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Turkey Bowl 2017 Rules and Regulations

Turkey Bowl 2017 5v5 Co-ed Flag Football (Grass) Rules and Regulations

Savannah Sport and Social General Guidelines

1. Meet.  Play.  Give.  

2. The aforementioned is the end goal of Savannah Sport and Social.  We will strive to create and maintain a safe, fun, friendly, and competitive environment for all involved.  

3. Many - if not all - of our events, tournaments, and leagues will have a competitive component.  It is the expectation of Savannah Sport and Social that all involved - including spectators - will treat one another with courtesy and respect.

4. Any untoward or unsportsmanlike behavior - by anyone involved - will not be tolerated, and will be dealt with by Savannah Sport and Social in an appropriate manner.

Registration and Rosters

1. All participants of the Savannah Sport and Social Turkey Bowl 2017 will have electronically acknowledged a general liability waiver.  Acknowledgment of said waiver constitutes acceptance and signature.

2. Each team shall play with five players on the field at one time (three male/two female).  The minimum required is four players (featuring at least one female).  Rosters can consist of more than five players in total.  Female players can play in place of male players, but not vice versa.

3. No unregistered guest players will be permitted during the Savannah Sport and Social Turkey Bowl 2017, given the registration and team selection format.

4. We will register players for this event whom have not had the opportunity to register via the official tournament registration platform.  Those players will still be required to donate in accordance with the tournament guidelines, and complete a tournament registration.

Team Captain

1. Each team will designate a team captain following the formation and naming of the team.

2. The team captain will attend the coin toss at the beginning of each game, and is the only person on the team permitted to speak to officials during the course of any given game.

3. The team captain shall serve as the liaison between their team and Savannah Sport and Social.

Team Name(s)

1. Team names will be selected at random prior to the start of the first game of the tournament, following player selection.

2. The team name selected will be the team name used throughout the tournament.

Team Selection

1. Teams will be selected at random prior to the start of the tourney using a numbered chip system.

2. Male and female players will be selected separately, and then combined to form complete teams.


1. Shorts and/or pants must be worn that are not red/yellow (as these are the colors of the flags used, and may give an unfair advantage).  Any shorts/pants with pockets must have pockets completely pulled out. 

2. Shorts/pants should not have pockets, belt loops, etc., so as to reduce the possibility of injury.

3. Closed-toe shoes must be worn.  Sneakers and cleats are suggested/recommended.  No metal cleats or spikes are permitted.

4. Team jerseys or uniforms are not going to be viable given the tournament format.  Pinnies will be provided by Savannah Sport and Social.

5. All shirts must be tucked in so as to avoid protection from a flag pull.

6. Flags will be provided by Savannah Sport and Social.  Unless approved, only Savannah Sport and Social provided flags may be worn.

7. Savannah Sport and Social will provide a game ball for each field.  Players/teams can provide their own ball provided it is size appropriate and approved by Savannah Sport and Social.  Concerning size, junior footballs are not permitted - youth footballs and larger are acceptable.

8. No glasses should be worn while playing unless they are prescription glasses/sunglasses.  

9. Any hats worn should be soft (sans hard bill).

Playing Field

1. Fields will be 40 yards long and 53 1/3 yards wide, not including end zones 10 yards deep.  

2. Play will begin at the 40-yard line, and move towards the attacking end zone.

3. In the event of an interception and/or fumble recovery, the ball may be returned by the recovering team, across the 40-yard line, resulting in a score.  The ensuing extra point attempt will be made moving towards the attacking end zone.

4. Down markers will be placed in accordance with the progress of the offensive team.

5. Post scoring drive possession begins at the 10-yard marker.

6. No run zones are within five yards of the attacking end zone.


1. Savannah Sport and Social will source two referees for each game.  Referees will be sourced from tournament participants.

2. The line judge will position him/herself approximately at/near the first down marker, keeping track of the official score, and watch for rule/regulation infractions.

3. The back judge will keep track of time, the play clock, and also watch for rule/regulation infractions.

4. Both referees will be responsible for keeping track of down and score.

Game Policies

1. A pregame coin toss will determine which team gets the ball first, and which team defends which side of the field.  The second half will begin with the opposing team starting on offense, and both teams switching sides.

2. The game will consist of two (2), fifteen (15) minute halves.  A running clock will be employed, save the last two (2) minutes of each half (excluding timeouts and serious injury).

3. Each team will have two (2), one (1) minute timeouts per game.  Timeouts may be used at any time.

4. Time will be stopped if the same team commits back-to-back, pre-snap penalties - if their team is winning - and will restart on the snap.

5. If a team calls timeout after a touchdown, the clock will restart on the next possession - not on the extra point.

6. During the final two (2) minutes of the game, the referee will employ a "college clock," under the following circumstances:  incomplete pass, player going out of bounds, either team scores (the extra point is also untimed), timeout called, change of possession, and/or a penalty which must be marked off.

7. If the clock is stopped prior to a punt, the clock will restart upon the catch of a punt, or on the next snap.

8. Neither half can end with a defensive penalty.

9. The clock will stop for a two (2) minute warning in both halves.

10. A mercy rule will be activated at 27 points, at which point the clock will run continuously during the final two (2) minutes, but the game will be played in its entirety.

11. Each team is allowed thirty (30) seconds to snap the ball once the ball has been spotted.

12. A game is considered official when it reaches halftime.  If a game is terminated prior to halftime due to weather, then it will be replayed from the beginning when a restart is possible.

13. Tournament games cannot end in a tie.


1. In the event of a tie game, overtime rules will be employed until a winner is determined.

2. Touchdowns are worth six (6) points.  If a touchdown is made by a female, nine (9) points will be awarded.

3. One (1) and two (2) point conversions are available.  If extra point conversions are made by a female, two (2) or three (3) points will be awarded.  Extra point conversions are taken from either the five (5) yard line (for 1 or 2 point attempts), or the ten (10) yard line (for 2 or 3 point attempts).

4. Extra point conversions can be intercepted and returned for the requisite number of points eligible (1, 2, or 3, depending upon attempt and gender).

5. A safety will be awarded two (2) points and a change of possession will commence from the 40-yard line.


1. Safeties will be scored if 1)  a ball carrier is downed in their own end zone (not on a punt return), 2)  a ball carrier runs out of bounds in their own end zone, 3)  an offense snaps the ball into or out of their own end zone, or 4)  fumbles the ball in their own end zone.  

First Downs

1. Each team shall have four (4) plays/downs to either score or earn another first down.

2. First downs are received by rushing/receiving the ball past the next cone/first down marker.

3. If a touchdown or first down is not achieved, the ball transfers to the other team via punt (on fourth down) or turnover on downs (after four downs).


1. A punt must be declared, and a fake punt, may not be attempted.

2. All punts are free from a defensive rush, and therefore, unopposed.

3. The punting team is not required to snap the punt, and a dropped snap on a punt is not a fumble.

4. Punts must be kicked, and cannot be thrown.

5. Three (3) players from the receiving team must be on the line of scrimmage until the ball is kicked.

6. A punt cannot be blocked.

7. There will be no blocking at the line of scrimmage on a punt.

8. The kicking team may not cross the line of scrimmage until the ball is kicked.

9. A punt must be caught in the air or after one bounce in order to be returned.

10. If a punt bounces twice, the ball is dead at the spot of the second bounce, and play will commence from that point.

11. A punt that goes out of the end zone is a touchback, and the ball will be placed at the ten (10) yard line.

12. Momentum into the end zone when receiving a punt will not count as a safety.

Spotting Ball

1. The ball will be spotted where the ball carrierâ??s flag is pulled.

2. The ball must cross the plane of the goal line or first down marker in order to be awarded.

3. Receivers are only required to have one foot inbounds for a reception.

4. If a receiver - assuming a catch is made - is pushed out of bounds while in the air, he/she will be awarded the catch and a penalty.

5. A catch made on the line, is out of bounds, and will not be awarded.

6. If the ball hits the ground on a snap for either a pass or a running play, the play is deemed dead, and the ball is spotted where it touched the ground, and results in a loss of down.

7. If the ball is dropped, the defense has the option to take the spot either where the ball comes in contact with the ground, or where if left the ball carrier's hands.


1. A turnover can only occur with the interception of a pass. 

2. A fumble is not a turnover.  The ball will be considered dead at the point the ball comes in contact with the ground, the offense retains possession, and a loss of down results.


1. Substitutions may be made during a dead ball.  Players must be on/off the field before the ball is snapped for the subsequent play.

2. If a player enters a huddle on offense, another player must leave the huddle.  


1. The quarterback or throwing player has seven (7) seconds to attempt a pass or move the ball past the line of scrimmage (assuming no defensive rush), but cannot run unless rushed.

2. A backward pass or lateral that is dropped will be spotted where it lands, and the clock continues to run.


1. All players are eligible to receive passes, save for players behind the line of scrimmage, in the "no run zone."


1. Handoffs are not permitted.

2. Laterals are allowed.


1. The quarterback does not have to line up under center, or call a cadence.

2. The quarterback can only run if a)  rushed, or b) receives a lateral from one of his/her players.

Forward Progress

1. The forward progress of a ball is measured from the based on the farthest point of advancement of the ball - not the hips of the ball carrier.

Dead Ball(s)

1. The ball is dead when it comes in contact with the ground (save the first bounce on a punt).

2. If the ball is in the hands of a ball carrier, and the ball comes in contact with the ground. 

3. The play/ball is dead when the flag of the ball carrier is pulled.

4. Should the ball carrier's flag falls off, he/she may be downed by the touch of a defender below the neck, and the play/ball is dead.

5. If the ball carrier's knee touches the ground, the play/ball is dead.

6. If the ball carrier goes out of bounds, the play/ball is dead.


1. Fumbles can only be recovered if the ball has left the hand of a ball carrier; stripping the ball is not permitted.

Rushing the Quarterback/Crossing the Line of Scrimmage

1. Defensive rushers must be positioned seven (7) yards beyond the line of scrimmage when the ball is snapped.

2. Any number of defensive players may rush the quarterback.

3. An official will designate the seven (7) yard rushing mark.  

4. If the offense is in "hurry up," the offense must wait for markers to be set, and the official to say, "Line is set."

5. If a defensive rusher enters the seven (7) yard neutral zone before the snap, he/she must get back behind the seven (7) yard mark prior to the snap of the ball or he/she cannot rush the quarterback that down.  

6. A defensive rusher may attempt to pull the quarterback's flags, or block the pass.  He/she cannot hit a quarterback's arm/hand, as this is illegal contact.

7. A defensive rusher can be defended by an offensive player/line, via horizontal or vertical movement, but cannot use hands.

8. Once the ball has been pitched/lateraled, all defensive players are permitted to cross the line of scrimmage.

9. If the quarterback has not released the ball, only players behind the seven (7) yard rush marker may cross the line of scrimmage.


1. Players acting as offensive linemen must have their hands behind their backs or at their sides when protecting the quarterback from the opposing defensive linemen/rushers. 

2. There is to be no contact at or behind the line of scrimmage.

3. Again, offensive linemen may move to position their bodies at any given angle so as to attempt to direct the rushing defensemen away from their quarterback/play in progress.

4. Neither offensive linemen nor defensive linemen/rushers may physically place their hands on one another - regardless of gender.


1. Once any receiver/ball carrier touches a ball in play, a defender may pull the flag.

2. If the catch is made - but the receiver juggles the ball in the process - and the flag is pulled prior to the receiver gaining control, the ball is spotted at the point of the flag pull.

3. If a ball handling player begins a play without a complete set of flags, and receives the ball, he/she is down at the point of possession.  

4. If the aforementioned player takes possession of the ball in his/her own end zone, a safety is awarded.

5. If a ball carrier's flags fall off without being pulled by an opponent, he/she is not down, but may be downed by tagging below the neck.

6. Should a center snap the ball without a complete set of flags, he/she is down at the point of the snap.  


1. Offensive penalties are five (5) yards from the line of scrimmage, and loss of down.

2. Flag guarding is five (5) yards from the spot of the infraction, and loss of down.

3. On defensive pass interference, the offense is awarded a first down, and ten (10) yards.

4. During the final two (2) minutes, on an offensive penalty, the clock starts when the ball and officials are set.

5. No player may deliberately throw an opponent's flag away from said opponent in the last two (2) minutes of any game; doing so will result in clock stoppage, a five yard penalty, and a first down.

6. No player may hit or punch the ball from the hands of any ball carrier.

7. If an offensive player laterals the ball - and it falls incomplete - the defense determines where the ball is spotted.

Defensive Penalties

1. Offside.

2. Illegal flag pull which is a)  intentionally pulling flag prior to player touching ball, or b)  pulling a flag late (per referee judgment). 

3. Holding.

4. Pass interference.

5. Unsportsmanlike conduct.

Offensive Penalties

1. If more than one man is in motion, or there is forward motion prior to the snap of the ball, illegal motion will be called.

2. If the quarterback releases the ball beyond the line of scrimmage, an illegal pass will be called.

3. Interference will be called if there is holding, pushing off on a defender, a pick play is used, or any other illegal contact occurs.

4. Illegal contact can include:  blocking (with hands), holding, pick plays, and/or pushing a player out of bounds.

5. Offside or false start will be called if there is forward movement prior to the snap, or if a member of the offensive line lines up offside.

6. Moving screen penalty will be called if an offensive player runs along with a ball carrier in order to prevent the defense from attempting a flag pull.

7. If a ball carrier attempts to swipe away a defender's hand during a flag pull attempt, flag guarding will be called.

8. If a ball carrier pushes a defender away, stiff arming will be called.

9. Charging will be called if a defender is set and an offensive player attempts to run him/her over, or throws his/her hips into said defender.

10. Unsportsmanlike conduct.


1. Coin toss for possession/end zone at the beginning of the first overtime period, then following every two (2) overtime periods.

2. Both teams will receive equal possessions; no sudden death.

3. All extra point conversion options are available through two (2) overtime periods.

4. No tie games.

5. Interceptions may be returned for scores in accordance with regulation period scoring.

6. Beginning with the third overtime period, all extra point attempts will be for two (2), or three (3) points.

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