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NORTHEASTERN UNIVERSITY INTRAMURALS

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1 NORTHEASTERN UNIVERSITY INTRAMURALS
Flag Football Fall 2012 Classroom Training Massad

2 Field Layout The field is split into three zones: - End zone to 20 YL
20 YL to 40 YL 40 YL to End zone Massad

3 Field Layout Cont. The pylons in the end zone serves as the back of the end-zone and cones mark the out of bounds Massad

4 Game Length and Time The game consists of two 20-minute halves with a running clock, except for the last minute of the second half In the last minute, the clock will stop for all NFHS rules: Incomplete passes, out of bounds, penalties, change of possessions, scores, first downs, and penalties The clock will always stop for Timeouts The Mercy Rule is applied when a team leads by 30 points or more in the second half or 19 points in the final 2 minutes Massad END OF THE GAME SIGNAL

5 Rules of the Game Each team may field 5 players at a time
A minimum of 4 players is required in order to start and finish a game There is NO CONTACT in Northeastern Intramural Flag Football Taco Incidental contact may occur because of the nature of the game, but our goal is to limit contact to an absolute minimum

6 Rules of the Game Teams have 3 downs to advance the ball to the next zone line-to-gain or to score. The zone line to gain are the offensive 20, 40, and then the goal line. Possessions start on the 20 yard line at the beginning of each half, after scores, and after punts A team may elect to punt on 3rd Down There are no actual punts The new offense will receive the ball at their own 20YL Taco FOURTH DOWN SIGNAL

7 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 There are NO EXCEPTIONS! NO POCKETS, belts, belt loops, or exposed drawstrings Prior to EACH game officials will gather each team together to check for jewelry and review the general rules. Taco

8 Pre-Game Duties: Equipment
Matching colored jerseys, tucked in or cut 4 inches above the waist A one-piece flag belt with three flags permanently attached is provided 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 Unless permission was expressly given by the Intramural Director

9 Referee Maintain the tempo of the game
Set the pucks and announce the down and distance Blow the ready for play whistle and begin the play clock count Give verbal cues to offense regarding the status of the play clock Within the last two minutes, give the offense the game clock status, rather than the play clock Count the offensive flag belts, and give the proper signal to the Line Judge Cover the offense’s goaline for safeties or changes of possession Keep your eyes on your area Watch and follow the QB, even after the ball has been released

10 Line Judge Mark the new of line of scrimmage
Chop in the Referee to set the pucks Count the offensive flag belts and give the proper signal to the Referee Once everyone is in legal position, announce that the “Line is good” and chop it in Watch for immediate contact at the LOS Between WRs and CBs Between blockers and rushers Once the ball is snapped, move down field and be ready to spot within 5 yards of the LOS

11 Field Judge Display the down
Count the defensive flag belts and give the proper signal to the Back Judge Communicate line to gain coverage Within three yards, FJ and LJ should split the line to gain Between three and eight yards, FJ should begin on the line to gain Outside of eight yards, FJ should begin eight yards from the LOS and move with the play to the line to gain Be prepared to move with the play and spot the end of the run beyond five yards of the LOS THIRD DOWN SIGNAL

12 Back Judge Keep and announce the official time on the field
Display the down Count the defensive flag belts and give the proper signal to the field judge Watch your area and be in position for long runs or passes Do not get beat deep by any players – your first step should always be backwards Seth

13 The Mobile Box Seth

14 Captains Meeting This is to be done every game at least 5 minutes prior to the start of the game 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 don’t be pushy Have fun but make sure you are taken seriously NG

15 Captains Meeting Each crew member should introduce themselves and their position Remind Captains that: The clock only stops in the last minute of the second half (aside from timeouts) Each team has two timeouts per half They are the representative of their team that is allowed to talk to the officials about rule interpretations and questions They are responsible for the conduct of their team NG Answer any questions, wish both teams good luck, and administer the coin toss

16 Coin Toss In the presence of both captains, the Referee will have the visiting team captain call heads or tails before the coin toss 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 NG

17 Pre-Snap: Line is Set The offensive team must have at least 3 players on the line of scrimmage All players must be at least 3 yards off of the sideline Once the ball is set, no player may enter the neutral zone Ball may be snapped without “Line is Good” being announced NG If all those necessary rules are met than the Line Judge will determine that the “line is godd” and the ball may be snapped legally

18 ILLEGAL SHIFT (BOTH HANDS) or ILLEGAL MOTION (ONE HAND) SIGNAL
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. `Massad ILLEGAL SHIFT (BOTH HANDS) or ILLEGAL MOTION (ONE HAND) SIGNAL

19 The Snap The ball must be snapped off of the ground behind the line of scrimmage in one continuous motion The ball may be side-snapped; it does not have to go through the snapper’s legs The player who receives the snap must be at least 2 yards behind the Line of Scrimmage Massad

20 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 pass or lateral the ball backwards at any time, any number of times The ball may also be handed off forwards or backwards to any player

21 INCOMPLETE PASS SIGNAL
Passing On an incomplete pass, there should be one whistle, based on where the pass falls incomplete If the call is close, sell it If there is a backwards pass, yell “Back” and give the backward pass signal INCOMPLETE PASS SIGNAL

22 defense. Blow your whistle loud and “sell” the sack
Balls Away If the passer is deflagged before releasing the ball, he has been sacked by the defense. Blow your whistle loud and “sell” the sack If the passer releases the ball before the defender deflags them the Referee should yell, “Ball’s Away!” This denotes that the pass attempt has gone forward and may be legally caught

23 Running Once a player obtains possession of the ball they become a runner: Runners may not guard their flags in any way Runners commonly use their hand, elbow, shoulder, or the ball to guard their flags Even if the runner swings his/her hands normally while running, flag guarding can still be called Runners cannot stiff arm Runners cannot charge into or bowl over an opponent Hurdling is not allowed There is no diving for extra yardage or scores Spinning is legal

24 Flag Belt Removal Players must have possession of the ball before they can legally be deflagged by an opponent When a runner loses their flag belt accidentally play will continue The runner can be ‘downed’ by a one hand touch between the shoulders and knees Deflagging a player before the ball arrives to distract the player is a pass interference penalty It is not a penalty if the player is deflagged before possession if the defensive player thought possession was gained

25 Marking the End of the Run
The end of the run is spotted where the BALL is when the runner is deflagged 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 Attempting to strip the ball is a penalty Mark the end of the run with the downfield foot and the same arm in the air, displaying the next down

26 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 worth two points Touchdown = 6 pts TOUCHDOWN SIGNAL

27 An intercepted try-for-point is blown dead and the try is over
Extra Points Extra Point Attempts: From the 3 yard line – 1 point From the 20 yard line – 2 points From the 40 yard line – 3 points An intercepted try-for-point is blown dead and the try is over SAFETY SIGNAL Safety = 2 points

28 Live Ball A Dead Ball, after it is declared ready for play, becomes a Live ball when it is legally snapped A pass or fumble that has not yet touched the ground is a loose live ball All fouls during a live ball will be enforced from either the basic spot or the spot of the foul

29 An officials whistle will always signal that the ball is dead
Dead Ball The ball becomes dead when: The runner is deflagged or tagged The ball goes out of bounds Points are scored The ball hits the ground not in player possession Incomplete pass, fumble, etc. Any part of the runner other than their hands or feet touches the ground In player possession, the ball is considered a part of the hand DEAD BALL SIGNAL An officials whistle will always signal that the ball is dead

30 Inadvertent Whistle Signal
In the event of a referee blowing the play dead prematurely: Mark the spot in which the ball was blown dead Pass the spot off to another official and proceed to converse with the Referee The Referee will converse with the offensive team captain who has the choice to: Replay the down Take the outcome of the play when the whistle was blown Inadvertent Whistle Signal If the inadvertent whistle occurs during a loose ball, the down must be replayed

31 THE BALL WILL BE DECLARED DEAD WHEN IT HITS THE GROUND ON A FUMBLE
Fumbles There are no fumbles in Flag Football The ball will be spotted where it contacts the ground not in player possession Failed backward passes that touch the ground are considered fumbles A player may not intentionally fumble to gain yards or save time THE BALL WILL BE DECLARED DEAD WHEN IT HITS THE GROUND ON A FUMBLE

32 START THE CLOCK / CLOCK IS RUNNING SIGNAL
One Minute Mechanics Until the final minute of the second half, the clock will run stopping only for Timeouts The clock will stop for the One Minute Warning only in the second half Under one minute, the clock will run according to NFHS rules Communication, signals, and mechanics are key to keeping the crew on the same page START THE CLOCK / CLOCK IS RUNNING SIGNAL

33 One Minute Mechanics The clock will stop for a:
Incomplete Pass (starts on the snap) Out of Bounds (starts on the snap) Scores (starts on the snap) Does not run on the try-for-points First Downs (start on the ready) Penalties (starts on the ready) Time-Outs (starts on the snap) Change of Possession (starts on the snap) If a player goes out of bounds and obtains a first down, start the clock on the snap Same if a penalty occurs on a change of possession or an incomplete pass STOP THE CLOCK SIGNAL

34 Penalties and Enforcement
Types of Penalties: Dead Ball (Blow whistle, Throw flag high in the air, Stop the play) Live Ball (Throw flag at the spot, NO WHISTLE) Simultaneous with the Snap (Throw Flag high in the air, NO WHISTLE) Always ask captain to accept or decline Enforce all penalties in the order they occurred LOSS OF DOWN SIGNAL

35 3 “Step” Penalties False Start or Encroachment (Dead Ball)
Illegal Snap Live if the snap does not go back two yards Dead if the snapper adjusts the ball or double clutches Delay of Game (Dead Ball) Illegal Motion or Illegal Shift Helping the Runner Intentional Grounding (Loss of Down) Illegal Forward Pass (Loss of Down)

36 5 “Step” Penalties Illegal Contact Flag Guarding
Illegal Player Equipment Illegal Flag Belt Removal Personal Fouls Roughing the Passer ( Automatic 1st) Offensive Pass Interference (Loss of Down) Defensive Pass Interference (Automatic 1st) Unsportsmanlike Conduct If during the play, live ball foul (no whistle), but enforce it as a dead ball foul (from succeeding spot)

37 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

38 Penalties: Dead Ball Fouls

39 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

40 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.”

41 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  Previous Spot (original LOS) Dead Ball fouls  Succeeding Spot (the spot where the ball will be snapped from next) Simultaneous to the Snap fouls  Previous Spot Unsportsmanlike Conduct  Succeeding Spot

42 Penalties and Enforcement
If two live ball penalties occur on one team, the other team must choose which penalty to accept The other is declined by rule If live ball penalties occur on each team (does not matter how many), penalties will offset and the down will be replayed Exception: If the defensive team gains possession without fouling, it may decline the offenses penalty to keep possession If a live ball penalty occurs followed by a dead ball penalty, both penalties will be enforced

43 Penalties and Enforcement
Penalties on the Defense on a touchdown can be assessed on either the try for 2 or on the new offense’s possession Penalties on the Defense on a try can be assessed on the new offense’s possession Penalties against the offense that would be enforced from in the offense’s endzone results in a safety

44 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!!! *Use video clip from DVD with this slide

45 All But One Principle

46 All But One Principle

47 Flag Guarding 5 Step Penalty
“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 5 Step Penalty FLAG GUARDING SIGNAL

48 Flag Guarding

49 Flag Guarding

50 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, arms or legs to gain an advantage on another player *Be sure to thoroughly explain the second bullet point.

51 Screen Blocking A blocker must have their arms behind them or
at their side and may not initiate contact with the runner. *Instead of the third bullet point maybe a logo or a diagram from the basketball handbook can be put in to help make sense of it. The blocker is entitled to their space as well; the runner cannot go through them, they must go around the blocking player.

52 Screen Blocking

53 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 3 step Penalty ENCROACHMENT SIGNAL

54 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 3 Step Penalty FALSE START SIGNAL

55 Illegal Snap The snap must be one continuous motion off of the ground
This is a dead ball foul Snapper may not snap to themselves Player receiving the snap must be 2 yards off the Line of Scrimmage This is a live ball foul 3 Step Penalty *If we can get an diagram here or maybe a clip from the DVD it would be helpful. Ball not on ground ILLEGAL SNAP

56 This includes hindering an opponents vision or “face guarding”
Pass Interference There are two types of Pass Interference: Offensive 5 steps from previous spot + Loss of Down Defensive 5 steps 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 guarding”

57 Pass Interference

58 Unsportsmanlike Conduct
Examples include: Dissent Taunting Spiking or Kicking the ball Illegal Equipment Swearing Deception or Unfair Acts Certain Personal Fouls Intentional Grounding rule: – anywhere besides white netting Add the guy swearing at the ref video UNSPORTSMANLIKE SIGNAL Unsportsmanlike Conduct is a 5 step penalty

59 Player Ejection 2 UC penalties on one player in a game = DQ
3 UC penalties on a team in a game = Forfeiture of game Flagrant Unsportsmanlike Penalties, such as unnecessary roughness and fighting, will result in instant player disqualification EJECTION SIGNAL

60 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: End of the run if the run ends beyond the LOS – otherwise penalize from previous spot Half the Distance: A penalty can never move the ball more than half the distance to any Goal Line

61 Reporting a Foul Once the play is over:
Blow your whistle with two short, loud blasts to get the referee’s attention so they don’t 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, the spot where it happened, and when it happened (during a running play? Loose ball play? Etc.

62 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

63 “If In Doubt Rules” 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. 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.


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