NATIONAL FLAG FOOTBALL RULES Version 3.6 OFFICIAL RULE BOOK

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1 OFFICIAL RULE BOOK Rules Mdificatin Implemented Fall 2015 Furth Dwn Optin Page 4 New Mercy Precautins Page 8 1

2 TABLE OF CONTENTS TABLE OF CONTENTS 2 PLAYING TIME 3 DIVISIONS 3 FORMAT 3 PLAYER ATTIRE 3 EQUIPMENT 3 COACHES 3 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 6 INTERCEPTIONS 7 NO RUN ZONES 7 RUSHING OF THE QUARTERBACK 7 REPLAY OF DOWN 7 DEAD BALLS 7 SCORING 8 EXTRA POINTS 8 SAFETIES 9 TIME SITUATIONS 8 MERCY PRECAUTIONS 8 OVERTIME 9 FORFEITS 9 PROTEST RULE 9 GENERAL PENALTY INFORMATION 9 WARNINGS 9 OFFENSIVE PENALTIES 10 DEFENSIVE PENALTIES 10 EJECTIONS 11 SPORTSMANSHIP 11 2

3 PLAYING TIME DIVISIONS FORMAT 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. 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) The game is played with five (5) players. Hwever, a minimum f fur (4) players must be n the field at all times. A player may nly appear n ne rster in a divisin. If a player is fund playing n a team illegally, the cach and illegal player may be remved frm the league. PLAYER ATTIRE EQUIPMENT COACHES 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. The belts that hld the flags (nt the flags themselves) must be secured t ensure they d nt hang appearing t be a flag. If the belt is hanging, flag guarding may be called. Players must wear the fficial 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. Jerseys must be tucked in at all times. If a jersey is hanging ut, flag guarding may be called. All players must start with their muth pieces in, jerseys tucked in, flag belts n, and flags prperly secured at the hips f each player. Mlded and screw-in cleats are permitted. N metal cleats are allwed. N jewelry is permitted during the games. Shrts and pants cannt have pen pckets. The league will prvide each team with its NFL jerseys, flags, 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. Caches are respnsible fr having a rulebk and schedule. BALL TYPE: Lmbardi Divisin: Shula Divisin: Madden Divisin: FRANLKIN AIR TECH (9 INCH) WILSON WTF 1523 (BLUE BALL) WILSON WTF 1305 (BROWN BALL) 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 field. 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 field during a play n ffense nly. 3

4 POSSESSIONS A cin tss determines which team takes first 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 first half will begin n defense in the secnd half. Teams switch directins at the beginning f the secnd half (tw way field nly). Fr each pssessin the ffense has three dwns with a furth dwn ptin t btain a first dwn at midfield, if midfield is btained, the ffense then has three mre dwns t reach the end zne. Furth dwn ptin On the first half f the field 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 midfield. If successful with this attempt, a first dwn will be awarded. If nt, the ppsing team will take pssessin f the ball at the pint f the failed cnversin. 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 field) r 40 (ne way field) yard line depending n the field set up. A first dwn is nly btained ne f tw ways; the ffense reaches midfield within three dwns with a furth dwn ptin r a defensive penalty ccurs with the result being an autmatic first dwn. If the ffense fails t reach midfield (first dwn line) r fails t reach the end zne, the result is a turnver. ONE WAY FIELD SET UP The playing field is 60 yards in ttal length by 25 yards in ttal width. All pssessins (including interceptins) will begin n the 40 yard line. There are NO safeties n One Way fields. The ball will be sptted at the 40 yard line. At n time will field 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 fields. (Exceptin: Lake Orin teams set up n the utside f the field.) All parents are required t watch frm the stands. Caches are asked t assist us with the enfrcement f this rule. Caches are required t pick up any trash n the field left by their team. 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 bnds 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 field. 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. Caches are required t pick up any trash n the field left by their team. GENERAL OFFENSE NO INTENTIONAL CONTACT f any kind is permitted. Dwnfield 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 flag 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 field 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 flag was, when it was separated frm the belt. 5

6 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. There is nly ne frward pass per dwn. All passes must be frward and received beynd the line f scrimmage. Passes must be thrwn behind the line f scrimmage, including feet. Failure t cmply, results in a lss f dwn. 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 first. A receiver must have at least ne ft in bunds when making a catch. A receiver is dwn where his r her flag belt is pulled. Exceptin: In rder t achieve a first dwn, r a tuchdwn, the ball carrier s flag belt and ball, must crss the plane f the first dwn line and/r gal line. If a receiver s flag inadvertently falls ff, even withut cntact frm anther player, that player is ruled dwn at the spt the flag fell ff. If a receiver s flag inadvertently falls ff prir t receiving the ball and later in the same play catches the ball withut replacing the flag, 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 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 first 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 first. 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. 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 flags when trying t get them dwn. If a defender attempts t pull an ffensive player s flags and inadvertently grabs their jersey, the defender must immediately and cmpletely release the jersey befre they can reattempt t pull the flag. 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 flag IS allwed. FLAG PULLING/GUARDING A legal flag pull takes place when the ball carrier is in full pssessin f the ball. Defenders can dive t pull flags, but cannt tackle, hld r run thrugh the ball carrier when pulling flags. 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 flags ff f a player wh is nt in pssessin f the ball. Flag Guarding is an attempt by the ball carrier t bstruct the defender s access t the flags by stiff arming, drpping the head, hand, arm, r shulder r cvering the flags with the ftball jersey. 6

7 INTERCEPTIONS Tw way fields will play with interceptins which will be sptted at the pint f the interceptin. One way fields 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 field 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 (flag is pulled, flag 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 first dwn r the end zne. Exceptin: If the ffensive team has already achieved a first 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. 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 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 flight, 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 flag is pulled, the ball carrier s flag 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 player lses cntrl f the ball. 7

8 SCORING A tuchdwn is equivalent t 6 pints. EXTRA POINTS SAFETIES Fllwing a tuchdwn the ffensive team is given an pprtunity t scre an extra pint. 1 Extra Pint is attempted five 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. 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 bnds 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. 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: Rund Rbin league play games will be played with tw 12-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 & TOURNAMENT PLAY usually will cnsist f tw 14-minute halves and a twminute half-time (unless the event dictates anther frmat f play). The clck will autmatically stp at the ne-minute warning f the secnd half nly if the scre f the game is within an 8-pint differential. During this perid, the clck will als stp t set the puck(s), fr an incmpletin, an extra pint, when a first dwn is btained r if ut f bunds. 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 fficially declared ver. 8

9 OVERTIME There is NO OVERTIME in recreatinal play. FORFEITS 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. Interceptins can t be returned and will result in an immediate change f pssessin. The team that wins the cin tss has the chice t take the ball first, r defend first. 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. 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 first vertime, the team that didn t have the chice in the first 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 five 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. 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 fficially ver, bth teams may agree t play a scrimmage with the remaining game time. Teams are required t have a minimum f fur players t play a game; if a team is unable t field 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 fficial must stp the clck and read the rule in questin. If n agreeable slutin is determined, then the league directr may arbitrate and will have the final 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. GENERAL PENALTY INFORMATION WARNINGS 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. 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. Any ffensive penalty in yur wn end zne results in a safety (2 pints) n a tw way field nly. A secnd penalty n an extra pint, will equate t the number f pints the ffensive team was attempting and be awarded. At the fficials 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. 9

10 OFFENSIVE PENALTIES - 5 Yards frm Line f Scrimmage and Lss f that Dwn False start Off-sides Illegal mtin Offensive impeding Delay f game Attempting t run frm a N Run Zne Offensive pass interference T many players n the field Imprper equipment - (equipment tampering, lack f muth guard, pants r shrts with pckets, jersey un-tucked, illegal cleats, missing r imprperly placed flags) 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) OFFENSIVE UNSPORTSMANLIKE CONDUCT - 15 Yards frm Line f Scrimmage and Lss f that Dwn Unsprtsmanlike cnduct (using prfanity, taunting, insulting r vulgar gestures, disrespectfully addressing any persns, illegally stripping r attempting t strip the ball, spiking r kicking the ball, spiking r thrwing flag, fighting, excessive celebratins.) This includes all team members, caches, and families/fans representing the team. Depending n severity f incident, players, caches, family members, and/r fans may be subject t ejectin. DEFENSIVE PENALTIES - 5 Yards frm the Line f Scrimmage, Autmatic First Dwn Rughing the passer Intentinally remving a receiver s flag belt befre he/she cntacts the ball Illegally rushing the quarterback T many players n the field Cach interference (remaining n the field during a play) Imprper equipment - (equipment tampering, lack f muth guard, pants r shrts with pckets, jersey un-tucked, illegal cleats, missing r imprperly placed flags) 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) DEFENSIVE UNSPORTSMANLIKE CONDUCT - 15 Yards frm End f Play, Autmatic First Dwn Unsprtsmanlike cnduct (using prfanity, taunting, insulting r vulgar gestures, disrespectfully addressing any persns, illegally stripping r attempting t strip the ball, spiking r kicking the ball, spiking r thrwing flag, fighting, excessive celebratins.) This includes all team members, caches, and families/fans representing the team. FOUL PLAY WILL NOT BE TOLERATED! Depending n severity f incident, players, caches, family members, and/r fans may be subject t ejectin. 10

11 EJECTIONS Flagrant Unsprtsmanlike Cnduct r Persnal Fuls (Tackling, Pass Interference, and Charging) Intentinally Tampering with Equipment Bad Sprtsmanship At the fficial s discretin, a player r a cach may be ejected frm the field fr unsprtsmanlike cnduct r any flagrant vilatin f the rules. T eject a player r a cach the referee will call an fficial s time ut and get the event liaisn PRIOR t making this call. 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, fficials, league persnnel r fans. Disciplinary actin may be taken. If any league persnnel r fficial 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. After the game, teams are expected t frm a line at midfield 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. 11

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