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orth Carolina Flag Football Association763 Ridge Road * Angier, NC 27501 * Tel (919) 894-7976 / Fax (919) 894-4517
RULE BOOK
The following rules apply to eight on eight, screen flag football. Penalties are highlighted in red. CoRec (Coed) and
Women's rules that differ from the men's game are noted. Copyright Ó NCFFA 1987-2000 - All rights reserved.
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Table of Contents - Screen Flag Football Rules |
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Section |
Table of Contents | Page 1 | |
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I |
The Game | Page 1 | |
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Section |
II |
The Field | Page 1 |
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Section |
III |
The Game Clock | Page 2 / 3 |
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Section |
IV |
Officials | Page 3 |
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Section |
V |
Penalties | Page 4 |
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Section |
VI |
Rules (Terms, Definitions, and Resulting Penalties) | Page 5 / 6 / 7 |
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Section |
VII |
CoRec (Coed) Eight on Eight Rules Summary | Page 8 |
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Section |
VIII |
League Policies | Page 9 |
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Section |
IX |
The Players – Eligibility, Conduct, Equipment, Others Subject to the Rules | Page 10 |
I - The Game:
01 - The game is non-contact, or screen block, flag football offered in the following formats with the type of flags (flag belts) and size football recommended by the league.
02 - In 8 on 8 flag football - six (6) players are required to avoid a forfeit. In 7 on 7, five (5) players are required to avoid a forfeit.
03 - In Co-Rec play, teams typically consist of four- (4) male and four (4) female players on offense and defense.
No more than four male players may be on the offense and defense at any given time. Six (6) players are required to avoid a forfeit with no less than three (3) of those players being female on offense and defense.
04 - The following general rules apply to 8 on 8 screen flag football.
05 - In 7 on 7 Women's flag football, minimum of 4 players on line of scrimmage on kicking downs and 3 players on line of scrimmage on non-kicking downs. Motion plays permitted.
II - The Field:
01 - Regulation Football Field: Size - 160' (53 1/3 yards) wide x 360' (120 Yards) long divided into (5)
20-yard zones, plus (2) 10-yard end zones with goal post (24' wide, 10' high cross bar).
02 - Abbreviated Field: Size - 135' (45 yards) wide x 300' (100 yards) divided into (4) 20-yard zones
with (2) 10-yard end zones and temporary goal post (24' wide x 10' high cross bar).
03 - Field / Equipment Inspection - Prior to start of play, the referee or officiating crew, shall inspect
the playing field for dangerous conditions or obstructions. Any problems should be reported immediately to the league supervisor, or official, and the dangerous conditions corrected before play is permitted. Flags, player uniforms, and equipment shall be inspected by the head referee and appropriate changes made prior to start of game.
04 – Side Line Markers, Ball Spotters, Goal Post - Only soft, flexible, cones or sideline markers shall
be used. Ball spotters typically are small, flat, soft plastic disk – one yellow and one red to mark the line of scrimmage and the neutral zone. Goal post must be padded. Temporary goal post must be made of plastic (PVC) pipe and shall be removed from field of play after each field goal attempt.
05 - Down Markers: When down markers are furnished, a designated person from each team will be required to
operate the down markers. Each team will be responsible for one half of play.
06 - Goal post: On abbreviated fields where a temporary goal post is furnished, players from the kicking team must man and secure the goal post.
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orth Carolina Flag Football Association Screen Flag Football Rules Page 2III –The Game Clock:
01 - Regulation Clock: The game time shall be 60 minutes (two 30-minute halves with a 10-minute half-time). Regulation clock stops on: a penalty, incomplete pass, out of bounds, touchdown, touchback, field goal, safety, change of possession, free time out, and referee's discretion. The referee will stop the clock and make the announcement of the two-minute warning – the clock will restart at the snap. Each team will have three, one minute, free time outs per half. Two hours and 30 minutes must be allotted for each game.
02 - Abbreviated Clock: When time does not permit a regulation clock, an abbreviated clock shall be used. The game time shall be 48 minutes (two 24-minute halves with a 5-minute halftime). The clock shall run continuously except for during a try for extra points, the two minute warning, extension of an overtime period, free time out, and referee's discretion. A regulation clock shall be used during the last two minutes of each half. One hour and fifteen minutes must be allowed for each game to be played.
03 - Tournament Clock: During tournament play, the game time will be 44 minutes (two 22-minute Halves with a five-minute half time). One hour must be allotted per game.
04 - Shortening Periods: Before the start of the game, playing time may be shortened by mutual agreement of the Field captains and referee.
05 - Extension of Periods: A quarter, or half, may be extended by an untimed down only when if during the last timed down, one of the following occurred:
06 - Overtime procedure: In the case of an overtime period, there will be a one-minute intermission
07 - Downs Clock: When the ball is ready for play, the referee will sound the whistle and signal ready for play - the offense will have 25 seconds to snap the ball without a 5-yard delay of game penalty.
08 - Delay of Start of Game: All teams must have their players on the field for the opening play at the scheduled
time for the beginning of each half. All players must be properly uniformed and with flags in legal position.
Penalty: 10 yards from the spot of the kick-off.09 - Illegal Delay of Game: The ball must be put in play promptly and legally and any action, or inaction, by
either team, which tends to prevent this, is illegal delay of game. This includes: consuming more than the allotted 25 seconds in putting the ball in play after it has been signaled ready for play, deliberately advancing the after it has been declared dead, failure of the offense to retrieve their ball after each play, and a coach-referee conference after all permissible charged time outs for the coach's team have been used, during which, the referee is requested to reconsider the application of rule and no change results.
Penalty: 5 yards from the line of scrimmage.10 - Unfair Tactics: The referee may stop or start the game clock whenever he/she feels either team is trying to
deliberately delay or consume game time as an obviously unfair tactic.
Penalty: 5 yards from the line of scrimmage.
11 - Coin Toss - Coin toss to begin game. The choices are:
1 - Kickoff.
2 - Receive the ball.
3 - Field position.
4 - Defer to second half.
12 - Two Minute Warning - The referee shall stop the clock and announce the two minute warning - the clock will resume on the next snap.
13 - Substitutions: Substitute players may enter freely between downs or during a dead ball foul provided they are
ready to play with proper equipment and numbered jersey.
(Penalty: 5 yards from the line of scrimmage)
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orth Carolina Flag Football Association Screen Flag Football Rules Page 3III – The Game Clock continued…
14 - Game Clock Starts:
Starts when the opening kick-off is legally touched - will run continuously unless it is stopped for:
The referee shall signal and the game clock will start when the ball is ready for play if it was stopped for:
The referee does not signal and the game clock starts when the ball is snapped if it had been stopped:
During the final two minutes of each half the clock stops for:
IV - Officials: Required number of officials, terms, enforcement philosophy, and penalties.
01 - The Game shall be played under the supervision of from two to three officials: The officials are jointly
responsible for the enforcement of all rules. Minimum number of officials required to call a game is two. Each official must be familiar with the rules of play, carry a whistle, a penalty flag, and be properly attired. Each crew must have ball spotters and a timepiece. Three officials are recommended per field. They are:
02 – All Live Ball Fouls (fouls that occur while play is in progress) are captain's choice All Dead Ball Fouls
(fouls that occur prior to a snap or free kick; or after the ball has been blown dead) will automatically be marked off. If a live ball foul occurs during a down, followed by a dead ball foul, both fouls will be enforced even if they are against opposing teams. If live ball fouls are committed by opposing teams during the same down, they are offsetting.
03 – The referee or official making the call, is obligated to give the player's number and act they committed
(without discussion) to the penalized team captain. The referee will then give the opposing team captain his / her options on the penalty. Only the captain of the penalized team may discuss the call with the official. Judgment calls are not up for discussions, only rules of play and player eligibility.
04 - Previous Spot - previous line of scrimmage.
05 - Succeeding Spot - end of the run or where the play ends.
06 - Enforcement Philosophy (Defenses) - Any illegal act committed by the defense on a runner, or potential
receiver will be considered to have denied the offense the opportunity to legally gain a first down, and a first down will automatically be awarded to the offense.
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orth Carolina Flag Football Association Screen Flag Football Rules Page 4V – Penalties: Summary of Penalties.
01) KICK-OFFS:
a)
If either team is off side on the kick-off, the penalty will be 5 yds. and the ball will be kicked over again.b)
If the kick-off goes out of bounds, the receiving team has 2 choices: 1) 5 yd. penalty and re-kick; 2) take the ball at the receiving team's 35 yd line.02) LINE OF SCRIMMAGE:
a)
Offside Offense or Defense - (PENALTY - 5 yds)b)
Illegal Snap - (PENALTY - 5 yds)c)
Delay of Game - (PENALTY - 5 yds)d)
Illegal Motion - (PENALTY - 5 yds)e)
Illegal Formation (5 men not on the line) - (PENALTY - 5 yds)03) PUNTING:
a)
If the kicking or receiving team enters the neutral zone before the punt - (PENALTY - 5 yds from the line of scrimmage).b)
Less than 5 players on the line of scrimmage for the offensive or defensive team - (PENALTY - 5 yds from where the ball is declared dead after the kick).c)
De-flagging a receiver after a fair catch signal - (PENALTY - 10 yds from the spot of the foul).04) PASSING:
a)
If an illegal forward pass is thrown and intercepted, the play will continue until the ball is declared dead. The intercepting team has the option of possession from that spot or accepting the 5 yd penalty - (PENALTY - 5 yds from line of scrimmage and loss of down).b)
Passer crosses the line of scrimmage - (PENALTY - 5 yds from line of scrimmage and loss of down).c)
Intentional Grounding - (PENALTY - 5 yds from line of scrimmage and loss of down).d)
Offensive Pass Interference - (PENALTY - 10 yds from line of scrimmage and loss of down).e)
Defensive Pass Interference - (PENALTY - 1st down at the spot of infraction for the offensive team).05) DELAY OF GAME:
a)
Continuing to play after the ball is dead - (PENALTY - 5 yds From spot where ball is dead).b)
Recovering a fumble or falling on the ball - (PENALTY - 5 yds from spot).c)
Advancing a fair catch - (PENALTY - 5 yds from spot).d)
Unnecessary delay of game for any reason - (PENALTY - 5 yds from spot).06) FLAG WEARING & DE-FLAGGING:
a)
Tackling - (PENALTY - 10 yds from spot of foul).b)
Tampering With Flags - (PENALTY - 10 yds and ejection).c)
Flag Guarding - (PENALTY - 10 yds from spot of foul).07) ILLEGAL HAND-OFF:
a)
Handing ball forward beyond scrimmage line - (PENALTY -5 yds from the spot of foul & loss of down). 08) ROUGHING THE PASSER a) Roughing the passer, illegal contact with passing arm - (PENALTY -10 yds from line of scrimmage and automatic 1st down).| LOSS OF 5 YARDS: | LOSS OF 10 YDS: |
| 01) Illegal forward
pass (loss of down) 02) Invalid fair catch 03) Excess time-out illegally used or requested 04) Delay of game 05) Putting ball in play before declared ready-for-play. 06) Infraction of a free kick formation 07) Illegal snap 08) Infraction of scrimmage formation 09) Offensive player illegally in motion at the snap 10) Interference with opponents or the ball 11) False start or simulating start of play 12) Player on line receiving snap 13) Illegally handing ball forward (loss of down) 14) Intentionally grounding pass (loss of down) 15) Illegal kick 16) Illegal shift 17) Interlocked interference 18) Helping the runner 19) Defensive holding |
01) Stiff-arm
(spot). 02) Running into opponent - charging (spot). 03) Illegal use of hands or arms by offense (LOS). 04) Flag guarding (spot) 05) Obstructing the ball carrier (spot). 06) Hurdling EXCEPTION: Hurdling a down player to avoid an injury is legal (spot). 07) Tripping (spot). 08) Clipping (spot). 09) Team not ready to play at start of either half (LOS). 10) Fair catch interference (LOS). 11) Offensive pass interference (LOS & loss of down). 12) Striking, kicking, kneeing, elbowing, etc. (LOS). 13) Roughing the kicker, holder, punter, center (LOS). 14) Unsportsmanlike conduct (LOS). 15) Personal fouls (LOS). 16) Persons legally on the field (LOS). 17) Illegal flag removal (spot). |
Notes:
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orth Carolina Flag Football Association Screen Flag Football Rules Page 5IV – The Rules: Terms, Definitions and Resulting Penalties.
01 – Ball: Wilson Leather NFL Official Style Football – 1001 or 1005 series. Ball must be of official size,
weight, and properly inflated. Each team is responsible for retrieving their ball after each play and keeping it clean and dry.
02 - Ball Carrier:
1 - Ball carriers cannot run through or over an opponent, hurdle a player (except a down player to avoid an injury), use a stiff arm, or flag guard. Spinning in place is not allowed. The flags mark the spot of the ball.
2
- A male runner cannot advance the ball through Team A's (offense) scrimmage line. There are no restrictions for the following:A - During a run by a male once the ball is beyond Team A's (offense) scrimmage line.
B - During a run by a female.
C - After a change of team possession.
(Penalty: Illegal Procedure - 5 Yards)
4 -
The ball carrier cannot spin in place to avoid a legal tackle - a player may spin while making forward progress. (Penalty: Personal Foul - Flag Guarding - 10 Yards from Spot)3 -
Any hanging object on the ball carrier (such as towels or playbook) shall be considered flags if they are pulled during an attempted deflagging.03 - Ball Handling: A player may hand the ball backward at anytime. During a scrimmage down, a player may
hand the ball forward if the handler and player receiving the ball are both behind the line of scrimmage. Note: The following guideline applies for a player starting on the line of scrimmage: any line player who has clearly faced his/her goal line by moving both feet in a half-turn and is at least one yard behind the line when he/she receives the ball.
04 - Batting: Batting of the ball is intentionally striking a loose ball with the arm or hand.
(Penalty: Batting - 5 yards)
05 - Blocking: Screen Blocking is defined as obstructing the rusher's path to the quarterback or ball carrier in the
following manner: the blocker must have his / her hands tight to the chest, gripping the jersey, with elbows down at the side, or by locking the hands behind the back. The screener may not block with his head, shoulder, hips, or legs. Extending a leg or knee and initiating contact is a foul. The screener may not leave his / her feet to block. There can be no independent movement of the hands, arms, or elbows. Blocking with elbows or hands extended are not permitted. The screener may not step into the rusher.
06 - Center: Center must snap the ball back between legs in a quick, continuous motion.
(Penalty: Illegal Snap - 5 Yards)
07 - Charging: Charging is when an offensive player runs through a defensive player who has established
position. (
Penalty: Charging - 10 yards)08 - Chucking Receiver: Chucking or contact with the receiver leaving the line of scrimmage is not permitted.
(
Penalty: Illegal Chuck - 5 yards)09 - Clipping: Clipping is contact to the back of an opponent who is not the runner.
(Penalty: Clip - 10 yards)10 - Diving: Diving to pull flag is legal. Diving to block is illegal. Diving to advance the ball is illegal.
(Penalty: 10 Yards from spot)
11 - Encroachment: Encroachment in the neutral zone by the defense or offense prior to the snap of the ball is a
dead ball foul. A false movement of the football by the center shall constitute offensive encroachment. The linesman should warn a team or player that he or she is offside's prior to the snap of the ball by pointing to the offensive or defensive line or calling out the players number. If the official has not warned the offside's player or team, then a flag should not be thrown.
12 - False Start: All players on the offensive line must be set for one second prior to the snap of the ball. Minor
movement should not be called unless it judged sufficient to gain an advantage or draw the defense offside's.
13 - Flags - Flags must be 12 inches (flag itself) in length and 1 ½ inches in width, and must be of contrasting
color to player's pants. When two flags are supplied, they must be properly adjusted on each side player's hip. Flag or flag belt falls off inadvertently revert to two-hand touch between shoulders and waist. Flag belt determines advance of ball. Illegal alteration, securing flags or belt will result in
A. Sonic Pop Flag Belts recommended for Men's play.
B. Triple-Threat or Rip Flag Type Flag Belts recommended for Women's, Co-Rec or Coed play.
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orth Carolina Flag Football Association Screen Flag Football Rules Page 6IV – The Rules: Terms, Definitions and Resulting Penalties continued…
14 - First Down - Four (4) downs to advance the ball 20 yards for a first down.
15 - Forfeited Game: The score in a forfeited game is recorded as 7 – 0.
16 - Fumbles - Dead at spot.
17 – Huddle Clock - After the official marks the ball and signals "ready for play", the offense will have 25
seconds to put the ball in play or be penalized 5 yards for delay of game.
18 - Kickoff - A kickoff shall begin each half and put the ball in play after each score. Muffed kickoffs are dead.
Do Not Dive To Recover Ball.
19 - Motion - Motion plays permitted with 4 men on line of scrimmage at snap, player in motion must be one yard
off line going parallel or away from line of scrimmage. Players must come set on line of scrimmage before snap of ball.
20 -
Neutral Zone - A one-yard neutral zone exists from the line of scrimmage marking the defensive restrainingline. This zone exists to protect players from contact with defensive players as they leave the line of scrimmage at the snap
21 - Onside Kicks: Onside kicks are permitted under the following rule - In the last two minutes of each
half, Team B (receiving team) who legally fields Team A's kickoff on the field of play must advance the ball to or beyond the 20-yard line. Failure to advance the ball to the twenty or beyond will result in Team A being awarded the ball on the 50 yard line or mid-field. If Team B allows the ball to travel into the end zone before being touched or legally downs the ball in the endzone, the ball shall belong to Team B and be spotted on the twenty-yard line - a touchback. Team A's kick must travel twenty yards (20).
22 - Passing - Passer's arm in motion and ball in hand - passer is down if deflagged or legally touched. You cannot
hit the quarterback's arm or strip the ball from the quarterback's hand. It is legal for the passer to cross the scrimmage line and retreat behind the scrimmage line to attempt a forward pass. The quarterback may take a snap and immediately throw the ball to the ground to stop the clock. Rushers cannot contact the passer's arm or hand, even if they block the pass. Rushers may not leave their feet and throw themselves into the quarterback as long as the passer is in the pocket. The pocket is defined as that area directly behind the center between the tackles or screen blockers. If the passer leaves the pocket, the rusher may dive to pull his/her flags as long as the passer has not come set to throw the ball. The rule here should be to protect the passer's arm and legs from injury.
(Penalty: Roughing the passer - 10 Yards and automatic first down)
23 - Pass Rushing – Rushers must go around and not through the screen blockers. Rushers cannot extend their
hands or arms into the blocker in an effort to pull or push the screener away. Incidental contact should not be called unless the rusher makes contact with the screener's head. Note: The general rule is that blockers or rushers cannot initiate contact so as to gain an advantage. Any member of the defensive team may rush the passer. Please note Rule 00 for additional information on pass rushing.
(Penalty: Illegal Rush - 10 yards)
24 – Pass Completion: One foot in bounds and control of the ball.
25 - Pick Play - Picks are not permitted.
Penalty: Illegal Pick - 5 yards.26 - Player's Conduct and Participation: Please read carefully. No team or player is permitted to participate
without a signed entry form and/or individual liability waiver. Accident and health insurance is the responsibility of the individual players. Consumption of alcoholic beverages (drugs) by players before or during a game will result in disqualification. If a player is ejected from a game is out the next scheduled game as well (this is at the referee's discretion).
27 - Punts: Two outside players can go on snap. Receiving team can screen block outside players for ten yards.
Muffed punts dead. Kicking team cannot down ball.
25 - Quarterback: Quarterback must be at least 2 yards behind line of scrimmage. Direct Handoffs are not permitted. Note: Male quarterbacks cannot advance the ball (run) beyond the Line of Scrimmage.
(Penalty: Illegal Procedure - 5 Yards) 28 - Protective Equipment: Helmets, shoulder pads, and any unyielding hard substances are prohibited. Kneebraces are allowed if properly covered. Knee pads and thigh pads are allowed if made from a soft material. The referee shall decide the legality of a player's equipment prior to the start of play.
29 - Rosters: 16 players. Each team roster shall have a maximum of 16 players plus 4 players on the practice
squad. Only players appearing on the official team roster form shall be counted as players. The Roster must be completed and verified prior to each game or tournament. Practice squad players can be activated any time up till one hour before game time. All players must sign a league player waiver prior to participation. Any player added to roster after start of regular season play must supply an individual player waiver form and a $20 late registration fee.
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orth Carolina Flag Football Association Screen Flag Football Rules Page 7IV – The Rules: Terms, Definitions and Resulting Penalties continued…
30 - Roughing the Passer - A rusher attempting to block a pass must remain upright and maintain control of
his/her body. Rusher's are not permitted to contact the Passer's arm while it is in motion.
(Penalty: Roughing the Passer - 10 yards (added to gain) and automatic first down)
31 - Rule Interpretation / Official's Call: Team Captains may question rule interpretation and player eligibility
only, not judgment calls. Captains must call a time out and the head referee will halt play. Rules 1, 2, & 3 under League Policy - Protest will be followed. If the protesting team wins their appeal, they will not be credited with a time out. If their appeal is found without merit, a time out will be charged. If it is determined that the protest was filed as a game delay, then a 5 yard delay of game penalty will be assessed.
32 – Safety: A safety scores two points. The team scored against will then punt the ball from their 20 yard
line. The receiving team lines up on the 30.
33 - Scrimmage Line: Minimum Players on Line of Scrimmage is four (4) during non-kicking downs. Five (5)
players on line of scrimmage are required during kicking downs.
34 – Scoring:
1 - Touchdown = 6 points.
2 - Extra Points = 3 Yard Line = 1 pt. (run/pass/kick) / 10 Yard Line = 2 pt. (run/pass)
3 - Safety = 2 points. Successful return of an extra point attempt is worth 2 points.
4 - Field Goals = 3 points.
5 - In Co-Rec play, if a female throws a legal forward pass and a touchdown is scored, the value is = 9
points.
05 - Ball: Wilson Official NFL Football or equivalent. Co-Rec or Coed play may use Wilson TD football ($53 + tax at Johnson-Lambe in Raleigh, NC Tel 919 832-8848)
Each team is responsible for their ball (retrieving it after an incomplete pass and keeping it dry during adverse weather conditions). The center may carry the ball to the huddle.
(Penalty: Delay of Game - 5 yards.)
35 - Shoes:
Any flat-soled or completely molded cleat is permitted. Baseball, or tract spikes, or any shoes thathave steel (metal) tips are prohibited.
(Penalty: A charged time out or delay of game - 5 yards.)36 - Shift: In a snap preceded by a huddle or shift, all offensive players must come to a complete stop and remain
stationary in legal position for one full second before the snap of the ball. Two or more players may shift their position at the same time prior to the snap.
37 - Sleeper Plays: Sleeper plays are not allowed. No player may line up closer than 5 yards from the sideline
unless he came out of the huddle or was on the field of play during the previous down.
(Penalty: Illegal Substitution - 5 Yards)38 - Snaps: Snaps that hit ground are playable if fielded cleanly by QB / Holder / Punter.
39 - Sportsmanship: Officials can disqualify a player for unsportsmanlike conduct. This includes verbal abuse
of the officials as well as opposing players, and unduly rough or flagrant acts.
(Penalty: Unsportsmanlike Conduct - 10 Yards / possible player ejection)
40 - Stripping: It is illegal to strip the ball from the player in procession.
(Penalty: Personal Foul / Stripping - 10 Yards)41 - Time Outs - Each team will have three (3) time outs per half of one minute each.
42 - Uniforms: Matching jerseys and pants are required. Pants with pockets and belt loops are not allowed. No
ball caps, jewelry, or sunglasses allowed. Numbers must be at least 8 inches high. A Midriff shirt is legal, if in the judgment of the referee, it does not hinder the defense from pulling the flag (Flag Guarding). Lose fitting pants that hinder flag pulling are not permitted.
(Penalty: A charged time out or delay of game - 5 yards.)
Notes:
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orth Carolina Flag Football Association Screen Flag Football Rules Page 8Co-Rec 8 on 8 Flag Football Rules
In Co-Rec play, any combination of male / female players may be used on the line of scrimmage or in the backfield.
V - Rules: The following general rules apply: (
Violation of these rules - 5-yard penalty from the previous spot.)1 – Male / Female Rushers and Blockers: There shall be no restrictions regarding a female blocking a male rusher, or a male blocking a female rusher.
2 - Kickoffs / Punts - Only female players may return kickoffs. Exception: See First Touch Rule. On regulation fields, the ball shall be spotted on Team A's (kicking team) 40 yard line with Team B's (receiving team) restraining line at mid field or the 50 yard line. On abbreviated fields, the ball will be placed on the 30-yard line of the kicking team with the restraining line at mid field or on the 40 yard line for the receiving team.
3 - Extra Points / Field Goals - On extra points and field goal attempts, a female player must be the kicker or holder, or both. The offensive team must declare all kicks. Team A (offense) must call a time out to change play. No rush on kicking downs. The defensive line may jump (vertically) at the line of scrimmage to block a kick. No "fakes" on field goal or extra point attempts - the holder must field the ball cleanly (muffs are dead at the spot) and the kicker must make a continuous, smooth motion towards the ball.
4 - First Touch Rule on Kick Returns - CoRec Play - On kick and punt returns, a female player must be the player of first touch. A male player may receive a kickoff or punt, but may only carry the ball backwards or parallel. The exception is if a female player receives the kickoff, she may then pass or hand the ball backwards or parallel to a male player who is then free to advance the ball.
5 - Terms / Male to Male Completion's - The following terms apply to the Co-Rec game.
1) "Open" - the term open will indicate any player can complete a legal forward pass to any other player. 2) "Closed" - the term closed will indicate that a male passer may not throw a legal forward completion to any other male player.
A) During an offensive team's possession, there may not be three- (3) consecutive legal forward pass completion's from a male passer to a male receiver. This rule applies to the try. If a male passer completes two consecutive forward passes to a male receiver, the next legal forward pass completion must involve either a female passer or female receiver for positive yards. The spot where the ball becomes dead by rule must be beyond Team A's (offense) scrimmage line. There is no foul for a female receiver being deflagged behind Team A's scrimmage line. The next legal forward pass completion remains "closed."
(Penalty: Illegal Forward pass - 5 Yards from the spot of the pass and loss of down)
B)
There are no restrictions concerning a male passer completing legal forward passes to a female receiver, or female to female, or female to male.C) A male runner cannot advance the ball through Team A's scrimmage line. There are no restrictions for the following: 1 - during a run by a male runner once the ball is beyond Team A's scrimmage line. 2 - during a run by a female runner 3 - after a change of team procession(s)
(Penalty: Illegal Procedure, 5 Yards from the previous spot)
D)
A male receiver cannot catch a legal forward pass behind the line of scrimmage and advance the ball through the scrimmage line.(Penalty: Illegal Forward pass - 5 Yards from the spot of the pass and loss of down)
E)
Only a legal forward pass completion for positive yards determines if the next play is "closed" or "open"; therefore any foul, whether accepted or declined will have no effect on whether the next forward pass completion is "open" or "closed."F) If a female scores a touchdown, the point value is six (6). If a female throws a legal forward pass to any player for a touchdown, the point value is nine (9). All other touchdowns are worth 6 points.
NOTES:
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orth Carolina Flag Football Association Screen Flag Football Rules Page 9VIII - League Policies
EQUIPMENT:
1 - UNIFORMS:
Jerseys - Must be matching with numbers on front and back.
- Must be full length and tucked in at all times. Midriff Jerseys must not obstruct the flags.
Pants - Must be matching. No belt loops or pockets.
Bandanna's/Hats - Not allowed on the field at anytime.
Jewelry/Sunglasses - Not allowed at anytime.
Shoes - No metal spikes allowed.
2 - EQUIPMENT:
Pads - No pads allowed. EXCEPTION: To protect injury.
Mouthguards - Mandatory for players' safety.
Stick-Um - Spray OK. Paste is illegal.
GENERAL NOTES & RULES:
1 - Game Summary Sheets: When provided, a game summary sheet must be filled out and returned to head referee or tournament director before game will be considered official.
2 - Insurance: It is the responsibility of the individual players to carry, and maintain, their own health and accident insurance. The league accepts no responsibility in this matter.
3 - Player/Team Waiver: Each player, coach, and official must sign a waiver release acknowledging that they are participating in an flag football event and that they are covered by their own medical insurance and agree not to hold the United States Flag Football League, the North Carolina Flag Football Association, it's officers or officials, liable for any injuries or harm that may result from their participation.
PROTEST
RULE 1:
Regular season and tournament protest. Only protest involving rule interpretations or the eligibility of a player shall be considered - never the judgment of an official in calling a play. During regular season play for protest that occur after the completion of the game, a $25.00 protest fee applies, which shall be fully refunded if the team protesting wins its appeal (See Rule 2 & 3). To protest rule interpretation or player eligibility during tournament play, or during the course of the regular scheduled game, the protesting team must call a time out, and play will be halted. The head referee will assemble team captains, game officials, and the tournament director or arbitrator if available. If the official's rule interpretation or call is reversed, or a previously ruled ineligible player is ruled eligible, then the protesting team will not be credited with a time out. If the protesting team is out of allotted time outs, then a $25 protest fee applies. This procedure is final and no further appeal will be allowed.RULE 2: For protest occurring after the conclusion of a regularly scheduled game, then the following rule applies. Any team wishing to protest a game must first notify the head official or referee during the current game, or the attending league official immediately after the game, and post a $25 protest fee. Regular season protest must be filed in writing under Rule 3. During tournament play, the protest must be filed immediately, and play halted (See Rule 1). All tournament protest will be handled prior to the start of the next scheduled game or during the currently protested game. Regular season protest that occurs after the conclusion of the game will be decided under Rule 3.
RULE 3: For regular season games, the protesting team, or player, must submit the protest in writing to the USFFL director, via fax (919) 894-4517 or email usffl@usateamsports.com, within 72 hours. Failure to meet the deadline will result in the loss of the right to protest the game or player eligibility and the results of the game shall remain unchanged. If the petition is submitted on time, and is found to have merit, the review panel will investigate the matter. If the panel's findings indicate that an error had been made on the part of the officials, the game in which the incident had occurred should be replayed or the player in question will be reinstated and the petitioners shall be refunded their protest fee. However, if the panel fails to find sufficient evidence in petitioner’s complaint to render a review of the matter, the game cited in the complaint shall stand as is, and the $25.00 protest fee will not be refunded.
Notes:
N
orth Carolina Flag Football Association Screen Flag Football Rules Page 10IX - TEAM / PLAYER CONDUCT
Rule 1: Fighting.
All players that initiate blows shall be suspended for the season. Games in which teams clear their benches for the purpose of engaging in a fight, or continuing disruptions, shall be called and the score at the time will be official. If only one team is involved in fighting, or bench clearing, then that team forfeits the game and the score will recorded as 7-0.Rule 2: Player Ejection / Suspension. Any player ejected during the course of the game for unsportsmanlike conduct may also be suspended for the next scheduled game if the act was judged flagrant, or the player has a history of rough and unsportsmanlike play.
Rule 3: Alcohol / Drug Use: Consumption of alcoholic beverages and/or drugs by players, team representatives, or officials during the game is prohibited and disqualification from participation will be immediate. All an official or league director has to do is smell alcohol and you are gone!
Rule 4: Game Forfeits. In a game forfeiture, the score is recorded as 7-0. A team forfeiting a game must pay a $30 forfeit fee prior to their next scheduled game. Game officials will be paid one half their regular pay rate for the game (not to exceed $30 for the crew). Two consecutive forfeits will result in team suspension.
Rule 5: Player / Team Conduct: Any verbal badgering of officials by players, or derogatory language directed at a player or official, will result in a warning from the referee. A second offense will result in an unsportsmanlike conduct call and possible player ejection. Sideline players and team officials (coaches, trainers, etc.) are subject to the same rule as players on the field. If a team captain cannot control the actions of his/her players, the game may be forfeited. Players and teams are responsible for their conduct of their fans, or representatives, that accompany them to games. If a player is ejected, he/she must leave the field immediately. It is the responsibility of the team captain to see that a player, or unruly fan, that is ejected leaves the field or area - failure to do so will result in game forfeiture. Team captains must police their area after the conclusion of their game and leave the area clean for the next team. Failure to do so can result in a $25 league fine.
Rule 6: Fines and Late registration Fees: All league imposed fines, forfeit fees, or player registration fees must be paid prior to the next scheduled game or before player participation.
NOTES:
Contact Tim Langdon at (919) 894 7976 for information. Fax (919) 894-4517
Web Site
www.flagfootball.orgDownload Co-Rec Rules, Registration, Schedule, Roster, and Waiver forms at:
Yahoo Briefcase
http://briefcase.yahoo.com/carolinaflagfootballRandy Bechtolt - Director of Women's and Co-Rec Flag Football in North Carolina
Oral McGirt – Head Official for the NCFFA
mcgirt@usateamsports.com
N
orth Carolina Flag Football Association763 Ridge Road * Angier, NC 27501 * Tel (919) 894-7976 / Fax (919) 894-4517
www.flagfootball.orgRules For Four on Four Screen Flag Football
The following rules apply to four on four, screen flag football. Penalties are highlighted in red. For rules not covered by this
document, please defer to the USFFL - NCFFA Rule Book. Copyright Ó USFFL - NCFFA 1987-2000 - All rights reserved.
U
nited States Flag Football League – Four on Four "Gunslinger Shoot-out" Flag Football RulesThe Game - Four on Four Flag Football.
Tournament Format - Three Team Bracket (A, B, C,) with A playing B, B playing C, and C playing A in first round play. First and second place teams from each bracket will advance to A Division play (first playing last place), and third place team from each bracket will advance into B Division play (first playing last place). Single elimination after A & B divisions are set. Three game minimum per team. Cost = $200.00
Awards - Team Plaque, Individual Team Jerseys, Cash Award.
Rosters - Seven (7) man rosters are permitted.
The Field - 75' (25 yards) Wide by 210' (70 yards) Long, divided into two-25 yard zones with two 10-yard endzones.
Game Time - 40 Minutes (2-20 minute halves) with 5 minute half time.
Clock - 25 second clock.
Time Outs - Two per half.
Possessions - All offensive possessions after score start at own five-yard line.
Downs - Each team has three downs to earn a first down by crossing mid-field, or score a touchdown.
Interceptions - Interceptions may be returned for score. Interceptions downed in the endzone are ruled touchbacks and are spotted on the five-yard line. Extra points may be returned for two points.
Score - Touchdowns = 6 points, Safety = 2 points
Extra Points - 5 Yard Line (pass only) = 1 point, 15 yard line (run or pass) = 2 points.
Line of Scrimmage - Minimum 2 men on line of scrimmage.
Blocking - Screen Blocking permitted behind line of scrimmage.
Rushing - Rushers must start 5 yards off line of scrimmage.
Snaps - Center must pass the ball between his/her legs.
Quarterback - Must be a minimum of 5 yards behind line of scrimmage.
Five Second Clock - Quarterback has five seconds to pass the ball. Referee will signal count, if ball in hand, or if runner has not crossed line of scrimmage on the sixth count, the referee will blow his/her whistle and the ball will be ruled dead.
Handoffs - Handoffs from QB to Option Back must be direct (no pitches) and must be backwards (no forward handoffs).
Motion Back - May be in motion, one yard off line of scrimmage, going away from or parallel to line of scrimmage.
Runs - Quarterback runs are not allowed. Option-back runs are allowed except within 5 yards of mid-field and 5 yards of the endzone.
Muffs / Fumbles - All muffs and fumbles are dead at spot. Exception: If QB fields a muffed center snap cleanly, he/she may continue play.
Penalties The following penalties will be assessed 10 yards:
The following penalties are assessed 5 yards.
Equipment - Matching numbered Jerseys and pants. No metal cleats or spikes. Mouthpiece required.
Flags - Triple Threat or Rip Flag
The Game
No contact allowed
A coin toss determines first possession
The offensive team takes possession of the ball at their 5-yard line and has three plays to cross mid-field. Once a team crosses mid-field they have three plays to score. If the offense fails to score, the ball changes possession.
If the offensive team fails to cross mid-field, the ball changes possession.
All drives start from the 5-yard line except interceptions.
Game Clock Format
Each game is 30 minutes long. Two 14-minute halves and a 2-minute halftime.
The clock will not stop unless a time out has been called or the official feels it is necessary.
Each time the ball is spotted the offensive team has 30 seconds to snap the ball. (Officials will warn the offense when there are 10 seconds left to snap the ball).
Teams may not snap the ball until the officials are set. (No Quick Snaps)
Time Outs
Each team has two time outs per game.
Time outs will only stop the game clock for 30 seconds. The offense must snap at the completion of the time out.
If time out is called after a touchdown the clock will not run during the extra point.
Attire
Shirts must be tucked in.
Flags must be worn on each side of the players’ hips.
Scoring
TD = 6 points
Extra point- 5 yards out = 1 point, 12 yards out = 2 points.
Safety = 2 points
Rushing the Quarterback
Players that rush the quarterback must be a minimum of 7 yards from the line of scrimmage when the ball is snapped.
Players that are not 7 yards from the line of scrimmage when the ball is snapped may not enter into the backfield until there has been a change of possession.
The official will designate 7 yards from the line of scrimmage.
The rusher is allowed a direct line to the quarterback as long as he rushes from either side of the field and not up the middle.
The offense must avoid interfering with the rusher.
Running
The quarterback may not run unless the ball has been handed off to him.
Teams may handoff, pitch, or throw back the football in the backfield only. The player who receives the pitch or handoff may throw the ball as long as he is not beyond the line of scrimmage.
No run zones are located 5 yards before mid-field and 5-yards before the end zone.
The ball is spotted where the flag was pulled.
The flag must break the plane of the midfield or goal line to be considered a first down or touchdown.
Players may not block at any time. Once a player begins to run all other players must stop.
Passing
The quarterback has 5 seconds to pass the ball if there is no rush. If the ball is not thrown, the play is dead, resulting in a loss of down. The ball returns to the line of scrimmage. (Once the ball has been handed off or pitched there is no 5-second count).
If the defensive team rushes the quarterback there is no 5-second count.
Interceptions may be returned. The ball is spotted where the flag is pulled.
The rusher may not hit the quarterbacks’ arm, or knock the ball out of the quarterbacks’ hand. The rusher must play the flags.
Receiving
All players are eligible to receive a pass, including the quarterback, if the ball has been pitched back or handed off behind the line of scrimmage.
Players must have at least one foot in bounds when making a catch.
Dead Balls
Only one player may be in motion prior to the snap.
Players may not be moving forward when the ball is snapped.
The ball must be snapped between the legs to start the play.
Play is ruled dead when:
The offensive players flag is pulled. Note if defensive player pulls the offensive players flag before they receive the ball, the defense must pull the second flag to end the play.
The 5-second play clock expires. Note there is no 5 second play clock if there is a rush or if the ball has been handed off
Ball carrier steps out of bounds
Touchdown is scored
Ball carriers’ knee touches the ground
Incomplete pass
Ball hits the ground
The ball carriers flag falls off
If a player starts the play without a flag they are down where they touch the ball.There are no fumbles. The ball is spotted where it hit the ground.
Defensive Penalties:
Offside-Illegal Rush
Interference
Illegal contact (holding, bump and run, blocking) * Note the officials will determine incidental contact.
Roughing the quarterback
All defensive penalties are five yards from the line of scrimmage and automatic first down except holding which is added on to the end of the play.
Offensive Penalties:
Illegal motion
Offensive pass interference (illegal pick, pushing off defender).
Impeding the rush (the offensive players must avoid the rusher).
Flag guarding (players must keep their hands above their waist).
Delay of game
All offensive penalties are five yards from the line of scrimmage and loss of down except flag guarding which is from the point of infraction.
Sportsmanship / Roughing
If the official witnesses any act of tackling, elbowing, cheap shots, or any other sportsmanlike act, the game will be stopped and the player will be ejected from the game.
The tournament director will determine whether or not to eject the player from the tournament.
FOUL PLAY WILL NOT BE TOLERATED!
Trash talking is illegal. The official has the right to determine language that is offensive. (Trash talking is language that may be considered offensive to the official, opposing team, or spectators).
The official may eject players from the game for trash talking.
Overtime
A coin flip determines first possession
Each team starts with the ball at mid-field and has two plays to advance the ball as far as possible.
The team that advances the ball furthest wins.
If the team starting with the ball scores on the first play, possession changes and the other team must score on the first play. If both teams score on the first play. Both teams will run one additional play.
If both teams score on their second play the game goes into a second overtime
The winning team in overtime is awarded one additional point
Playoff Seeding Tie Breakers
If two teams have identical records at the end of round robin play tie breakers will be determined by head-to-head competition.
Strength of division points
Top Gun – 25 Div A – 20 Div B – 15 Div C – 10 Div D – 5 Div E – 0
Attire
1. Players may not wear metal spikes
2. Players may not wear pants or shorts with pockets
3. Shirts must be tucked in at all times
Uniforms
1. All teams must have uniforms by the start of the season in order to receive stats for the year.
2. Uniforms must be the same color with numbers printed on the back. Numbers may not be taped or written on with marker.
3. All players on the roster must be assigned a number by the first game.
4. Players not in uniform will not receive stats for the week. All stats for that week will be placed under guest.
Stats
1. Only players in uniform will receive stats.
2. Stats will be used to determine all-stars and the league MVP at the end of the season.
3. Team and player stats will be posted on www.FASPORTS.COM weekly.
4. Players are responsible for verifying that their stats are accurate after each game. No corrections will be made to the stats once the stat sheets are turned in.
Forfeits
1. If a team forfeits more than one game they will be dropped from the league, without a refund.
2. If a team is not on the field and ready to play by game time, the game may be forfeited.
3. In order to play the game, a team must have at least three players from their own team.
5. A team may pick up one player, during the regular season, from another team. The player must be approved by the other team.
6. If the fourth player shows up during the game, the substitute player may no longer play.
7. If a team has four or more players at the game, they cannot pick up another player from the league.
8. Forfeited games will not be stated.
9. To avoid penalizing players and teams involved in forfeits, individual and team stats will be averaged at the end of the season.
10. Teams who show up have the option to play another team. The game will not be stated, but must be paid for.
Rescheduling Games
1. Due to the number of teams in the league and the inconvenience to other teams, only games with extreme circumstances will be rescheduled. (Your best player being out of town is not considered an extreme circumstance).
RULES OF PLAY
Playing Field
Length: 70 yards
End Zones: 10 yards
Width: 25 yards
* The size of the playing field may change if the field site is not large enough.
First Down Mark: Mid Field
No Run Zones: Short Yardage Plays including the five yards before the first down and end zone.
Game Balls
Teams are to provide their own football. A league ball may be checked out at the sign in table if needed.
Game Clock Format
1. Each game is played in two 18-minute halves. A running clock format is used.
2. Each team receives two 30-second time-outs per game. The offense must snap the ball immediately following the conclusion of the timeout.
3. The game clock does not run during extra-points after a time out has been called.
4. There will be a two-minute break at halftime and between each game for warm-ups.
5. Offensive has 30 seconds from the time the ball is set by the official to snap the ball.
Two-Minute Rules
1. There will be a two minute warning at the end of the game regardless of the score.
2. Two-minute rules are only in effect when the score is within 8 points.
3. The only time the clock will run during the final two minutes is during a play or in between plays if a player gained positive yards and his flag was pulled in bounds.
4. The clock stops for: incompletions, penalties, out of bounds, plays that result in a loss of yards, and time-outs.
Scoring
Touchdowns: 6 points
Safety: 2 points
Extra Points 5 yards out: 1 point - no run zone
12 yards out: 2 points - running play allowed
If an extra point is intercepted and returned for a touchdown
2 points will be awarded.
Note: If the interception is not returned for a touchdown, the ball will be spotted at the 5 unless there is a penalty on the defense during the return. If there is a penalty on the defense during the return the ball will be spotted five yards from the end of the play.
Drives
1. All drives begin on the five-yard line with the exception of interceptions.
2. Drives consist of three plays to either make a first down or a touchdown.
3. Interceptions may be run back and the drive will begin where the player’s flag was pulled.
4. Interceptions on an extra point attempt that are not returned for two points will begin on the 5 yard line, unless there is a defensive penalty during the run back, in which case the ball be spotted at the point of infraction.
First Downs
The offense has three plays to advance the ball beyond mid-field for a first down. After the offense crosses mid-field they have three plays to score.
Centering the Ball
1. The ball must be snapped between the legs, not off to one side, to start each play.
2. Each time the ball is spotted a team has 30 seconds to snap the ball. A five-yard penalty will be assessed for delay of game. Officials will warn teams when there are 10 seconds left.
3. The ball must be snapped from where it is placed by the official. If the ball is not spotted in the middle of the field the offensive team may request to center the ball.
Substitutions
Players may substitute during a dead ball but must be off the field before the next play is snapped. The offense may not have one player step off of the field and another player step onto the field in an effort to confuse the defense.
Running Plays
1. There is no limit to the number of handoffs made behind the line of scrimmage.
2. The quarterback does not have to be lined up behind the center
3. Only one lateral, pitch, or throwback is allowed behind the line of scrimmage.
4. If the pitch is forward, the recipient must run the ball.
5. No laterals or handoffs once the ball has been thrown forward.
6. The player who takes the handoff can throw the ball as long as the does not pass the line of scrimmage.
7. Players who receive a handoff where the ball is placed on their back may not lateral pitch or handoff the ball.
8. Once the ball has been handed off or pitched, all defensive players are allowed to rush even if they aren’t behind the 7-yard rushing marker.
9. If the quarterback hands the ball off to the center, the center must run.
"No Run Zone"
1. The "No Run Zone" is designated to avoid short yardage power running. It is located five-yards from the mid-field first down marking and the end zone.
2. In the "No Run Zone" the offense may only advance the ball by throwing the ball beyond the line of scrimmage.
3. Handoffs are allowed in the "No Run Zone" however the player receiving the handoff may not run. He must pass the ball.
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. A player must have at least one foot in bounds when making a catch.
Passing
1. Shovel passes are allowed.
2. The quarterback will have a five-second-pass clock if no defensive players rush. If a pass is not thrown within that five seconds, the play is dead and treated as an incomplete pass.
3. Interceptions may be run back.
4. If a lateral, pitch, or backwards pass is batted down it will be treated like an incomplete pass and the ball will return to the original line of scrimmage.
Rushing the Quarterback
1. All players that rush the quarterback must be a minimum of 7 yards beyond the line of scrimmage when the ball is snapped. However, once the ball has been handed off, all players are eligible to rush from anywhere in front or beyond the 7-yard marker.
2. Any number of players can rush the quarterback providing they are behind the seven-yard marker at the start of the play.
3. Official will designate 7 yards from the line of scrimmage.
4. If the rusher enters the 7-yard neutral zone before the snap, he must get back before the ball is snapped in order to rush.
5. 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 quarterbacks’ body or arm even if the ball is deflected.
6. If no one rushes, the quarterback will have 5 seconds to release the ball.
7. The rusher has a direct line to the quarterback provided they do not rush from up the middle. The center and receivers must avoid contact with the rusher.
8. The offense must avoid the rusher even if the quarterback rolls out or hands off.
9. If the rusher changes direction for any reason they must avoid contact with the center and receivers.
10. Only players who start behind the 7-yard mark may cover receivers in the backfield.
11. Defensive players who are not behind the 7-yard mark when the ball is snapped may not cross the line of scrimmage until the ball has left the quarterbacks hand.
Dead Balls
Play is ruled over when:
1. The ball hits the ground
2. The defense has pulled the ball carriers flag.
3. The defense has touched a player who either:
a) started the play without a flag
b) inadvertently had the flag fall off
Note: if the defense intentionally pulls the flag prematurely they must pull the other flag to end the play.
4. When the ball carrier’s knee touches the ground
5. When the ball carrier steps out of bounds
6. If there was an inadvertent whistle.
Note: If there is an inadvertent whistle the offense has the choice of accepting the ball where it was whistled dead or replaying the down.
Overtime:
1. Overtime is a two-minute sudden death period. All two-minute rules apply.
2. A coin flip determines first possession
3. Each team will receive one time out
4. If the score is tied at the end of OT there will be an extra point shootout from the 5-yard line.
5. All stats are kept in OT
Penalties
Referees determine incidental contact, which may result from normal run of play.
Only the team captain may ask the referee questions about rule clarification and interpretations. Players cannot question judgment calls.
All interactions with captains and referees should be made in a sportsmanlike manner.
The end of the half or game cannot end on a defensive penalty, unless the offense declines it.
DEFENSIVE PENALTIES:
Off-sides
Pass interference / Illegal contact – the defense may not play bump and run.
Holding – the defense may not hold on to the rusher or the flag belt to assist in pulling the flag. It is not a penalty if the flag belt is pulled off instantaneously.
Illegal rush – players that are not lined up seven yards off the line of scrimmage when the ball is snapped may not enter into the backfield until the ball has left the original quarterbacks hands.
Roughing the quarterback – the rusher may not make contact with the quarterbacks throwing hand or arm, or hit the ball while it is in the quarterbacks' hands.
*All defensive penalties are 5 yards from the line of scrimmage and automatic first down except holding which is marked off from the point of infraction.
OFFENSIVE PENALTIES:
Illegal motion – more than one player moving after the ball has been set or any player moving forward when the ball is snapped.
False start – Movement by the offense that simulates a snap.
Illegal pass – passing the ball beyond the line of scrimmage, or 2 forward passes.
Offensive pass interference
Pick - receivers may not set a pick to free up other receivers.
Flag guarding
Illegal block / screen
Charging - Running through a defender who has established position
Intentional grounding – Throwing the ball away to avoid a sack. The ball must cross the line of scrimmage and be in the direction of a receiver.
Impeding the rusherHurdling / Diving – Hurdling over a player on the ground or diving to advance the ball.
*All offensive penalties are 5 yards from the line of scrimmage except flag guarding which is marked off from the point of infraction. All offensive penalties result in a loss of down except illegal motion / false start.
Note: If the offense crosses midfield and commits a penalty after crossing midfield which when assessed puts them behind midfield, it will be first and goal from where the ball is placed.
UNSPORTSMAN LIKE CONDUCT:
1. Excessive contact or rough play: If official decides excessive contact was "with intent to harm" the player will be ejected from game. Depending on the severity of the incident the player may be tossed out of the league. Note: excessive contact may be called even if the contact was unintentional.
2. Excessive arguing with officials
3. Using vulgar language
4. Taunting, trash talking or verbal threats.
A PROMISE TO ALL PARTICIPANTS
FastAction Sports will provide an atmosphere where players can feel comfortable bringing their friends and family members to enjoy the game. Any players or teams that jeopardize that environment may be removed from the league.
The league has a no tolerance policy. Any players involved in a fight will automatically be suspended a minimum of one week. Depending on the severity of the incident the players or teams involved may be suspended for the entire season with no refund of payment.
Sincerely,
Brian Dreyer
President, FastAction Sports Arizona