Revised 8/17/17. Official. Rule Book. Table of Contents

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Revised 8/17/17 Official Table of Contents Rule Book

Rule 1: Eligibility & Registration.. 3 Rule 2: Equipment. 3 Rule 3: Playing Field. 4 Rule 4: Rosters.. 4 Rule 5: The Game.. 5 Rule 6: Timing... 6 Rule 7: Formations/Start of Play 7 Rule 8: Live Ball/Dead Ball... 8 Rule 9: Offense.. 8 Rule 10: Defense 10 Rule 11: Scoring...... 11 Rule 12: Flag Pulling. 11 Rule 13: Penalties.. 12 Rule 14: Unsportsmanlike Conduct.. 17 Rule 15: Post-Season Format..... 18 2

MISSION: The purpose of the Flag Football Program is to provide an opportunity for youth of Tuscaloosa County to participate in an organized league of Flag Football. This league will endeavor to teach the youth good sportsmanship, team work, and the basic fundamentals of football under the guidance of qualified adult leadership. Rule 1: Eligibility & Registration 1. Registration will be held at the PARA offices and online at www.tcpara.org 2. The registration fee is $85 per player. This fee is NON-REFUNDABLE. $10 late fee for late registration. 3. All participants are required to complete and sign the waiver of liability, parent code of conduct, and concussion information forms before participating. 4. A birth certificate or school enrollment record is required and must be on file at PARA for a child to be eligible. 5. No player will be allowed to practice until they have registered with PARA. 6. Each team will present to PARA a complete roster prior to the first game. No jersey will be issued until FORMS and FEES are received in the office. 7. Each team will have NO MORE than 14 players on a roster without the coach s and PARA administrator s consent. 8. A participant s legal age is his age on August 1 of the current year. a. Playing up: Each player may play up one age. Players may not play up 2 or more ages. b. Example: players that are the seasonal age of 8 may play up in the 9-10 division. However, a player who is a seasonal age of 7 may not play up in the 9-10 division. 9. Coaches are required to read and understand all rules. Rule 2: Equipment Game Ball Five through ten age groups will use a K2 pee wee size game ball. Eleven and twelve age group will use TDJ junior size game ball. During the game, each team must use a legal ball of its choice when in possession. The referee shall judge if the ball is legal for play. Flag Belts Flag belts will be provided by the league to each team. Red and Green flag belts will be provided for games. Flag belts may not be modified (including cutting or shaping flags). Flag belts must be tightened with flags positioned at the hip on each player. The referee shall remind players to reposition flags when necessary. 3

70 yards Players Equipment 1. The league will provide each player with a flag belt and a jersey. 2. Players must wear shoes. Football cleats are allowed. However, cleats with exposed metal spikes are not allowed. 3. Players may tape their forearms, hands, and fingers. Players may wear gloves, elbow pads, and kneepads. Braces with exposed metals are not allowed. 4. Players must remove all watches, earrings, and any other jewelry that the officials deem hazardous. 5. Jerseys must be tucked in at all times. 6. Pants or shorts with belt loops or pockets are NOT allowed. 7. Pants or shorts may not be the same color as the flags on the flag belt. 8. Shirts or sweatshirts with hoods are NOT allowed. 9. Any equipment deemed dangerous or inappropriate by the referee must be removed. 10. Players are strongly encouraged to wear a protective mouthpiece. Rule 3: Playing Field The field shall be 70 yards long x 30 yards wide for ages 5-10 and 75 yards long x 40 yards wide for 11 and 12 year olds with two ten yard end zones and a midfield line-to-gain. Dashed No- running zones will be located 5 yards from each end zone and 5 yards on either side of midfield, are designed to avoid short-yardage, powerrunning situations. The defense lines up one yard from the line of scrimmage in this zone. ENDZONE 10 YDS ENDZONE NO-RUNNING ZONE 5 YDS NO-RUNNING ZONE NO-RUNNING ZONE 5 YDS 5 YDS NO-RUNNING ZONE 75 yards NO-RUNNING ZONE ENDZONE 5 YDS 10 YDS NO-RUNNING ZONE ENDZONE 30 yards 40 yards 4

Rule 4: Rosters Eligible Players All players must be on the team roster to participate in the game. NO EXCEPTIONS. Players must be legally equipped according to rule 3. Number of Players Required to Start a Game Teams must start a game with a minimum of seven players. In the event of an injury, a team with insufficient players may play with six players on the field, but no fewer than six. Substitutes All substitutes must stay on the sideline. Substitutes may enter the game during any dead ball situation before the ball is snapped. Players who have been substituted for must leave the field on their team s sideline in a timely manner. Roster Size The maximum number of players a team can sign up with is 12. If teams sign up with less than 12 players, free agents will be assigned on a first come first served basis by the PARA Program Supervisor (for flag football). After each team is numerically equal with 12 players, free agents will continue to be assigned to teams, starting with the teams who signed up with 12 players and who have no free agents to that point. If there are free agents who are still available after each team has 13 players, then additional free agents will be placed on each team until each team has 14 players No team shall have more than 14 players. All free agents will be placed on a team on a first come, first served basis, with an attempt to place players with teams who practice closest to their residence. Free agents are not guaranteed a spot on a team. After the first come, first served process is complete, and all teams have 14 players, there is no guarantee that the remaining free agents will be able to participate. It is important for free agents to register early. Rule 5: The Game Start of Game/Coin Toss The officials will bring in both teams captains to midfield for coin toss. The away team will call the toss. The winner of the coin toss must choose one of the following options. The other team will take the other: 1. Choose offense or defense 2. Which end to defend Possession 1. The offensive team takes possession of the ball at its 5-yard line and has four plays to cross midfield. Once a team crosses midfield, it receives a first down and has four plays to score a touchdown. 2. If the offense fails to score, the ball changes possession and the new offensive team takes over on its 5- yard line. 3. If the offensive team fails to cross midfield, possession of the ball changes and the opposition starts its drive from its 5-yard line. 4. All possession changes, except interceptions, start on the offense s 5 yard line. 5. There are NO punts. 6. Teams change sides after the first half. Possession changes to the team that started the game on defense. 5

Interceptions When a pass is intercepted by the defense, the defense may attempt to return the interception and the next possession will start from where the player who intercepted the ball has their flag pulled or declared down. Numbers of Players There will be seven players per team on the field. Number of Coaches One coach for teams of all age groups may stay on the field to call plays and adjust their players. All other coach(es) must stay in the team bench area. Forfeit Time Teams must have a minimum of 7 players ready to play no later than 5 minutes after officials flipped the coin toss. If a team does not have 7 players ready to play after this time, the game will be forfeited and a scrimmage game may be played. Playing Time Each player in uniform must play at least five downs per half in any capacity. The Head Coach has the authority to limit game playing time of any player on their team who continually misses practices without a valid excuse, or that may have caused disciplinary problems during a prior practice or a particular game. Players with valid medical or health related issues are exempt from this rule. Tie Games/Overtime Games can end in a tie. There will be no overtime periods in regular season play. Tie games will count for half a win and half a loss in the league standings. During post-season play, teams will alternate possessions from the mid-field line until a winner is declared (college football). Teams will be given one time-out per overtime period. Teams will not be required to attempt a two point conversion at any point during overtime. A coin toss shall determine which team takes possession of the ball first in each period. Rule 6: Timing Game Length Games consist of two twenty minute halves with two-minute warnings in each half. Half time consists of five minutes. Inclement Weather In the event of inclement weather, any game that has completed the first half of play will be considered an official game and will not be rescheduled. 6

Clock Stoppages The clock will start on the first snap of each half and run continuous and will only stop during the following situations: 1. Team Timeout- Clock will restart on snap 2. Official s Timeout- Clock will start on the ready for play 3. Two-minute warning a. Clock stoppages during two-minute warning: i. Clock restarts on snap: 1. Incomplete legal or illegal forward pass 2. Player out-of-bounds 3. Safety 4. Team time-out 5. Touchdown 6. First down with player going out-of-bounds 7. Turnover on downs 8. Change of possession turnover ii. Clock restarts on ready for play: 1. Inadvertent whistle 2. Official s time-out 3. First down with runners flag pulled in bounds 4. Penalty- When one of the above occurred during previous play or when a play did not result in a stoppage in play Two-Minute Warning A two minute warning is given to both head coaches during the game when there is two minutes remaining in each half or immediately after the play if the two-minute point is reached during a play. The clock will restart on the snap after the two-minute warning. The back judge will announce the time remaining in the half at the end of every play during the final two minutes of each half. Time Outs Each team receives two one minute time outs per half. Time outs cannot be carried over into the next half. Time between Plays/Delay of Game The offensive team is allowed 25 seconds between plays. The 25-seconds clock begins when the lineman sets the ball for the next play. The referee will issue a 10-second warning. If needed, a delay of game penalty will be charged when the 25-seconds clock expires. Rule 7: Formations/Start of Play Minimum Number of Players on the Line The offense must have a minimum of one man on the line of scrimmage. The ball must be snapped through the centers legs, and or side pitched. The ball must completely leave his/her hands. No direct snaps are allowed. 7

Motion 1. Only one player is allowed in motion at a time at the time of the snap. 2. No motion is allowed towards the line of scrimmage. 3. Movement by a player who runs toward the line of scrimmage while in motion is illegal motion. Bad Snaps Snaps that hit the ground are considered fumbles and are dead where they land. Illegal Sleeper Plays/Substitutes During Hurry-Up Offense To be eligible to participate in a given offensive play, a player must have been in the previous huddle (no sleeper plays). No player changes can occur during a hurry-up offense without allowing the defense a chance to substitute. These are illegal substitution. Coach Positioning/Interference with Play One Coach for teams of all age groups may stay on the field to call plays and adjust their players. The coach must stay away from any player in motion. Any interference by any coach on the field will automatically be a penalty and be an automatic first down if the coach is on the defense. If the offense coach interferes it will be an automatic 10 yards penalty. Any coach knowingly interfering in a play or constantly interfering in plays will be ejected from the game. They will be contacted by the PARA League staff and disciplinary actions will be taken. Shotgun Formation: The shotgun formation is allowed only in the 9-10 and 11-12 year old age group. Pre-snap Defense Rushing is not allowed. All players must be a minimum of five yards from the line of scrimmage when the ball is snapped (exception: Defense may line up one yard from the line of scrimmage while in no-rushing zones). After the snap, the defensive players can come up to but not beyond the line of scrimmage. The defensive team may not verbally try to draw the offense off sides. The defense is not allowed to simulate offensive calls by trying to sound like the quarterback. This includes, but is not limited to, saying such things as Hut-Hut or Go-Go. This is called Imitating the Offensive Calls and will result in an unsportsmanlike penalty. Rule 8: Live Ball/Dead Ball 1. The ball is live at the snap of the ball and remains live until the official whistles the ball dead. 2. A player who gains possession in the air is considered in bounds as long as one foot comes down in the field of play. 3. Substitutions may be made of any dead ball. 4. Any official can whistle the play dead. 5. Play is ruled dead when: a. The ball hits the ground. b. The ball carrier s flag is pulled. c. The ball carrier steps out of bounds 8

d. A touchdown, PAT or safety is scored. e. Anything other than the ball carrier s hands or feet touch the ground. f. The ball carrier s flag falls off and is touched with one hand from knee to shoulder by an opponent. g. The 7 second pass clock expires. h. Inadvertent whistle. 6. There are no fumbles. The ball is spotted where the ball carrier s feet were at the time of the fumble. 7. In the case of an inadvertent whistle, the offense has two options: a. Take the ball where it was when the whistle blew and the down is consumed. b. Replay the down from the original line of scrimmage. Rule 9: Offense Ball Responsibility/Retrieval The offense is responsible for retrieving the ball and bringing it back to the linesman after each play as fast as possible or a delay penalty will be charged. Passing: 1. All passes must be from behind the line of scrimmage and thrown forward. 2. Shovel passes are allowed, but must be thrown forward. 3. Only one forward pass is permitted per down. 4. All forward passes must be from behind the line of scrimmage and received beyond the line of scrimmage in the no run zone. 5. The quarterback has a seven-second pass clock. If a pass is not thrown within the seven seconds, play is dead, loss of down. Once the ball is handed off, the seven-second rule no longer is in effect. 6. If the quarterback is standing in the end zone at the end of the 7-second clock, the ball is returned to the line of scrimmage. 7. The shotgun formation is permitted only in the 9-10 &11-12 year old age group. Receiving: 1. All players are eligible to receive passes (including the quarterback, if the ball has been handed off behind the line of scrimmage). 2. For a legal catch, the player must control the ball throughout the act of touching one foot, or any other part of the body except the hands, to the ground in bounds. If pushed out of bounds by a defender during the act of catching the ball, an official may rule that the player would have been in bounds without the contact and award a catch. 3. A player without the ball that steps out of bounds on his own is ineligible to re-enter during the play. 4. Only one player is allowed in motion at a time. All motion must be parallel to the line of scrimmage and no motion is permitted towards the line of scrimmage. 5. In the case of simultaneous possession by both an offensive and defensive player, possession is awarded to the offense. 6. Interceptions change the possession of the ball at the point of interception. Interceptions are the only changes of possession that do not start on the 5-yard line. 7. Interceptions are returnable on conversions after touchdowns for two points. 8. When a receiver dives to make a catch, if his/her knee touches down, the play is dead. 9

Running: 1. The ball is spotted where the ball carrier s feet are when the flag is pulled, not where the ball is. Forward progress will be measured by the player s front foot. 2. The quarterback cannot run the ball. The quarterback may only throw the ball. The quarterback is the offensive player that receives the snap. 3. Only direct handoffs behind the line of scrimmage are permitted. Handoffs may be in front, behind, or the side of the offensive player, but must be behind the line of scrimmage. The offense may use multiple handoffs. 4. Fumble-rooskie and center-rooskie plays are illegal. The ball must completely leave the center s hands on the snap and he/she must step backwards off the line of scrimmage in order to receive a direct handoff from the quarterback before advancing the ball. 5. Absolutely NO laterals or pitches of any kind. 6. No- running zones located 5 yards from each end zone and 5 yards on either side of midfield, are designed to avoid short-yardage, power-running situations. Defense lines up one yard from the line of scrimmage in this zone. 7. The player who takes the handoff can throw the ball from behind the line of scrimmage. 8. Once the ball has been handed off in front, behind, or the side of the quarterback, all defensive players are eligible to rush. 9. Runners may not leave their feet to advance the ball. Diving, leaping, crawling, or jumping to avoid a flag pull is considered flag guarding. Spinning is allowed, but players cannot leave their feet to avoid a defensive player (no diving). Lateral moves to the left or right are permitted. 10. Runners may not run directly into a defender. 11. Runners may leave their feet if there is a clear indication that he/she has done so to avoid collision with another player without a flag guarding penalty enforced. 12. Blocking or screening is allowed at any time. The blocker may not have arms extended or place hands on any defender. Blockers may move to establish a position, but may not initiate contact with a defender. Defenders must go around stationary offensive players. Violations of this rule will be penalized for offensive illegal contact. 13. A ball carrier that falls and his/her knee touches down, the play is dead. 14. A player without the ball that steps out of bounds on his own is ineligible to re-enter during the play. 15. All jerseys must be tucked in before the play begins. The flags must be on the player s hips and free from obstruction. Deliberately obstructed flags will be considered flag guarding. Rule 10: Defense Pass Defense The defender cannot use contact to break up a pass play. It is pass interference to shield the receiver s eyes. The defender cannot deflag the receiver prior to the reception. Interceptions When a pass is intercepted by the defense, the defense may attempt to return the interception and the next possession will start from where the player who intercepted the ball has their flag pulled. 10

Tackling: Any tackle within 10 yards of the end zone will be judged a touchdown automatically. Pushing Out of Bounds: Any tackle within 10 yards of the end zone will be judged a touchdown automatically. Rushing the Quarterback: Rushing is not allowed. All players must be a minimum of five yards from the line of scrimmage when the ball is snapped. After the snap, the defensive players can come up to but not beyond the line of scrimmage. Once the ball is handed off, the five yard rule is no longer in effect, and all defenders may go behind the line of scrimmage. A special marker, or the referee, will designate five yards from the line of scrimmage. Remember, no tackling is allowed. Imitating the Offensive Calls: The defense is not allowed to simulate offensive calls by trying to sound like the quarterback. This includes, but is not limited to, saying such things as Hut-Hut or Go-Go. This is called Imitating the Offensive Calls. Rule 11: Scoring Touchdowns: 6 points If the player crosses the goal line while in possession of the ball before his/her flags are pulled, the play will result in a touchdown. A touchdown is worth six points. PAT (Point after Touchdown): 1 point (5-yard line) or 2 points (10-yard line). Note: 1 point PAT is pass only; 2 point PAT can be run or pass A team that scores a touchdown must declare whether it wishes to attempt a 1-pt. conversion (5-yard line) or a 2-pt. conversion (10-yard line). Intercepted PAT attempts can be returned for 2 points, regardless of the original line of scrimmage or how many points the offense was trying to score. If a team scores as time runs out, an extra point will only be attempted if it can affect who wins the game. If the extra point cannot affect who wins the game, then no extra point is attempted and the scoring team will receive one additional point. Safeties: 2 points A Safety occurs when the ball carrier is declared down in his/her own end zone. A safety also occurs when there is an offensive penalty in the end zone. Reminder: If the quarterback is standing in the end zone at the end of the 7-second clock, the ball is returned to the line of scrimmage and no safety will be scored. 11

Rule 12: Flag Pulling 1. A legal flag pull takes place when the ball carrier is in full possession of the ball. 2. Defenders cannot tackle, hold or run through the ball carrier when pulling flags. 3. It is illegal to attempt to strip or pull the ball from the ball carrier s possession at any time. 4. If a player s flag inadvertently falls off during the play, the player is down when a defensive player touches the ball carrier with one hand from knee to shoulder. 5. A defensive player may not intentionally pull the flags off of a player who is not in possession of the ball. 6. Flag guarding is an attempt by the ball carrier to obstruct the defender s access to the flags by stiff arming, dropping the head, hand, arm or shoulder, swatting the defenders hands, or intentionally covering flags with the jersey. Runners shall not flag guard by using their hands, arms, or the ball to deny the opportunity for an opponent to pull or remove the flag belt. Examples of flag guarding include but are not limited to: a. Placing the hand or arm over the flag belt b. Placing the ball over the flag belt c. Lowering the shoulders in a manner which places the arm over the flag belt d. Swatting a defender s hands away from the flags. e. Runners may not leave their feet to advance the ball. Diving, leaping, crawling, or jumping to avoid a flag pull is considered flag guarding. Spinning is allowed, but players cannot leave their feet to avoid a defensive player (no diving). Lateral moves to the left or right are permitted. Rule 13: Penalties General: 1. The referee will call all penalties. 2. Referees determine incidental contact that may result from normal run of play. 3. All penalties will be assessed from the line of scrimmage, except as noted (spot fouls). 4. Only the head coach may ask the referee questions about rule clarification and interpretations. Judgement calls may not be questioned. 5. Games may not end on a defensive penalty, unless the offense declines it. 6. Penalties are assessed live ball then dead ball. Live ball penalties must be assessed before play is considered complete. 7. Penalties will be assessed half the distance to the goal yardage when the penalty yardage is more than half the distance to the goal. 8. Any offensive or defensive penalty may be accepted or declined except for voluntary penalties Enforcement Notes: For a defensive penalty during a score, enforcement is on the first down of the next possession. If both teams commit a penalty on same play, the play is run over (this is called off-setting penalties). If one team commits multiple fouls on same play, only largest single one is enforced. In addition, all personal fouls are always 12

enforced. Spiking the ball in celebration will be penalized for unsportsmanlike conduct. Any spot foul committed by the offense in its own end zone is a safety. Dead Ball Foul A dead ball foul is a foul which occurs in the time interval after a down has ended and before the ball is next legally snapped. Live Ball Foul A live ball foul is a foul which occurs during a down. Voluntary Penalties: If the offense is in possession of the ball five or less yards before the next first down or end zone, the offense can voluntarily be penalized five yards by telling an official before the snap. Teams usually take this penalty to back up outside the no-running zones. This penalty against the offense cannot be refused. Inadvertent Whistle: Offense has the choice of the result of the play or to retry the down. If the defense is in possession, the ball is dead at the spot. Penalty Definitions Charging: A runner shall not charge into an opponent in his/her path, attempt to run between two opponents, or between an opponent and a sideline, unless the space is such as to provide reasonable chance for him/her to go through without contact. If an opponent is able to legally establish defensive position in that path, the runner must avoid contact by changing direction. Defensive Pass Interference: After the pass is released by the passer, and until it is touched or while it is in flight, the defense shall not commit pass interference. Any of the following acts will be deemed pass interference: 1. Contact with the defender 2. Holding the defender 3. Face Guarding the defender Delay of Game The offensive team is allowed 25 seconds between plays. The 25-seconds clock begins when the lineman sets the ball for the next play. The referee will issue a 10-second warning. If the ball is not snapped before this clock expires, a delay of game penalty will be assessed on the offense. The defense may also be penalized for delay of game if they kick the ball out of play or commit any other act to intentionally delay the game (referee s judgement). Encroachment 13

When a player enters the neutral zone and makes contact with an opponent before the ball is snapped an encroachment penalty will be called. False Start No offensive player shall make a false start, or any action that simulates the start of play. This penalty may be enforced regardless if the ball is snapped. Flag Guarding: Flag guarding is an attempt by the ball carrier to obstruct the defender s access to the flags by stiff arming, dropping the head, hand, arm or shoulder, swatting the defenders hands, or intentionally covering flags with the jersey. Runners shall not flag guard by using their hands, arms, or the ball to deny the opportunity for an opponent to pull or remove the flag belt. Examples of flag guarding include but are not limited to: 1. Placing the hand or arm over the flag belt 2. Placing the ball over the flag belt 3. Lowering the shoulders in a manner which places the arm over the flag belt 4. Swatting a defender s hands away from the flags. 5. Runners may not leave their feet to advance the ball. Diving, leaping, crawling, or jumping to avoid a flag pull is considered flag guarding. Spinning is allowed, but players cannot leave their feet to avoid a defensive player (no diving). Lateral moves to the left or right are permitted. Helping the Runner The runner shall not grasp a teammate or be grasped, pulled, or pushed by a teammate. Holding Holding is the illegal restraining of another player who is not in possession of the ball. Holding the Runner An opponent shall not hold or grasp the runner when in the act of removing the flag belt or making a legal tag. Illegal Contact/Block Blocking or screening is allowed at any time. The blocker may not have arms extended or place hands on any defender. Blockers may move to establish a position, but may not initiate contact with a defender. Defenders must go around stationary offensive players. Violations of this rule will be penalized for illegal contact. Illegal Formation Minimum number of players on the line of scrimmage must be maintained. The shotgun formation is permitted only in 9-10 and 11-12 age group. Illegal Forward Pass All passes must be from behind the line of scrimmage and thrown forward. Shovel passes are allowed, but must be thrown forward. Illegal Motion 14

1. Only one player is allowed in motion at a time at the time of the snap. 2. No motion is allowed towards the line of scrimmage. 3. Movement by a player who runs toward the line of scrimmage while in motion is illegal motion. Illegal Rush Defenders may not cross the line of scrimmage until the ball is handed off. Violations of this rule will result in a foul for an illegal rush. Illegal Sleeper Play To be eligible to participate in a given offensive play, a player must have been in the previous huddle (no sleeper plays) and no player changes can occur during a hurry-up offense. These are illegal participation. Illegal Substitution All substitutes must stay on the sideline. Substitutes may enter the game during any dead ball situation before the ball is snapped. Players who have been substituted for must leave the field on their team s sideline in a timely manner. Illegally Modified Flags Flag belts may not be modified (including cutting or shaping flags). Illegally Worn Equipment All players must be equipped properly according to rule 2. Imitating the Offensive Calls The defensive team may not verbally try to draw the offense off sides. The defense is not allowed to simulate offensive calls by trying to sound like the quarterback. This includes, but is not limited to, saying such things as Hut-Hut or Go-Go. This is called Imitating the Offensive Calls. Ineligible Receiver/Illegal Touching A player without the ball that steps out of bounds becomes ineligible to re-enter or touch the football during the play unless the player is forced out by an opposing player and immediately attempts to get back inbounds. All defensive players are considered eligible. Offensive Pass Interference: After the pass is released by the passer, and until it is touched or while it is in flight, the offense shall not commit pass interference. Any of the following acts will be deemed pass interference: Contact with the defender Holding the defender Face Guarding the defender Offside All players must be a minimum of five yards from the line of scrimmage when the ball is snapped. After the snap, the defensive players can come up to but not beyond the line of scrimmage. Once the ball is handed off, 15

the five yard rule is no longer in effect, and all defenders may go behind the line of scrimmage. A special marker, or the referee, will designate five yards from the line of scrimmage. Violations of this rule will result in a penalty for offside. Pushing/Shoving Out of Bounds Players may not push or shove other players out of bounds. Any pushing/shoving of the ball carrier out of bounds within 10 yards of the end zone will be judged a TD automatically. Roughing the Passer Any contact exceeding incidental contact with the QB will be judged roughing the passer. Stripping It is illegal to attempt to strip, punch, or pull the ball from the ball carrier s possession at any time. Tackling: No tackling is allowed. Any tackle within 10 yards of the end zone will be judged a TD automatically. Taunting Players or coaches are not allowed to verbally or physically taunt an opponent at any time. Unnecessary Roughness: Any infraction in flag football that is deemed potentially hazardous by an official can be elevated to unnecessary roughness which is a personal foul and can include ejection. Spot Fouls Charging Flag Guarding (includes diving, crawling, jumping) Helping the Runner Holding Holding the Runner Illegal Contact/Block Pushing/Shoving Out of Bounds Spot Foul, 10 yard penalty, TD within 10 yds. of end zone if ball carrier is pushed out of bounds Stripping Spot Foul, Personal Foul: +10 yards, Auto 1 st Down. Tackling Spot Foul, Personal Foul: +10 yards, Auto 1 st Down, Possible Ejection. Unnecessary Roughness Spot Foul, Personal Foul: 10 yard penalty, Auto 1 st Down, Possible Ejection Defensive Penalties Defensive Pass Interference 10 yard penalty, from LOS Delay of Game Encroachment Holding Holding the Runner 16

Illegal Flag Pull 5 yard penalty end of the run Illegal Rush Illegal Substitution Illegally Modified Flags 1, 2 nd offense=ejection Illegally Worn Equipment Player will be declared ineligible until corrected Imitating the Offensive Calls 10 yard penalty, from LOS Ineligible Receiver/Illegal Touching Offside Pushing/Shoving Out of Bounds Spot Foul, 10 yard penalty, TD within 10 yds. of end zone if ball carrier is pushed out of bounds Roughing the Passer Personal Foul: +10 yards & Auto 1 st Down Stripping Personal Foul: +10 yards & Auto 1 st Down Tackling Spot Foul, Personal Foul: +10 yards, Automatic First Down, Possible Ejection. Taunting Personal Foul: +10 yards & Automatic First Down Unnecessary Roughness Personal Foul: +10 yards, Automatic First Down, Possible Ejection Offensive Penalties Delay of Game False Start Flag Guarding (includes diving, crawling, jumping) Helping the Runner Holding Illegal Contact/Block Illegal Formation Illegal Forward Pass Illegal Motion Illegal Sleeper Play Illegal Substitution Illegally Modified Flags 1, 2 nd offense=ejection Illegally Worn Equipment Player will be declared ineligible until corrected Ineligible Receiver/Illegal Touching Offensive Illegal Contact/Charging 5 yard penalty, loss of down Offensive Pass Interference Offside 5 yard penalty Pushing/Shoving Out of Bounds Spot Foul, 10 yard penalty Taunting Personal Foul: +10 yards & Automatic First Down Unnecessary Roughness Personal Foul: +10 yards, Automatic First Down, Possible Ejection Rule 14: Unsportsmanlike Conduct Warnings/Ejections: 17

A warning will be issued by an official to any player, at any time, who conducts himself in an unsportsmanlike manner or is involved in unnecessary roughness. A player receiving a warning must leave the field for one series of downs. Two warnings will result in an immediate ejection from the game and one-game suspensions. Any player receiving an ejection for violent conduct, serious foul play, foul or abusive language, will be immediately ejected from the game and will receive a one-game suspension, and may result in further game/season suspension based on the violation. Any player accumulating 4 warnings in one season will be subject to suspension from the league. Any player accumulating 2 ejections in any season will be subject to suspension from PARA league. No refunds will be given. Treatment of Officials & Supervisor: Any coach or player that curses at an official or the supervisor will be ejected. The following behaviors on the part of any coach or player will result in suspension or ejection from the league: 1) confronting an official 2) Threatening or touching an official, or 3) verbally or physically attacking an official Additionally, charges will be pressed with the police if applicable. The above behaviors (except phone calls) are prohibited within the confines of the entire facility, including the parking lot. Sportsmanship and Conduct of Coaches 1. Anyone, be spectator, player, or coach whose actions are not in the best interest of the league, may cause their team to be penalized 15 yards. The game will be in complete control of the game officials. If said person(s) persist in undesirable conduct, or refuses to follow the directions of the officials, a forfeit may result. 2. All coaches will be required to submit an application for coaching and sign the coach s code of conduct before coaching in this league. 3. Scolding and abuse of players by anyone connected with the team will not be tolerated. 4. It is considered poor sportsmanship on the part of the coach to intentionally run up the score of any game. 5. Any coach found to be playing a child who is ineligible to play by age will be dismissed as coach and will not serve in any capacity with any team for the remainder of the season. Rule 15: Post-Season Format At the conclusion of the regular season, teams shall be ranked based on best regular season regular (winning percentage). In the event of a tie, the following tiebreaking procedures will be used. 18

At the coaches meeting, there will be a vote on whether to have a Bowl Style or Playoff Style postseason for each individual age group. Each team will have only 1 vote per team and the style with the most votes wins for that age group. 1. Two Teams a. Head to head results between tied teams (Best won-lost-tied percentage in games played within between two teams) b. The team with the greater aggregate score in head to head results between tied teams. c. The team with the fewest total points allowed for the entire season d. Random Draw 2. Three or More Teams a. Note: If two teams remain tied after the third or other teams are eliminated during any step, tie breaker reverts to step one of the two team format. b. Head to head results between tied teams (Best won-lost-tied percentage in games played among the tied teams). c. The team with the fewest total points allowed for the entire season d. Random Draw The top four teams in each division will play a single-elimination playoff tournament. The remaining teams will be scheduled to play one additional game against the next ranked opponent. Example: (8 team division) o Teams ranked 1-4 will play in a single-elimination playoff tournament. o The team ranked fifth will play the team ranked sixth. o The team ranked seventh will play the team ranked eighth. OR After the season is complete and the final standings are made, seed #1 will play #2, seed #3 will play #4, etc.. all the way down to the remaining teams. The last seeded is not promised a game depending on number of teams. 19