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Rules

FLAG FOOTBALL LEAGUE RULES RULE I: The Game, The PLAYERS, The Equipment A. THE GAME 1. Each team will field six players. The offensive team must place at least three players on the line of; scrimmage for each down. 2. Each team is allowed to have a roster of 20 players. The extra players are used substitutions and for players unable to make the scheduled games. All players must sign the roster prior to playing in a game 3. Each Team that has a scheduled BYE must provide two referees for the game in which they have a bye. For each team that does not provide two referees, the team will be credited with a full game loss. Referees are expected to arrive at least 15 minutes before game time. Games will be played on Sunday mornings at the Mill Valley Community Center Friends Field and will start promptly at 9:00 am. You must be off of the field by 11:15 am. B. THE FIELD 1. The playing field is 40 yard wide by 80 yards long with 10 yard end zones. C. THE EQUIPMENT 1. Since no tackling is permitted, it is not necessary to use heavily padded equipment. However, arm and hand pads are okay. Head gear and steal

spiked shoes may not be worn. Rubber cleats are recommended, however, cleats must be no longer than inch. 2. No player shall place or use any foreign substance (Sure Grip, Vaseline, etc) upon his fingers or his clothes/equipment. save it for the night sport. 3. Flags will be provided. A football will be provided. Yard markers will be provided. RULE II. RUNNING THE BALL A. THE RULE 1. Each team is allowed one run per set of four downs. B. THE RUNNER 1. The only real rule here is no intentional spearing. In other words, lets not try to put each other in the hospital by running as hard as we can directly into each other. 2. No straight arming. In order to keep our health, enforcement of this rule will be held by the referee. PENALTY: 8 yards. C. FLAGS/FLAG PULLING

1. No guarding of the flags. The ball carrier must keep his hands away from the flags in a manner which will not interfere with a potential flag pulled. Granted, the violation may be unintentional and the call lies strictly with the ref. PENALTY is 8 Yards from the point of infraction plus loss of down.

2. This rule applies to the ball as a blocking tool as well. In other words, a runner cannot use the ball to pin the flag down. 3. No defender shall tackle or intentionally knock down the ball carrier in an attempt to pull the flag, nor shall he tackle the football trying to jar it from the ball carriers hands. He shall play the FLAGS! However, when the ball carrier becomes a passer, the defenders may try to stop the pass attempt by batting the ball while still in the possession of the passer and the rule for roughing the passer shall apply. D. BLOCKING

1. Hands must be kept in close contact with the chest during the block. No part of the blockers body except his feet shall be in contact with the ground during the block. No four-point stance is. No obvious dumping of the center is allowed. 2. Defensive linemen may not use hands to hit opponents in the head or face. 3. No blocking below the waste. No roll-blocking or dive blocking. IN GENERAL, ROUGH TACTICS SUCH AS ATTEMPTING TO RUN OVER ANOTHER PLAYER, BATTERING DOWN AN OPPONENT OR UNNECESSARY ROUGHNESS WILL RESULT IN THE PLAVER BEING SIDELINED FOR ONE QUARTER IF THE PROBLEM PERSISTS, THE PLAYER, AT THE DISCRETION OF THE TEAM IMANAGERS, SHALL BE EJECTED FROM THE LEAGUE. RULE III. FORWARD PASS A. THE PASS

1. All players are eligible to catch a forward pass. If a receiver has dropped his flag or flag belt, he may still receive the ball, however, the ball is dead

and the play is over at the point of completion. 2. In order for a pass to count as complete, the player must catch the ball past the original line of scrimmage. B. PASS INTERFERENCE.

1. No player of either offense or defense shall interfere beyond the line of scrimmage during a legal forward pass play. This restriction begins for the offense at the snap, and for the defense, 1 bump or 5 yards past the line of scrimmage. PENALTY: If against the offense, 8 yards from the line of scrimmage and loss of down. If against the defense, ball is marked at the point of infraction. If interference occurs in the end zone by the defensive team, the ball is placed on the 1 yard line. If interference is intentional or unsportsman like, an additional 10 yards will be added and the possibility for expulsion from the game. 3. Screen Pass: In the event of a screen pass, blocking behind the line of scrimmage will be allowed, however if a receiver blocks or pushes away a defender in order to catch a ball, pass interference will be called. EXCEPTION: If unavoidable contact occurs when two or more players collide with a bona fide effort to move out of each others way, then exception is at hand. 4. No defendant shall pull the flag of an eligible receiver before the ball has contacted the receiver. Pass interference will be called. 5. If a pass is intercepted in the end zone by the defensive team, the player has the option of running the ball out or downing it for a touchback. If he should attempt to run out he may be downed for a safety. RULE IV. PERIOD, TIME OUTS AND SUBSTITUTIONS A. LENGTH OF GAME

1. A game consists of four 15 rninute quarters of running time. 45 seconds will be allowed between downs. A 5 yard penalty will result if the ball is not snapped within the 45 seconds. 30 seconds will be allowed between downs with less than 2 minutes left in the game. ( added 2010) 2. Teams shall switch directions only at halftime. B. TMIE OUTS 1. During the last two minutes of a half, the clock will stop on incomplete passes, the player with the ball runs out of bounds and on penalties. Each team is allowed two time outs per half and can be called by any player on the respective team Each time out will be 90 seconds. Officials may also call time, or suspend play due to an injury on the field or the like. C. 1. SUBSTITUTIONS Substitutions may enter the game only while the ball is dead.

D. DOWNS 1. If the offensive team fails to advance the ball over the midfield marker in four downs, they shall lose possession of the ball unless they complete 3 forward passes past the line of scrimmage. RULE V. LIVE BALL DEAD BALL A. BASIC RULE:

1. The Ball is live following the snap until an officials whistle sounds. An officials whistle, even if inadvertent, always makes the ball dead. B. FUMBLES:

1. A Fumble or lateral that strikes the ground is considered a dead ball. The ball is dead where it strikes the ground and is marked where it hits the ground. 2. If the ball is fumbled on the snap, only the quarterback can pick up the ball. The rusher does not have to continue with the rush count. C. OTHER STUFF IN THIS CATEGORY

1. If an offensive player is forced out of bounds, he may return to the field as an eligible player. If a player steps out of bounds of his own volition, then he may not return as an eligible player for the rest of that play. RULE VI. SCORING A. TOUCHDOWN. 1. Running plays, forward passes and lateral passes resulting in touchdowns shall count as 6 points. To score a touchdown or conversion, only the nose of the football need break the plane of the goal while the ball is live. B. CONVERSION

1. After a touchdown, a team may elect to try for a 1 or 2 point conversion. 1 Point: Run or pass from 2 yard line. 2-Point: Run or pass from 7 yard line. C. SAFETY

1. A safety shall count as 2 points. After a safety, the ball is put in play with a free kick from the 20 yard line by the team scored upon.

D. LEAGUE STANDINGS 1. Each team receives: 2 points for a win. 1 point for a tie. 1/2 point for supplying two referees when their team has a bye. 0 points for a loss. RULE VII. KICK OFF 1. There shall be no kick offs and in lieu there of the ball shall be placed on the 15 yard line at the start of a game, second half and after a team scores a touchdown. RULE VIII. PUNTING

1. If a punt is to occur, the punting team must announce that they will be punting before the play begins. No quick kicks. There is no rush on the punts. Both the offense and the defense shall have at least 3 men on the line who are not permitted to move until the ball has been punted. If the ball enters the end zone it may either be run back or downed for a touchback whereas the ball is placed at the 15 yard line. RULE IX. LEAGUE AND GAME PROCEDURES 1. Before each game, each team will name one or more captains. 2. The officials are to meet with the team captains before the game for the coin flip and to discuss any questions with the rules.

3. Captains will have the options presented to them at the time of a penalty and they must make the choice. Rules Added no overtimes unless playoff game 2 timeouts per half per team. Timout does not stop clock unless in final 2 minutes. No long style cleats Coin toss determines possesion and direction. 1rst downs obtained with 3 completions or reaching mid field A count of 3 1000s must be audible by the ref. 1 blitz per 4 downs must be audible by ref and person must yell blitz 1 run per 4 downs A fumble is a dead ball ( exception: on the snap to the QB, he an only he can retrieve it ) no foward laterals 1 foot in boundd constitutes a catch No kickoffs. -ball placed at 10 yards from goaline Punts may be kicked and not thrown. 3 players from defense must stay on the line until ball is kicked. Kicking team can not leave until ball is kicked. Clock stoppage- 2 minute warning, incomplete under 2 mintues, out of bounds under 2 minutes, penalty under 2 minutes, touchdown under two mintues, 2 point converisions. If QB is behind the line and the reciever is behind the line it is not considered a run Each team to provide 4 refs each week on their bye week. For each ref that doesnt show the team will lose .5 game in the standings even if one of the team forfeits the week for a lack of players.- Voted on 9/2011

Penalties
Offensive holding Defensive Holding Off sides Lining up off sides Flag guarding Tackling down Int grounding Leaving feet/giving 3.5 yards or loss of down 3.5 yards plus auto first down at discretion of ref 3.5 yards. Down over or take the play. warning then 3.5 yards. 8 yards from point of infraction. 8 yards at point of infraction and automatic first

no penalty dead ball at spot of the ball and loss of down.

Blocking below waist dead ball at spot and loss of down Defensive pass intfer 8 yards and automatic first down Offensive pass intfer Tripping Pass over the line Stiff arming 8 yards and loss of down. 7 yards and automatic first down if defense Loss of down 8 yards and loss of down from point of foul

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