
6v6 APEX CONTACT RULES
DON’T MAKE MISTAKES
ADULT 6V6 CONTACT RULES
The following 6v6 contact flag football rules for men and women are APEX Flag approved.
Read through the General Rules first, as they apply to every style we offer, then also make sure and check out the style-specific rules below that are unique to this format.
RULE 1: OVERVIEW
SECTION 1. THE FIELD
Article 1. Standard dimensions of the field are 60 yards long by 30 yards wide with 10 -yard endzones. Approved field sizes may fluctuate from 53-64 yards long, or 23-30 yards wide when necessary. Endzones should not be shorter than 5 yards.
SECTION 2. THE GAME
Article 1. Game time and matchups are scheduled 3 days in advance by Apex Flag's director. Teams will have a 15-minute grace period after their scheduled game time to have enough players to begin the game. After 15 minutes, the team unprepared to start will forfeit their game, resulting in a 6-0 loss. Guaranteed schedule blocks in scenarios where fields may be behind are the only exception, where teams will be given reasonable time to get to their next games at the discretion of the Apex Flag directors.
Article 2. Minimum 4 players to start a game. May only have up to 6 players on the field at any one time.
Article 3. A coin toss determines 1st possession. The team that wins the coin toss can elect to have offense, defense, or defer to the 2nd half. The winner of the coin toss will also choose which direction they want to start. The Choice in the 2nd half will be awarded to the team that did not have the choice for the 1st half.
Article 4. The offensive team takes possession of the ball at their 5-yard line and has three plays to cross mid-field. Once a team crosses mid-field, they have three plays to score. If the offensive team fails to cross midfield, the ball changes possession. If the offense does not score, the ball changes possession. All drives start from the 5-yard line except for an interception and a kickoff.
Article 5. Blocking is allowed.
SECTION 3. ATTIRE
Article 1. Teams also must have the same color shirts and have an alternative color (one dark color/one light color). They do not have to be official uniforms. If both teams are wearing the same color, there will be a coin toss, and the losing team will need to change into a different color. Failure to provide a secondary uniform or unwillingness to change will result in a forfeit.
SECTION 4. MERCY RULE (TOURNAMENT ONLY)
Article 1. No Mercy Rule during pool play games. If a team is up by 28 points or more during bracket play at any time, the game will be over.
RULE 2. CLOCK FORMAT
SECTION 1. REGULAR SEASON GAME CLOCK
Article 1. The game clock is 30 minutes long. Two 15-minute halves and a 3-minute halftime. Halftime may be void if both team captains agree.
Article 2. Each team has 3 30-second timeouts PER GAME. If a timeout is called after a TD, the clock will not run until the change of possession and the offense snaps the ball.
Article 3. The play clock is 25 seconds from the end of the previous play.
Article 4. The clock will run continuously during the 15 minutes of the first half unless a team timeout is used or play is stopped by an official (e.g., deal with an injury, challenge, referee conference, game management purposes, etc).
Article 5. The head official will give a verbal one-minute warning in each half.
Article 6. The clock will run during point-after-touchdown attempts (PATs) in the first half unless either team opts to use a team timeout.
Article 7. In the second half, the clock will run continuously for the first 14 minutes unless a team timeout or an official’s timeout is used.
Article 8. The one-minute warning will stop the clock in the second half if the score difference is 8 points or less.
Article 9. The head official will give a verbal one-minute warning as close as possible to the actual marks but will not interrupt a live play.
Article 10. At the one-minute warning, officials will use a ‘stop’ clock mechanism for the remainder of the contest. This includes out-of-bounds plays, incompletions, and change of possession.
SECTION 2. TOURNAMENT GAME CLOCK
Article 1. The tournament clock is 25 minutes long. Two 12-minute halves and a 1-minute halftime. Halftime may be void if both team captains agree.
Article 2. Each team has 3 30-second timeouts PER GAME. If a timeout is called after a TD, the clock will not run until the change of possession and the offense snaps their ball.
Article 3. The play clock is 25 seconds from the end of the previous play.
Article 4. The clock will run continuously during the 12 minutes of the first half unless a team timeout is used or play is stopped by an official (e.g., deal with an injury, challenge, referee conference, game management purposes, etc).
Article 5. The head official will give a verbal one-minute warning.
Article 6. The clock will run during point-after-touchdown attempts (PATs) in the first half unless either team opts to use a team timeout.
Article 7. In the second half, the clock will run continuously for the first 11 minutes unless a team timeout or an official’s timeout is used.
Article 8. The one-minute warning will stop the clock in the second half if the score difference is 8 points or less.
Article 9. The head official will give a verbal one-minute warning as close as possible to the actual marks but will not interrupt a live play.
Article 10. At the one-minute warning, officials will use a ‘stop’ clock mechanism for the remainder of the contest. This includes out-of-bounds plays, incompletions, and change of possession.
RULE 3. OFFENSE
SECTION 1. RUNNING
Article 1. All offensive players may run the ball at any time, except in the no-run zones, which are located 5 yards before midfield and 5 yards before the goal line, only in the direction that the offense is going.
Article 2. Teams may hand off (unlimited), pitch, or throw back in the backfield. UNLIMITED laterals or throwbacks behind the LOS are allowed for the player to remain eligible to pass.
Article 3. Pitching (backwards/laterally) is allowed downfield (unlimited). Handoffs are allowed forward or backward when behind the line of scrimmage, and only backward beyond the line of scrimmage. A handoff DOES NOT count as a lateral/throwback.
Article 4. A forward pass DOES have to cross the LOS to be a legal play.
Article 5. If the ball is placed on the “Back” of ANY player, the player MUST run the ball (no give and go to the QB on the back)
Article 6. The ball is spotted where the ball is at the time of the flag pull. The ball must break the plane of the midfield or the goal line to be considered a first down or touchdown.
Article 7. Only the center needs to be lined up on the LOS
SECTION 2. BLOCKING
Article 1. CONTACT IS ALLOWED: Open hand contact allowed between the shoulder and waist. Blocking in the back is not allowed.
Article 2. Players may block downfield. Blocking downfield is only allowed once the ball is completed downfield. Players may block downfield for all running plays or when the pass is behind the LOS, except when the LOS is established inside the no-run zone. Offensive players blocking downfield before the ball is thrown downfield will be assessed a pass interference penalty (5 yards from the LOS).
Article 3. Crackback Blocking and Blindside blocking is NOT allowed. A crack-back block is a blind-side block on a player by an opponent who starts downfield and then cuts back toward their own goal line to make contact. A blind-side block is engaging an opponent other than the runner who does not see the blocker approaching.
SECTION 3. PASSING
Article 1. There is a 5-second count to pass the ball if not rushed. Player the receives the ball at the snap may pitch the ball to void the 5-second pass count.
Article 2. There is no arm in motion; if the ball is in hand when the quarterback’s flag is pulled, then it will be ruled a sack.
Article 3. Interceptions may be returned.
Article 4. The rusher may not have any contact with the QB (no hitting the QB arm or knocking the ball out of the QB's hand).
Article 5. If ANY part of the player's body is behind the LOS, it is a legal pass
SECTION 4. RECEIVING
Article 1. All players are eligible to receive a pass, including the quarterback, if the ball has been pitched or handed off in the backfield.
Article 2. Players must have at least one foot in bounds when making a catch.
SECTION 5. FUMBLES
Article 1. There are no fumble recoveries. If a team fumbles the ball, the play is dead with a loss of down and the ball will be spotted where it first touched the ground.
RULE 4. DEFENSE
SECTION 1. RUSHING THE QUARTERBACK
Article 1. Players may rush from anywhere as long as any part of their body is not across the LOS.
Article 2. The Center is protected when snapping the ball. The Center cannot be touched until they pick up their head and take one step towards their pattern or assume a blocking position.
SECTION 2. PASS COVERAGE
Article 1. Defensive players can press the receiver at the line and up to 5 yards downfield. However, you cannot hold, trip, or grab the receiver.
Article 2. Pass interference normally occurs above the waist; entangled feet are not considered pass interference. Incidental contact is not considered pass interference.
Article 3. A player may “find” their opponent by reaching out and placing a hand on them as long as touching does not delay, impede, twist, or turn their opponent. This is not considered pass interference.
Article 4. A player may use their arms or hands to intentionally obstruct the receiver’s view (face guarding) of the ball without turning their own head to play the ball as long as noteworthy contact is not made with the receiver.
Article 5. If defensive pass interference occurs in the end zone, the ball will be placed on the one-yard line, automatic first down.
Article 6. Interceptions may be returned. Interceptions in the end zone that are not returned to the field of play will result in a touchback, and the ball will be spotted on the 5-yard line.
Article 7. Contact away from the direction of the pass is not considered pass interference but may be considered illegal contact.
Article 8. Whether a pass is catchable or uncatchable has no bearing on pass interference. The benefit of the doubt is given to the receiver. Examples of pass interference include:
· Shoving or pushing off to create separation.
· Playing through the back.
· Hook and turn: grabbing the torso and turning an opponent before the pass arrives.
· Arm bars, hooking, restricting, grabbing wrists, or turning a receiver.
· Blocking downfield before the ball has been touched, commonly seen through “pick plays”.
RULE 5. SCORING
SECTION 1. POINTS
· Touchdown: 6 points
· Point After Touchdown:
· (PAT) 1 point from the 5-yard line, run only (no-run zone in effect)
· 2 points from the 12-yard line, run or pass
· 3 points from the 20-yard line, run or pass
· Interceptions returned on PAT’s are worth 2 points
· Safety: 2 points
SECTION 2. POINT AFTER TOUCHDOWN (PAT)
Article 1. Following a touchdown, once the scoring team has informed an official of which point conversion choice they want to attempt, the decision cannot be changed unless the scoring team uses a team timeout.
Article 2. If a penalty occurs during an extra point attempt, the penalty will be assessed, but the extra point value remains the same.
Article 3. Decisions cannot be changed after a penalty. For example, if the offense attempts a 1-point PAT and is penalized five yards for a false start, they cannot change their mind and go for a 2-point PAT. They will still be attempting a 1-point try even if they call a timeout.
Article 4. Defensive unsportsmanlike conduct, personal fouls, or roughing penalties during a successful touchdown attempt will be assessed at half the distance to the goal during the PAT attempt (e.g., 2-point PAT attempts will be spotted at the 6-yard line, 1-point PAT attempts will be spotted at the 2.5-yard line). All other defensive penalties may be declined by the offense and the score will stand.
Article 5. Dead ball fouls committed by the offense that do not carry a loss-of-down penalty (false start) may result in penalty yardage assessed and the down replayed.
Article 6. Fouls by the offense during a successful PAT attempt that carry a loss-of-down penalty (flag guarding, illegal advancement, illegal forward pass, etc.) will result in the PAT being no good.
Article 7. Fouls committed by the offense in unsuccessful PAT attempts will be declined by the defense and the PAT will be “no good” and will not be replayed.
Article 8. Fouls by the defense during an unsuccessful PAT attempt will result in a retry after the options are administered.
Article 9. If the PAT-attempting team throws an interception and then commits a flagrant foul after the interception during the attempted return (physically contains the ball carrier; bear hugs, aggressively holds, tackles, etc. without making a clear, legal attempt to pull the ball carrier’s flag, the ball carrier will be awarded two points).
SECTION 3. OVERTIME EXTRA POINT SHOOT-OUT
Article 1. A coin flip determines first possession, 1 timeout per OT period
Article 2. Teams will go in reverse order if more then 1 OT is required
Article 3. Teams can elect to go for 1 or 2 points
Article 4. Winner will be determined once the value of the extra point exceeds the other team’s attempt.
RULE 6. KICKOFF
SECTION 1. OPTIONAL KICKOFF PLAY
Article 1. At the start of the first half, second half, and after the completion of a touchdown and ensuing PAT, the now-offensive team will have the option to select a kickoff or spot the ball at the offense's own 5-yard line. After the team makes their choice, they cannot change their selection without the use of a timeout.
Article 2. The Kickoff team (defense) will be made up of 5 players, and the receiving team (offense) will have 3 players.
Article 3. Kickoff will be thrown from the defense's own 5-yard line. The ball can be released between the endzone and the 5-yard line. A run-up is allowed but only within the five yards between the goal line and the 5-yard line.
Article 4. All regular play scoring and rules apply to the kickoff. If the receiving team gets a flag pulled in the endzone, it results in a safety for the defense.
Article 5. A touchback spot at the offense's own 5-yard line will be granted if the receiving team catches the ball in the endzone and the receiving player gives themselves up by taking a knee, fair catch, or letting the ball roll out the back of the endzone.
SECTION 2. ONSIDE KICK PLAY
Article 1. During the last 2 minutes of the second half, after a touchdown and ensuing PAT, the scoring team can elect to run an onside kick play.
Article 2. The onside kick will begin with the ball placed at the offensive team's own 5-yard line, and they have one (1) untimed down to get a first down, 25 yards to the 30-yard line.
Article 3. If the scoring team fails to convert a first down, the play results in a turnover, and the offensive team takes over possession starting at their own 25-yard line with 3 downs to get a first down and 3 downs to score.
Article 4. All regular play scoring and rules apply during onside kicks.
RULE 7. PENALTIES
Article 1. Penalty yardage will follow the penalty assessment chart.
Penalty
Yardage
Penalty Assessment
Result
Flag Guarding
5
Spot of foul
Loss of down
Illegal Advancement
5
Spot of foul
Loss of down
Illegal Forward Pass
5
Previous spot
Loss of down
Offensive Pass Interference
5
Previous spot
Loss of down
Defensive Pass Interference
10 or spot foul
10 from Previous spot or spot foul (whichever the offense chooses)
Automatic 1st down
Personal Foul/Unnecessary Roughness
15
End of the play or previous spot
By the Offense: Loss of down
By the Defense: Automatic 1st down
Unsportsmanlike Conduct
15
End of the play or previous spot
By the Offense: Loss of down
By the Defense: Automatic 1st down
Roughing the Passer
10
Previous spot
Automatic 1st down
Delay of Game
5
Dead ball – Previous spot
Replay down
False Start
5
Dead ball – Previous spot
Replay down
Offsides
5
Previous spot
Replay down
Encroachment
5
Dead ball – Previous spot
Automatic 1st down
Cool Down Period
0
No foul
Player must sit out 5 plays
Illegal Shift or Illegal Motion
5
Previous spot
Loss of Down
Stripping or Attempted Stripping
5
Spot of the foul
Automatic 1st down
Illegal Contact
5
Previous spot or spot of the foul
By the Offense: Loss of down
By the Defense: Automatic 1st down
Early Flag Pull
5
Previous spot
Automatic 1st down
Illegal Participation
5
Previous spot
By the Offense: Loss of down
By the Defense: Automatic 1st down
Illegal Blocking
5
Spot foul or from previous spot if behind LOS
Loss of down
Holding
5
Spot foul OR from previous spot if behind LOS
By the Offense: Loss of down
By the Defense: Automatic 1st down
Charging
5
Spot of the foul
Loss of down
Last Man Rule
15 or TD
Spot of the foul
Automatic 1st down or TD if inside the 5 yard line