<<

TYFA

Rulebook 2016 Flag Football Rulebook Table of Contents

Preface ...... 3

Terminology & Symbols ...... 4

Rule 1. Clock Management ...... 5

Rule 2. Scoring & Winning ...... 11

Rule 3. Offense & Defense ...... 16

Rule 4. Special Teams ...... 31

Rule 5. Contact ...... 33

Rule 6. Conduct ...... 35

Preface

TYFA’s “Flag” football program uses a homegrown set of rules. The Flag Football Rulebook explains the rules pertinent to Flag Football in TYFA.

This rulebook is for coaches and coach trainees. TYFA makes the assumption that the coach has a good working knowledge of the basics of flag football.

Not being familiar with the contents of this rulebook will not be accepted as an excuse or a defense for violations. TYFA expects its participants to comply with the letter, spirit and intent of each of its policies, procedures and rules regardless of technicalities, loopholes and ambiguous language. TYFA’s interpretation of any non-NCAA policy, procedure or rule is the official and final interpretation.

Terminology & Symbols

Used when the topic is important.

Used when we highly recommend something shouldn’t be done.

Real Important

Badged Athlete or Volunteer is defined as a person who is certified by TYFA.

Ejected (Level ?) is an ejection from the game and lists the level of disciplinary action that will be attached.

Eligible Coach is a volunteer who has been certified by TYFA and is not currently on any holds. Is both eligible and legal.

Forfeits Class A = Pre-Game and carries the most disciplinary action Class B = Game Time and carries disciplinary action Class C = Game Time with no disciplinary action

“ON-FIELD” minimum of eligible players is the minimum number of players who’ve been certified by TYFA and are not currently on any holds that must be on the field to avoid a . [7 for Flag].

TYFA Participants are Badged Volunteers, Badged Athletes, Referee and Black Shirt.

Rule 1 – Clock Management Table of Contents

Section 1. Periods & Intermissions ...... 6 Article 1. Periods (Quarters) ...... 6 Article 2. Intermissions ...... 6 Article 3. Period Extension ...... 6 Article 4. Homecoming Delays ...... 6

Section 2. Clock Mechanics ...... 7 Article 1. The ...... 7 Article 2. Timing Adjustments ...... 7 Article 3. Two-Minute Warning ...... 7 Article 4. Game Clock Stops/Starts on Referee’s Signal ...... 7 Article 5. Game Clock Stops/Starts on the of the ...... 7 Article 6. Game Clock Starts/Stops on Kickoffs ...... 7 Article 7. Game Clock does not run ...... 7 Article 8. Game Clock Stops/Starts during Mercy Rule ...... 7 Article 9. Ten-Second Runoff ...... 8

Section 3. Timeout Mechanics ...... 9 Article 1. Standard Timeouts ...... 9 Article 2. Injury Timeouts ...... 9 Article 3. Equipment/Uniform Timeouts ...... 9 Article 4. Mercy Rule Timeouts ...... 9 Article 5. Inadvertent Whistle ...... 9

Section 4. Spring Season Clock Adjustments ...... 10

Rule 1 – Clock Management Flag Football Rulebook Section 1 – Periods & Intermissions Page | 6

ARTICLE 1. PERIODS (QUARTERS) ARTICLE 2. INTERMISSIONS Periods in a game 4 Between Halves 10 Minutes Period Length Flag 10 Minutes Between Periods (Quarters) 1 Minute

A White Hat or Black Shirt has the authority to reduce halftime or the time between games to a minimum of 2-minutes in order to try and avoid cancelling or postponing a game due to oncoming darkness or bad weather.

ARTICLE 3. PERIOD EXTENSION If during a play where time expires ending a half the defense accepts a Live-Ball foul to remove an offensive score, there were offsetting Live-Ball fouls or a referee sounds his whistle inadvertently or otherwise incorrectly signals the ball dead, an untimed will be played until a down is free of any of the circumstances listed.

Example: The offense scores a to take a 12-7 lead. During the play the offense commits a live-ball foul and time expires in the period. The defense accepts the penalty to avoid the touchdown. Result: The penalty is marched off and the offense will be given an un-timed down. ***The period is not extended though if the statement of the penalty includes loss of down.

ARTICLE 4. HOMECOMING DELAYS Homecoming events cannot delay the scheduled start of a game or half by more than 10 minutes (twenty minutes maximum [10 minute intermission + 10 minute extension]).

If an organization needs more than a 10 minute extension, the start of the game or half may be extended to a maximum of 30 minutes (10 minute intermission and 20 minutes of extension), but they will be required to pay EACH referee an additional $10 per game.

The White Hat will attempt to start the game at the 20-minute mark (or 30 if paid) and if either team refuses to take the field so the game or second half can start, the White Hat WILL declare a forfeit (Class A Forfeit if game had not started or Class B Forfeit if it had).

If a game cannot be finished due to lack of light or bad weather because of Homecoming, the responsible organization will be charged with a (Level II Violation). Rule 1 – Clock Management Flag Football Rulebook Section 2 – Clock Mechanics Page | 7

THE OFFICIAL GAME CLOCK IS ALWAYS KEPT ON THE FIELD BY THE Rationale: Yes it looks professional to REFEREES UNLESS THERE IS A REFEREE CONROLLING THE have a running clock, and yes it keeps SCOREBOARD CLOCK. It should be announced to the public where the the spectators informed, but a clock official clock is being kept. If a referee is not controlling the scoreboard operator that does not operate the clock clock it shouldn’t even be running to help avoid confusion. correctly could cause a serious issue in the game.

ARTICLE 1. THE PLAY CLOCK When a referee places the ball and signals “ready for play” the Play Clock will begin.

45 Seconds Flag

ARTICLE 2. TIMING ADJUSTMENTS The White Hat has the authority to correct obvious errors in timing if discovered prior to the official end of a period. Timing errors cannot be corrected in a different period from when they happened.

ARTICLE 3. TWO-MINUTE WARNING The 2-minute warning is given when 2 minutes of game time remain on the game clock in each half. If the football is in play when the clock reaches 2:00, the 2-minute warning is called immediately after the play concludes, when the ball is declared dead. The 2-minute warning stops the game clock until the snap of the ball, but is NOT a timeout.

ARTICLE 4. GAME CLOCK STOPS/STARTS ON REFEREE’S SIGNAL . When a team is awarded a first down . For a measurement (there are no measurements in Flag) . For a referee’s timeout or an injury time out . To complete a penalty . For an inadvertent whistle . For a head coaches conference or challenge

ARTICLE 5. GAME CLOCK STOPS/STARTS ON THE SNAP OF THE BALL . Timeout called by either team . Change of possession . Ball goes or pass is incomplete within the last two minutes of each half . Offense commits a delay-of-game foul while in a formation . At the end of each period . Two-minute warning

ARTICLE 6. GAME CLOCK STARTS/STOPS ON KICKOFFS Since there are no Kickoffs in Flag, the clock will start at the snap of the ball.

ARTICLE 7. GAME CLOCK DOES NOT RUN The game clock shall not run during an XP attempt, during a Period Extension or during .

ARTICLE 8. GAME CLOCK STOPS/STARTS DURING MERCY RULE Once the Mercy Rule is in effect, the Game Clock becomes a “running clock” with only a few exceptions. This rule supersedes previous clock mechanics. The only time the clock will stop: 1. Injury – until referee starts the clock 2. Two-Minute Warning or a Timeout by either team – until the snap of the ball 3. Referee’s time out (challenges, measurements, penalty consultations etc.) – until referee starts the clock 4. The clock will stop within the last 2-minutes of a half if the losing team spikes the ball, throws an or gets the ball out of bounds.

Rule 1 – Clock Management Flag Football Rulebook Section 2 – Clock Mechanics Page | 8

ARTICLE 9. TEN-SECOND RUNOFF A. Unlike in Tackle Football where there can be a 10-second runoff for penalties, injuries and faulty equipment, since we are dealing with 4 and 5 year olds in Flag, and in the spring season, sometimes 3 year, they have proven to cause a lot of penalties and claim they are injured all the time. A 10-second runoff is really not appropriate.

B. With that said, if there is an issue with equipment The 10-second runoff can be avoided by the because a flag belt broke or the coaching staff had some penalized team calling a timeout. In this case the type of illegal equipment then there can be a runoff as game clock starts on the snap. the issue was not created by a 3-5 year old. If referee’s Equipment/Uniform timeout is called with less than With the Mercy Rule in effect, the winning team may NOT use a timeout to avoid a 10- a minute in either half, the opponent has the option second runoff. of a 10-second runoff. There is no option for a 10- second runoff if both teams have the same issue.

Rule 1 – Clock Management Flag Football Rulebook Section 3 – Timeout Mechanics Page | 9

ARTICLE 1. STANDARD TIMEOUTS 1st Half 2nd Half 3 3 A Timeout shall not exceed 1-minute and 30-seconds.

ARTICLE 2. INJURY TIMEOUTS When a player is hurt on the field: . All players on the field must take a knee. It is the White Hat’s discretion to keep the players on a knee on the field, move them to the hash marks or release them to the sideline.

. All participants and spectators MUST lower their voice. . All music and announcements (unless related to the injury) MUST stop.

If a player lies down, takes a knee or cannot take themselves off the field, a referee will call an Injury Timeout. That player must leave the game for at least 1 play unless either team calls for and is charged with a timeout.

If the team does not have a timeout and the loss of the player will cause the team to fall below the “ON-FIELD” minimum of eligible players, the White Hat will call a Referee’s “If there is Timeout. If at the end of the timeout the player is CLEARLY OK, the team will be penalize: any doubt, sit but the game will continue. If the player is CLEARLY NOT OK, them out!” Delay of Game (LOS/5) the White Hat will declare a Class C Forfeit.

Injury Timeout Coaching on the field is allowed for eligible Rationale: This is youth football and volunteers (from either team) as long as they speak with their coaches need to make assignment players in a low tone. If a coach is loud, the referee will warn adjustments when players get them. If they continue or are screaming the referee will remove them injured. from the field. If they don’t leave, they will be penalized: (LOS/15).

ARTICLE 3. EQUIPMENT/UNIFORM TIMEOUTS A team shall NOT be permitted to delay a game while making equipment/uniform repairs or adjustments. If the loss of the player will cause the team to fall below the “ON-FIELD” minimum of eligible players the team must take their timeouts to avoid a forfeit. If they have no timeouts, the White Hat will call a Referee’s Timeout giving the team the length of a standard timeout to fix the problem. If the problem is fixed the team will be penalized: Delay of Game (LOS/5). If the team cannot fix the problem, the White Hat will declare a forfeit (Class C Forfeit for accidental issues or a Class B Forfeit if there was illegal equipment).

ARTICLE 4. MERCY RULE TIMEOUTS Once the Mercy Rule is in effect, the winning team may not call a timeout for anything except to give water on hot days. If the White Hat allows the timeout, the winning team’s volunteers may only give water; there can be no discussions with the players. There will be no warning! If caught, the winning team’s head coach will be penalized: Unsportsmanlike Conduct (LOS/15). Two of these and the head coach will be ejected.

An exception to the winning team being able to call a timeout could be: If the White Hat was willing and the winning team was clearly swap out numerous players.

ARTICLE 5. INADVERTENT WHISTLE In the case of an inadvertent whistle by a referee, the team with the ball has two (2) options: . Take the ball where it was when the whistle blew and the down is consumed or . Replay the down from the original LOS (if time had expired, an untimed down is allowed) Rule 1 – Clock Management Flag Football Rulebook Section 4 – Spring Season Clock Adjustment Page | 10

With limited field resources during the spring season, more games have to be played at each site then can be played with a normal fall game clock because of light issues. Therefore a third clock has been added to speed things.

45-Seconds for Flag. Functions just like the Fall Play Clock.

10-Minute Quarters for Flag. This functions just like the Fall Game Clock.

75 minutes of playing time + 10 minute half

At the start of the game the referees will place 85 minutes on the “Big” Clock; no extra time added for such things as Homecoming.

Once the ball is kicked off the “Big” Clock will start and will continue to run non-stop (see exceptions below) until it expires. Once the “Big” Clock expires the game is over regardless of the score.

In the LAST 2 minutes of the “Big” Clock (minutes 83 and 84), the “Big” Clock will stop and start like the last two minutes of a half during the fall season. This includes incomplete passes, ball out of bounds and timeouts.

If a team scores on the last play of the game (“Big” Clock expired), they WILL be afforded an opportunity to score an XP (ONLY IF IT HAS ANY RELEVANCE TO THE GAME).

The “Big” Clock and Game Clock will stop until the Referee signals: . If a player is injured and a referee feels the need to call an Injury Timeout. 10-Second Runoff rule applies. . If there is a Rule or Personnel Challenge. . If there is a stoppage in the game because of bad weather. . The referees need to conference with each other over something. . If a Black Shirt requests to handle a behavioral issue.

Things to Keep in Mind: Remember that the 85-minute clock doesn’t stop often. When it expires, the game is done!

. Except in minutes 83 and 84, timeouts, incompletes and out of bound plays DO NOT stop the “Big” Clock. So if you are on a drive late in the game and you have not reached minutes 83 and 84, the spike, out of bounds and timeouts will not help you with clock management. Rule 2 – Scoring & Winning Table of Contents

Section 1. Scoring ...... 12 Article 1. Scoring Values ...... 12 Article 2. Defensive Scores ...... 12 Article 3. Safety ...... 12 Article 4. Quitting ...... 12 Article 5. Forfeit Scores ...... 12 Article 6. Scores ...... 13

Section 2. Mercy Rule ...... 14

Section 3. Overtime (OT) ...... 15

Rule 2 – Scoring & Winning Flag Football Rulebook Section 1 – Scoring Page | 12

ARTICLE 1. SCORING VALUES

Offensive Scoring Values Defensive Scoring Values Touchdown 6-points Touchdown 6-points Safety 2-points

Extra Point Values Run or Backward Pass 1-point * for the XP 2-points *A pass thrown from behind the in a forward direction, toward the opponent’s goal.

ARTICLE 2. DEFENSIVE SCORES A. may be advanced for a touchdown during regulation play.

B. A defensive score on an XP can be accomplished by an only, therefore it will be worth 2-points.

Situation: Team B is winning 12-7. Team A scores taking the lead 13-12 with seconds left in the game. On the untimed XP attempt, Team A (a) throws for the XP but is intercepted and Team B returns it for a score. Result: Team B is awarded 2 points for the interception because Team A attempted a pass; Team B leads 14- 13.

C. If defense commits a penalty while returning an intercepted ball, no points are award and the play is called dead; no do over.

Situation: Team A scores taking a 13-12 lead with seconds left in the game. On the untimed XP attempt, Team A throws for the XP but is intercepted. Team B returns the interception for a score but commits a “Block in the Back” during the play. Result: Team B is not awarded any points and Team A maintains their 13-12 lead.

ARTICLE 3. SAFETY The team scoring the Safety will receive 2-points and possession of the ball on THEIR OWN 20-yard line; 1st and Zone to Go. There are three (3) ways a Safety can be scored:

1. When a team loses possession of the ball out of their own .

2. When the ball carrier touches the ground with his body, other than hands or feet while in his own end zone.

3. The offense commits one of the following penalties in their end zone: Illegal Use of Hands, Holding, Illegal Block, Personal Foul or an Illegal Forward Pass.

ARTICLE 4. QUITTING Quitting is defined as abandons an activity out of frustration or despair; gives up. If a team quits and walks off the field or refuses to take the field after the game has started but at any time before the official end of the game, the White Hat will declare a Class B Forfeit.

ARTICLE 5. FORFEIT SCORES 1. If the game has not started or there is no score, the offended team will be award a 1-point victory. 2. If the game is tie the offended team will be awarded 1-point to break the tie. 3. If the offended team is losing, they will be awarded enough points to win the game by 1-point. 4. If the offended team is winning, the score will stand as is.

Rule 2 – Scoring & Winning Flag Football Rulebook Section 1 – Scoring Page | 13

ARTICLE 6. SCORES FOR THE GAME CENTER All scores for games need to be sent into [email protected] no later than noon, Monday after the game.

Scores are entered into the Game Center based on what we receive from the first team to send the scores in. There should be no reason scores are different if the coach asks the referee for the “Official Score”.

It needs to be remembered… That a WIN is a WIN and a LOSS is a LOSS. The exact points MEANS NOTHING FOR PLAYOFF SEEDING. NOTHING!!!!!!

I.e. a 7-6 win is no different than a 50-0 win. There is no benefit to shut out a team.

Rule 2 – Scoring & Winning Flag Football Rulebook Section 2 – Mercy Rule Page | 14

A. When a team has a 30+ point margin, regardless at what point in the game it is, the Mercy Rule is invoked. Once the Mercy Rule is invoked it cannot be turned off unless the losing team decreases the point margin to 14 or less by the end of the 3rd quarter. Once the Mercy Rule is turned off, it cannot be invoked again.

Example: Team A is winning 34 to 7 in the 3rd quarter and scores a touchdown and extra point making the score 41 to 7. The Mercy Rule is invoked because of the 30-point+ margin.

B. If a team reaches 50+ points WHILE THE MERCY RULE IS IN EFFECT (NOT 50- point margin), the game is over REGARDLESS when in the game it is.

Example: Team A is winning 45 to 7 in the 3rd quarter and scores a touchdown and extra point making the score 52 to 7. The Mercy Rule was already in effect because of the 30-point+ margin and now a team has reached 50+ points. The game is over.

C. A team can score giving them the 30-point margin and 50+ points simultaneously. I.e. Team A is winning 42-20 and scores a TD+2-point conversion. That is both a 30 point margin and 50 points. Game Over! Rule 2 – Scoring & Winning Flag Football Rulebook Section 3 – Overtime (OT) Page | 15

All games will be played to a conclusion through the Overtime Procedure provided. Overtime is not resolved by yardage and it is not “sudden death”, rather it continues until one team scores more than the other.

th A. Immediately after the conclusion of the 4 quarter the White Hat will call for a Each team receives one (1) Captain and an eligible volunteer coach from each team to come to mid-field for timeout per OT period a coin toss. (cannot be carried • The coin toss winner has the choice of 1) taking the ball first or 2) going forward). No timeouts left from regulation play may on defense first. be carried into OT. • The team who goes on defense first chooses which goal to defend. • After the initial OT period, there will not be another coin flip.

B. The referee places the ball on the twenty (20) yard line in the 1st OT, ten (10) yard line in the 2nd and any subsequent OT periods (unless relocated by penalty). The offense takes over from there 1st down and Goal To Go. During the 3rd and subsequent OT periods, teams DO NOT have to THROW for the XP like Tackle.

C. Regardless if the offense scores or not, the team who was on defense first, now becomes the offense, and the team that was on offense, is now on defense and the procedure is repeated. The team scoring more points than the other wins. If neither team scores, or both score the same amount of points, the whole process is repeated.

Interceptions made by the defense CANNOT BE ADVANCED. BUT they do END the offensive series.

Situation: On first down in overtime B3 intercepts a pass but then and A1 recovers. Result: The ball became dead immediately when B3 intercepted as it cannot be advanced. A1 recovered a . Team A’s offensive series is over.

D. If the offense scores they will also attempt an XP only if it will make a difference in the game.

Situation: During the 2nd OT period Team A scores and a) gets a 1-pt XP, b) does not score the XP. In either case Team B scores also. Result: Team B a) is trailing and gets an opportunity for the XP, b) is tied and gets the opportunity for the XP to win. Situation: During the 2nd OT period Team A does not score but Team B does. Result: Team B does not get the opportunity for the XP because it is not needed. Game over. Team B wins.

E. If a team is forced to forfeit in OT, the opposing team is granted 1-point to break the tie.

F. During the regular season, if the teams are still tie after 3 OT periods the game will remain tie.

G. During the regular season, if a game in OT is tie and lack of lights or bad weather forces the game to be postponed, the game will remain tied. If one team has had an opportunity in an OT period but not the other, the game will remain tied as TYFA OT is not “sudden death”.

H. During the playoffs TYFA will handle light and bad weather issues on a case by case basis because in the playoffs there are numerous variables that need to be taken into account because there can be no ties.

Rule 3 – Offense & Defense Table of Contents

Section 1. Passing Information ...... 17 Article 1. Passing ...... 17 Article 2. Eligibility to Touch Legal Forward Pass ...... 17

Section 2. Offensive Plays ...... 18 Article 1. Sneaks ...... 18 Article 2. Offensive Lineman Handoff ...... 18 Article 3. Center ...... 18 Article 4. Unfair Tactics ...... 18

Section 3. Formations ...... 19 Article 1. Offensive Formations ...... 19 Article 2. Flag Offensive Formation Requirements ...... 19 Article 3. Flag Defensive Formations Requirements ...... 19 Article 4. Pre-Snap Movement ...... 20 Article 5. Ball Carrier ...... 20 Article 6. Fumbles/Muffs/Bad Snaps ...... 20 Article 7. Stripping ...... 21 Article 8. Bump & Run ...... 21 Article 9. Flagging ...... 21 Article 10. Rushing ...... 21 Article 11. Downs & Lines To Gain ...... 21

Section 4. Coaches on the Field ...... 23

Section 5. Pass Interference ...... 24 Article 1. Offensive Pass Interference ...... 24 Article 2. Defensive Pass Interference ...... 24

Section 6. More than 9 Players on the Field ...... 26

Section 7. Ball Placement ...... 27

Section 8. Referee Conference ...... 28

Section 9. Flags ...... 29 Article 1. Illegal Wearing of the Flags ...... 29 Article 2. Illegal Flags ...... 29 Article 3. Amount of Required Flags ...... 29

Section 10. Miscellaneous Items ...... 30 Article 1. ...... 30 Article 2. Holding...... 30

Rule 3 – Offense & Defense Flag Football Rulebook Section 1 – Passing Information Page | 17

ARTICLE 1. PASSING A pass is either forward or backward. There is no such thing as a “lateral” or a “forward lateral.” A forward pass is a pass thrown with its initial direction toward the opponent’s end line. A backward pass is a pass thrown with its initial direction parallel with or toward the runner’s end line. A backward pass not caught is considered a .

ARTICLE 2. ELIGIBILITY TO TOUCH LEGAL FORWARD PASS Eligibility rules ONLY apply during a down when a legal forward pass is thrown.

A. All offensive and defensive players are eligible to touch or catch a pass.

B. A Receiver must have at least one foot in bounds and control of the ball. Two or more Receivers may touch a ball in succession resulting in a completed pass.

C. An offensive player cannot run out-of-bounds (on their own) and return in-bounds to catch a pass. This will be ruled an incomplete pass.

D. If an offensive and a defensive player catch a pass simultaneously, the ball is awarded to the offense.

Rule 3 – Offense & Defense Flag Football Rulebook Section 2 – Offensive Plays Page | 18

ARTICLE 1. SNEAKS Center Quarterback Sneaks are not allowed if the QB takes the Center Sneaks are NOT allowed in TYFA as it is too hard snap from under Center. The QB must start the play in for the referees to determine if there was a full “shot gun” formation (2 yards back from the Center) if exchange of the ball. they wish to run through the Center/’A ’ area. A QB under Center can run to any other spot on the line.

Violation of either of these will be penalized: Illegal Procedure (LOS/5).

ARTICLE 2. OFFENSIVE LINEMAN HANDOFF Is prohibited in TYFA.

ARTICLE 3. CENTER 1. SNAPPING the ball can be done either the TRADITIONAL way through the Center’s legs or PITCH style where the Center stands sideways and tosses the ball to the Quarterback.

2. A Center without flags is acceptable for SNAPPING and the ball is NOT declared DEAD. If the Center receives possession of the ball at any time after the SNAP and they do not have flags, the ball will be considered DEAD where the Center takes possession.

3. If a Center without flags goes through the motion of snapping the ball, but holds on to it waiting for someone to take it (i.e. a player coming from a Wing position) and is touched by the defense, the ball is declared DEAD at that spot. Rational: It isn’t fair that the Center can hold on to the ball and the defense can only look at them because they have no flag to pull. We also do not want players swiping at the ball trying to strip it.

ARTICLE 4. UNFAIR TACTICS Football has always been a game of deception and trickery involving multiple shifts, unusual formations and creative plays. However, actions or verbiage designed to confuse the defense into believing there is a problem and a snap ISN’T imminent (i.e. “wrong ball play”), or planned loose ball plays, are beyond the scope of sportsmanship and are ILLEGAL. Any team caught doing anything within the description above will be penalized: Unsportsmanlike Conduct (LOS/15).

Rule 3 – Offense & Defense Flag Football Rulebook Section 3 – Formations Page | 19

ARTICLE 1. OFFENSIVE FORMATIONS The offensive team may have NO MORE than 4 players in the backfield or they will be penalized: Illegal Formation (LOS/5) for not enough players on the Line Of Scrimmage (LOS). The Rookie, Junior and Senior teams DO NOT have to have men lined up on both sides of the center.

ARTICLE 2. FLAG OFFENSIVE FORMATION REQUIREMENTS Flag IS REQUIRED to have at least 1 man on either side of the center to provide an “A” gap to assist in lining up the defense. Because of the limitations of the Flag defense in Article 3 below, the offensive “A” gap cannot be any larger than 1 foot wide. Formations that do not comply will be penalized: Illegal Formation (LOS/5).

ARTICLE 3. FLAG DEFENSIVE FORMATION REQUIREMENTS ( Years of testing before Flag became a competitive age bracket it was determined that a 4-5 year old offensive line could not consistently execute a play if the defense lined up 9 players in the “Box”. y) A. To help the offensive line out, the defense is limited to a max of 5 players in the “BOX” at the snap of the ball.

B. The defense CANNOT be lined up directly over Center in the “BOX” at the snap of the ball, but can be lined up over Center outside the “BOX”.

C. Center/Guard “A” Gap: The defense CANNOT be lined up in the Center/Guard “A” gap in the “BOX” at the snap of the ball, but can be lined up in the “A” gap outside the “BOX”. Since the offense cannot make their “A” gap larger than 1 foot as stated in Article 2 above, lining up over the offensive Guards helps avoid being accidently caught in the “A” gap before the snap of the ball. Defensive Tackles may crash the “A” gaps at the snap of the ball.

Rule 3 – Offense & Defense Flag Football Rulebook Section 3 – Formations Page | 20

D. Defensive players outside the “BOX” may be lined up on the LOS (i.e. covering TE or WR).

E. Defensive players lined up in the “BOX” may drop back out of the “BOX” at any time. Vice Versa, if the defense has less than 5 players in the “BOX”, players may walk up into the “BOX” as long as the 5-player limit and where they are lined up at the snap of the ball is not violated.

F. If at the snap of the ball a team’s defensive players are violating the rules above, they will be penalized: Illegal Formation (LOS/5).

ARTICLE 4. PRE-SNAP MOVEMENT Two or more offensive players may be “shifting” their position at the same time but they must become set for one full second before the ball is snapped. Only 1 player may be in “motion” at the snap of the ball and their movement must be parallel to or away from the line of scrimmage or the team will be penalized: Illegal Motion (LOS/5).

ARTICLE 5. BALL CARRIER A. Ball Carriers cannot use their arms or hands to protect their flags from being pulled. The defensive player must have the opportunity to pull the ball carrier’s flags. Violation of this rule will be penalized: Flag Guarding (LOS/10).

B. Stiff-arming by the Ball Carrier to any part of the defenders body is prohibited and will be penalized: Flag Guarding (LOS/10).

C. The Ball Carrier cannot spin or hurdle to prevent a defensive player from pulling their flags and will be penalized: Flag Guarding (LOS/10). Exception: A player may leave Rationale: their feet if there is a clear indication that they have done so to avoid a collision with SAFETY

another player.

Situation: A24 is running down the sideline and B37 falls a) right in front of A24, b) 5 yards in front of A24. Result: In a) A24 may legally leave his feet to jump over the player who just fell in front of him to avoid a pile up. In b) A24 may NOT legally leave his feet because they had plenty of space to change direction.

D. The Ball Carrier MUST make an effort to avoid contact with a defender in an established position. The Ball Carrier cannot lower their shoulder and make Rationale: In both D contact with the defender. These 2 items will be penalized: Charging and E the players are (Spot/10). unpadded and these actions increases the chance of injury. E. The Ball Carrier cannot dive to get a first down, touchdown or for any other reason. This will be penalized: Diving (SPOT/10).

Article 6 – FUMBLES/MUFFS/BAD SNAPS A. There are NO “fumbles” in Flag. The defense may NEVER recover a ball that is dropped (and hits the ground). If an offensive player drops a ball and a defensive player catches it mid-air, it is considered an interception and may be advanced.

B. There are “muffs” in Flag and they can only be recovered by the offense and only in certain circumstances. . If the QB is under center and drops (muffs) the ball, the ball is considered DEAD at that spot and the play is over. Rationale: QB’s unpadded head is down at the LOS with onrushing defenders.

. If the QB is in “shotgun” formation and drops (muffs) the ball or the SNAP is bad, any of the players may pick it up and continue the play.

. If the , in “shotgun” formation drops (muffs) the ball when taking it from the referee, they may pick it up and continue the play.

Rule 3 – Offense & Defense Flag Football Rulebook Section 3 – Formations Page | 21

ARTICLE 7. STRIPPING Stripping is defined as attempting to take the ball from the grasp of a player after they have possession of it. If a player establishes possession of the football, the opponent must attempt to pull the Ball Carrier’s flags and not the ball. Stripping will be penalized: Personal Foul (LOS/15).

ARTICLE 8. BUMP & RUN Bump & Run is defined as blocking a Receiver at the LOS. This is prohibited and will be penalized: Personal Foul (LOS/15).

ARTICLE 9. FLAGGING A. Tackling is prohibited and is penalized: Personal Foul (LOS/15).

B. The player having possession of the ball is down when they take a knee or fall down, their flags are removed by an opponent or the flags inadvertently fall off (belt comes undone and part of the flag is touching the ground). [Referee’s judgment]

C. The defensive player cannot push or pull a Ball Carrier out-of-bounds and they cannot hold or push the Ball Carrier to remove their flags. An accidental touch of the body or shoulder while reaching for the flags will not be considered a penalty; however, touching of the head area will be penalized: Personal Foul (LOS/15).

D. A player may not dive to get a flag or they will be penalized: Illegal Procedure (LOS/5). [Referee’s judgment]

E. Players are prohibited from pulling off the flags of players who are not the Ball Carrier to prevent them from gaining possession of the football and running with it. This will be penalized: Illegal Procedure (LOS/5). [Referee’s judgment]

ARTICLE 10. RUSHING A. “Rushing” is defined as charging forward over the LOS into the backfield of the offense in an attempt to pull a flag. Any number of defenders may and from anywhere on the field. Defenders may rush into the Center/Guard (‘A’) gap as long as they were not lined up there at the SNAP of the ball as specified in Article 3 above.

B. A defensive player may not run over, push, or pull a blocker away from them and they cannot push the blocker down or they will be penalized: Personal Foul (LOS/15).

C. A defensive player will be restricted in the use of their hands to the blocker’s chest, shoulders and arms. Hands to the head area will be penalized Personal Foul (LOS/15).

Article 11. DOWNS & LINES TO GAIN A. Each team will have 4 consecutive downs from the point on the field they take possession of the ball to advance over the next Zone Line (20/40 yard lines) or to score a touchdown. First downs are gained when the nose of the ball touches or passes a Zone Line.

B. Once a team touches or passes the next Zone Line, it is 1st Down and Zone to Go. A team failing to move the ball to or past the next Zone Line will lose possession. The opposing team takes over at the point where the ball is declared dead and begins its series 1st Down and Zone to Go. The forward part of the ball touching any line will be the determining factor in determining a first down.

C. When the offensive team is within the last Zone and has a first down, it will be “1st and Goal to Go”.

D. At the conclusion of each down, the referee will place the ball on a providing a short and a wide side of the field as in tackle.

Rule 3 – Offense & Defense Flag Football Rulebook Section 3 – Formations Page | 22

E. Once a team gains possession of the ball, they cannot gain a first down by crossing a Zone Line they were pushed back over by penalty or any other reason.

Situation: The offense takes possession of the ball on their opponent’s 19 yard line. They have a “1st and Goal to Go”. They run a play and receive a 5 yard penalty marked from the original line of scrimmage putting them at their opponent’s 24 yard line (back across a Zone Line). They run another play and gain 6 yards putting them over the Zone Line at their opponent’s 18 yard line. Result: This is NOT a first down since they took possession in front of the 20-yard Zone Line to start the series. This is “2nd and Goal to Go”.

F. The offense starts the game at their 20, 1st Down and Zone to Go. They have the ability to gain 3 more first downs by crossing their 40, the defenses’ 40 and the defenses’ 20.

Rule 3 – Offense & Defense Flag Football Rulebook Section 4 – Coaches on the Field Page | 23

Terminology

. “outside a team’s formation” = there are no players behind or (next to) left or right of the coach

. Eligible Coach = is a volunteer who has been certified by TYFA and is not currently on any holds. Is both eligible and legal.

. Interference (against Defense – LOS/5/automatic first down) / (against Offense – LOS/5/loss of down).

A. Two (2) Eligible Coaches from each team may be permitted on the field. The coaches will instruct the players and line them up. Once the QB starts his cadence all coaches must back away “outside their team’s formation”. This includes an excited coach running down the field getting caught up in while the play is live.

B. Any coach not outside of their team’s formation or in the referee’s opinion, is not back far enough, will be penalized: Interference.

C. Coaches may not physically assist a player while the play is in motion. If a coach is caught doing this, he will be penalized: Interference.

D. Offensive and defensive coaches are allowed to give verbal guidance to their players at any time as long as in the referee’s opinion a coach is not yelling out instructions at the opposing players to try and confuse them. If this is the case, the coach will be penalized: Interference.

E. If a coach on the field gets into a verbal or physical altercation with another coach (opposing or their own), verbally attacks a player or physical touches a player (hit, push or shove) (opposing team, own team or own child), they will be EJECTED (LEVEL IV).

Rule 3 – Offense & Defense Flag Football Rulebook Section 5 – Pass Interference Page | 24

ARTICLE 1. OFFENSIVE PASS INTERFERENCE A. During a down in which a legal forward pass crosses the neutral zone, illegal contact by the offensive or defensive players is prohibited from the time the ball is snapped until it is touched by any player or an official.

B. Offensive pass interference by an offensive player beyond the neutral zone during a legal forward pass play in which a forward pass crosses the neutral zone is contact that interferes with a defensive eligible player. It is the responsibility of the offensive player to avoid the opponents.

C. It is not offensive pass interference: 1. When, after the snap, an offensive ineligible player immediately charges and contacts an opponent at a point not more than one yard beyond the neutral zone and does not continue the contact more than three yards beyond the neutral zone.

2. When 2 or more eligible players are making a simultaneous and bona fide attempt to reach, catch or bat the pass. Eligible players of either team have equal rights to the ball.

3. When the pass is in flight and 2 or more eligible players are in the area where they might receive or intercept the pass and an offensive player in that area impedes an opponent, and the pass is not catchable.

PENALTY— (LOS/15).

ARTICLE 2 – DEFENSIVE PASS INTERFERENCE Defensive pass interference is contact beyond the neutral zone by a defensive player whose intent to impede an eligible opponent is obvious and it could prevent the opponent the opportunity of receiving a catchable forward pass. When in question, a legal forward pass is catchable. Defensive pass interference occurs only after a legal forward pass is thrown.

It is not defensive pass interference: 1. When, after the snap, opposing players immediately charge and establish contact with opponents at a point that is within one yard beyond the neutral zone.

2. When two or more eligible players are making a simultaneous and bona fide attempt to reach, catch or bat the pass. Eligible players of either team have equal rights to the ball.

3. When a defensive player legally contacts an opponent before the pass is thrown.

4. When an offensive potential kicker, from scrimmage kick formation, simulates a scrimmage kick by throwing the ball high and deep, and contact by a defensive player occurs.

PENALTY— A-# means the offenses’ field location and B-# means the defenses’ field location.

The offenses’ ball at the spot of the foul, first down, if the foul occurs fewer than 15 yards beyond the previous spot. Example: The offense snaps the ball at the B-35 and a defensive player commits pass interference at B-30. The offense is given a 1st down at the B-30.

If the foul occurs 15+ yards beyond the previous spot, the offenses’ ball, first down, 15 yards from the previous spot. Example: The offense snaps the ball at the B-35 and a defensive player commits pass interference at B-10. The offense is given a 1st down at the B-20.

When the ball is snapped on or inside the defenses’ 17-yard line and outside the defenses’ 2-yard line, and the spot of the foul is on or inside the 2-yard line, the penalty from the previous spot shall place the ball at the 2-yard line, first down. Rule 3 – Offense & Defense Flag Football Rulebook Section 5 – Pass Interference Page | 25

Example: The offense snaps the ball at the B-15 and a defensive player commits pass interference in their own end zone. The offense is given a 1st down at the B-2.

No penalty enforced from outside the 2-yard line may place the ball inside the 2-yard line (Exception: On the XP Try when the snap is at the three-yard line, first down halfway between the previous spot and the goal line.) Example: The offense snaps the ball at the B-3 and a defensive player commits pass interference in their own end zone. The offense is given a 1st down at the B-1½.

If the previous spot was on or inside the 2-yard line, first down halfway between the previous spot and the goal line. Example: The offense snaps the ball at the B-2 and a defensive player commits pass interference in their own end zone. The offense is given a 1st down at the B-1.

Rule 3 – Offense & Defense Flag Football Rulebook Section 6 – More than 9 Players on the Field Page | 26

This is 4 and 5 year old Flag. Even with 2 coaches on the field this can be a nightmare to handle as these kids love to push and shove, lay down, make angels in the grass or chase butterflies, so it is not that important to worry about how many players are in the huddle or broke the huddle.

The only thing that is of importance is if, and only if the ball is SNAPPED and the offense or defense has more than 9 players ON THE FIELD. If so, the referee will penalize: To many men on the field (LOS/5).

Rule 3 – Offense & Defense Flag Football Rulebook Section 7 – Ball Placement Page | 27

The Rule: If the previous play ends between the hash marks, the ball is placed at the spot the play ended. If the previous play ends out of bounds or outside of the hash marks, the ball is spotted at the nearest hash marks.

Common issue: If there are no HASH MARKS on the field and a ball is required to be placed on a hash, the referees should take 10 steps left or right from mid-field. This will suffice for the requirement.

Rule 3 – Offense & Defense Flag Football Rulebook Section 7 – Ball Placement Page | 28

Rule 3 – Offense & Defense Flag Football Rulebook Section 8 – Referee Conference Page | 28

Because all games of a TYFA season have a profound effect on teams for this like making the playoffs, their seeding and winning or losing a state championships, it is REQUIRED by TYFA rules that a referee crew must hold a conference of all the referees on the field to discuss and collectively make, in their opinion, the best call on any play that:

. has a penalty affect a score or turn over . has a turn over

The conference doesn’t have to be long, but all opinions must be considered and any referee, White Hat or not can be overturned for the benefit of the kids.

Rule 3 – Offense & Defense Flag Football Rulebook Section 8 – Referee Conference Page | 29

Rule 3 – Offense & Defense Flag Football Rulebook Section 9 – Flags Page | 29

ARTICLE 1. ILLEGAL WEARING OF THE FLAGS If a head coach makes a comment or a referee sees with their own eyes that a flag set does not seem to come off even when a player is holding on to it or in some cases a player is dragged, they should walk up to the player and check that the flags are not secured preventing them from coming off. The securing of flags to the body, waist, belt or tying is prohibited. A team will be penalized: Unsportsmanlike Conduct (LOS/15) the first time, the second time the head coach will be EJECTED (Level III) and the third time the White Hat will declare a Class B Forfeit. Different players can be caught to satisfy the requirements for punishment.

Article 1 also applies to “TYING A KNOT” on the belt adjacent to the clasp to try and get an advantage. If a knot is found on the belt next to the clasp the team will be penalized as above.

ARTICLE 2. ILLEGAL FLAGS If a head coach points out to a referee that a player has on the wrong type of flags, the referee should take a quick look. If the flags are not the 3-Flag Belt, but instead Velcro, Socket or Suction the team will be penalized: Unsportsmanlike Conduct (LOS/15). The referee should check the remainder of the belts. All incorrect belts need to come off. If that leaves the team with no flags and their opponent does not wish to share any flags, the White Hat will declare a Class B Forfeit on the team without flags.

ARTICLE 3. AMOUNT OF REQUIRED FLAGS A team may play a game with only 1 legal flag on the Quarterback. What that means is that any player other than the Quarterback that receives possession of the ball will be considered immediately down where they take possession of the ball.

Situation: Only the QB has a flag and he throws it to a Receiver. Result: The Receiver is consider ‘flagged’ where he catches the ball.

Situation: A defensive player does not have a flag and intercepts the ball. Result: The player is considered ‘flagged’ where he intercepts the ball.

Rule 3 – Offense & Defense Flag Football Rulebook Section 10 – Miscellaneous Items Page | 30

ARTICLE 1. TOUCHBACK If the offense losses possession of the ball into and or out of their opponents end zone, the ball will be placed on the defenses’ 20 yard line, 1st and Zone to Go. The defense now becomes offense. If the offense punts the ball and it rolls into the receiving team’s end zone, the ball will be placed on the receiving team’s 20 yard line, 1st and Zone to Go.

ARTICLE 2. HOLDING A. Holding is defined as any player who reaches out and grabs another player regardless if that player has the ball or not and will be penalized.

B. If in the process of trying to pull flags a player grabs jersey and that jersey was tucked in or does not cover the ball carrier’s flags in anyway (referee’s judgment), the player will be penalized: Holding (SPOT/10).

C. If in the process of trying to pull flags a player grabs jersey and that jersey was not tucked and or covers the ball carrier’s flags in some way (referee’s judgment), the player is NOT charged with a Holding penalty.

D. If a player just grabs on to another player and won’t let them go, they will be penalized: Holding (LOS/10).

Rule 4 – Special Teams Table of Contents

Section 1. Special Teams ...... 32 Article 1. Kickoffs ...... 32 Article 2. Punts ...... 32

Rule 4 – Special Teams Flag Football Rulebook Section 1 – Special Teams Page | 32

ARTICLE 1. KICKOFFS There are NO Kickoffs in Flag. The ball is placed on Offense’s 20-yard line; 1st and Zone to Go.

ARTICLE 2. PUNTS A. On 4th down the offense MUST declare whether they are “going to punt” or “not”. Once the offense declares their intent they cannot change their mind unless EITHER team calls a time out.

B. The Flag Punt is a FREE play so all players except the Punter and 1 or 2 Punt Returners MUST take a knee on their side of the ball until the ball is declared dead.

C. Once the offensive coaches have set their team they need to stand behind their Punter. The defensive coaches must move behind their Punter Returners. The defensive coaches must make every effort to get out of the way of a ball if it comes their way. If the coach makes contact with a player or the ball they will be penalized: Interference (EOP/15) assessed after the punt.

D. A Flag punt is a thrown ball and therefore there are no “Fake” punts allowed. Teams MAY NEVER “Quick Kick”.

E. The referee will pick up the ball and hold it out in front of the Punter. The Punter has the normal 45-second play clock to take the ball and punt (throw) it or they will be penalized: Delay of Game (LOS/5). If the ball is muffed it may be picked up and the play continues.

F. Where the ball is caught, stops rolling or goes out of bounds is where the ball is declared DEAD and the defense now becomes the offense; 1st and Zone to Go. If the ball rolls into the End Zone it is a Touchback with the ball being brought out to the 20 yard line; 1st and Zone to Go.

Rule 5 – Contact Table of Contents

Section 1. Blocking ...... 34 Article 1. Block in the Back (above the Waist) ...... 34 Article 2. Blocking ...... 34 Article 3. Roughing the Passer ...... 34

Rule 5 – Contact Flag Football Rulebook Section 1 - Blocking Page | 34

ARTICLE 1. Block in the Back (above the waist) A block in the back is illegal. Penalized: (LOS/10). Safety if against Team A in their own end zone.

Exceptions: The blocking zone is a rectangle centered on the middle lineman of the offensive formation and extending five yards laterally and three yards longitudinally in each direction. The blocking zone disintegrates when the ball leaves the zone.

A. Offensive players who are on the line of scrimmage at the snap within the blocking zone may legally block in the back, subject to the following restrictions:

1. A player on the line of scrimmage within the blocking zone may not leave the zone and return and legally clip.

2. The blocking zone disintegrates when the ball leaves the zone.

B. When a player turns his back to a potential blocker who has committed himself in intent and direction or movement.

C. When an eligible player behind the neutral zone pushes an opponent above the waist to get to a forward pass.

ARTICLE 2. Blocking A. Lineman may use their hands to block. The Lineman must have their arms straight out in front of them and may only make contact with the defensive player’s shoulders, arms and chest.

B. A Blocker must be on his feet at all times while blocking. All Lineman, except the Center, may not be in a 3- point stance or otherwise spring from a coiled or crouching start. Instead, they will simply stand at the line of scrimmage (2-point stance acceptable) and await the snap. The Center, though crouching, must first stand up before attempting to block a rusher or will be penalized: Illegal Block (LOS/5).

C. Cross body, roll blocking, punch blocking, elbowing, knee blocking or hands to the head area is prohibited and will be penalized: Personal Foul (LOS/15).

D. There will be no interlocking blocking which will be penalized: Illegal Block (LOS/5).

ARTICLE 3. Roughing the Passer A defensive player must go for a passer’s flags; not the passer’s arm to block a pass.

Penalty – (EOP/15/automatic 1st if pass completed) otherwise (LOS/15/automatic 1st).

Rule 6 – Contact Table of Contents

Section 1. Conduct ...... 36 Article 1. Verbal & Physical Conduct ...... 36 Article 2. Conduct with a Referee ...... 36

Rule 6 – Conduct Flag Football Rulebook Section 1 – Conduct Page | 36

ARTICLE 1. VERBAL & PHYSICAL CONDUCT A. If a Badged Athlete uses their cast as a weapon they will be penalized: Personal Foul (LOS/15) and EJECTED (Level IV) WITHOUT prior warning.

B. TYFA Participants making unsportsmanlike comments, using abusive, threatening or obscene language or gesturing, or engage in such acts that provoke ill will or are demeaning to an opponent, referees, athlete, spectator or Black Shirts during or after a game will be charged with a (Level IV Violation). The following is a list of possible violations. It is not all inclusive.

• Pointing the finger(s), hand(s), arm(s) or ball at an opponent, or imitating the slashing of the throat • Taunting, baiting or ridiculing an opponent verbally • Inciting an opponent or spectators in any other way, such as simulating the firing of a weapon • Excessive profanity or gratuitous use of racial slurs

C. TYFA Participants will not criticize/berate TYFA Participants (regardless if they are relatives) or they will be charged with a (Level IV Violation).

D. TYFA Participants that attempt and/or actually come to blows (touching in any way) with another TYFA Participant or spectator (opponent or same organization) will be charged with a (Level IV Violation).

E. Badged Volunteers who touch Badged Athletes in anger (regardless if they are relatives) will be charged with a (Level IV Violation).

F. Badged Volunteers who are discovered telling a Badged Athlete to hurt another (paid bounty or not) will be charged with a (Level V Violation).

G. If any violation of items B thru F happen on the field or sideline, the TYFA Participant will be EJECTED as well as be charged with the violation listed.

ARTICLE 2. CONDUCT WITH A REFEREE If a TYFA Participant intentionally contacts a Referee physically with anger during the game, they will be penalized: Personal Foul (LOS/15) and EJECTED (Level IV). If a TYFA Participant verbally abuses a Referee during the game, they will be penalized: Unsportsmanlike Conduct (LOS/15) and EJECTED (Level IV). If a TYFA Participant does either of these at any other time they are at the TYFA Event, they will be charged with a (Level IV Violation).