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Columbia River Clash Full Field 8v8 Contact Rule Book Rules and penalties outlined below are outlined specifically for . Any rule or penalty not explicitly outlined by this document will default to the (www.nfl.com/rulebook.)

OFFICIALS AND GAME CONTROL

REFEREES AND DIRECTOR The game will be played under the supervision of two (2) to four (4) game officials. The officials used consist of: Head Referee, line judges, and back judge. Other team’s players or volunteers may be used to supplement the reffing crew as needed as sideline judges.

All referees are held accountable to the stated standards laid out by the League/Tournament Director. Teams that have any issue with referees will report their complaints to the Director as soon as possible.

Referees will ensure that all team representatives abide by any and all rules outlined in this document. Team representatives shall include any players, team managers, coaches, and other non-playing group members in attendance. The Head Referee represents the final arbiter of any matters that arise during competition. The Director represents the final arbiter of any other league/tournament matters.

TEAM CAPTAINS Each team will designate two team captains to confer with for discussions on offense and defense. Any decisions made by the on field captain and the referee are final and irrevocable. Captains are the only players eligible to confer with referees regarding calls, penalties and any other decisions or consultation required during the game. Players will deliver any on field complaints to their own team captains for clarification with the referee. Referee will ensure more leeway to the role of the team captain to address grievances with the reffing crew.

FORFEITURES Games forfeited at any point before or during a game, up until and not after the final 2 minutes, will result in the winning team receiving +14 to the resultant score. (Rule will have implications for playoffs/tournament bracket.)

PLAYOFF SEEDING Top teams make playoffs, seeding will be determined in order by: ● Overall record ● Head to head record ● Total point differential ● Points scored against ● Points scored for

PENALTIES, FOULS AND CONTACT

LEGAL CONTACT AND THE FRAME 8v8 full field flag football is a contact format game. Legal contact shall be defined as all contact between the front of the player’s shoulders traveling to the player’s waist and hips; known from here on as the “Frame.” All initiated contact within the game shall occur within the Frame, and any other contact outside of that may be subject to penalties if observed by the referee, including illegal contact to the carrier. Incidental contact may be waived on a case by case basis at the discretion of the Head Referee. Contact with the Ball Carrier shall always be in an attempt to pull their flags.

LIVE BALL FOUL PROCEDURE When a foul occurs during a live ball the Referee will, at the end of the down, notify the offended Captain of his options. The Captain’s choice of options may not be revoked.

MULTIPLE OR OFFSETTING PENALTIES If offsetting fouls occur during a down, that down will be repeated. When a live ball foul is followed by a foul by the opponent, the penalties are administered separately and in the order of occurrence. All unsportsmanlike fouls are penalized separately and in addition to those occurring during a live play. When two (2) or more live ball fouls are committed by the same team, only one penalty may be chosen except when a foul(s) for follows a previous foul.

FOUL BETWEEN DOWNS Any off ball penalties that do not require a loss of down will result in the penalty being assessed after the result of the play. If the result of the play achieves a first down by crossing the Line-to-Gain and penalties bring the spot of the ball back behind the Line-to-Gain, the offense will be required to pass two lines-to-gain to achieve another first down.

DISCIPLINARY ACTIONS The Head referee will have the ability to place players in a “Cool Down” in addition to ejecting incompliant players from the game at their discretion.

“COOL DOWN” Prior to an ejection the referee may declare that a player requires a “cool-down.” Players must think of this as a warning prior to being ejected. A cool-down will consist of a removal from play for either 5 plays or 5 minutes of game time, whichever occurs first. If they refuse to leave the field, they may be ejected and forced to leave the grounds altogether and risk being disqualified for the remainder of the season/tournament.

EJECTIONS Any ejected player must not only leave the game but must also physically leave the premises. Offenses that may require an ejection include: ● Any players fighting during sanctioned events. ● Violent flagrant fouls. ● Any continued agitation or provocation toward anyone on the field. ● Any player who touches or threatens an Official, an employee, or staff member is automatically ejected.

SUSPENSIONS Any player ejected from a sanctioned event is automatically suspended from future play until a meeting with the Director occurs, and only when the Director grants reinstatement.

UNFAIR AND UNSPORTSMANLIKE ACTS Any obvious unfair or unsportsmanlike act not specifically covered by the rule book may be grounds for ejection or disqualification made at the discretion of the Head Referee.

Additionally, a Referee may enforce any penalty he considers equitable from anything up and to the awarding of a score if a team is repeatedly committing fouls that can be penalized only by halving the distance to the goal line, or some other equally infringing behavior not outlined within these rules.

Personal fouls and prohibited acts will include (yet not limited to): ● Deliberate contact with an opponent who is on the ground. ● Throwing the ball carrier to the ground. ● Unnecessary roughness of any nature. ● A Ball Carrier deliberately driving or running into a defensive player. ● A defensive player deliberately driving or running into the Ball Carrier. ● Roughing of any defenseless player on the field ie, passer, center, . ● Abusive or insulting language. ● Any acts of unfair play. ● Managers, Coaches, or others on the field of play at any time. ● Unduly interfering with a player while the ball is live. ● Intentionally pulling or removing the flags from a player without the ball. ● Any other flagrant, deliberate, or violent act outside the bounds of good sportsmanship. *Penalties: Unsportsmanlike, roughing, personal foul - 15 yds

THE FIELD OF PLAY

FIELD AND DIMENSIONS The game will be played between two teams of eight (8) players each on a regulation football field or comparable sized field and dimensions, as space constraints may require. Any change in field dimensions is at the discretion of the Head Referee.

LINE-TO-GAIN AND GOAL LINE MARKINGS There will be two (2) end zones and three or four (3-4) Line-To-Gain markers that are placed at both team’s 20 and 40 yard lines (or modified field equivalent lines.) Noticeable markings will be placed at the inside corner of each intersection of the with the goal lines and the end lines. The entire width of each goal line will be part of the .

SIDELINE TEAM BOX (20 to 20 Rule) On each sideline, a team box area is designated between the 20-yard lines for the players, coaches, and authorized attendants. Players on the sidelines are required to stay within “Box” during play. *Penalty: players outside the team box - 1st offense warning, subsequent 5 yd

COIN TOSS or (Rock – Paper – Scissors) The referee will toss a coin in the presence of the opposing team captains, and the AWAY captain will call heads or tails prior to the flip. If no coin is available, captains will play one gentlemanly round of rock – paper – scissors to determine the winner. The winner of the “toss” will be given his choice of starting on defense or offense for the first half, for which the losing team will choose direction and accept the opposite in return for the second half.

SUBSTITUTIONS / TOO MANY PLAYERS ON THE FIELD Substitutions may occur at any point by either team. However, upon the of the ball if either offense or defense has more than 8 players on the field they will be flagged for too many men on the field, penalized 5 yards and replay of the down. Offensive substitutions meant to deceive the defense prior to snap will be called for an unsportsmanlike penalty on the discretion of the Head Referee. *Penalty: too many players on the field - 5 yd

INADVERTENT WHISTLE Inadvertent whistles during play will result in a dead ball. The team in possession of the ball at the time of the whistle will have the option of the result of the play at the point at which the play was declared dead or may choose to replay the down from the previous spot of the ball.

EQUIPMENT

BALL The game ball must be of equal size and shape as a regulation NFL football or similar adult size. The Referee will be the sole judge of any ball offered for play.

UNIFORMS Players of opposing teams must wear contrasting colored jerseys, with number on the back required. If both teams have similar colored jerseys, the visiting team must make any uniform changes required unless the home team has secondary jerseys. T-Shirts or numberless shirts may be allowed in this scenario.

The pants must be a different color than the flags. If team has shorts with piping or marking that appears similar to a flag hanging on the hips, the Referee has the ability to ask them to change shorts, or in a rare case require that they add an additional flag to their belt. Teams that cannot comply with this rule will play one (1) hand touch, and only if the Referee determines it is an advantage to the team with the shorts out of compliance. No article of clothing may cover any portion of a player’s flags at the start of all play. Jerseys must be tucked in. First uniform offense is a warning. After second warning player will be called down by a hand touch rule if the official determines the covered portion prevented a pulled flag. Third warning will be considered a flag guard and called when a defensive player makes an attempt at the flag. *Penalty: flag guarding, spot foul - 5 yd

SHOES Shoes may not be metal tipped, aka baseball style cleats. However rubber cleats with a smooth metal bottom are permitted. If a player is caught wearing illegal shoes during the game, that player will be ejected and the team charged with a penalty. *Penalty: unsportsmanlike - 15 yd

FLAGS Each player on the field must wear a Sonic Boom or Pop-it Style flag belt with 2 flags that must be placed on each side of the player's hips at the start of every play. The flags must be of contrasting color with the pants. Flags or attachment system must not be altered. Towels worn on the waist exposed will be considered and treated as a flag during play. If a tampered belt or flag is found on any player, all flags and belts on the entire team will be subject to inspection by the Head Referee. Team may be disqualified if further offenses are found. *Penalty: unsportsmanlike - 15 yd

ILLEGAL EQUIPMENT Unless prior arrangement is made with the Director, the use of headgear or any nature of shoulder pads, arm pads, etc regardless of material is prohibited. Baseball hats are strictly prohibited. The wearing of any type of unyielding or potentially dangerous equipment is prohibited. Knee braces will be covered by a soft yielding material. No loose jewelry of any kind will be worn (excluding stud earrings and necklaces tucked under the uniform.)

GAME AND CLOCK MANAGEMENT

TIME OF GAME Total game time should be approximately one (1) hour long. Playing time will be 44 game minutes in duration divided into two (2) 22 minute periods, with one (1) three minute half-time intermission. In the case where is used, there will be a two-minute intermission. See OVERTIME RULES.

STARTING THE GAME AND MINIMUM PLAYERS To begin the game a team must have a minimum of six (6) players to start, and a minimum of seven players at half-time to finish. If a seventh player has not arrived by halftime the game will be called a by the referee. Refs will use their discretion to foster a game, even in the event of a forfeiture; ie if both teams would like to continue to play under modified units.

GAME CLOCK The clock will start running when the ball is legally snapped. Normal game clock will only stop for time- outs. The clock will run continuously each half until the final two (2) minutes of the Game.

PLAY CLOCK The will be 25 seconds long. The play clock shall start upon the accurate placement of the down markers or referee’s discretion based on previous play. Teams failing to snap the ball prior to the play clock expiring will be assessed a penalty. *Penalty: delay of game - 5 yd from previous spot

TWO MINUTE WARNING Approximately two (2) minutes before the end of the second period only, the Referee will stop the clock and inform the opposing Captains of a 2 minute warning. Clock does not stop for incomplete hand-offs, laterals and .

CLOCK MANAGEMENT AT END OF GAME (2 Minute Drill) During the final two minutes of the game the clock will stop for a(n): ● Incomplete passes. ● Out-of-bounds dead ball. ● Scoring of any kind. ● During Try-For-Point. ● Delay of game penalty called on team in the lead. ● Penalty administration, clock re-start is dependent on previous play ● First downs, clock restart is dependent on previous play

REFEREE TIME OUT The Referee may call time outs throughout the game at their discretion; ie, injuries, discussions, penalties, field equipment, dealing with any other on field issues, etc.

TEAM TIME OUT Teams receive three (3) time outs to start the game. Teams may call time outs at any point. Time out will be 30 seconds in length. The referees will keep track and warn teams of their remaining time outs. Teams are only allowed to carry two (2) time outs into the final two minutes of regulation. If games go into overtime a team will be granted one (1) time out during an overtime period. The Referee will warn both teams when fifteen (15) seconds of time remains. When the timeout expires the team then has 25 seconds of play clock to put the ball in play.

DELAYING THE GAME Failure to snap the ball prior to play clock expiration is an illegal delay of game penalty. Any defensive player that pulls the flag of an offensive player and otherwise: tosses them, does not drop them immediately, or does not hand them to the offensive player, will be called for a delay of game penalty. The ball must be put in play promptly and legally. Any action or inaction that tends to prevent the ball from being put in play may be an illegal delay of game penalty. *Penalty: delay of game - 5 yd and stops clock within 2 minutes CHANGE IN PLAYING TIME Before the start of the game, playing time may be shortened by mutual agreement of the Team Captains and the Head Referee. Anytime during the game, the playing time of any remaining period(s) may be shortened by mutual agreement of the opposing Captains and the Head Referee. If at anytime the play clock needs to be reset due to error or failure of clock equipment it will be completed at the discretion of the Head Referee.

OVERTIME RULES There will be a two (2) minute intermission at the end of a tie game during which both teams may confer with their players. Officials will assemble at the 50-yards line and review the overtime procedure during the 2 minute intermission.

OVERTIME COIN TOSS/ Rock – Paper - Scissors Captains will assemble for an overtime coin toss. See coin toss under OFFICIALS section.

OVERTIME FORMAT Overtime format will follow Kansas City Style Tie Breaker rules. Each team will have an equal number of opportunities to score, starting from the 15 yard line. Upon scoring, the team will declare a Try for Point as well. All regulation rules, including play clock apply, but with no game clock.

Regular season or Seeding Round games will only have one (1) overtime period, if game still results in a tie one of two options will occur. 1) If game is a regular season league game it will be recorded as a tie. 2) If game is a seeding round game as part of a tournament, the game will go into sudden death. Teams will each have one offense down from the opponent’s 20yrd line to get as far as they can. If both teams score, it will go into a second sudden death round, and so forth. If neither team scores the winning team will be the team that has advanced the ball closes to the goal line.

Playoffs or Tournament Bracket games will play as many overtimes needed until there is a winner. Referee will ensure the teams switch the order of Offense and Defense in each additional overtime. Teams will be required to go for 2pt conversions after the first overtime.

If a third or fourth overtime is necessary play will start from the 5 yrd line, and one play to score. If a 5th or more overtime periods are required it becomes sudden death.

TIME OUTS IN OVERTIME Unused time outs from the regulation game are not usable in overtime. Each team will be permitted one (1) time out during overtime periods.

STARTING PLAY

LINE OF SCRIMMAGE The start of each half and each change of possession after a will start with the ball being placed on the 30-yard line to mark the . The team in possession must always have at least three (3) men on the line of scrimmage. Players lined up on either side of the center (lineman) must have their heads no farther back than the centers hips as he bends over to hike the ball to be considered ON the line of scrimmage. The defense may have any number of players on the line of scrimmage but must line up between line gaps. A defensive man lining up head to head with an offensive lineman at the snap of the ball will result in an illegal formation penalty. *Penalty: lining head-up - 5 yd and a replay down

LEGAL SNAP At all times the snap must come from between the Center’s legs, and the Center’s shoulders must be parallel to the line of scrimmage. Using acts or words by the defensive team that are designed to disconcert an offensive team at the snap will be flagged for an unsportsmanlike penalty. *Penalty: unsportsmanlike mimic snap count - 15 yd

DEAD BALL FROM SNAP A dead ball from snap will only be called if the ball is dropped by the passer or if the ball is snapped above and beyond the passers head. A dead ball will be spotted at the place the ball hit the turf. A dead ball will not be called on a dribbled snap out of shotgun that the passer picks up cleanly. (This is known as the Double Bobble rule)

SCRIMMAGE FOULS AND SHIFTING / MOTION FOULS All shifts and motion must comply with the NFL rule book. One player not on the line of scrimmage may be moving in lateral motion prior to and during the snap. Multiple players may move as long as they come to a complete stop and remain stationary for one second prior to snap.

SCORING Methods of scoring include: ● Touchdown: 6 points ● PAT from 5 yards: 1 point ● PAT from 10 yards: 2 points ● PAT Defensive Return: 2 points ● Safety: 2 points

AFTER SCORE INSPECTION Any ball carrier scoring must have their belts inspected by the nearest referee. The referee will make every attempt to quickly inspect the belts after a touchdown. Any tampering found will result in an unsportsmanlike penalty. Any removal of the belt or flags prior to referee inspection will also be assessed as an unsportsmanlike penalty. *Penalty: unsportsmanlike belt tampering - 15 yd previous spot, waive TD

TOUCHDOWN A ball carrier legally in possession of the ball and breaking the plane with the ball across the opponent’s goal line will result in a touchdown.

POINT AFTER TOUCHDOWN (PAT) AND DECLARATION After a touchdown is scored a team is given the choice to “Declare” their PAT. The Team Captain will Declare to the Head Referee if they are going for one (1) extra point or two (2.) Try for one is attempted from the 5 yard line, and try for two is attempted from the 10 yard line.

Teams that wish to change their Declaration must use a timeout. If offsetting live ball fouls occur during the PAT, the down will be re-played. When a penalty is incurred by the defense during a successful PAT, the enforcement of the penalty will occur at the start of the opponent’s following possession.

PAT DEFENSIVE RETURN If the defense team returns an from a PAT to their opponent’s end zone, two (2) points will be awarded.

SAFETY If at any point the ball carrier has their flags pulled within their own end zone it will be called a safety. Additionally, if the ball is declared dead, fumbled, or downed by the offensive team in their own end zone the play will result in a safety. There will be no modified kick off after a safety. Instead (2) points will be awarded, and the ball will change possession and be placed at the 40 yard line (or modified field equivalent lines.)

KICKING There will be no kick-offs performed in this version 8v8 format. All possessions start from scrimmage placed by the referee.

PUNTING The ball may be legally punted by the offensive team on any down and at any time during play prior to a and before crossing the line of scrimmage. Undeclared punts place no play restriction upon the defensive or offensive teams.

ROUGHING THE PUNTER Roughing the punter penalty will be called when any contact occurs to the punter outside of the waist, hips and buttocks, and only when the punter is in the punting motion. This will also include any contact to planting leg of the punter. Incidental contact with the punter may be waived off at the discretion of the referee. Any player in possession of the ball is considered a Ball Carrier when not in a punting motion. *Penalty: roughing a defenseless player - 15 yd

DECLARED PUNTS Any “Declared Punts” must be announced to the Head Referee and the referee will inform the defensive team prior to continuing play. Once a Declared is called both teams must place least five (5) players on the line of scrimmage and must remain motionless until the punt is made. Once a team has Declared a Punt they may only reverse the declaration after calling a time out. Teams without five men on the Line of Scrimmage during a Declared Punt, or a player leaves the line of scrimmage prior to the punt, will be called for an illegal formation penalty. *Penalty: illegal formation - 5 yd, replay down

DEAD BALL AFTER PUNTS Any legal punts may be returned if caught by the receiving team. In the event that the kicking team catches the ball, the ball will be considered dead. Any other punted ball will be considered dead at the point that it touches the ground, or at the assumed location on the sideline.

OFFENSE

ADVANCING THE BALL The team in possession of the ball will have four (4) consecutive downs to advance the ball to the next Line-To-Gain. Crossing the Lines-To-Gain will result in a first down. Four (4) Line-To-Gain markers are placed at both team’s 20 and 40 yard lines (or modified field equivalent lines.) Teams may advance the ball by completing a legal forward pass, or by running with the ball. The ball may change teammate possession any number of times during a play by handing the ball off or legal pitching between players, until the ball is declared dead by a referee.

LEGAL FORWARD PASS One forward pass may be thrown by the offensive team provided the passer is not completely across the Line of Scrimmage when throwing the ball. All players are eligible to touch, throw, or catch a pass. When a legal forward pass touches the ground or anything out-of-bounds it becomes dead and is ruled as an with the ball being placed at the previous spot.

ILLEGAL FORWARD PASS A forward pass is illegal if the entirety of the passers body has passed the Line of Scrimmage upon the release of the ball. More than one forward pass per down will be considered an illegal pass. *Penalty: illegal forward pass - 10 yd

SACKING OR DOWNING OF THE PASSER If a flag is pulled while the passer is in the motion of throwing and the ball is subsequently released, no sack will occur and the passer will not be declared down. If a flag pull occurs during the throwing motion and the passer does not release the ball, the passer will be considered a Ball Carrier and sacked and down at that spot. Any other instance of pulling the flag of the Ball Carrier will apply to a potential passer.

ROUGHING THE PASSER Roughing the passer penalty will be called when any contact occurs to the passer outside of the waist, hips and buttocks, and only when the passer is in the passing motion. This will also include any contact to the throwing arm of the passer. Incidental contact with the legs and stomach of the passer may be waived off at the discretion of the referee. Any player in possession of the ball is considered a Ball Carrier when not in a passing motion. *Penalty: roughing a defenseless player - 15 yd

ROUGHING THE CENTER Roughing the center penalty will be called when any contact occurs to the center prior to beginning his pass pattern or having stood head up to block. *Penalty: roughing a defenseless player - 15 yd

CATCH aka COMPLETED FORWARD PASS A forward pass is complete when the offensive player places at least one (1) foot inbounds and maintains possession of the ball throughout their catch. A player making a diving catch may get up and advance the ball if the player is untouched on the ground.

If a legal forward pass is caught simultaneously by an offensive player and a defensive player, the possession will be granted to the offensive team and be declared a dead ball at that spot. A simultaneous catch call is left to the discretion of the Head Referee.

Any offensive player who goes out-of-bounds on his own volition during a passing down, loses his eligibility to catch the ball until the ball has been touched by another player. Any ball caught by this ineligible player prior to being touched by any other player will be waived dead, and the ball will be placed at the prior line of scrimmage with a loss of down.

PITCHES, LATERALS, AND FUMBLES The ball may change possession any number of times during a play by handing the ball off or legal pitching between players, until the ball is declared dead by a referee.

A pitch or caught in flight and kept in bounds can be advanced by any player. This includes any ball not clearly possessed by any player such as a bobbled catch, snap, or hand off. A backward pass or is dead at the spot when it touches the ground or where it goes out of bounds. The ball belongs to the team last in possession unless turned over on downs.

Balls may not be stripped from the Ball Carrier. Any attempt to strip the ball from the Ball Carrier will be penalized for illegal contact. *Penalty: illegal contact - 10 yd

BALL CARRIER LEAVING THEIR FEET The Ball Carrier may not leave his feet to advance the ball. Leaving their feet shall be any act for which a ball carrier left their feet to gain yardage; ie, diving, leaping, sliding, etc. A ball carrier may ONLY leave his feet to avoid head-on collisions or injury. The interpretation of this rule is left to the Referee’s discretion. *Penalty: ball carrier leaving his feet - 10 yd from spot of infraction

FOREWORD PROGRESS BALL PLACEMENT The forward progress of the ball will be used to determine the succeeding spot, rather than the flag or flag belt. Ball carriers who stretch the ball for a first downs and/or will be given the forward progress upon a flag pull. If the ball carrier does not stretch the ball, the spot may be marked from the spot where the flags are pulled as the ball would be close to the body and assumed to be in line with the hips. If a ball carrier touches the ground with any part of their body or ball, aside from their open hand or feet, that spot will mark their forward progress.

FLAG GUARDING Ball carriers MAY NOT shield their flags with their arms, elbows, or ball to prevent the opponent from de-flagging them. Any intentional or unintentional obstruction of the flags by the ball carrier will result in a flag guarding penalty. Flags must be positioned on both sides of the players hips at the start of play. *Penalty: flag guarding - 5 yd spot of foul

BALL CARRIER ILLEGAL CONTACT It is incumbent upon the ball carrier to avoid the defensive players. If at any point the ball carrier runs into the defensive player without any attempt to avoid them, the ball carrier will be called down and an illegal contact penalty will be called. *Penalty: illegal contact offense - 10 yd spot of foul

BLOCKING The Men’s Competitive format allows blocking at the Line of scrimmage and downfield. A block shall be considered legal if it is made with arms extended and palms out, with contact occurring within the Frame. Players using locked hands, elbows, or any part of the forearm will be flagged as an illegal block. Grabbing or otherwise holding the defensive player will be called for holding. Consistent or intentional illegal blocks, such as lowering the shoulder or charging the arms, will warrant a 15 yard unsportsmanlike penalty for each infraction, and may place the offending players in jeopardy of ejection. *Penalty: illegal contact offense - 10 yd spot of foul *Penalty: offensive holding - 10 yd spot of foul

OFFENSIVE ILLEGAL CONTACT Contact to areas outside the Frame will be called as an illegal contact penalty. However, an offensive lineman making contact with the back of a defensive lineman whilst spinning or otherwise exposing his back to the offensive lineman during rushing will not be subject to an illegal contact penalty. *Penalty: illegal contact offense - 10 yd spot of foul

WITHIN 5 YARD RESTRICTION No offensive player may (run from snap or hand off) between tackles (or tackle box…nearest two players from the center) if they are 5 yards or closer to the endzone. The offense may shuffle pass between the tackles without committing an infraction. *Penalty: rushing between tackles - 5 yd from previous spot + loss of down

DEFENSE

FLAG PULLING The defensive player may obstruct the forward progress of the Ball Carrier in an attempt to pull the flag. Flags that are legally pulled from the ball carrier will down the Ball Carrier, and the play will be called dead at the spot of the ball when flags were pulled. The player who removes the flags or flag belt from the ball carrier should immediately drop the flags or hand them to the opponent or referee. Players flagrantly throwing the flags will be penalized. *Penalty: delay of game - 5 yd from previous spot

OTHER FLAG ISSUES Flags that incidentally come off of a Ball Carrier during a play will require the defense to perform a one hand touch rule to down the Ball Carrier. Offensive players must have possession of the ball before they can be legally de-flagged. A penalty will be assessed to any player intentionally pulls the flags of anyone but the Ball Carrier. *Penalty: unsportsmanlike deflagging - 15 yd from previous spot

DEFENSIVE HOLDING Defensive holding may occur to a Ball Carrier who is grabbed or held by any part of their body or clothing. Holding may also occur to a receiver who is grabbed or held while running their route. The offense has the ability to decline the penalty if they prefer the result of the play. *Penalty: defensive holding - 5 yd from previous spot, automatic first down

BALL CARRIER FORCED OUT OF BOUNDS Any defensive player may force the ball carrier out of bounds only if contact with the ball carrier is initiated by an attempt to pull a flag.

JAMMING RECEIVERS Jamming receivers within 5 yards of the line of scrimmage is a legal move as long as the technique is initiated within the Frame. Further contact beyond 5 yards from the line of scrimmage will be flagged for defensive holding. *Penalty: defensive holding - 5 yd from previous spot, automatic first down

DEFENSIVE ILLEGAL CONTACT Contact to areas outside the Frame will be called as an illegal contact penalty. *Penalty: defensive illegal contact - 10 yd from previous spot

PASS INTERFERENCE All passes may be considered catchable by default until waived off at the discretion of the referee. Two players making incidental contact while attempting to make a play on the ball will not be considered .

OFFENSIVE INTERFERENCE See NFL rulebook on offensive interference. *Penalty: pass interference - 10 yd from previous spot, loss of down

DEFENSIVE INTERFERENCE See NFL rulebook on defensive interference. *Penalty: pass interference - spot of foul, automatic first down

OFFSIDES aka “FREE PLAY” An Offside penalty occurs when the ball is snapped and a defender is past the line of scrimmage. A play where an offsides penalty has occurred will not be called dead, as the offense may decline the penalty and take the yardage gained on the play. This is colloquially known as a “free-play.” If a defender jumps across the line but gets back to his side before the snap will not be assessed a penalty. There will be no penalty for unabated rush to the passer, the play must continue until the ball is declared dead. *Penalty: offsides - 5 yd previous spot

ENCROACHMENT Encroachment is when a defender touches an offensive player prior to snap. *Penalty: encroachment - 5 yd previous spot

NEUTRAL ZONE INFRACTIONS aka DRAWING THE OFFENSE OFFSIDES A Neutral Zone Infraction occurs when a defender moves beyond the line of scrimmage before the ball is snapped and causes an offensive player to . *Penalty: neutral zone infraction - 5 yd previous spot

TOUCHBACK If at any point the defense obtains possession of the ball in their own end zone ie: interception, the play will result in a and the ball will be placed at the 20-yard line and change of possession will occur.

INTERCEPTIONS An interception occurs when a defensive player places at least one (1) foot inbounds and maintains possession of the ball throughout their catch. A player making a diving catch may get up and advance the ball if the player is untouched on the ground.

SUMMARY OF PENALTIES

5 YARDS ● Less than three (3) offensive players on the line of scrimmage ● Less than five (5) players on the line of scrimmage on declared punts ● Defensive holding - Spot foul, automatic first down ● Too many players on the field - Previous spot of ball ● Players outside of team box - Previous spot of ball ● Delaying the game - Previous spot of ball ● Defensive offsides - Previous spot of ball ● Offensive offsides - Previous spot of ball ● Encroachment - Previous spot of ball ● Neutral zone infraction - Previous spot of ball ● False start - Previous spot of ball ● Defense lining head up - Previous spot of ball ● Illegal formation - Previous spot of ball ● Flag guarding - Spot of ball, loss of down ● Rushing between the tackles + loss of down

10 YARDS ● Illegal forward pass - Previous spot of ball - Loss of down ● Offensive Holding - From spot of hold - Replay down ● Offensive pass interference - Loss of down ● Illegal contact Offense - Spot of foul or subtracted from end of play ● Illegal contact Defense - Tacked to end of play ● Diving, leaping sliding to advance ball - Spot of foul ● Defensive Pass Interference - Spot of contact, automatic first down, if interference within the endzone the ball is placed on the 1 yd line.

15 YARDS ● Unsportsmanlike Conduct - May coincide with spot foul ● Roughing defenseless player ie, passer, center, punter ● Personal foul/Unnecessary Roughness