Flag Football Rules

Sportsmonkey will follow T.A.A.F. Flag Football rules with some exceptions.

QUICK OVERVIEW:

  • 8 players on the field (5 males, 3 females).
  • Two 20 minute halves with 7-play period.
  • 1st Half: 2 time-outs.
  • 2nd Half: 3 time-outs.
  • Running clock for entire game except time-outs and serious injury.
  • Time-outs called during extra points will keep the clock stopped until the next offensive possession.
  • Must cross 20 yard markers to obtain first down.
  • Dead Ball on all fumbles.
  • 5-second rush count counted by the official out loud.
  • Defensive team has 3 blitzes per half of play.
  • There is NO Defensive Neutral Zone.
  • Defense may line-up at the line of scrimmage but cannot bump or hold receivers.
  • No defensive player may line-up over the center. IF THE DEFENSE IS over the center must be at least 5-yards back.
  • Bubble zone is in effect around the center.
  • Offense may screen block (with hands behind back or tucked in the front belt area) on the offensive line and behind the line of scrimmage.
  • No down field blocking is allowed.
  • Receivers need only one foot in bounds for a reception.
  • If in the eyes of an official a receiver could have caught a pass but was pushed out by the defense; the catch and pass interference will be awarded to the receiver.
  • There is a 30-second play clock when the referee blows his whistle: referees WILL NOT warn teams when the clock is about to expire.
  • Delay of game penalty is 10-yards from the line of scrimmage.

TOUCHDOWN RULES:

  • 6 points for a male touchdown.
  • 8 points for a female touchdown (throw, run or catch).
  • Female must be the operative player in order to receive the 8 points
    • Female player catches a thrown pass in the end zone and or runs after receiving the pass into the end-zone.
    • Female is quarterback and either runs or throws a pass for a touchdown.
    • Female is handed the ball behind the line of scrimmage and runs the ball into the end-zone.
    • Female intercepts the ball and returns it for a touchdown.
  • If a male catches the ball and laterals to the female it is NOT an 8-point touchdown.

EXTRA POINT RULES:

  • 3 yards is worth one point
  • 10 yards is worth two points
  • 20 yards is worth three points
  • All extra points are live and can be returned by the defense if intercepted
  • Defense will be rewarded one point more than the point after try is worth (For example: 1 point try worth 2, 2 worth 3 and 3 worth 4 points.)

PLAY PERIOD:

  • All plays in the play period must be played out IF:
    • If the offensive team has possession of the ball on their end of the field (their side of the 40-yard line) and leading by 8 or less points.
  • There is no assumption by the officials that the team will just down the ball.
  • Mercy rule is 23-point lead in second half will result in no 7 play period.

GAME START:

  • The team that wins the coin flip at the start of the game has a choice of taking the ball, playing defense or deferring their choice to the second half.
  • The team that doesn’t have the ball in either half has choice of direction.
  • There are no kick-offs; play begins on the 20 yard line.

TEAM SIZE:

  • Teams not able to field a “full” team may play with a minimum of 6 players with a maximum of no more than 5 male players.
  • If less than 6 players arrive, a 5-minute grace period is allowed for all games.
  • If the team fails to have enough players to play after the grace period, it is up to the official and the opposing team to allow the game to be played without a forfeit being recorded.
  • Substitute players may enter the game on all dead ball whistles and prior to the cadence of the next play. Eligible players must be on the field before cadence starts.

OPERATIVE PLAYER RULE:

  • There is no maximum limit to the number of females that must be on the field.
  • To ensure co-ed participation a penalty will ensue if the offensive team fails to use a female as an operative player within 3 consecutive downs.
  • Operative is defined as a player who:
    • Is the intended receiver in the eyes of the official.
    • Runs the ball as the primary runner.
    • Receives the snap as a QB and must attempt to be the person who initiates the ball crossing the line of scrimmage-unless she is sacked.
  • On a closed play, if the primary runner is female she must advance the ball across the line of scrimmage for positive yardage or be sacked for a loss of five yards or more for the play to count as a female play.
  • Penalty for running 3 consecutive plays without a female as an operative player will be the defenses choice.
    • 10-yard penalty from the line of scrimmage, down the same and play still closed.
    • Decline the penalty, take the result of the play, advance to next down and open for two plays.
  • Plays utilizing a female player in the loss of down penalty will still be considered a female play.
  • Plays utilizing a female resulting in a non-loss of down penalty will not count as a gender play.  The play never existed.
  • Operative Player is not defined as a player who:
    • Hands off the football.
    • Snaps the ball in play.
    • Receives a hand-off only to give it back to a male before crossing the line of scrimmage
  • Examples operative and non-operative plays:
    • A pass deflected by a male and caught by a female is not a female play.
    • A pass defected by a female and caught by a male is a female play.
    • A pass thrown by a male, received by a male and pitched to a female is not a female play.
    • If a female pitches the ball to a male behind the line of scrimmage this will not result in a female play.
    • A forward pass thrown to a female or thrown by a female that falls incomplete and is deemed catchable by the official will result in a female play.

STOPPAGE OF PLAY OCCURS WHEN:

  • Ball carrier has at least one flag pulled by an opponent.
  • Ball carrier leaves the field of play.
  • Ball carrier scores.
  • If a flag falls (without being pulled) from the belt of a player and they have possession or   receive possession the play is whistled dead at that spot.
  • Ball touches the ground as a result of a fumble or incomplete pass: the ball is not an extension of the arm. If the ball is pinned between the ground and the ball carriers hand, the play is dead.
  • Ball carrier’s knee touches the ground.

Flag football is built around the offense and scoring. It is also for the most part a non-contact sport. Minimal contact will happen and it will be the judgment of the official as to whether or not it warrants a penalty.

* These policies are designed to make the league run as smoothly and safely as possible, and provide continuity for its participants.  Each player in the league is responsible for this information: please advise your team of these rules and thanks for playing.

If you have any further questions please email us at info@sportsmonkey.com

Sportsmonkey Men’s Only Leagues Follow T.A.A.F Rules.

The rules can be found by clicking the logo below:

 

Sportsmonkey will follow T.A.A.F. Flag Football rules with some exceptions.

QUICK OVERVIEW:

  • 7 players on the field (5 males, 2 females).
  • Two 20 minute halves with 7-play period.
  • 1st Half: 2 time-outs.
  • 2nd Half: 3 time-outs.
  • Running clock for entire game except time-outs and serious injury.
  • Time-outs called during extra points will keep the clock stopped until the next offensive possession.
  • Must cross 20 yard markers to obtain first down.
  • Dead Ball on all fumbles.
  • 5-second rush count counted by the official out loud.
  • Defensive team has 3 blitzes per half of play.
  • There is NO Defensive Neutral Zone.
  • Defense may line-up at the line of scrimmage but cannot bump or hold receivers.
  • No defensive player may line-up over the center. IF THE DEFENSE IS over the center must be at least 5-yards back.
  • Bubble zone is in effect around the center.
  • Offense may screen block (with hands behind back or tucked in the front belt area) on the offensive line and behind the line of scrimmage.
  • No down field blocking is allowed.
  • Receivers need only one foot in bounds for a reception.
  • If in the eyes of an official a receiver could have caught a pass but was pushed out by the defense; the catch and pass interference will be awarded to the receiver.
  • There is a 30-second play clock when the referee blows his whistle: referees WILL NOT warn teams when the clock is about to expire.
  • Delay of game penalty is 10-yards from the line of scrimmage.

TOUCHDOWN RULES:

  • 6 points for a male touchdown.
  • 8 points for a female touchdown (throw, run or catch).
  • Female must be the operative player in order to receive the 8 points
    • Female player catches a thrown pass in the end zone and or runs after receiving the pass into the end-zone.
    • Female is quarterback and either runs or throws a pass for a touchdown.
    • Female is handed the ball behind the line of scrimmage and runs the ball into the end-zone.
    • Female intercepts the ball and returns it for a touchdown.
  • If a male catches the ball and laterals to the female it is NOT an 8-point touchdown.

EXTRA POINT RULES:

  • 3 yards is worth one point
  • 10 yards is worth two points
  • 20 yards is worth three points
  • All extra points are live and can be returned by the defense if intercepted
  • Defense will be rewarded one point more than the point after try is worth (For example: 1 point try worth 2, 2 worth 3 and 3 worth 4 points.)

PLAY PERIOD:

  • All plays in the play period must be played out IF:
    • If the offensive team has possession of the ball on their end of the field (their side of the 40-yard line) and leading by 8 or less points.
  • There is no assumption by the officials that the team will just down the ball.
  • Mercy rule is 23-point lead in second half will result in no 7 play period.

GAME START:

  • The team that wins the coin flip at the start of the game has a choice of taking the ball, playing defense or deferring their choice to the second half.
  • The team that doesn’t have the ball in either half has choice of direction.
  • There are no kick-offs; play begins on the 20 yard line.

TEAM SIZE:

  • Teams not able to field a “full” team may play with a minimum of 6 players with a maximum of no more than 5 male players.
  • If less than 6 players arrive, a 5-minute grace period is allowed for all games.
  • If the team fails to have enough players to play after the grace period, it is up to the official and the opposing team to allow the game to be played without a forfeit being recorded.
  • Substitute players may enter the game on all dead ball whistles and prior to the cadence of the next play. Eligible players must be on the field before cadence starts.

OPERATIVE PLAYER RULE:

  • There is no maximum limit to the number of females that must be on the field.
  • To ensure co-ed participation a penalty will ensue if the offensive team fails to use a female as an operative player within 3 consecutive downs.
  • Operative is defined as a player who:
    • Is the intended receiver in the eyes of the official.
    • Runs the ball as the primary runner.
    • Receives the snap as a QB and must attempt to be the person who initiates the ball crossing the line of scrimmage-unless she is sacked.
  • On a closed play, if the primary runner is female she must advance the ball across the line of scrimmage for positive yardage or be sacked for a loss of five yards or more for the play to count as a female play.
  • Penalty for running 3 consecutive plays without a female as an operative player will be the defenses choice.
    • 10-yard penalty from the line of scrimmage, down the same and play still closed.
    • Decline the penalty, take the result of the play, advance to next down and open for two plays.
  • Plays utilizing a female player in the loss of down penalty will still be considered a female play.
  • Plays utilizing a female resulting in a non-loss of down penalty will not count as a gender play.  The play never existed.
  • Operative Player is not defined as a player who:
    • Hands off the football.
    • Snaps the ball in play.
    • Receives a hand-off only to give it back to a male before crossing the line of scrimmage
  • Examples operative and non-operative plays:
    • A pass deflected by a male and caught by a female is not a female play.
    • A pass defected by a female and caught by a male is a female play.
    • A pass thrown by a male, received by a male and pitched to a female is not a female play.
    • If a female pitches the ball to a male behind the line of scrimmage this will not result in a female play.
    • A forward pass thrown to a female or thrown by a female that falls incomplete and is deemed catchable by the official will result in a female play.

STOPPAGE OF PLAY OCCURS WHEN:

  • Ball carrier has at least one flag pulled by an opponent.
  • Ball carrier leaves the field of play.
  • Ball carrier scores.
  • If a flag falls (without being pulled) from the belt of a player and they have possession or   receive possession the play is whistled dead at that spot.
  • Ball touches the ground as a result of a fumble or incomplete pass: the ball is not an extension of the arm. If the ball is pinned between the ground and the ball carriers hand, the play is dead.
  • Ball carrier’s knee touches the ground.

Flag football is built around the offense and scoring. It is also for the most part a non-contact sport. Minimal contact will happen and it will be the judgment of the official as to whether or not it warrants a penalty.

* These policies are designed to make the league run as smoothly and safely as possible, and provide continuity for its participants.  Each player in the league is responsible for this information: please advise your team of these rules and thanks for playing.

If you have any further questions please email us at info@sportsmonkey.com

The Game

  • Game Time is FORFEIT TIME – upon approval by an FFWCT director
  • Minimum 3 players to start a game.
  • A coin toss determines 1st possession. The team can elect to have offense, defense, defer or direction. Choice in the 2nd half will be awarded to the team that did not have the choice 1st half.
  • 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 offensive team fails to cross mid-field, the ball changes possession. If the offense does not score, the ball changes possession. All drives start from the 5-yard line with the exception of an interception.
  • No blocking is allowed. No intentional contact is allowed.

Attire

  • Players may NOT have pockets. Players may NOT have taped pockets. Players may NOT turn their shorts inside out.  Players may have shorts with pockets if they have been professionally sewn or if they have zippers and the zippers remain zipped up.
  • Teams also must have the same color shirts and have an alternative color (one dark color/one light color). They do not have to be official uniforms. If both teams are wearing the same color, there will be a coin toss, and the losing team will need to change into a different color. Failure to provide a secondary uniform or unwillingness to change will result in a forfeit.

Game Clock Format

  • Tournament clock is 25 minutes long. Two 12 minute halves and 1-minute halftime.
  • Each team has two 30 second timeouts PER GAME. If a time out is called after a TD the clock will not run until the change of possession and the offense snaps their ball.

 First Half Clock

  • The clock will run continuously during the 12 minutes of the first half unless a team timeout is used or play is stopped by an official (e.g. deal with an injury, challenge, referee conference, game management purposes, etc.)
  • The head official will give a verbal two-minute warning (for rule specific changes inside 2 minutes)
  • The clock will run during point-after-touchdown attempts (PATs) in the first half unless the defense opts to use a team timeout.

Second Half Clock

  • In the second half the clock will run continuously for the first 11 minutes unless a team timeout or an official’s time out is used.
  • The one-minute warning will stop the clock in the second half if the score difference is 8 points or less.
  • The head official will give a verbal two-minute (for rule specific changes) and one-minute warning as close as possible to the actual marks but will not interrupt a live play.
  • At the one minute warning officials will use a ‘PRO/Controlled’ clock mechanic for the remainder of the contest.
  • The time remaining on the clock will be announced after every play inside the final two minutes of the contest.

Offense

Running

  • The quarterback may not run unless the ball has been thrown back, handed or pitched to him or her in the backfield.
  • Teams may handoff (unlimited), pitch, or throw back in the backfield. UNLIMITED laterals or throwbacks behind the LOS are allowed for the player to remain eligible to pass. 
  • Pitching (backwards/laterally) is allowed downfield (unlimited). Handoffs are allowed in front or behind. A handoff DOES NOT count as a lateral/throwback.
  • A forward pass DOES NOT have to cross the LOS to be a legal play.
  • If the ball is placed on the “Back” of ANY player, the player MUST run the ball (no give and go to the QB on the back)
  • No run zones are located 5 yards before mid-field and 5-yards before the end zone.  You may not run the ball in the no run zone (5-yards before the first down and end zone), only forward passes are allowed.
  • Ball is spotted where the ball is at the time of the flag pull. The ball must break the plane of the midfield or goal line to be considered a first down or touchdown.
  • Players may NOT block down field in any form.

 Passing

  • The quarterback has 5 seconds to pass the ball if there is no rush. If the ball is not thrown, then the play is dead. After the ball is ruled dead it is returned to the line of scrimmage.
  • Once the ball is handed off or pitched backwards the 5 second count stops. If the defensive team rushes, then there is no 5 second count.
  • There is no arm in motion, if the ball is in hand when the quarterback’s flag is pulled then it will be ruled a sack.
  • Interceptions may be returned.
  • The rusher may not have any contact with the QB (no hitting the QB arm or knocking the ball out of the QB hand).
  • If ANY part of the players body is behind the LOS it is a legal pass

Receiving

  • All players are eligible to receive a pass, including the quarterback, if the ball has been pitched or handed off in the backfield.
  • Players must have at least one foot in bounds when making a catch.

Defense

Rushing the Quarterback

  • Players that blitz/rush the quarterback must be a minimum of 7 yards from the line of scrimmage when the ball is snapped.
  • The 7 yards will be measured off by a referee.
  • Players that are not 7 yards from the line of scrimmage when the ball is snapped may not enter into the backfield until there is a change of possession.
  • The blitzer/rusher is allowed a direct lane to the quarterback as long as he or she rushes from either side of the center or outside the bunch formation. The offense must avoid interfering with the rusher if he or she has established a lane.
    • Officials will announce LANE or NO LANE for rushers/blitzers prior to the snap. This is a judgement call/decision based on the spacing between the players in the offensive formation.
  • The rush of a blitzer has to be immediately after the snap, quick and straight towards the point where the quarterback receives the snap in order to retain the right of way. If a blitzer is rushing late, slowly, aiming at another spot, changing direction during the rush or just does not rush the quarterback, the player loses the right of way but still can participate as any other defensive player.

Pass Coverage:

  • Contacting receivers is not allowed
  • Pass interference normally occurs above the waist; entangled feet are not considered pass interference.
  • Incidental contact is not considered pass interference.
  • A player may “find” their opponent by reaching out and placing a hand on them as long as touching does not delay, impede, twist, or turn their opponent.  This is not considered pass interference.
  • A player may use their arms or hands to intentionally obstruct the receiver’s view (face guarding) of the ball without turning their own head to play the ball as long as noteworthy contact is not made with the receiver.
  • If defensive pass interference occurs in the end zone the ball will be placed on the one-yard line, automatic first down.
  • Interceptions may be returned.
  • Interceptions in the end zone that are not returned to the field of play will result in a touchback and the ball will be spotted on the 5-yard line.
  • Contact away from the direction of the pass is not considered pass interference but may be considered illegal contact.
  • Whether a pass is catchable or uncatchable has no bearing on pass interference. The benefit of the doubt is given to the receiver.
  • Examples of pass interference include:
    • Shoving or pushing off to create separation.
    • Playing through the back.
    • Hook and turn: grabbing the torso and turning an opponent before the pass arrives.
    • Arm bars, hooking, restricting, grabbing wrists, or turning a receiver.      Blocking downfield before the ball has been touched, commonly seen through “pick plays”.

Scoring:

Touchdown · 6 points
Point After Touchdown (PAT) · 1 point from the 5-yard line (no-run zone in effect)

· 2 points from the 12-yard line, run, pass (outside of no-run zone)

· Interceptions returned on PAT’s are worth 2 points

Safety · 2 points

Point After Touchdown (PAT): 

  • Following a touchdown, once the scoring team has informed an official of which point conversion choice they want to attempt, the decision cannot be changed unless the scoring team uses a team timeout.
  • If a penalty occurs during an extra point attempt, the penalty will be assessed but the extra point value remains the same.
  • Decisions cannot be changed after a penalty. For example, if the offense attempts a 1-point PAT and is penalized five yards for a false start, they cannot change their mind and go for a 2-point PAT. They will still be attempting a 1-point try even if they call a timeout.
  • Defensive unsportsmanlike conduct, personal fouls, or roughing penalties during a successful touchdown attempt will be assessed at half the distance to the goal during the PAT attempt (e.g., 2-point PAT attempts will be spotted at the 6-yard line, 1-point PAT attempts will be spotted at the 2.5-yard line). All other defensive penalties may be declined by the offense and the score will stand.
  • Dead ball fouls committed by the offense that do not carry a loss-of-down penalty (false start) may result in penalty yardage assessed and the down replayed.
  • Fouls by the offense during a successful PAT attempt that carry a loss-of-down penalty (flag guarding, illegal advancement, illegal forward pass, etc.) will result in the PAT being no good.
  • Fouls committed by the offense in unsuccessful PAT attempts will be declined by the defense and the PAT will be “no good” and will not be replayed.
  • Fouls by the defense during an unsuccessful PAT attempt will result in a retry after the options are administered.
  • If the PAT-attempting team throws an interception and then commits a flagrant foul after the interception during the attempted return (physically contains the ball carrier; bear hugs, aggressively holds, tackles, etc. without making a clear, legal attempt to pull the ball carrier’s flag, the ball carrier will be awarded two points.

Overtime Extra Point Shoot-Out

  • A coin flip determines first possession, 1 timeout per OT period
  • Teams will go in reverse order if more then 1 OT is required
  • Teams can elect to go for 1 or 2 points
  • Winner will be determined once the value of the extra point exceeds the other team’s attempt.

The Game

  • Game Time is FORFEIT TIME – upon approval by an FFWCT director
  • Minimum 2 FEMALES and 3 total players to start a game.
  • Teams must consist of 2 females on the field at all times or subject to penalty and possible forfeit.
  • A coin toss determines 1st possession. The team can elect to have offense, defense, defer or direction. Choice in the 2nd half will be awarded to the team that did not have the choice 1st half.
  • 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 offensive team fails to cross mid-field, the ball changes possession. If the offense does not score, the ball changes possession. All drives start from the 5-yard line with the exception of an interception.
  • No blocking is allowed. No intentional contact is allowed.

Attire/Equipment

  • Players may NOT have pockets. Players may NOT have taped pockets. Players may NOT turn their shorts inside out. Players may have shorts with pockets if they have been professionally sewn or if they have zippers and the zippers remained zipped up.
  • Teams also must have the same color shirts and have an alternative color (one dark color/one light color). They do not have to be official uniforms. If both teams are wearing the same color, there will be a coin toss, and the losing team will need to change into a different color.
  • For all women and coed formats: junior or intermediate sized football allowed

Game Clock Format

  • Tournament clock is 25 minutes long. Two 12 minute halves and 1-minute halftime.
  • Each team has two 30 second timeouts PER GAME. If a time out is called after a TD the clock will not run until the change of possession and the offense snaps their ball.

First Half Clock

  • The clock will run continuously during the 12 minutes of the first half unless a team timeout is used or play is stopped by an official (e.g. deal with an injury, challenge, referee conference, game management purposes, etc.)
  • The head official will give a verbal two-minute warning (for rule specific changes inside 2 minutes)
  • The clock will run during point-after-touchdown attempts (PATs) in the first half unless the defense opts to use a team timeout.

Second Half Clock

  • In the second half the clock will run continuously for the first 11 minutes unless a team timeout or an official’s time out is used.
  • The one-minute warning will stop the clock in the second half.
  • The head official will give a verbal two-minute (for rule specific changes) and one-minute warning as close as possible to the actual marks but will not interrupt a live play.
  • At the one minute warning officials will use a ‘PRO/CLOCK’ mechanic for the remainder of the contest.
  • The time remaining on the clock will be announced after every play inside the final two minutes of the contest.

Gameplay

  • An operative player is defined as a player who:
    • Is the intended receiver in the eyes of the official
    • Runs the ball as the primary runner (must cross the line of scrimmage)
    • Receives the snap as the QB and must attempt to be the person who initiates the ball crossing the line of scrimmage
  • An operative player is NOT defined as a player who:
    • Hands off the football
    • Snaps the ball into play
    • Receives a handoff only to give it back to a male before crossing the line of scrimmage
    • Receives a pitch/lateral downfield
  • Examples:
    • A pass deflected by a male and caught by a female is a female play
    • A pass intended for a female (in the eyes of the official) that is deflected by a female and caught by a male counts as a female play
    • A pass thrown by a male, received by a male and immediately pitched to a female will not constitute a female play
    • A pass intentionally grounded by a female in the last 1 minute of the game in order to stop the clock DOES count as a female play
    • If a female pitches the ball to a male behind the line of scrimmage will not result in a female play.

Offense

Running

  • The quarterback may not run unless the ball has been thrown back, handed or pitched to him or her in the backfield.
  • Teams may handoff (unlimited), pitch, or throw back in the backfield. UNLIMITED laterals or throwbacks behind the LOS are allowed for the player to remain eligible to pass. The player who receives the pitch or handoff may throw the ball as long as he or she is not fully beyond the line of scrimmage.
  • Pitching (backwards/laterally) is allowed downfield (unlimited). Handoffs are allowed in front or behind.
  • A forward pass DOES NOT have to cross the LOS to be a legal play.
  • If the ball is placed on the “Back” of ANY player, the player MUST run the ball (no give and go to the QB on the back)
  • No run zones are located 5 yards before mid-field and 5-yards before the end zone. You may not run the ball in the no run zone (5-yards before the first down and end zone), only forward passes are allowed.
  • Ball is spotted where the ball is at the time of the flag pull. The ball must break the plane of the midfield or goal line to be considered a first down or touchdown.
  • Players may NOT block down field in any form.

Passing

  • The quarterback has 5 seconds to pass the ball if there is no rush. If the ball is not thrown, then the play is dead. After the ball is ruled dead it is returned to the line of scrimmage.
  • Once the ball is handed off or pitched backwards the 5 second count stops. If the defensive team rushes, then there is no 5 second count.
  • There is no arm in motion, if the ball is in hand when the quarterback’s flag is pulled then it will be ruled a sack.
  • Interceptions may be returned.
  • The rusher may not have any contact with the QB (no hitting the QB arm or knocking the ball out of the QB hand).
  • If ANY part of the players body is behind the LOS it is a legal pass

Receiving

  • All players are eligible to receive a pass, including the quarterback, if the ball has been pitched or handed off in the backfield.
  • Players must have at least one foot in bounds when making catch.
  • Players that run out of bounds during a play cannot be the first player to touch a ball when attempting to make a catch (this is a penalty Illegal touching). If the player is pushed out of bounds by a defender, then comes back into the play, he or she is still eligible to touch the ball first.

Play is Ruled Dead When

  • The offensive player’s flag is pulled.
  • Ball carrier steps out of bounds.
  • A touchdown is scored.
  • Any part of the body that is not hands or feet touches the ground. –
  • Incomplete pass.
  • Ball hits the ground.

Defense

Rushing the Quarterback

  • Players that blitz/rush the quarterback must be a minimum of 7 yards from the line of scrimmage when the ball is snapped.
  • The 7 yards will be measured off by a referee.
  • Players that are not 7 yards from the line of scrimmage when the ball is snapped may not enter into the backfield until there is a change of possession.
  • The blitzer/rusher is allowed a direct lane to the quarterback as long as he or she rushes from either side of the center or outside the bunch formation. The offense must avoid interfering with the rusher if he or she has established a lane.
    • Officials will announce LANE or NO LANE for rushers/blitzers prior to the snap. This is a judgement call/decision based on the spacing between the players in the offensive formation.
  • The rush of a blitzer has to be immediately after the snap, quick and straight towards the point where the quarterback receives the snap in order to retain the right of way. If a blitzer is rushing late, slowly, aiming at another spot, changing direction during the rush or just does not rush the quarterback, the player loses the right of way but still can participate as any other defensive player.

Pass Coverage:

  • Contacting receivers is not allowed
  • Pass interference normally occurs above the waist; entangled feet are not considered pass interference.
  • Incidental contact is not considered pass interference.
  • A player may “find” their opponent by reaching out and placing a hand on them as long as touching does not delay, impede, twist, or turn their opponent.  This is not considered pass interference.
  • A player may use their arms or hands to intentionally obstruct the receiver’s view (face guarding) of the ball without turning their own head to play the ball as long as noteworthy contact is not made with the receiver.
  • If defensive pass interference occurs in the end zone the ball will be placed on the one-yard line, automatic first down.
  • Interceptions may be returned.
  • Interceptions in the end zone that are not returned to the field of play will result in a touchback and the ball will be spotted on the 5-yard line.
  • Contact away from the direction of the pass is not considered pass interference but may be considered illegal contact.
  • Whether a pass is catchable or uncatchable has no bearing on pass interference. The benefit of the doubt is given to the receiver.
  • Examples of pass interference include:
    • Shoving or pushing off to create separation.
    • Playing through the back.
    • Hook and turn: grabbing the torso and turning an opponent before the pass arrives.
    • Arm bars, hooking, restricting, grabbing wrists, or turning a receiver.      Blocking downfield before the ball has been touched, commonly seen through “pick plays”.

Scoring

Touchdown · 6 points awarded for all male participation

· 9 points awarded for female participation if the operative player

*** If a male passes to a male and simply hands off or pitches to a female at the goal line will not constitute a 9 point TD or increased value of the PAT.

Point After Touchdown (PAT) · 1 point from the 5-yard line (no-run zone in effect)

· 2 points from the 12-yard line, run, pass (outside of no-run zone)

· All male participation = value of the PAT attempt

· Female participation as operative player = 2 point from the 5 yard line, 3 points from the 12 yard line

· Interceptions returned on PAT’s are worth 2 points

Safety · 2 points

Point After Touchdown (PAT):

  • Following a touchdown, once the scoring team has informed an official of which point conversion choice they want to attempt, the decision cannot be changed unless the scoring team uses a team timeout.
  • If a penalty occurs during an extra point attempt, the penalty will be assessed but the extra point value remains the same.
  • Decisions cannot be changed after a penalty. For example, if the offense attempts a 1-point PAT and is penalized five yards for a false start, they cannot change their mind and go for a 2-point PAT. They will still be attempting a 1-point try even if they call a timeout.
  • Defensive unsportsmanlike conduct, personal fouls, or roughing penalties during a successful touchdown attempt will be assessed at half the distance to the goal during the PAT attempt (e.g., 2-point PAT attempts will be spotted at the 6-yard line, 1-point PAT attempts will be spotted at the 2.5-yard line). All other defensive penalties may be declined by the offense and the score will stand.
  • Dead ball fouls committed by the offense that do not carry a loss-of-down penalty (false start) may result in penalty yardage assessed and the down replayed.
  • Fouls by the offense during a successful PAT attempt that carry a loss-of-down penalty (flag guarding, illegal advancement, illegal forward pass, etc.) will result in the PAT being no good.
  • Fouls committed by the offense in unsuccessful PAT attempts will be declined by the defense and the PAT will be “no good” and will not be replayed.
  • Fouls by the defense during an unsuccessful PAT attempt will result in a retry after the options are administered.
  • If the PAT-attempting team throws an interception and then commits a flagrant foul after the interception during the attempted return (physically contains the ball carrier; bear hugs, aggressively holds, tackles, etc. without making a clear, legal attempt to pull the ball carrier’s flag, the ball carrier will be awarded two points.
  • Overtime Extra Point Shoot-Out
    • A coin flip determines first possession, 1 timeout per OT period
    • Teams will go in reverse order if more then 1 OT is required
    • Teams can elect to go for 1 or 2 points
    • Winner will be determined once the value of the extra point exceeds the other team’s attempt.

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