<<

Flag Football Rules:

Imagine traditional , 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 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 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 , and will be considered a tie. During the playoffs, overtime will be conducted as follows:

1. The team which started the game with the 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 .

4. An 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 . 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 .

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 , 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 , 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 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 – 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. 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 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 .

4. Punts must be kicked. Punts cannot be thrown.

5. There is no minimum number of players required on the 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 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). on all .

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 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. A lateral that touches the ground is down at the spot it touches the ground NOT where it was thrown from.

Defensive :

1. The Referee will be responsible for shouting out the quick rush count for both teams. The rush will be as follows: “1- One Thousand, 2- One Thousand, 3- One Thousand, 4- One Thousand, 5- One Thousand, GO!!”

2. Each Referee will have a different pace and type of count but as long as their count is consistent there will be no standard speed that will be asked of them.

3. The ref /counter will notify each team if the rush will be after the five (5) count or if it will be after the ref/counter says “Go” either way will be acceptable in allowing the defense to cross the line of scrimmage and pursue the .

4. A defender may knock the ball out of the quarterback’s hand, so long as the quarterback is behind the line of scrimmage. Players may not intentionally or aggressively make contact with the quarterback’s arm when attempting to dislodge the ball. Any aggressive or intentional contact will result in a 15-yard penalty from the line of scrimmage.

Blocking:

1. Players acting as offensive linemen must have hands behind their back or at their side when protecting their quarterback from pursuing defensive rushers, and may not bump defensive players in their blocking attempt. In all other blocking attempts players must not use their hands or arms to physically block opposing players, and may not purposely run into and make contact with opposing players in order to block them.

2. There is no contact allowed at any time while blocking. This rule will be applied equally to offensive and defensive players. “Bull-Rush” style rushes by defensive players will result in a flag if any contact that is made is deemed intentional.

3. Offensive lineman can position their body at any particular angle in an attempt to the direct the rushers to a particular area, but they may not physically direct them.

Substitutions: All substitutions must come from the sideline. No offensive player may enter the field after the quarterback has started their cadence.

Penalties:

1. Normal rules and penalties of the NCAA apply unless exceptions have been made herein.

2. Illegal Contact, Offense:

i. At or Behind the Line of Scrimmage:

a. In cases where the person(s) acting as the offensive lineman, initiates any contact (at the ref’s discretion), it will be ruled a five (5) pace/yard penalty from the line of scrimmage and we will replay the down.

b. If this contact is deemed excessive by the ref, an “unnecessary roughness” penalty of ten (10) paces/yards can be assessed in addition to the “illegal contact”. Thus making the total penalty fifteen (15) paces/yards.

ii. Down Field:

a. If the illegal contact occurs during play when the offense is advancing the ball the penalty will be a mark off of five (5) paces/yards from the point where the ball carrier is at the time of the infraction. b. If this occurs during a pass play when the pass is incomplete, the penalty will be a mark off of five (5) paces/yards from the line of scrimmage.

3. Illegal Contact, Defense:

i. At or Behind the Line of Scrimmage:

a. In cases where the defensive player, initiates any contact (at the ref’s discretion), it will be ruled a five (5) pace/yard penalty from the line of scrimmage and we will replay the down.

b. If this contact is deemed excessive by the ref, an “unnecessary roughness” penalty of ten (10) paces/yards can be assessed in addition to the “illegal contact”. Thus making the total penalty fifteen (15) paces/yards.

ii. Down Field:

a. If the illegal contact occurs during play when the offense, or following a turnover the defense, is advancing the ball the penalty will be a mark off of five (5) paces/yards from the point where the ball carrier is at the time of the infraction.

b. If this occurs during a pass play when the pass is incomplete, the penalty will be a mark off of five (5) paces/yards from the line of scrimmage.

4. Offsides/Illegal or Early Rush :

i. Offensive: Five (5) paces/yards, play is ruled dead immediately, no option to decline, down is replayed.

ii. Defensive:

a. Play will be a free play and will NOT BE BLOWN DEAD.

b. If the penalty is accepted by the offense, there is a five (5) pace/yard mark-off from the line of scrimmage against the defense and the down is repeated.

c. If the penalty is accepted any yardage gained on the play will be nullified. If the penalty is declined, the play will stand and it will be the next down.

5. Illegal Motion: Players may not be in motion towards the line of scrimmage when the ball is snapped. This will result in a dead ball, five (5) pace/yard penalty on the offense and repeat of the down.

6. Offensive Picking/Interference:

a. The offensive team may not initiate a pick/ block while in motion. b. The penalty for this is a five (5) pace/yard penalty from the line of scrimmage. If a catch is made after a clear pick, it will be ruled no catch, five (5) pace/yard penalty from line of scrimmage.

c. Some acceptable incidental contact will occur while running routes and within the normal course of play, and will not be called.

7. Unnecessary Roughness:

a. Offense:

i. This includes any illegal tag such as grabbing jerseys or excessive pushing.

ii. If the play is on going at the time the penalty is committed the penalty will be as follows: The penalty will result in a (ten) 10 pace/yard marked off from the line of scrimmage. Any catch made will be ruled incomplete and any yardage gained on the ground will not stand.

iii. If the penalty occurs after the play the penalty will result in a 10 pace/yard marked off at the end of the play.

iv. Extreme roughness will result in ejection from the game and or league if deemed necessary by the referee.

b. Defense:

i. This includes any illegal tag such as grabbing jerseys or excessive pushing.

ii. If the play is “dead” at the time the penalty is committed and the offense has not advanced the ball the penalty will be ten (10) pace/yard marked off from the line of scrimmage and an automatic first down will be awarded.

iii. If the play is on going or the offense has advanced the ball at the time the penalty is committed the penalty will be ten (10) paces/yards added on to the end of the play and an automatic first down will be awarded.

iv. Extreme roughness will result in ejection from the game and or league if deemed necessary by the referee.

8. Defensive :

a. Ball is spotted at the point of the infraction and offense is awarded an automatic first down.

b. If the pass interference is in the end zone, the ball comes out to the one (1) pace/yard line and it will be 1st down.

c. Additional Pass Interference: i. Any player who attempts to prevent an offensive or defensive player from catching a pass by pushing, tripping, striking or pulling a player shall receive a pass interference penalty.

ii. This rule still applies even after the ball has been tipped or touched by any player. This is a non- contact league.

iii. There are no penalties for incidental contact.

9. Defensive Holding:

a. Five (5) pace/yard penalty from line of scrimmage, replay down.

b. Offense can accept or decline the penalty.

10. Defensive Checking:

a. Five (5) pace/yard penalty from line of scrimmage, replay down.

b. The “bump and run” will not be allowed. No player may initiate contact at the line of scrimmage. There is no 5-yard Bump Zone.

11. Pulled Flag: a. If a defensive player pulls an offensive player’s flag before the offensive player catches the ball AND they do catch the ball, the play shall continue, with the player only being down by a one-hand touch from a defensive player. Following the play, the referee will have the discretion to award either a) ten (10) pace/yards from wherever the player caught the ball or b) a touchdown, should the offensive player have otherwise scored after the catch. b. There will be no penalty if they do not catch the ball, unless the referee believes a holding penalty took place. c. DO NOT PULL the player’s flag before the catch the ball.

12. : a. This penalty will be called when a passer facing an imminent loss of yardage because of pressure from the defense, throws a forward pass, without a realistic chance of completion. b. This will result in a loss of down (i.e. if it was 1st down during the penalty, it is now 2nd down). And the ball being spotted at the point of the infraction (Quarterback’s point of release).

13. Miscellaneous: a. If the player calling the cadence does not receive the snap, the play will not stand and will result in a five (5) pace/yard penalty and a repeat of the down .

b. Silent snaps (without a clap or verbal command) will not be allowed, violation of this will result in a five (5) pace/yard penalty and a repeat of down.

c. The Quarterback may not be in motion and then receive the snap, this will result in a five (5) pace/yard penalty and a repeat of down.

d. If the Quarterback crosses the line of scrimmage and then throws a forward pass the defense can either decline the penalty or it will be a five (5) pace/yard penalty from the line of scrimmage and loss of down (i.e. if it was 1st down during the penalty, it is now 2nd down).

e. If the ball hits the ground on the snap for either a pass or running play, the play is “dead”, the ball is spotted where it hit the ground, and it is a loss of down (i.e. if it was 1st down during the bad snap, it is now 2nd down).

f. The Quarterback may NOT snap the ball to him/herself. If the Quarterback does snap to him/herself, play will stop immediately and it will result in a five (5) pace/yard penalty and repeat the down.

g. Loss of down penalties which occur on 4th down will result in a change of possession.

h. A half or game cannot end on a defensive penalty.

Safeties:

1. A safety will be scored if a player is:

a. Tagged down in their own end zone (not on a punt return).

b. Runs in their own end zone.

c. Snaps the ball out of the endzone.

d. If the offense fumbles the ball in their own end zone.

2. As a result, the team on defense receives 2 points, and the team on offense must now punt a “free” from their own 10 paces/yard line. Also, a player having intercepted a pass or received a punt in the end zone, cannot be tagged in the endzone for a safety unless he/she has previously crossed the plane of the endzone with the ball.

Fighting:

1. Fighting is not allowed and will NOT be tolerated.

2. All parties involved in fighting will be subject to ejection from the game at the Referees discretion and subject to ejection from the league at GTSS staff discretion.

Miscellaneous:

1. Receivers need only one foot in bounds for a reception. If in the Referees decides a receiver would be able to legally catch a pass but, was pushed out of bounds by a defender while in the air a catch will be awarded.

2. Receivers intentionally leaving the field of play are ineligible to receive a pass if they are the first person to touch the ball.. This includes the back of the endzone.

3. Diving is allowed.

a. Offensive players may to further advance the ball as long as they do not initiate contact.

b. When this occurs the ball will be spotted where it is whenever the ball carrier is touched with two hands, his/her knee touches the ground, or when the ball touches the ground.

c. Diving into or over a defensive player, will result in the player being down at the point of takeoff and there will be a five (5) pace/yard penalty against the Offense and loss of down.

b. When running the ball toward the end zone, the ball must cross the plane to be awarded a touchdown. In a passing play, at least one foot must be in bounds WITH possession of the ball to be awarded a touchdown.

c. Only the ball needs to cross the plane of the goal-line in order for a touchdown to be awarded.

d. Any player who attempts to knock the ball out of the quarterbacks arm or hits the arm of the quarterback while in delivery will receive an “unnecessary roughness” penalty of ten (10) paces/yards. That includes the follow through.

Playoff Games:

1. Playoffs will be the two weeks after the last week of regular season and will be elimination.

2. A maximum of 8 teams will determine how many teams make playoffs. 3. Playoff games will follow the same format during regulation as the regular season.

4. If teams are tied at the end of regulation in playoffs an overtime will be used.