Co-‐ Ed Flag Football Rules Eligibility: 1. *NEW: All players must have their validated student card, or Lakehead University identification at EACH game. 2. *NEW: All players must bring proof of enrolment to the first scheduled game. This can either be a Lakehead University bus pass for the current school year or a print out of their school schedule. No one will be allowed to play unless proof of enrolment is shown. 3. Player must also sign the roster form for their team, complete with a signature, student number, phone number and email. 4. Additions to the roster form will be allowed up until 4 weeks from the start of the season. Please check the website for exact dates for each semester. Players: • • • • •
A maximum of seven (7) players may be on the field during a play; maximum of five (5) males or females. A minimum of one (1) male or female must be on the field at all times during play. A team may not play with less than 5 players Accidental failure to meet these rules during a play will result in a 5-‐ yard penalty Inability to meet these rules will result in a forfeiture *Substitutions may only take place when the ball is dead. A player who enters the field to communicate a play to a teammate must remain on the field for the next play. The penalty for violating these rules is illegal substitution penalty
Flag Rules: • • • • •
A player must wear a belt with two (2) flags placed on the hips with their shirts tucked into it A player may not impede any other player from flagging them by using hands, arms or ball. Doing so will result in a dead ball and a 5-‐ yard penalty from the spot of the foul. Players must wear two (2) flags of the colour that has been designated for their team by the referee. In the case of shortage of flags exceptions can be made at the discretion of the referee. For those who are wearing the white belts, the excess belt must be tucked in so that it cannot be grabbed by anyone. Failure to meet these rules will lead to the referee stopping the play.
Time: • •
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*The game will be played as two (2) twenty (20) minute halves. A five (5) minute rest will be given at half time. If the score is within four (4) points in the last two (2) minutes of the game, the clock will stop on incomplete passes, out of bounds, and change of possession until the next play is run, to which the clock will resume. The clock will stop on the two (2) minute mark when the above criteria have been met. If the score is not within four (4) points, teams will be allowed time outs in the last two (2) minutes of the half. If the score is within 4 points, it will be stopped time, therefor no timeouts will be given.
Revised Nov 2015
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The referee may shorten a game to stay on schedule of it players become a danger to each other.
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*The ball must be put in play within 20 seconds from start of huddle. All players must report to the huddle before each play (i.e. No sleeper play). If a team, in the opinion of the referee, is unnecessarily delaying game, a penalty of 10 yards will be assessed. The referee will blow the whistle to indicate the start of the 20 second-‐period. Each team gets three (3) thirty (30) second time outs per half.
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Beginning of the Game: • • • •
A match of ‘rock, paper, scissors’ will be performed by representatives (captains) from each team to determine the first choice. The winning team may choose to attack or defend in the first half or defer to the second half. If a team defers to the second half, the losing team must choose between attacking or defending. The team that does not decide whether to attack or defend may choose which end they would like to start on.
Lining Up: • • • •
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All offensive players must be lined up behind the Line of Scrimmage before the ball is “snapped” The ball must be “snapped from on the line of scrimmage All defensive players must be lined up downfield from the Line of Scrimmage After the ball is snapped, the referee will count “One steamboat, two steamboats, three steamboats, four.” The one (1) defensive player who is allowed to rush cannot cross the line of scrimmage before the ‘r’ of four o *The Rusher for the defensive team must be declared by raising an arm so the referee is aware of who the rusher is. *The quarterback can run the ball past the line of scrimmage. *One (1) yard is required between the offensive and defensive lines. Players may not line up for a play within 1 yard forward the Line of Scrimmage.
*Possession Changes: If the offensive team fails to cross midfield, possession of the ball changes and the opposition starts its drive from its 5 yard line. Note: This refers to the instance where the offensive team decides to “go for it” on their third (3rd) down on their side of half. • All possession changes, except interception, start on the offensive 5-‐ yard line. •
Fumbles: •
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A fumbled ball that hits the ground is automatically blown dead. Players may not dive onto the ball. The ball will be spotted where the fumbling player lost possession and the fumbling team retains possession. A backwards or lateral pass that is not caught will be treated as a fumble and the ball will be spotted where the play that made the pass was, when the attempt was made. Revised Nov 2015
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If a player on either team recovers the ball before it touched the ground, the ball is live and play will continue until the play is stopped by a referee.
Flagging or “Tackling”: • •
To tackle a player only one (1) flag needs to be removed from the belt A player intentionally removing a flag from an opposing play when they do not have possession of the ball will be given a 10-‐ yard penalty.
*NOTE: This does not refer to removing a flag as a ball is being released or when the offensive player has possession and passes while the defensive player is actively in pursuit of removing the flag of the player who has/had possession. • •
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A player whose flag came off prior to obtaining possession of the ball will be blown dead as soon as possession is established. Each player is responsible for making sure their own flags stay on. A player who touches the ground without being flagged may get back up and the play will proceed as normal. However, a defender may touch the player on the ground with one (1) hand to end the play. Play will be called dead if a player in possession of the ball intentionally goes down to the ground (i.e., takes a knee).
Blocking: • • • •
A blocking player must have their elbows against their body at all times, arms must be crossed in front of them, behind them, or flat on their sides Blocking players must have their feet planted on the ground and the block must be established so that the player being blocked has a change to avoid contact. NO roll blocking, shoulder blocking, cross blocking, or cut blocking is allowed, players must be standing/running upright A player may not block until after ball exchange has occurred or the quarterback crosses the Line of Scrimmage
Downs: • •
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Each team has three (3) downs or tries to get to midfield. They then have three (3) downs or tries to score after crossing midfield On the third (3rd) down, if a team is on their side of half (even if penalty has put them there), the referee will has if they intend to kick or “go for it”. The offensive team must answer and give the defense a chance to set up. No fakes allowed. The defense must be lined up on the opposite side of half during the kick if the offensive team chooses to do so.
The Playing Field: • •
The playing field is defined by the white lines on the field The end zone will be marked with cones
Revised Nov 2015
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*The offensive team cannot run the ball when they are within the five yard line of the end zone and the midfield line. They MUST pass the ball to another player. These are classified as the ‘No Running Zone’.
*NOTE: For our purposes, this will be labeled as the end zone line to the top of the semi-‐circle of the soccer goalie crease and the semi-‐circles on either side of the midfield line. “The purpose of the “No Running Zone” is to avoid short yardage power runs that can get out of control.” Touchbacks and Safeties: •
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If a player receives a kick or intercepts a ball in their own end zone and fails to get out of their end zone, it will be ruled a touchback and the ball will be spotted at the top of the semi-‐circle by the soccer goalie crease. A. *The player can “take a knee” if they feel they are not able to successfully get out of their end zone to remove the chance of the defensive team to score a safety. *If the ball is fumbled in the end zone or a player who has not just intercepted a ball/fielded a kick is flagged in their end zone, it will result in a safety After the safety, the scoring team will receive a punt from the top of the semi-‐circle
Scoring: • • • • •
When a player advances the ball into the other team’s end zone, their team will be awarded a touchdown. Any part of the ball crossing or touching the plane counts a touchdown Touchdowns are worth 2 points Safeties are worth 1 point Players running with the ball may not run into defenders and may not lower their shoulders Both offensive players and defensive players should try to avoid contact. Failure to do so may result in a penalty for one or more players
Passing: • • • • •
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Only one (1) forward pass may be made per play and must be made behind the Line of Scrimmage to be legal *An offense may use multiple handoffs behind the line of scrimmage. An incomplete pass will result in the play being blown dead. The ball will be spotted on the previous Line of Scrimmage A receiver only needs to have one (1) foot in bounds when catching, but it must be their first foot down. Players with one foot already out of bounds while attempting to catch the ball are ineligible and the play will be blown dead. A defender/receiver may not physically interfere with a receiver/defender while they are trying to catch the ball. o However, the defender and receiver have an equal right to attempt to catch the ball. o Contact cannot be made to try and establish better position. o If contact is made, a penalty will be called on the player with worse positioning. A defender/receiver may not screen one another by putting their hands up without looking back at the ball. Doing so will result in a pass interference penalty Players may not jump over other players to attempt to catch the ball. Revised Nov 2015
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Any pass that is not near a player and does not cross the Line of Scrimmage may be ruled as intentional grounding. o If the quarterback is in the end zone and this penalty is called, the result will be a safety.
Player Injuries: • •
In the case of a player injury the clock will be stopped until the player is removed from the field Bleeding players must leave the field, the bleeding must be stopped, and the blood must be cleaned from all surfaces before they can return to the game
Equipment: • •
Only running shoes/cross trainers and cleats with plastic or rubber spikes are allowed. NO metal cleats or boots
Overtime (Playoffs Only): • • •
Each team will have three (3) downs to score from half. Each team will have the same amount of opportunities. The first team to stop their opponents and score themselves will be awarded the victory. There will be no time outs. Penalties
All penalties are up to the referee’s discretion. Penalties have varying degrees of severity and will be called differently depending on the specific events. Group 1 – Non-‐Contact Fouls A. Positional Penalties • Offensive/Defensive Offside: 5-‐ yard penalty, repeat down • Delay of Game: 5-‐ yard penalty, repeat down • Too Many Rushers: 5-‐ yard penalty, repeat down • Too Many Men on the Field: 5 yard penalty from the Line of Scrimmage, repeat down • Intentional Grounding: 5-‐ penalty from the Line of Scrimmage, Safety if in the end zone, loss of down • Early Flag: 10-‐ yard penalty from Line of Scrimmage, repeat down • Flag Guarding: 5-‐ yard penalty • Running inside a ‘No Running Zone’: loss of down at previous spot A. Objectionable Conduct Refers to any conduct unbecoming of the sport of flag football and will be classified under this rule. • This includes, but is not exclusive to: cussing, disrespecting the referee or other players and taunting gestures. • These penalties could lead to immediate ejection from the game depending on the severity and discretion of the referee
Revised Nov 2015
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In the case of a disagreement, only the team captains may speak with the referee. Unauthorized players jumping into the argument without the referee’s approval may be assessed for a penalty. o *Only a team captain is entitled to an explanation of the rules, including choices for penalty options. Only a team captain is entitled to request an equipment check.
Group 2 – Contact Fouls *Penalties in this group may result in immediate ejection from the game and result in an automatic first down if on the defense. A. Illegal Use of Hands • Pass Interference: ball will be placed on the spot of the foul • Holding: 5-‐ yard penalty from the spot of the foul • Illegal Contact: 5-‐ yard penalty from the Line of Scrimmage • Pushing: 5-‐ yards from the Line of Scrimmage or spot of the foul • Illegal Block: 5-‐ yards from where the ball carrier was when the block occurred B. Personal Fouls Is classified as ‘Any act of roughness or unfair play that is committed by a player or team member, but is not considered by the Referee to be a major foul, […]. All players must attempt to control their momentum when approaching an opponent.” • Pass Interference: 5-‐ yard penalty from the spot of the foul • Holding: 10-‐ yard penalty from the spot of the foul or a touchdown may be awarded the referee’s discretion • Illegal Contact: 10-‐ yard penalty from the Line of Scrimmage • Pushing: 10-‐ yard penalty from the Line of Scrimmage • Illegal Block: 10-‐ yard penalty from where the ball carrier was when the block occurred • Unnecessary Roughness: 10-‐ yard penalty from the spot of the ball *NOTE: All calls are left to the referee’s discretion. Not all rules can be listed on here and any dangerous play can be called a penalty whether or not it is on the list specifically.
Revised Nov 2015