Midwest City Parks & Recreation FLAG FOOTBALL RULES

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1 Midwest City Parks & Recreation FLAG FOOTBALL RULES BASICS: The field will be 80 yards long and 40 yards wide it will be divided into 3equal 20-yard zones with 10-yard end zones. First possession will be decided by a coin flip. The AWAY team will call it in the air. The coin flip winner can either choose offense or defense for their first possession. The team who lost the coin flip can choose the direction if the winning team choose offense first. The offensive team takes possession of the ball at its 3-yard line and has 4 plays to reach the first down line. If the offensive team fails to gain a first down by reaching the next 20-yard zone the opposing team will automatically go to the opposing 3 yd. line because there are no punts on 4 th down. The opposing team will however take over where the ball is spotted, if the offensive team fails to gain any other first downs after reaching the first 20 yard zone. Interceptions may be returned. Teams will change ends of the field after the first 20 minutes. PLAYERS: We will be playing 8-on-8 games and teams must have a minimum of 6 players to start/finish a game. Players must be at least 18-years of age to play. Rosters must be turned in prior to playing first game. If you need to add a player to your roster you must do so prior to the start of your game any player who plays and is not on your roster will make your team eligible to forfeit if protested. TIMING: Each game will be 40-minutes long and will consist of two 20-minute halves with a continuous running clock. The clock will set at 20 minutes for the first half, and 18 minutes for the second half and then 7 plays. Exception: If either team is ahead by 15 points or more at the 7-Play warning at the end of the 2 nd half, the game is declared over. Halftime will be a 5-minute break. There will be a 30 second play clock and the ball must be snapped within those 30-seconds. Each team will be allowed (2) one minute timeouts per half. Games will be forfeited 10 minutes after scheduled start time. Games will start as scheduled when 6 players are present.

2 Officials can stop the clock at their discretion for injuries, flag repairs, etc. Overtime = 4 downs from 20-yard line. After the first PAT attempt, all additional PATs must be from 10-yard line for two points. A coin toss will determine who is on offense first. SCORING: Touchdown = 6 points Extra points = 1 point for pass and 2 points for running plays from the 3 yard line. Safety = 2 points Note: it s not a safety when the snap goes past the QB into the end zone. Opposing team will take over at the half field mark after safeties. OFFENSE: QB s are allowed to run with or without a rush. QB s cannot approach the line of scrimmage then jump forward and pass the ball. (illegal forward pass) Only direct handoffs, backward pass or lateral pitch behind the line of scrimmage are permitted. Multiple handoff, backward pass or lateral pitches are allowed. A player who takes a handoff, backwards pass and/or lateral pitch behind the line of scrimmage may still attempt a forward pass. A forward pass must be received beyond the line of scrimmage or the play will be called dead (loss of down). All defensive players are eligible to rush after a handoff, backwards pass or lateral pitch has been made behind the line of scrimmage. Spinning is allowed, but players cannot leave their feet to avoid a defensive player. QB s are allowed to leave their feet when scrambling behind the line of scrimmage. QB s cannot leave their feet once they have advanced the ball past the line of scrimmage. The ball will be spotted where the flag has been pulled not where the ball is. No laterals or pitches of any kind beyond the line of scrimmage. All players are eligible to receive passes including the QB if he has handed off to another player behind the line of scrimmage. Only one player may be in motion at a time. That player can only be in motion parallel to the line of scrimmage. A player must have one foot inbounds when making a reception. Shovel passes will be allowed and can be caught behind the line of scrimmage. An Offensive player must attempt to go around a defensive player that has established position to pull a flag. (no bull rushing a position player)

3 Ball carriers cannot huddle or attempt to jump over any defensive players at anytime. RUNNING: The ball carrier may not: Ball carriers cannot huddle or attempt to jump over and/or away from defensive players at anytime. Attach the flag in such a manner that it cannot be easily removed "Guard the flag", this includes: o Stiff arming o Swinging the hand or arm over the flag belt o Carrying the ball in a position such that it protects the flag o Lowering the shoulders in such a manner which places the arm over the flag belt o Batting a defensive player s hand away from the flag belt (NEW) OFFENSIVE PROTECT BLOCKING RULE: Offensive players must occupy a guard position on either side of the center (snapper) to be an eligible protect blocker. Protect blocking is allowed only within the offensive guard positions and 7 yards behind the line of scrimmage. Once the QB and/or when the ball has gone pass the line of scrimmage or outside the guard position areas all blocking must stop. The protection blocking zone area is between the guard positions and 7 yards behind the line of scrimmage. Blocking outside of the protection blocking zone and down field blocking is prohibited. Blockers may not leave their feet in for any reason. Blockers are allowed to extend their arms straight out in front with open hands or keep their arms and hands behind their back or at their side. The block must be initiated on opponent s chest and/or inter shoulder. Contact that begins from behind, above the shoulders or below the waist is illegal. If the person being blocked presents their back to the blocker after a legal block was initiated, no foul shall be called. A blocker may use his hand or arm to break a fall or to retain his balance. A player must be on his feet before, during, and after blocking. No two on one blocking. All blocking is one on one. Absolutely no blocking below the waist any player guilty of this rule will be ejected. Use of the shoulder to "shoulder block" will be not permitted and will result in an ejection. Kicks/Punts: There will be no kick-offs or punts, the ball will be placed at the 3 yard line to start the game and after touch downs, extra point attempts and failure to reach the first 20 yard zone.

4 DEAD BALL CALLS: The ball may be snapped between the legs of the center or off to the side to start an offensive play. Substitutions must be made on a dead ball. Play is ruled dead when: Ball carriers flag is pulled. Ball carrier goes out of bounds. Touchdown or safety is scored. Ball carrier goes to the ground. Remember: There are no fumbles It s illegal to attempt to strip or bat the ball from the ball carrier. (Unsportsmanlike penalty automatic 1 st down and player ejection) QB s can pick up a muffed ball on the snap only. Example: QB s can pick up a snap that has hit their hands and falls to the ground in front of them if the ball hits the ground before getting to the QB it s a dead ball. If the snap passes over the QB s head it s a dead ball. If the ball carries flag falls out defensive players must touch with (one or two hands) for the ball carrier to be considered down. DEFENSE: Chucking or bumping a receiver at or beyond the line of scrimmage is illegal. Only two defensive players can rush the passer and must be (1) yard off the line of scrimmage when the ball is snapped. Once a handed off, pitch or backwards pass has occurred behind the line of scrimmage all defensive players can rush. Interceptions may be returned. No bull rushing offensive lineman, defensive rushers must attempt to go around offensive blockers when rushing the QB. PENALTIES: Any unsportsmanlike act can be an ejection even if the referees do not see the action after it s been reported to them. Unsportsmanlike acts will not be tolerated as simple as that, game officials will not have a debate about unsportsmanlike actions. Defense: Interference = 10-yards and automatic first down. (When making contact with a player before the ball reaches them and/or making contact when attempting to come over the back). Also, not making an attempt to play the ball.

5 Roughing the passer = 10 yards and automatic first down. (when hitting the arm of the passer during his forward throwing motion) Illegal Holding = 10-yards from the spot Illegal flag pull (before receiver has ball) = 10-yards from the spot Illegal rushing = 10-yards from the line of scrimmage. Offense: Illegal motion (more than one person moving, false start, etc.) = 5-yards and loss of down. Illegal forward pass (forward pass not received beyond the line of scrimmage) = 5-yards and loss of down. Offensive pass interference (illegal pick play, pushing off/away defender) = 15- yards and loss of down. Flag guarding = 5 yards and loss of down. Delay of Game = 5-yards and loss of down. Remember: Referees determine incidental contact that may result from normal run of play. Players will not be allowed to question judgment calls. Only the team captain may ask the referee questions about rule clarifications and interpretations. Referees have the right to eject any player/team for any verbal abuse, unsportsmanlike conduct, etc. ATTIRE/EQUIPMENT: No metal spikes are allowed. Shirts/jerseys of like colors need to be worn. All shirts/jerseys need to worn tucked in. No shorts or pants with pockets allowed. Flag belts will be provides for them without flags. Teams are allowed to bring their own flag belts. Teams must can official college and/or pro size footballs only.

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