
RULES
Rule 1: Game Time and Time-outs
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Regular season games playing time shall be 25 minutes, divided into two halves of 12.5 minutes each. There will be a 90 second intermission between halves. The teams shall change sides. Team possession, number of the next down, and the zone line-to-gain remain unchanged. NOTE: It is up to the referee discretion to add time if he/she feels there is an intentional delay of game by one team.
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Post season games (tournament play) playing time shall be identical however the last 2 minutes of the second half will be stop clock. The tournament finals will be 30 minutes long with the last 3 minutes being stop clock.
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Each team is entitled to 1 time-out during each game (extending through overtime). Time-outs will be around 60 seconds and will stop the running clock. The tournament finals, each team will have 1 time-out per half.
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Post season games only: If the game is tied at the end of the second half, the following procedures are used:
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Each team will start 15 yards from the goal line and have 4 downs to score. The other team will then have an opportunity to score.
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If both teams have scored or both teams did not score, another round of overtime will proceed until one team has scored and the other has not.
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A coin will be flipped and called. The correct call can elect to start on offense or defense.
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Penalties shall be assessed according to the regular rules of the game.
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Each play shall begin from scrimmage and shall be limited to running and passing plays.
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No kicks from scrimmage are permitted.
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When the defensive team secures possession of a live ball, the ball is dead and the period is over.
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The goal line shall always be the line-to-gain in overtime.
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Rule 2: Flag Belts
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All players must wear flags while on the playing field.
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The flags will be fastened to the belt in such a manner as not to be twisted under or fastened to the inside of the belt.
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Two flags are to hang down vertically along the side seam of the trousers and one down the center of the back.
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Solid belts will be comprised of three flags. The ball carrier will be declared down when the belt clip becomes unfastened when pulled by a defensive player, the belt is torn into more than one piece, or the flag is torn off the belt. If the defensive player pulls the belt and it does not immediately become unfastened, the ball carrier will not be considered down until the belt does become unfastened.
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If the flag belt should become unfastened without being pulled by a defensive player, the play will remain live until a defensive player legally tags the runner between the shoulders and knees with one hand.
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If a defensive player unfastens an offensive player’s belt after having thrown a forward or backward pass, the player is still eligible to advance the ball. He/she must be tagged with one hand between the shoulders and knees if he/she receives the ball again.
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A defensive player intentionally pulling a flag from an offensive player without the ball is illegal. (PENALTY – Personal Foul - 5 yards)
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It is illegal for any player to participate in a play with an illegally secured flag belt.
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Illegal to flag guard (OFFENSIVE PERSONAL FOUL - Down at Penalty)
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Illegal to grab fabric or said person then grab flag. (DEFENSIVE PERSONAL FOUL - 5 yards from Penalty)
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Rule 3: Definitions of Playing Terms
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CATCH: A catch is the act of establishing player possession of a live ball which is in flight, and first contacting the ground inbounds or being contacted by an opponent in such a way that he/she is prevented from returning to the ground inbounds while maintaining possession of the ball. Sideline cones are considered out-of-bounds.
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If one foot first lands inbounds and the receiver has possession and control of the ball, it is a catch even though a subsequent step or fall takes the receiver out-of-bounds.
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FIGHTING: Fighting is an attempt by a player or non-player to strike or engage an opponent in a combative manner. Such acts include, but are not limited to: attempts to strike an opponent(s) with the arm(s), hand(s), leg(s), or foot (feet) whether or not there is contact.
Rule 4: Ball in Play, Dead Ball, Out-of-Bounds
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A live ball becomes dead when an official sounds his/her whistle or declares it dead:
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When the ball goes out-of-bounds or when it touches the ground.
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When any part of the ball carrier’s person other than the hand or foot touches the ground.
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NOTE: The ball carrier may contact the ball to the ground and the ball will remain live as long as the ball carrier maintains possession of the ball and as long as no other body parts other than the foot or hand are in contact with the ground. The ball is considered to be part of the hand.
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When a touchdown, touchback, safety, or try for point is made.
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When a forward pass strikes the ground or is caught simultaneously by opposing players. When a simultaneous catch occurs the ball will be awarded to the offense.
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When a backward pass or fumble by a player touches the ground; this includes a snap.
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EXAMPLE: On protected scrimmage kicks, the ball will be considered dead if it hits the ground at any time after the snap and before it is kicked.
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NOTE: A backward pass or fumble in flight may be caught or intercepted by any other player in bounds and advanced.
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When a ball carrier has a flag belt removed legally by a defensive player.
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When a ball carrier is legally touched with one hand below the shoulders once the flag belt is no longer attached.
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A muffed scrimmage kick is dead when it strikes the ground.
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When the kicking team touches a scrimmage kick, the receiving team can take possession at the point of first touching by the kicking team.
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NOTE: A scrimmage kick that falls to the ground untouched will remain alive until the ball comes completely to rest or breaks the plane of R’s goal line.
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When an inadvertent whistle occurs.
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BALL BLOWN DEAD: In flag football, it is not uncommon for a play to be mistakenly blown dead. In these cases, the offensive team shall have the option of replaying the down or accepting the ball at the spot where it was blown dead. On loose balls, such as a backward pass, the team in possession may elect to put the ball in play where possession was lost or replay the down. If blown during a legal forward pass, the ball will be put in play at the previous spot and the down will be replayed.
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INBOUNDS SPOT: If the ball becomes dead between the hash marks, the ball shall be placed at that approximate spot. If the ball becomes dead in a side zone, the ball will be placed at the nearest hash mark at the corresponding yard line.
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INTERCEPTION: During an interception, the play will continue until the defender (who intercepted the ball) is down. If the defender scores during an interception, it counts as a touchdown and the team will continue to Ruling section 8.1. If the defender does not make it to the end zone, then the intercepting team will start at their 15 yard line.
Rule 5: Series of Downs, Number of Downs
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When a first down is legally gained in a zone, the team in possession of the ball is allowed four downs in which to move it from that point into the next zone. The most forward point of the ball, when declared dead between the goal lines, shall be the determining factor.
Rule 6: Starting
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THERE WILL BE NO PUNTS. When a game starts and/or “receives” the ball. The offensive team will start at their starting line of scrimmage.
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Starting line of scrimmage will start 15 yards from the offense’s goal line.
Rule 7: Snapping, Handing, and Passing the Ball
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Any member of the passing team is an eligible receiver.
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All forward passes must be from behind the line of scrimmage. (PENALTY - Illegal forward pass - 5 yards)
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Only one forward pass per down is permitted.
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BALL IN PLAY: A team gets ~25 seconds to put the ball in play after it is signaled ready for play by the referee. (PENALTY –Delay of Game– 5 yards)
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The snapper need not have his/her shoulders parallel to the line of scrimmage or snap the ball between his/her legs in order for the snap to be legal. No body part other than the feet of the snapper may be touching the ground at the time of the snap.
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Ball must be snapped to a player at least one yards behind the line of scrimmage.
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The snapper may not snap the ball to him/herself.
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A team may legally spike the ball to prevent loss of time during stop clock play.
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LEGAL POSITION: Anytime on or after the ball is marked ready for play, each offensive player must momentarily be at least 5 yards inbounds before the snap. (PENALTY – Illegal Formation - 5 yards.) (PENALTY - Offsides - 5 yards)
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MINIMUM LINE PLAYERS: The snapper is the only player required to be on his/her scrimmage line of scrimmage at the snap.
Rule 8: Scoring Plays
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SCORING:
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Touchdown – 6 points;
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Extra point try: 1 point from 3 yards; 2 points from 10 yards; 3 points from 20 yards;
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If, during a try, the defense intercepts a ball that is thrown or fumbled in flight, the play is blown dead immediately, and the try is over.
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Safety – 2 points. (After a safety, the team that scored the safety will put the ball into play on its own 15-yard line with a new series of scrimmage downs.)
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Rule 9: Conduct of Players and Others
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BLOCKING: Offensive screen blocking should take place without an attempt to make contact with an opponent. The screen blocker shall position her/his hands and arms at his/her sides or behind his/her back. Any use of the hands, arms, elbows, legs, or body to initiate contact during a screen block is illegal. A player must be on his/her feet before, during, and after screen blocking. Some legal incidental contact may occur. (PENALTY – Personal Foul – 5 yards)
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Screen Blocking Fundamentals. A player who screens shall not:
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Take a position closer than a normal step when behind a stationary opponent.
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Initiate contact when assuming a position at the side or in front of a stationary opponent.
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Take a position so close to a moving opponent that his/her opponent cannot avoid contact by stopping or changing direction. The speed of the player to be screened will determine where the screener may take his/her stationary position. This position will vary and may be one-to-two normal strides from the opponent.
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RUSHING: A “3-Missippi” second count will be in effect before a defensive player can rush the ball.
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Counts that are counted too quick will be issued a warning by the referee. Multiple warnings will be issued a penalty per the referee's discretion. (PENALTY - Personal Foul - 3 yards)
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DEFENSIVE RESTRICTION: Defensive players may not use their hands on blockers. They must attempt to avoid blockers. Incidental contact with the hands will be allowed, but should the defender gain an advantage by use of the hands, he/she will be penalized. (PENALTY – Personal Foul – 5 yards)
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OFFENSIVE BLOCKING: Offensive players may not impede the path of a defensive player trying to the player with the ball. E.g. Setting picks to a receiver who has already caught a ball (PENALTY - Offensive foul - down at the spot of foul)
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TACKLING: It is a foul to tackle, trip, kick, push, shove, or elbow the ball carrier or blocker. It is also a foul for a defensive player to strip or attempt to strip the ball by punching, striking, or stealing it. The runner’s forward progress cannot be impeded in any way. (PENALTY –Personal Foul - 10 yards.)
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BALL CARRIER AND RUNNING WITH THE BALL: It is a penalty for the ball carrier to “stiff arm”, charge into, knee, kick, or try to knock over a player at anytime. (PENALTY –Personal Foul– 10 yards).
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This is judged like a block/charge foul in basketball.
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Spinning is legal; however, the ball carrier must be in control of his/her person at all times.
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Diving is allowed, however, the ball carrier cannot make contact with a defender while in the act of diving.
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THE BALL CARRIER MUST TRY TO AVOID CONTACT WITH ALL DEFENSIVE PLAYERS AT ALL TIMES.
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ROUGH TACTICS: Any rough tactics, such as lowering one’s shoulder in an attempt to run over an opponent, must be penalized as flagrant and unnecessary roughness. (PENALTY –Personal Foul– 10 yards, ejection, and suspension)
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UNNECESSARY ROUGHNESS: For unnecessary roughness, the penalty is 10 yards and disqualification if flagrant.
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DISQUALIFICATION: Whenever, in the judgment of the officials or supervisor, a player or players may be involved in any deliberate or flagrant violation of the rules, the person will be ejected and his/her team penalized 10 yards. This includes foul, dirty or abusive language or violent protest by either word or action against any official or other players. In the judgment of any official or supervisor any type of unsportsmanlike conduct by any player or team will be penalized by a 10-yard penalty and if the official feels it necessary, he/she can eject players or forfeit the game. Players or spectators will be automatically ejected if they physically (or attempt to) contact an official or supervisor. Any player ejected for unsportsmanlike conduct will be required to sit out a minimum of the next scheduled game for his/her team. Repeat disqualifications will result in expulsion from the league and future intramural sports.
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FOULS TO PREVENT PLAY: If the defensive team commits a foul so near its own goal line that they can be penalized only by halving the distance to the goal line, the object being (in the opinion of the referee) to consume time, it shall be regarded as a refusal to allow play to proceed. In that event, the referee shall warn the offending team once and then if the offense is repeated, an unsportsmanlike conduct penalty shall be issued to the offending player.