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Rules for 7-on-7 Flag Football Amended 1/29/02 A. General Information 1. The indoor game of Flag Football is played on a rectangular field approximately 50 yards in length, goal line to goal line, with an 8 yard end zone each end. Field width should be approximately 32 yards. 2. The field can either be enclosed with a wall system similar to that used in indoor soccer or open. 3. The field, for the purpose of safety, should be netted to prevent ball contact with the lighting system. 4. The two teams, for purpose of play, will be designated Home and Visitor and consist of a maximum of 7 participants on the field per team. 5. The teams will be attired in visibly contrasting colors. If requested by the referee, the Home team will be required to wear over-shirts to ensure contrast. 6. In order to begin play, a team must have a minimum of 6 players present, on the field, at the start or kickoff. If for any reason players available for play falls below 6, an immediate forfeit will be declared, no matter the score at the time, in favor of the team with the required player count. Should for any reason each team fall below the minimum at the same time, the team leading will be declared the winner and the game called. If the game is tied and both teams do not have the required minimum of players, the game will be declared tied and stopped. 7. The game will be refereed by at least one official but ideally by at least 2. More officials can be added as deemed necessary by the League. 8. The indoor game of flag football is designed to be a non-contact sport. There will be times when incidental and unintentional contact occurs but as long as it is within the guidelines of these Rules it will be allowed. All illegal contact will be dealt with by the attached Rules. 9. By design, in the indoor game, the ball will be advanced by either passing or running. 10. Each team will ensure that all conversation with the field officials on penalty options goes through the Quarterback on offense and a single designated player on defense. The officials will not stop play to discuss rule interpretation with the team ahead at the time of the question. Only the team behind can request clarification, but the clock will not stop. 11. Players enticing others to fight or fainting fighting will be IMMEDIATELY ejected from the game. Players actually throwing punches, whether landing or not, and whether in defense or not, will be ejected for the remainder of the season. B. Eligibility and Rosters 1. A team's roster may consist of as many players as deemed necessary to complete a season. Fees collected for a season cover 12 players on a roster. For every player over 12 the fee is $40 per player. No player may take the field that is not on the original 12 man roster or has paid $40 to extend the roster past 12. As long as the number of active, available, registered players for a team remains at 9 or more, NO players can be added after the conclusion of each team's 3rd game. Prior to conclusion of the 3rd game players may be added as requested by the team at no cost if those on the roster number less than 12. If 12 were registered and a team wishes to extend, the cost is $40 for each addition. If less than 12 were placed on the roster the minimum league fee still applies, but players can be added at no cost, until 12 are listed or the 3rd game is played. 2. After the 3rd game, if a team's roster of available, active, registered players falls below 9, that team may add players to bring their total back to 9 at the cost of $40 per player added. This fee applies even if the original roster after the 3rd game contained less than 12 names. Players being replaced are no longer eligible to be returned to the roster for the remainder of the season unless another player on the roster is dropped and a $40 fee is paid. 3. Each team is solely responsible to ensure the eligibility of all team members. This includes, but is not limited to, age, registration, equipment, etc. Players must carry a picture ID, failure to supply appropriate ID will result in not being allowed to participate. 4. Player eligibility can be checked at ANY time before, during or after a game. Teams MUST comply completely. Non-compliance is grounds for automatic forfeit NO DISCUSSION! A team may play a game and win only to find out after the game, through player check, that they in fact forfeited. 5. Players are required to check-in prior to each game. Picture ID is required if requested NO ID NO PLAY. At check-in each player will be issued flags. After each game players are requested to return their flags to the office. 6. SPECIAL for HIGH SCHOOL LEAGUES To make this a team event, each team will have two (2) rushers that MUST be defensive linemen and two (2) blockers that MUST be offensive linemen. Others can block and rush on any play, but these four (4) players must be from the regular school tackle team and be in on every play. WITH THESE RULES FOR ELIGIBILITY TEAMS MUST BE AWARE THAT GAMES MAY BE FORFEITED AND WILL NOT BE REPLAYED. IN SOME CASES, WHERE A TEAM LOSES PLAYERS DUE TO INJURY, WORK COMMITMENTS, ETC. A OPPONENT MAY BE GIVEN SEVERAL FORFEITS DURING A SEASON. EACH TEAM IS NOT GUARANTEED THE ACTUAL PLAY OF EIGHT GAMES ONLY THAT 8 GAMES WILL BE SCHEDULED. C. Required Player Equipment 1. Each team will be required to wear matching shirts. Numbers are recommended but not required. A player MAY NOT participate if his or her jersey differs in color from that of teammates, unless that team is required, by rule, to wear cover-ups or if the team elects, as a whole, to wear cover-ups. Jerseys must be long enough to stay tucked in the pants/shorts during play or short enough to be a minimum of 4" above waist line. Pants/shorts should not have belt loops OR pockets wear them and they will get torn. 2. The League will supply all flags. 3. Each team will be required to supply a ball for their offensive series. The ball must be of at least intercollegiate size for adults, high school size for high school teams and youth size for 8th grade and younger and be prominently marked designating this feature. Failure to supply a "legal ball" will require the use of a "house ball". 4. All participating players encouraged to wear a mouthpiece. American Indoor is under no obligation to supply or have in supply mouthpieces. 5. A player may not wear or have on his person any equipment that, in the sole opinion of the referee, is dangerous or confusing. Examples of illegal and banned items include, but are not limited to: chewing gum, shoes with cleats, hats, jewelry of ANY KIND, bandanas (neck or head), etc. All braces, casts or other items that may cause harm to other players MUST BE PADDED to the satisfaction of the referee. D. Periods and Game Duration 1. The game is divided into two halves, each 20 minutes. 2. There will be a 2-minute halftime and 3 minutes between games. 3. The Home team receives the ball first on offense. 4. Play begins from the "Red Line" approximately 10 yards from the Home team's goal line. 5. Teams have NO TIME OUTS. Time runs continuously except for referee time outs and injuries requiring assisted movement of a player from the field. 6. Ties in regular season games are allowed. All playoff games will be played until a winner is declared; there are no ties. In case of the score being tied at the end of regulation time play will revert to the Sudden Death Format. Each team will be given an opportunity to score from the red line (2-point line). After both teams have a chance to score, the team failing to score is deemed the loser. The winner is awarded 1 point in addition to the score from regulation play when the Sudden Death format is used. 7. IN ORDER FOR PLAY TO REMAIN ON SCHEDULE, assuming no injuries, TEAMS MUST ENTER THE FIELD READY TO PLAY. THERE WILL BE NO WARMUP or THROWING OF THE BALL ON THE FIELD PRIOR TO PLAY. E. Substitutions 1. Substitution is allowed between plays and as long as there are no more than 7 players on the substituting team's side of the ball at the snap. 2. Players injured that require a time out must remain off the field for at least one play following removal. 3. Players may only be registered and play on ONE team per league. F. Sequence of Downs 1. An offensive team has four downs to either cross midfield and receive a new sequence of four downs or score. It is possible to get no more than 1 first down in any offensive possession, except by penalty. 2. The offensive team can never be penalized back across midfield and receive a new "first down" on an offensive penalty. A first down by penalty can only occur on a defensive penalty. 3. The offense can elect to "punt" at anytime. This, in affect, is merely a change of possession. When informed of the intent, the referee will spot the ball on the opposite "red or start line" and give possession to the previous defensive team. There are no actual punts or kickoffs in the indoor game. G. Ball in Play / Dead Ball 1. The clock starts at the beginning of each half with the initial snap. 2. The ball may not be put in play (snapped) until it is deemed ready for play by the referee. This situation occurs when the referees are in place and the ball is blown ready for play. 3. A ball snapped prematurely (before the referee is ready) must be replayed immediately. The play should be blown dead immediately and play restarted as prescribed by Rule. If, in the judgement of the referee, the team snapping the ball prematurely did so to take an unfair advantage, delay play, or allow the clock to run out, the referee may stop the clock, replace time on the clock (even if time has run out), or take other clock related action to ensure fair play. The offending team will be penalized 5 yards for unsportsmanlike conduct and the down repeated. 4. If the ball is marked ready for play but defenders are slow to get on-side, the ball may be snapped and play will continue under the "defensive offside rule". 5. The ball must be put in play 25 seconds from being deemed ready for play. 6. A live ball becomes "DEAD" when: a. it contacts any wall or net b. any part of the ball carriers body other than the foot contacts the ground c. the ball carrier looses his flags and is then touched by the defense d. the ball contacts the ground at ANY time there are no fumbles e. any score or touchback occurs f. an interception occurs on an extra point g. the ball carrier's flags are removed legally while the player has possession of the ball h. there is a whistle while the ball is in play, whether the whistle is intended or inadvertent i. a ball carrier goes out of bounds while in possession of the ball j. it is downed by the defense in its own end zone on a change of possession interception. The ball comes out to the "red or start line" k. when two or more players of opposite teams have simultaneous control of the ball for 2 seconds. H. In Bounds / Out of Bounds 1. Any wall or net is out of bounds when contacted by the ball. The ball is automatically dead. 2. The sidelines and back-of-end zone lines are out of bounds. 3. The walls in the corner of the end zones that cross the boundaries of the end zone are IN bounds for the player, i.e. players can lean on, touch, be in contact with or otherwise use the wall and be in bounds. This situation only pertains to the player NOT THE BALL. The walls are still OUT of BOUNDS for the ball, i.e. the wall CAN NOT be used to trap or deflect the ball. 4. A player, of his own accords, may not leave the playing area and reenter while the same play is in progress. If he does, he is ineligible until the next snap. A 5-yard penalty from the line of scrimmage with repeat of down will be accessed, if accepted by the defense, for illegal participation. 5. If a player is forced from the playing area he may reenter the field during the play and is legally participating. 6. A player, on reception of the ball must first have CONTROL and then 2 feet in bounds for the catch to be ruled good. I. Play of the Game 1. Offense: a. Four offensive players must be on the line of scrimmage and set at the snap (See I.1.g.). The line of scrimmage is defined as within 1 yard of the ball but not on the defense's side of the ball. b. The snap must be made and passed between the snappers legs to the receiving player. c. No part of the snapper's body may project past the ball. d. Once the snapper has positioned the ball, the ball must not be moved for at least 1 second prior to snapping. Any ball movement just prior to the snap will be deemed illegal procedure and penalized accordingly. e. The ball shall be passed back between the legs of the snapper from its position on the ground in a quick, continuous motion of the hand or hands and must leave the hand in this motion. f. No players on the line of scrimmage may receive the snap from center. The player receiving the snap must be at least 2-yards behind the line and therefore OFF the line of scrimmage. g. All players on the line can assume any stance desired (except the center), but each must be set at time of the snap. h. Only one player in the backfield (2-yards behind the line) can be in motion at the snap. This motion must be parallel or away from the line of scrimmage. i. The ball can not be handed forward (each player in contact with the ball simultaneously) unless both players are behind the line and the hand-off occurs at least 1-yard behind the line of scrimmage. j. One hand-off is allowed per play. k. A player running with or holding the ball can not in any way protect his flags with his body, arms, hands, shoulder, etc. The ball handler must keep his hands and arms above his waist at all times. l. A ball carrier can not leave his feet (jump or hurdle) when running in an attempt to avoid tackle. Spinning is allowed as long as jumping is not involved. m. A ball carrier can not dive for extra yardage or in an attempt to score. The ball will be marked at the point of his flags at the time the dive was made. If a player dives into the end zone untouched, a score will NOT be awarded. The ball will be placed at the 1-yard line and the next down played. n. Only one exchange can be made by lateral, pass or hand-off while behind the line. Once the ball crosses the line of scrimmage, no laterals are allowed. o. Fumbles are, by rule, dead balls. The ball will be marked at the point where possession was lost, NOT at the point that the ball contacts the ground. The exception is when the ball is fumbled in the opposite direction of play. In this case the ball is marked where it contacts the ground. The theory is that you can lose yardage on a fumble but you can never gain. p. There is no contact allowed during blocking. Screens may be set for runners, but the screening player must be set and not moving. Any players on the offensive team in the vicinity of the ball carrier MUST be behind AND at least 5-yards from the ball carrier OR stationary. q. Running interference for the ball carrier is illegal and will be classified as illegal blocking. r. The ball carrier can not run through a stationary defender. An attempt must be made to change direction. A spin move without change of direction DOES NOT constitute an attempt to change direction. s. A ball in the possession of a player may not be batted or stripped by an opposing player. This is an unsportsmanlike action and is penalized 5-yards from the end of the play. t. In the case that opposing players have simultaneous control of the ball for 2 or more seconds, the ball is dead and can not be advanced. Possession will be with the offensive team. u. Only one forward pass is allowed in any play. v. The passer must have both feet behind the line of scrimmage at the time of release. w. Intercepted passes are returnable. x. The offensive team may have as many "blockers" as they choose. Blockers may line up in the backfield or on the line of scrimmage. y. Blockers must use screening techniques to accomplish their "block". The blocker is not allowed to initiate contact by use of his arms, legs, knees, shoulder, chest or any other part of the body. The blocker must maintain legs and arms within the width of the shoulders. The blocker must have hands interlocked behind the back for duration of his attempted block. Illegal blocks are marked and penalized FROM THE SPOT OF THE FOUL. z. Offensive players can not interlock arms or legs during play. 2. Defense a. The defense may rush as many players as they desire. b. The "rushers" must rush with hands interlocked behind the back until such time as they avoid and clear the offense's blocker. c. The rusher can not initiate contact with the blocker in any way. d. A rusher may rush without interlocking hands behind the back only if there is no blocker in his path. e. At no time can a defender impede the progress of a runner by holding. This includes but is not limited to the shorts, flag belt, shirt or parts of the player's body. Holding will be deemed to have occurred if the shirt, shorts or belt is visibly stretched. ONLY the flag may be pulled when attempting to “tackle a runner. f. A rusher may attempt to block a pass but can not initiate contact with the passer, EVEN AFTER RELEASE. Contact is deemed roughing the passer and penalized 5-yards from the line of scrimmage with the down repeated. If the contact is initiated by the throwing motion of the passer, contact is deemed NOT to have occurred. 3. Scoring a. A touchdown is awarded when the HIPS of the ball carrier cross the goal line. The position of the ball in relation to the goal line is irrelevant to deciding if a touchdown was scored. Award 6 points. b. A safety is scored when the ball becomes dead in the offense's end zone. Award 2 points. c. Point after touchdown 1 point is awarded for successful tries from the 3-yard line, 2 points are awarded for successful tries from the "red or start line". Interceptions on extra point attempts are not returnable. J. Flags, Tackling and Flag Removal 1. All players are required to wear flags supplied by the League. 2. In the unlikely event that there are not enough flags for all team members, the defensive rushers should be allowed to play without flags. 3. A runner is legally down when a defensive play removes one of his flags. 4. The ball should be marked at the point where the hips were positioned at the time the runner was de-flagged. 5. It is illegal for a defender to knowingly remove an offensive player's flag before the ball is in his control. Premature removal of an opponent's flags is unsportsmanlike conduct. 6. A player who loses a flag or flag belt during the course of a play immediately becomes taggable. He will be declared down when an opponent touches him with 1 hand anywhere from the knees to shoulders. 7. Players must keep their flags equally spaced on either hip. Failure to do so will result in an illegal procedure penalty. K. Penalties 1. For the most part, all penalties are 5 yards and are measured from the line of scrimmage existing prior to the play in which there was the infraction. IN NO CASE, except an illegal snap, DO PENALTIES CAUSE A PLAY TO BE STOPPED PRIOR TO THE WHISTLE STOPPING PLAY WITH A DEAD BALL. If accepted, penalties carry a repeat of the previous down. EXCEPTIONS ARE AS FOLLOWS: a. Defensive Pass Interference - marked at point of foul and automatic first down. If occurring in end zone, ball is marked on the 1-yard line. b. Defensive Holding - marked 5 yards from point of foul and repeat previous down. In the case of intentionally tackling or holding to prevent an obvious score, the referee will award the score. IF HOLDING OCCURS IN THE DEFENSIVE TEAM'S END ZONE, THE BALL IS PLACED ON THE 1 (ONE) YARD LINE WITH AUTOMATIC 1st DOWN. c. Illegal Block - marked 5 yards from point of foul OR the line of scrimmage, whichever is more onerous on the offense, and repeat previous down. If the foul occurred in the offensive team's end zone, a safety is awarded. d. Illegal Forward Pass (exchange beyond the line of scrimmage) and Intentional Grounding - marked 5 yards from previous line of scrimmage AND loss of down. e. Offensive Pass Interference - marked 5 yards from previous line of scrimmage AND loss of down. f. Delay of Game - During play preceding the final 4-minutes, delay occurs when the offense fails to snap the ball within 25 seconds of the ball being blown ready for play. During the last 4-minutes of the game a delay penalty is 5 yards from the line of scrimmage and a warning that the next and any additional delays by the offending team will result in automatic change of possession at the existing line of scrimmage. g. Illegal Pass Rush Marked 5 yards from line of scrimmage and repeat down. h. Encroachment, Illegal Procedure, Illegal Motion, Offsides, and Illegal Shift - Play continues from snap. Marked 5 yards from line of scrimmage and repeat down. i. Illegal forward lateral Marked 5 yards from line of scrimmage and loss of down. If the forward lateral resulted immediately after an interception, the penalty is marked from the point of interception. If the interception occurred in the end zone, the ball will be placed on the intercepting team's 1 (one) yard line, 1st down for the intercepting team. j. Flag Guarding Marked 5 yards from point of foul OR line of scrimmage, whichever is more onerous on the offending team. If offensive team player, during a play, guards his flags, the penalty carries a loss of down. If a defensive team player, during the run back of an interception, is guilty of flag guarding, the penalty will be marked from the point of the interception, 5 yards, with possession remaining with the intercepting team (defense). If the interception occurred in the end zone and was returned See Rule K.1.i. for placement. k. Ball Carrier Charging Marked 5 yards from point of foul OR line of scrimmage (OR POINT OF CHANGE OF POSSESSION), whichever is more onerous on the offense. Charging can not be called on a ball carrier once he crosses the goal line. l. Hurdling or Leaving Feet to Avoid "Tackling" - Marked 5 yards from line of scrimmage and repeat down. Hurdling or jumping by a defensive player following an interception is handled exactly as in Rule K.1.i. & j. m. Illegal Participation - Includes too many on the field at the snap. Marked 5 yards from the line of scrimmage and repeat down. n. Dead Ball Unsportsmanlike Conduct - marked 10 yards from new line of scrimmage and the down remains the same (NOT repeat previous down). o. Penalties on the defense on successful touchdowns are enforced on the extra point. p. Penalties on the defense on successful extra points are enforced from the spot used for the defense to start its next offensive series. The penalty is marked off from the "red or start line". q. Unsportsmanlike conduct includes but is not limited to: (1) using profanity, vulgar language or gestures (2) attempting to interfere with offensive signals (3) baiting or taunting the opposition (4) intentionally kicking at the ball when not in play (5) showing disrespect for or objection to a referee call (6) undue delay of play - including moving slowly to get on-side (7) preventing or delaying the offense or defense from retrieving the ball between plays. Unsportmanlike conduct is punishable by a 10-yard penalty from the line of scrimmage, immediate ejection for 1 play and a warning that further problems will result in an additional 10-yard penalty and ejection for the remainder of the game. Should the team committing the foul continue with such conduct, the referee may call a forfeit in favor of the opposition. L. Referees 1. As stated previously, play can start with 1 official. In this case the referee should work from the line of scrimmage at the snap and move toward the offensive backfield as the play develops. 2. With 2 officials the line judge MUST be positioned on the line of scrimmage opposite the clock. He is responsible for blowing the ball in play and monitoring delay of game. The defensive backfield referee should be positioned 10 to 15 yards from the line of scrimmage on the OPPOSITE side of the field at the sideline. This positioning allows at least one referee to view each sideline for out of bounds infractions. 3. Ball position is marked by the line judge at the sideline, NOT on the field. The marks should be numbered 1-4 and placed on the turf to mark the ball position. The mark must be replaced after each down or ball movement. 4. Under NO circumstances will the referees engage in verbal outbursts with players. Cursing and verbal abuse of players by officials will not be tolerated. Referees guilty of these actions will be dealt with through suspension. Additionally, if found guilty, referees will not be paid for games where infractions of the Code of Conduct occurred. 5. A referee can not play in the league in which he is an official. 6. All referees must attend a class on the Rules of Play and pass (80%) a written exam. 7. Referees must come to the game they are to officiate with a flag, preferably yellow. 8. Referees are encouraged to where a referee shirt of dark color. A whistle is required. 9. Referees must always conduct themselves in a professional manner. They should show respect for the game, their job and the teams. 10. The referees must ensure speedy play. Walking and generally taking one's time is unacceptable. Do not impede the flow of the game through laziness. 11. Allow, but do not require, the offensive and defensive teams to spot the ball. 12. If in doubt, discuss briefly questionable calls among the referees on the field. It is acceptable to change a call if it was made in error. Always yield to the referee with the best view of the play. 13. If you can not see the play do not make a call. 14. The referees will ensure that facility management has verified the eligibility of all players. |
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