Program

Flag Football

Flag football provides a safe, fun gameplay for kids of all ages and experience levels.

This non-contact program is a perfect way for kids and teens to learn foundational football skills, get active, meet new friends, and have fun! All with a special emphasis on safety.

Spring 2023

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Volunteer

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Locations

Schedule

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February 2024

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Download the Cinch. App

Download the Cinch. mobile app to stay up to date with Apollo Flag Football.  Find your roster, schedule, contact information, directions, and more directly in the app.

Rules & Regulations

Defensive Penalties

  • Offside – 5 yards and replay down
  • Illegal Rush – 5 yards and replay down
  • Illegal Contact w/ QB – 10 yards and automatic first down
  • Interference – spot of foul and automatic first down
  • Illegal Flag Pull – 5 yards from the end of the play and an automatic first down
  • Last-Man Rule – Touchdown (2 points for returned conversion)
    • In the event that the defensive player commits a flagrant penalty and there are no other defensive players between the offensive player and the end-zone, the referee has the discretion to credit the offensive player with a touchdown (or extra point conversion).
    • In the event that the defensive team intercepts an extra-point conversion attempt, and the defensive player is flagrantly fouled by the (original) offensive player, two points shall be credited to the (original) defensive team.

Blacoking/Screening

  • Screening can only occur with hands behind a player’s back or protecting themselves in the front, in lateral movements at the line of scrimmage and/or creating a pocket for the QB without initiating contact with the rusher; and the offense can only have a maximum of 2 players screening on the line.
  • Downfield blocking is permitted but ONLY in a ‘basketball style’ screen.  Players cannot use their arm or body, but are permitted to stand in between the runner and defender.  The player cannot run between the runner and defender.

Starting the Game

  • A central time keeper will be designated. All games will begin and end on this persons instructions. He will also announce the time remaining at the 10, 5, and 2 minute mark only
  • Visitors will have first possession and wear white (Tournament Play)The Home team will have first possession  of the 2nd half and wear a dark color.  (one jersey is fine for League Play)
  • No team will be allowed to participate without shirts or jerseys.
  • It’s preferable if teams have 2 Jerseys but not mandated (white/dark jersey, t-shirt, etc / Tournament)
  • Dry Fit T-shirts, Under Armour, or basketball type sleeveless shirts are preferred choice of team jersey.
  • Ball is always placed on the right hash mark when at the 40 yard line.

Passing

  • Shovel passes are behind the line of scrimmage.
  • Interceptions may be returned for touchdowns

Running Plays

  • There is no limit to the number of handoffs made behind the line of scrimmage.
  • Players must be lined up on or behind the line of scrimmage.
  • Laterals and pitches are acceptable.
  • The “No Run Zone” is designated to avoid short yardage power running. It is located five yards before all first downs and five yards before the end zone.
  • A player who takes a handoff behind or beside the quarterback can throw the ball as long as he does not pass the line of scrimmage.
  • There is no diving (or flipping) when running with the ball.

Game Clock Format

  • Each game is played in two 20-minute halves. A running clock format is used except for the final two minutes of each half.
  • The clock will stop on out-of-bounds, first downs, change of possession, extra points and incomplete passes in the final two minutes of the half.
  • Each team receives two, 60-second time outs per half. (No carry over)
  • Mercy Rule- If a team is up by 20 points with 2-minutes to go in the game, the clock will run.

Scoring

  • Touchdowns = 6 points
  • Safety = 2 points
  • Extra Points = 5 yards out = 1 point; 12 yards out = 2 points

Moving the Ball

  • Offensive Plays Must be forward passes
  • Field is marked at 15 yard intervals with cones with 1st downs at the 25 yard line and 10 yard line. Each zone will be 3 downs (no 4th downs in 7on7)
  • Possession always begins at the 40 yard line at the right hash mark. Hash mark placement of the ball must be enforced by officials, in accordance with NCAA rules, once the ball has been advanced. Offensive Coach may be in huddle in JV & Below. No Coaches on the field in HS Varsity
  • No penalty will be assessed in excess of the 40 yd line. On an unsuccessful or successful offensive play from the 40 yard line resulting in an offensive penalty: The ball will be returned to the 40 yard line and 1st down will become 2nd down; 2nd down will become 3rd down; and 3rd down will result in a turnover.
  • Offenses always move in the same direction
  • All passes must be forward. A pass caught behind the line of scrimmage must be a forward pass
  •  No flea flickers or double passes or laterals at any time

Receiving

  • All players are eligible to receive passes (including the QB if the ball has been handed off behind the line of scrimmage).
  • Player must have at least one foot in-bounds when making a catch.
  • If a player tips a ball and then catches the pass, having their flag pulled before the catch and after the ball was tipped, they are down at the spot of the catch.
  • Bump and run coverage is ALLOWED within 3 yards of the line of scrimmage.
  • Defenders guarding the center must not make contact with the center until he has risen up and begins to move forward.
  • All defenders must be lined up one yard off of the line of scrimmage until the ball is snapped.
  • A player who starts a play without a flag is ineligible and cannot make a play on the ball (penalty is a loss of down).

Rushing the Quarterback

  • ANY player may rush the quarterback, but they must be lined up 5 yards off of the line of scrimmage.
  • Rushers must go for the quarterback’s flags. Rushers may attempt to block the pass but it is a penalty to initiate contact with the QB’s arm even if the ball is deflected.
  • A rusher initiating contact with the ball while it is still in the quarterback’s hand in an attempt to block a pass will be penalized for illegal contact.

Dead Balls

  • Play is ruled over when/where the ball is spotted.
  • When the ball hits the ground: this includes a bad snap, at the spot of a fumble (no fumble recoveries allowed), when the ball carrier loses his flag (pulled off or falls off).
  • Note: If the receiver catches a ball and he has lost his flag already, it goes as a completed pass, and he is one-hand touch from that moment. If the flag is pulled by an opponent prior to the reception (Illegal Flag Pull) he may advance the ball and the defense must touch him with one-hand. If a player’s flags have been pulled prior to the catch (Illegal Flag Pull) by the defense, penalty is five yards from the end of the play plus automatic first down.
  • When the ball carrier’s knee hits the ground the play is ruled dead. Players CAN put their hand down to keep balance, but not to block a flag pull.  If the ball touches the ground the play is ruled dead.
  • When the ball carrier steps out of bounds the ball is ruled dead.

Offensive Penalties

  • Illegal Motion – 5 yards and replay down
  • Illegal Forward Pass (Play is not dead) – 5 yards from spot and loss of down
  • Flag Guarding/Stiff Arming – 5 yards from spot and loss of down
  • Illegal Contact w/ rusher – 5 yards and loss of down
  • Offside – 5 yards and replay down
  • Illegal diving (or flipping) – down at the spot
  • Pass Interference – 10 yards and replay the down
  • Delay of Game – 5 yards and replay down
  • Running in a no-run zone – Loss of down

Tie Breaker/OT

  • Team that has ball at end of Regulation has the ball first in OT. Teams will alternate 3 down series from the 10 yard line. If you score a TD in OT you will then declare going for 1pt conversion from the 3 yard line or 2 pt conversion from the 10 yard line.  (please keep in mind if you throw a Interception during the series it is 3 pts for the opponent and the game is over. If you throw a interception on a 1pt or 2 pt conversion that is a dead ball. Please know the difference)
  • A winner is determined when one team scores during its possession and the other does not.
  • If a second overtime period is necessary the team that was on Defense at the end of regulation will go first.  Each team will get one play each from the 40 yard line. Longest gain is declared the Winner
  • There is no OT in Pool Play Games or League Play Games

Time

  • 30 min games
  • No time outs. (Exception: Injuries. Both games on the Field will halt until player(s) can be removed as soon as safety dictates).
  • 90 second half-time/5 minutes between games (Summer Tournaments only)
  • 7 on 7 tournaments require that all games start/end at the same time.
  • Teams must be on site and ready to play when scheduled.
  • If a team(s) is late and cannot start when the tournament officially starts, they will begin play with whatever time is left on the tournament clock – not to exceed 10 minutes of 1st half.
  • Forfeit will occur after 10 minutes of the 1st half.
  • Injury time outs may reduce the amount of time between halves and/or between games to maintain the game schedules.

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