Flag Football History Flag Football is believed to have begun in the U.S. military during World War 11 to prevent injury to military personnel playing.

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Presentation transcript:

Flag Football

History Flag Football is believed to have begun in the U.S. military during World War 11 to prevent injury to military personnel playing football. Fort Meade in Maryland has the first recorded history of flag football and is generally accepted as it's birthplace. Touch Football was begun as an intramural collegiate sport in the 1930's. The rules where standardized in the '1950's through the College Physical Education Association doing questionnaires to more than 100 schools playing touch football. These schools gave input as to how to best play the game for fun and safety. The official rules where published in 1952.

Players Teams consist of 6 players (5 on the field with 1 substitute) and may consist of 7 players (5 on the field with 2 substitutes) if a female player is on the roster. Teams may play with a minimum of four (4) players (due to injuries). If less than 4 players are available, the game is forfeited by the side that is unable to field a team. Teams consist of 6 players (5 on the field with 1 substitute) and may consist of 7 players (5 on the field with 2 substitutes) if a female player is on the roster. Teams may play with a minimum of four (4) players (due to injuries). If less than 4 players are available, the game is forfeited by the side that is unable to field a team.

Game time Game length is 40 minutes. (2 x 20 minute halves) ‏ The time is running time except the last two minutes of each half will be “official timing”. If the ball carrier is out of bounds, the game clock will stop, if a pass is incomplete, the clock will stop – time will NOT stop after every play. The players will learn how to manage the game clock as it is in professional football. Flag football is the educational tool to learn the mechanism of the football. Officials can stop the clock at their discretion. In the event of a tied game, overtime will be played. The period between the end of the game and the start of the overtime period will be 2 minutes. A coin toss determines first possession of overtime. The team winning the coin toss starts with the ball on its own 5-yard line. Play continues as in regulation until one team scores. There will be no time outs granted during the overtime period. Each time the ball is spotted the offense has 30 seconds to snap the ball. Each team has two 60-second timeouts per half. These cannot be carried over to the second half or overtime. Timeouts can be called by Head Coach and on field players only. Clock will stop for the length of the timeout. Clock will stop to warn teams that there are two minutes left to play in the each half (no time out is given). Period for half - time will be 2 minutes. The clock will start at the snap after it has been stopped.

Touchdown: 6 points Extra point: 1 point (played from midpoint of 5-yard line only)‏ 2 points (played from midpoint of 12-yard line only)‏ Safety: 2 points Note: An Interception return to opponent’s end zone on any extra point play by the defense will result in the defense scoring 2 points plus possession for next series at its 5-yard line. Scoring

Running To start the play, the ball must be snapped between the legs of the snapper. The center is the player who gives the ball to the quarterback via a snap. The center cannot take a direct hand off back from the quarterback (no center sneak play). The quarterback is the player who receives the ball directly from the snap. The quarterback cannot run with the ball past the line of scrimmage, unless he has handed the ball off, tossed or pitched, and it has been returned to him. An Offense may use multiple handoffs behind the line of scrimmage. Only backward & lateral handoffs are allowed during the down. Tosses or sweeps behind the line of scrimmage are allowed and are running plays. Once the ball carrier has crossed the line of scrimmage the ball cannot be handed off, tossed, pitched or passed in any way. "No-running zones," are located 5 yards in front of each end zone. When the ball is on or inside the 5-yard line going towards the opponent’s end zone, the offense cannot run. The player who takes the handoff, toss or pitch can throw the ball from behind the line of scrimmage. All defensive players are eligible to rush once the ball has been handed off or tossed, or there is a play action fake or fake handoff. Spinning is allowed, but the ball carrier cannot dive forward or jump to avoid a defensive player or gain yardage (no diving). The ball is spotted where the ball carrier's feet are placed when the flag is pulled, not where the ball is.

Passing Only players starting 7 yards from the line of scrimmage can rush the passer. The quarterback has seven seconds to throw the ball. If a pass is not thrown within seven seconds, the play is dead, with a loss of down and the ball is spotted at the previous line of scrimmage. Only one forward pass thrown from behind the line of scrimmage is allowed in a down. Interceptions change the possession of the ball. Interceptions can be returned by the defense. On Interceptions that occur and remain in the end zone, the ball will become dead and will result in the ball belonging to the intercepting team at its 5-yard line. Should an interception occur in the end zone and the ball carrier leave the end zone, the ball will belong to the intercepting team at the spot the ball becomes dead. However should the ball carrier return to the end zone and be de-flagged or the ball become dead the result would be a safety for the other team.

Dead Balls Substitutions may be made only when ball is dead. Play is ruled "dead" when: * An official blows their whistle. * Ball carrier's flag is pulled or becomes illegal. * Points are scored. * When any part of the ball carrier’s body, other than his hand or foot touches the ground. If a ball carrier's flag falls off, the play will be whistled dead and the ball will be spotted at the spot where the flag fell off. Players are ineligible to catch a pass or receive the ball by hand off toss or pitch, if their flag has fallen off. Note: There are no fumbles. The ball will be spotted where the ball left the ball carrier’s hand(s). If the ball is fumbled during the snap, the ball will be placed at the line of scrimmage

Rushing the Quarterback All players who rush the passer must be a minimum of seven yards from the line of scrimmage when the ball is snapped. Any number of players can rush the quarterback. Players not rushing the quarterback may defend on the line of scrimmage. Once the ball is handed off or tossed, or there is a play action fake or fake handoff, the seven-yard rule no longer is in effect and all defenders may go behind the line of scrimmage. A special marker, or a game official, will designate seven yards from the line of scrimmage. Remember, blocking and tackling are not allowed.

Defensive Penalties All penalties are 5 yards. The down will be repeated unless otherwise noted, and will be assessed from the line of scrimmage. All penalties may be declined, except a false start (dead ball foul). Penalties will not exceed half the distance to the opposing team's goal line from the line of scrimmage. Game officials determine incidental contact that may result from normal run of play. All penalties will be assessed from the line of scrimmage. Only the team captain and Head Coach may ask the referee questions about rule clarification and interpretations. Players and Coaches cannot question judgment calls. Games cannot end on a defensive penalty, unless the offense declines it. Penalties after an interception shall be assessed after the return is over and/or the play is blown dead.

Offensive Penalties Flag guarding — 5 yards. Delay of game — 5 yards. Substitution fouls — 5 yards. Illegal motion — 5 yards. (more than one person moving, etc.)‏ False start — 5 yards (cannot be declined). Illegal snap — 5 yards. Illegal shift or failure to pause for 1 second — 5 yards. Offensive holding — 5 yards. Diving/Jumping — 5 yards Player out of bounds — 5 yards. (if player goes out of bounds, player cannot return to the field and catch ball)‏ Illegal forward pass — 5 yards and loss of down. (a second forward pass or after ball has crossed the line of scrimmage )‏ Offensive pass interference — 5 yards and loss of down. (illegal pick play, pushing off/away defender)‏ Running inside a no running zone is a loss of down at the previous spot.

Field Length: 60 (or 80) yards Width: 30 (or 20) yards End Zones: Maximum 10 yards deep, minimum 7 yards deep. No Running Zones: These must be marked 5 yards from each goal line.

Rules The offensive team takes possession of the ball at its 5-yard line and has four (4) plays to cross midfield. Once a team crosses midfield, it has four (4) plays to score a touchdown. If the offense fails to score, the ball changes possession and the new offensive team takes over on its 5-yard line. An automatic first down by penalty will overrule the other requirements regarding four (4) plays to make either a first down or score. If the offensive team fails to cross midfield, possession of the ball changes and the opposition starts its drive from its 5-yard line. All possession changes, except interceptions, start on the offense's 5- yard line. Teams change end zones after the first 20 minutes.ossession and the new offensive team takes over on its 5-yard line. An automatic first down by penalty will overrule the other requirements regarding four (4) plays to make either a first down or score. If the offensive team fails to cross midfield, possession of the ball changes and the opposition starts its drive from its 5-yard line. All possession changes, except interceptions, start on the offense's 5- yard line. Teams change end zones after the first 20 minutes.

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