WAKA Flag Football Rules-Hartford


 

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OBJECTIVE

 

Every effort has been made by rule and appropriate penalty to eliminate contact, roughness, injury, unfair tactics and un-sportsmanlike conduct. Rules alone, however, cannot accomplish this end without the thorough understanding of the basic objectives of football. The complete cooperation of all coaches, players and referees is vital to the continued success of WAKA Social Sports Flag Football.

                   

  1. OVERVIEW

                   

  1. 8 Players on the field, 5 males/3 females – You can play with a minimum of 6 players, at least 2 females must be on the field and at no point can there be more than 5 males

  2. Each week teams will be asked to provide players to referee games alongside head refs

  3. Each player on the field (8 offensive and 8 defensive) must wear official FC Sports Football Flag Belt with 3 flags provided by the league                 

  4. Time of game is two 20 minute halves

  5. First downs are obtained by crossing your own 20 yd line, midfield and opponent’s 20 yd line

  6. 6 point touchdowns and a choice of 1 or 2 extra points on PAT’s (3 yds for 1Pt., 10 yds for 2Pts)

  7. Teams must use a female as an operative play within 3 consecutive downs. An open play will be called if a girl play is not required

  8. Running clock

  9. Tiebreaker: There are no regular season tiebreakers; any game finished in a tie will be recorded as a tie.  Tied playoff games will follow college rules

  10. Referee is responsible for counting out the rush count, loudly counting to 5.

  • The rush count will be as follows: 1-1000, 2-1000, 3-1000, 4-1000, 5-1000, GO!! Defense may rush on the word Go.

  1. There is no contact at or behind the line of scrimmage

  2. Receivers only need one foot inbounds to record a catch

  1. PENALTIES

 

  1. After a penalty is called, only the captains may discuss it with the referees.

  2. Ineligible ball carrier- 5 yards, replay the down (3.1)

  3. Ineligible player- Forfeit (6.6)

  4. Playing with a concussion- Forfeit (7.3)

  5. Rough play and cursing- warning then ejection from game AND season (39)

  6. Too many players- 5 yards, replay the down (12.3)

  7. Delay of game- dead ball, 5 yards (16.1)

  8. Encroachment/ Off-sides- dead ball, 5 yards (17.5)

  9. Illegal offensive screen- 15 yards, loss of down (20.10)

  10. Offensive downfield contact- 15 yards, loss of down (21.3)

  11. Defensive contact- 10 yards, from spot of foul, automatic 1st down (21.4)

  12. Defensive Rushing penalties- 10 yards, automatic 1st down(22.11)

  13. Interference (blocking)- 10 yards, from the spot of the foul (23.3)

  14. Charging-10 yards, from the spot of the foul (25.7)

  15. Ineligible receiver- 5 yards, replay the down (26.6)

  16. Stripping the ball- 10 yards, from the spot of the foul (27.3)

  17. Offensive Pass interference- 15 years, loss of down (27.10)

  18. Defensive pass interference- 10 yards, from line of scrimmage  or spot of foul*, automatic 1st down  (27)

  19. Defensive flagrant/excessive contact- 15 yards, from the spot of foul or line of Scrimmage*, automatic 1st down (28)

  20. Offensive flagrant/excessive contact- 15 yards, loss of down (28)

  21. Premature flag removal- 10 yards, from spot of foul or line of scrimmage*  (29.2)

  22. Flag guarding- 10 yards, from the spot of the foul (29.6)

  23. Holding - 10 yards, from end of run (30.4)

  24. Illegal contact/pushing/tackling- 15 yards, from spot or from the line of scrimmage*, possible TD awarded (30.7,8)(31.2)

  25. Ball carrier penalty- 10 yards, from the spot of the foul (32.7)(40.1)

  26. Punt team touches ball in air- 10 yards, from the spot of the foul or added to end of return (45.8)

  27. Quick kicks- 10 yards, replay down (36.6)

  28. Female operative play penalties- 5 yards, loss of down (43.5)

  29. Offsetting penalties

  • If offsetting fouls occur during a down while the ball is ready for play, that down shall be repeated

  • If each team fouls during a down in which there is a change of team possession, the team gaining possession may return the ball, providing its foul was not prior to the final change of possession and it declined that penalty for its opponent’s foul

*Penalty is decided based on greater advantage to team receiving yards.

Note: If the spot foul bring the ball back behind a line to gain crossed on the play, line to gain will be forfeited.

 

  1. EQUIPMENT

 

  1. FLAGS: Each player on the field (8 offensive and 8 defensive) will have official FC Sports Football Flag Belt with 3 flags provided by the league. The wearing of any type Flag other than those provided by the league is strictly prohibited. All flags will be worn at the waist, one on each side, and one down the back. The flag belt itself must be worn over your shirt and snug around the waist to eliminate being turned partially around the waist during an attempted de-flagging. If a player’s flag falls off, he is still live until which time he is touched with at least one hand, or the other flag is pulled. Failure to start a play wearing a belt, and becoming a ball carrier will result in a penalty for ineligible ball carrier. The penalty is 5 yards and replay of down.  

  2. PROTECTIVE EQUIPMENT:  The use of any unyielding hard substances on the hand, wrist, forearm or elbow, no matter how covered or padded, will not be permitted. Padded knee braces or any soft protective pad is permissible.

  3. THE FOOTBALL: Teams can either play with their regulation size ball or with the ball offered by the league.

 

  1. COIN TOSS

 

  1. The start of the game begins with the official Rock, Paper, Scissors match (one and done.) Winner receives the choice of offense or defense or selection of which side they would like to start on.

                   

  1. BALL IN PLAY and KICKOFFS

                   

  1. The beginning of each half will start at the offensive team’s own 20 yard line. Play shall begin 1st down and “Line to Gain”. After each score or PAT, the ball shall be put into play by placing the ball on the 20 yd line of the offensive team. Play shall begin 1st down and “Line to Gain”. There are no kickoffs.

                   

  1. PLAYER ELIGIBILITY

                   

  1. Players must be 21 years of age or older to participate.

  2. Eligible players are those players who are registered for the league and on the team roster.

  3. All eligible players must wear their league T-shirt issued for that current season.

  4. At all times the responsibility of player eligibility will rest with the Team Captain.

  5. It is up to Team Captains to play ALL of their players. Please do not hold players out of a game. Remember the purpose of the league.

  6. If a Team Captain KNOWINGLY sneaks an ineligible player into a game at any time, the game played with the ineligible player will automatically be forfeited. If this violation occurs during the playoffs, the team is automatically disqualified from continuing post-season play.

  7. Per WAKA policy “SUBS” are not allowed. All players must be on your roster in order to be eligible to play.

 

                   

  1. PLAYER INJURIES

                   

  1. Injured players, who require a Referee timeout in order to be administered to, must leave the playing field (assisted or unassisted) as soon as they are able. They may NOT return to the playing field until after the completion of the next play from scrimmage. Note: If a player’s injury does not require Referee or immediate medical attention the player is free to make his or her own choice on whether to leave the playing field.

  2. Any player who is bleeding MUST leave the playing field immediately. A bleeding player may not return to the playing field until their bleeding has been stopped, is under control, and is securely covered by a bandage, gauze, or other applicable medical covering.

  3. If the Coordinator or a Head Ref fears a player may have sustained a concussion, they have the power to remove the player from the game. If a removed player from the game returns without permission from the Coordinator of the league, their actions will result in a forfeit of the game.

                   

  1. PLAYER EJECTION

                   

  1. Players receiving a Rough Play or Cursing game penalty will be issued an ejection warning.

  • Players receiving (2) Rough Play or Cursing game penalties will be ejected from the game.

  • Ejected player(s) must completely leave the field and parking area.

  • Any player ejected for fighting is ineligible for the remainder of the season.

                   

  1. FORFEITS

 

  1. Teams have 10 minutes past the scheduled start time to field a legal team. Shorthanded teams may play a legal game with 6 players (at least 2 of each gender). At the end of the “coin toss”, the Head Ref will sound an initial game-time warning whistle and announce “Captains, take the field.” The game clock starts 2 minutes immediately following the warning whistle.

  2. At the end of the 2-minute game-time warning, the Referee will sound the “Play Ball” whistle.               

  3. Any team not ready to field a minimum team at the sound of the “Play Ball” whistle will automatically forfeit said game.

  4. Opposing captains ARE NOT allowed to override a forfeit.

  5. All forfeits will be recorded as a 5-0 score.

  6. Forfeited games will not negatively affect the post-season eligibility of any teams that win by forfeit.

                   

 

  1. PLAYER PROTESTS

                   

  1. All player protests must be handled by the Team Captain and must be directed to the Head Ref immediately following the play in question. Once the next play begins by the center snap of the offensive team, a protest option is forfeited.

                   

 

  1. UNIFORMS

                   

  1. All players must wear the officially issued WAKA T-shirt for the current season and league.

  2. No article of clothing may cover any portion of a player’s flag.

  3. All players must wear shoes. Removable metal cleats, track spikes, or any shoes that have steel or metal tips are prohibited.

  4. No jewelry may be worn on any player’s arm or neck.

                   

  1. SUBSTITUTIONS

                   

  1. No incoming substitutions shall be made on the field when the ball is in play.

  2. Substitutions must be made on the same sideline the entire game.

  3. If the offensive team makes a substitution, they must allow the defense time to make their substitution (refs must hold play until all substitutions are completed). Any other defensive subs are the risk of the defense and must be completed prior to the snap of the ball. Too many players on the field results in 5 yard penalty and a replay of the down.

 

  1. LENGTH OF GAMES

                   

  1. Games are played in two 20-minute halves with one 5-minute half-time break.

  2. The 2 minute warning will be whistled by the line referee at the last 2 minutes of each half.

  3. The clock will stop in both halves after touchdowns, during the PAT, and start once the ball is reset on the 20-yard line.

  4. The clock may also stop for timeouts and injuries in the first half.

  5. In the last 2 minutes of the 2nd half, the clock will stop on all dead balls, incompletions, and out of bounds.

  6. If a team is losing by 20 or more points at any point in the game, the clock doesn’t stop, unless the score margin returns to 19 points or less.

  7. The Team Captain or QB may request the amount of time left in the game from the referees at any time.           

                   

  1. TIME OUTS

                   

  1. Each team will be given two timeouts per half. Unused timeouts do NOT carry over to the next half.

  2. If a team declares a PUNT or PAT choice and then changes their mind, they must use a timeout to change the decision.

  3. If a team has no timeouts remaining, the original PUNT or PAT decision stands.

                   

  1.        HALFTIME

                   

  1. Halftime will last a maximum of 5 minutes. Halftime may be reduced to less than 5 minutes if agreed upon by both teams.

                   

  1. HUDDLE

                   

  1. After the referee marks the ball “ready for play”, the offense will have 30 seconds to put the ball into play or else be penalized 5 yards for delay of game.

  2. It is not necessary for a team to huddle before play begins.

  3. Audible or predetermined plays may be used without huddling.               

  4. During an ‘audible’ or ‘no huddle offense’ situation, if substitutions are made by the offense, the defense must also be allowed to substitute.

                   

  1. MOTION

 

  1. Only one player at a time is allowed in motion. The movements of the ‘in motion’ player must be parallel OR away from the line of scrimmage. At the center snap, the “in motion” player must be still in a continuous motion running parallel to OR away from the line of scrimmage..

  2. Encroachment (off-sides) shall be called when either the defense or offense is guilty of passing over the line of scrimmage before the ball is snapped.

  3. A false movement of the football by the center shall constitute offensive encroachment.

  4. Encroachment is a dead ball foul. The play shall be immediately whistled dead before play begins and 5 yards shall be marked off against the encroaching team, repeat down. Note - The opposing team may choose to decline the penalty.

                   

 

  1. FIRST DOWNS

                   

  1. Four downs shall be allowed in which to advance the football into the next zone. The zone shall be considered exacted when any part of the ball carrier's hips touches or is advanced farther than the line marking the next zone or, in this case, the “line-to-gain”.

    • In the case of the end zone the ball must cross the goal line prior to the player being downed.

  2. The “line-to-gain” refers to the next zone line the offense must advance the football to or past in order to gain a 1st down. If after four consecutive downs a team has failed to advance the ball into the next zone, possession shall go to the defense at that spot. (The ball may be punted on 4th down of offense chooses)

                  

  1. LINE PLAY

                   

  1. Any number of players may be on the offensive or defensive line of scrimmage at the moment the ball is snapped.

  2. Any player directly opposite the center must be 3 yards off the nose of the ball AND 3 yards to left or right on the line of scrimmage.

  3. All other players not directly over the center, must be at least 1 yard off the line of scrimmage.

                   

  1. SCREENING/RUSHING

                   

  1. Only screen blocking is permitted. Screen blocking is defined as obstructing the rusher’s path to the QB or ball carrier. Screening is accomplished by quickness and agility; never by force

  2. Screeners must have his/her hands clasped behind his/her back at all times.

  3. Screening is only permitted behind the line of scrimmage.                   

  4. A screener may not leave his/her feet to screen or dive into the rusher.

  5. Screener’s motion may be parallel to or away from the line of scrimmage.

  6. The screener may NOT move towards the line of scrimmage.

  7. Hooking the rusher with knees, elbows, shoulders, hips or head is PROHIBITED.

  8. Leaning into a rusher is PROHIBITED.

  9. Although the above method of screening cuts down on excessive contact by the screener, it nevertheless places the screener in a very vulnerable position: therefore, the main responsibility of avoiding contact rest with the rusher

  10. Any offensive screening penalty will be a 10 yard penalty with loss of down.

 

 

  1. DOWNFIELD “PICK”/SCREENING

 

  1. Downfield “picks” are not allowed. Downfield picks are defined when an offensive player downfield intentionally forces contact with a defender for the purpose of causing separation from another player.

  2. Downfield screens are legal. A downfield screen is defined when an offensive player sets themselves in a spot downfield in the screening stance. Once their feet are set and position has been established for 3 seconds another offensive player may run past. The screener may not move at all. If the offensive player’s screen does not fulfill the 3 second window or forces contact, an illegal screen penalty shall be called

    • Penalty on the offense: 15 yards and a loss of a down

    • Penalty on the defense: 10 yards from the spot and an automatic 1st down.

                                   

  1. RUSHER

 

  1. Rusher must rush with hands clasped behind back until time they pass and are free of the blocker, are able to pull the ball carrier's flag, or block a forward pass.

  2. If the offensive team makes no effort to block the rusher, the rusher is not required to rush with his/her hands behind their back.

  3. The rusher may not run over the screener.

  4. The rusher may not pull the screener toward him or push the screener away from him.

  5. A penalty will be called if the rusher touches the screener’s head as long as the screener is screening upright.

  6. If the rusher touches the QB’s head in his attempt to block a pass, a penalty will be called.

  7. Roughing the passer will be called when the rusher, while attempting to deflag the QB or block a pass, lets his momentum carry him into the passer.

  8. Rushers or defenders may NOT have any contact with the passer while he is passing.

  9. Rushers may NOT hit the QB’s passing arm.

  10. The defensive team may rush as many players as it chooses.

  11. Any defensive rushing penalty will be a 10 yard automatic 1st down.

                   

  1. BLOCKING

                   

  1. No blocking is allowed. This includes downfield “blocking” during an offensive play and a returned punt; an interference penalty (10 yards from the spot of the foul) will be called on any offensive player moving along with the ball carrier.

  2. No contact is allowed at the line of scrimmage or downfield by any defensive player guarding a receiver (hand checking or bump and run). All players must try to avoid contact. Offensive players may run behind the player with the ball to receive a lateral, but not in front or parallel.

                   

  1. LATERALS

                   

  1. A lateral is any pass thrown overhand or underhand away from the direction of the advancement of team in possession.

  2. There is NO limit to the number of laterals allowed during the play of a down.

  3. Shovel or push passes must be made from behind the line of scrimmage only. The receiver of a shovel or push pass may be on either side of the line of scrimmage when receiving the ball.

                   

  1. RUNNING

                   

  1. Teams may handoff, pitch, or backward toss the football.

  2. Multiple handoffs are allowed behind the line of scrimmage.

  3. A forward pitch is considered a forward pass.

  4. A player receiving a forward pass cannot pitch or hand it off.

  5. The “no run” zone is located 5 yards before the end zone.

  6. The offense may not run on conversions unless rushed by the defense.

  7. The ball carrier must make reasonable attempt to avoid contact with defenders – any attempt to charge or run through a defender will be issued a “charging” foul.

  8. Charging fouls are a loss of 10 yards from the spot of the foul.

                   

  1. PASS RECEPTION

                   

  1. All players on both teams are eligible pass receivers.

  2. If a receiver comes down with one foot in bounds and one foot out of bounds simultaneously, the pass is incomplete.

  3. Receivers become ineligible receivers when they step out of bounds then come back in without having been forced out by a defender. Receivers are still eligible if forced out of bounds by a defender.

  4. Receivers become ineligible receivers when they step out of bounds then come back in bounds after having been forced out of bounds by a member of their own team.

  5. A defender who runs out of bounds and then returns in bounds without having been forced out of bounds by a member of the opposing team, is ineligible to intercept a pass or lateral thrown by the offense.

  6. Ineligible receiver is a 5 yard penalty with replay of down.

  1. PASS INTERFERENCE

                   

  1. This rule applies to any forward pass made from behind the line of scrimmage, and applies to both offensive and defensive players. Pass interference will be called when, after a pass is in the air, either the receiver or defender touches the opponent before one of them touches the ball.

  2. Stripping of the ball once a reception has been made will NOT be allowed.

  3. Stripping the ball will result in a 10 yard unsportsmanlike conduct penalty.

  4. Any contact that occurs after the pass is touched (excluding receiver stripping) and either complete or incomplete, must be judged by the referee as:

  • Non-contact caused by both players “playing the ball”

  • Intentional or avoidable contact

  1. Penalty shall be 1st down at point of infraction or 10 yards from line of scrimmage (whichever is greater).

  2. Defensive pass interference plays which occur on the playing field during the “regulation play period” and “tie breaker period” and are accepted shall be marked as an automatic 1st down at the point of infraction or 10 yards from line of scrimmage, whichever is greater.

  3. Defensive pass interference, which occurs on the playing field during “PAT” and accepted, will result in the ball being placed on one yard line with the PAT run again.

  4. Defensive pass interference which occurs in the end zone during “regulation play period” and accepted:

  • The ball will be placed on one yard line.

  • Automatic 1st down

  • If on the last play of the game, the offensive team will be given the 1st down PLUS an extra down to try and score. If the offense does not need the free down to score, it is voided.

9.  Offensive pass interference is a 15 yard penalty with a loss of down.

 

                   

  1.   FLAGRANT PENALTIES

                   

  1. The penalty for flagrant or excessive contact on the defense shall be 1st down at point of infraction or 15 yards from the line of scrimmage, whichever is greater.

  2. The penalty for flagrant or excessive contact on the offense shall be loss of 15 yards from previous spot and loss of down.

  • At the discretion of the Referee the penalized player may be removed from the game.

                   

  1. DE-FLAGGING and DEFENDERS

                   

  1. The ball carrier will be ruled down when:

  • A flag is detached from his/her belt

  • When a player is touched with one hand or two after his/her flag(s) have fallen off or have been pulled off prematurely by a defender.

  • The ball touches the ground

  • One knee touches the ground

  1. Prematurely removing an opponent’s flag with the obvious intent of making the offensive player ineligible to become a ball carrier will result in a 10 yard penalty from end of play or line of scrimmage, whichever is greater.

  2. If the QB’s flag is pulled while in a ‘forward throwing’ motion, the pass is live.

  3. If the QB is legally de-flagged (while passing the football) and later in the play receives the ball back, he shall be considered down where he is touched.

  4. If a ball carrier hits a defensive player's hand reaching for a flag, intentionally OR unintentionally preventing them from grabbing the flag they will be called for flag guarding. It is on the runner to make sure their hands are not covering the flags while running,

  5. Flag guarding is a 10 yard penalty from the spot of the foul and a loss of down.   

 

 

  1. DEFENDERS

                   

  1. A defensive player may pull the receiver’s or ball carrier's flag as soon as the ball is touched from having been thrown or handed-off from the QB.

  2. If the receiver juggles the ball and subsequently completes the catch, the ball is marked dead at the de-flagging spot.

  3. When a defensive player pulls the ball carrier’s flag, he must stop and hold the flag above his head. This shall be considered good sportsmanship if complied with, but no penalty will result if the de-flagger fails to perform this request.

  4. Grabbing the ball carrier’s clothing to the point of impeding his progress (holding) shall be penalized 10 yards.  However, a quick grab and release that does not impede the runner is not a penalty

  5. A defensive player who reaches across the body of the ball carrier to pull his flag is responsible for any contact that is made and will be penalized accordingly.

  6. A defensive player MAY leave his feet to pull the offensive player’s flag, but may NOT make contact with the runner in doing so.

  7. A defender may NOT push or knock a ball carrier out of bounds. There will be a 10 yard “illegal contact” automatic 1st down penalty assessed for this infraction.

  8. If the referee deems the infraction as excessive or avoidable, a 15-yard “Excessive Contact” penalty will be assessed and the defender is subject to game ejection.

  9. If the offense occurs as a last ditch effort to prevent a score, a touchdown will be awarded.

                   

  1. TACKLING

                   

  1. Tackling Is PROHIBITED! Tackling is defined as grasping and/or encircling the body of the ball carrier with a hand or arm, thus impeding the runner’s progress.

  2. Penalty for tackling shall be 15 yards and if in the opinion of the referee, prevented a score, appropriate points will be awarded. 

  3. Players will be ejected if the tackle was flagrant enough to cause injury, whether an injury occurred or not.

                   

  1. BALL CARRIER

                   

  1. The responsibility for avoiding any and all contact rests with the ball carrier.

  2. The ball carrier may not deliberately run over or drive into a defensive player.

  3. The ‘stiff arm’ is illegal.              

  4. The ball carrier may not advance the ball by diving or sliding forward. If the ball carrier dives or slides forward in an attempt to advance the ball, the ball is down where the runner’s feet left the ground.

  5. The ball carrier shall not protect his flags by blocking with his hand, arm or head the opportunity of an opponent to pull or remove his flag.                   

  6. A ball carrier may spin to avoid being de-flagged. However, the runner must maintain control while spinning and may NOT jump or spin into a defender as a result of uncontrolled momentum.

  7. All ball carrier penalties are 10 yards from the spot of the foul and result in a loss of down. *Point of infraction penalty   

 

               

  1.  FUMBLES

                   

  1. When a backward pass or backward fumble hits the ground, it becomes dead at the spot and belongs to the last team in possession. The line of scrimmage becomes the spot where the ball hit the ground or at the in-bounds line opposite the point where the ball left the field of play.

  2. When the offense fumbles in their end zone, it results in a safety.

  3. Forward or offensive fumbles which cross and hit beyond the next “line-to-gain” will result in the ball being marked dead at the point from which it was fumbled.

  4. Intentional grounding by the QB in his own end zone to avoid a sack is considered a safety.

                   

  1.  CENTER SNAP

                   

  1. A center snap must be made between the center’s legs or tossed back. The ball must remain on the ground until the QB says go. If the ball moves or leaves the ground prior to the QB’s command this play will result in a 5 yard false start penalty.

  2. A center snap may touch the ground before it gets to the QB if he fields it cleanly off of 1 bounce. However, if the QB muffs the ball to the ground, it is dead where it first touched the ground.

  3. No direct snaps will be allowed. The player that calls “go” must be the first player to touch the ball.

  4. QB must be at least 3 yards behind the center to receive the snap.

  5. Center does not have to snap the ball to the punter.

                   

  1. PUNTING

                   

  1. If a team decides to punt, the offense must announce it to the referee before the ball can be declared ready for play. Offense must declare within 10 seconds after asked by the referee on the fourth down. Penalty will be delay of game.

  2. After the offense declares a punt, the refereel will mark the ball ready for play whereupon the offense will have 15 seconds to punt the ball. When offense declares punt, it becomes a guaranteed punt.

  3. Neither team may cross the line of scrimmage until the ball is punted.

  4. The punting team may have any number of players that it chooses on the line of scrimmage. The punt returning team must have at least five players within five yards of the line of scrimmage and they must remain stationary until the punt returner passes into their zone at which time they may provide stationary screens or maneuver for a lateral.

  5. The receiving team’s linemen may attempt to block the punt by jumping. If the punt is legally blocked and touches the ground, it is dead where it touched the ground and the punt returning team gains possession at that point.

  6. If the punt is legally blocked and touches a member of the punting team or the receiving team while still in the air, it becomes dead at the point it touches them and the punt returning team gains possession at that point.

  7. If the punt hits a member of the punting team, which has not crossed the line of scrimmage, it is dead at that spot. Any member of the punting team may down the punt if it is beyond the line of scrimmage; as long as the punt touches the ground directly beneath the point the punting team re-touches it. The punt receiving team must be given an opportunity to field the punt in the air.

  8. There will be a 10 yard penalty if a member of the punting team touches a punt in the air beyond the line of scrimmage and interferes with the receiving team's efforts to field the punt. Penalty will be marked from the point that the punt is illegally touched in the air.

  9. The punt returning team may have 3 punt returners in deep positions of their choosing. The 2 punt returners not carrying the ball may not be moving screens. They may however, run forward and provide stationary screens or be maneuvering for a lateral.

  10. When a punt touches a player on the receiving team and rebounds into the air, all players become eligible to intercept and advance the ball before it touches the ground. This rule applies even if the punt hits the ground before first touching the receiving team’s player.

  11. The punt receiving team may field a punt in the air, off a bounce, or directly off the ground as long as the ball is fielded cleanly.

  12. If a punt is left unattended, it becomes dead where it rolls still.

                   

  1.   PUNTS FALLING IN THE END ZONE

                   

  1. If a punt is mishandled by the receiving team before possession and it hits in or out of the end zone, the ball will be placed on the 20-yard line, first down, next “line-to gain” for the receiving team.

  2. If the ball is touched in the air or on the ground in the endzone by the punting team, the ball will come out to the 20 yd. line, first down, and “line-to-gain”.

  3. If a punt returner who gains possession of a punted ball in the end zone is de-flagged in the end zone, whether he was attempting to run it or not, the ball will be brought out to the 20 yd. line, first down and next “line-to-gain”.

  4. If a punt returner remains in the end zone five seconds after fielding the punt, the ball will be brought to the 20 yd. line.

  5. If a defensive penalty occurs after the offense declares they will punt, the offense may reconsider, due to the change in field position.

  6. No quick kicks are allowed and will result in a 10 yard penalty if attempted.

  7. A mishandled lateral while returning the punt in the end zone shall be declared a safety.

  8. The punting team may only change their mind by calling a timeout.

                   

  1. ILLEGAL ADVANCEMENT

                   

  1. The runner or ball carrier may NOT dive or slide forward to advance the ball. Ball is dead at point where player left their feet. (See ball carrier penalty)

  2. Advancement may not occur as a result of the ball being slapped, knocked, pitched, lateralled forward, or kicked by the offense or the defense.

  3. Ball will be declared dead at the point it was slapped, knocked, pitched, forward lateral, or kicked if it was done so in the direction of that team’s advancement.

 

  1.  PLAYER BEHAVIOR

                   

  1. Any verbal badgering of referees by any player after the referee has asked once for Team Captain control can result in player or players involved in the action being ejected.

  2. Any derogatory language between opposing players, after the referee has asked once for Team Captain control, can result in player or players involved in the action being ejected.

  3. First derogatory action or language should be penalized 15 yards. Second offense will result in ejection of player. Sideline players are subject to the same ejection for abusive, obscene or badgering language to opposing players, spectators, or referees.

  4. Teams should keep their sideline clear of any items and players 3 yards from the sideline which could cause injury if a player goes out of bounds.

  5. If the Team Captain of the penalized team can’t control the actions of his/her players, the game may be forfeited per decision of Head Ref or Coordinator.

  6. Profanity, fighting, or rough or injurious plays do not need warnings in order to cause the player to be ejected.

                   

  1. SCORING

                   

  1. Touchdown —6 points

  2. PAT — (2 points from 10 yards) (1 point from 3 yards) Any 2-point PAT attempt intercepted by the defense and returned for a score will be worth 2 points

  3. Safety —2 points

  4. PAT’s will begin with the ball on the 3 or 10 yard line per team decision. After PAT, the ball will be placed on the 20 yard line.

  5. After a touchback, the ball will begin play on the 20 yard line.

  6. After a safety, the ball will be punted from the 20 yard line using the Declare Punt Rules.

  7. There is no tie breaker on regular season games.

  8. Forfeit Game — 5-0 score.

                   

  1. TIE BREAKER (Playoffs)

 

  1. In the event of a tie game, a coin will be tossed with the winner receiving the choice of playing offense or defense first.

  2. Both teams will go in the direction of the wind, or, if no wind, in the direction chosen by the team that lost the toss.

  3. Ball will be placed at the 20-yard line going in and each team will have four consecutive plays in which to score.

  4. If both teams score the same amount of points or no points at all, it will be repeated from the 20, alternating who goes first until there is a winner.

  5. During the tiebreaker, there will be only one timeout per team.

  6. An interception terminates the offense’s chances to score.

                   

            

  1. COED SPECIFIC RULES

 

  1. Under general conditions, a standard on-field coed team should consist of five men and three women.

  2. A team MUST play with a minimum of 2 players of each gender at all times.

  3. There may NEVER be more than five men on the field at the same time.

  4. If a team chooses, they may play a maximum of eight females on the field at once.

  5. To ensure coed participation, the offense team must use a female as an operative player within 3 consecutive downs. Failure to use a female with in 3 plays results in a 5-yard penalty and loss of down, and the next down remains a girl play.

  6. An operative player is defined as a player who:

  • Is the intended receiver in the eyes of the referee.

  • If the ball is caught

    • beyond the line of scrimmage she must establish herself as a runner before making a lateral pass. She may not lateral it backwards across the line of scrimmage.

    • behind the line of scrimmage, she must establish herself as a runner and cross the line of scrimmage, before she can lateral the ball. (The ball may not cross backward over the line of scrimmage on the lateral.)

  • Runs the ball as the primary runner (must cross the line of scrimmage)

  • Receives the snap as the QB and throws the ball over the line of scrimmage.

  1. Nonoperative player includes:

  • Snaps the ball into play

  • Hands off the football

  • Receives a hand off only to give back to a male player before crossing the line of scrimmage, or lateral it back over the line of scrimmage.

  1. Refs will call open or girl play at the beginning of each play. Open play can go to either a male or female. If a female is not used for two consecutive downs then the next down is a forced girl play; a female must advance the ball.

  2. If a team begins a game with eight players or less and a player is injured during the course of the game, the Team Captain may choose to:

  • Continue playing minus the injured player

  • Forfeit the game entirely to the opposing team

  • if the injured player is a female and her loss would cause the team to have less than 2 females on the field, the team must forfeit the game entirely.