2013 flag football rules

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2013 Flag Football Rules Colgate University

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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 Presentation

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2013 Flag Football Rules

Colgate University

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

Field Dimensions

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

Flag Guarding ?

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