Intro to Flag Football

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Intr t Flag Ftball What is Flag Ftball? Flag is a mdified versin f tackle ftball and prvides participants with the pprtunity t develp many f the same skills, tactics and strategies withut significant physical cntact. Why play Flag Ftball? Fun! Fast! Safe! Scial! C-Educatinal! Enjyable! Inexpensive! Exciting! Requires skill, agility and finesse! Excellent frm f physical activity! Prmtes sprt fr life pprtunities! Develps life skills thrugh sprt; teaches cperatin, self-discipline! Sprtsmanlike cnduct builds self-cnfidence and imprves self-image! Wh plays Flag Ftball? Anyne can play Flag Ftball! Men, wmen and children f all ages play flag. Peple can play recreatinally in parks, as part f schl intramural prgrams and n a mre cmpetitive level within rganized leagues. Flag Ftball is a sprt easily adapted fr peple with disabilities. Hw d yu play Flag Ftball? Objective f the Game Tw teams f five players each cmpete against each ther. T utscre yur ppnents by scring tuchdwns and cnverts. ne team, the ffense, has pssessin f the ball and attempts t mve the ball acrss their ppnent s gal line. They d s by passing and running the ball twards their ppnent s gal line. The ppsitin, the defense attempts t stp them frm accmplishing the task. Players attempt t stp the ball carrier by grabbing and remving ne f the flags wrn n each player s hips; this is referred t as flagging r nn-cntact tackling. What Equipment is Required? Flag Ftball requires very little equipment ther than cmfrtable clthes and a gd pair f sprts shes fr participants, and f curse, a ftball. Belw is a list f equipment that will assist yu in cnducting yur Flag Ftball prgram. Pylns r plastic disks, which are used fr field bundary and end zne markers. Jerseys in rder t identify team. :: www.hmff.ca / hmff@live.cm_

Intr t Flag Ftball Prper size ftballs apprpriate t the age f the participants. Flags and flag belts. Bean bags fr the fficials, which are used t mark line f scrimmage and 7 yard rush zne. POSITION DESCRIPTIONS Quarterback (QB) The Quarterback is the captain n ffence. The QB calls the ffensive plays and is the leader. The QB always stands behind the Center (C) and receives the ftball in what is called a snap. The QB has the ptin t either hand ff the ftball r pass the ftball t a team mate n ffence. Center(C) The Center snaps the ftball t the QB. A snap is when the Center tsses the ftball between his/her legs t the QB. After the snap, the Center can run ut fr a pass. Wide Receiver (WR) The Wide Receiver is respnsible fr catching passes frm the QB and running with the ball. The WR als can take a handff. There are up t three WR s n ffense. Running Back (RB) The Running Back stands behind the QB r next t the QB and is respnsible fr receiving handffs frm the QB and running with the ball. RB s als catch passes frm the QB. Defensive Backs (DB) All defensive psitins in Flag Ftball are called Defensive Backs. The DB is respnsible fr stpping the players n ffense and trying t intercept r gain pssessin f the ftball. The DB tries t pull the flag f the player with the ftball. General Guidelines Attire Cleats are allwed, but must be rubber. Inspectins must be made prir t the game. It is recmmended that all Players wear a prtective muthpiece as well as sft peaked hats. Shrts with n pckets are als recmmended. Field Dimensins and Markings :: www.hmff.ca / hmff@live.cm_

Intr t Flag Ftball Length: 60 (r 80) yards. Width: 25 (r 30) yards. End Znes: Maximum 10 yards deep, minimum 7 yards deep. N-running znes: Must be marked 5 yards frm each end zne. Field cnditins can change due t league discretin Pssessin A cin tss determines first pssessin. Lser f the cin tss has chice f end zne t defend. The team that lses the cin tss gets pssessin at the beginning f the secnd half starting at its wn 5-yard line. There are n kick ffs. The ffensive team takes pssessin f the ball at its 5-yard line and has three plays t crss midfield. Once a team crsses midfield, it has three plays t scre a tuchdwn. If the ffence fails t scre, the ball changes pssessin and the new ffensive team takes ver n its 5-yard line. An autmatic first dwn by penalty will verrule the ther requirements regarding three plays t make either a first dwn r scre. 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 ffence s 5-yard line. Teams change sides at half time. Number f Players Teams cnsist f 6 Players (5 n the field at a time). Teams may play with a minimum f fur (4) Players (due t injuries). If less than 4 Players are available, the game is cancelled. Timing/Overtime Game length is 20-50 minutes running time (tw halves, 10-25 minutes each). The referee will give a 2-minute warning and signal the last 3 plays. If the scre is tied at the end f regulatin time, teams mve directly int vertime. A cin tss determines first pssessin f vertime. The team that wins the cin tss starts with the ball. We will play sudden death cnverts t determine winner. Cin tss winner plays first. Yu may g fr 1 r 2 pints. There will be n timeuts granted during the vertime perid. Each time the ball is sptted the ffense has 30 secnds t snap the ball. Each team has 1 x 60-secnd timeuts per half. These cannt be carried ver t the secnd half r vertime. NEW Officials can stp the clck at their discretin. The teams will be warned when there are tw minutes left t play in the secnd half. There will be a halftime perid f 2 minutes between the first and secnd half. :: www.hmff.ca / hmff@live.cm_

Intr t Flag Ftball Scring Tuchdwn: 6 pints Extra pint: 1 pint (played frm 5-yard line) Extra pint: 2 pints (played frm 12-yard line) Safety: 2 pints Nte: An interceptin return t ppnent s end zne n any extra-pint play by the defense will result in the defense scring 2 pints plus gaining pssessin fr the next series at its wn 5-yard line. Running T start the play, the ball must be snapped between the legs f the Center. The Center is the Player wh gives the ball t the Quarterback via a snap. The Center cannt take a direct handff back frm the Quarterback (n Center sneak play). The Quarterback is the Player wh receives the ball directly frm the Center. The Quarterback cannt run with the ball past the line f scrimmage. An ffence may use multiple handffs behind the line f scrimmage. All handffs behind the line f scrimmage are legal Tsses r sweeps behind the line f scrimmage are allwed and are cnsidered running plays. Dwnfield tsses are nt permitted. Once a player has pssessin f the ball beynd the line f scrimmage, any lss f pssessin will be blwn dead by the fficial. N-running znes are lcated 5 yards frm each end zne. When the ball is n r inside the 5-yard line ging twards the ppnent s end zne, the ffense cannt run. The ffense cannt use a running play t crss the line f scrimmage. The Player wh takes the handff can thrw the ball frm behind the line f scrimmage. All Defensive Players are eligible t rush nce the ball has been handed ff r tssed, yu can nt jump the line n play actin. NEW Spinning is allwed, but Players cannt leave their feet t avid a Defensive Player (n ffensive diving). The ball is sptted where the ball carrier s feet are when the flag is pulled, nt where the ball is. It is up t the ball carrier t avid cntact with the defender. Gd defensive psitining shuld be rewarded by the fficials. The result is ffensive charging. Receiving All Players are eligible t receive passes (including the Quarterback if the ball has been handed ff behind the line f scrimmage). As in the NFL, nly ne Player may be in mtin, but nt in mtin twards the ppnent s end zne at the snap. A Player must have at least ne ft inbunds when making a receptin. (They cannt return n t the playing field frm an ut f bunds psitin.) Passing Only Players starting 7 yards behind the line f scrimmage can rush the passer. The Quarterback has seven secnds t thrw the ball. If a pass is nt thrwn within the seven secnds, play is dead, results in a lss f dwn and the ball is sptted at the previus line f scrimmage. Once the ball is handed ff r :: www.hmff.ca / hmff@live.cm_

Intr t Flag Ftball tssed, the seven secnds des nt apply. NEW Interceptins change the pssessin f the ball The defence can return interceptins. On interceptins that ccur and remain in the end zne, the ball will becme dead and will result in the ball belnging t the intercepting team at its 5-yard line. Shuld an interceptin ccur in the end zne and the ball carrier leave the end zne, the ball will belng t the intercepting team at the spt the ball becmes dead. Hwever, shuld the ball carrier return t the end zne and be flagged, r the ball be ruled dead the result wuld be a safety fr the ther team. All Frward passes n matter behind r in frnt f the line f scrimmage are allwed.. Dead Balls Substitutins may be made n any dead ball. Play is ruled dead when: Official blws the whistle. Ball carrier s flag is pulled r becmes illegal. Ball carrier steps ut f bunds. Tuchdwn r safety is scred. When any part f the ball carrier s bdy, ther than a hand r ft, tuches the grund. If the ball carriers flag falls ff, the play will be whistled dead and the ball will be sptted at the spt where the flag fell ff. Players are eligible t catch a pass if their flag has fallen ff but cannt advance the ball.. Nte: There are n fumbles. The ball will be sptted where the ball carrier s feet were when the fumble was made. I.e. a bad snap will be blwn dead and the ball will be sptted at the Center s feet. Therefre a fumbled snap will result in a lss f dwn and the ball is returned t the line f scrimmage. All ther fumbles will be placed where the ball hit the grund. A fumble cannt add yards t a play. The ball will be placed where the ball carrier fumbled. There is n stripping f the ball. Rushing the Quarterback All Players wh rush the passer must be a minimum f 7 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 r tssed, the 7-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 7 yards frm the line f scrimmage. NEW In grade ½, all defence must remain 7 yards frm the line f scrimmage. NEW Sprtsmanship/Rughing If the referee witnesses any acts f flagrant cntact, tackling, elbwing, cheap shts, blcking, r any unsprtsmanlike act, the game will be stpped and the Player will be ejected frm the turnament. FOUL PLAY WILL NOT BE TOLERATED. :: www.hmff.ca / hmff@live.cm_

Intr t Flag Ftball Trash talking is illegal. (Trash talk is talk that may be ffensive t fficials, ppsing Players, teams, r spectatrs.) Officials have the right t determine ffensive language. If trash talking ccurs, the referee will give ne warning. If it cntinues, the Player r Players will be ejected frm the game. Penalties All penalties can be declined. Penalties will nt exceed half the distance t the ppsing team s gal line frm the line f scrimmage. Referees determine incidental cntact that may result frm nrmal run f play. All penalties will be assessed frm the line f scrimmage. Only the team captain may ask the referee questins abut rule clarificatin and interpretatins. Players cannt questin judgment calls. Games cannt end n a defensive penalty, unless the ffence declines it. Defensive Penalties Offside 5 yards Pass Interference Spt f Ful and autmatic first dwn. (NEW!) Illegal cntact (hlding, blcking, etc.) 5 yards and autmatic first dwn. Illegal flag pull (befre Receiver has ball) 5 yards frm where the runner is stpped Illegal rushing (starting rush frm inside 7-yard marker) 5 yards Substitutin fuls (Player enters field after ball is blwn ready fr play, i.e. t deceive ppnents, r 6 Players n the field). 5 yds Discncerting signals (signals t distract ppnent r simulate ffensive signals prir t snap). 5 yds Interference with ppnent r ball at the snap. 10 yds Autmatic first dwn Offensive Penalties Delay f Game. 5yds Substitutin Fuls. 5 yds Illegal mtin (mre than ne persn mving, etc.) 5 yards False Start. 5 yds Illegal Snap. 5 yds Offensive Hlding 5 yds. :: www.hmff.ca / hmff@live.cm_

Intr t Flag Ftball Frward mtin 5 yds Player ut f bunds (if Player ges ut f bunds, Player cannt return t the field and catch ball). 5 yds/lss f dwn Illegal frward pass 5 yards and lss f dwn. Offensive pass interference (illegal pick play, pushing ff/away Defender) 5 yards and lss f dwn. Flag guarding 5 yards frm the pint f ful (NEW) and lss f dwn. If a 1 st dwn is made befre a guard it will take precedent All ther infractins will fllw the rules f the NFL.

:: www.hmff.ca / hmff@live.cm_