WOMEN S LEAGUE (7 vs 7) I. ELIGIBILITY 1) All players must have made a payment and have agreed to the online waiver form at CTFLAGLEAGUE.COM before participating. II. GAME 1) At the start of each game, captains from both teams will meet at midfield for the coin toss to determine who will start with the ball. The visiting team will call the toss. 2) The winner of the coin toss has the choice of offense or defense. The loser of the coin toss has the choice of direction. 3) The offensive team takes possession of the ball at its own 20-yard line and has four (4) plays to get a first down. 4) If the offensive team fails to get a first down after three (3) plays, they have the option to punt, give possession to the other team from their 20-yard line, or attempt to get first down on their 4 th down. 5) If the offensive team fails to get a first down on their 4 th down attempt, the ball changes possession and the new offensive team starts its drive where possession was lost. 6) After a team has scored, the new offensive team will start its drive on its own 20-yard line. 7) Teams change sides after the first half. Possession changes to the team that started the game on defense. III. TIMING / OVERTIME 1) Games are played on a 40 minute continuous clock with two 20 minute halves. 2) CLOCK STOPPAGE a. Timeouts: Each team has two 45 second timeouts per half. During a team s timeout, the game clock will be stopped. Unused timeouts do not carry over. b. Injury: In the event of an injury, the clock will stop and then restart when the injured player is safely removed from the field of play.
c. 2 Minute Warning: During the last 2 minutes of each half, the clock will be stopped: i. While the ball is being spotted by the head official. ii. When an offensive player who is in full possession of the ball runs out of bounds with both flags intact. iii. Incomplete pass. d. Officials Discretion: Officials can stop the clock at their discretion. 3) Each time the ball is spotted, a team has 30 seconds to snap the ball. Teams will receive one warning before a delay-of-game penalty is enforced. 4) If the score is tied after the end of both halves, the game will then go into overtime. 5) OVERTIME a. Each team is allowed a minimum of one possession. First possession goes to the winner of the regulation coin toss. b. The ball will then be placed on the opponents 20-yard line and the offensive team will have four (4) plays to score a touchdown. c. After a touchdown has been made, the scoring team has the option to go for 1 extra point or 2 extra points. d. After the first offensive team has either scored or turned the ball over, the opposing team has the same scoring opportunity from the same 20-yard line in the same direction. e. If the score is still tied after each team has had an offensive possession, the entire process is repeated in a second overtime. f. If the score is still tied after the 2 nd overtime, then the game will be declared a tie. g. All regulation rules and penalties are still in effect. h. There are no timeouts. IV. TEAMS / ROSTERS 1) Each team will be allowed to choose a specific team color on a first come first serve basis. 2) The same color cannot be used by another team within the same league. Different shades of a similar color are accepted as long as the colors can easily be distinguished during game play. 3) Teams must consist of at least 7 players with a maximum of 16 players. V. EQUIPMENT 1) The league provides each player with a flag belt. 2) Each team must wear corresponding belt colors. 3) Players must wear shoes or cleats; however cleats with exposed metal are not allowed. 4) Players must remove all watches, earrings and any other jewelry that the officials deem hazardous. 5) Teams must have matching and numbered jerseys. A player without a similar or matching jersey will not be allowed to play.
6) Players jerseys must lie underneath flag belt. If a players jersey interferes with an opponent removing their flag, they will be asked to tuck in their jersey for the remainder of the game. 7) Each team has the option to use its own football. If a team does not have a football one will be provided for them. VI. SCORING 1) Touchdown: 6 points 2) PAT (Point After Touchdown) 1 point (3-yard line) or 2 points (10-yard line) a. A team that scores a touchdown must declare whether it wishes to attempt a 1-pt. conversion (from the 3-yard line) or a 2-pt. conversion (from the 10-yard line). b. There shall be no rushing between the center and the guard on extra point attempts. 3) Return of An Extra Point Attempt by Defense: 2 points (on 2-pt. conversions only) 4) Safety: 2 points a. A Safety occurs when the ball carrier is declared down in his/her own end zone. They can be called down when their flags are pulled by a defensive player, their flag falls out, they step out of bounds or they hit the ground with their knee or arm and are declared down by the touch rule. VII. FIELD 1) The field dimensions are 40 yards by 80 yards with two 10-yard end zones.
2) First down lines will be pre-marked every 20 yards starting from the front of each end zone. 3) Field size may vary based on field availability for each league. 4) Stepping on the boundary lines is considered out of bounds III. RUNNING 1) The ball is spotted where the runner s feet are when the flag is pulled, not where the ball carrier has the ball. Forward progress will be measured by the player s front foot. a. SCORING: To score, only the football needs to cross the plain of the goal line. 2) Handoffs may be in front, behind, or to the side of the offensive player. The offense may use multiple handoffs, pitches and laterals. 3) QB Sneaks under the center are not allowed at any time, and there shall be no rushing between the center and the guard when within 5 yards to the goal line, and on extra point attempts. 4) Maximum of (1) running back is allowed in the backfield at one time. 5) The player who takes the handoff can throw the ball from behind the line of scrimmage. 6) Runners may not leave their feet to advance the ball. Diving, leaping, or jumping to avoid a flag pull is considered flag guarding. (A small hop or jump-cut to avoid a defender is acceptable). 7) Spinning is allowed, but players may not leave their feet to avoid a flag pull. Jumping in the air in a forward motion to advance the ball while attempting to avoid a flag pull is not allowed. (Lateral moves to the left or right are permitted). 8) 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. 9) Runners may not lower their shoulder to advance the ball at any time. Doing so will result in a penalty. Spinning, juking, and using lead blockers are the only forms of avoiding a flag pull that are allowed. 10) No screening is allowed at any time. 11) Only one (1) offensive player is allowed to be put in motion at a time. No motion is permitted towards the line of scrimmage. 12) Flag Obstruction flags must be on the player s hips with the belt tight to the waist, and free from obstruction. Deliberately obstructed flags will be considered flag guarding. (Towels can be worn, but if pulled, it will be considered a flag pull). IX. PASSING 1) All passes must be thrown from behind the line of scrimmage. 2) Shovel passes and screen passes are allowed.
3) The Quarterback must have their throwing arm in a forward motion, and also release the ball in order to avoid a sack. X. BLOCKING 1) OFFENSIVE BLOCKING MOVES a. Legal Moves: Straight Arm / Open-hand, Body Positioning b. Illegal Moves: Bull Rush, Holding, Grab/Pull, Clubbing, Crack-back, Cut-block, Lowering the Shoulder 2) An offensive player who uses any of the listed illegal moves will be issued a penalty. 3) All offensive players are eligible to block once the ball has been snapped. XI. 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) Only one (1) player is allowed in motion at a time. No motion is permitted towards the line of scrimmage. 3) A player must have a least one foot inbounds when making a reception. 4) In the case of simultaneous possession by both an offensive and defensive player, possession is awarded to the offense. 5) Interceptions change the possession of the ball at the point of interception. 6) Interceptions are returnable, but not on 1-pt. conversions after touchdowns. 7) Interceptions that take place during a 2-pt. conversion attempt can be returned for 2-pts. XII. RUSHING THE PASSER / DEFENDING 1) DEFENSIVE RUSHING MOVES a. Legal Moves: Spin, Swim, Under, Rip/Inside, Counter/Club b. Illegal Moves: Bull Rush, Grab/Pull, Punches, Hands to the face 2) A defensive player who uses any of the listed illegal moves will be issued a penalty. 3) All defensive players are eligible to rush at any time. 4) A sack occurs when the quarterback s flag is pulled behind the line of scrimmage or falls to the ground and is declared down by the touch rule.
5) Running through the quarterback/obstructing the passer s throwing arm is not allowed; a roughing the passer penalty will be called. XIII. FLAG PULLING 1) A legal flag pull takes place when the ball carrier is in full possession of the ball. 2) Defenders can dive to pull flags, but 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 immediately and the ball will be spotted where the flag was lost. 5) A defensive player may not intentionally pull the flags off of a player who is not in possession of the ball. Doing so will result in a penalty. 6) All defensive players MUST make an attempt to pull the offensive players flag. Tackling, holding, running through a ball carrier, and pushing out of bounds is not allowed. XIV. FORMATIONS 1) OFFENSE 2) DENFENSE a. Offense must have a minimum of three (3) players on the line of scrimmage during each play. b. Maximum of (1) running back is eligible to be in the backfield. c. One player at a time may go in motion. d. The quarterback must be off the line of scrimmage. e. The center must snap the ball in a continuous motion between his/her legs to a player in the backfield. a. A defense is not obligated to rush and can use any formation they like XV. 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) The official will indicate the neutral zone and line of scrimmage. It is an automatic dead ball foul if any player on defense or offense enters the neutral zone. In regard to the neutral zone, the official may give both teams a courtesy neutral zone notification to allow their players to move back behind the line of scrimmage. 3) A player who gains possession in the air is considered in bounds as long as one foot comes down in the field of play. 4) Substitutions may be made on any dead ball. 5) Any official can whistle the play dead.
6) 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. d. A touchdown, PAT or safety is scored. e. The ball carrier s knee or arm hits the ground and is declared down by the touch rule. f. The ball carrier s flag falls out. g. The receiver catches the ball while in possession of one or no flag(s). h. Inadvertent whistle. 7) NOTE: There are no fumbles. The ball is spotted where the ball carrier s feet were at the time of the fumble. 8) 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. 9) A team is allowed to use a time out to question an official s rule interpretation. If the official s ruling is correct, the team will be charged a time out. If the rule is interpreted incorrectly, the time out will not be charged and the proper ruling will be enforced. Officials should all agree upon any controversial call in order to give each team the full benefit of each call. XVI. UNSPORTSMANLIKE CONDUCT 1) If the field monitors or referee witnesses any acts of intentional tackling, elbowing, cheap shots, illegal blocking or any unsportsmanlike act, the game will be stopped and the player will be ejected from the game. The decision is made at the referee s discretion. No appeals will be considered. 2) Offensive or confrontational language is illegal. Officials have the right to determine offensive language. If offensive or confrontational language occurs, the referee will give one warning, and then a penalty will be enforced. If it continues, the player or players will be ejected from the game. 3) Players may not physically or verbally abuse any opponent, coach or official. Doing so will result in suspension or ejection for the entire season. 4) Ball carriers MUST make an effort to avoid defenders with an established position. 5) Defenders are not allowed to run through the ball carrier when pulling flags. 6) Fans and players are required to keep fields safe and kid friendly: a. Keep younger kids and equipment such as coolers, chairs and tents a minimum of 10 yards off the field. b. There will be no smoking on the sidelines. XVII. PENALTIES i. General 1. The referees 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 team captain or head coach may ask the referee questions about rule clarification and interpretations. Players may not question judgment calls. 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. Unintentional 1) SPOT FOULS Defensive Pass Interference Unintentional Holding Intentional Holding/Tackling Stripping Defensive Unnecessary Roughness Screening / Illegal Blocking Flag Guarding Offensive Unnecessary Roughness Automatic First Down + 5 yards added to the end of the play + 10 added to the end of play yards & Automatic First Down + 5 yards + 15 yards & Automatic First Down (ejected when flagrant) - 5 yards & Loss of Down - 5 yards & Loss of Down - 15 yards & Loss of Down (ejected when flagrant) 2) DEFENSIVE PENALTIES Offside Illegal Rush Illegal Flag Pull Roughing the Passer Taunting / Offensive Language Defensive Pass Interference Unintentional Holding Intentional Holding Stripping Defensive Unnecessary Roughness + 5 yards from the line of scrimmage & Replay of Down + 5 yards from the line of scrimmage & Replay of Down + 5 yards from the line of scrimmage & Replay of Down + 10 yards from the line of scrimmage & Automatic First Down + 10 yards from the line of scrimmage & Automatic First Down SPOT FOUL, Automatic First Down SPOT FOUL, + 5 yards added to the end of the play SPOT FOUL, + 10 yards & Automatic First Down SPOT FOUL, + 5 yards SPOT FOUL, + 15 yards & Automatic First Down (ejected when flagrant) 3) OFFENSIVE PENALTIES Offside / False Start Illegal Motion Delay of Game Illegal Blocking / Charging Impeding the Rusher / Holding Illegal Forward Pass Offensive Pass Interference Screening Flag Guarding (Hands to Face, Obstruction) Offensive Unnecessary Roughness - 5 yards from the line of scrimmage & Replay of Down - 5 yards from the line of scrimmage & Replay of Down - 5 yards from the line of scrimmage & Replay of Down - 5 yards from the line of scrimmage & Loss of Down - 5 yards from the line of scrimmage & Replay of Down - 5 yards from the line of scrimmage & Loss of Down - 10 yards from the line of scrimmage & Loss of Down SPOT FOUL, - 5 yards & Loss of Down SPOT FOUL, - 5 yards & Loss of Down SPOT FOUL, - 15 yards * Loss of Down (ejected when flagrant)