Flag Football
Rules
Keep in mind, these rules are designed to give all players an equal
opportunity for success. If you have any questions concerning the
following, choose to play within the spirit of the rule. In other words,
avoid loopholes. Remember that we are here to teach the players caring,
honesty, respect, and responsibility.
THE GAME
No contact is allowed
We reserve the right to reduce, shorten, or reschedule games due to
inclement weather or unforeseen circumstances.
A coin toss will determine the first possession of the game.
The offensive team takes possession of the ball at their 20-yard line
and has four (4) plays to cross mid-field. Once a team crosses
mid-field, they will have four (4) plays to score a touchdown. If the
offense fails to score, the ball changes possession and the new
offensive team takes over on their 20-yard line.
If the offensive team fails to cross mid-field, possession of the ball
changes and the opposite team starts their drive from their 20-yard
line.
All possession changes except interceptions start on the offensive
20-yard line.
Teams change sides after the first twenty- (20) minutes. Halftime is 5
minutes.
Each time the ball is spotted a team has: 45 seconds to snap the ball.
Teams will receive one warning before a delay of game penalty is
enforced.
Each team has one-30 second timeout per half.
ATTIRE
Cleats are allowed, except for metal spikes. Inspections may be made
before the start of a game.
Each team will have numbered shirts.
Shirts must be tucked in shorts, pants etc.
PLAYERS/TIME OF GAME
Teams will consist of 7-12 players with seven on the field. All
players must have the same amount of playing time.
Games will consist of (2) twenty-minute halves with a running clock.
Officials may stop the clock at their discretion. A 3-minute half time
will separate the first and second halves. Teams change sides of the
field after
halftime. When there are two minutes remaining in the half the official
will inform both coaches that there a 3 plays remaining in the half
(extra points and kick-offs will not count as plays).
Each team allowed 2 time outs per half (clock does not stop). Unused
timeouts do not carry over
If the score is tied at the end, the game is over and declared a tie.
SCORING
TD=6 points, Extra point=1 (5 yards out) or 2 (10 yards out)
Safety=2 points
RUNNING
The Quarterback CANNOT run the ball.
Only direct laterals behind the line of scrimmage are legal.
The player who takes the lateral can throw the ball as long as he does
not pass the line of scrimmage.
Spinning is allowed but players cannot leave their feet to avoid a
defensive play.
The ball is spotted where the ball carriers belt is when the flag is
pulled, not where the ball is. The ball and flags must pass the plane
for 1st downs and touchdowns.
RUSHING THE QB
One player may rush the passer and must be a minimum of 10 yards from
the line of scrimmage when the ball is snapped. Only one player can rush
the QB.
Once the ball has been lateraled all defenders are eligible to rush
the ball.
PASSING
All passes must be forward or received beyond the line of scrimmage.
Shovel passes are allowed but must be received beyond the line of
scrimmage.
RECEIVING
All players are eligible to receive a pass (including the QB if the
ball has been lateraled behind the line of scrimmage).
Only one player is allowed in motion at a time.
Players must have at least one foot in bounds when making a catch.
DEAD BALLS
Play is ruled DEAD when:
-Offensive players flag is pulled.
-Ball carrier steps out of bounds.
-Touchdown is scored.
-Ball carrier hand or knee hit the ground.
-Ball carriers flag falls out; a defender pulls a tag.
-Receivers flag falls out (play is dead at the point of reception).
There are no fumbles. The ball is spotted where it hits the ground.
Anytime the ball touches the ground it is ruled dead. Interceptions can
be run back.
PENALTIES
The referee will call all penalties.
Defense:
-Offsides=10 yards
-Interference=10 yards
-Illegal contact (holding, bump and run, blocking, etc.)=10 yards
-Illegal flag pull (before the receiver has the ball)=10 yards
-Illegal rush (starting inside the 10 yard zone)=10 yards
-On extra points, all penalties are half the distance to the goal and
replay the down.
Offense:
-Offensive pass interference (illegal pick play, pushing off/ away from
defender)=10 yards
-Stiff Arming= 10 yards
-Flag guarding=10 yards from the line of scrimmage
-Delay of game= clock will stop/ 10 yards
Referees determine incidental contact that may result from normal run
of play.
All penalties will be assessed from the original line of scrimmage.
Games cannot end on a defensive penalty, unless the offense declines
it.
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