Basic Rules Created and Played
by the Long Island Flag Football League

 

The Long Island Flag Football League consists of 6 Divisions: “9-man”/”A”/”B”/”C”/”D”/5-on-5 New teams enter the “D” Division and advance up to the “C” Division by winning 6 or more regular season games. This format is repeated from “C” to “B” and “B” to “A”and so on. For teams with losing records, the opposite holds true.

If you win 3 or less games, you are a candidate to be moved down a division. This keeps the level of play at a constant, shifting even level of parity. “Mini” leagues print our copyrighted rules illegally, but with ’18 teams can they really have parity? The Long Island Flag Football League has had over 200 teams each Spring & Fall since 1990 which insures a comfortable talent fit. You can never play on two teams in the same season regardless of division. (you can play 8-man and 5-man, that is the one and only exeption) in order to be eligible for the play-offs you must have signed yourself in 4 games during the season. There is no “signing other players in”. If you are hurt, and still want to be eligible you must go to the game and sign yourself in. your coach cannot sign you in.

 

2024 8/9-Man LIFFL RULES (5-Man on the Bottom)

2024 LIFFL RULES

RULES#:

  1. 8-Man Div.: 8 players per side on field. If one side has less than the above amount, the “full” team has “man advantage” (i.e. 8 on 7, 8 on 6). Anything less than 6 is a forfeit. (When playing with fewer men – the player comes off the line with a minimum of a center required,) 9-Man Div.: 9 players per side (i.e. 9 on 8. 9 on 7). Anything less than 7 is a forfeit. After 2 forfeits, a team is removed from the league.

  1. 8 Man DIVISIONS: 40×80 yard field with fixed 1st downs at 20-40-20 yard lines 8 man “A” and 9-MAN DIV: 100X50 yard field with fixed 1st downs at the 20-40-40-20 yard lines.
  1. All “A” Div.: Automatic rush at snap. “B” Div.: “2 Mississippi Count” rush with one free, automatic blitz per set (if 2 teams in B agree to play full rush, the defensive line must still line up head to head. “C & D” Div.: “3 Mississippi Count” rush with one free blitz per set. 8—MAN DIVISIONS: “Blitz” must be immediately at the snap, (otherwise delayed blitz penalty) no limit on # of rushers. Blitz is not “used on bad snaps when the ball hits ground without first touching the Quarterback – ball dead at spot. Bad snaps CAN BE FIELDED CLEANLY (immediate pick-up, ref discretion)

 

  1. EQUIPMENT: Matching – numbered jerseys, WILSON NFL game ball, or Striped high school ball, properly inflated. No composite football can be used. Any football with a “Barcode” will be considered a composite football. TRIPLE THREAT Flag belts only (exception: in 9 man and “A/B” division) any headgear/hats must not extend outward (i.e. baseball cap brims), “cut-off jerseys” must not cover flag belt; flag belt must be visible at all times. No hand warmers or towels can cover flag belt. Flag belt cannot be tied or fastened thru the loop (automatic ejection), no football pads or hard knee braces/casts, no metal cleats, no foreign substances on football or hands. Receiver’s gloves are legal. Mouth guards are suggested but there can be no extended plastic from that mouth guard outside of the mouth.

Every coach must have a FIRST-AID kit. 8 man “B” (and higher) division uses “POP” flags.

Note; A team can only change footballs on 1st down. (Exception: if you have the “other” team’s ball.

  1. ROSTERS: Players must be present at minimum of 4 games to be eligible for post – season. Player must obtain release from previous coach before jumping teams during first 5 weeks and he cannot go to lower division. No player can play on more than one team regardless of division. Injured players receive attendance credit by printing their name on the weekly sign-in sheet and writing “IR” next to it. Weekly sign-in sheet MUST be filled out at field, not before. Late arriving players cannot play until they sign-in & time-out must be used. Players must sign themselves in. If a sign in sheet is illegible or filled out by one person, it will be void and no one will get credit for that weeks attendance. A player may sign in on the other team’s timeout, an official’s timeout or at the 2 minute warning. Players must have Driver’s License/ ID’s at all post season games. No former “A” division LIFFL players are allowed in the “D” Div (5 years).

  1. CONTACT: “Open-hand” blocking only, thrust outward from chest, not “loaded up” from the sides. Hands must stay within the framework of the body. There are no fumble recoveries, however, “a fumble recovered in the air before contact with the ground belongs to the recovering team and may be advanced. The ball is dead whenever it is dropped to the ground. (Only exception is during a field goal or extra point kick. As long as the holder does not take his knee off the ground he may play the ball: in A & B div. with full rush on kicks, the referee may blow the play dead if it is deemed dangerous).

  1. SCORING: TD – 6 pts., FG – 3 pts, PAT – 1 pt. kick/run/pass from the 3 yd. line or 2 pts. Run/pass from 10 yd. line. Safety – 2pts. After a safety, the team that gave up the safety shall put the ball in play via a free kick from its own 20. All kick-off rules apply, regardless of whether the ball is punted or kicked off a tee or off the ground. If the game ends on a safety, the teams that is awarded the two points can request an untimed kick-off. All normal kick-off rules apply. If the kick is is a touchback or out of bounds, the offensive team will get a free play at the LOS determined by the result of the kick. The team kicking can elect to punt the ball or kick it off a tee. Mercy rules apply under the following two circumstances: a team is leading by 30 or more points any time during the 2nd half. If leading by 30 or more at halftime, always give the team down by 30 an offensive possession in the 2nd half before calling the game. A team is leading by 18 points or more at the two minute warning of the 2nd half.

  1. INTERCEPTION ON EXTRA POINT ATTEMPT A turnover on any extra point attempt can be returned for 2 points

  1. SIDELINES: Players, coaches, fans etc. must stay within the 20 yard lines. This is referred to as the Players box. No one on the sidelines is permitted between the 20 yard line and the goal. Anytime a coach enters the playing field to question a call a time-out will be charged. When field layouts require both teams to be on the same sideline, the head referee has the option to extend team boxes from the goal to the 20 yard line. No one but the coach will be permitted to stand between the 20’s.

  1. PROTESTS: If a rule misinterpretation directly affects the outcome of a game, a protest may be filed in the following manner: Coach informs Head Referee immediately of the Protest. Once a play is run, no protests pertaining to a prior play will be accepted. The Head Referee will contact whomever is on duty (League Head Referees) by phone for an on the spot decision. If no decision is rendered or there is a communication breakdown the Head Referee at the field will note all the specifics at the time of the protest. Time in game, score, yardage, possession, down, # of timeouts, etc. The Head Referee will notify the league via e-mail when he reports the scores for the day. Upheld protests – the game will be resumed from time/score/yardage etc. at time of protest. Remember, a judgment call cannot be protested – only a rule interpretation. No video will be viewed. All decisions are final and not subject to appeal. If you are protesting a teams roster you must do so at the coin-toss. If you protest a roster, all players on both teams must provide ID to the referee (rule 5). The player(s) in question will be noted on the sign in sheet and the game will be played. If after the game, the protesting team wants to go forward with a roster challenge, they must pay a separate referee fee online by the end of the day (contact league admin for payment details). Upheld roster protests will result in a forfeit by the offending team and the player is subject to a suspension for the next season(s).  If a player comes late that the opposition wants to protest, they have to notify the head referee immediately. The game (and clock) will be stopped for protest protocol and will continue when completed.

  1. GAMECLOCK: The game consists of two 30 minute halves (Summer & Winter-50 minute “running time” game. No half, teams switch direction at mid-point, no change of possession, 2 time-outs per game, 2-minute warning and “NFL” clock at the end of the game). Each half will consist of 28 running minutes and a two-minute warning. The two- minute warning features a traditional NFL style stop clock. Prior to the two-minute warning, the clock only stops after scores (starts on kick-off) or during time-outs. During the Two Minute Warning, the clock stops for: 1) Incomplete passes – starts on snap; 2) out of bounds – starts on snap; 3) Time–outs/touchbacks – starts on snap; 4) 1st downs/penalties – starts on “ready” whistle (except “delay of game” – starts on snap; 5) scores – starts on kick-off; 6) Punts (if clock is dead) – starts when the ball hits the punters’ foot and stops at the end of play. (7) Injuries: the clock will restart on the snap. Clock doesn’t run during extra points & the game cannot end on an accepted penalty.

There is no “10 second runoff” of clock penalties in our league.

  1. TIME OUTS: Each team receives two (2) time outs per half and they cannot be carried over to next half. If a team has no timeouts left they can change a call (i.e. punt, field goal or run a play) on any penalty.

If a referee stops the game due to a team calling for a timeout and that team has no

time outs left, “a delay of game” penalty should be assessed to that team and the

game clock should start on the “ready whistle”.

  1. 30-SECOND CLOCK: The defense has 30 seconds to retrieve the game ball back to the Line Referee from the whistle. Once the ball is set, the offense has 30 seconds to snap the ball. The Line Referee will issue a loud verbal “10 Seconds” warning. The Line Ref will count down the last 10 seconds utilizing a hand signal. Delay of Game (5 yards) is the penalty for both. The QB may “spike” the ball (from center or shot-gun) to stop the clock. The Quarterback must have possession of the ball in order to “spike” it and he must spike the ball immediately after snap.

  1. OVER-TIME GAMES: All tied games will be settled by the “shoot-out” method. The Captains are called out for a coin flip. The winner of the coin flip has choice of offense or defense. The order in which the teams go 1st switches if the game continues to subsequent overtimes. The offense begins on the 10 yard line and it is first and goal from the 10. There are no special rules for the four downs. An interception returned for a Touchdown ends the game. An interception that is flagged prior to the TD is returned to the 10 yard line. The team that intercepted the ball now has first and goal. There is one timeout per team in overtime. The following additional rules will apply in overtime.

  1. There will be 2 shoot-out rounds.

  2. If the game reaches a 2nd shoot-out round, after scoring a touchdown, the offense must go for 2 points.

  3. At the 3rd shoot-out round, each team will get one down with a choice of going for 1 pt from the 5 yard line, 2 pts from the 10 yard line, or 3 pts from the 15 yard line. (no kicks)

  1. FORFEIT TIME: Teams have 15 minutes from scheduled start time to field a team or they forfeit. The clock starts at game time and any time wasted waiting for late players is deducted from the 1st half. A team must begin play if they have the minimum number of players. (8 man – 6 players, 9 man – 7 players). The “on-time” team wins the toss and a 15 yard penalty is assessed on kick-off.

  1. THE TOSS: Captains bring their sign-in sheets and referee fees to the toss. The game does not begin without the sign-in sheet and fees. The team that wins the toss may elect to 1-Receive 2 -Kick 3-Chooses direction or 4 – Defer.

  1. 8 – MAN DIV: The kicking team lines up on the 20 yard line while the receiving team lines up at the 40 yard line. (These are the restraining lines). Any ball that lands between the 20 & 40 yard lines (restraining lines) is dead at the spot. The offense takes over at that spot. Any ball that passes the 40 yard line (restraining line) on a fly and then goes out of bounds via the sidelines before entering the end zone is spotted at the 40 yard line (restraining line).

Teams are not allowed to “Fair Catch” the football in any division in flag football.

In all divisions on kickoffs, after the ball has traveled 20 yards in the air, the kicking team can gain possession (of the ball) by 1st touching the football; but only when that 1st touch is the end of the play. (If the kicking team touches the ball and it hits the ground or goes out of bounds, the kicking team regains possession. If the kicking team 1st touches the ball and the receiving team still catches/possesses the ball, the 1st touch would not be “the end of the play”, the receiving team would gain possession of the kick (recover).

Special ON SIDE Kick Rule: This rule applies only during the last two minutes of the 2nd half.

The trailing team is kicking off and must declare an onside kick attempt to everyone (officials and receiving team). The trailing team can regain possession of the football in these instances:

  1. The receiving team fails to advance the ball to their own 20 yard line.

  2. The receiving team advances the ball to their own 20 yard line or beyond and they are assessed a penalty which results in the ball being spotted behind their own 20 yard line.

Note: This only applies when a kickoff is fielded before the end zone (regular touchback rules still apply) If that happens then the trailing team will be awarded possession of the ball at the 40 yard line

  1. PUNTS: All punts are declared and there are no fakes. The ball must be snapped “shot-gun” style from center to the punter. All bad snaps are dead at the spot. The receiving team must have 4 men on the line of scrimmage and no contact takes place until the ball hits the Punter’s foot. On the line of scrimmage the receiving team must have the interior men lined up head to head. The fourth person on the line of scrimmage can line up anywhere. Punts can never be run out of the end zone in any division

  1. FAKE FIELD GOALS: In the 9 man, “A” & “B” divisions: Fake field goals are allowed. All muffs are dead at the spot. In the “C” & “D” divisions no fake field goals are permitted. Note – when fields have to be adjusted because of permanent goal posts, then there will be no fake field goals or returns. Returns on missed field goals are permitted in full rush A divisions at the snap (not full rush B).

  1. FIELD GOALS: Upon announcing a FG attempt, the offense if need be must send 2 players out to hold up the portable goal post. If the offense has no extra players anyone from either sideline can hold the posts.

“A” & “B” Divisions

  1. The holder must set up a minimum of 7 yards from center.

  2. The defense cannot rush through either lane next to the center, also known as the “A” gap. Unless the tackle vacates his position.

  3. The defense cannot dive to block the kick, (if you leave your feet, you must land on your feet) or come into contact with the Holder or the Kicker (only exception is if the Referee acknowledges that the defender was pushed into the holder or kicker by the offense).

  4. The defense needs to mark the TKL-CTR-TKL in a head to head position. The defender marking the center may jump up to block the kick, but may not rush.

  1. The kick will be ruled “GOOD” automatically or the offense can accept an “unsportsmanlike” Penalty (15 yards or half the distance to the goal, if the penalty occurred inside the 20 yard line) thereby giving the offense an automatic 1st down to continue their drive If any of these Guidelines aren’t met.

Also if contact is made with the kicker or holder. The referee has the option of ejecting the player from the game.

  1. Kicking blocks are legal. Any unnatural substance or equipment is forbidden from the kicker’s foot or shoe.

  2. Any missed FG can be returned in divisions with full rush whether caught in the end zone or not but only if a ball is caught on the fly (doesn’t hit the ground). Muffs are blown dead at the spot. If the receiving team chooses not to return a missed FG attempt that didn’t reach the goal line, the ball comes out to the previous line of scrimmage.

  3. Any missed FG within the defensive 20 YL comes out to the 20 YL. Any missed FG Outside the defense 20 YL comes back to the previous spot.

  4. Fake field goals are only allowed in the 9 man, A, & B Divisions.

  5. During field goal attempts, snapped balls are live even if they hit the ground before reaching the holder, as long as the holder’s knee doesn’t leave the ground.

“D” & “C” Divisions

  1. The holder must set up a minimum of 7 yards from center.

  2. In the “C”/“D” divisions there is no rush by the defense. The ball is snapped and the kicker has a “3 Mississippi count” to get the kick off.

  3. Item F above also applies.

  4. Any missed FG that lands before the end zone are dead balls and cannot be returned by the defense.

  1. KICKED EXTRA POINTS: The ball is spotted on the 3 yard line (snap occurs) and the referee walks off 7 yards to mark the spot for the holder. The kicker may spot the ball further than the 7 yards. In the 9 man, A, & B divisions the defense may rush to block the kick. If the defense rushes the “A” gap, the kick will be ruled “GOOD” automatically. In the C & D divisions there is no rush and the same rules apply as in Field Goals. During kicked extra point attempts and punts the offensive line must line up toe to toe. (there can be no splits between Tackle-Center-Tackle ) As to clarify the “A” gap. On the failed extra point attempts in the B, C & D divisions, there is no kick off and the ball is spotted on the 20 YL of the team that was scored upon. In the 9 man and “A” division there is a kick off after missed extra point attempts. Fake extra point attempts are not allowed at any level.

  1. OFFENSIVE LINE: A. Must be balanced Tackle-Center-Tackle, not more than 1 foot apart, and the ball must be snapped between the Center’s legs. Offensive linemen can catch or touch a pass (see tackle eligible – rule # 27) as long as the ball is tipped by a player on defense 1st. Contact must be “open-handed” – hands kept within the frame of the body – extended out from the chest. No “chop blocks” are permitted. The offensive Center must spot ball parallel to puck

  2. BALL CARRIER: It is illegal to 1) flag shield; 2) run directly at a defender (charging); 3) crawl; 4) lower the shoulder, or 5) dive (defined as not landing on your feet). Dipping is allowed, but both arms must be over the hips and not obstructing the flag in any way (flag shield). You may use a “stiff arm in A, B, & C Divisions. And only to the upper chest area. A ball carrier that falls while running may get back up as long as he wasn’t touched while on the ground and the ball did not come in contact with the ground.

  1. RECEIVERS: Must have 2 feet in bounds – all divisions. A receiver that steps out of bounds on his own cannot re-enter play. A receiver pushed out of bounds by a defender may re-enter play.

  1. QB: Only one forward pass per play. A forward pass is defined as a pass thrown overhand, underhand, pitched, etc. that travels forward. The ball need not cross the line of scrimmage to be considered a forward pass. Ball must be snapped to the QB or another back. Intentional Grounding is legal if the QB is outside the tackles and throws the ball towards the sidelines or out of bounds – the ball need not cross the line of scrimmage. Under 2 minutes, a quick spike to stop the clock is permitted from center or shot-gun. All screen passes must be caught behind the line of scrimmage.

  1. OFFENSIVE SCRIMMAGE: At the snap, the offensive line must have a minimum of 5 men on the line of scrimmage and the tackle-center-tackle is ineligible. To be eligible, a player must have been in the previous huddle. There are no “sleeper plays”. Eligible receivers must acknowledge the referee in order to be eligible.

  1. TACKLE ELIGIBLE: The tackle can become eligible if a Referee is made aware and a RB or TE attempts to fill the same space vacated by the tackle (you still must have 3 ineligible linemen). When the tackle vacates his spot the defense is allowed to immediately rush. (No blitz will be charged). Offensive Linemen can never touch or catch the ball during a play except:

  1. If they run a “tackle eligible” play as described above

  2. Until it’s touched by a player on the defense

In those two instances it is not an Illegal touch of the football

  1. INADVERTANT WHISTLE: The offense has the choice of play over or the result of the play. If defense is in possession, the ball is dead at the spot.

  1. SPOT OF BALL: The “spot” of the ball is always the torso of the ball carrier at the time of the flag pull. Please note – when going into the end zone – the torso must be in the end zone in order to award a touchdown. Breaking the plane with the football does not constitute a touchdown.

  1. DEFENSIVE LINE: 9 man A, and B Divisions may choose any formation but must have 3 men on the line at the snap. In the C, and D divisions’ defensive linemen must line-up head-to-head. The defensive player must allow a gap between himself and his offensive opponent (enough space so the line referee has a clear view of the opposite sideline). Defensive linemen cannot drop back into the secondary until the “Mississippi” count is over or the defense is blitzing. “A” division linemen have a full, automatic blitz at the snap. “B” division – linemen must wait for a 2 “Mississippi count before rushing. “C”/”D” divisions – linemen must wait for a 3 “Mississippi” count before rushing If the QB rolls out past his tackles original spot, the defense may free blitz. The same applied if the offensive line makes contact – free blitz. Any contact with the QB deemed non-incidental may result in a roughing penalty and/or expulsion. If the QB fakes a handoff – the defense cannot rush on the fake, unless the ball is touched by the runner during the fake handoff.

  1. SECONDARY: Only 1 “receiver chuck” allowed (not one per defender) and it must be within 5 yards from line of scrimmage. The defense cannot push a ball carrier out of bounds. If the ball carrier loses his flag belt, one hand touch prevails. The defense cannot use contact to break up a pass play; you must be truly going for the ball. There is no ball – stripping or de-flagging a receiver before the reception. Standard pass – interference rules apply. You cannot hold the jersey to pull the flag, tackle a ball carrier (if it prevents a TD, the ref can award a TD), all tackles within the 10 yard line are ruled touchdowns. You can’t “stand-up” the ball carrier to get the flag belt. In all divisions interceptions can be run out of the end zone.

  1. HEAD REFEREE: Can reverse any other referee’s call. Can elevate any potentially hazardous play to the catch-all “UNNECESSARY ROUGHNESS” (15 YARD PENALTY ADDED AND EXPULSION IF NECESSARY). Has the right to terminate the game at any point.

  1. SUSPENSIONS: When a player is suspended he is not allowed on the sidelines or at the field in any manner. The Head Referee is notified of suspensions prior to the games.

  1. TEAM FIGHTS: If a team crosses the sideline and comes onto the field during a fight, the game is over and the team receives a forfeit. If a team continues the fight after the game, off the field, in the parking lot, etc., the team is reported and may be ousted from the league.

  1. LINE OF GAIN: During a play, once a ball carrier has obtained the line to gain, any offensive penalty (I.E. offensive holding) AFTER that line to gain are enforced from the spot of the foul and is to be 1st down to the next line to gain.

  1. OTHER CONDUCT: Trash talk/shoving/verbal challenging may result in game suspension for that day. Cursing at fields adjacent to youth groups or private homes will result in permanent removal of your team from that field to another site. Cursing at a referee or leaving garbage on your sideline will result in a $25 fine due before your next game.

  2. 9/8-man SCRIMMAGE RULES: No Kick-offs. Team will start possession after each score and each half at their own 20 yard line. No Punt Returns. The ball is dead where is 1st touches the ground or goes out of bounds. Field Goals are permitted but there is no rushing the kick in any division.

PENALTIES

  1. Dead Ball – 5 yards from spot (no choice)

1. Delay of game

2. Snap Infraction

3. False start

4. Offense offside (call play dead at snap of ball)

  1. Live Ball – Choice of 5 yards from previous spot on result of play

    1. Illegal procedure

    2. Defense offside (no contact is made)

    3. Illegal motion or Illegal Shift

    4. Illegal substitution

    5. Defense holding (automatic 1st down)

    6. Illegal defense (linemen not head-up at snap and through the Mississippi count C,D)

    7. Illegal Blitz (blitz already used B,C,D)

    8. Illegal chuck or contact with receiver

    9. Delayed blitz

  1. Spot foul 5 yards and repeat of down or result of play

1. Helping the runner

2. Sideline interference

  1. Spot foul 5 yards and loss of down

1. Illegal forward pass

2. Intentional grounding

3. Illegal touching of football (offensive lineman)

  1. Spot foul 10 yard loss and loss of down

    1. Flag shield

    2. Charging

    3. Diving

    4. Stiff arm (D division)

  2. Spot foul 10 yards and repeat down or result of down

    1. Offensive holding

    2. Illegal use of the hands

    3. Offensive pass interference (from previous snap)

    4. Block in the back

  3. Defensive foul 10 yards added to the end of the run

    1. Tackling (inside the 10 with no other defender within 15 yards, award a TD)

    2. Holding a runner

    3. Ball Stripping

  1. `Spot Foul 15 yards and repeat of down or result of play

    1. Clipping

    2. Unnecessary roughness

  2. Spot foul 15 yards and loss of down

    1. Other than open hand blocking

  3. Defensive foul 15 yards added to the end of the play

    1. Roughing the passer (automatic 1st down) (previous spot if not caught)

    2. Illegal flag pull

    3. Shove hard, or tackle, of bounds (15 yards and automatic 1st down)

  4. Special Enforcements

    1. Defensive pass interference – 1st down at the spot )face guarding)

    2. Roughing the kicker or holder – points are good or (on attempted field goal) 15 yard unsportsmanlike penalty & continue drive. Referee can eject player.

    3. Teams arriving late shall automatically lose the toss & 15 yard penalty.

    4. Illegal participation (from previous spot) 15 yards or result of play. Only 5 yards, if they attempt to run off field

    5. Two personal fouls in a game and that player is ejected.

    6. When a dead ball foul occurs on a touchdown – the penalty yardage is marked off after the extra point attempt. Either on the kickoff or from the twenty depending on the outcome of the extra point attempt.

    7. Spot fouls committed by team A in the end zone will result in a safety for team B.

    8. Kick Off or Punts – Players attempt to catch the ball near the end zone – ball bounces off him and goes into the end zone on a fly – result is a touchback and the ball is placed on the 20 yard line.

    9. After a safety, the team that gave up the safety shall put the ball in play via a free kick from its own 20 yard line. All kick off rules apply, regardless of whether the ball is punted or kicked off a tee or off the ground.

    10. If a player intercepts the ball in the end zone and while running in the end zone is flagged, this is a touchback – ball to the 20 yard line. However, a player runs out of the end zone and then back in, he is flagged in the end zone – this is a safety).

    11. If a QB scrambles over the line of scrimmage and then comes back – The QB is allowed to make a forward pass over the line of scrimmage.

    12. A Defender is entitled to grab the QB’s flag belt. The defender is allowed to put his hands up to block the pass but if he hits the QB’s arm at any point (even on the follow through), it is a penalty. QB’s that use this rule to “flop” can be penalized.
  1. Note: Anything not covered in this rule book, the High school rule will prevail.

 

Amended 9/24

2024 LIFFL 5 on 5 Rules

Section 1- Conduct of the Game

1.1-Field Size: 80X30 with fixed 1st downs on 15/30/15.

1.2-EQUIPMENT: The Official ball is the Wilson NFL GAME BALL or GST (leather) and must be fully inflated. COMPOSITE footballs are permitted in 5-man. No metal cleats, hard casts, metal or plastic knee braces. Hats may be worn, but only backwards. No “foreign” equipment may be worn/used. All coaches must have a first aid kit at all games. 5-Man A used Pop Flags.

1.3-ROSTER: Roster limit is ten (10) players . Each team must field a min. of four (4) players to start the game. If a team does not have at least 3 players at 15 minutes past game time, that team forfeits the game. If a team can only field 3 players, the opposing team still uses 5 players, and is awarded first possession with choice at the half (no coin flip). Players must be present at minimum of 4 games to be eligible for post – season. Player must obtain release from previous coach before jumping teams during first 5 weeks and he cannot go to lower division. Injured players receive attendance credit by printing their name on the weekly sign-in sheet and writing “IR” next to it. Weekly sign-in sheet MUST be filled out at field, not before. Late arriving players cannot play until they sign-in & time-out must be used. Players must sign themselves in. If a sign in sheet is illegible or filled out by one person, it will be void and no one will get credit for that weeks attendance. A player may sign in on the other team’s timeout, an official’s timeout or at the 2 minute warning. Players must have Driver’s License/ ID’s at all post season games. Players in the 5-man division are allowed to play on 8 & 9 man teams in the same season, but no player is EVER allowed to play on more than one 5-man team, regardless of division. Each player has until the beginning of week 4 to get “waivers” from there coach. In order to leave a team and join another, the coach of the team that is being left, must notify the league that he is releasing that player before the 4th game. There are no switching teams after the 4th game.

1.4-TIME: Two 24 minute “running time” (20 Minutes for weeknight) halves except during the last two minutes of each half, when the clock is the traditional NFL clock. Under the two minute warning, the clock stops on incomplete passes and plays that get ran out of bounds. The clock stops on a first down, until the ball is set. The QB of each team is responsible for bringing the ball spotters to the ref at the end of each play. If a player drops the ball (fumble) or drops a lateral the clock does not stop. Note: During the last 2 minutes, the clock stops after an offensive penalty until the ball is set.

1.5 -OVERTIME: If the regulation time ends in a tie, tied games are settled with the “Shoot-out” method There is one coin toss for overtime.

  • Each team gets an equal 3 downs from the 10 yard line.
  • The 1st and 2nd rounds – If needed, each team gets an equal 4 downs but switch order.
  • If 3 or more rounds are needed, each team gets
    one down with the choice of going for 1 pt. from the 5 yard line, 2 pts from the 10 yard line, or 3 pts from the 15 yard line
  • Weeknight League- Overtime goes right into the 1,2,3 point tie breaker

1.6-GAME CANCELATIONS/CHANGES: Games may be canceled at am on Sunday morning or at the field by the referee, if inclement weather would cause severe field damage. If the field begins to be damaged during the course of a game, their referee has the right to call the game, move the field or delay games at any point.

1.7- RUSHING/CONTACT/ Laterals – There is NO CONTACT in 5-on-5. Any contact can be called a penalty. There is no “setting picks”. Once a player has possession of the ball and is moving forward all offensive players without the ball must stand still, until the ball carrier in front of the other offensive players. At that point the offensive players without the ball can tail the ball carrier and await a lateral, but if an offensive player gets in the way of a defensive players ‘running path’ he will be called for setting a pic. You cannot run alongside the ball carrier for a lateral. In order to lateral the ball, the ball carrier must lateral the ball to the player where the player stands, or to a player behind or to the side of him/her that is not in the way of defenders. The rusher(s) have a free run at the QB. (C-Division is a 2 second delayed rush). B Division and Weeknight is 2 second delay rush with one blitz (no count) every set of downs, unless BOTH teams agree to play “no count”.  An offensive player cannot stand in the rusher’s way or PIC him, and must avoid the rusher at all costs. The rusher must lineup on the 5yd rush line (No running start) . If the rusher lines up straight up with the center, the rusher has the right of way. If the rusher lines up on an angle the rusher must give the offensive players the right of way. The rusher(s) must RUN towards the line of scrimmage and must be moving forward for the duration of the play. If the QB rolls out of the pocket, the center must clear the area. (See center interference in section 6 for penalties and yardage).  

1.8-POSSESSION- Each “new” possession starts on the 15 yard line. You get 3 plays to get a first down. If you fail to reach one of the set first downs (15, 30, 15), the opposing team takes over on their own 15 yard line. The ball is dead any time it hits the ground except; Bad snaps CAN BE FIELDED CLEANLY (immediate pick-up, ref discretion), otherwise when the ball hits the ground it is dead at the spot, as are fumbles or intentionally spiked balls (behind the line of scrimmage). There is no kicking or punting in 5-on-5.

1.9-There are no refunds after the first weeks schedule is made. There are no refunds or credits for games won, lost, or due to forfeits.

1.10- Standings are decided by: 1) Win-Loss Record 2) Head to Head results 3) +/- Points. In the event of a multiple team tie, the first tie breaker is overall head to head record. Then +/- points.

Section 2-Officials

2.1- Two (2) officials are used during all 5-man “A” & “B” division game. Officials must be paid in full prior to the coin toss. If your team misses a game a forfeit fee of $77 dollars must be given to the referee before you can play your next game. If there is only one ref, the ref fee is 3/4 of what the normal fee is for each team.

2.2-The officials must be afforded proper respect at all times. If any player touches and official, that player is banned from the league, and that players teams will forfeit the rest of the season. Any player that directs foul language at or threatens and official are subject to both game expulsion/suspension and/or monetary fines. An official has the right to stop, cancel, or forfeit any game at any given time, if there is fighting, violence or cursing.

2.3- Head Official of each game can reverse any call, end any game, and elevate any call to a “Personal Foul” for behavior deemed dangerous or disrespectful. 2 personal fouls in the same game will result in the offender leaving the park before play resumes and a 2 week suspension

2.4-After any INADVERTENT WHISTLE the “offense” has the choice of play over or ground gained. (Where the whistle was blown)

2.5-PROTESTS: Only a rule misinterpretation can be protested, not a bad/missed call. If you are protesting a game, you MUST follow the correct procedure. You must IMMEDIATELY inform the lead official and pull your team off the field. Note the clock, score, and ball placement. Have the Head referee call whoever is “on call” to handle protests that day and a decision will be made. No Protests can be made AFTER another subsequent “play” has been run.

2.6-It is the team’s responsibility to check with the referee after the game to make sure he has the correct score.

Section 3- SCORING

3.1- (six) Points awarded for a touchdown. 2 (two) Points awarded for a safety. If the game ends on a safety, the team awarded the 2 points can elect to have an untimed down from their own 15 yard line.

3.2- Extra Points are passing only. Go for 1 (one) from the 3 yard line or 2 two from the 10 yard line.

3.4-When going for any extra point conversion, an interception can be run back for 2 pts by the defense

3.4-The winning team of a forfeit is awarded a 18-0 win. If the team that forfeits has a positive +/-, the winning team can elect to take a win of equal or lesser value (35-0 is the limit) of the forfeiting teams positive points.

3.5- If any team forfeits because of disciplinary reason during a game, the non-offending team keeps points scored.

3.6- If a team is up by 18 or more points at the 2 minute warning, the Mercy Rule is used and the game is over. That also applies for any team winning by 30 points at any point in the game.

Section 4-Offensive Scrimmage

4.1-There must be 2 players lined up anywhere on the line of scrimmage at the start of each play. The center must snap the ball through the legs. No player is allowed to line up closer than 4 yards next to the center. There is no “bunching.” All players on the line of scrimmage must be at least 2 yards apart from one another.

4.2-Ball Carrier cannot flag guard, run over a defender (charging), lower his shoulder, dive, or crawl to advance the ball. If the ball carrier leaves his feet and lands on anything but his feet, it will be considered diving.

4.3-The spot of the ball will be where the flag is grabbed, not where the ball is.

4.4-Receivers must have 2 (two) feet in bounds.

4.5-Only 1 (one) forward pass per play. The Offense has 6 (six) seconds to get the ball over the line of scrimmage, by run or pass or the play will be called dead. Once inside the “red-zone” (15 yard line) it’s PASSING ONLY. There are NO RUN PLAYS, inside the “red-zone”. Any plays that get ran over the line of scrimmage inside the red-zone will be a 5 yard penalty and a loss of down.

Any forward pass that is caught before the line of scrimmage in the red-zone is illegal and will be accessed a 5 yard penalty and loss of down.

4.6 Once the ball carrier stops running and “gives up,” the play will be blown dead, regardless of whether or not the flag was pulled. 2 seconds and the play is dead.

4.7-There are no “sleeper” plays. When a new player enters the playing field, he must check into the huddle in order to be eligible.

4.8-All jerseys must be tucked in. If the flags are not 100 percent accessible to the defense, they play will be called dead as soon as the ball carrier is touched.

4.9-When the QB is avoiding the rusher – the Pass must be within 5 yards of a Receiver or Intentional Grounding is called. You can still spike the ball to stop the clock – the key is avoiding the rusher.

Section 5-DEFENSIVE SCRIMMAGE

5.1- Defense can line up anywhere they want on the defensive side of the ball, except the rusher who lines up 5 yards off the line of scrimmage. (rusher see 1.7)

5.2-There are no “chucks” or “bumping” receivers as they begin there route. There is NO CONTACT in 5-on-5.

5.3- If a ball carriers flag comes off without being pulled or he starts the play with no flags, then it is “one hand touch” to end the play.

5.4-Standard pass-interference rules apply. No contact can be used to break up a play without legitimately going for the ball. There is no stripping the ball. There is no DE-flagging the receiver before he gets the ball (15 yard Personal Foul).

5.5- Any Interception can be run out of the end zone. If an interception in the end zone takes place during a 1 point conversion try, the team on defense takes over on their own 15 yard line (touchback). If an interception takes place during a 2 point conversion try (whether or not it occurs in the end zone) then the defense can return it for 2 points.

Section 6- Fouls & Penalties

6.1- 5 Yard Penalties include: off-sides, False Start, Encroachment, Delay of game, too many players on the field, illegal procedure.

6.2- Center interference is a 5 yard penalty and a loss of down, Intentional grounding is a 5 yard penalty and a loss of down

6.3- 10 Yard Penalties include: Offensive Holding, Offensive Pass Interference, Flag Shield, and Diving

(See 4.2), Charging, Illegal Stiff Arm (from the spot and down counts).

6.4- 15 yard Penalties: Personal Fouls, Cursing, Unnecessary Roughness, Roughing. Spectator Penalties.

6.5- Off setting Penalties = down over. Half the distance when yardage exceeds 50% to TD.

6.6- Multiple Fouls-only highest yardage scrimmage penalty is assessed. However, multiple “Personal Fouls” are tacked on together with scrimmage penalties regardless of amount.

6.7-Game Suspension-Cursing, Shoving, Threatening, acquiring 2 personal fouls. Coach must escort any ejected player off the premises or face more penalties.

6.8-Other Suspensions-Touching an official. Fighting and multiple past minor Offenses can lead to being banned from the league for life. One Punch=One Season

6.9- Team Fights: Once a player leaves the sideline that team receives a forfeit. If the other team also leaves the sideline it’s a double forfeit. Any team that gets into a fight may be kicked out of the league.

6.10- If a team surrounds or threatens a referee just once, that team is out of the league.

6.11- INTENTIONAL MULTIPLE OFF-SIDES PENALTIES: Inside of 2 minutes, a team that is willing to go off-sides to bring the opposing team down to the 15 (red zone), so they can no longer do run plays can do so. However, if the clock is not stopped then the offense can, use the game-clock on each play, rather than just walking the ball to the 20 yard line. The clock does not stop on an off-sides penalty inside the two-minute warning.

Furthermore, for every first down that the defense gives the offense while taking an offside with the clock stopped inside of 2 minutes there will be a 30 second game clock run off.

During normal running time, intentional multiple penalties can be determined as unsportsmanlike conduct if they are manipulating the rules to gain an advantage.

Example: Team A scores and gets into position to tie or win the game with 1:50 seconds left. Team A wishes to put team B on their own 15 yard line into a pass only situation. The new game time will be .50 seconds. Team B 1st & goal pass only. (Team B can take a knee or multiple knees depending on Team A time out situation.

6.12-A defender is entitled to grab the QB’s flag belt. The defender is allowed to put his hands up to block the pass but if he hits the QB’s arm at any point (even on the follow through), it is a penalty (Roughing the Passer). QB’s that use this rule to “flop” can be penalized (Unsportsmanlike).

 

7. PROTESTS: If a rule misinterpretation directly affects the outcome of a game, a protest may be filed in the following manner: Coach informs Head Referee immediately of the Protest. Once a play is run, no protests pertaining to a prior play will be accepted. The Head Referee will contact whomever is on duty (League Head Referees) by phone for an on the spot decision. If no decision is rendered or there is a communication breakdown the Head Referee at the field will note all the specifics at the time of the protest. Time in game, score, yardage, possession, down, # of timeouts, etc. The Head Referee will notify the league via e-mail when he reports the scores for the day. Upheld protests – the game will be resumed from time/score/yardage etc. at time of protest. Remember, a judgment call cannot be protested – only a rule interpretation. No video will be viewed. All decisions are final and not subject to appeal. If you are protesting a teams roster you must do so at the coin-toss. If you protest a roster, all players on both teams must provide ID to the referee (rule 5). The player(s) in question will be noted on the sign in sheet and the game will be played. If after the game, the protesting team wants to go forward with a roster challenge, they must pay a separate referee fee online by the end of the day (contact league admin for payment details). Upheld roster protests will result in a forfeit by the offending team and the player is subject to a suspension for the next season(s).  If a player comes late that the opposition wants to protest, they have to notify the head referee immediately. The game (and clock) will be stopped for protest protocol and will continue when completed.

Amended 2/18

 


Complete rules are given out to all that register. The rules of the Long Island Flag Football League were copyrighted in ©1990 and are the property of LIFFL, Inc. Any copy or transmission of these rules without the permission of LIFFL, Inc. is prohibited.

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