Coed Flag Football Rules

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ALASKA TRY-SPORTS FLAG FOOTBALL RULES      
7v7             

I. PLAYERS/GAME SCHEDULES      
A. All players must complete registration, which includes filling out a league waiver and having a current membership, to be eligible to play.     
1B. Roster limit is 12 (extra players may be added for additional fee).     
1C. Format is 7v7. Teams may start with 4 players to avoid forfeit.     
1D. Teams are allowed a grace time of 10 minutes from scheduled start time.  This counts as game time.      
1E. All players must carry a picture ID to verify membership in case of roster checks.     

II. ROSTERS 
2A. Roster changes will be accepted via website, email, mail, and in person.     
2B. All roster changes must be approved by Alaska Try-Sports before the 4th week of the season.     
2C. No roster changes will be accepted after 4th week of the season unless changes is due to injury.     
2D. A team will forfeit any game in which it is determined that a player has participated who is not listed on the team roster or is not of legal age.     
2E. Official roster change must be submitted by the Team Captain or Co-Captain and include:     
Team name, new player name and name of person being replaced.     
New player must be a member before participating in any games.     

III. ATTIRE/EQUIPMENT 
3A. Athletic shoes are required. Cleats are recommended. Metal spikes are not permitted. (Penalty: Ejection and possible suspension at discretion of league management)     
3B. Players must wear jerseys once issued. Jerseys are ordered the first week of the season and distributed week 2/3 once a team's fees are all paid. Any players signing up AFTER the week 1 order will have to wait until the mid-season (week 3/4) order.  During the first couple weeks of play, teams must wear their color until the order comes in.     
3C. If a team wants to order their own jerseys, they must be one consistent style (subject to approval by league management), and either the entire team wears them or the entire team wears jerseys issued by ATS...not a mix of each.     

3D. NO POCKETS ALLOWED!!!     
3E. NO JEWELRY ALLOWED...this includes earrings, necklaces, bracelets, lip/nose/eyelid/etc. 
3F. NO Hard brim hats, including baseball style caps. Note: For violations of rules 3A-3F, the player will be removed until their attire is in compliance.       
3G. No "youth" footballs allowed. Junior/Intermediate size (11.2"x6.3") and up only.       

IV. GENERAL GAME RULES 
4A. No intentional contact allowed.     
4B. NO BLOCKING. No player may make contact or enter the space occupied by another player of either team. 
4C. A Race to the game ball placed on mid-field to see who starts with ball.     
4D. Games have a running clock for entire game, except will go to “Regular time” upon the Two-Minute warning. Each period is 24 minutes.  
4E. between legs in shotgun formation, or snapped sideways in shotgun formation, but must be in contact with the ground prior to the snap and quarterback must start in shotgun minimum 6 feet behind the line of scrimmage. 
4F. The offensive team takes possession of the ball at their 15-yard line. 
4F (a) First downs are in set positions every twenty yards starting from the Twenty yard lines from each end of the field.    
4G. If the offensive team fails to score or convert, possession of goes to the other team.    
4H. Possession changes due to turn overs: Offense takes over where previous team turned it over.      
4I. After 23 minutes, there will be a 5-minute half-time, after which teams change sides and, the ball goes to whomever did not get it at the beginning of the game.     
4J. Each time the ball is spotted a team has thirty (30) seconds to snap the ball. Failure to snap the ball within thirty (30) seconds will result in a Delay of Game penalty. Officials will give a ten (10) second warning before the ball must be put in play, and count down from 5 to 0.      
4K.. Offense may not snap the ball until the official spots the ball, calls "30 seconds", and signals the quarterback that play may resume. (Penalty: false start, 10 yards or 1/2 distance to the goal, loss of down) 

V. SCORING 
5A. Games are played for 50 minutes.     
5B. TD=6 points, Extra Point=1 (5 yards out); 2 (10 yards out), Safety=2 points     
A team who scores 2 points for a safety will also take possession at their 15-yard line.     
5C. If the defense intercepts an extra point attempt and returns the ball for a score, the defensive team will be awarded 2 points     

VI. TIME-OUTS 
6A. Each team has one sixty (60) second time-out per game, in which the play clock stops. The clock will continue to run.    May not be used during two-minute warning.  
6B. Each team has two :30 second time-outs per half, in which the game clock continues to run. The play clock stops 

VII. RUSHING THE QUARTERBACK: (subject to change)(at discretion of the Head Referee)      
7A. All players who rush the passer  must count to 3-mississippi loudly and at a reasonable tempo, as determined by the referee or, utilize an official Mississpi-Counter as directed by the game official. The offense can request a slower tempo, but the referee makes the final decision.  Failure to count out loud and/or finish the ENTIRE COUNT (including the mississippi's) results in an illegal rush. (penalty: 10 yards or 1/2 distance to goal from line of scrimmage and automatic first down)     
7B. Players not rushing the QB may defend on the line of scrimmage.     
7C. Once the ball has left the QB s hand by either hand-off, pitch, lateral or pass, the 5-Miss count rule is no longer in effect and all defenders are eligible to rush.     
7D. Players may not line up in a three point stance at any time.     
7E. Defenders must go for the QB s flag and not his arm. Contact to the passer s arm, hand, or head will be called a foul. (penalty: 10 yards or 1/2 distance to goal from line of scrimmage and automatic first down)     
7G. Defenders rushing the QB are allowed to raise arms to block passing lanes or to deflect a pass.     
7H. If flag is pulled before the football leaves the QB s hand, QB is down. 

VIII. RUNNING/RUSHING 
8A. The player who receives the snap is designated as the quarterback (QB) no matter where they line up.     
8B. The QB CAN run the ball.                                                                                                            8C. All hand-offs, pitches, or laterals are okay as long as the ball is thrown to a player behind the original ball carrier. .     
8D. The player who takes the hand-off, pitch, or lateral can run with the ball.   
8E. The player who takes the hand-off or lateral can throw the ball as long as he does not step past the line of scrimmage.     
8F.  No-Run Zones  are located 5 yards before midfield and 5 yards before the end zone in each offensive direction.     
8G.  No Running Zones  are designed to avoid short yardage power running situations.     
8H. Spinning is allowed. No hurdling. 
8I. The team advancing the football can dive in order to gain yardage, either for a first down or touchdown.    
8J. The ball is spotted where the ball is when the flag is pulled. If a flag falls off resulting from an attempted de-flagging, the runner is down where the attempt was made, not where the flag finally fell off.   
8K. Ball and flags must break the plane for a first down and touchdown. 

IX. PASSING 
9A. Only one forward pass is permitted per offensive play, even if it occurs behind the line of scrimmage. (penalty for illegal forward pass: delayed call,10 yards or 1/2 distance to goal from spot of throw and loss of down)     
9B. The forward pass must be thrown from behind the line of scrimmage. (penalty for illegal forward pass) 
9C. Interceptions change the possession and the ball is placed where the intercepting player's flag has been pulled.      
1. Interceptions may be returned. 
      

X. RECEIVING 
10A. All players are eligible to receive passes (including the QB if the ball has been handed off, pitched, or lateraled behind the line of scrimmage).     
10B. Only one player is allowed in motion at a time. Motion must be parallel to the line of scrimmage.     
10C. Player must have at least one foot in bounds and control of the ball before either foot lands out of bounds in order for it to be a completed pass.     
10D. Pass may be intentionally tipped in any direction to any other player.    
10E. If any player goes out of bounds, he/she can t be the first to touch the ball. (result: illegal touching, 10 yard penalty)    

XI. SUBSTITUTIONS 
11A. Players may substitute freely between plays. 

XII. DEAD BALLS 
12A. There are no fumbles. The ball is spotted where it hits the ground, unless fumbled forward in which case it is spotted at the point it left the player's hands.  Anytime the ball touches the ground, it is dead.     
12B. Play is ruled  DEAD  when: 
1. Offensive player s flag is pulled. 
2. Ball carrier steps out of bounds. 
3. Touchdown is scored. 
4. Anything other than the ball carrier s hand or foot hits the ground. The ball is part of the hand and may be used to maintain stability. 
5. The ball hits the ground (loose ball play). 
6. Ball carrier s Belt/Flag falls to the ground on its own AND they are then tagged (one hand).     
7. Receiver s belt/flag falls to the ground on its own AND they are then tagged (one hand). 

XIII. SPORTSMANSHIP/ROUGHING     
13A. If the field monitor or official witnesses see any acts of tackling, elbowing, cheap shots, blocking, flag tampering or any unsportsmanlike act, the game will be stopped, a penalty will be assessed (see section XV below), and the player can be ejected from the game. FOUL PLAY WILL NOT BE TOLERATED.     
13B. Trash talking is illegal. Official has the right to determine language which is offensive. (Trash talk is that which may be offensive to team, officials, opposing team, or spectators). Official can assess penalties and eject players from the game for trash talking.     
13C. The first warning to one team will serve as a warning to both teams.      
13 D. Any violation of our Sportsmanship Policy includes not only yardage and down penalties, but may also include ejection and/or suspension. 

XIV. OVERTIME 
14A. Regular Season: After establishing first possession, offense must declare whether the try is for one or two points. After the try, the opposing team gets their own 4 downs, declaring one or two points. After 3 tries by each team, if the score is still/again tied, the result of the game is a tie. If the defense returns a loose ball play for a score, it is worth 2 points, regardless of the value of the try. 

14B. Playoffs: If after three rounds of tries the score is still tied, all further tries MUST be for 2 points, continuing until there is a winner. 

XV. PENALTIES 
15A. All penalties will be called by the Official and may be declined UNLESS otherwise noted below.     
15B. All penalties are assessed from the original line of scrimmage, UNLESS otherwise noted below. 1. All penalties committed by the offense behind the line of scrimmage will be assessed from the spot of the foul. 
15C. A penalty will not move the ball more than half the distance to the goal line.     
A15D. Defense 
1. All defensive penalties are 10 yards or half distance to the goal (whichever is less) and automatic first down.     
2. Officials determine incidental contact which may result from normal run of play!     
3. Line of Scrimmage Penalties - these are assessed from the originating line of scrimmage  (a.k.a. where the play started)     
a. Offsides. 
b. Pass Interference 
c. Illegal Contact (holding, bump and run, blocking, tackling, pushing of players not in possession of the ball). Note: This includes excessive contact with a receiver even if made at the same time the ball arrives.     
d. Illegal Rushing (start rush from inside 7-yard marker; fast or quiet 5-mississippi count, crossing line before finishing count).     
e. Unsportsmanlike Conduct (any violation of our      Sportsmanship Policy which includes not only yardage and down penalties, but may also include ejection and/or suspension)     
4. Spot Foul Penalties - these are assessed from the spot where the foul occurred     
a. Illegal Flag Pull (before receiver has ball) - play continues until another flag is pulled, and offense has option to accept penalty from the spot of foul or take the result of the play where runner is legally downed.     
b. Illegal Contact (holding, tackling, tripping, pushing of the ball carrier)     
5. In cases of illegal contact and/or unsportsmanlike conduct AFTER the completion of a play, the penalty yardage and loss of down will be assessed from the end of the play. (Example: 3rd and midfield from the 10 yard line. Offense gains 5 yards, play is whistled dead, then an offensive player engages in conduct outlined in Section XIII above. Result: play was over so it was technically 4th down when the penalty occurred, so the loss of down results in a turnover.)     
6. Games cannot end on a defensive penalty, unless the offense declines it.     
15E. Offense 
1. All offensive penalties are 10 yards or half distance to the goal (whichever is less) and loss of down.     
2. Officials determine incidental contact which may result from normal run of play!     
3. Line of Scrimmage Penalties - these are assessed from the originating line of scrimmage (a.k.a. where the play started)     
a. Illegal Motion (more than 1 person moving, false start, moving forward before snap, lining up offsides, running in "no-run" zone or QB running if not rushed) *results in a dead ball, play stops     
b. Delay of Game  10 yards and loss of down (clock will NOT stop). *results in a dead ball, play stops     
c. Illegal Contact (offensive pass interference, illegal pick play, pushing off/away defender).      
    d. Unsportsmanlike Conduct (any violation of our Sportsmanship Policy which includes not only yardage and down penalties, but may also include ejection and/or suspension)     
4. Spot Foul Penalties - these are assessed from the spot where the foul occurred     
a. Blocking (offensive player intentionally impeding the path between any defender and the ball carrier whether or not contact is made)     
b. Illegal forward pass (defined in passing section above as either a second forward pass or pass from beyond the line of scrimmage)     
c. Flag Guarding (Defined as the ball carrier's use of hands, arms, or ball to prevent a defender from pulling their flag.  "Natural arm movement" when running is no defense for flag guarding.  In order to prevent the penalty, the ball carrier should keep hands and ball above flag belt level.)      
d. The resulting down after a spot foul is determined by the spot of the ball AFTER progress AND penalty yardage have been assessed.  (Example: 2nd and mid-field to gain, progress is made across midfield where a foul happens, and the penalty yardage brings the ball back prior to midfield. Result: 3rd and mid-field to go.)     
5. In cases of illegal contact and/or unsportsmanlike conduct AFTER the completion of a play, the penalty yardage and loss of down will be assessed from the end of the play. (Example: 3rd and midfield from the 10 yard line. Offense gains 5 yards, play is whistled dead, then an offensive player engages in conduct outlined in Section XIII above. Result: play was over so it was technically 4th down when the penalty occurred, so the loss of down results in a turnover.)     
15F. Multiple infractions: in the event a team commits multiple fouls on the same play, only ONE penalty will be assessed, NOT added up for more than 10 yards or loss of multiple downs.      
15G. Off-setting penalties: in the event that BOTH offense and defense commit fouls on the same play, they will offset and the down will be repeated from the originating line of scrimmage.      
15H. Only the team captain may ask the official questions about rule clarification and interpretations. Players cannot question judgment calls. 

XVI. OFFICIALS AND APPEALS     
16A. There will be a minimum of one designated official per game, with a  chief official  on site for the purpose of resolving appeals of rule interpretations.     
16B. Each team gets ONE appeal to the chief official per game.     
16Bi. If the appeal is NOT upheld, this counts as the team s timeout.     
16Bii. If the appeal IS upheld, the team is not charged with a timeout.     
16Biii. If the team has no timeouts, the team cannot appeal.    
16C. The clock stops during an appeal and resumes as soon as the chief official makes a ruling.     
16D. Only the captains, referee(s), and chief official can discuss appeals. Any disruption by other teammates will nullify the appeal and the team will be charged with a timeout or delay of game penalty if they have not timeouts.     
16E. An appeal made by a team with the intent to stop the clock as time is running down late in the game (or at any other time per the referee s judgment) will result in one minute being run off the clock if the appeal is not upheld, in addition to the loss of timeout or delay of game penalty.     
16F. Any other abuse of the appeals process not specifically stated above shall incur a penalty including, but not limited to, one or more of the following:     
- delay of game penalty 
- unsportsmanlike conduct penalty and/or warning of ejection     
- ejection 
- time run off the clock     
- forfeit 

XVII. HEALTH & SAFETY     
17A. Players experiencing bleeding must step off the field of play until bleeding is stopped.     
17B. Clothing with excessive blood needs to be changed or player may not be eligible to re-enter the game.     

 

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