DCGFFL Rules Of Play

The DC Gay Flag Football League follows the most recently adopted Gay Bowl rules, as written by the National Gay Flag Football League (the rules can be accessed here).

A summary of the DCGFFL rules is provided below.

Please contact the DCGFFL Board of Directors with any questions or clarifications.

General Rules Of Play Overview

Each game is played in two 30 minute halves with a 5 minute break at halftime (unless otherwise agreed to by the opposing captains). The game clock runs continuously until the final two minutes of each half, unless stopped by a timeout.

During the last two minutes of each half, the game clock will run according to high school football rules. For the following scenarios, the clock is stopped and will not restart until the next legal snap of a timed down: player’s timeouts, incomplete passes, changes of possession, scoring plays, and after a play ends out of bounds. In the event of offical timeouts and first downs, the game clock is stopped and it is restarted once the ball is spotted and the ready for play signal is given by the referee.

Each team gets 4 timeouts per non-overtime game and can use up to 3 in a single half.

Offense

  • A first down is awarded after ten yards, unless modified by penalties.

  • There are no fumbles – the ball is dead when it touches the ground

  • Ball must be on the ground for a snap.

  • Only one running play (including a QB scramble across the line of scrimmage) per possession.

  • QB is across the line of scrimmage (and therefore cannot make a legal forward pass) if either foot is across the line. If the QB’s entire body is across the line but the feet are behind it, the forward pass is legal. If the QB is doing the splits and only his foot is across the line, it’s still illegal. It only takes 1 foot across the line to be illegal.

  • Every offensive player must be set for one full second before the snap. After being set, a player is allowed to go in motion. If multiple players are in motion, every player needs to re-set.
  • Only one player may be in motion parallel to the line of scrimmage at the time of the snap.

  • There is no penalty for intentional grounding by the QB.

  • No flag guarding is allowed, including stiff-arming, lower your head or shoulder when running with the ball, running with your hands below your waist, or hurdling to avoid being de-flagged. Spinning and lateral jukes (where the flags do not change height) are allowed.

  • No charging into an opponent – a ball carrier must go around a stationary player.

  • Teammates cannot push or pull a runner with the ball.

  • Receiver needs to get one foot in bounds with possession of ball for a legal catch.

  • Downfield blocking is allowed after a receiver makes a catch or a runner has crossed the line of scrimmage. Regular blocking rules (described below) apply. Note: 2 on 1 blocking is only allowed in the neutral zone and behind it.

  • Individual and/or group TD celebrations are permitted after scoring a touchdown or extra point. Celebrations must not be directed towards an opposing team or player. Celebrations must not be crude or sexually explicit. There will be no additional time provided for TD celebrations, so any delay of game penalty incurred due to a celebration will be enforced.

Blocking

  • A blocker is allowed to contact only that portion of the opponent’s body between the waist and shoulders and the blocker’s hands or forearms must be in front or to the side of the player being blocked.

  • In any block, the hands or arms may not be swinging forward faster than the blocker’s body. Players must block with hands and elbows within the frame of their body.

Defense

  • When rushing as a defender, you must be beyond the neutral zone which extends to 5 yards from the line of scrimmage. When the ball is hiked you can immediately rush from this position. There is no limit to the number of people who can rush from this position.

  • A pass rusher must avoid charging into a blocker. When encountering a blocker, a pass rusher must (a) stop prior to making contact with the blocker or (b) clearly change direction in an effort to move around the blocker.

  • If a pass rusher makes an effort to move around the blocker and the blocker moves into the path of the pass rusher, there is no charging.

  • Rushing Exception: You CAN rush from the line of scrimmage (not 5 yards deep) once a rusher who has lined up 5 yards back has crossed the line of scrimmage. For example: If you line up on the line of scrimmage you must wait until one of the rushers who lined up 5 yards off the line of scrimmage crosses the line before you can rush in. Rush restrictions end once a QB passes the football.

  • “Tackling” – Only way to “tackle” a ball-carrier is to remove their flag. A defender can’t push the player out of bounds or try to knock the player down. A defender is not allowed to obstruct the forward progress of a ball-carrier.

  • Defenders are allowed to contact receivers within 5 yards of the line of scrimmage. Blocking rules apply here as well. Defenders cannot have contact with the receiver (other than incidental) beyond 5 yards. When defending a pass, defenders must make a play on the ball only.

Kicking

  • No player can move until the ball is kicked. Receiving team must have at least 4 players between their 30 yard line and midfield. At least 4 receivers must remain in this area until the ball is kicked.

  • Punts – Fourth down punts have to be announced (teams can quick-kick on any other down). For announced punts all teammates of the kicker must be within 1 yard of the line of scrimmage. Kicker must be 5 yards from the line when they receive the snap.

  • Receiving team must have 4 players within one yard beyond the line of scrimmage until after the ball is kicked. No receiver can cross or move off the line of scrimmage until after the ball is kicked

Points

  • Touchdowns are 6 points.

  • Following a touchdown, an extra point can be made by converting a play from the 5 yard line or two extra points can be made by converting from the 10. Running is allowed on all extra point tries.

  • A team may change their decision on a 1-or 2-point try after using a team timeout.

  • If a team intercepts a pass or fumble during the try and returns it for a touchdown, the team scores 2 points.

  • During a try, after a change of possession, if a foul occurs that directly affects the runner (holding, personal foul, tripping), then the runner’s team shall be awarded an attempt to try for 2 points from the 10 yard line.

  • During a try, after a change of possession, if there’s a foul that does not affect the runner, the penalty is assessed from the succeeding spot (the 15 yard line on the start of the next possession).

Highlighted Rule Clarifications

  • A player is not penalized for participating in a down without a flag belt. If a player is not wearing a flag belt at the snap, the ball becomes dead immediately if that player possesses the ball. If a player’s belt falls off during a play, a 1-hand touch is required to end the down.

  • Towels may be worn by the center only and must not interfere with the positioning of his / her flags.

  • If an illegal forward pass (ie, the QB throws the ball after crossing the line of scrimmage) occurs within 1 yard of the line of scrimmage, the penalty is 5 yards and a loss of down – in this case, the QB will retain his run. However, if an illegal forward pass clearly occurs beyond 1 yard from the line of scrimmage, the same penalty applies AND the QB loses his run for that possession.

  • An errant snap that touches the ground is spotted at the previous spot and the down counts. In essence, it is treated as an incomplete pass.

  • A fumbled ball is dead once the ball touches the ground. If the ball is fumbled backwards, it is spotted where the ball touches the ground. If the ball is fumbled forward, it is spotted where the ball carrier lost possession. NOTE: an incomplete backwards pass is treated as a fumble and spotted where the ball touches the ground.

  • To ensure the game flows properly, after the score is announced by a referee, teams will have 15 seconds to choose between a one or a two point try. If the QB or captain has not stated the team’s choice, the head referee will set the pucks for a 1 point try and start the play clock. If the offense wishes to change after the pucks are set, they must use a time out.

  • If a celebration violates the provisions described (directed at an opponent, crude, or sexually explicit), that is a 10 yard unsportsmanlike conduct penalty which the defense can choose to enforce on the extra point OR on the ensuing possession.

Suspensions and Personal Fouls

If, in the judgment of the head referee, the conduct of a player violates the DCGFFL code of conduct and/or threatens the safety of a player or of the community, a head referee may enforce a suspension.

LEVELS OF ENFORCEMENT

Suspensions may vary based on the severity of the offense. Prior to issuing a suspension, the head referee may punish minor or initial offenses with a warning to the offending player and their captain or a personal foul penalty, as appropriate.

More serious or subsequent offenses may receive in-game suspensions not to exceed eight (8) plays. The most serious offenses—including any extracurricular offense that threatens the physical safety of a player or the community—may warrant an ejection and a formal suspension.

Personal fouls that are determined, in the judgment of the head referee, to have been committed in bad faith, intentionally, or with the intent to harm or malign another member of the community, or that otherwise represent a serious violation of the DCGFFL code of conduct, shall merit suspension. Conduct that merits ejection from competition automatically earns a formal suspension, or a suspension for at least one full half of competition.

When possible and appropriate, the head referee should begin with the lowest possible suspension appropriate for the offending behavior. For example, it may be appropriate for a head referee to issue a warning to the offending player and their captain, and then proceed to an in-game suspension before resorting to a formal suspension.

DETERMINING FORMAL SUSPENSIONS

The default duration for a formal suspension shall be one complete half of a game.

With suspensions for fouls that occur in the first half of a game, the offending player shall be disqualified in the first half and deemed suspended for the second half of the game; this player would be eligible to play in the following game.

With suspensions for fouls that occur in the second half of a game, the offending player shall be suspended for the first half of the next game for which the player is present.

Additional suspension: Under extraordinary circumstances, in which the head referee, opposing captain, and Director of Players unanimously agree that additional suspension is merited, all parties must submit to the Board a written justification for additional suspension no later than the first Tuesday following the game.

Determination of additional suspension: Consistent with precedent, Members of the Board may conduct an investigation and vote on what, if any, additional suspension should be enforced. A majority vote is required.

Recusals: No Board Member shall vote on an additional suspension if: (a) if the offending player is a member of the Board Member’s team; (b) the Board Member’s team will be playing the offending player in a game covered by a suspension; (c) the Board Member has a familial or romantic relationship with the offending player; (d) a Board Member determines that they cannot be impartial in the decision; or (e) the Board determines, by two-thirds vote, that a particular Board Member shall not participate in the vote.

Further action: The Board reserves the right to investigate and pursue further action.

The Director of Players shall communicate any discipline enforcement and/or discipline decisions made by the Board.

PROGRESSIVE CONDUCT SUSPENSIONS

Any player who accrues multiple personal fouls for unsportsmanlike conduct in one game may receive a formal suspension and be ejected for the remainder of the game and, if the final penalty occurs in the second half, will be suspended automatically for the first half of the following game that they would otherwise play. Any player who accrues three (3) or more personal fouls over the course of one (1) season will be formally warned by the Director of Players that any additional personal fouls will result in a formal suspension of one complete game.

Policies - Play Every Play (PEP) Requirement

During the regular season, captains are required to play every eligible and uninjured player for one drive in each half of a game, which can be on either offense or defense. Kickoffs do not count for purposes of fulfilling the PEP requirement.

The DCGFFL Board reserves the right to review repeated infractions of this requirement by a captain and assign disciplinary action.

Policies - Player Playoffs Eligibility

Players are required to play at least half (rounded up), or four (4) weeks, of their available games in a season in order to be eligible to play during the playoffs. Those starting at the beginning of the season need to play five (5) of the nine (9) season games, but those who join during the supplemental draft after Week 3 only need to meet half of their team’s remaining games (e.g. if the team has 5 remaining games, the player only needs to attend 3). Injury is the only exception to the game attendance requirement.

Policies - Playoffs Seeding

The Board will use the following methodology to determine playoffs seeding. This methodology is how the NGFFL seeds teams for Gay Bowl. The working modus is that win-loss ratios should be the deciding factor in determining rankings. Point spreads are only used if all sub-group analyses do not provide a winner:

1) Overall Win-Loss Record: Within each conference, teams will be ranked highest to lowest according to most wins. Any cross-conference games played will count toward the overall record used for seeding.

2) Ties: If two or more teams are tied with the same overall win-loss record, then ties will be broken using the following process:

a) Head-to-Head Record between Two Teams - If two teams are tied with the same overall win-loss record, then the head-to-head record in the direct matchup will be used to determine the higher ranked team.

b) Conference Record - If three or more teams are tied with the same overall win-loss record, then teams will be ranked highest to lowest according to most wins within the conference.

c) Record amongst a Tied Group - If two or more teams are tied with the same conference record, then teams will be ranked highest to lowest according to most wins within the tied group.

In the event that two teams are tied with the same conference record, the head-to-head record in the direct matchup will be used to determine the higher ranked team.

In the event that three or more teams are tied with the same conference record, then teams will be ranked highest to lowest according to most wins within the tied sub-group. Sub-groups are analyzed as necessary.

d) If teams are still tied after considering applicable sub-groups, then ranking is determined by the point differential within the sub group. If point differentials are the same, then expand to overall point differential. If still tied, then the tie is decided by a coin flip. The maximum point spread for any single game is ±36.

Policies - Playoffs Scheduling

The DCGFFL uses a cross-conference bracket.

1) Odd Seeds from one conference will be on one side of the bracket while Even Seeds are on the other side of the bracket. Except for #1 & #2 seeds, Odd Seeds of each conference will initially play Even Seeds from the other conference. Seeds #1 & #2 will play the winner of the Round 1 games.

2) Scheduling: The second round of games may be played at 9:30 a.m., or 10:45 a.m.

  • The highest ranked #1 seed (W-L ratio, then total point differential) is given the first preference, followed by the #1 seed of the opposite conference. Preference is then give to the highest ranked #2 seed and so on until the schedule is set.
  • Teams may not have more than one back-to-back game.
  • Teams may not have more than one time period break in between games.
  • Captains are given the following options, which may determine the time of their game, their possible following game, or the prior game. Captains may only choose one option.

i) Do you want to play as late as possible? ii) Do you want your potential opponent to play as early as possible? iii) Do you want to play back-to-back games, assuming you win? iv) Do you want your opponent to play back to back? v) Do you want a break between your games, assuming you win? vi) Do you want your opponents to have a break between their games?

3) Quarterfinals, Scheduling: The third round of games will be played at 10:45 a.m., or 12:30 p.m. Timing may be determined by the timing of the Round 2 games.

4) Championship Weekend: Semifinals and Finals are on the final weekend of playoffs.

Football Size Requirements

During an Open Division game, if a dual division player—meaning a player who is simultaneously enrolled in both the Open and Women’s+ Divisions—plays at quarterback, the team captain may approach the head referee and request to replace the football that meets the requirements of NGFFL Rule 3.1.2.2 with a football that meets the requirements of NGFFL Rule 3.1.2.4. The referee shall make an announcement to both teams upon granting the captain’s request. At any time and at the discretion of the head referee, if granting this request is continually leading to a throwing advantage for a non-dual division player, the head ref may reject or revoke the captain’s request.