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fsumpusrec

Flag Football Officials Training Fall 2008. fsu.campusrec.com. Flag Football Rules. Equipment. Jewelry is NOT Allowed to Be Worn by Any Participant. Visible Rings, Watches, Necklaces, Earrings, Studs, Bracelets, Etc. are Prohibited. All Players MUST Wear Shoes.

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fsumpusrec

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  1. Flag Football Officials Training Fall 2008 fsu.campusrec.com

  2. Flag Football Rules Equipment Jewelry is NOT Allowed to Be Worn by Any Participant. Visible Rings, Watches, Necklaces, Earrings, Studs, Bracelets, Etc. are Prohibited. All Players MUST Wear Shoes. Sandals and Flip Flops are NOT Allowed. Metal Spikes or Metal Cleats are NOT Allowed. fsu.campusrec.com/im

  3. Flag Football Rules Equipment Shorts or Pants WITHOUT Pockets NO Front, Back, or Cargo Pockets Allowed. NO Taping of Pockets Allowed. Flag Belt Clipped in Front with 1 Flag on Each Hip & 1 Flag at the Back. fsu.campusrec.com/im

  4. Flag Football Rules Equipment Shirts Must Be Long Enough to Remain TUCKED IN At All Times, OR End At Least 4 Inches Above the Waist. The Bottom of the Shirt’s Arm Holes Must Be Within 4 Inches of the Armpit. fsu.campusrec.com/im

  5. Flag Football Rules Game Time & Length Games Consist of Two 20-Minute Halves. A Running Clock is Used Throughout the 1st Half & Until the 2:00 Mark of the 2nd Half. The Clock Stops ONLY for Timeouts. The Clock Runs Following All Plays & Penalties. Teams Receive 2 Timeouts per Half. Timeouts Do NOT Carry Over. fsu.campusrec.com/im

  6. Flag Football Rules Final Two Minutes of the Game The Game Clock will STOP on Plays Ending Out-of-Bounds, Incomplete Passes, Time-outs, First Downs, Touchdowns, & for Penalty Administration. The Clock will NOT STOP on Running Plays, Pass Plays Ending In-Bounds, Fumbles, & Bad Snaps. fsu.campusrec.com/im

  7. Flag Football Rules Final Two Minutes of the Game The Clock RESTARTS on the SNAP Following Out-of-Bounds Plays, Incomplete Passes, Time-outs, Change of Possession. The Clock RESTARTS on the WHISTLE Following First Downs (Non-Out-of-Bounds Plays), Penalty Administration (Unless on Snap By Rule). The Clock Does NOT RUN on PATs in the Last 2 Minutes. fsu.campusrec.com/im

  8. Flag Football Rules Overtime NO Overtime is Played in Any Regular Season Games. Overtime is Played in ALL Playoff Games. Each Team Receives a 4-Down Possession from the 10 Yard Line to Score a Touchdown (and Convert the PAT). Defense Has Opportunity to Match the Opponent’s Score. Each Team Receives 1 Timeout for the Entire OT Session. fsu.campusrec.com/im

  9. 40 G 20 G 20 Flag Football Field Player & Fan Area

  10. 40 G 20 G 20 Flag Football Field NO Kickoffs, Start at the 14 Yard Line. 14

  11. 40 G 20 G 20 First Downs Teams Gain a First Down By Crossing a Zone-Line-to-Gain. 1st to the 20 1st to the 40 2nd to the 40 3rd to the 40 1st & Goal TD

  12. Flag Football Field PAT Attempts from the 3, 10, or 20 Yard Line. 2 1 3 40 G 20 G 20

  13. 40 G 20 G 20 Flag Football Field Inbounds Lines

  14. Flag Football Rules Line of Scrimmage Offensive Lines Up on Orange Disk, Defense Behind Yellow. fsu.campusrec.com/im

  15. Flag Football Rules Line of Scrimmage The Offense MUST Have at Least 4 Stationary Players on the Line at the Time of the Snap. fsu.campusrec.com/im

  16. Flag Football Rules Line of Scrimmage The Defense is NOT Required to Have Any Players at the Line. fsu.campusrec.com/im

  17. Flag Football Rules Line of Scrimmage Neither Team May Jump Across Their Scrimmage Line at Any Time. This is a Penalty. Players Cannot Jump Back Onside. fsu.campusrec.com/im

  18. Flag Football Rules PENALTY: Offsides fsu.campusrec.com/im

  19. Flag Football Rules Snapping the Ball Direct Snaps are NOT Permitted. 1 Player May Be in Motion Parallel or Away from the Line of Scrimmage at the Snap. fsu.campusrec.com/im

  20. Flag Football Rules Snapping the Ball The Player Receiving the Snap Must Be 2 Yards Behind the Line of Scrimmage. fsu.campusrec.com/im

  21. Flag Football Rules Screen Blocking Flag Football Screen Blocking is Similar to Screening Basketball. A Defender Must Avoid Contacting the Blocker in Any Way. The Blocker May NOT Initiate Contact By Moving into a Defender. Blockers May Move to Gain a Position. Any Number of Defenders May Rush the Quarterback at Any Time. The Offense May Have as Many Blockers as It Wishes. fsu.campusrec.com/im

  22. Flag Football Rules LEGAL Screen Blocking fsu.campusrec.com/im

  23. Flag Football Rules PENALTY: Illegal Contact Defense fsu.campusrec.com/im

  24. Flag Football Rules PENALTY: Illegal Block Offense fsu.campusrec.com/im

  25. Flag Football Rules PENALTY: Illegal Block Offense fsu.campusrec.com/im

  26. Flag Football Rules Eligible Receivers ALL Players on the Field are Eligible Receivers. The Passer May NOT Catch His/Her Own Untouched Pass. The First Part of a Receiver’s Body to Contact the Ground Shall Determine In-Bounds or Out-of-Bounds. Only 1 Foot is Required to Be In-Bounds. fsu.campusrec.com/im

  27. Flag Football Rules One Legal Pass Per Down Only ONE Legal Forward Pass is Permitted Per Down, Regardless of Where It is Caught by a Receiver. The Passer’s Feet Must Be Behind the Line of Scrimmage at the Time of the Pass. Unlimited Backward Passes or Laterals are Permitted Each Down. fsu.campusrec.com/im

  28. Flag Football Rules LEGAL Forward Pass fsu.campusrec.com/im

  29. Flag Football Rules Flag Guarding Players Shall NOT Use Their Hands or Arms to Block Defenders from Reaching His/Her Flag. fsu.campusrec.com/im

  30. Flag Football Rules PENALTY: Flag Guarding fsu.campusrec.com/im

  31. Flag Football Rules Flag Guarding Players Shall NOT Use The Ball from Reaching His/Her Flag. NO Stiff Arms. fsu.campusrec.com/im

  32. Flag Football Rules LEGAL Running Form fsu.campusrec.com/im

  33. Flag Football Rules Other Illegal Contact Defenders May NOT Attempt to Strike or Strip the Ball from an Offensive Player in Possession. Holding, Tripping, or Other Contact with Opponents is NOT Permitted. A 10-Yard Personal Foul Will Be Assessed. fsu.campusrec.com/im

  34. Flag Football Rules PENALTY: Roughing the Passer fsu.campusrec.com/im

  35. Flag Football Rules PENALTY: Illegal Contact Defense fsu.campusrec.com/im

  36. Flag Football Rules Fumbles Fumbles are Immediately DEAD When The Ball Touches the Ground. There are NO Scrambles for a Fumble. Fumbles and Bad Snaps are Considered Running Plays for Timing Purposes. fsu.campusrec.com/im

  37. Flag Football Rules Punting On Fourth Down, the Referee Will Ask the Offensive Captain if His/Her Team Wishes to Try for the First Down (Go for It) or Punt. The Decision Will Be Announced to the Defense and Cannot Be Changed Unless a Time-out is Taken. There are NO Quick Kicks or Fake Kicks. fsu.campusrec.com/im

  38. Flag Football Rules Punting On the Punt.. The KICKING Team Must Remain Behind the Line of Scrimmage Until the Ball is KICKED. The RECEIVING Team May Not Cross Their Line of Scrimmage Until the Ball is KICKED. Blocking Punts is Highly Unlikely. fsu.campusrec.com/im

  39. Flag Football Rules Mercy Rule In Men’s and Women’s Games… If a Team is Ahead by 19 or More Points at or Inside the 2:00 Mark of the 2nd Half, The Game Will Be Called. In Co-Rec Games… 25 or More Points at 2:00 of the 2nd Half. fsu.campusrec.com/im

  40. Being an Official Game Control • Looking Professional = Respect • Know the Rules • Being Confident With Calls • HUSTLE • Having and Maintaining the Right Attitude

  41. Working Together as a Crew Game Control • Start with your own pre-game meeting • Communicate during the game • Support your other officials

  42. Preventive Officiating Game Control • Correcting the problem before you have to throw a flag • Warn promptly • Explain later • Flag it the first time (setting the tone) • BE AWARE (of what type of game you are officiating)

  43. Dealing With IM Participants Game Control • Be courteous to participants • Be open but not too friendly • Be helpful • Start at the pre-game captains meeting

  44. Dealing With IM Participants Game Control • Fans and players should stay at least 2 yards from the sideline and in between the 20 yard lines. • The offensive team must retrieve the ball after every play. Set the “pucks” not the ball. • After a player scores a TD or try, the player must raise arms so the nearest official can check the flag.

  45. Captains Meeting FSU IM Procedures • Uniforms (No Jewlery or Pockets) • Game Format • Demonstrations: • Flag Guarding • Suggested Running Form • Receiver Contact • Addressing Officials • Any Questions? • Coin Toss: 1 or 2 or Paper, Rock, Scissors

  46. Coin Toss Choices FSU IM Procedures • Offense • Defend Goal of Their Choice • Defer Choice to 2nd Half

  47. 2 Minute Mechanics Game Control • Time out signal on out-of-bounds plays, penalties, time-outs, and first downs. Don’t use on incomplete passes or scores. • When the ball becomes dead near the sideline, indicate the start clock signal by winding your arm two times.

  48. Inadvertent Whistles Game Control • During a legal forward pass or a punt, Replay Down at Previous Spot. • Any other play, without a penalty, the team in possession has the choice of result of play (when whistle was blown), or replay down at previous spot. • If a penalty is accepted, disregard flag.

  49. Protests FSU IM Procedures Only Incorrect Rulings can be Protested. Judgment Calls CANNOT be Overturned If a team captain says they want to protest, after the play is completed, stop game and find a supervisor.

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