2013 flag football rules
DESCRIPTION
2013 Flag Football Rules. Colgate University. Director of Recreation, Christina Turner 315-228-7649 and E-Mail [email protected] Intramural Sports Coordinator, David Chapman 315-750-8219 and E-Mail [email protected] Rec Sports Office – Julie Vair, 315-228-7613. - PowerPoint PPT PresentationTRANSCRIPT
Recreation Administrators
• Director of Recreation, Christina Turner• 315-228-7649 and E-Mail [email protected]
• Intramural Sports Coordinator, David Chapman• 315-750-8219 and E-Mail [email protected]
• Rec Sports Office – Julie Vair, 315-228-7613
Game Length and Time• The game consists of 2 20-minute
halves with a running clock, except for the last 2 minutes of the 2nd half
• In the last 2 minutes of the 2nd half, the clock will stop for:• Incomplete passes, out of bounds,
penalties, change of possessions, scores, and first downs
• The clock will always stop for timeouts
• The Mercy Rule is applied when a team leads by 19 points or more 2 minutes or less in the 2nd half
END OF THE GAME SIGNAL
ScoringA Touchdown is scored when the nose of the ball crosses the Goal Line in the possession of the offense or a receiver catches the ball in the End Zone.
TOUCHDOWN SIGNAL
Extra PointsExtra Point Attempts:
• 1 point (3 yard line)• 2 points (10 yard line)• 3 points (20 yard line)
Safety = 2 points
SAFETY SIGNAL
Rules of the Game• Each team may field a
maximum of 8 players at a time• A minimum of 5 players is
required in order to start and
finish a game • 4 players must always be on the line.• If one team does not have 8 players,
the other team has the choice to play a full 8 or play down to the number the opposing team has.
• There is NO CONTACT ALLOWED! Incidental contact may occur because of
the nature of the game, but our goal is to limit contact to an absolute minimum
Rules of the Game• Teams have 4 downs to advance the ball to the
next zone line-to-gain or to score
• Possessions start (must be agreed upon by BOTH teams at the start of the game)• on the 14-yard line at the beginning of
each half, after scores, or touchbacks• OR by Punt Return
• A team may elect to “punt” on 4th Down• Can only be changed by a timeout FIRST DOWN SIGNAL
Pre-Game Duties: Equipment
• Jewelry is not allowed to be worn by any participant during an Intramural event
• Jewelry cannot be taped or covered with a band-aid• Medical Alert bracelets or
necklaces must be taped down
• There are NO EXCEPTIONS!
• NO POCKETS, belts, belt loops, or exposed drawstrings
Pre-Game Duties: Equipment
• No knots or hard billed hats• Matching colored jerseys, tucked
in or cut 4 inches above the waist• A one-piece flag belt with three
flags permanently attached is provided, it should be worn with a flag on each side and one in the center of the back
• Pants or shorts must be a different color than the flags
• Any and all dangerous equipment must be removed or properly covered prior to participation
FAILURE TO WEAR REQUIRED EQUIPMENT
SIGNAL
Captain’s Meeting
• This is to be done every game at least 5 minutes prior to the start of the game
• Set The Tone For The Entire Game• This is the first opportunity to let the teams know what kind
of game to expect
• Take control but don’t be pushy
• Have fun but make sure you are taken seriously
Captain’s Meeting• Each crew member should
introduce themselves and their position
• Remind Captains that:• The clock only stops in the last
2 minutes of the 2nd half (aside from timeouts)
• Each team has two timeouts per half
• They are the representative of the team that is allowed to talk to the officials about rule interpretations and questions
• They are responsible for the conduct of their team and spectators
Answer any questions and wish each team “Good Luck”
Captain’s Meeting
• The captain winning the decision shall choose one of the following options:• To start on offense or defense• To designate which goal their team will defend• To defer their decision until the second half
• The captain losing the decision will choose from the remaining options• It is possible for teams to defend the same goal or to start with
possession in both halves
Ready for Play• After the Referee has announced
the down and line to gain, the ‘ready for play’ whistle will be blown
• This is the signal that the ball is ready to be put into play
• The offense will have 25 seconds, counted silently by the referee, to snap the ball or be penalized for delay of game
READY FOR PLAY SIGNAL
Pre-Snap: Line is Set• The offensive team must have at
least 4 players on the line of scrimmage • Live Ball Penalty (Simult. w/ Snap)
• All players must be 5 yards off the sideline before the snap (unless a defensive player is engaged against offensive player)• Live ball penalty (Simultaneous w/
Snap)
• Once the ball is set, no player may enter the neutral zone
If all those necessary rules are met then the Line Judge will determine that the
“line is good” and the ball may be snapped legally (Teams do not have to
wait for the “Line is good”)
Pre-Snap: Motion• One offensive player may
be in motion at the time of the snap, but not in motion toward the opponent's goal line.
• If multiple players are in motion, all players must set for 1 second before the ball is snapped. A single player may then go back into motion for the snap.
ILLEGAL SHIFT (BOTH HANDS) or ILLEGAL MOTION (ONE HAND) SIGNAL
The Snap• The ball must be snapped off of
the ground next to the orange cone
• The ball may be side-snapped; it does not have to go through the snapper’s legs• Feet must be behind the ball when
snapped• Use preventative officiating by R &
LJ
• The player who receives the snap must be at least 2 yards behind the Line of Scrimmage• Live ball penalty (Simult. w/ Snap)
DELAY OF GAME SIGNAL
Live Ball
• The ball becomes live when it is legally snapped• When a runner has possession
• A receiver becomes a runner once they catch the ball
• A pass or fumble that has not yet touched the ground is a loose live ball
Dead BallThe ball becomes dead when:
• The runner is de-flagged or tagged• The ball goes out of bounds• Points are scored• The ball hits the ground as a result
of an incomplete pass, ‘fumble’, muffed ball, bad snap, lateral, backward pass, etc.
• Any part of the runner other than their hands or feet touches the ground• The ball is considered a part of the hand
An officials whistle will always signal that
the ball is dead
DEAD BALL SIGNAL
Passing• Only one legal forward
pass is allowed per down.• An Illegal Pass occurs when:
• The passers foot is over the line of scrimmage
• There is more than one forward pass per down
• Every player is an eligible receiver
• Any player may hand, pass, or lateral the ball backwards at any time, any number of times• The ball may also be
handed forward
Passing
• On an incomplete pass, there should be one whistle, and one signal• Dual coverage areas may have
2 whistles & signals
• If there is a backwards pass, yell “Back” and give the backward pass signal• If in doubt…the pitch was back• Positioning is important here
INCOMPLETE PASS SIGNAL
Passing: Balls AwayIf the passer is de-flagged before releasing
the ball, he has been sacked by theDefense, and the Referee marks the spot
until the line judge can cover the spot.
If the passer releases the ball before the defender de-flags them the Referee
should yell, “Ball’s Away!” This denotes that the pass attempt has gone
forward and may be legally caught.
Passing: Momentum RuleWhen a player gains possession between their own 5 yard
line and the goal line and their momentum carries them into their end zone, if the ball then becomes dead, via fumble or de-flagging, the team with possession will
receive the ball at the spot where possession was initially gained.
• A player is not penalized when their momentum carries them into their own end zone; it will not be a safety
• In IM Football this is common on interceptions of long passes
Running
• Once a player receives possession of the ball they become a runner:• Runners may not cover or
guard their flags in any way• Runners cannot stiff arm• Runners cannot charge into
or bowl over an opponent• Hurdling is not allowed• Spinning is legal
Flag Belt Removal• Players must have
possession of the ball before they can legally be de-flagged by an opponent
• When a runner loses their flag belt accidentally play will continue• The runner can be ‘downed’
by a one (1) hand touch between the shoulders and knees
Punting the Ball• A punt is only legal when it has been
declared.• usually on 4th down.• the offensive captain may request to punt on any
down.• When would this happen?
• The offensive team must meet the minimum line players requirement.
• Neither team may cross their scrimmage line until the ball is kicked.
Punting the Ball
• If Team R player blocks the kick and:• it strikes the ground, the ball is dead and belongs to R.
• it is caught by Team K behind the offensive team’s scrimmage line, K may advance the ball.
• it is caught by Team K beyond the offensive team’s scrimmage line, the ball is dead and belongs to K.
Punting the Ball• If an untouched punt strikes the ground, it
remains live until Team K downs the ball or Team R recovers and advances it.
• Once a punt is touched, it is dead when it next strikes the ground and belongs to R.
• The receiving team may signal for a fair catch, but this signal shall be ignored by players and officials. (NO FAIR CATCH in Flag Football)
Punting the Ball• Team K may not punt
the ball to a teammate.
• Team K may not punt the ball beyond the offensive team’s scrimmage line.• The penalty for both is
illegal kick which is penalized 10 yards using “all-but-one.”
• If K interferes with R’s opportunity to catch the kick, R has 3 options:• the result of the play;• a 10 yard penalty from
the previous spot and replay of the down; or
• an awarded catch at the spot of the foul (no distance penalty).
Fouls During Punts• With the exception of kick-catch
interference, penalties for all fouls by Team K during a punt (before Team R has gained possession) are enforced from the previous spot.
• Penalties for Team R fouls during punts are enforced from the previous spot unless the foul is governed by post-scrimmage kick enforcement rules (before Team R has gained possession).
Punting: First Touching• Team K may not be the first to touch a kick
beyond the offensive team’s scrimmage line.• If they do, it is a violation for first touching. This
spot should be marked with a bean bag/cone/flag.
• If first touching occurs, Team R may take possession of the ball at the spot of first touching unless Team R touches the ball and thereafter commits a foul or any penalty against either team is accepted.
Punting: Goal Line
• When a punt breaks the plane of R’s goal line, it is a touchback unless R chooses the spot of 1st touching by K
Marking the End of the Play
• The end of the run is spotted where the BALL is when the runner is de-flagged• NOT where the players body is or where the flags are
• Since there is no contact and no forced fumbles, a player may reach out with the ball to gain extra yardage
• Mark the end of the run with the downfield foot and the same arm in the air, displaying the next down
Fumbles• There are no “fumbles” in
Flag Football
• The ball will be spotted where it contacts the ground
• Failed backward passes that touch the ground are considered fumbles
• A player may not intentionally fumble to gain yards
THE BALL WILL BE DECLARED DEAD WHEN IT HITS THE GROUND ON A FUMBLE
Two Minute Mechanics• Until the final 2 minutes of the
2nd half, the clock will run, stopping only for Time-Outs
• The clock will stop for the Two Minute Warning• May be under 2 minutes when
blown by R
START THE CLOCK / CLOCK IS RUNNING SIGNAL
• The clock will now be run according to stop time based on NCAA rules
• Communication, signals, and mechanics are key to keeping the crew on the same page
STOP THE CLOCK SIGNAL
Two Minute MechanicsThe clock will stop and restart on the snap
• Incomplete legal/illegal forward pass• Out-of-bounds• Touchdown (after PAT)• Safety• Team Time-Out• Touchback• Defense awarded a new series• Either team awarded a new series after a punt• Inadvertent Whistle• Team attempting to consume time illegally
Two Minute Mechanics
The clock will stop for and restart on the ready for play whistle• 1st Down; not out-of-bounds• Team attempting to conserve time illegally The clock will stop and restart depending on the previous play
- Penalty & Administration - Offense awarded a new series
Extending a Period• A period is extended if, during the last timed down:
• there is an accepted penalty for a live-ball foul not penalized as a dead-ball foul and does not include loss of down
• there are offsetting fouls• there is an inadvertent whistle• a touchdown is scored
• the period is extended for the try, unless the touchdown is scored as time expired in the 2nd half and the point(s) would not affect the outcome of the game
• the period is not extended further when the defense fouls during a successful try and the offended team accepts the result of the play with enforcement of the penalty from the succeeding spot
• If any of the above scenarios occur during the untimed down, the period will be further extended
Penalties and EnforcementTypes of Penalties:
• Dead Ball (Blow Whistle, Throw Flag straight up in air,
Stop the Play)
• Live Ball (Throw Flag at spot of foul, NO
WHISTLE, Play continues)
• Simultaneous with the Snap (Throw Flag straight up in air, NO
WHISTLE, Play continues)
• A team always has the choice whether to Accept or Decline the yardage of a penalty
Enforce all penalties in the order they
occurred
LOSS OF DOWN SIGNAL
Dead Ball Penalties• False Start• Illegal Snap• Encroachment• Leaving the field on
the wrong side• Delay of Game• Unsportsmanlike
conduct
• Whistle is blown immediately and the flag is thrown up in the air
• Enforced from the succeeding spot
• Usually called by the Referee or the Line Judge
Live Ball Penalties
• Illegal Motion• Illegal Shift• Illegal Participation• Illegal Substitution• Illegal Formation
• Not enough players on the line
• Illegal Snap• Less than 2 yards away from center
•Throw a flag up in the air and let the play run
• Usually called by the Referee or Line Judge
5 Yard Penalties
• False Start or Encroachment (Dead Ball)
• Illegal Snap (Dead Ball)
• Delay of Game (Dead Ball)
• Illegal Motion or Illegal Shift
• Illegal Snap
• Helping the Runner
• Intentional Grounding (Loss of Down)
• Illegal Forward Pass (Loss of Down)
10 Yard Penalties• Illegal Contact• Flag Guarding• Illegal Player Equipment• Illegal Flag Belt Removal• Personal Fouls• Roughing the Passer (Automatic 1st Down)• Offensive Pass Interference • Defensive Pass Interference• Unsportsmanlike Conduct
Let Your Mind Digest What Your Eyes Have Seen “Decisions must be
instantaneous and aruling announced with
minimal delay.Ensure improved
instinctive reactionsto play situations by
reviewing all possiblecombinations of
circumstances beforeeach game.
LET YOUR MIND DIGESTWHAT YOUR EYES HAVE
SEEN.”
Penalty EnforcementOffensive Foul Defensive Foul
Running Play Spot of the Foul End of the Run
Loose Ball Play Previous Spot (except behind line of scrimmage)
Previous Spot (unless Roughing the Passer after a completed pass)
The Four W’s of Reporting a PenaltyWHO committed the foul.WHAT was the penalty.WHEN did it occur (loose ball, running play, live, dead…etc)WHERE did it take place.
Penalties and Enforcement
• If two live ball penalties occur on one team, the other team must choose which penalty to accept
• If live ball penalties occur on each team (does not matter how many) and are accepted, penalties will offset and the down will be replayed
• If a live ball penalty occurs followed by a dead ball penalty, both penalties will be enforced
Penalties and Enforcement
• The line-to-gain will always be established after the ready for play whistle has been blown
• Dead Ball penalties that occur after the whistle will not affect the down or line to gain
• Penalties on the Defense on scoring plays will be assessed on the subsequent try for point or down, if accepted
Flag Guarding “Runners shall not flag guard by using
their hands, arms, or the ball to deny the opportunity for an opponent to pull
or remove the flag belt”
Examples include:• Placing or swinging the hand or arm over
the belt• Placing the ball in possession over the flag
belt• Lowering the shoulders in such a manner
which places the arm over the belt
FLAG GUARDING SIGNAL
Screen Block & Illegal Contact
• This is a NON-CONTACT sport, and while there may be incidental contact due to the nature of the sport itself, it is to be avoided as much as possible
• Time and Space are both factors that are considered in determining who is responsible for the contact
• No player may use their hands or arms to gain an advantage on another player
Screen BlockingA blocker must
have their arms
behind them or
at their side
and may not
initiate contact
with the runner.
The blocker is entitled to their space as well; the runner cannot go through them, they must go
around the blocking player.
False Start
• No Offensive player shall simulate the start of a play. This includes ‘jumping the snap’ or encroaching the neutral zone prior to the snap
FALSE START SIGNAL
Encroachment
• Once the line is set, no player may:• Break the scrimmage line
plane• Encroach the neutral zone, • Touch the ball (other than the
snapper), • Touch any opposing players
ENCROACHMENT SIGNAL
Illegal Snap
• The snap must be one continuous motion off of the ground
• Snapper may not snap to themselves
• Player receiving the snap must be 2 yards off the Line of Scrimmage• Live Ball (Simult. w/ Snap)
ILLEGAL PROCEDURE SIGNAL
Pass Interference
There are two types of Pass Interference:
• Offensive • 10 yards from previous spot
• Defensive • 10 yards from previous spot
Interference – Anything other than a “bona fide attempt to reach,
catch, or bat a pass”
This includes hindering an opponents vision or “face blockin
g”
Unsportsmanlike ConductExamples include:• Dissent• Taunting
• This includes touchdown dances
• Spiking or Kicking the ball• Illegal Equipment• Swearing• Deception or Unfair Acts• Certain Personal Fouls
UNSPORTSMANLIKE SIGNAL
Unsportsmanlike Conduct is penalized by a loss of 10 yards
Player Ejection• 2 Unsportsmanlike Penalties
on one player in a game = Disqualification
• 3 Conduct Unsportsmanlike Penalties or 4 of any Unsportsmanlike Penalties on a team in a game = Forfeiture
• Flagrant Unsportsmanlike Penalties (Unnecessary Roughness, Fighting) will result in instant player disqualification
EJECTION SIGNAL