BCS 6v6 Single-Gender Flag Football Rules

 

Applicable to Men’s or Women’s Non-Coed Leagues

Summarized Explanation of BCS 6v6 Flag Football Rules

(BCS Rules have evolved to improve the game as well as the safety of players, through 15 years of playing the game and through our bi-annual Rules Committee Meetings. The following summarizes the more detailed points that appear further down.)

  • Each game consists of two 20-minute halves. Each team is allotted two 30-second time-outs in both the first and second half. Time-outs do not carry over.
  • The referee will count the rush for each down. (4-count for this format, and the rusher releases on “Go.”)
  • Each half will begin by spotting the ball on the 3-yard line, with no kick-off. Each team will have four downs to advance the ball to the next cone for a new set of downs or score a touchdown. Only the ball must cross the goal line to be considered a touchdown.
  • Each team consists of 6 players on the field and must have a minimum of 4 to avoid a forfeit. If you are wearing a shirt, it must be your team shirt or a shirt of similar team color. No baggy shorts or pockets are allowed for safety reasons.
  • All players on the field must be registered and/or have signed a waiver, checked in at the tent, and grabbed and put on a wristband before playing. Substitute players must be disclosed in the Captains’ huddle before the game begins AND have checked in at the registration tent to sign a waiver (this is the Captain’s responsibility to oversee).
  • Touchdowns scored are worth 6 points. 8 points from behind the blue cone.
  • Extra point: 3 points from the first orange cone, 2 points from the red cone, and 1 point from the 3-yard line.
  • Safety: 2 points.
  • The spot of the ball is where the ball is when the flag is pulled (not where the flag is when the flag is pulled).
  • Fumbles result in a dead ball. Any blocking, flag guarding, or diving by the person with possession of the ball will result in a penalty.
  • Youth, Junior, and Nerf footballs are not permitted to be used as game balls in Beach City Sports. Adult-size footballs only.
  • BCS is a zero-contact league.
  • We understand that not all contact can be avoided. However, intentional and/or egregious contact will not be tolerated.
  • Cussing at, or berating, the referees is not permitted and will not be tolerated.
  • Any rule discrepancies that cannot be decided on will revert back to NFL rules.

Drinking in public is illegal in California.

Drinking is strictly prohibited at the parks where BCS Football is held. Any player found drinking will be asked to leave any Beach City Sports permitted area. If a player refuses to leave, it may result in a forfeit of their game.

 

Full Explanation of Beach City Sports 6v6 Flag Football Rules

 

Team Roster, Team Composition & Substitutes

  • Players must be at least 18 years of age or older to play in any Beach City Sports league. Any team with an underage player will result in a forfeit.
  • All players must sign a waiver before being eligible to play, including substitutes. Registered players complete this requirement during the registration process.
  • All players are required to check in at the BCS tent during Week 1 and for Playoffs (with a photo ID). All substitutes must check in before they play.
  • The minimum number of players on a roster is 8 players.
  • Rosters will lock after Week 3 of the season. Teams will not be allowed to add players after Week 3, and players who have failed to pay the registration fee will be removed from the team roster.
  • Only rostered players are allowed to play during Playoffs. Exception: unless the team in question is unable to field a team of 6 rostered players and has properly requested and been approved for a non-rostered substitute from the BCS Office.
  • Each team consists of 6 players on the field. There is a minimum requirement of 4 players at the start of the game to avoid a forfeit.
  • Teams have until five minutes past the designated start time to field the minimum player requirement. 4 players minimum are required to avoid a forfeit.

 

Substitutes / Substitutions

  • During any game, if a team has at least 4 registered players from their roster, that team is not required to forfeit.
  • The League does not allow substitutions of non-rostered players in any game. However, Team Captains of the opposing team may override this rule during the regular season only.
  • If a team does allow subs that are non-rostered, the team needing subs may only have as many subs as will give them a total of 6 players.
  • If a team wins with the use of any unapproved substitute players, they may be required to forfeit up to two weeks after the game with proof of the unauthorized sub(s).
  • Any team caught breaking this rule will forfeit their Playoff game and could be subject to further disciplinary action.
  • The League will review any discretions related to this rule.
  • If a team has the minimum 9 players registered AND finds themselves unable to field 6 players for a Playoff game, the League will provide a replacement “sub” for that team’s Playoff game IF notified within 72 hours of their game. Please note: team rosters are always available for Team Captains to review at the Registration Tent.
  • In case of an injury to a player who cannot continue during the Playoffs, and a team has met the roster minimum requirements, they are able to have a substitute player sub in and finish the game with referee approval for that player.

 

Duties of a Team Captain

  • All teams are required to have at least 1 Captain. Teams are also encouraged to have Alternate Captains to serve in cases in which the Team Captain cannot attend a game.
  • Ensure that their team registration is paid in full and on time.
  • Ensure that all of their players have filled out the proper Beach City Sports waivers before ever setting foot on the field.
  • Ensure that all of their players have checked in at the tent and have grabbed and put on wristbands prior to the start of their game each week.
  • Team Captains are encouraged to bring a list of league rules to all games.
  • Ensure that all of their players fully understand and adhere to all league rules.
  • Ensure that only the Captain questions a call with the referee in a calm manner. Players other than the Team Captain who engage in arguing calls, unsportsmanlike conduct, whining, and/or being a general nuisance are subject to immediate ejection from the game.
  • It is the responsibility of the Captain to notify the BCS Office ahead of time if their team is unable to field the minimum number of players for their scheduled game and needs to forfeit.

 

Forfeits

If a team forfeits, a loss will be recorded for that scheduled game, with the final score being recorded as 20-0. Please plan ahead to avoid last-minute forfeits. For any questions or issues, captains can reach us at info@beachcitysports.com.

Forfeit fines will go into effect Spring 2026. Team Captains must notify the League by emailing info@beachcitysports.com at least 4 hours prior to the first scheduled league games for that day to avoid being levied a forfeit fine. Failure to email the League 4 hours before games will result in the Team Captain being fined $25, with the card on file.

 

Playing Field & Playing Equipment

  • The grass/turf football field is 60 yards x 30 yards. It is divided by midfield (Blue Cone), which represents a first down, with an orange cone on either half of the field that represents a first down as well, and a red cone near the end zone, which represents the red zone. Red cones DO NOT represent a first down.
  • Teams are required to wear jerseys or matching-color shirts. Shirts must be tucked in with your flags and belt completely visible and accessible. If you are wearing a shirt, it must be your team shirt or a shirt of similar team color.
  • Teams must bring their own football.
  • All players are required to wear flags (BCS flags will be provided, or players can bring their own pop flags — no screw tops). Each player must wear a flag belt with two flags attached. The flags should be a different color than the shorts/pants you are wearing and must hang on the players’ hips.
  • Baggy shorts and shorts with pockets are prohibited. Taping of shorts pockets is prohibited. Reversing pocketed shorts is also prohibited. NO EXCEPTIONS.
  • Metal spikes/cleats are not allowed at any time. Players found to be using metal cleats will be ejected for the current game. Rubber cleats are allowed.

 

Game Duration

  • Games are to start on time as scheduled. Teams unable to field the minimum roster requirements at 5 minutes after their game’s scheduled start time will forfeit.
  • Each game will consist of two 20-minute halves.
  • The play clock is 15 seconds and will be enforced.
  • All changes of possession require the offense to wait 15 seconds before they will be allowed to hike the ball.
  • Each team is allotted two 30-second time-outs per half. Time-outs do not carry over.
  • The first half is a running clock and will only stop for official time-outs or team time-outs.
  • The second half is also a running clock but will stop for the two-minute warning. If a team is ahead by 21 or more points at any point at or within the two-minute warning, then it will remain a running clock.
  • The two-minute warning will be played NFL-rules style. The clock will stop on incomplete passes, runs out of bounds, a score, a turnover, and any time-outs. The clock will not run on extra-point plays after TDs.
  • Games cannot end on a defensive penalty.
  • Except in the Playoffs, overtime will not be played when regular-season games are tied at the end of regulation. A tie will end in a tie.

 

Mercy Rule

  • Mercy rule is in effect.
  • If a team is leading by 21 or more points at or within the two-minute warning in the second half, it will be a running clock.
  • If a team is leading by 40 or more points in the second half of the game, the game clock will automatically be reset to five minutes regardless of the game clock. (Captains may override this rule.)

 

Injuries & Injury Protocols

  • Under no circumstance should you be playing if you are, or feel you are, injured. Playing while injured without informing the referee may result in a suspension.
  • If any player is injured during a game, they are to stop playing IMMEDIATELY.
  • If a player is hurt during a game and can move of their own accord, they are to leave the game immediately and go to the main BCS tent.
  • If a player is hurt during a game and cannot move, the game will be stopped by the referee and the game clock will be paused. The teammates of the injured player will need to help that player off the field and decide whether medical assistance should be called.
  • If, during the course of the game, the referee determines you are not eligible to continue playing, you must leave the game.
  • If a player is bleeding, you must have the bleeding stopped and covered before you can return to the game. There are NO EXCEPTIONS to this rule.

 

Disqualifications & Disciplinary Parameters

  • Yelling, cussing, or aggression towards a referee or line judge WILL NOT be tolerated.
  • We understand that at times you may want to voice your opinion or get clarification about a call or a rule. This is OK, as long as it is done in a calm manner ONLY.
  • Please keep in mind the referees are trying as hard as they can and may make a mistake from time to time.
  • Excessive aggressiveness, unsportsmanlike conduct towards the referee(s) or members of the opposing team, and other conduct detrimental to the League will result in ejection from the game, suspension from the League, or a lifetime ban.
  • If a player is ejected, that player must leave the game, the sideline, and the BCS-permitted area. If the player refuses, then the team they play for will be forced to forfeit the game.
  • When a player is ejected during a drive, that player’s team must complete the remainder of the drive with 5 players. Once the possession is over, both teams can play at full strength with 6 players.
  • Any fighting that occurs during a game will result in suspensions for the individuals involved and/or bans from Beach City Sports.
  • All disciplinary decisions are voted on and enforced by the BCS Advisory Committee. We reserve the right to refuse service to anyone.

 

Overtime (If Necessary)

  • Overtime will only be played during Playoff games.
  • If the game is tied at the end of regulation, there will be one overtime period, played under college rules.
  • The referee will meet with the Captains of both teams prior to the start of overtime to determine who will play offense or defense first and the side of the field to be played on.
  • Teams will start on the orange cone closest to the end zone and will have 4 downs to score a touchdown.
  • Extra-point plays will still occur after a TD is scored.
  • There are no time-outs in overtime.
  • Teams are only allotted 1 blitz for the entirety of overtime.
  • Playoff games that remain tied after the first overtime period will play additional overtime periods until the tie is broken. Teams will rotate playing offense first with each subsequent overtime period, based on who had the ball first in the first OT period.
  • If a game enters a 3rd overtime period or later, teams will have one play from the red cone to score 2 points.

 

Scoring

  • Touchdowns scored by players are worth 6 points. If the play originates from behind the blue cone, it is worth 8 points.
  • Interceptions returned for TDs are worth 6 points. If the interception originates behind the blue cone and is returned for a TD, it is worth 8 points.
  • The extra-point play from the 3-yard line, the midpoint between the red cone and the goal line, is worth 1 point.
  • The extra-point play from the red cone is worth 2 points.
  • The extra-point play from the orange cone is worth 3 points.
  • Extra-point plays that are intercepted by the defense can be returned for 2 points, regardless of which option the offense chooses.
  • Safeties are worth 2 points.

 

Offense

  • Each half will begin by spotting the ball on the 3-yard line (the midpoint between the goal line and the red cone), with no kick-off.
  • Offensive position and action during the snap: A team must have at least 4 players on their line of scrimmage at the snap. Also, no offensive players are allowed to be closer than 5 yards from the sideline before the snap.
  • Motion is legal, with only one player allowed to move before the snap.
  • The offense will have four downs to advance the ball to the next blue or orange cone for a new set of downs or score a touchdown. Red cones mark the point of entry into the red zone and the spot for a 2-point conversion. Red cones ARE NOT A FIRST DOWN. They represent a 2-point conversion.
  • When the offense crosses a cone during a play, forward progress will be enforced, and they will be spotted past the cone.
  • Halo Rule: No offensive player can be within arm’s length of the player snapping the football. The offense must give the defensive player who is rushing a CLEAR, UNOBSTRUCTED PATH TO THE QB.
  • If the offense impedes the rusher’s path to the QB, it will be a penalty.
  • It should be noted that the player hiking the ball is typically looking toward the QB, so contact and penalties will be left up to the judgment of the referee.

 

The Spot of the Ball

  • The spot of the ball is where calls are made — i.e., where the ball is when the flag is pulled (not where the flag is when the flag is pulled).
  • The football itself must break the plane of the goal line to be considered a touchdown.
  • NOTE: If a player is standing on, or just inside, the goal line, catches a pass, and has their flag pulled, the play will only be called a touchdown IF AND ONLY IF the ball has broken the plane of the goal line.
  • If a player’s knee, elbow, body, or the ball hits the ground without being touched, they will be ruled down and the play is over.
  • Fumbles will be ruled dead at the spot where the ball hits the ground.
  • Stripping or swatting the ball that a ball carrier has possession of is a penalty.
  • Flag guarding, diving, or jumping to avoid a flag pull by the person with possession of the ball will result in a penalty.

 

Hiking the Football

  • The Quarterback is the only player who can receive the snap, must be standing directly behind the center, and must be at least two yards behind the center.
  • No direct snaps.
  • Any player who hikes the ball must immediately run a route and must do their best to avoid contact with the rushing player on defense.
  • The QB is the only player who can yell HIKE.
  • Snaps that are fumbled are dead balls.
  • If a snap is fumbled in your own end zone, it will be ruled a safety.

 

Passing & Intentional Grounding

  • The quarterback can make a legal forward pass so long as their entire body is not completely across the line of scrimmage.
  • Only one legal forward pass can be made per down. If more than one occurs, the ball will be dead at the spot where the ball carrier releases the ball, and the offense will be penalized.
  • If the QB throws the ball away and a receiver is not within 5 yards of where the ball lands, it is Intentional Grounding.
  • Overthrows downfield can be considered Intentional Grounding, based on the judgment of the referee.
  • If Intentional Grounding occurs on a play in which the defense blitzes, the defense will keep their blitz.
  • Any illegal forward pass in the end zone will result in a safety.
  • Flag Guarding in the end zone will result in a safety.

 

Running Plays & Running with the Football

  • The QB cannot run with the ball past the line of scrimmage. They must pass the ball before their flag gets pulled behind the line of scrimmage. Rushers must wait for the referee’s 4-count before trying to tackle the QB or use a blitz if they have one remaining.
  • There is absolutely no diving by the ball carrier. If the ball carrier dives, it will be a penalty enforced at the spot at which they leave their feet.
  • Running plays are legal at ANY time and DO NOT qualify as a pitch. If the ball touches the runner at any time, the defensive rushing player may break the line of scrimmage and try to flag-pull the ball carrier.
  • Fumbles result in a dead ball when the ball hits the ground.
  • Ball carriers shall not block, impede, or deny the ability of the defense to pull or remove the flag from the flag belt.
  • The use of the hands, arms, body, or the ball to deny the opportunity for an opponent to pull or remove the flag belt is Flag Guarding.
  • NOTE: Flag Guarding that occurs in the end zone by the offense is a Safety.
  • NOTE: Flag Guarding that occurs after an interception in the end zone is a touchback, and penalty yardage will be enforced on the offense’s ensuing possession.
  • Players on the offense who are running or moving downfield and block, impede, or deny a defensive player’s path to the ball carrier to attempt to pull or remove their flag will be penalized for an Illegal Screen Block.
  • To avoid being penalized for an Illegal Screen Block, a player on offense must be completely stopped and have their hands at their side, behind their back, or above their head.
  • Players who have their hands extended outward while stopped will be penalized for an Illegal Screen Block.
  • An Illegal Screen Block that occurs in the end zone is a safety.
  • Stiff-arming is prohibited.
  • Jumping to avoid a flag pull and hurdling over an opponent are illegal. Guarding the flag will result in a 5-yard loss from the spot of the foul. Hurdling over an opponent is illegal and will result in a 5-yard loss from the spot of the foul.

 

Laterals

  • Laterals are legal only if the lateral is caught at, or behind, the position from where the ball was released. Lateral pitches that are caught beyond the point from which they were released are illegal forward pitches.
  • Once the ball has passed the line of scrimmage, you may only lateral once per play, except within the final two minutes of the game.
  • When there are 2 minutes left in the game, the team with the ball is allowed unlimited pitches.
  • If a second lateral occurs on a play, this is a penalty. The ball will be dead at the spot where the ball carrier released the football, and penalty yardage will be assessed.
  • A backward pass (pitch) that hits the ground will be considered a dead ball at the spot it hits the ground. This will not stop the clock when the game is in the two-minute warning.
  • A pass (pitch) that has not yet hit the ground can be intercepted by the defense and advanced.
  • If a lateral occurs behind the line of scrimmage, the defense will immediately be allowed to rush across the line of scrimmage, regardless of where the ref’s count is.

 

Punting (Optional)

  • Punting the ball is allowed, yet there will be no official kick.
  • If the offense elects to punt, the offense agrees to move the line of scrimmage two cones forward from where they are (not from the cone to gain).
  • The ball will be spotted behind the second cone and will result in a change of possession to the opposing team. Example: If the offense has yet to pass the first orange cone, a punt will place the ball beyond the blue cone and will result in an ensuing First Down and Blue for the opposing team.

 

Defense

  • Defensive position during the snap: The defense must set up with a minimum of FOUR PLAYERS within 15 yards of the offensive line of scrimmage. Typically, that is marked by the next first-down cone.
  • Defensive players MUST reach for a ball carrier’s flags.
  • Grabbing of the ball carrier’s shirt, flag belt, or shorts/pants will be penalized as Holding.
  • If a player is held within the last orange cone, with a clear path, the player will be awarded a TD.
  • There is no swatting or batting of a ball that a ball carrier has full possession of.
  • NOTE: It will be at the referee’s judgment as to whether or not a player has possession of the football.
  • There is ABSOLUTELY NO shoving of a ball carrier out of bounds or to the ground, and it will be penalized.
  • Further disciplinary measures could be taken at the referee’s discretion, including disqualification from the game.
  • If illegal contact occurs, or if a defensive player swats a ball out of a ball carrier’s hands, in a situation where the player would have otherwise scored, then it’s a touchdown.

 

Blitzing

  • Each team will be allotted 3 blitzes per game and can blitz on any play.
  • The blitzing player(s) must wait until the Quarterback has touched the ball before they can cross the line of scrimmage on a blitz.
  • The blitzing player must make it well known that they are blitzing, yell “BLITZ” loudly enough for the ref to hear, and must avoid contact with the player hiking the ball.
  • If the defense uses a rusher on any given play, they must wait until the ref’s count and “GO” before they can cross the line of scrimmage and rush the quarterback.
  • If a defensive player crosses the line of scrimmage without yelling blitz before the ref’s count has concluded, even if they do not intend to blitz, it will be a penalty, and the defense will lose one of their 3 allotted blitzes.
  • The rushing player must reach for the flags and not run into or knock down the QB or touch the QB’s arm. Touching the QB’s arm, impeding the QB’s throw, and blocking the QB’s pass while the ball is still in the QB’s hand is a penalty.
  • There is no limit to the number of players who may rush.

 

Interceptions

  • Interceptions are legal on any play and may be advanced.
  • All PAT conversion plays can be intercepted and will result in a score of 2 points if the defensive player gets into their end zone.

 

Penalties (Defined) & Enforcement

  • There are no Automatic First Downs in BCS.
  • Penalties can be accepted or declined at any time.
  • NOTE: During certain situations, the offense will be given the option to accept or decline the penalty yardage and replay the down.

Diving — Occurs when the ball carrier leaves their feet in an attempt to outstretch the ball.

False Start — Occurs when there is any movement by any offensive player (QB included) who is set at the line of scrimmage. False Start is a dead-ball penalty.

Flag Guarding — Occurs when a ball carrier uses their hands, arms, body, or the ball to deny the opportunity for an opponent to pull or remove the flag from the flag belt.

Illegal Batting / Swatting — Occurs when a player knocks or hits the ball out of a player’s hands when the player has full possession of the football.

Illegal Blitz — Occurs when the blitzing player crosses the line of scrimmage before the ball touches the QB’s hands or crosses the line of scrimmage before the ref’s 4-count.

Illegal First Touching — Occurs when a player steps outside the lines of the field and is the first player to touch the ball after it leaves the QB’s hands.

Illegal Forward Pass — Occurs when the Quarterback throws the ball past the line of scrimmage, meaning their whole body must be across the line of scrimmage, or when the ball initially moves forward to a point nearer the opponent’s goal line after leaving the ball carrier’s hand(s).

Illegal Motion — Occurs when a player on offense is in motion and is moving toward the line of scrimmage at the time of the snap.

Illegal QB Rush — Occurs on plays after the offense has passed the blue cone, when the Quarterback runs across the line of scrimmage before a defensive player breaks the line of scrimmage.

Illegal Screen Block — Occurs when a player from the team in possession of the ball impedes the ability or route of the defending team’s player from being able to pursue or pull the ball carrier’s flags.

Illegal Shift — Occurs when two offensive players are in motion at the time of the snap.

Illegal Substitution — Occurs when a team has 9 or more players on the field when the ball is snapped. If the penalty is on the offense, it is a dead-ball penalty. If the penalty is on the defense, it is a live-ball penalty.

Intentional Grounding — Occurs when the QB throws the football in an attempt to avoid a sack and the ball lands on the ground where a receiver is not within 5 yards of that spot.

Offsides (Offense) — When a player on offense is in front of the line of scrimmage when the ball is snapped. Offsides by the offense is a dead-ball penalty.

Offsides (Defense) — When a player on the defense is lined up behind the line of scrimmage when the ball is snapped. Offsides by the defense is a live-ball penalty.

Pass Interference — An attempt to impede the catch by any player. *^

Roughing the Passer — Occurs when a defensive player who is rushing the QB runs into or knocks down the QB, touches the QB’s arm, impedes the QB’s throw, or blocks the QB’s pass while the ball is still in the QB’s hand.

 

Penalty Enforcement Table

  • Penalty Name

    Yards Penalized

    Site of Enforcement

    Delay of Game

    5 yards

    Previous Spot

    Diving

    5 yards

    Spot of the Foul

    False Start

    5 yards

    Previous Spot

    Flag Guarding

    5 yards

    Spot of the Foul

    Holding

    5 yards

    End of the Run

    Hurdling/Jumping

    5 yards

    Spot of the Foul

    Illegal Batting/Swatting

    5 yards

    End of the Run

    Illegal Blitz

    5 yards; Loss of Blitz

    Previous Spot

    Illegal Equipment

    5 yards

    Previous Spot

    Illegal First Touching

    5 yards & Loss of Down

    Previous Spot

    Illegal Formation

    5 yards

    Previous Spot

    Illegal Forward Pass

    5 yards; Loss of Down

    Spot of the Foul

    Illegal Motion

    5 yards

    Previous Spot

    Illegal QB Rush

    5 yards; Loss of Down

    Previous Spot

    Illegal Screen Block

    5 yards

    Spot of the Foul

    Illegal Shift

    5 yards

    Previous Spot

    Illegal Snap

    5 yards

    Previous Spot

    Illegal Substitution

    5 yards

    Previous Spot

    Intentional Grounding

    5 yards; Loss of Down

    Spot of the Foul

    Offsides

    5 yards

    Previous Spot

    Pass Interference

    10 yards; Loss of down (if by Offense) or Replay of Down (if by Defense)

    Previous Spot

    Roughing the Passer

    10 yards

    Previous Spot

    Stiff-Arming

    10 yards

    Spot of the Foul

  •  

Divisions, Championships, Relegation & Tournaments

 

Division Clarifications for the Beach City Sports Flag Football Leagues

Golden Keg Division — For first-season teams, beginner teams, as well as teams who have been grandfathered in due to their fun-natured attitude toward the game and each other. Rated Players are not allowed to play in this division.

Pre-Party Division — For novice-level teams, with an emphasis on the SOCIAL aspects of beach football.

Party Division — For advanced beginner-level teams. Fresh talent is appreciated, but arguing of any kind is not tolerated here.

After-Party Division — For intermediate teams.

Champions Division — For advanced-level teams.

Legends Division — By invitation only. The BCS Office has oversight over this division.

  • Division assignment and team confirmations are tentative and only exist based on the number of actual team registrations.
  • A minimum of 6 teams is required for most divisions.
  • BCS players can play in two divisions during the same season ONLY IF their teams are in consecutive divisions. Example: A player cannot play with one team in the Party Division and a second team in the Cruisers Division.
  • Requests to avoid overlapping game schedules happen automatically when you register for both teams in question 5 days BEFORE Opening Day of the league.
  • It is not guaranteed that BCS will be able to accommodate overlapping game schedules.

 

Championships & Relegations

If a team wins the Championship in their respective division, it is 100% up to the discretion of the League Office to move them up a division the following season. Appeals and requests may be submitted by calling or emailing the BCS Office. If they win two seasons in a row, they will automatically be moved to the next division.

Relegation of teams to a higher or lower division will be at the discretion of the League Office.

We reserve the right to refuse service to anyone.