can be applied to the following season or tournament. For example, if you register for a summer season and then request a cancellation for that season, you may apply the fee you paid to the fall season or tournament of the same year.
XFLAGFOOTBALL reserves the right to merge divisions or cancel any division based upon low enrollment and or conditions beyond our control. In the event of XFLAGFOOTBALL having to cancel a division due to low enrollment (this does not include the merger of divisions), the participant registered would be eligible for a credit for the next season or a full refund. Please send transfer requests to mzimmerman@xflagfootball.com.