FRIDAY NIGHT FLAG RULEBOOK

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1 FRIDAY NIGHT FLAG RULEBOOK GAMES At the start f each game, captains frm bth teams shall meet at midfield fr the cin tss t determine wh shall start with the ball. The visiting team shall call the tss. The winner f the cin tss gets first ffense pssessin. The lser f the cin tss chses the end zne it wuld prefer t defend. Teams may nt chse t defer t secnd half chice. The ffensive team takes pssessin f the ball at its 5-yard line and has three (3) plays t crss midfield. Once a team crsses midfield, it has three (3) plays t scre a tuchdwn. If the ffense fails t scre, the ball changes pssessin and the new ffensive team takes ver n its 5-yard line. If the ffensive team fails t crss midfield, pssessin f the ball changes and the ppsitin starts its drive frm its 5-yard line. All pssessin changes, except interceptins, start n the ffense s 5-yard line. Teams change sides after the first half. Pssessin changes t the lser f the cin tss. Substitutins may nly be made at mid-quarter, end f quarter, and halftime. Players n the field play bth ffense and defense; there are n changes r substitutins in players due t change f pssessin. TERMINOLOGY Bundary lines the uter perimeter lines arund the field. They include the sidelines, and the rear end zne lines. Line Of Scrimmage an imaginary line running thrugh the pint f the ftball and acrss the width f the field. Line-T-Gain the line the ffense must pass t get a first dwn r scre. Rush Line an imaginary line running acrss the width f the field 7 yards (int the defensive side) frm the Line f Scrimmage. Offense the squad with pssessin f the ball. Defense the squad ppsing the ffense t prevent them frm advancing the ball. Passer the ffensive player that thrws the ball and may r may nt be the QB. Rusher(s) the defensive player(s) assigned t rush the Quarterback t prevent him/her frm passing by pulling his/her flags r blcking the pass. Rusher(s) must start their rush frm the Rush Line. Dwns (1-2-3) the ffensive squad has three attempts r Dwns t advance the ball. They must crss the Line t Gain t get anther set f dwns r t scre. Live Ball the perid f time that the play is in actin. Generally used in regards t penalties, Live Ball Penalties are cnsidered part f the play and must be enfrced befre the dwn is cnsidered cmplete. Dead Ball the perid f time immediately befre r after a play. Whistle the sund made by an fficial using a whistle that signifies the end f the play r a stp in the actin fr timeut, half time r the end f the game. Inadvertent whistle an fficial s whistle that is perfrmed in errr. Charging the mvement f the ball carrier directly at a defensive player wh has established psitin n the field. This includes lwering the head, making cntact with the defender with a shulder, chest r frearm. Flag Guarding an act by the ball carrier t prevent a defender frm pulling the ball carrier s flags by stiff arm, lwering elbw r head r by blcking access t the runner s flags with a hand r arm. Shvel Pass a legal pass attempted behind the line f scrimmage by thrwing the ball underhand r pushing it twards a receiver in a sht put type manner. Lateral a backwards r sideways tss f the ball by the ball carrier. Unsprtsmanlike Cnduct rude, cnfrntatinal r ffensive behavir r language. 1

2 ELIGIBILITY A player s grade must fall within the current schl year. Age can be verified by a valid birth certificate if necessary. All players must present a waiver that is signed by a legal guardian r parent. EQUIPMENT The League prvides each player with a jersey, black shrts, and flag belts. The league will prvide balls fr games. Teams must prvide their wn ball fr practice use. Players must wear shes. Cleats are allwed, hwever cleats with expsed metal are nt allwed and must be remved. Players may tape their frearms, hands and fingers. Players may wear glves, elbw pads, and kneepads. Braces with expsed metals are nt allwed. Players must remve all watches, earrings and any ther jewelry that the fficials deem hazardus. Official NFL FLAG jerseys and black shrts (withut stripes) must be wrn during play. Players jerseys must be tucked int the pants if they hang belw the belt line. Pants r shrts with belt lps r pckets shuld nt be wrn. Muth guards are mandatry fr all players. N exceptins. FIELD The field size is 30 yards by 70 yards with tw 10-yard end znes and a midfield line-t-gain. N- Running Znes precede each line-t-gain by 5 yards. N Run Znes are in place t prevent teams frm cnducting pwer run plays. While in the N Run Znes (a 5 yard imaginary zne befre midfield and befre the end zne), teams may nt run the ball in any fashin. All plays, including thse that begin with a handff, must be pass plays. Stepping n the bundary line is cnsidered ut f bunds. Each ffensive squad appraches nly TWO N Run Znes in each drive (ne zne 5 yards frm midfield t gain the first dwn, ne zne 5 yards frm the gal line t scre a TD). 2

3 COACHES Caches are typically vlunteer parents r family members helping the players learn and enjy the game. Parents are encuraged t supprt the cach at all time. Caches are allwed n the field t direct players accrding t need and Divisin. K Divisin: Caches allwed n field during entire game t direct ffense and defense. 1-2 Divisin: Caches allwed n field during entire game t direct ffense and defense 3-4 Divisin: Caches allwed n field during entire first three weeks f the seasn. Starting with the furth week f games, caches must remain n the sidelines during play. Caches must be n sidelines befre snap f ball. 5-6 Divisin: Caches must remain n the sidelines during play. Caches must be n sidelines befre snap f ball. 7-8 Divisin: Caches must remain n the sidelines during play. Caches must be n sidelines befre snap f ball. Caches are expected t adhere t NFL FLAG philsphies, caching guidelines and cdes f cnduct. Only three caches per team are allwed n the sidelines. Only tw caches maximum allwed n field during play fr Divisin K, 1-2, and 3-4 (first 3 games nly fr 3-4 Divisin). Only Head Caches (identified at beginning f game) may speak with game referees. ROSTERS Hme teams wear dark jerseys, visiting teams wear light jerseys. Games are played 5 n 5. Teams must field a minimum f fur (4) players at all times. The league allws an ppsing team t lan a player t a team lacking enugh players t field a full team. This is nt mandatry but at the discretin f the caches invlved. Each team is made up f between 8-10 players. Caches are expected t prvide fr equal playing time and pprtunity fr all players t be active n ffense including running, catching, r thrwing the ball. Playing time will vary by team size and number f players available at game time. TIMING AND OVERTIME 1. Games are played by fur 10 minute quarters. Game clck is cntrlled by the referee and will be a cntinuus clck. The clck stps nly fr quarter and mid-quarter breaks, and timeuts. 2. Halftime is tw minutes lng. Time stp at quarter and mid-quarter is nly lng enugh t allw substitutins. 3. Each time the ball is sptted, a team has 30 secnds t snap the ball. Teams will receive ne warning befre a delay-f-game penalty is enfrced. 4. Each team has ne 60-secnd time ut per half. 5. Officials can stp the clck at their discretin. 6. In the event f an injury the clck will stp and then restart when the injured player is remved frm the field f play. 7. During the regular seasn games, if the scre is tied at the end f 40 minutes, the game shuld be determined a tie. 8. In playff situatins, an Overtime (OT) Perid will be used t determine a winner. OT frmat is as fllws: a. Each team gets ne series f three plays (and pssibly mre pending penalty enfrcement) starting frm the mid-field yard line. i. First pssessin chice ges t the winner f regulatin cin tss. ii. There is n Sudden Death; each team gets a minimum f ne pssessin. b. All regulatin perid rules and penalties are in effect. c. There are n time-uts. d. Each team will be scred based n pints scred (r yardage gained, see belw): i. If bth teams scre tuchdwns and cmplete the same amunt f pints in cnversins, the prcess is repeated in a subsequent OT perid. 3

4 1. In the case f an interceptin, the ball will be marked at either the line f scrimmage, at mid-field r the pint where the defender s flags were pulled, whichever is the mre advantageus spt t the defense. 2. If Team B intercepts the ball and returns it fr a tuchdwn, Team B wins. ii. Scring Same as regulatin. e. Change f Pssessin: i. Change f pssessin takes place when Team A s frward prgress is halted n dwns, scres a tuchdwn, r is intercepted. ii. Team B takes pssessin at mid-field and advances in the ppsite directin. f. If n team scres in an OT perid: i. Yardage gained each team will be given ne cmplete series t drive the field t scre during an OT; if neither team scres, then whever gains the mst yards in that OT perid wins. The yardage gained will be nted by the fficial. The team with the mst yards gained wins. 1. Winning thrugh yardage is equivalent t winning by 6 pints fr tie breaker purpses. g. Multiple OT perids: i. First OT perid shwn abve: 1. Scring teams can g fr 1 r 2 pint PAT. ii. Secnd OT Perid: 1. First pssessin ges t lser f regulatin cin tss. 2. Scring teams must g fr 2 pint PAT. iii. Third OT Perid: switch pssessin, then same rules as secnd OT. SCORING Tuchdwn: 6 pints PAT (Pint After Tuchdwn) 1 pint (5-yard line) r 2 pints (10-yard line). Nte: 1 pint PAT is pass nly, 2 pint PAT can be run r pass. Safety: 2 pints A Safety ccurs when the ball carrier is declared dwn in his/her wn end zne. They can be called dwn when their flags are pulled by a defensive player, their flag falls ut, they step ut f bunds r they hit the grund with their knee r arm. A Safety als ccurs when there is an ffensive penalty in the end zne. Team that scres a safety gets the ball n ffense beginning frm their 5 yard line. A team that scres a tuchdwn must declare whether it wishes t attempt a 1-pt. cnversin (frm the 5-yard line) r a 2-pt. cnversin (frm the 10-yard line). Decisin cannt be changed after a penalty. Interceptins n cnversins cannt be returned. A tuchdwn is scred when the call carrier s frward ft crsses the end zne line. LIVE BALL / DEAD BALL The ball is live at the snap f the ball and remains live until the fficial whistles the ball dead. The fficial will indicate the neutral zne and line f scrimmage. It is an autmatic dead ball ful if any player n defense r ffense enters the neutral zne. In regards t the neutral zne, the fficial may give bth teams a curtesy neutral zne ntificatin t allw their players t mve back beynd the line. A player wh gains pssessin in the air is cnsidered in bunds as lng as ne ft cmes dwn in the field f play. The defense may nt mimic the ffensive team signals, by trying t cnfuse the ffensive players, while the quarterback is calling ut signals t start the play. Substitutins may be made nly during mid-quarter breaks, quarter breaks, and halftime. Exceptin is made fr injured players r if referee requests a substitutin fr equal playing time. Any fficial can whistle the play dead. 4

5 Play is ruled dead when: The ball hits the grund. The ball carrier s flag is pulled. The ball carrier steps ut f bunds. A tuchdwn, PAT r safety is scred. The ball carrier s knee r arm hits the grund. The ball carrier s flag falls ut. The receiver catches the ball while in pssessin f ne flag. The 7 secnd pass clck expires. An inadvertent whistle is perfrmed (at the spt where the ball was whistled dead). In the case f an inadvertent whistle, the ffense has tw ptins: Take the ball where it was when the whistle blew and dwn is cnsumed, r Replay the dwn frm the riginal line f scrimmage. NOTE: There are NO FUMBLES. NO STRIPPING OF THE BALL. The ball is sptted where the ball hits the grund. A team is allwed t use a time ut t questin an fficial s rule interpretatin. If the rule is interpreted incrrectly, the time ut will nt be charged and the prper ruling will be enfrced. Officials shuld all agree upn any cntrversial call in rder t give each team the full benefit f each call. If the ruling is crrect the team will be charged a time ut. FORMATIONS An ffensive team must have a minimum f ne player n the line f scrimmage (the Center) and up t fur players n the line f scrimmage. The quarterback must be ff the line f scrimmage. One player at a time may g in mtin 1-yard beynd and parallel t the line f scrimmage. N mtin is allwed twards the line f scrimmage. Offensive players must cme t a cmplete stp fr ne secnd befre the ball is snapped unless he/she is the ne player in mtin. Mvement by a player wh is set r a player wh runs tward the line f scrimmage while in mtin is cnsidered a false start. The center must snap the ball with a rapid and cntinuus mtin between his/her legs t a player in the backfield, and the ball must cmpletely leave his/her hands. RUNNING The ball is sptted where the runner s feet are when the flag is pulled, nt where the ball carrier has the ball. If ne ft precedes the ther, the frward ft marks the spt. The quarterback cannt directly run with the ball. Only direct handffs behind the line f scrimmage are permitted. Offense may use multiple handffs. Laterals r pitches are allwed similar t NFL rules, including thse beynd the line f scrimmage. N-Run Znes, lcated 5 yards befre each end zne and 5 yards n either side f midfield, are designed t avid shrt-yardage, pwer-running situatins. Teams are nt allwed t run in these znes IF the subsequent line f scrimmage is LIVE. (Reminder: Each ffensive squad appraches nly TWO N Run Znes in each drive - ne 5 yards frm midfield t gain the first dwn, ne 5 yards frm the gal line t scre a TD 5 yards). If ffense lses yards fllwing the crssing f the N Run zne and they are lcated back in this zne n subsequent plays, they may run r pass n subsequent plays f the same drive. Hwever, if a team crsses the midfield line but is assessed a penalty n that same play that lcates the line f scrimmage within the N Run Zne, then the N Run Zne is active n subsequent plays. The player wh takes the handff can thrw the ball frm behind the line f scrimmage. Any ther player may als make a frward pass frm behind the line f scrimmage if a subsequent handff r pitch has been made behind the line f scrimmage. Once the ball has been handed ff in frnt r behind the quarterback, all defensive players are eligible t rush. 5

6 Runners may nt leave their feet t advance the ball frward. Diving, leaping r jumping in a manner that is bvius t be flag guarding will result in a penalty. This is at the discretin f the referee t determine if the actin is blatant flag guarding; fr example shuffling sideways is typically nt flag guarding, but leaping while in a frward mtin wuld be cnsidered flag guarding. Spinning is allwed, but players cannt leave their feet t avid a flag pull. Runners may leave their feet if there is a clear indicatin that he/she has dne s t avid cllisin with anther player withut a flag guarding penalty enfrced. N blcking r screening is allwed at any time. Offensive players must stp their mtin nce the ball has crssed the line f scrimmage, unless there is a designed play fr making a legal pitch t anther player. N running alngside, in frnt f, r with the ball carrier t aid in blcking defenders is allwed. Flag Obstructin All jerseys MUST be tucked in befre play begins. The flags must be n the player s hips and free frm bstructin. Deliberately bstructed flags will be cnsidered flag guarding. PASSING All frward passes must be frm behind the line f scrimmage. Shvel passes are allwed, but must be received beynd the line f scrimmage. N Run Zne passing: all passes frm within the N Run Zne must be frward passes that are beynd the line f scrimmage. The quarterback has a seven-secnd pass clck. If a pass is nt thrwn within the seven secnds, play is dead, the dwn is cnsumed and the ball is returned t the line f scrimmage. Once the ball is handed ff, the 7-secnd rule n lnger is in effect. If the QB is standing in the end zne at the end f the 7-secnd clck and his/her flags have nt been pulled, the ball is returned t the line f scrimmage (LOS). RECEIVING All players are eligible t receive passes (including the quarterback if the ball has been handed ff behind the line). 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 player must have at least ne ft inbunds when making a receptin. In the case f simultaneus pssessin by bth an ffensive and defensive player, pssessin is awarded t the ffense. Interceptins change the pssessin f the ball at the pint f interceptin. Interceptins are the nly changes f pssessin that d nt start n the 5-yard line. Interceptins are returnable, but nt n cnversins after tuchdwns. NO RUN ZONE N-Run Znes, lcated 5 yards befre each end zne and 5 yards n either side f midfield, are designed t avid shrt-yardage, pwer-running situatins. Teams are nt allwed t run in these znes IF the subsequent line f scrimmage is LIVE. (Reminder: Each ffensive squad appraches nly TWO N Run Znes in each drive - ne 5 yards frm midfield t gain the first dwn, ne 5 yards frm the gal line t scre a TD 5 yards). If ffense lses yards fllwing the crssing f the N Run zne and they are lcated back in this zne n subsequent plays, they may run r pass n subsequent plays f the same drive. Hwever, if a team crsses the midfield line but is assessed a penalty n that same play that lcates the line f scrimmage within the N Run Zne, then the N Run Zne is active n subsequent plays. N Run Zne passing: all passes frm within the N Run Zne must be frward passes that are beynd the line f scrimmage. If a team is penalized r lses yards n a play within the N Run Zne that results in subsequent plays starting utside f the N Run Zne, a team may then run r pass n the subsequent plays. 6

7 RUSHING THE PASSER All players wh rush the passer must be a minimum f seven yards frm the line f scrimmage when the ball is snapped. Any number f players can rush the quarterback. Players nt rushing the quarterback may defend n the line f scrimmage. Once the ball is handed ff, the seven-yard rule n lnger is in effect and all defenders may g behind the line f scrimmage. A special marker, r the referee, will designate a Rush Line seven yards frm the line f scrimmage. Defensive players shuld verify they are in the crrect psitin with the fficial n every play. A legal rush is: Any rush frm a pint 7 yards frm the defensive line f scrimmage. A rush frm anywhere n the field AFTER the ball has been handed ff by the quarterback. If a rusher leaves the rush line early, they may return t the rush line, reset and then legally rush the quarterback. If a rusher leaves the rush line early and the ball is handed ff befre they crss the line f scrimmage, they may legally rush the quarterback. A penalty may be called if: The rusher leaves the rush line befre the snap and crsses the line f scrimmage befre a handff r pass Illegal Rush (5 yards LOS and first dwn). Any defensive player crsses the line f scrimmage befre the ball is snapped Offsides (5 yards LOS and first dwn). Any defensive player, nt lined up at the rush line crsses the line f scrimmage befre the ball is passed r handed Illegal Rush (5 yards LOS and first dwn). Special circumstances: Teams are nt required t rush the quarterback, seven secnd clck in effect. Teams are nt required t identify their rusher befre the play, hwever if they d send a rusher, the rusher must start at least 7 yards frm the line f scrimmage. If rusher leaves the 7-yard line befre the snap, he/she may immediately drp back t act as a defender with n ffside penalty enfrced. Players rushing the Quarterback may attempt t blck a pass. Hwever, NO cntact can be made with the quarterback in any way. Offense cannt impede the rusher in any way. The rusher has a CLEAR PATH t the QB and any interference that wuld impede his/her path t the QB will be cnsidered screening. The defense may attempt t blck a pass prvided they d nt strike the passer. Blcking the pass and then striking the passer will result in a 10-yard penalty. A Sack ccurs if the QB s flags are pulled r drps the ball behind the line f scrimmage. The ball is placed where the QB s feet are when the flag is pulled r where the ball hits the grund. A Safety is awarded if the sack takes place in the ffensive team s end zne. On a safety, the defense is awarded 2 pints, and takes ver pssessin f the ball at their wn 5- yard line. FLAG PULLING 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 ball carrier when pulling flags. It is illegal t attempt t strip r pull the ball r pull frm the ball carrier s pssessin at any time. If a player s flag inadvertently falls ff during the play, the player is dwn immediately upn pssessin f the ball and the play ends. 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 f head, hand, arm r shulder, r intentinally cvering flags with the ftball r jersey. Defenders may nt pull n the jersey r any ther articles ther than the ball carriers flags. 7

8 If the last defender pulls n clthing, jerseys r ther clthing t slw dwn the ball carrier r tackles the ball carrier, this will result in an autmatic tuchdwn fr the ffense. UNSPORTSMANLIKE CONDUCT If the field 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! FOUL PLAY WILL NOT BE TOLERATED. Offensive r cnfrntatinal language is illegal. Officials 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 r fficial. 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 flags. Caches must play all eligible players equal time, r as clse t equal time as pssible with number f eligible players during a game. Referee will give ne warning befre assessing a penalty. Fans must als adhere t gd sprtsmanship: Yell t cheer n yur players, nt t harass fficials r ther teams; Keep cmments clean and prfanity free; Cmpliment ALL players, nt just ne child r team; Keep yunger kids and equipment such as clers, chairs and tents at least 3 feet away frm the sidelines; Fans are allwed n sidelines, but leave adequate rm fr play and fr caches and teams. 8

9 PENALTIES General 1. The referee will call all penalties. 2. Referees determine incidental cntact that may result frm nrmal run f play. 3. All penalties will be assessed frm the line f scrimmage, except as nted (spt fuls). 4. Only the Head Cach may ask the referee questins abut rule clarificatin and interpretatins. Players cannt questin judgment calls. 5. Games cannt end n a defensive penalty, unless the ffense declines it. 6. Penalties are assessed Live Ball then Dead Ball. Live Ball penalties must be assessed befre play is cnsidered cmpleted. 7. Penalties will be assessed half the distance t the gal yardage when the penalty yardage is mre than half the distance t the gal. 5 Yard Penalties Illegal Equipment Offside Running in n-run zne. Illegal mtin (mre than ne persn mving, false start, etc.) Illegal frward pass (thrwing a pass beynd the line f scrimmage) Offensive pass interference (illegal pick play, pushing ff/away defender) Screening, Blcking r Running with the ball carrier Delay f game Defense Illegal cntact (hlding, blcking, etc.) Defense Illegal flag pull (befre receiver has ball) Defense Illegal rushing (starting rush frm inside 7-yard marker) 10 Yard Penalties Rughing the passer Taunting Unsprtsmanlike cnduct. After scring and tuchdwn is gd, ffense receives a 10 yard penalty frm the yard line f PAT attempt after tuchdwn (ne warning t the player and team befre ejectin) Spt Fuls Flag guarding, jumping, diving n ffense Offensive Charging (ball carrier) Defensive Pass Interference Stripping the ball Offensive Unnecessary Rughness Screening, Blcking r Running next t r in frnt f the ball carrier Defensive Unnecessary Rughness -10 yards & lss f dwn -10 yards & lss f dwn first dwn at spt f ful +10 yards & first dwn -10 yards & lss f dwn -5 yards & lss f dwn +10 yards & first dwn 9

10 Defense Offside Illegal cntact (Hlding player w/ut ball, blcking, pushing) Illegal flag pull (Befre receiver has ball) Illegal rushing (starting rush inside 7-yard marker) Rughing the passer Taunting Unnecessary Rughness (tackling, pushing) Stripping the ball Defensive Pass Interference Last defender tackles, pulls dwn r pushes runner ut f bunds +5 yards frm the LOS +5 yards frm the LOS & autmatic first dwn +5 yards frm the LOS & autmatic first dwn +5 yards frm the LOS & autmatic first dwn +10 yards frm the LOS & first dwn +10 yards frm the LOS & first dwn Spt ful, +10 yards & first dwn Spt ful, +10 yards & first dwn Spt ful & first dwn Tuchdwn Offense False start, Illegal mtin (mre than ne persn mving, r mving tward LOS), running in n-run zne. Illegal frward pass (thrwing a pass frm beynd the line f scrimmage) Offensive pass interference (Illegal pick play, pushing ff/away defender) Flag guarding, jumping, diving Screening, Blcking r Running next t r in frnt f the ball carrier Offensive Charging (ball carrier) Delay f game Offensive Unnecessary Rughness Offside (lining up ffside) -5 yards frm the LOS Last 2 min f game, stp clck until next snap f ball -5 yards frm the LOS & lss f dwn -5 yards frm the LOS & lss f dwn Spt ful, -10 yards & lss f dwn Spt ful, -5 yards & lss f dwn Spt ful, -10 yards & lss f dwn -5 yards frm the LOS Spt ful, -10 yards & lss f dwn -5 yards frm the LOS 10

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