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1. At the start of each game, captains from both teams meet at midfield for “Rock / Paper / Scissors” to determine who starts with the ball.
2. The winner of the Rock/Paper/Scissors has the choice of offense or defense. Possession changes to start the second half to the team that started the game on defense.
3. The offensive team takes possession of the ball at the 45-yard line and has four (4) downs to cross the 25-yard line (midfield). Once a team crosses midfield, it has three (3) downs to score a touchdown.
a. If the offensive team fails to cross midfield, on 3 downs, and elects to "punt" on 4th down, possession of the ball changes and the opposition starts its drive from the 45-yard line. If the offensive team goes for it on 4th down and does not make the yard to gain (25-yard line), the opposing team will start its possession from the reversed distance from the 50-yard line. (Ex. Failed on 30 – Opposition starts possession on 20)
b. Offensive Teams MUST declare 4th down intent; “Play or Punt”, when asked by the referee and prior to the ‘Ready for Play’.
c. Teams may use a timeout only to change the declaration of “Play” at any time prior to the expiration of the play clock.
d. If the declaration is “Punt” the ball changes possession and will be placed at the opposing Team’s 45-yard line, 1st down, with NO option to change the declaration.
e. If the offense fails to score, after crossing midfield the ball changes possession and the new offensive Team starts back at the 45-yard line
4. Teams change sides after the first half (except on one-way fields). Possession changes to the team that started the game on defense.
1. All players must wear official NFL FLAG belts and flags. All players MUST wear mouth guards at all times while on the field. Game balls should be age specific.
2. Players must wear shoes. Cleats may not be allowed at certain locations. This will be specified by your league organizer or site director. However, cleats with exposed metal are never allowed and must be removed.
3. Players may tape their forearms, hands and fingers. Players may wear gloves, elbow pads and knee pads. Braces with exposed metals are not allowed.
4. Players must remove or tuck all jewelry. Hard billed hats must be worn backward. Winter beanies are allowed.
5. Players may wear soft shell helmets and sunglasses, but they must be secured at ALL times while on the field.
6. Players’ jerseys must be tucked into shorts or pants if they hang below the belt line.
7. We recommend players wear shorts or pants that do not have pockets. Shorts or pants with belt loops or pockets must be taped. Games will not be delayed for a player to tape up pockets.
8. Participants must bring their own official NFL FLAG belts and mouth guards to the field. Extra belts and mouth guards may be available for purchase.
9. NFL FLAG footballs will be provided.
10. Flag belts and flags should not be the same color as the shorts or pants.
1. Field will be 50 yards in length by 25 yards wide with a 10-yard endzone. The midfield line to gain is the 25-yard line. No Run Zones (JV and Varsity divisions) are located five yards prior to the line to gain (30-yard line) and five yards prior to the endzone (5-yard line).
a. Starting possession will begin at the 45-yard line.
b. Safeties are ruled when an offensive player has their flag pulled behind the 50-yard line.
c. Ball will be spotted at the 45-yard line with a change of possession.
d. Interceptions not returned past the 50-yard line for a touchdown are dead balls and will be spotted at the 45-yard line with change of possession.
e. Home and away teams should be on opposite sidelines.
f. ‘PUNT’ declaration is final
2. No-run zones are in place to prevent teams from conducting power run plays. While in the no-run zones (a 5-yard imaginary zone before midfield and before the end zone), teams cannot run the ball in any fashion. All plays must be passing plays, even with a handoff. If the defensive team initiates a Blitz while the offense is in the No-Run Zone the quarterback (only) may then run the ball.
3. Stepping on the boundary line is considered out of bounds.
4. Each offensive team approaches only TWO no-run zones in each drive (one zone 5 yards from midfield (25-yard line) to gain the first down, and one zone 5 yards from the goal line to score a TD).
1. Games are played with two 20-minute halves. The game clock will stop when a timeout is called. The clock may also stop during injuries or if a referee or league official chooses to stop the clock for discussion with another official or the head coaches.
2. Halftime is 5 minutes in length.
3. Each time the ball is spotted, the offensive team has 40 seconds to snap the ball.
4. Each team has one 60-second timeout per half. They do not carry over.
5. If the score is tied at the end of regulation play, an overtime period will be used to determine a winner. Overtime format, when applicable, is as follows:
a. Captains Rock/Paper/Scissors to determine the team that chooses to be on offense or defense first. If a second round of overtime must be played, the team that lost the coin toss will get to choose offense or defense for the start of the second round of overtime. This process continues with teams alternating who gets to choose to be on offense or defense to start out during every round of overtime.
b. Each team will take turns getting one (1) play from the defense’s 5-yard line for one point or the defense’s 10-yard line for two points. Whether to go for one or two points is up to the offensive team. Whether or not the team that begins on offense converts, the team that started on defense gets a chance on offense to win or tie by converting a one or two-point play of their own.
i. Example: Team A starts on offense and chooses to go for one point from the 5-yard line and is successful. Team B is then on offense and can choose to either go for one point from the 5-yard line to tie and force a second round of overtime or to go for two points from the 10-yard line for the win.
ii. If the second team on offense in an overtime round fails to beat or match the team that went first, the team that went first wins.
c. Starting with the 2nd overtime, both teams must "go for 2" from the 10-yd line.
d. Starting with the 3rd overtime, each team will get 1 play from the 5-yard line going out from the endzone. The team with the most yards will be the winner. The team with the most yards will be awarded 1 point added to their final score.
e. Final Score will be recorded to include all points scored for each team.
f. All regulation period rules and penalties are in effect.
g. There are no timeouts in overtime.
h. Interceptions are returnable in any OT, and worth 2 points.
i. Interceptions returned for a score in any overtime period, the game is over.
1. Touchdown: 6 points
2. PAT (point after touchdown): 1 point from 5-yard line or 2 points from 10-yard line
a. Note: 1 point PAT is pass only; 2-point PAT can be run or pass.
3. Interceptions returned for scores during regular game play are worth six points, conversions or overtime are worth two points.
4. Safety: 2 points
a. A safety occurs when the ball-carrier is declared down behind the 50-yard line. Runners can be called down when their flags are pulled by a defensive player, a flag falls out, they step out of bounds, their knee or arm touches the ground, or a fumble occurs behind the 50-yard line. A snapped ball landing behind the 50-yard line does not result in a safety, but rather re-spotting the ball at the previous spot, and loss of down.
5. A team that scores a touchdown must declare whether it wishes to attempt a 1-point conversion (from the 5-yard line) or a 2-point conversion (from the 10-yard line). The decision cannot be changed once declared.
6. Forfeits are scored 35-0 for the winning team.
7. The coaches, officials and scorekeeper must verify the score sheet. If a coach does not verify the score sheet before leaving the field, the scorekeeper will notate the score sheet and the score will be FINAL.
1. Only two coaches are permitted on the sidelines to coach. Coaches must remain on the sideline except to attend to an injured player (exceptions listed in section XVI for Freshman Division).
2. Teams may huddle on the sideline with their coach to get the play, but the 40-second play clock will not stop once the ball is signaled ‘Ready for Play’ by the referee setting the ball down.
3. Coaches are expected to adhere to NFL FLAG philosophies, coaching guidelines and code of conduct.
a. All team photographers, managers, team moms, fans, etc. are required and must remain a minimum of 10 yards off the field in the designated viewing area.
b. Coaches, this is your responsibility to keep your fans and any other team associated members in the designated areas.
1. The ball is live at the snap of the ball and remains live until the official whistles the ball dead.
2. The official will indicate the neutral zone and line of scrimmage.
a. It is an automatic dead ball foul if any player on defense or offense enters the neutral
zone. In regard to the neutral zone, the official may give both teams a “courtesy” neutral zone notification to allow their players to move back behind the line of scrimmage.
3. A player who gains possession of the ball in the air is considered in bounds as long as the first foot or body part other than the hand contacts the ground in the field of play w/ possession.
4. The defense may not mimic the offensive team signals by trying to confuse the offensive players, while the quarterback is calling out signals to start the play. This will result in an unsportsmanlike conduct penalty.
5. Substitutions may be made on any dead ball.
6. Any official can whistle the play dead.
7. Play is ruled “dead” when:
a. The ball hits the ground.
i. If the ball hits the ground as a result of a bad snap, the ball is then placed where the ball hit the ground (unless the result places the ball behind the 45-yard line).
b. The ball-carrier’s flag is pulled.
c. The ball-carrier steps out of bounds.
d. A touchdown, PAT or safety is scored.
e. The ball-carrier’s knee or arm hits the ground.
f. The ball-carrier’s flag falls out.
g. The receiver catches the ball while in possession of one or no flag(s).
h. The 7 second pass clock expires.
i. Inadvertent whistle
j. Ball-carrier leaves their feet diving or to hurdle a player.
NOTE: There are no fumbles, ground contact does not have to be made. If the ball is fumbled forwards, then it will be spotted where the ball carrier lost possession. Loss of possession is a DEAD BALL.
8. If an inadvertent whistle occurs the offense has two options:
A) take the ball where the whistle blew, and the down is consumed
B) replay the down from the original line of scrimmage. If it occurs on the last play of the half or game, the offense will be awarded one untimed down and given those two options.
9. A team is allowed to use a timeout to question an official’s rule interpretation, but the clock will not stop. Officials should all agree upon any controversial call in order to give each team the full benefit of each call.
10. Officials should all agree in order to change a call on the field that is in dispute.
1. The ball is spotted where the ball is when the flag is pulled.
2. If the defense elects to use their blitz the quarterback may run the ball, but only after the blitzer has crossed the line of scrimmage. The quarterback is the offensive player who receives the snap.
3. Handoffs, laterals and backward passes are permitted behind the line of scrimmage. Handoffs may be in front, behind or to the side of the offensive player but must be behind the line of scrimmage. The offense may use multiple handoffs.
a. “Center sneak” play is no longer allowed. The QB is not allowed to handoff to the center on the first handoff of the play.
b. Any player who receives a handoff, lateral, or backwards pass can throw the ball from behind the line of scrimmage.
c. Once the ball has been handed off, pitched, or thrown backwards to a teammate, the seven-second passing clock is eliminated, and all defensive players are eligible to rush.
4. Definition of a “Legal Handoff”: Total loss of possession directly from 1 offensive play to another.
5. Effective 9/26/2024: pitches, laterals and backwards passes behind the line of scrimmage are legal.
6. No-run Zones are located 5 yards before both the end zone and midfield and are designed to avoid
short-yardage power-running situations. JV & Varsity teams are not allowed to run in these zones.
7. Runners are not permitted to dive or hurdle any player while advancing the ball.
8. Ball carriers may leave their feet and the play will continue without stoppage for spinning, jump cuts, QB’s passing progression or if there is a clear indication that he/she has done so to avoid a collision with another player. However, if while leaving the ground, contact is made, an unnecessary roughness penalty may be enforced by the official.
9. No blocking or “screening” is allowed at any time.
10. Offensive players in close proximity to the ball-carrier must stop their motion once the ball has crossed the line of scrimmage. No running with the ball-carrier.
11. Flag obstruction – All jerseys MUST be tucked in before play begins. The flags must be on the player’s hips and free from obstruction. Deliberately obstructed flags will be considered flag guarding.
1. Passes may be thrown with one or two hands from behind the line of scrimmage, thrown forward or backward, and ball out of hand prior to breaching (crossing) the line of scrimmage.
a. There is no intentional grounding penalty.
b. The quarterback may throw the ball away to avoid a sack.
c. If the ball is thrown backwards and hits the ground, whether it is intended for another player or to be thrown away, it is ruled a dead ball at the spot it hits the ground.
2. Shovel passes are allowed using one or two hands..
3. The quarterback has a seven-second “pass clock.” If a pass is not thrown within the seven seconds, the play is dead, the down is consumed and the ball is returned to the line of scrimmage. Once the ball is handed off, the 7-second rule is no longer in effect.
a. If the QB is standing in the end zone at the end of the 7-second clock, the ball is returned to the line of scrimmage (LOS).
b. If the quarterback throws the ball and then catches it, the play is dead and treated like an incomplete pass.
1. All players are eligible to receive passes (including the quarterback if the ball has been handed off behind the line of scrimmage).
2. Only one player is allowed in motion at a time. All motion must be lateral to the line of scrimmage and no motion is permitted toward the line of scrimmage.
3. A player must have at least one foot or other body part in bounds, contacting the ground first with possession to be ruled a completed pass.
4. In the case of simultaneous possession by both an offensive and defensive player, possession is awarded to the offense.
5. Interceptions are returnable. If returned for a score during regular game play, the score will be worth six points, two points if returned during conversions and/or overtime.
1. One Blitz (rush of the passer) is allowed by the defense per offensive set of downs for the JV and Varsity divisions. This means one blitz while the offense is outside of the 25-yard line and one blitz between the 25 and goal line. The blitz ability is renewed if the offense receives a first down due to a defensive penalty. Defenders may not rush the passer in the Freshman division.
2. All players who rush the passer must be a minimum of seven yards from the line of scrimmage when the ball is snapped. Any number of players can rush the quarterback. Players who plan to rush the QB must raise their hand to signify their intent. Players not rushing the passer can defend on the line of scrimmage. Rusher must go after passer immediately and may not delay their rush.
3. Once the ball is handed off, the seven-yard rule no longer is in effect and all defenders may go behind the line of scrimmage in an attempt to pull the ball carrier’s flag.
4. The referee will designate a rush line seven yards from the line of scrimmage. Defensive players should verify they are in the correct position with the official on every play.
a A legal rush is:
i. Any rush from a point 7-yards from the defensive line of scrimmage.
ii. A rush from anywhere on field AFTER the ball has been handed off by the QB.
b. A penalty may be called if:
i. The rusher leaves the rush line before the snap and crosses the line of scrimmage before a handoff or pass – illegal rush (5-yard penalty and first down).
ii. Any defensive player crosses the line of scrimmage before the ball is snapped –offsides (5-yards from line of scrimmage and first down).
iii. Any defensive player not lined up at the rush line crosses the line of scrimmage before the ball is passed or handed off – illegal rush (5-yards from the line of scrimmage and first down).
iv. The rusher(s) fail to raise their hand to signify their intent to rush or rusher delays rush and doesn't rush immediately - (5-yd penalty & 1st down)
iv. If the offense draws the rusher(s) to jump the seven-yard marker prior to the snap of the ball, that rusher(s) CANNOT rush during that play. However, any other defender that is 7 yards back and signaled the rush intent may rush instead. Jumping the rush is not a penalty until the rusher crosses the line of scrimmage prior to the handoff or passed ball.
c. Special circumstances:
i. Teams are not required to rush the quarterback with the 7-second clock in effect.
5. Players rushing the quarterback may attempt to block a pass; however, contact to the QB, unless ruled incidental by the official, would result in a roughing the passer penalty.
6. The offense cannot impede the rusher in any way. The rusher has the right to a clear path to the quarterback, regardless of where they line up prior to the snap. The PATH is set pre-snap from the rusher or rushers directly to the QB. PATH does not move once the quarterback moves. If the “path or line” is occupied by a moving offensive player, then it is the offense’s responsibility to avoid the rusher. Any disruption to the rusher’s path and/or contact will result in an impeding the rusher penalty. If the offensive player does not move after the snap, then it is the rusher’s responsibility to go around the offensive player and to avoid contact.
7. A sack occurs if the quarterback’s flags are pulled behind the line of scrimmage. The ball will be spotted where possession of the ball is once the flag is pulled.
a. A Safety is awarded if the sack takes place in the offensive team’s end zone.
1. A legal flag pull takes place when the ball-carrier is in full possession of the ball.
2. Defenders can dive to pull flags but cannot tackle, hold or run through the ball-carrier when pulling flags.
3. It is illegal to attempt to strip or pull the ball from the ball-carrier’s possession at any time.
4. If a player's flag inadvertently falls off during a play while that player has possession, the player is down immediately and the play ends. The ball is placed where the flag lands.
5. If a player who has one or no flags in their belt takes possession of the ball, the play is dead at that spot on the field.
6. A defensive player may not intentionally pull the flags off of a player who is not in possession of the ball.
7. Flag guarding is an attempt by the ball-carrier to obstruct the defender’s access to the flags by stiff arming, dropping the head, hand, ball, arm or shoulder or intentionally covering the flags with the football jersey. (flag guarding = 5-yard penalty and loss of down)
1. Offenses must have a minimum of one player on the line of scrimmage (the center) and up to four players on the line of scrimmage. The quarterback must be off the line of scrimmage.
a. Teams may shift formations prior to the snap as long as they are set for at least 1 second before the ball is snapped.
b. One player at a time may go in motion at least 1 yard behind the line of scrimmage.
2. Movement by a player who is set or a player who runs toward the line of scrimmage while in motion is considered a false start.
3. The center must snap the ball with a rapid and continuous motion between his/her legs to a player in the backfield, and the ball must completely leave his/her hands.
1. If the field monitor or referee witnesses any acts of intentional tackling, elbowing, cheap shots, blocking or any unsportsmanlike act, the game will be stopped, and the player will be ejected from the game. The decision is made at the referee’s discretion. No appeals will be considered. FOUL PLAY WILL NOT BE TOLERATED!
2. Offensive or confrontational language is NOT allowed. Officials have the right to determine offensive language. If offensive or confrontational language occurs, the officials will determine if a warning or immediate ejection is warranted.
3. Players may not physically or verbally abuse any opponent, coach or official.
4. Ball-carriers MUST make an effort to avoid defenders with an established position.
5. Defenders must give free releases off the line of scrimmage to offensive players and are not allowed to run through the ball-carrier when pulling flags. ROUGH PLAY WILL NOT BE TOLERATED
6. Fans must also adhere to good sportsmanship as well:
a. Yell to cheer on your players, not to harass officials or other teams.
b. Keep comments clean and profanity free.
c. Compliment ALL players, not just one child or team.
7. Fans are required to keep fields safe, and adhere to league requirements for seating:
a. Keep younger kids and equipment such as coolers, chairs & tents outside the field area.
b. Stay off of the fields.
c. Dispose of ALL trash in designated trash cans.
8. Unsportsmanlike conduct penalties:
a. Defense + 10 yards from line of scrimmage and automatic first down
b. Offense - 10 yards from line of scrimmage and loss of down
1. The referee will call all penalties.
2. Referees determine incidental contact that may result from normal run of play.
3. All penalties will be assessed from the line of scrimmage, except as noted. (Spot fouls)
4. Only the head coach may ask the referee questions about rule clarification and interpretations. Players may not question calls.
5. Games or halves may not end on a defensive penalty unless the offense declines it.
6. Penalties are assessed live ball then dead ball. Live ball penalties must be assessed before play is considered complete.
7. Penalties will be assessed half the distance to the goal yardage when the penalty yardage is more than half the distance to the goal.
8. Spot fouls in the end zone: Defensive = ball on 1-yard line & first down. Spot foul behind 45-yard line: Offensive = Safety (example: ball carrier flag guarding)
a. ‘No Run’ zones are eliminated. Teams may run anywhere on the field.
b. Offensive team MUST attempt at least one passing play per set of downs. (example once while between the 45 and 25-yard lines, and once between the 25 and goal line.) This resets if the offense gets a first down due to a defensive penalty.
i. A passing play is not required if offense gains a first down or touchdown on the first two plays of any set of downs series by running the ball.
b. Defenders may NOT rush the passer unless there is a legal handoff executed in the backfield.
c. One Coach for each team is permitted on the field pre-snap and post-snap to help their players, but post-snap at a safe distance until play's completion.
d. If the ball falls to or touches the ground during the initial center to quarterback exchange, the play is ruled a ‘Do Over’ with no loss of down, once per down. On a second consecutive occurrence the down is consumed and the next down begins.
e. Defenders MUST line up at least five yards from the line of scrimmage prior to the snap, unless offense is within five yards of the 25-yard line (line to gain for first down) or within five yards of the goal line.
i. if offense is within 5 yards of either the 25-yard line or goal line, the defense may line up on those lines to gain. (Example: ball is spotted on the 3-yard line – defense can line up of the goal line)
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