NATIONAL FLAG FOOTBALL RULES Version LEAGUE RULES OFFICIAL RULE BOOK.

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1 OFFICIAL RULE BOOK 1

2 TABLE OF CONTENTS TABLE OF CONTENTS 2 PLAYING TIME 3 DIVISIONS 3 FORMAT 3 PLAYER ATTIRE 3 EQUIPMENT 3 COACHES 4 OFFICIAL NO SHOW POLICY 4 POSSESSIONS 4 ONE WAY FIELD SET UP 4 TWO WAY FIELD SET UP 5 GENERAL OFFENSE 5 PASSING GAME 6 RECEIVING GAME 6 RUNNING GAME 6 GENERAL DEFENSE 6 FLAG PULLING/GUARDING 7 INTERCEPTIONS 7 NO RUN ZONES 7 RUSHING OF THE QUARTERBACK 7 REPLAY OF DOWN/INADVERTENT WHISTLE 8 DEAD BALLS 8 SCORING 8 EXTRA POINTS 8 SAFETIES 8 TIME SITUATIONS 8 MERCY PRECAUTIONS 9 OVERTIME 9 FORFEITS 9 PROTEST RULE 9 GENERAL PENALTY INFORMATION 10 WARNINGS 10 OFFENSIVE PENALTIES 10 DEFENSIVE PENALTIES 10 UNSPORTSMANLIKE PENALTIES 11 EJECTIONS/SPORTSMANSHIP 11 2

3 PLAYING TIME All children shuld receive equal playing time fr bth ffense and defense in each game they participate in. Caches are asked t mnitr each ther and reprt any infractins that they see. If a cach is caught nt evenly rtating his/her players, disciplinary actin will be taken. DIVISIONS Players are placed n teams using a variety f methds including but nt limited t schl and grade. Teams are placed int divisins based n grade level. Divisins may be separate r cmbined depending n the number f children registered. Divisins are as fllws: Lmbardi Divisin (Usually 1st grade and yunger) Shula Divisin (Usually 2nd and/r 3rd grade) Madden Divisin (Usually 4th grade and lder) FORMAT The game is played with ive (5) players. Hwever, a minimum f fur (4) players must be n the ield at all times. A player may nly appear n ne rster per divisin. If a player is fund playing n a team illegally, the cach and illegal player may be remved frm the league. PLAYER ATTIRE Players are designated as hme r away based n the schedule. The away team will wear the white side f the jersey and the hme team will wear the clred side. Players are required t wear prtective muthpieces at all times during bth games and practices. Players must wear the f icial NFL jersey prvided by the league fr games. If a player arrives at the game withut his/her jersey, he/she may nt be permitted t play. COMPETITIVE LEAGUE ONLY Teams may wear unique team jerseys. Jerseys must be tucked in at all times. If a jersey is hanging ut, lag guarding may be called. All players must start with their muth pieces in, jerseys tucked in, lag belts n, and lags prperly secured at the hips f each player. Mlded and screw-in cleats are permitted. N metal cleats are allwed. N jewelry, r hand warmers are permitted during the games. Hats with a brim, may be wrn backwards nly. Twels are nt permitted n the waist f players. Shrts and pants cannt have pen pckets. All pen pckets must be taped. EQUIPMENT - FLAGS & BALLS The league will prvide each team with its NFL jerseys, lags, and ftballs. These ftballs are the mandatry game balls used fr all divisins. N ther ftballs are permitted during game play. At the end f the seasn, each team must return their ftballs t the league directr. Flags must be NFL FLAG sanctined. Only yellw, green, red r blue lags are allwed. Team shrts and lags cannt be the same clr. If yur lags are blue, yu cannt wear blue shrts r pants. BALL TYPE : Lmbardi Divisin: FRANKLIN AIR TECH (9 INCH) Shula Divisin: WILSON WTF 1523 (BLUE BALL) Madden Divisin: WILSON WTF 1305 (BROWN BALL) 3

4 COACHES Teams may ONLY have 3 caches. These caches must be identi ied n the team rster t be an f icial cach. Caches are REQUIRED t wear the cach s shirt prvided fr the current seasn f play. Withut this shirt, caches are nt permitted n the ield. All caches, bth ffensive and defensive, must mve t the sidelines prir t the snap f the ball. Exceptin: Lmbardi divisin caches can remain n the ield during a play n ffense nly. Caches are respnsible fr having a rulebk and schedule. OFFICIAL NO SHOW POLICY Every nw and then, we may run int a challenge when an fficial desn t shw up fr a scheduled game. In the instance that this may ccur, ur plan is as fllws: A cach frm each team will be asked t c-f iciate the game. One cach will keep track f time (24 minute halves) while the ther cach will keep track f scre. Caches will need t be cgnizant f dwns, 7 secnd passing clck, and rush marker (7 yards Madden Divisin Only). In return fr yur cnsideratin by assisting us in these challenging times, the head cach f each team will receive a $20 Dick s Sprts Gds Certi icate that will be mailed t their hme within 7 days. On the ref card, please print yur name legibly s that we knw wh t send the certi icates t. POSSESSIONS A cin tss determines which team takes irst pssessin f the ball. The designated away team fr the game will call the cin tss. The winner f the tss has the ptin t begin n ffense r defense. The team that begins n ffense in the irst half will begin n defense in the secnd half. Teams switch directins at the beginning f the secnd half (tw way ield nly). Fr each pssessin the ffense has three dwns with a furth dwn ptin t btain a irst dwn at mid ield, if mid ield is btained, the ffense then has three mre dwns t reach the end zne. Furth dwn ptin On the irst half f the ield ONLY, a team has a furth dwn decisin t make. A team may either chse t GO FOR IT r t declare a TURNOVER. If a team decides t GO FOR IT, they will have ne play t crss mid ield. If successful with this attempt, a irst dwn will be awarded. If a TURNOVER is decided this will effectively end the drive resulting in a change f pssessin. The ball will be placed at either the 5 (tw way ield) r 40 (ne way ield) yard line depending n the ield set up. A irst dwn is nly btained ne f tw ways; the ffense reaches mid ield within three dwns with a furth dwn ptin r a defensive penalty ccurs with the result being an autmatic irst dwn. If the ffense fails t reach mid ield ( irst dwn line) r fails t reach the end zne, the result is a turnver. ONE WAY FIELD SET UP The playing ield is 60 yards in ttal length by 25 yards in ttal width. Mst pssessins (including interceptins) will begin n the 40 yard line. Exceptin : a failed Furth Dwn cnversin. There are NO safeties n One Way ields. The ball will be sptted at the 40 yard line. At n time will ield psitin begin further back than the 40 yard line. If there is a sack r fumble, behind the 40 yard line f scrimmage, the ball will be placed back n the 40 yard line. Hme and away teams will set their belngings between the ftball ields. All parents are required t watch frm the stands. Caches are asked t assist us with the enfrcement f this rule. 4

5 TWO WAY FIELD SET UP Mst pssessin changes will start at the ffensive team s 5-yard line. Exceptin: Interceptins will be placed at the spt f the interceptin. Interceptins cannt be returned. A safety ccurs when ne f the fllwing happens; the QB r ball carrier is dwned in his/her end zne, the QB r ball carrier runs ut f bunds inside his/her end zne, the quarterback r ball carrier fumbles the ball in his/her end zne, a bad snap resulting in the ball landing in ffensive end zne, and an ffensive penalty ccurring inside the ffensive end zne. A 5-yard (15 feet) buffer zne is in place during all games. This buffer zne cmpletely surrunds the playing ield. This zne assists in maintaining the safety f ur players and spectatrs during game play. Only caches, players, and league persnnel are allwed within this zne during the game. Caches are asked t assist us with the enfrcement f this rule. 5

6 GENERAL OFFENSE NO INTENTIONAL CONTACT f any kind is permitted. Dwn ield blcking is illegal. Any ffensive player wh cntinues running AND impedes the prgress f a defensive player wh is attempting t pull the ball carrier s lag will be called fr illegal blcking. The ball must be snapped between the center's legs t start a play. Shtgun snaps are allwed. There is a 45-secnd huddle clck, which starts nce the line f scrimmage is marked and the ball is sptted. Only ne player is allwed in mtin at a time. All mtin must be parallel t the line f scrimmage and n mtin is permitted twards the line f scrimmage. A mtined player des NOT need t stp, prir t the snap f the ball. N laterals f any kind, anywhere n the ield are legal. Spinning is permitted. Jumping r diving t ADVANCE the ball is illegal. Hwever, an ffensive player may jump ver a defensive player n the grund t avid a cllisin. Jumping r diving t catch a pass is permitted. The ball will be sptted at the lcatin f where the lag was when it was separated frm the belt. PASSING GAME QB has a seven (7) secnd pass clck. If the pass is nt thrwn within seven secnds, the play is ruled dead, with a lss f dwn. The ball is placed at the riginal line f scrimmage. If the ball is handed ff, the seven-secnd pass rule is n lnger in effect. Passes must be thrwn behind the line f scrimmage, including feet. Failure t cmply, results in a lss f dwn. Only ne frward pass per dwn. All passes must be frward and received beynd the line f scrimmage. RECEIVING GAME All players are eligible t receive passes, including the QB, but nly if the ball has been handed ff behind the line f scrimmage irst. A receiver must have at least ne ft in bunds when making a catch. A receiver is dwn where his r her lag belt is pulled. T achieve a irst dwn, r a tuchdwn, the ball carrier s lag belt must crss the plane f the irst dwn line and/r gal line. If a receiver s lag inadvertently falls ff, even withut cntact frm anther player, that player is ruled dwn at the spt the lag fell ff. If a receiver s lag inadvertently falls ff prir t receiving the ball and later in the same play catches the ball withut replacing the lag, the receiver will be dwn immediately at the pint f receptin. In the event that a receiver and defender bth catch the ball at the same time and bth retain pssessin t the grund, then the tie wuld g t the receiver, with receiver being dwn at the pint f the tied receptin. A receiver can t willingly run ut f bunds and then cme back in bunds t catch a ball. RUNNING GAME Only direct handffs behind the line f scrimmage are legal. Anyne behind the line f scrimmage can receive a handff. A player must cmpletely let g f the ball, t be cnsidered a legal handff. There is n limit t the amunt f handffs that can be perfrmed by the ffense in a single play, s lng as the ball never crsses the line f scrimmage. The QB can run the ball nly if he/she has irst handed the ball ff behind the line f scrimmage and then taken a direct handff back frm anther player befre the ball has ever crssed the line f scrimmage. The player wh takes the handff can thrw the ball, as lng as he r she des nt pass the line f scrimmage irst. It is the respnsibility f the ball carrier t avid clliding with defenders that lie in his/her path. Unintentinal cntact will nt be penalized, prvided the ball carrier makes an effrt t avid it. Failure t attempt t avid cntact with a defender (charging) may be penalized. Intentinal cntact will nt be tlerated, and may als result in an unsprtsmanlike cnduct penalty, and/r player ejectin. 6

7 GENERAL DEFENSE NO INTENTIONAL CONTACT f any kind is permitted. Defensive players cannt pass the line f scrimmage, until the ball is handed ff. *Exceptin: Madden Divisin Defenders must nly attempt t grab an ffensive players lags when trying t get them dwn. If a defender attempts t pull an ffensive player s lags and inadvertently grabs their jersey, the defender must immediately and cmpletely release the jersey befre they can reattempt t pull the lag. Failure t d s will result in a hlding penalty. All defensive players must give the ffense a ne yard cushin prir t the snap f the ball. Diving after a lag IS allwed. FLAG PULLING/GUARDING Flag Guarding is an attempt by the ball carrier t bstruct the defender s access t the lags by stiff arming, drpping the head, hand, arm, r shulder r cvering the lags with the ftball jersey. A legal lag pull takes place when the ball carrier is in full pssessin f the ball. Defenders can dive t pull lags, but cannt tackle, hld r run thrugh the ball carrier when pulling lags. It is illegal t attempt t strip r pull the ball frm the ball carrier s pssessin at any time. A defensive player may nt intentinally pull the lags ff a player wh is nt in pssessin f the ball. The lag belts (nt the lags themselves) must be secured t ensure they d nt hang appearing t be a lag. If the belt is hanging, lag guarding may be called. Shirts/jerseys must be tucked in always. If a shirt/jersey is hanging ut, lag guarding may be called. INTERCEPTIONS Tw way ields will play with interceptins which will be sptted at the pint f the interceptin. One way ields will play with interceptins which will be sptted at the 40. COMPETITIVE LEAGUE ONLY Interceptins can be returned. In the event f an interceptin, all ther defenders n the ield must stp and cannt blck r impede the ffensive players frm pursuing the ball carrier. The ball will be sptted at the pint the ball carrier is ruled dwn ( lag is pulled, lag falls ff, any part f the bdy ther than the hand tuches the grund, the ball is drpped, running ut f bunds, a tuchdwn is scred, r a penalty is cmmitted). NO RUN ZONES N Run Znes are nly enfrced in the Madden Divisin. N Run Znes are designed t avid shrt-yardage situatins. N Run Znes cme int effect nly when the ffensive team is appraching a irst dwn r the end zne. Exceptin: If the ffensive team has already achieved a irst dwn, but has been pushed back int a N Run Zne, then the N Run Zne is n lnger in effect. Whenever within the N Run Zne the ffense must pass. If a run play ccurs while inside the N Run Zne, the play is immediately dead with the cnsumptin f a dwn. RUSHING OF THE QUARTERBACK Yu may nly rush the quarterback in the Madden Divisin. The rush marker will be designated by the referee seven yards frm the line f scrimmage. Any number f players may rush the quarterback as lng as they are behind the rush marker when the ball is snapped. 7

8 If the ffense draws the rusher(s) t jump the seven-yard marker prir t the snap f the ball, that rusher(s) CANNOT rush during that play. Hwever, any ther defender that is seven yards back may rush instead. Jumping the rush is nt cnsidered a penalty until the rusher crsses the line f scrimmage prir t a hand ff r a passed ball. The rusher must take an angled path t the QB. If this path is crssed AND cntact is made invlving the rusher and any ffensive player then an ffensive impeding penalty will be assessed. Once the rusher angle is set, he/she cannt change their path t the QB. If the path is changed, they will lse right f way privileges. This means that if any cntact is made, it will be called against the initiating player. The rusher CANNOT run straight int the center. The center has the right f way s lng as the center remains at the in his/her riginal spt at the time the ball was snapped. If cntact is made with the center by the rusher wh is has nt taken an angle t the quarterback, a defensive impeding penalty will be assessed. Players nt rushing the quarterback may defend the line f scrimmage. The rusher may attempt t blck the pass but it is a penalty t make cntact with the quarterback s arm. REPLAY OF DOWN/INADVERTENT WHISTLE If there is an inadvertent whistle during a play, the ffense has the chice f either the result f the play at the pint the whistle was blwn, r replaying the dwn. If there is an inadvertent whistle during a passing play and the ball is in light, the dwn is replayed. If a ball falls t r tuches the grund during the initial center t quarterback exchange, the play is ruled a d ver with n lss f dwn. This rule is nly enfrced in the Lmbardi Divisin. DEAD BALLS A play is ruled dead when the ball carrier s lag is pulled, the ball carrier s lag inadvertently falls ff, the ball carrier steps ut f bunds, any part f the ball carrier s bdy ther than hands tuch the grund, the ball carrier lets the ball hit the grund, a penalty ccurs, QB runs ut f time, r after a tuchdwn r extra pint is scred. There are n fumbles. The ball is sptted where the ball hits the grund, unless the ball carrier lses cntrl f the ball mving frward. It will be placed where the carrier s feet are when pssessin is lst. SCORING A tuchdwn is equivalent t 6 pints. EXTRA POINTS Fllwing a tuchdwn the ffensive team is given an pprtunity t scre an extra pint. 1 Extra Pint is attempted ive yards ut frm the gal line. This is a NO RUN zne in the Madden Divisin. 2 Extra Pints is attempted 12 yards ut frm the gal line. An interceptin n an extra pint will result in a failed attempt. SAFETIES TWO-WAY FIELDS will play with the pssibility f safeties. There are n safeties n ONE-WAY FIELDS. A safety ccurs when ne f the fllwing happens; the QB r ball carrier is dwned in his/her end zne, the QB r ball carrier runs ut f bunds inside his/her end zne, the quarterback r ball carrier fumbles the ball in his/her end zne, a bad snap resulting in the ball landing in ffensive end zne, and an ffensive penalty ccurring inside the ffensive end zne. If a safety ccurs, the team that scred the safety will be awarded 2 pints and will receive the ball n their 5 yard line. TIME SITUATIONS The referee may stp the clck at their wn discretin. Each team is allwed ne 60-secnd timeut per half. 8

9 Timeuts d NOT carry ver int the next half. Games are played with tw 24-minute halves and a tw-minute half-time. Indr leagues may play with a running clck. Times may vary frm lcatin t lcatin. EXCEPTIONS ROUND ROBIN: league play games will be played with tw 14-minute halves and a tw-minute half-time. Teams will play tw ppnents in duble header fashin each week. This is nrmally used when there are nly 3 teams in a divisin. COMPETITIVE LEAGUE usually will cnsist f tw 14-minute halves and a tw-minute half-time (unless the event dictates anther frmat f play). The clck will als stp during inal minute f the secnd half f an 8-pint differential game, t set the puck(s), fr an incmpletin, ut f bunds, an extra pint attempt, a penalty, a change f pssessin, when a irst dwn is btained. MERCY PRECAUTIONS A mercy is discuraged in this league. Caches are asked t d what they can t avid this result. In an attempt t assist with the preventin f a mercy in recreatinal play, we have implemented the fllwing: If at any pint during the game, there is a 28 pint differential, the winning team will frfeit a defensive player. The winning team will nly play with 4 players n defense until the pint differential is lwered belw 28 pints r a mercy has been declared. The lsing team may add a 6 th player t their defense until the pint differential is lwered belw 28 pints r a mercy has been declared. A Mercy is declared nce a 35 pint differential has been btained. The game is f icially declared ver. OVERTIME There is NO OVERTIME in recreatinal league play. The fllwing vertime rules are fr the COMPETITIVE LEAGUE ONLY. If the scre is tied at the end f regulatin, teams mve directly int vertime. Cin tss determines pssessin. The team that did nt call the pening cin tss will call the cin tss. The team that wins the cin tss has the chice t take the ball irst, r defend irst. Each team will start frm the 12-yard line. They will have tw plays t attempt t scre. If a team scres, they may attempt either an extra pint r a tw-pint cnversin. Bth teams will drive int the same end zne. If an interceptin ccurs the play is dead and a change f pssessin will ccur. The game is ver when each team has had pssessin f the ball an equal amunt f times, and ne team was able t scre mre pints than their ppnents. If the scre is still tied after the irst vertime, the team that didn t have the chice in the irst vertime will make the call fr the beginning f the secnd vertime. If the scre is still tied after the secnd vertime, teams will g int Sudden Death play. Fr Sudden Death, the ball will be sptted at the ive yard line. Each team will be given tw dwns. The team that gains the mst psitive yardage frm the riginal line f scrimmage will be declared the winner. The team that was just n defense during the secnd vertime will start n ffense. FORFEITS In rder t keep games n time, teams arriving mre than ten minutes later than their riginally scheduled start time will frfeit the game. Hwever, when said team des arrive, thugh the game is f icially ver, bth teams may agree t play a scrimmage with the remaining game time. 9

10 Teams are required t have a minimum f fur players t play a game; if a team is unable t ield at least fur players the game will be frfeited. Hwever, if bth teams agree, they may use the remaining game time t scrimmage. PROTEST RULE A cach has the right t prtest ne rule interpretatin per game. The head cach MUST have a cpy f the rules present and call a Prtest Time Out. The prtest must take place befre the next play is started. The f icial must stp the clck and read the rule in questin. If n agreeable slutin is determined, then an event liaisn may arbitrate and will have the inal say. If a team prtests a rule interpretatin and is prven wrng, the team will be charged a timeut. If the team desn t have a timeut then that team will be penalized fr delay f game. Nte; yu can nt prtest a judgement call. A judgement call is at the fficials discretin. GENERAL PENALTY INFORMATION Only head caches may apprach the referee. Judgment calls cannt be argued. A game r half will nt end n any accepted live ball defensive penalty r inadvertent whistle. Any ffensive penalty in yur wn end zne results in a safety (2 pints) n a tw way ield nly. A secnd penalty n an extra pint, will equate t the number f pints the ffensive team was attempting and be awarded. If the ffense thrws an interceptin and cmmits an infractin after the interceptin, when the ppsing team takes ffensive pssessin they will get an additinal 5 yards frm the line f scrimmage. WARNINGS At the f icials discretin a warning may be given in place f a penalty t a player r cach fr any f the stated rules. Caches and players shuld nt expect t receive mre than ne warning if any. OFFENSIVE PENALTIES - 5 Yards frm Line f Scrimmage and Lss f that Dwn False start Offsides Illegal mtin Offensive impeding Delay f game Cach interference (remaining n the ield during a play, exceptin: Lmbardi Divisin may have 1 cach) Attempting t run frm a N Run Zne Offensive pass interference T many players n the ield Imprper equipment - (equipment tampering, lack f muth guard, pants r shrts with pckets, jersey untucked, illegal cleats, missing r imprperly placed lags) OFFENSIVE PENALTIES - 5 Yards frm the Spt f Infractin and Lss f that Dwn Flag guarding Illegal ball advancement (jumping r diving t advance the ball, laterals) Intentinal cntact (blcking, charging, tackling, tripping, pushing, hlding, bstructing, stiff arming) DEFENSIVE PENALTIES - 5 Yards frm the Line f Scrimmage, Autmatic First Dwn Rughing the passer Intentinally remving a receiver s lag belt befre he/she cntacts the ball 10

11 Illegally rushing the quarterback T many players n the ield Cach interference (remaining n the ield during a play) Imprper equipment - (equipment tampering, lack f muth guard, pants r shrts with pckets, jersey untucked, illegal cleats, missing r imprperly placed lags) DEFENSIVE PENALTIES - 5 Yards frm the Spt f Infractin, Autmatic First Dwn Defensive Pass Interference Intentinal cntact (blcking, charging, tackling, tripping, pushing, hlding, bstructing, stiff arming) UNSPORTSMANLIKE CONDUCT - If the ield mnitr r referee witnesses any acts f intentinal tackling, elbwing, cheap shts, blcking r any unsprtsmanlike act, the game will be stpped and the player will be ejected frm the game. The decisin is made at the referee s discretin. N appeals will be cnsidered. FOUL PLAY WILL NOT BE TOLERATED! Offensive r cnfrntatinal language is nt allwed. Of icials have the right t determine ffensive language. If ffensive r cnfrntatinal language ccurs, the referee will give ne warning. If it cntinues, the player r players will be ejected frm the game. Players may nt physically r verbally abuse any ppnent, cach r f icial. Ball-carriers MUST make an effrt t avid defenders with an established psitin. Defenders are nt allwed t run thrugh the ball-carrier when pulling lags. 6 Fans must als adhere t gd sprtsmanship as well: Yell t cheer n yur players, nt t harass f icials r ther teams. Keep cmments clean and prfanity free. Cmpliment ALL players, nt just ne child r team. DEFENSIVE UNSPORTSMANLIKE CONDUCT- 15 Yards frm End f Play, Autmatic First Dwn OFFENSIVE UNSPORTSMANLIKE CONDUCT- 15 Yards frm Line f Scrimmage and Lss Of Dwn EJECTIONS Flagrant Unsprtsmanlike Cnduct r Persnal Fuls (Tackling, Pass Interference, and Charging) Intentinally Tampering with Equipment At the f icial s discretin, a player r a cach may be ejected frm the ield fr unsprtsmanlike cnduct r any lagrant vilatin f the rules. T eject a player r a cach the referee will call an f icial s time ut and get the event liaisn PRIOR t making this call. Any persn ejected will be asked t leave the ield befre play resumes. If an ejected player/fan/parent des nt leave the ield, a delay f game penalty will be called and will cntinue t be called until the situatin is addressed. Any player r cach ejected may be put n prbatin with pssible suspensin fr the remainder f the event, depending upn the severity f incident. Natinal Flag Ftball will have full discretin when impsing penalties. SPORTSMANSHIP Trash talking is nt allwed. Trash talking is ffensive language used against ppsing caches, players, f icials, league persnnel r fans. Disciplinary actin may be taken. If any league persnnel r f icial witness any act f rugh husing, including but nt limited t, tackling, elbwing, cheap shts, r any ther unsprtsmanlike act, the game will be stpped and that player may be ejected. Further disciplinary actin may fllw including league expulsin. 11

12 After the game, teams are expected t frm a line at mid ield and cngratulate the ppsing team regardless the utcme f the game. NATIONAL FLAG FOOTBALL has and always will prvide an atmsphere where players, friends and families can feel cmfrtable enjying a day f ftball. Any players, teams, r family members that jepardize that envirnment will be asked t leave. NATIONAL FLAG FOOTBALL perates under a ZERO TOLERANCE POLICY. 12

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