Presentation on theme: "Flag Football Rules Clinic UNIVERSITY OF DELAWARE INTRAMURALS."— Presentation transcript:
Flag Football Rules Clinic UNIVERSITY OF DELAWARE INTRAMURALS
Basics of Officiating Preparation –Being on time Proper Dress/Equipment –Whistle, Black/Dark Shorts, Tucked in shirt, Forward Hat (if worn) –Knowledge of Rules –Pre-Game Conference –Determine the play style of teams Safety/Risk Management –Check Facility –Check Equipment –Check Players –Stop game if needed –Eject Players if needed Positioning –Hustle and Be in Position –Proper coverage/Keep all players in sight Judgment –Communication –Preventative Officiating Determine if players are playing the ball or other players –Pace determined by teams –Keep flow of game uninterrupted Incidental contact
Basics of Officiating Improvement/Evaluation –Post-Game –Work on 1-2 things to improve each game –Mentor others or ask questions to experienced officials Praise in public, criticize privately –Get more game experience –Promotions Being the head official Working more competitive games Mechanics/Calls –Make the basic calls Dont look for insignificant or rare calls –Confidence/Use of Voice Whistle and Crisp mechanics –Work on signals Rapport with Players –Command Respect but be respectful –Communicate with captain –Warn players before ejecting –Dont socialize with one group over another
Game Length and Time The game consists of two 18- minute halves with a running clock, except for the last 2 minutes of each half In the last 2 minutes of each half, the clock will stop for: –Incomplete passes, out of bounds, penalties, change of possessions, scores, and first downs The clock will always stop for Timeouts The Mercy Rule is applied when a team leads by 19 points (25 for Co-Rec)or more in the second half at the 2 minute warning END OF THE GAME SIGNAL
Scoring Touchdown = 6 pts A Touchdown is scored when the nose of the ball crosses the Goal Line in the possession of the offense or a receiver catches the ball in the End Zone. Six points will be awarded followed by the try-for-points. TOUCHDOWN SIGNAL
Extra Points Extra Point Attempts: –1 point (3 yard line) –2 points (10 yard line) –3 points (20 yard line) An intercepted try-for-point that is returned for a Touchdown is always worth 3 points. Safety = 2 points SAFETY SIGNAL
Rules of the Game Each team may field 7 players at a time (8 for Co- Rec) –A minimum of 5 players is required in order to start and finish a game –6 minimum players for Co- Rec (4M/4W, 4M/3W, 4M/2W, 4W/2M, 4W/3M, 4W/3M, 3W/3M There is NO CONTACT ALLOWED! Incidental contact may occur because of the nature of the game, but our goal is to limit contact to an absolute minimum
Rules of the Game Teams have 4 downs to advance the ball to the next zone line-to- gain or to score Possessions start on X line at the beginning of each half, after scores, and after punts A team may elect to punt on 4 th Down –Can only be changed by a timeout FIRST DOWN SIGNAL
Pre-Game Duties: Equipment Jewelry is not allowed to be worn by any participant during an Intramural event Jewelry cannot be taped or covered with a band- aid –Medical Alert bracelets or necklaces must be taped down There are NO EXCEPTIONS! NO POCKETS, belts, belt loops, or exposed drawstrings
Pre-Game Duties: Equipment No knots or hard billed hats Arm holes must be less than 4 Matching colored jerseys, tucked in or cut 4 inches above the waist A one-piece flag belt with three flags permanently attached is provided, it should be worn with a flag on each side and one in the center of the back Pants or shorts must be a different color than the flags Any and all dangerous equipment must be removed or properly covered prior to participation FAILURE TO WEAR REQUIRED EQUIPMENT SIGNAL
Captains Meeting This is to be done every game at least 5 minutes prior to the start of the game –DO FOR ALL PLAYERS THE FIRST WEEK Set The Tone For The Entire Game –This is the first opportunity to let the teams know what kind of game to expect –Take control but dont be pushy –Have fun but make sure you are taken seriously
Captains Meeting Each crew member should introduce themselves and their position Remind Captains that: –The clock only stops in the last 2 minutes of the each half (aside from timeouts) –Each team has two timeouts per half (1 in overtime) –They are the representative of the team that is allowed to talk to the officials about rule interpretations and questions –They are responsible for the conduct of their team Answer any questions, wish both teams a good game, and administer the coin toss
Coin Toss –In the presence of both captains, the Referee will have the visiting team captain call the toss in the air and the home team captain will repeat the call. The captain winning the toss shall choose one of the following options: To start on offense or defense To designate which goal their team will defend To defer their decision until the second half –The captain losing the coin toss will choose from the remaining options It is possible for teams to defend the same goal or to start with possession in both halves
Ready for Play After the Referee has announced the down and line to gain, the ready for play whistle will be blown This is the signal that the ball is ready to be put into play Meaning, the offense will have 25 seconds, counted silently by the referee, to snap the ball or be penalized for delay of game READY FOR PLAY SIGNAL
Delay of Game The following delay-of-game fouls carry a 5 yard penalty: –Violating the 25 second count –Snapping the ball before it is marked ready for play –Failure to properly wear legal or required player equipment when the ball is about to become live
Pre-Snap: Line is Set The offensive team must have at least 4 players on the line of scrimmage –Live Ball Penalty (Simult. w/ Snap) All players must be within 15 yards of the ball before the snap (unless a defensive player is engaged against offensive player outside of hash marks) Live ball penalty (Simultaneous w/ Snap) Once the ball is set, no player may enter the neutral zone If all those necessary rules are met than the Line Judge will determine that the line is good and the ball may be snapped legally
Pre-Snap: Motion One offensive player may be in motion at the time of the snap, but not in motion toward the opponent's goal line. If multiple players are in motion, all must set before the ball is snapped. A single player may then go back into motion for the snap. ILLEGAL SHIFT (BOTH HANDS) or ILLEGAL MOTION (ONE HAND) SIGNAL
The Snap The ball must be snapped off of the ground behind the line of scrimmage The ball may be side-snapped; it does not have to go through the snappers legs –Feet must be behind the ball when snapped Use preventative officiating by R & LJ The player who receives the snap must be at least 2 yards behind the Line of Scrimmage –Live ball penalty (Simult. w/ Snap) DELAY OF GAME SIGNAL
Passing Only one legal forward pass is allowed per down. –An Illegal Pass occurs when: –The passers foot is over the line of scrimmage –There is more than one forward pass per down Every player is an eligible receiver Any player may hand, pass, or lateral the ball backwards at any time, any number of times –The ball may also be handed forward
Passing On an incomplete pass, there should be one whistle, and one signal –Dual coverage areas may have 2 whistles & signals If there is a backwards pass, yell Back and give the backward pass signal –If in doubt…the pitch was back INCOMPLETE PASS SIGNAL
Balls Away If the passer is de-flagged before releasing the ball, he has been sacked by the Defense, and the Referee marks the spot until the line judge can cover the spot. If the passer releases the ball before the defender de-flags them the Referee should yell, Balls Away! This denotes that the pass attempt has gone forward and may be legally caught.
Running Once a player receives possession of the ball they become a runner: –Runners may not cover or guard their flags in any way –Runners cannot stiff arm –Runners cannot charge into or bowl over an opponent –Hurdling is not allowed –Spinning is legal
Flag Belt Removal Players must have possession of the ball before they can legally be de-flagged by an opponent When a runner loses their flag belt accidentally play will continue The runner can be downed by a one (1) hand touch between the shoulders and knees
Punting the Ball A punt is only legal when it has been declared. –usually on 4 th down. –the offensive captain may request to punt on any down. The offensive team must meet the minimum line players requirement. Neither team may cross their scrimmage line until the ball is kicked.
Punting the Ball If a Team R player blocks the kick and: –it strikes the ground, the ball is dead and belongs to R. –it is caught by Team K behind the offensive teams scrimmage line, K may advance the ball. –it is caught by Team K beyond the offensive teams scrimmage line, the ball is dead and belongs to K.
Punting the Ball If an untouched punt strikes the ground it remains live until Team K downs the ball or Team R recovers and advances it. Once a punt is touched, it is dead when it next strikes the ground and belongs to R. The receiving team may signal for a fair catch, but this signal shall be ignored by players and officials.
Punting the Ball Team K may not punt the ball to a teammate. Team K may not punt the ball beyond the offensive teams scrimmage line. –The penalty for both is illegal kick which is penalized 10 yards using all-but-one. If K interferes with Rs opportunity to catch the kick, R has 3 options: –the result of the play; –a 10 yard penalty from the previous spot and replay of the down; or –an awarded catch at the spot of the foul (no distance penalty).
Fouls During Punts With the exception of kick-catch interference, penalties for all fouls by Team K during a punt are enforced from the previous spot. Penalties for Team R fouls during punts are enforced from the previous spot unless the foul is governed by post-scrimmage kick enforcement rules.
First Touching Team K may not be the first to touch a kick beyond the offensive teams scrimmage line. –If they do, it is a violation for first touching. This spot should be marked with a bean bag. Once Team K may legally touch a kick, they may recover it. If first touching occurs, Team R may take possession of the ball at the spot of first touching unless Team R touches the ball and thereafter commits a foul or any penalty against either team is accepted.
Marking the End of the Play The end of the run is spotted where the BALL is when the runner is de-flagged –NOT where the players body is or where the flags are Since there is no contact and no forced fumbles, a player may reach out with the ball to gain extra yardage Mark the end of the run with the downfield foot and the same arm in the air, displaying the next down
Extending a Period A period is extended if, during the last timed down: –there is an accepted penalty for a live-ball foul not penalized as a dead-ball foul and does not include loss of down –there are offsetting fouls –there is an inadvertent whistle –a touchdown is scored the period is extended for the try, unless the touchdown is scored as time expired in the 2 nd half and the point(s) would not affect the outcome of the game the period is not extended further when the defense fouls during a successful try and the offended team accepts the result of the play with enforcement of the penalty from the succeeding spot If any of the above scenarios occur during the untimed down, the period will be further extended
Live Ball A Dead Ball, after it is declared ready for play, becomes a Live ball when it is legally snapped –The ball becomes Live when it is snapped When a runner has possession –A receiver becomes a runner once they catch the ball A pass or fumble that has not yet touched the ground is a loose live ball
Dead Ball The ball becomes dead when: –The runner is de-flagged or tagged –The ball goes out of bounds –Points are scored –The ball hits the ground as a result of an incomplete pass, fumble, muffed ball, bad snap, lateral, backward pass, etc. –Any part of the runner other than their hands or feet touches the ground The ball is considered a part of the hand An officials whistle will always signal that the ball is dead DEAD BALL SIGNAL
Fumbles There are no fumbles in Flag Football The ball will be spotted where it contacts the ground Failed backward passes that touch the ground are considered fumbles A player may not intentionally fumble to gain yards THE BALL WILL BE DECLARED DEAD WHEN IT HITS THE GROUND ON A FUMBLE
Two Minute Mechanics Until the final 2 minutes of the each half, the clock will run stopping only for Time-Outs The clock will stop for the Two Minute Warning –May be under 2 minutes when blown by R START THE CLOCK / CLOCK IS RUNNING SIGNAL The clock will now be run according to stop time based on NCAA rules Communication, signals, and mechanics are key to keeping the crew on the same page STOP THE CLOCK SIGNAL
Two Minute Mechanics The clock will stop for a: –Incomplete legal/illegal forward pass: starts on snap –Out-of-bounds: starts on snap –Safety: starts on snap –Team time-out: starts on snap –1 st Down: depends on previous play –Touchdown: starts on the snap (after PAT) –Penalty & Administration: depends on previous play (Exception: Delay of game: starts on snap) –Referees time-out: starts at discretion –Touchback: starts on snap The clock will stop for a: –Team A awarded a new series: depends on previous play –Team B is awarded a new series: starts on snap –Either team is awarded a new series following a legal punt: starts on snap –Team attempting to conserve time illegally: starts on ready –Team attempting to consume time illegally: starts on snap –Inadvertent whistle: starts on ready
Momentum Rule When a player gains possession between their own 5 yard line and the goal line and their momentum carries them into their end zone, if the ball then becomes dead, via fumble or de-flagging, the team with possession will receive the ball at the spot where possession was initially gained. A player is not penalized when their momentum carries them into their own end zone; it will not be a safety In IM Football this is common on interceptions of long passes
Penalties and Enforcement Types of Penalties: –Dead Ball (Blow Whistle, Throw Flag straight up in air, Stop the Play) –Live Ball (Throw Flag at spot of foul, NO WHISTLE, Play continues) –Simultaneous with the Snap (Throw Flag straight up in air, NO WHISTLE, Play continues) A team always has the choice whether to Accept or Decline the yardage of a penalty Enforce all penalties in the order they occurred LOSS OF DOWN SIGNAL
5 Yard Penalties –False Start or Encroachment (Dead Ball) –Illegal Snap (Dead Ball) –Delay of Game (Dead Ball) –Offensive Illegal Motion or Illegal Shift –Player Receiving the snap within 2 yards of the Scrimmage Line –Helping the Runner –Intentional Grounding (Loss of Down) –Illegal Forward Pass (Loss of Down)
10 Yard Penalties Illegal Contact Flag Guarding Illegal Player Equipment Illegal Flag Belt Removal Personal Fouls Roughing the Passer ( Automatic 1 st ) Offensive Pass Interference (Loss of Down) Defensive Pass Interference (Automatic 1 st ) Unsportsmanlike Conduct
Dead Ball Fouls False Start Illegal Snap Encroachment Delay of Game Leaving the field on the wrong side Unsportsmanlike conduct Whistle is blown immediately and the flag is thrown up in the air Enforced from the succeeding spot Usually called by the Referee or the Line Judge
Penalties: Live Ball Fouls Can happen during both running plays and loose ball plays Whistle IS NOT BLOWN on any live ball foul! Throw your penalty flag at the spot of the foul and keep following the play Do not assume that there will be only one live ball foul, do not stop watching
Let Your Mind Digest What Your Eyes Have Seen Decisions must be instantaneous and a ruling announced with minimal delay. Ensure improved instinctive reactions to play situations by reviewing all possible combinations of circumstances before each game. LET YOUR MIND DIGEST WHAT YOUR EYES HAVE SEEN.
Penalty Enforcement The Basic Spot of enforcement is determined by the type of play when the foul is committed –Running plays End of the Run –Loose Ball plays Preceding Spot (original LOS) –Dead Ball fouls Succeeding Spot (the spot where the ball will be snapped from next) –Simultaneous to the Snap fouls Succeeding Spot –Unsportsmanlike Conduct Succeeding Spot
Penalties and Enforcement If two live ball penalties occur on one team, the other team must choose which penalty to accept If live ball penalties occur on each team (does not matter how many) and are accepted, penalties will offset and the down will be replayed If a live ball penalty occurs followed by a dead ball penalty, both penalties will be enforced
Penalties and Enforcement The line-to-gain will always be established after the ready for play whistle has been blown Dead Ball penalties that occur after the whistle will not affect the down or line to gain Penalties on the Defense on scoring plays will be assessed on the subsequent try for point or down, if accepted
All But One Principle Any foul committed by the offense behind the basic spot of enforcement is administered from the spot of the foul. REMEMBER THIS RULE!!!
Flag Guarding Runners shall not flag guard by using their hands, arms, or the ball to deny the opportunity for an opponent to pull or remove the flag belt Examples include: –Placing or swinging the hand or arm over the belt –Placing the ball in possession over the flag belt –Lowering the shoulders in such a manner which places the arm over the belt Penalty: 10 yards from the spot of the foul FLAG GUARDING SIGNAL
Flag Guarding ?
Screen Block & Illegal Contact This is a NON-CONTACT sport, and while there may be incidental contact due to the nature of the sport itself, it is to be avoided as much as possible Time and Space are both factors that are considered in determining who is responsible for the contact No player may use their hands or arms to gain an advantage on another player
Screen Blocking A blocker must have their arms behind them or at their side and may not initiate contact with the runner. The blocker is entitled to their space as well; the runner cannot go through them, they must go around the blocking player.
Encroachment Once the line is set, no player may: –Break the scrimmage line plane –Encroach the neutral zone, –Touch the ball (other than the snapper), –Touch any opposing players This a Dead Ball Foul 5 Yard Penalty ENCROACHMENT SIGNAL
False Start No Offensive player shall simulate the start of a play. This includes jumping the snap or encroaching the neutral zone prior to the snap This is a Dead Ball Foul 5 Yard Penalty FALSE START SIGNAL
Illegal Snap The snap must be one continuous motion off of the ground Snapper may not snap to themselves This is a Dead Ball Foul Player receiving the snap must be 2 yards off the Line of Scrimmage –Live Ball (Simult. w/ Snap) 5 Yard Penalty ILLEGAL PROCEDURE SIGNAL
Pass Interference There are two types of Pass Interference: Offensive –10 yards from previous spot + Loss of Down Defensive –10 yards from previous spot + Automatic First Down Interference – Anything other than a bona fide attempt to reach, catch, or bat a pass This includes hindering an opponents vision or face blocking
Unsportsmanlike Conduct Examples include: Dissent Taunting Spiking or Kicking the ball Illegal Equipment Swearing Deception or Unfair Acts Certain Personal Fouls UNSPORTSMANLIKE SIGNAL Unsportsmanlike Conduct is penalized by a loss of 10 yards
Player Ejection 2 UC penalties on one player in a game = DQ 3 UC penalties on a team in a game = Forfeiture Flagrant Unsportsmanlike Penalties, such as unnecessary roughness and fighting, will result in instant player disqualification EJECTION SIGNAL
Special Penalty Enforcements –Automatic First downs Penalties: Defensive Pass Interference, Roughing the Passer, Illegally Secured Flag Belt –Loss of Down Penalties: Illegal Forward Pass, Illegally Secured Flag Belt, Offensive Pass Interference, Intentional Grounding –Roughing the Passer = Succeeding Spot –Half the Distance - A penalty can never move the ball more than half the distance to any Goal Line, this usually occurs when within either 20YL
Reporting a Foul Once the play is over: –Blow your whistle with two short, loud blasts to get the referees attention so they dont move the pucks –Make sure the end of the run is being marked by another official (the final official should also guard the penalty flag on the field so that it is not moved) –Quickly tell the referee the foul, the team, and the spot where it happened
Referee Penalty Enforcement The Referee will... –Confer with the official that threw the flag –Give a preliminary signal (pantomime) of what the foul was and what team committed it –Inform the offended captain of the foul and their options –Mark off the penalty yardage and move the pucks –Announce the penalty (both verbally and with the mechanic) –Announce the down and the new line to gain PERSONAL FOUL SIGNAL
If In Doubt Rules 1. If in doubt, the pass is backward. 2. If in doubt, the ball is released. 3. If in doubt, the player receiving the snap is two yards back. 4. If in doubt, the pass is legal. 5. If in doubt, the snap close to the ground remains live. 6. If in doubt, the player is on the scrimmage line. 7. If in doubt, the passer is behind the Team A scrimmage line. 8. If in doubt, it is not a foul. 9. If in doubt, it is a touchback. 10. If in doubt, it is a catch.