Flag Football Rules: Imagine Traditional American Football, But
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Flag Football Rules: Imagine traditional American football, but without the tackling, and fewer people, and flags, and well it really is quite different. Read more below: Rosters: Each team is allowed as many players on their roster as they would like, (however, the “Team” rate will only cover 12 players, with all additional players requiring an additional registration fee at the normal rate). Additionally, as we allow Free Agents to sign up we reserve the right to add additional players to your roster, but will speak with your team captain before doing so. Our number one goal is to avoid forfeits, so help us do so by making sure you have enough people to play every week. Each player on the roster must register through our website, sign a waiver form and be at least 18 years of age. Additionally, only players registered with GTSS may play in a game, so while you can use substitutes, any teams playing with unregistered players may be suspended from the league. During playoffs, only players on the team’s official roster may play. Uniforms: While players are encouraged to wear the GTSS provided shirts (in order to help maintain consistent uniform colors) players may wear other shirts, so long as they are close in color to their team’s selected color. As GTSS shirts are generally not provided until week 2 of the season, players are asked to bring both a light and dark colored shirt to the first week of the season. Scheduling: We will do our very best to provide a full slate of regular season games, but may be forced to shorten the season due to things such as inclement weather. While we will do our best to reschedule games, we make no guarantees. Grand Traverse County makes all decisions on field closings. When they tell us, we will tell you. Keep an eye on our website and social media, or ask your captain, for updates on whether games will be played. If, during a game, inclement weather, field conditions, or a referee’s decision causes the game to stop prior to halftime, the game will be replayed if possible. However, games stopped at the end of the first half, or later, will be considered final, and the score at that moment will stand as the final score. Standings: Standings for the playoffs will be decided as listed below. Teams are highly encouraged to monitor the standings regularly, and have their team captain notify GTSS of any errors. All games cancelled NOT due to forfeits will be counted as 8-8 ties. All forfeits will be scored as 24-0 wins. 1. Points based on W/L record. Wins will count as 1 points, Ties as 0.5, Losses as 0. 2. Head to Head record 3. Points +/- 4. Points scored 5. Rock Paper Scissors (best 2 out of 3) GAMEPLAY Starting the Game: Teams must be ready to start their game within ten minutes of their scheduled game time. A team will be eligible to play so long as they have at least five players eligible to be on the field at one time present, with no gender requirements. While teams, when short of their own players, may use players from other teams, we ask that their usage be limited to times when to not have them would cause the team to fall short of 7 players. Any team that is required to forfeit two or more times will not be eligible for the playoffs. Teams will decide on initial possession through 1-on-1 rock-paper-scissors prior to the game. The winning team decides if they prefer offense, defense or direction. Teams will change direction at the start of the second half. The team that started the game on defense will start the second half on offense and vice-versa. Clock Management: Teams will play two 25-minute halves, with a 5-minute half time. During the regular season, games which are tied will not have an overtime, and will be considered a tie. During the playoffs, overtime will be conducted as follows: 1. The team which started the game with the ball will start overtime with the ball, with the opposing team deciding which end they will defend. 2. Each team will have one offensive possession beginning at the opposing 20-yard line. 3. A team will have four downs to score, unless a defensive penalty gives an automatic first down. 4. An interception will result in a team losing its possession. The game will be decided when one team scores more points in the rotation. 5. If the score is still tied after two complete overtime periods, each team must attempt a two-point conversion after they score a touchdown. From this point on all subsequent overtime periods will continue with each team attempting a two-point conversion after they score a touchdown. Each team has two timeouts per half. Following time-outs, the clock will start again on the next offensive snap. With the exception of time outs, the game will use a running clock (except in injury or other necessary stoppage situations) until the first play after the 2-minute mark of each half (the “Two Minute Warning”). Following the Two Minute Warning the clock will stop after every incomplete pass, change in possession, defensive penalty, and when ball-carriers are downed due to leaving the field of play. The referee may elect to stop the clock after an offensive penalty if the referee believes it was done intentionally to prolong the game. Following the Two Minute Warning, the clock will NOT run during point-after attempts. If teams are up by 17 or more points after the Two-Minute Warning in the second half the game will continue with the running clock. Offensive teams will operate under a 30-second play clock, which begins when the referee spots the ball. Failure to snap the ball prior to the expiration of the 30 seconds will result in a 5 yard penalty. Possessions: All possessions that begin after either scoring plays or at the start of halves will start at the offensive team’s 10-yard line. Possessions after interceptions begin where the intercepting team’s player was downed. First Downs: Each team shall have 4 downs to either score or earn another first down. 1. If a team fails to score or earn a first down, possession will go to the other team. 2. The opposing 20-yard marker shall be the first line to gain. After that is reached, the next line to gain shall be the goal line. Scoring: 1. Six (6) point touchdowns – Choice of one (1) or two (2) extra points on PAT’s (three (3) paces/yards for one (1)Pt., ten (10) paces/yards for two (2) pts.). There are no field goals. 2. Conversion attempts may NOT be intercepted and returned for points. 3. Quarterbacks cannot snap the ball to themselves. 4. Receivers need only one (1) foot in-bounds with possession of the ball to be considered a catch. Punting: Offensive teams may elect to punt on fourth downs. 1. A punt must be declared and cannot be faked. 2. All punts are “free” punts. No blocking the punt. 3. A team need not snap the ball during a punt, a dropped snap during a punt is not a fumble. 4. Punts must be kicked. Punts cannot be thrown. 5. There is no minimum number of players required on the line of scrimmage during a punt. NO DOWNFIELD BLOCKING or BLOCKING AT THE LINE OF SCRIMMAGE. 6. The kicking team may not cross the line of scrimmage until the ball is kicked. 7. The receiving team may not raise hands or jump to block a punt. 8. Any punt is returnable until it makes contact with a player. Should a player “muff” a punt, and it touches the ground after touching a player, the ball is down where it hits the ground. 9. A punt through the end zone comes back to the 10-yard line. If a player drops the ball in the end zone, the ball is again spotted at the 10-yard line and is NOT counted as a safety. Play shall continue until: 1. Ball-carrier has flag pulled off by an opponent. 2. Ball-carrier leaves the field of play. 3. Ball-carrier scores. 4. Ball touches the ground as a result of a fumble, punt or incomplete pass (the ball is not an extension of the arm. If the ball is pinned between the ground and the ball carrier’s hand, the play is dead). Dead ball on all fumbles. 5. Any part of the ball-carrier that is not the ball-carrier’s hand touches the ground. 6. The ball will be spotted where the ball is at the time the ball carrier has flag pulled off by an opponent. If the ball crosses the plane of the goal line before the ball carrier’s flag is pulled, it will result in a touchdown (ball extension). Turnovers: 1. A change of possession can only occur on an interception of a forward pass or a lateral. 2. A fumble is not a turnover. The ball is dead at the point of the fumble and the offense retains possession. A player may NOT attempt to strip another player of the ball, or intentionally knock the ball out of the ball carrier’s hands. 3. A lateral is not a fumble and can be picked off in mid-air. A picked off lateral will result in a change of possession, and can be returned for a touchdown.