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Jr. Flag Rules
Mid Rivers Junior Football Association
2009 Spring Flag Football Rules
Adapted from NFL Flag
I.
Game
1.
At the start of each game, captains from both teams shall meet at midfield for the coin toss to determine .who shall start with the ball.
The visiting team shall call the toss.
2.
The winner of the coin toss gets choice of playing offense or defense first.
The team that starts the game on defense will start the second half on offense.
Teams cannot defer their choice to the 2nd half.
3.
The offensive team takes possession of the ball at its own 5 yard line and has three (3) plays to cross midfield.
Once a team crosses midfield, they have three (3) plays to score a touchdown.
4.
If the offense fails to score or fails to cross midfield in their allotted plays in Item 3 above, the ball changes possession and the new offensive team takes over on its 5-yard line.
5.
All possession changes, except interceptions, start on the offense’s 5 yard line.
6.
Teams change sides after the first half.
Possession changes to the team who played defense to begin the game.
II. Terminology
•
Boundary lines
–
the outer perimeter lines around the field. They include the sidelines, and the rear end zone lines.
•
Line Of Scrimmage
–
an imaginary line running through the point of the football and across the width of the field.
•
Line-To-Gain
–
the line the offense must pass to get a first down or score.
•
Offense
–
the squad with possession of the ball.
•
Defense
–
the squad opposing the offense to prevent them from advancing the ball.
•
Passer
–
the offensive player that throws the ball and may or may not be the QB.
•
Rusher
–
the defensive player assigned to rush the Quarterback to prevent him/her from passing .by pulling his/her flags or blocking the pass.
•
Downs (1-2-3)
– the offensive squad has three attempts or “Downs” to advance the ball. .They must cross the Line to Gain to get another set of downs or to score
.
•
Live Ball
– the period of time that the play is in action. Generally used in regards to penalties, Live Ball Penalties are considered part of the play and must be enforced before the down is considered complete.
•
Dead Ball
– the period of time immediately before or after a play.
•
Whistle
–
the sound made by an official using a whistle that signifies the end of the play or a stop in the action for timeout, half time or the end of the game.
•
Inadvertent whistle
– an official’s whistle that is performed in error.
•
Charging
–
the movement of the ball carrier directly at a defensive player who has established position on .the field. This includes lowering the head, making contact with the defender with a shoulder, chest or forearm.
•
Flag Guarding
–
the movement of the ball carrier directly at a defensive player who has established position on the field. This includes lowering the head, making contact with the defender with a shoulder, forearm or the chest.
•
Shovel Pass
–
a legal pass attempted behind the line of scrimmage by throwing the ball underhand or pushing it towards a receiver in a shot put type manner.
•
Lateral
–
a backwards or sideways toss of the ball by the ball carrier.
•
Unsportsmanlike Conduct
–
rude, confrontational or offensive behavior or language.
4
III.
Eligibility
1.
All players must have been placed on the official roster by the Mid Rivers Football Board of Directors.
2.
Unless other arrangements have been made, a player and their parents/guardians must be in good financial standing with the Mid Rivers Junior Football Association, including but not limited to having made good on any outstanding returned checks.
3.
Players may only play on one team in the Spring NFL Flag league, unless prior permission has been given by the Mid Rivers Football Board of Directors.
4.
Teams must have at least four (4) players to avoid forfeit (6 for Junior Flag Football), though their opponent will still have the usual number of players on the field.
5.
Teams will play 5 on 5.
Junior Flag Football will play 7 on 7.
IV.
Equipment
1.
The League provides each player with flag belts and each team with two footballs. Teams can also provide their own ball for use, provided it is either the proper size for the age group per Gateway Football League standards or larger.
2.
Players must wear shoes. Cleats are allowed, however cleats with exposed metal are not allowed and must be removed.
Any cleats that are in question, should be brought to the attention of the Flag Commissioner for final determination.
Screw tips are not considered exposed metal unless they are sharp.
3.
Players may tape their forearms, hands and fingers. Players may wear gloves, elbow pads, and kneepads.
4.
Players must remove all watches, earrings and any other jewelry that the officials deem hazardous.
6.
Official NFL FLAG jerseys must be worn during play.
(Junior Flag Football- Player must wear their Mid Rivers issued Junior Flag T-Shirt)
7.
Players’ jerseys must be tucked into the pants if they hang below the belt line.
8.
Home teams will wear the dark side of their uniform, visiting teams will wear the light side of their uniform.
V.
Field
1.
The recommended field size is 30 yards by 70 yards with two 10-yard end zones and a midfield line-to-gain. No-Running Zones precede each line-to-gain by 5 yards.
2.
No Run Zones are in place to prevent teams from conducting power run plays.
While in the No Run Zones (a 5 yard imaginary zone before midfield and before the endzone), teams may not run the ball in any fashion. All plays, including those that begin with a handoff, must be forward or sideways pass plays.
(Note- No Run Zone does not apply to Junior Flag Football)
3.
Stepping on the boundary line is considered out of bounds.
3.
Each offensive squad approaches only TWO No Run Zones in each drive (one zone 5 yards from midfield to gain the first down, one zone 5 yards from the goal line to score a TD). (Note- Junior Flag Football does not have a No Run Zone.
VI.
Timing and Overtime
1.
Games are played on a continuous clock. The clock stops only for timeouts and on official time outs.
2.
Games will be played with two (2) twenty (20) minute halves, halftime will be five (5) minutes long.
3.
Each time the ball is spotted, a team has twenty-five (25) seconds to snap the ball. Teams will receive one warning before a delay-of-game penalty is enforced. (Junior Flag Football has 45 seconds to snap the ball.)
4.
Each team has two (2) one minute long timeouts per halftime.
A team that is winning by more than 20 points cannot use timeouts.
5.
In the event of an injury the clock will stop and then restart when the injured player is removed from the field of play.
6.
In the event of a tie, an Overtime (OT) Period will be used to determine a winner. OT format is as follows:
a.
Each team gets one series starting from the their own team’s 5 yard line.
b.
Coin toss (with visitor choosing heads or tail) will determine who gets possession first
c.
There is no Sudden Death, each team gets a minimum of one possession
d.
All regulation period rules and penalties are in effect
e.
For regular season games, there will only be 1 overtime, if the game is tied at the end of 1 overtime, the game results in a tie.
f.
For playoff/bowl games, overtimes will continue until there is a winner, with possession rotating each overtime.
g.
There are no timeouts in overtime.
h.
Interceptions can be returned for scores.
If defensive player does not score and overtime must continue, possession will result back to the intercepting teams 5 yard line.
VII.
Scoring
1.
Touchdown:
6 points
2.
PAT (Point After Touchdown)
1 point
(5-yard line) or
2 points
(12-yard line)
.Note: 1 point PAT is pass only, 2 point PAT can be run or pass. (1 point attempt in Junior Flag Football does not have to be a pass)
3.
Safety:
2 points
a.
A Safety occurs when the ball carrier is declared down in his/her own end zone. They can be called down when their flags are pulled by a defensive player, their flag falls out, they step out of bounds or they hit the ground with their knee or arm. A Safety also occurs when there is an offensive penalty in the end zone.
4.
A team that scores a touchdown must declare whether it wishes to attempt a 1-pt. conversion (from the 5-yard line) or a 2-pt. conversion(from the 12-yard line). Any change, once a decision is made to try for the extra point, requires a charged time out. Decision cannot be changed after a penalty. Interceptions on conversions can not be returned.
VIII.
Coaches
1.
For Junior Flag Football, up to 3 coaches are allowed on the field at one time (this can be increased if both coaches agree).
For 7 & 8 year old Flag Football, 2 coaches are allowed on the field.
For all other age groups, 1 coach is allowed on the field.
IX.
Live Ball/Dead Ball
1.
The ball is live at the snap of the ball and remains live until the official whistles the ball dead.
2.
The official will indicate the neutral zone and line of scrimmage. It is an automatic dead ball foul if any player on defense or offense enters the neutral zone. In regards to the neutral zone, the official may give both teams a “courtesy” neutral zone notification to allow their players to move back beyond the line.
3.
A player who gains possession in the air is considered in bounds as long as one foot comes down in the field of play.
4.
The defense may not mimic the offensive team signals, by trying to confuse the offensive players, while the quarterback is calling out signals to start the play.
5.
Substitutions may be made on any dead ball.
6.
Any game official can whistle the play dead.
7.
Play is ruled “dead” when:
a. The ball hits the ground.
b. The ball carrier’s flag is pulled.
c. The ball carrier steps out of bounds.
d. A touchdown, PAT or safety is scored.
e. The ball carrier’s knee or arm hits the ground.
f. The ball carrier’s flag falls out.
g. The receiver catches the ball while in possession of one flag.
h. The 7 second pass clock expires.
i. An inadvertent whistle is performed (at the spot where the ball was whistled dead).
8.
In the case of an inadvertent whistle, the down will be replayed.
9.
A team is allowed to use a time out to question an official’s rule interpretation. If the rule is interpreted incorrectly, the time out will not be charged and the proper ruling will be enforced. Officials should all agree upon any controversial call in order to give each team the full benefit of each call. If the ruling is correct the team will be charged a time out.
X.
Running
1.
The ball is spotted where the runner’s feet are when the flag is pulled, not where the ball carrier has the ball. If one foot precedes the other, the forward foot marks the spot.
2.
The quarterback cannot directly run with the ball.
3.
Only direct handoffs behind the line of scrimmage are permitted. Offense may use multiple handoffs.
4.
Laterals and pitches are only allowed behind the line of scrimmage.
5.
“No-Run Zones,” located 5 yards before each end zone and 5 yards on either side of midfield, are designed to avoid short-yardage, power-running situations. Teams are not allowed to run in these zones IF the subsequent line is LIVE. (Reminder: Each offensive squad approaches only TWO No Run Zones in each drive - one 5 yards from midfield to gain the first down, one 5 yards from the goal line to score a TD 5 yards). (Does not apply to Junior Flag Football)
6.
The player who takes the handoff, pitch, or lateral behind the line of scrimmage can throw the ball from behind the line of scrimmage.
7.
Once the ball has been handed off in front or behind the quarterback, all defensive players are eligible to rush.
8.
Runners may not leave their feet to advance the ball. Diving, leaping or jumping is considered flag guarding.
9.
Spinning is allowed, but players cannot leave their feet to avoid a flag pull.
10.
Runners may leave their feet if there is a clear indication that he/she has done so to avoid collision with another player without a flag guarding penalty enforced.
11.
No blocking is allowed at any time.
Screening is allowed providing the player does not make contact with the defensive player, if offensive initiates contact with the defensive player, it is considered an illegal block.
12.
Offensive players must stop their motion once the ball has crossed the line of scrimmage. No running with the ball carrier.
13.
Flag Obstruction – All jerseys MUST be tucked in before play begins. The flags must be on the player’s hips and free from obstruction. Deliberately obstructed flags will be considered flag guarding.
XI.
Passing
1.
All passes must be from behind the line of scrimmage.
2.
Shovel passes are allowed.
3.
The quarterback has a seven-second “pass clock.” If a pass is not thrown within the seven seconds, play is dead, the down is consumed and the ball is returned to the line of scrimmage. Once the ball is handed off, the 7-second rule no longer is in effect. If the QB is standing in the end zone at the end of the 7-second clock, the ball is returned to the line of scrimmage (LOS).
XII.
Receiving
1.
All players are eligible to receive passes (including the quarterback if the ball has been handed off behind the line).
2.
Only one player is allowed in motion at a time. All motion must be parallel to the line of scrimmage and no motion is permitted towards the line of scrimmage.
3.
A player must have at least one foot inbounds when making a reception.
4.
In the case of simultaneous possession by both an offensive and defensive player, possession is awarded to the offense.
5.
Interceptions are returnable, but not on conversions after touchdowns.
In the event of an interception, the intercepting team will gain possession at the spot the intercepting players flag is pulled.
(You can score a touchdown on a interception return).
XIII.
Rushing the Passer
1.
All players who rush the passer must be a minimum of seven yards from the line of scrimmage when the ball is snapped. A maximum of three (3) players .can rush the quarterback. Players not rushing the quarterback may defend on the line of scrimmage.
2.
Once the ball is handed off, pitched, or lateral, the seven-yard rule no longer is in effect and all defenders may go behind the line of scrimmage.
3.
A special marker, or the referee, will designate a Rush Line seven yards from the line of scrimmage. Defensive players should verify they are in the correct position with the official on every play.
a.
a. A legal rush is:
i.
Any rush from a point 7 yards from the defensive line of scrimmage.
ii.
A rush from anywhere on the field AFTER the ball has been handed off by the quarterback.
iii. .
If a rusher leaves the rush line early, they may return to the rush line, reset and then legally rush the quarterback.
iv.
If a rusher leaves the rush line early and the ball is handed off before they cross the line of scrimmage, they may legally rush the quarterback.
b.
A penalty may be called if:
i.
The rusher leaves the rush line before the snap and crosses the line of scrimmage before a handoff or pass – Illegal Rush (5 yards LOS and first down).
ii..
Any defensive player crosses the line of scrimmage before the ball is snapped – Offsides (5 yards LOS and first down).
ii.
Any defensive player, not lined up at the rush line crosses the line of scrimmage before the ball is passed or handed – Illegal Rush (5 yards LOS and first down).
iii.
c.
Special circumstances:
i.
Teams are not required to rush the quarterback, seven second clock in effect.
ii.
Teams are not required to identify their rusher before the play, however if they do send a rusher, the rusher must check in with the official.
iii.
If rusher leaves the 7-yard line before the snap, he/she may immediately drop back to act as a defender with no offside penalty enforced.
4.
Players rushing the Quarterback may attempt to block a pass. However, NO contact can be made with the quarterback in any way.
5.
Blocking the pass and then striking the passer will result in a 10-yard penalty.
6.
A Sack occurs if the QB’s flags are pulled behind the line of scrimmage. The ball is placed where the QB’s feet are when the flag is pulled. A Safety is awarded if the sack takes place in the offensive team’s end zone.
XIV.
Flag Pulling
1.
A legal flag pull takes place when the ball carrier is in full possession of the ball.
2.
Defenders can dive to pull flags, but cannot tackle, hold or run through ball carrier when pulling flags.
3.
It is illegal to attempt to strip or pull the ball or pull from the ball carrier’s possession at any time.
4
.
If a player’s flag inadvertently falls off during the play, the player is down immediately upon possession of the ball and the play ends.
5.
A defensive player may not intentionally pull the flags off of a player who is not in possession of the ball.
7.
Flag guarding is an attempt by the ball carrier to obstruct the defender’s access to the flags by stiff arming, dropping of head, hand, arm or shoulder, or intentionally covering flags with the football or jersey.
XV.
Formations
1.
An offensive team must have a minimum of one player on the line of scrimmage (the Center) and up to four players on the line of scrimmage. (6 in Junior Flag Football)
2..
One player at a time may go in motion 1-yard beyond and parallel to the line of scrimmage. No motion is allowed towards the line of scrimmage.
3.
Offensive players must come to a complete stop for one second before the ball is snapped unless he/she is the one player in motion.
4.
Movement by a player who is set or a player who runs toward the line of scrimmage while in motion is considered a false start.
5.
The center may snap the ball between his legs or from the side.
XVI.
Unsportsmanlike Conduct
1.
If the field monitor or referee witnesses any acts of intentional tackling, elbowing, cheap shots, blocking, or any unsportsmanlike act,the game will be stopped and the player will be ejected from the game. The decision is made at the referee’s discretion. .No appeals! FOUL PLAY WILL NOT BE TOLERATED.
2.
Offensive or confrontational language is illegal. Officials have the right to determine offensive language. If offensive or confrontational language occurs, the referee will give one warning. If it continues, the player or players will be ejected from the game.
3.
Players may not physically or verbally abuse any opponent or official.
4.
Ball carriers MUST make an effort to avoid defenders with an established position.
5.
Defenders are not allowed to run through the ball carrier when pulling flags.
6.
Fans must also adhere to good sportsmanship:
a. Yell to cheer on your players, not to harass officials or other teams.
b. Keep comments clean and profanity free.
XVII.
Penalties
i.
General:
1.
The referee will call all penalties.
2.
Referees determine incidental contact that may result from normal run of play.
3.
All penalties will be assessed from the line of scrimmage, except as noted (spot fouls).
4.
Only the team captain or head coach may ask the referee questions about rule clarification and interpretations. Players cannot question judgment calls.
5.
Games cannot end on a defensive penalty, unless the offense declines it.
6.
Penalties are assessed Live Ball then Dead Ball. Live Ball penalties must be assessed before play is considered completed.
7.
Penalties will be assessed half the distance to the goal yardage when the penalty yardage is more than half the distance to the goal.
ii.
5 Yard Penalties
• Illegal Equipment
• Offside
• Illegal motion (more than one person moving, false start, etc.)
• Illegal forward pass
• Offensive pass interference (illegal pick play, pushing off/away defender)
• Delay of game
• Defense Illegal contact (holding, blocking, etc.)
• Defense Illegal flag pull (before receiver has ball)
• Defense Illegal rushing (starting rush from inside 7-yard marker)
iii. 10 Yard Penalties
• Roughing the passer
• Taunting
• Unsportsmanlike conduct.
iv. Spot Fouls
·
Flag Guarding (10 yards & loss of down)
·
Charging (10 yards & loss of down)
·
Defensive Pass Interference (10 yards & loss of down)
·
Stripping (10 yards & first down)
·
Offensive Unnecessary Roughness (10 yards & loss of down)
·
Blocking (5 yards & loss of down)
·
Defensive Unnecessary Roughness (10 yards & first down)
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