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2013 Flag Football Rules

2013 Flag Football Rules. Colgate University. Director of Recreation, Christina Turner 315-228-7649 and E-Mail cturner@colgate.edu Intramural Sports Coordinator, David Chapman 315-750-8219 and E-Mail dchapman@colgate.edu Rec Sports Office – Julie Vair, 315-228-7613.

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2013 Flag Football Rules

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  1. 2013 Flag Football Rules Colgate University

  2. Director of Recreation, Christina Turner • 315-228-7649 and E-Mail cturner@colgate.edu • Intramural Sports Coordinator, David Chapman • 315-750-8219 and E-Mail dchapman@colgate.edu • Rec Sports Office – Julie Vair, 315-228-7613 Recreation Administrators

  3. Field Dimensions

  4. Game Length and Time • The game consists of 2 20-minute halves with a running clock, except for the last 2 minutes of the 2nd half • In the last 2 minutes of the 2nd half, the clock will stop for: • Incomplete passes, out of bounds, penalties, change of possessions, scores, and first downs • The clock will always stop for timeouts • The Mercy Rule is applied when a team leads by 19 points or more 2 minutes or less in the 2nd half END OF THE GAME SIGNAL

  5. Scoring A Touchdown is scored when the nose of the ball crosses the Goal Line in the possession of the offense or a receiver catches the ball in the End Zone. TOUCHDOWN SIGNAL

  6. Extra Points Extra Point Attempts: • 1 point (3 yard line) • 2 points (10 yard line) • 3 points (20 yard line) Safety = 2 points SAFETY SIGNAL

  7. Rules of the Game • Each team may field a maximum of 8 players at a time • A minimum of 5 players is required in order to start and finish a game • 4 players must always be on the line. • If one team does not have 8 players, the other team has the choice to play a full 8 or play down to the number the opposing team has. • There is NO CONTACT ALLOWED! Incidental contact may occur because of the nature of the game, but our goal is to limit contact to an absolute minimum

  8. Rules of the Game • Teams have 4 downs to advance the ball to the next zone line-to-gain or to score • Possessions start (must be agreed upon by BOTH teams at the start of the game) • on the 14-yard line at the beginning of each half, after scores, or touchbacks • OR by Punt Return • A team may elect to “punt” on 4th Down • Can only be changed by a timeout FIRST DOWN SIGNAL

  9. Pre-Game Duties: Equipment • Jewelry is not allowed to be worn by any participant during an Intramural event • Jewelry cannot be taped or covered with a band-aid • Medical Alert bracelets or necklaces must be taped down • There are NO EXCEPTIONS! • NO POCKETS, belts, belt loops, or exposed drawstrings

  10. Pre-Game Duties: Equipment • No knots or hard billed hats • Matching colored jerseys, tucked in or cut 4 inches above the waist • A one-piece flag belt with three flags permanently attached is provided, it should be worn with a flag on each side and one in the center of the back • Pants or shorts must be a different color than the flags • Any and all dangerous equipment must be removed or properly covered prior to participation FAILURE TO WEAR REQUIRED EQUIPMENT SIGNAL

  11. This is to be done every game at least 5 minutes prior to the start of the game • Set The Tone For The Entire Game • This is the first opportunity to let the teams know what kind of game to expect • Take control but don’t be pushy • Have fun but make sure you are taken seriously Captain’s Meeting

  12. Captain’s Meeting • Each crew member should introduce themselves and their position • Remind Captains that: • The clock only stops in the last 2 minutes of the 2nd half (aside from timeouts) • Each team has two timeouts per half • They are the representative of the team that is allowed to talk to the officials about rule interpretations and questions • They are responsible for the conduct of their team and spectators Answer any questions and wish each team “Good Luck”

  13. The captain winning the decision shall choose one of the following options: • To start on offense or defense • To designate which goal their team will defend • To defer their decision until the second half • The captain losing the decision will choose from the remaining options • It is possible for teams to defend the same goal or to start with possession in both halves Captain’s Meeting

  14. Ready for Play • After the Referee has announced the down and line to gain, the ‘ready for play’ whistle will be blown • This is the signal that the ball is ready to be put into play • The offense will have 25 seconds, counted silently by the referee, to snap the ball or be penalized for delay of game READY FOR PLAY SIGNAL

  15. Pre-Snap: Line is Set If all those necessary rules are met then the Line Judge will determine that the “line is good” and the ball may be snapped legally (Teams do not have to wait for the “Line is good”) • The offensive team must have at least 4 players on the line of scrimmage • Live Ball Penalty (Simult. w/ Snap) • All players must be 5 yards off the sideline before the snap (unless a defensive player is engaged against offensive player) • Live ball penalty (Simultaneous w/ Snap) • Once the ball is set, no player may enter the neutral zone

  16. Pre-Snap: Motion • One offensive player may be in motion at the time of the snap, but not in motion toward the opponent's goal line. • If multiple players are in motion, all players must set for 1 second before the ball is snapped. A single player may then go back into motion for the snap. ILLEGAL SHIFT (BOTH HANDS) or ILLEGAL MOTION (ONE HAND) SIGNAL

  17. The Snap • The ball must be snapped off of the ground next to the orange cone • The ball may be side-snapped; it does not have to go through the snapper’s legs • Feet must be behind the ball when snapped • Use preventative officiating by R & LJ • The player who receives the snap must be at least 2 yards behind the Line of Scrimmage • Live ball penalty (Simult. w/ Snap) DELAY OF GAME SIGNAL

  18. The ball becomes live when it is legally snapped • When a runner has possession • A receiver becomes a runner once they catch the ball • A pass or fumble that has not yet touched the ground is a loose live ball Live Ball

  19. Dead Ball The ball becomes dead when: • The runner is de-flagged or tagged • The ball goes out of bounds • Points are scored • The ball hits the ground as a result of an incomplete pass, ‘fumble’, muffed ball, bad snap, lateral, backward pass, etc. • Any part of the runner other than their hands or feet touches the ground • The ball is considered a part of the hand DEAD BALL SIGNAL An officials whistle will always signal that the ball is dead

  20. Passing • Only one legal forward pass is allowed per down. • An Illegal Pass occurs when: • The passers foot is over the line of scrimmage • There is more than one forward pass per down • Every player is an eligible receiver • Any player may hand, pass, or lateral the ball backwards at any time, any number of times • The ball may also be handed forward

  21. Passing • On an incomplete pass, there should be one whistle, and one signal • Dual coverage areas may have 2 whistles & signals • If there is a backwards pass, yell “Back” and give the backward pass signal • If in doubt…the pitch was back • Positioning is important here INCOMPLETE PASS SIGNAL

  22. Passing: Balls Away If the passer is de-flagged before releasing the ball, he has been sacked by the Defense, and the Referee marks the spot until the line judge can cover the spot. If the passer releases the ball before the defender de-flags them the Referee should yell, “Ball’s Away!” This denotes that the pass attempt has gone forward and may be legally caught.

  23. When a player gains possession between their own 5 yard line and the goal line and their momentum carries them into their end zone, if the ball then becomes dead, via fumble or de-flagging, the team with possession will receive the ball at the spot where possession was initially gained. • A player is not penalized when their momentum carries them into their own end zone; it will not be a safety • In IM Football this is common on interceptions of long passes Passing: Momentum Rule

  24. Running • Once a player receives possession of the ball they become a runner: • Runners may not cover or guard their flags in any way • Runners cannot stiff arm • Runners cannot charge into or bowl over an opponent • Hurdling is not allowed • Spinning is legal

  25. Flag Belt Removal • Players must have possession of the ball before they can legally be de-flagged by an opponent • When a runner loses their flag belt accidentally play will continue • The runner can be ‘downed’ by a one (1) hand touch between the shoulders and knees

  26. A punt is only legal when it has been declared. • usually on 4th down. • the offensive captain may request to punt on any down. • When would this happen? • The offensive team must meet the minimum line players requirement. • Neither team may cross their scrimmage line until the ball is kicked. Punting the Ball

  27. If Team R player blocks the kick and: • it strikes the ground, the ball is dead and belongs to R. • it is caught by Team K behind the offensive team’s scrimmage line, K may advance the ball. • it is caught by Team K beyond the offensive team’s scrimmage line, the ball is dead and belongs to K. Punting the Ball

  28. If an untouched punt strikes the ground, it remains live until Team K downs the ball or Team R recovers and advances it. • Once a punt is touched, it is dead when it next strikes the ground and belongs to R. • The receiving team may signal for a fair catch, but this signal shall be ignored by players and officials. (NO FAIR CATCH in Flag Football) Punting the Ball

  29. Team K may not punt the ball to a teammate. • Team K may not punt the ball beyond the offensive team’s scrimmage line. • The penalty for both is illegal kick which is penalized 10 yards using “all-but-one.” • If K interferes with R’s opportunity to catch the kick, R has 3 options: • the result of the play; • a 10 yard penalty from the previous spot and replay of the down; or • an awarded catch at the spot of the foul (no distance penalty). Punting the Ball

  30. With the exception of kick-catch interference, penalties for all fouls by Team K during a punt (before Team R has gained possession) are enforced from the previous spot. • Penalties for Team R fouls during punts are enforced from the previous spot unless the foul is governed by post-scrimmage kick enforcement rules (before Team R has gained possession). Fouls During Punts

  31. Team K may not be the first to touch a kick beyond the offensive team’s scrimmage line. • If they do, it is a violation for first touching. This spot should be marked with a bean bag/cone/flag. • If first touching occurs, Team R may take possession of the ball at the spot of first touching unless Team R touches the ball and thereafter commits a foul or any penalty against either team is accepted. Punting: First Touching

  32. When a punt breaks the plane of R’s goal line, it is a touchback unless R chooses the spot of 1st touching by K Punting: Goal Line

  33. The end of the run is spotted where the BALL is when the runner is de-flagged • NOT where the players body is or where the flags are • Since there is no contact and no forced fumbles, a player may reach out with the ball to gain extra yardage • Mark the end of the run with the downfield foot and the same arm in the air, displaying the next down Marking the End of the Play

  34. There are no “fumbles” in Flag Football • The ball will be spotted where it contacts the ground • Failed backward passes that touch the ground are considered fumbles • A player may not intentionally fumble to gain yards THE BALL WILL BE DECLARED DEAD WHEN IT HITS THE GROUND ON A FUMBLE Fumbles

  35. Two Minute Mechanics • The clock will now be run according to stop time based on NCAA rules • Communication, signals, and mechanics are key to keeping the crew on the same page • Until the final 2 minutes of the 2nd half, the clock will run, stopping only for Time-Outs • The clock will stop for the Two Minute Warning • May be under 2 minutes when blown by R START THE CLOCK / CLOCK IS RUNNING SIGNAL STOP THE CLOCK SIGNAL

  36. The clock will stop and restart on the snap • Incomplete legal/illegal forward pass • Out-of-bounds • Touchdown (after PAT) • Safety • Team Time-Out • Touchback • Defense awarded a new series • Either team awarded a new series after a punt • Inadvertent Whistle • Team attempting to consume time illegally Two Minute Mechanics

  37. The clock will stop for and restart on the ready for play whistle • 1st Down; not out-of-bounds • Team attempting to conserve time illegally The clock will stop and restart depending on the previous play - Penalty & Administration - Offense awarded a new series Two Minute Mechanics

  38. A period is extended if, during the last timed down: • there is an accepted penalty for a live-ball foul not penalized as a dead-ball foul and does not include loss of down • there are offsetting fouls • there is an inadvertent whistle • a touchdown is scored • the period is extended for the try, unless the touchdown is scored as time expired in the 2nd half and the point(s) would not affect the outcome of the game • the period is not extended further when the defense fouls during a successful try and the offended team accepts the result of the play with enforcement of the penalty from the succeeding spot • If any of the above scenarios occur during the untimed down, the period will be further extended Extending a Period

  39. Penalties and Enforcement Enforce all penalties in the order they occurred Types of Penalties: • Dead Ball (Blow Whistle, Throw Flag straight up in air, Stop the Play) • Live Ball (Throw Flag at spot of foul, NO WHISTLE, Play continues) • Simultaneous with the Snap (Throw Flag straight up in air, NO WHISTLE, Play continues) • A team always has the choice whether to Accept or Decline the yardage of a penalty LOSS OF DOWN SIGNAL

  40. False Start • Illegal Snap • Encroachment • Leaving the field on the wrong side • Delay of Game • Unsportsmanlike conduct • Whistle is blown immediately and the • flag is thrown up in the air • Enforced from the succeeding spot • Usually called by the Referee or the • Line Judge Dead Ball Penalties

  41. Illegal Motion • Illegal Shift • Illegal Participation • Illegal Substitution • Illegal Formation • Not enough players on the line • Illegal Snap • Less than 2 yards away from center • Throw a flag up in the air and let the play run • Usually called by the Referee or Line Judge Live Ball Penalties

  42. False Start or Encroachment (Dead Ball) • Illegal Snap (Dead Ball) • Delay of Game (Dead Ball) • Illegal Motion or Illegal Shift • Illegal Snap • Helping the Runner • Intentional Grounding (Loss of Down) • Illegal Forward Pass (Loss of Down) 5 Yard Penalties

  43. Illegal Contact • Flag Guarding • Illegal Player Equipment • Illegal Flag Belt Removal • Personal Fouls • Roughing the Passer (Automatic 1st Down) • Offensive Pass Interference • Defensive Pass Interference • Unsportsmanlike Conduct 10 Yard Penalties

  44. Let Your Mind Digest What Your Eyes Have Seen “Decisions must be instantaneous and a ruling announced with minimal delay. Ensure improved instinctive reactions to play situations by reviewing all possible combinations of circumstances before each game. LET YOUR MIND DIGEST WHAT YOUR EYES HAVE SEEN.”

  45. The Four W’s of Reporting a Penalty WHO committed the foul. WHAT was the penalty. WHEN did it occur (loose ball, running play, live, dead…etc) WHERE did it take place. Penalty Enforcement

  46. If two live ball penalties occur on one team, the other team must choose which penalty to accept • If live ball penalties occur on each team (does not matter how many) and are accepted, penalties will offset and the down will be replayed • If a live ball penalty occurs followed by a dead ball penalty, both penalties will be enforced Penalties and Enforcement

  47. The line-to-gain will always be established after the ready for play whistle has been blown • Dead Ball penalties that occur after the whistle will not affect the down or line to gain • Penalties on the Defense on scoring plays will be assessed on the subsequent try for point or down, if accepted Penalties and Enforcement

  48. “Runners shall not flag guard by using their hands, arms, or the ball to deny the opportunity for an opponent to pull or remove the flag belt” Examples include: • Placing or swinging the hand or arm over the belt • Placing the ball in possession over the flag belt • Lowering the shoulders in such a manner which places the arm over the belt Flag Guarding FLAG GUARDING SIGNAL

  49. Flag Guarding ?

  50. This is a NON-CONTACT sport, and while there may be incidental contact due to the nature of the sport itself, it is to be avoided as much as possible • Time and Space are both factors that are considered in determining who is responsible for the contact • No player may use their hands or arms to gain an advantage on another player Screen Block & Illegal Contact

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