RULE BOOK FOR THE FIRST FRIENDS CHURCH ALL OUT FLAG FOOTBALL PROGRAM

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RULE BOOK FOR THE FIRST FRIENDS CHURCH ALL OUT FLAG FOOTBALL PROGRAM No Contact or Blocking is allowed. 2 nd - 3 rd Grade Div. Games are 5- on- 5. K- 1 st Grade Div. and 4 th - 6 th Grade Div. Games are 6- on- 6. The Quarterback cannot run the ball unless he or she has received a direct handoff behind the line of scrimmage. The player who rushes the QB must start 7 yards off the line of scrimmage. Exception K- 1 Division = no rushing the QB. All players are eligible to receive a pass. The offense has 3 downs to pass midfield and then 3 downs to score. Exception K- 1 Division will have 4 downs to pass midfield and 4 downs to score. A turnover on downs will occur if the offense is short of the first down or end zone resulting in an immediate possession change spotting the ball at the opponent s 4- yard line. No kicking or punting. All possessions, except interceptions, will start at the 4- yard line. Games are run with four (4) 10- minute quarters and a five- minute half time. Interceptions may be returned. Offensive penalties in all divisions will result in a loss of down. Defensive penalties will result in an automatic first down. The offensive team is responsible for collecting and setting both the line of scrimmage puck and the 7- yard puck based off of the referee s positioning. FORFEITS WILL NOT BE CALLED UNTIL WE HAVE ATTEMPTED TO CONTACT COACHES FROM BOTH TEAMS. THE ATTIRE Players are required to wear protective mouthpieces at all times during a game. Players must wear their All Out Sports jersey for games. Jerseys must be tucked in at all times. If a jersey is hanging over their flag belt, flag guarding may be called. Teams must use league appointed footballs during the all games. Molded/screw- in cleats and tennis shoes are permitted. No metal baseball cleats are allowed. THE POSSESSIONS The referee will flip a coin before the start of the game to determine possession of ball for first or second half. The team that wins the toss has the choice of offense or defense. At halftime the teams will automatically switch directions and possession. All possession changes will start at the offensive team s 4- yard line. Exception: On interceptions the team will take possession of the ball where the defenders flag was pulled. Penalties on

interceptions will be assessed where the interception occurred. Exception: If the game referee judges that a player intentionally or flagrantly commits a penalty then the penalty will be at the point of the foul, no less than the point of interception. COACHES ON FIELD Only one coach will be allowed on the field on offense. Offensive coach must back up, out of the way before the snap of the ball. Defensive coaches will not be allowed on the field; however, the coach can direct and align players before the play. THE PASSING GAME Only one forward pass per down. All passes must be forward and received beyond the line of scrimmage. Shovel passes are legal. QB has a seven (7) second pass clock in the 4 th - 6 th Grade Division. THE REFEREE WILL BLOW THE WHISTLE ON THE 7 COUNT. If the pass is not thrown within seven seconds, the play will be ruled dead, at the spot of the QB, with a loss of down. Once the ball is handed off, the seven- second rule is no longer in effect. A ten (10) second pass clock will be in effect for 2 nd - 3 rd Grade Division. There will be no pass clock in K- 1 st Grade Division. Interceptions can be returned. Ball is spotted at where the defender s flag is pulled. If a penalty occurs on an interception return by the return team, the penalty will be assessed from the end of the interception. If a penalty occurs on an interception return by the defensive team, the penalty will be assessed from the end of the run. THE RECEIVING GAME All players must start with their flag belts on. If a player starts without his flag belt properly secure with all flags attached, his team will be accessed a 5 yard and loss of down penalty. All players are eligible to receive passes (including the QB, if the ball has been handed off behind the line of scrimmage). Only one player is allowed in motion at a time. A receiver is down where his or her flag belt is pulled. Exception: In order to achieve a first down, or a touchdown, the ball carriers flag belt and ball, must cross the plane of the first down line and/or goal line. If a receiver s flag belt falls off or is pulled off, before catch is made, the receiver is down where they caught the ball. Receiver must have at least one foot in bounds when making a catch. THE RUNNING GAME The QB cannot run the ball. The QB can only run the ball if he or she has taken a direct hand- off. Only direct hand- offs behind the line of scrimmage are legal. Anyone behind the line of scrimmage can receive a hand- off. Exception: The ball cannot be handed off between the center s legs. No laterals or pitches of any kind, anywhere on the field, are allowed.

The player who takes the hand- off can throw the ball, as long as he or she does not pass the line of scrimmage first. Once the ball has been handed off, all defensive players are eligible to rush. Once the ball has been handed off, the seven- second pass rule is no longer in effect. Defensive players cannot pass the line of scrimmage, during a direct hand- off play, until the ball is handed off. Spinning is allowed. However, jumping or diving to advance the ball is not allowed. If a flag falls off while the player is running then the player is down where the flag dropped. THE RUN ZONES No Run Zones located four (4) yards from each end zone and five (4) yards on both sides of mid- field. No Run Zones are designed to avoid short yardage situations. Exception: K- 1 st Grade division will not use the No Run Zone. No Run Zones come into effect only when offensive team is approaching a first down or the end zone. Exception: If the offensive team has already achieved a first down, but has been pushed back into a No Run Zone, then the No Run Zone is no longer in effect. THE RUSHING OF THE QUARTERBACK All players that rush the passer must be a minimum of seven yards from the line of scrimmage, which will be designated by the rushing puck. Any amount of players can rush the quarterback. Exception K- 1 Division = no rushing. The K- 1 Division will use pucks as well but they will be one yard apart. The 1 st puck will mark the offenses L.O.S. and the 2nd puck will serve as the L.O.S. for the defense. They are not allowed to cross that puck until the ball is handed off. If the offense draws any rusher to commit or jump that seven- yard marker, that rusher CANNOT rush during that play. However, any other defender that is seven yards back (behind the rushing puck) may rush instead. (aka an offside will not be assessed unless the defender actually crosses the line of scrimmage after jumping early) ALL RUSHERS MUST LINE UP ONE YARD ON EITHER SIDE OF THE CENTER and/or RUSH PUCK THEY CANNOT LINE UP DIRECTLY IN FRONT OF THE CENTER. OR THE GIVE UP THEIR RIGHT OF WAY The rusher has the right of way QB. Offensive players must avoid the rusher. If this path is crossed AND contact is made involving the rusher then an offensive penalty will be assessed. Players not rushing the quarterback may defend the line of scrimmage, as long as they do not pass the line of scrimmage at any time. A rusher must go for the quarterback s flags. The rusher may attempt to block the pass but it is a penalty to make contact with the quarterback s arm. THE DEAD BALLS A play is ruled dead when: ball carriers flag is pulled, ball carriers flag falls off, ball carrier steps out of bounds, ball carriers knee touches the ground, ball carrier lets the ball hit the ground, ball carrier fumbles the ball away, and after a touchdown, or extra point is scored. There are no fumbles. The ball will be spotted where the player loses control of the ball.

If there is an inadvertent whistle at any point during a play, the play is dead at that point. THE PENALTIES All defensive penalties are 5 yards and an automatic first down. All offensive penalties are 5 yards and loss of down from the line of scrimmage except for flag guarding, blocking/screening, diving and jumping which will be marked off from the point of infraction. On a defensive holding penalty (in any division) the offense will have the choice of taking the play or 5 yards from the L.O.S. and first down. Defensive tackling is 5 yards added to the end of the play and first down. Any type of blocking or screening is illegal and will result in a penalty. Extra attempts: If the attempting team throws an interception and commits an infraction after the interception than when the opposing team takes offensive possession of the ball they will get an additional 5 yards from the line of scrimmage. If a flagrant foul or intentional foul occurs on the extra point play the penalty will still be assessed from the line of scrimmage. ALL CALLS BY THE REFEREES ARE FINAL. Games will not end on any accepted live ball defensive penalty. Any offensive penalty in their end zone will result in a safety (2 points). THE SCORING AND TIME SITUATIONS Scoring: Touchdown = 6 points, Extra point (4 yards) = 1 point, Extra point (10 yards) = 2 points, Safety = 2 points. There is a 30 second huddle clock (45 seconds for K- 1 division), which will start once the line of scrimmage is marked. Each team is allowed two timeouts (60 seconds long) per half. You can NOT carry a timeout over into the next half. Referee may stop the clock at own discretion. The clock will only stop at the two- minute warning of the second half for an incompletion, extra point, or if the offense gets out of bound. If a team is up by more than 16 points at the two minute warning, the clock will stop at all under two minutes. OVERTIME PROCEDURES During overtime, each team will get a possession. As there is no score in K- 1 Division, there will be no overtime. All other divisions will get one play from the 10- yard line. Same rules apply for all divisions. After the first overtime, the team that started on offense will start on defense. If the score is tied after the 2nd overtime, each team will get one play from the five yard line going out (No run zone rule applies). Another coin toss will determine who starts on offense and defense. FIRST FRIENDS ALL OUT FLAG FOOTBALL will provide an atmosphere where players, friends and families can feel comfortable enjoying a day of football. Any players, teams, or family members that jeopardize that environment may be asked to leave. THE FIRST FRIENDS ALL OUT FLAG FOOTBALL PROGRAM operates under a NO TOLERANCE POLICY. All rules are subject to League Director s discretion.