Flag Football Passing League

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Flag Football Passing League

4x4 Flag Football Passing League

Sonoma State University

← Section 1 – PLAYER ELIGIBILITY ← Official Roster must be completed by the established date. Please check the intramural website or imleagues.com for the cutoff date for player eligibility. Official rosters will be available to sign in the Intramural Office during office hours and during game times. Only ONE redshirt or intercollegiate player per a team that has/is participating in the current sport. That team must play in A league. ← ← SECTION 2 - THE GAME ← 1. The game shall be played by two teams of four players on each. ← 2. Each team must have a minimum of three players to start the game. 3. Co-ed must have two women on the field at all times. ← 4. Score sheet must be filled out with players’ names prior to the start of the game. ← 5. GAME TIME IS FORFEIT TIME. ← ← SECTION 3- SPORTSMANSHIP 1. In order for teams to make playoffs, teams will need to receive an overall sportsmanship rating of 3.0. 2. The following scale will be how the Intramural Sports Staff determines your rating per a game.

5 points= Excellent Conduct and Sportsmanship – Team members cooperate fully with the officials and opposing team members. The captain calmly converses with officials about rule interpretation and calls. The captain also has full control of his/her teammates. ← 4 points= Good Conduct and Sportsmanship – Team members verbally complain about some decisions made by the officials and/or show minor dissent but overall, the captain has control over his/her teammates. Teams that receive one yellow card or one technical will automatically receive no higher than 4 points for that game. ← 3 points= Average Conduct and Sportsmanship – Team displays verbal dissent towards officials and/or the opposing team. Captain exhibits minor control over his/her teammates. Teams that receive 2 yellow cards or 2 technicals will automatically receive no higher than 3 points for that game. ← 2 points= Poor Conduct and Sportsmanship – Teams constantly comment to the officials and/or opposing team from the playing area and/or sidelines. The team captain exhibits little or no control over teammates or himself/herself. Teams receiving three unsportsmanlike conduct penalties shall receive no higher than 2 points for that game. ← 1 point= Unacceptable Conduct and Sportsmanship – Team is completely uncooperative. Captain has no control over teammates and/or himself/herself. Any team causing a game to be forfeited by unsportsmanlike behavior, or receives four unsportsmanlike conduct penalties shall receive 1 point for that game. The captain of any team receiving an 1 point must make an appointment with an Intramural Administrative Staff Member before further play will be permitted. A team that has a player ejected from a contest will receive no higher than 1 point. That player must meet with the Intramural Coordinators before resuming play with their team in Intramural Sports. Should your team need to forfeit a game, your sportsmanship rating will automatically be dropped to 1 point.

Passing league flag football is similar to regulation football but differs in that the ball carrier is stopped by seizing his/her flag instead of being tackled. Forward passing is the only offensive weapon with all players eligible. All players are expected to avoid contact whenever possible.

Running with the ball can only occur after a forward pass is caught past the line of scrimmage. A special effort must be made by the ball carrier to evade opposing players by sidestepping, changing pace, or pivoting past them.

Equipment Playing Field The playing field shall be at least 60 yards long and 35 yards wide. The field shall be divided into 3 equal zones for first downs (13-15 yards). End zone shall be at least 7 yards deep.

Game Ball (teams will provide their own. Rec Sports has some for use, however an SSU ID will be required for use). Each team can use their own ball for offensive scrimmage plays and when receiving free kicks if the ball is of acceptable quality as determined by the officials and Intramural Program Coordinators (regulation size and weight). Or, one team's ball can be used for the entire game if it is accepted by both teams and the officials. Note: If one team wants to use their own ball on offense, they must also let the opponents use it on offense, if they so desire. NOTE: No change of game ball is allowed in the middle of a series. A new ball to be used after a change of possession must be brought in for the first play of that entire series of offensive plays.

UNIFORM Mouth guards are highly recommended.

Players must wear flat-soled tennis shoes. ***No bare feet allowed. Turf shoes are allowed. Any questionable shoes must be cleared through the Intramural-Recreation Department before they can be worn. No special protective devices such as helmets, pads, etc. are allowed. Padding may be used only to protect existing injuries -- and then only with the approval of game officials. No hard or unyielding materials or any exposed metal or jewelry is allowed. Each team shall wear contrasting shirts. The players will wear a set of approved flags on their hips, with their shirt tucked in.

LENGTH OF GAME

Periods Two halves of 20 minutes running time shall constitute the game: The officials will notify both team captains when there are two minutes remaining in the game. At that point, eight total, consecutive plays will be run to complete the game. Extra point attempts will not be considered as "Plays." If one team is ahead by twenty-two or more points with two minutes or less left in the game, the clock will run continuously until the end of the game. No more than 25 seconds between plays (after the ball is spotted until the quarterback starts the play). The on-field official will keep track of the play clock. Time Outs Each team will be allowed a maximum of 1 time out per half. The time out will constitute 60 seconds. (Time outs can only be called during a dead ball situation).) The officials can hold up a game for injuries, equipment repair, in cases where the ball cannot be put into play in a reasonable length of time or any other time they deem necessary. There shall be a 3 minute intermission between halves of the game. SCORING Touchdown -- 6 points (any part of the ball is on or over the goal.) Point(s) after touchdown -- 1 point from the 5-yard line. 2 points from the 10-yard line. Safety -- 2 points (team scored against must surrender the ball to opponent in the middle of their first zone).

TIE GAME

Counts as a half win for both teams in league play. In playoff, the game will be resolved by the following method: coin flip determines choice of offense or defense. ball is placed on defensive 7.5 yard line. team "A" has 4 downs to score (1st and goal situation). team "b" has 4 downs to score (1st and goal situation). extra points will be played out (III B). Total score will count. If the score is still tied, repeat the procedure until a winner is determined (a new flip is not necessary). Interceptions can be returned for a touchdown. If the team that intercepts the ball is "tackled" before returning the ball for a touchdown, they retain possession and begin their series of plays (if necessary) from the 7.5 yard line.

PLAYERS Four players shall constitute a team. A team must have at least 3 players to begin, but may continue with less than 3 after play has begun. A team must have at least 3 players to continue. A team not ready to play with 3 men at scheduled game time must forfeit the contest. There is no grace period. Two teams not ready to play is a double forfeit. Unlimited substitution is allowed as long as there is no delay of game, and each player is listed on the official roster. The offensive team must have all players in the huddle. No sleeper plays are allowed.

PLAYING REGULATIONS Starting Game A coin is to be flipped to decide preference for possession and for choice of goals. A team that wins the first half coin toss may defer their choice to the second half. Before the start of the second half, the loser of the pregame toss or the team that deferred its choice to the second half shall have choice of the possibilities above. The other team shall then have the remaining choice. No kick-off; the ball will be placed on the offense's middle of the first zone and play will begin. Fumbles The ball shall be considered dead when it hits the ground. It remains the possession of the team fumbling it, at the point of the fumbler's greatest forward progress (not where the ball hits the ground). If the ball is caught in mid-air, not having touched the ground, offense or defense may advance in this case. (No stripping the ball)

FIRST DOWNS Four downs shall be allowed in which to advance the ball into the next zone for a first down. A team beginning in a zone and subsequently losing yardage back into another zone must advance the ball to the zone forward of – the one which the ball was originally put in play in order to receive the first down. Downed Ball- -“Tackling” A man is considered “tackled” when his flag is removed by an opposing player. The ball will be played at the point where the ball was when the flag was removed. The “tackler” should immediately drop the flag. Any pushing, holding, tackling, or roughing will constitute a penalty. If the ball carrier slips or puts his knee down, he is considered tackled at that point. The ball carrier may not protect his flag in any way or form of straight arming, flag guarding with the forearm or ball, running with his head down, or running into a defender purposely. These constitute a penalty. If a defensive player pulls a receivers flag before he catches a pass. The pass will be complete to where he caught the ball plus 10 yards or half the distance. If an offensive player knocks his own flag off before catching a pass the ball is dead where the receiver catches the ball. Passing All players are eligible to receive passes and laterals. A “forward pass” shall be defined as any ball thrown forward from the passer that must pass the line of scrimmage before it is caught. This can be done either overhand or underhand. Receivers needs only one foot inbounds for a legal catch. Receptions behind the line of scrimmage are illegal. Both feet of the receiver must land beyond the line of scrimmage . Ruling: Incomplete pass. All double passes behind the line of scrimmage are illegal. The ball may be lateralled only after a “forward pass” is caught past the line of scrimmage. Quarterback has seven (7) seconds to release the ball

BLOCKING THERE SHALL BE NO BLOCKING The rusher cannot be blocked. The defensive players may not use any “bump and run” tactics on the receivers. If the defensive player causes any contact, it will be an automatic pass interference call, regardless of whether the ball is in the air or not. Once a teammate has caught a pass, the other members of his team may not interfere, (i.e. block,) with the defensive targeting the flag. Penalty: 10 yards from the point of infraction and loss of down. “Free” Punt A team desiring to punt must inform the official and inform the opponents. There will be no rushing on a punt. There shall be no “quick kicks.” Officials use judgment at the placement of ball on punts going out of bounds. Receiving Punts The punted ball is dead either where it first touches the ground or where a player on the receiving team first touches the ball. Punts into the end zone are spotted in the middle of the first zone. Touchback and SafetyNote: Refer to 2006 NCAA Rule Book Scrimmage There is no minimum or maximum number of players that need to be on the line of scrimmage.

Putting Ball into Play There will be no center snap. The quarterback begins each play with a slap of the football. This slap is to be a “distinct” sounding hit on the ball and is to be in full view of the defensive team. The quarterback must start each play within two yards of the line of scrimmage. The defensive team is allowed to rush only-one person. The rusher must delay two seconds after the “slap” of the ball before he/she rushes the quarterback. The rusher must attempt to go after the quarterback's flags. If he attempts to block the pass and touches the quarterback (regardless of whether or not the pass is blocked) it will be an “unnecessary roughness” penalty. Penalty: 10 yards from the line of scrimmage. Player Conduct – Any personal foul or unsportslike conduct that is ruled intentional by the official will lead to an automatic ejection of the guilty player(s). No warnings are necessary.

Co-ed Rules 1. Any member of the passing team is eligible to receive a pass. During the offensive team’s possession there may not be 2 consecutive forward pass completions from a male passer over the line of scrimmage to a male receiver. This rule also applies to the try for point (penalty: 5 yards from the spot where the consecutive male to male pass is released and a loss of down). 2. The term “closed” means a male player may NOT throw a forward pass completion to any other male player. The term “open” means any player may complete a forward pass to any other player. 3. If a male passer completes a forward pass to a male receiver over the line of scrimmage, the next forward pass completion over the line of scrimmage must involve either a female passer or female receiver for positive yards in order to have another “open” play. 4. There are no other restrictions concerning a male passer completing forward passes to a female receiver, or female to female, or female to male. 5. Any foul, whether accepted or declined, shall have no effect on whether the next forward pass completion is “open” or “closed”.

Revised Fall 2012

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