Presentation on theme: "UNIVERSITY OF DELAWARE INTRAMURALS"— Presentation transcript:
1 UNIVERSITY OF DELAWARE INTRAMURALS Flag FootballRules Clinic
2 Basics of Officiating Preparation Safety/Risk Management Positioning Being on timeProper Dress/EquipmentWhistle, Black/Dark Shorts, Tucked in shirt, Forward Hat (if worn)Knowledge of RulesPre-Game ConferenceDetermine the play style of teamsSafety/Risk ManagementCheck FacilityCheck EquipmentCheck PlayersStop game if neededEject Players if neededPositioningHustle and Be in PositionProper coverage/Keep all players in sightJudgmentCommunicationPreventative OfficiatingDetermine if players are playing the ball or other playersPace determined by teamsKeep flow of game uninterruptedIncidental contact
3 Basics of Officiating Improvement/Evaluation Mechanics/Calls Post-GameWork on 1-2 things to improve each gameMentor others or ask questions to experienced officialsPraise in public, criticize privatelyGet more game experiencePromotionsBeing the head officialWorking more competitive gamesMechanics/CallsMake the basic callsDon’t look for insignificant or rare callsConfidence/Use of VoiceWhistle and Crisp mechanicsWork on signalsRapport with PlayersCommand Respect but be respectfulCommunicate with captainWarn players before ejectingDon’t socialize with one group over another
4 Game Length and TimeThe game consists of two 18-minute halves with a running clock, except for the last 2 minutes of each halfIn the last 2 minutes of each half, the clock will stop for:Incomplete passes, out of bounds, penalties, change of possessions, scores, and first downsThe clock will always stop for TimeoutsThe 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 warningEND OF THE GAME SIGNAL
5 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 SIGNALTouchdown = 6 pts
6 Extra Points Extra Point Attempts: 1 point (3 yard line) 2 points (10 yard line)3 points (20 yard line)Safety =2 pointsAn intercepted try-for-point that is returned for a Touchdown is always worth 3 points.SAFETY SIGNAL
7 Rules of the Game There is NO CONTACT ALLOWED! 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 game6 minimum players for Co-Rec (4M/4W, 4M/3W, 4M/2W, 4W/2M, 4W/3M, 4W/3M, 3W/3MThere 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
8 Rules of the GameTeams have 4 downs to advance the ball to the next zone line-to-gain or to scorePossessions start on X line at the beginning of each half, after scores, and after “punts”A team may elect to “punt” on 4th DownCan only be changed by a timeoutFIRST DOWN SIGNAL
9 Pre-Game Duties: Equipment Jewelry is not allowed to be worn by any participant during an Intramural eventJewelry cannot be taped or covered with a band-aidMedical Alert bracelets or necklaces must be taped downThere are NO EXCEPTIONS!NO POCKETS, belts, belt loops, or exposed drawstrings
10 Pre-Game Duties: Equipment No knots or hard billed hatsArm holes must be less than 4’’Matching colored jerseys, tucked in or cut 4 inches above the waistA 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 backPants or shorts must be a different color than the flagsAny and all dangerous equipment must be removed or properly covered prior to participationFAILURE TO WEAR REQUIRED EQUIPMENT SIGNAL
11 Captains MeetingThis is to be done every game at least 5 minutes prior to the start of the gameDO FOR ALL PLAYERS THE FIRST WEEKSet The Tone For The Entire GameThis is the first opportunity to let the teams know what kind of game to expectTake control but don’t be pushyHave fun but make sure you are taken seriously
12 Captains MeetingEach crew member should introduce themselves and their positionRemind 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 questionsThey are responsible for the conduct of their teamAnswer any questions, wish both teams a good game, and administer the coin toss
13 Coin TossIn 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 defenseTo designate which goal their team will defendTo defer their decision until the second halfThe captain losing the coin toss will choose from the remaining optionsIt is possible for teams to defend the same goal or to start with possession in both halves
14 Ready for PlayAfter the Referee has announced the down and line to gain, the ‘ready for play’ whistle will be blownThis is the signal that the ball is ready to be put into playMeaning, the offense will have 25 seconds, counted silently by the referee, to snap the ball or be penalized for delay of gameREADY FOR PLAY SIGNAL
15 Delay of GameThe following delay-of-game fouls carry a 5 yard penalty:Violating the 25 second countSnapping the ball before it is marked ready for playFailure to properly wear legal or required player equipment when the ball is about to become live
16 Pre-Snap: Line is SetThe offensive team must have at least 4 players on the line of scrimmageLive 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 zoneIf all those necessary rules are met than the Line Judge will determine that the “line is good” and the ball may be snapped legally
17 ILLEGAL SHIFT (BOTH HANDS) or ILLEGAL MOTION (ONE HAND) SIGNAL Pre-Snap: MotionOne 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
18 The SnapThe ball must be snapped off of the ground behind the line of scrimmageThe ball may be side-snapped; it does not have to go through the snapper’s legsFeet must be behind the ball when snappedUse preventative officiating by R & LJThe player who receives the snap must be at least 2 yards behind the Line of ScrimmageLive ball penalty (Simult. w/ Snap)DELAY OF GAME SIGNAL
19 Passing Only one legal forward pass is allowed per down. An Illegal Pass occurs when:The passers foot is over the line of scrimmageThere is more than one forward pass per downEvery player is an eligible receiverAny player may hand, pass, or lateral the ball backwards at any time, any number of timesThe ball may also be handed forward
20 INCOMPLETE PASS SIGNAL PassingOn an incomplete pass, there should be one whistle, and one signalDual coverage areas may have 2 whistles & signalsIf there is a backwards pass, yell “Back” and give the backward pass signalIf in doubt…the pitch was backINCOMPLETE PASS SIGNAL
21 Balls AwayIf the passer is de-flagged before releasing the ball, he has been sacked by theDefense, 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, “Ball’s Away!” This denotes that the pass attempt has gone forward and may be legally caught.
22 RunningOnce a player receives possession of the ball they become a runner:Runners may not cover or guard their flags in any wayRunners cannot stiff armRunners cannot charge into or bowl over an opponentHurdling is not allowedSpinning is legal
23 Flag Belt RemovalPlayers must have possession of the ball before they can legally be de-flagged by an opponentWhen a runner loses their flag belt accidentally play will continueThe runner can be ‘downed’ by a one (1) hand touch between the shoulders and knees
24 Punting the Ball A punt is only legal when it has been declared. usually on 4th 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.
25 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 team’s scrimmage line, K may advance the ball.it is caught by Team K beyond the offensive team’s scrimmage line, the ball is dead and belongs to K.
26 Punting the BallIf 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.
27 Punting the Ball Team K may not punt the ball to a teammate. Team K may not punt the ball beyond the offensive team’s scrimmage line.The penalty for both is illegal kick which is penalized 10 yards using “all-but-one.”If K interferes with R’s 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; oran awarded catch at the spot of the foul (no distance penalty).
28 Fouls During PuntsWith 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.
29 First TouchingTeam K may not be the first to touch a kick beyond the offensive team’s 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.
30 Marking the End of the Play The end of the run is spotted where the BALL is when the runner is de-flaggedNOT where the players body is or where the flags areSince there is no contact and no forced fumbles, a player may reach out with the ball to gain extra yardageMark the end of the run with the downfield foot and the same arm in the air, displaying the next down
31 Extending a PeriodA 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 downthere are offsetting foulsthere is an inadvertent whistlea touchdown is scoredthe period is extended for the try, unless the touchdown is scored as time expired in the 2nd half and the point(s) would not affect the outcome of the gamethe 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 spotIf any of the above scenarios occur during the untimed down, the period will be further extended
32 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 snappedWhen a runner has possessionA receiver becomes a runner once they catch the ballA pass or fumble that has not yet touched the ground is a loose live ball
33 An officials whistle will always signal that the ball is dead Dead BallThe ball becomes dead when:The runner is de-flagged or taggedThe ball goes out of boundsPoints are scoredThe 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 groundThe ball is considered a part of the handDEAD BALL SIGNALAn officials whistle will always signal that the ball is dead
34 THE BALL WILL BE DECLARED DEAD WHEN IT HITS THE GROUND ON A FUMBLE FumblesThere are no fumbles in Flag FootballThe ball will be spotted where it contacts the groundFailed backward passes that touch the ground are considered fumblesA player may not intentionally fumble to gain yardsTHE BALL WILL BE DECLARED DEAD WHEN IT HITS THE GROUND ON A FUMBLE
35 START THE CLOCK / CLOCK IS RUNNING SIGNAL Two Minute MechanicsUntil the final 2 minutes of the each half, the clock will run stopping only for Time-OutsThe clock will stop for the Two Minute WarningMay be under 2 minutes when blown by RThe clock will now be run according to stop time based on NCAA rulesCommunication, signals, and mechanics are key to keeping the crew on the same pageSTART THE CLOCK / CLOCK IS RUNNING SIGNALSTOP THE CLOCK SIGNAL
36 Two Minute Mechanics The clock will stop for a: Incomplete legal/illegal forward pass: starts on snapOut-of-bounds: starts on snapSafety: starts on snapTeam time-out: starts on snap1st Down: depends on previous playTouchdown: starts on the snap (after PAT)Penalty & Administration: depends on previous play (Exception: Delay of game: starts on snap)Referee’s time-out: starts at discretionTouchback: starts on snapThe clock will stop for a:Team A awarded a new series: depends on previous playTeam B is awarded a new series: starts on snapEither team is awarded a new series following a legal punt: starts on snapTeam attempting to conserve time illegally: starts on readyTeam attempting to consume time illegally: starts on snapInadvertent whistle: starts on ready
37 Momentum RuleWhen 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 safetyIn IM Football this is common on interceptions of long passes
38 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 penaltyEnforce all penalties in the order they occurredLOSS OF DOWN SIGNAL
39 5 Yard Penalties False Start or Encroachment (Dead Ball) Illegal Snap (Dead Ball)Delay of Game (Dead Ball)Offensive Illegal Motion or Illegal ShiftPlayer Receiving the snap within 2 yards of the Scrimmage LineHelping the RunnerIntentional Grounding (Loss of Down)Illegal Forward Pass (Loss of Down)
40 10 Yard Penalties Illegal Contact Flag Guarding Illegal Player EquipmentIllegal Flag Belt RemovalPersonal FoulsRoughing the Passer ( Automatic 1st)Offensive Pass Interference (Loss of Down)Defensive Pass Interference (Automatic 1st)Unsportsmanlike Conduct
41 Dead Ball Fouls False Start Illegal Snap Encroachment Delay of Game Leaving the field on the wrong sideUnsportsmanlike conductWhistle is blown immediately and theflag is thrown up in the airEnforced from the succeeding spotUsually called by the Referee or theLine Judge
42 Penalties: Live Ball Fouls Can happen during both running plays and loose ball playsWhistle IS NOT BLOWN on any live ball foul!Throw your penalty flag at the spot of the foul and keep following the playDo not assume that there will be only one live ball foul, do not stop watching
43 Let Your Mind Digest What Your Eyes Have Seen “Decisions must beinstantaneous and aruling announced withminimal delay.Ensure improvedinstinctive reactionsto play situations byreviewing all possiblecombinations ofcircumstances beforeeach game.LET YOUR MIND DIGESTWHAT YOUR EYES HAVESEEN.”
44 Penalty EnforcementThe Basic Spot of enforcement is determined by the type of play when the foul is committedRunning plays End of the RunLoose 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 SpotUnsportsmanlike Conduct Succeeding Spot
45 Penalties and Enforcement If two live ball penalties occur on one team, the other team must choose which penalty to acceptIf live ball penalties occur on each team (does not matter how many) and are accepted, penalties will offset and the down will be replayedIf a live ball penalty occurs followed by a dead ball penalty, both penalties will be enforced
46 Penalties and Enforcement The line-to-gain will always be established after the ready for play whistle has been blownDead Ball penalties that occur after the whistle will not affect the down or line to gainPenalties on the Defense on scoring plays will be assessed on the subsequent try for point or down, if accepted
47 All But One PrincipleAny 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
48 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 beltPlacing the ball in possession over the flag beltLowering the shoulders in such a manner which places the arm over the beltPenalty: 10 yards from the spot of the foulFLAG GUARDING SIGNAL
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 possibleTime and Space are both factors that are considered in determining who is responsible for the contactNo player may use their hands or arms 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 sideand may notinitiate contactwith 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 Encroachment Once the line is set, no player may: Break the scrimmage line planeEncroach the neutral zone,Touch the ball (other than the snapper),Touch any opposing playersThis a Dead Ball Foul5 Yard PenaltyENCROACHMENT SIGNAL
53 False StartNo Offensive player shall simulate the start of a play. This includes ‘jumping the snap’ or encroaching the neutral zone prior to the snapThis is a Dead Ball Foul5 Yard PenaltyFALSE START SIGNAL
54 ILLEGAL PROCEDURE SIGNAL Illegal SnapThe snap must be one continuous motion off of the groundSnapper may not snap to themselvesThis is a Dead Ball FoulPlayer receiving the snap must be 2 yards off the Line of ScrimmageLive Ball (Simult. w/ Snap)5 Yard Penalty*If we can get an diagram here or maybe a clip from the DVD it would be helpful.ILLEGAL PROCEDURE SIGNAL
55 This includes hindering an opponents vision or “face blocking” Pass InterferenceThere are two types of Pass Interference:Offensive10 yards from previous spot + Loss of DownDefensive10 yards from previous spot + Automatic First DownInterference – Anything other than a “bona fide attempt to reach, catch, or bat a pass”This includes hindering an opponents vision or “face blocking”
56 Unsportsmanlike Conduct Examples include:DissentTauntingSpiking or Kicking the ballIllegal EquipmentSwearingDeception or Unfair ActsCertain Personal FoulsAdd the guy swearing at the ref videoUNSPORTSMANLIKE SIGNALUnsportsmanlike Conduct is penalized by a loss of 10 yards
57 Player Ejection 2 UC penalties on one player in a game = DQ 3 UC penalties on a team in a game = ForfeitureFlagrant Unsportsmanlike Penalties, such as unnecessary roughness and fighting, will result in instant player disqualificationEJECTION SIGNAL
58 Special Penalty Enforcements Automatic First downs Penalties: Defensive Pass Interference, Roughing the Passer, Illegally Secured Flag BeltLoss of Down Penalties: Illegal Forward Pass, Illegally Secured Flag Belt, Offensive Pass Interference, Intentional GroundingRoughing the Passer = Succeeding SpotHalf 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
59 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 pucksMake 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
60 Referee Penalty Enforcement The Referee will . . .Confer with the official that threw the flagGive a preliminary signal (pantomime) of what the foul was and what team committed itInform the offended captain of the foul and their optionsMark off the penalty yardage and move the pucksAnnounce the penalty (both verbally and with the mechanic)Announce the down and the new line to gainPERSONAL FOUL SIGNAL
62 “If In Doubt Rules”6. If in doubt, the player is on the scrimmage line.7. If in doubt, the passeris behind the Team Ascrimmage line.8. If in doubt, it is not a foul.9. If in doubt, it is atouchback.10. If in doubt, it is a catch.1. If in doubt, the pass isbackward.2. If in doubt, the ball isreleased.3. If in doubt, the playerreceiving the snap is twoyards back.4. If in doubt, the pass islegal.5. If in doubt, the snap closeto the ground remains live.