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6/30/09

ADULT NON-CONTACT FLAG FOOTBALL RULES


ROUGH DRAFT ONLY! OFFICIAL RULES WILL BE DISTRIBUTED AT THE MANDATORY CAPTAINS MEETING ON AUGUST 26, 6:00PM AT THE LAKE WILDERNESS LODGE.
Field Dimensions, Official Game Ball and Player Equipment A. The official length of the field shall be 74 yards, which includes two 7-yard end zones. The width of the field shall be 30 yards. B. The official game ball shall be a NIKE Spiral Tech 1000Y football provided by the Parks & Recreation Department. C. Every member of a team must wear official Triple Threat flag belts provided by the Maple Valley Parks & Recreation Department. Belts and all flags must be exposed at all times. EFFECT: 8-yard penalty. D. Teammates will be required to have similar jerseys by the first scheduled game. All jerseys must have 6-inch numbers in clear view. JERSEYS MUST BE TUCKED IN AT ALL TIMES. E. Helmets, shoulder pads, thigh pads, or the use of any hard substance is prohibited. Medical equipment (casts, etc.) are prohibited. F. Cleats must be plastic, nylon, or molded rubber. NO METAL CLEATS ALLOWED. G. Mouth guards are highly recommended but not required. H. No stick-um or other foreign substances are to be used by any player. Players may wear gloves. Player and Team Requirements A. The team roster is limited to 14 players; all players must be 18 years of age prior to participating. B. Add/Drop Forms must be used to add players to the roster. Players must participate in at least 3 league games to be eligible for post-season play. C. The team contact is responsible for completing the pre-games score sheet and selecting an on-field captain to accept or decline penalties. D. All league games will be played with 6 players on each team. Teams must start and finish with at least 5 players. If at any time a team drops below 5 players, the game becomes a forfeit. E. A player may play on only one team in the Maple Valley Flag Football League. If a player is found to have played on two teams, both games played in will be forfeited and the player will be suspended one game. F. If a players eligibility is questioned that player shall be required to produce picture I.D. to the game official(s) prior to participating. If a players identity and proper identification is not available, that player may not participate, no exceptions. G. Team contacts are responsible for completing the teams lineup card prior to the beginning of the game. Rules of Play A. A pre-game coin toss will decide who shall receive the ball and which end of the field either team would like to defend during the first half. The AWAY team shall call heads or tails. B. At the start of each play, no player(s) may attempt to deceive the defense. Players must position themselves in such a manner that is easily distinguished as a player. C. The ball shall be put into play at the offensives team 10-yard line. There will be no kick-offs. D. The ball must be snapped from between the legs of the center to begin each play.

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E. First downs may be gained by advancing the ball into the next 20-yard zone. F. Once the ball has passed over the line of scrimmage, it may not be brought back over and passed again. Penalties will be enforced from the line of scrimmage. G. If the ball is advanced over the line of scrimmage by any other means than passing, the play shall be whistled dead. EXCEPTION: If a forward pass is completed behind the line of scrimmage, the ball carrier may advance over the line of scrimmage by running. H. Between downs, any number of eligible substitutes may replace players, provided substituted players are off the field before the ball is snapped. Players must report to their teams side of the field. I. The last down in either half will be replayed if there is a penalty by the defensive team and the opposing team accepts the penalty. Kent/Auburn Rule: The last down in either half will be replayed if there is a penalty by either team (offense or defense) and it is accepted by the other team (offense or defense.) J. The offensive team is responsible for returning the ball to an official or the line of scrimmage promptly. This includes all fourth down attempts. K. Any player who is bleeding or has an open wound or is found to have an excessive amount of blood on his/her clothing must leave the field to cover the wound, stop the bleeding, and change any soiled clothing. Receiving A. All players are eligible to receive a pass. B. Any pass that is received behind the line of scrimmage may be passed again. C. A player must have at least one foot inbounds and clear possession of the ball when making a reception. Inbounds and receiver possession are judgment calls made by the referee. D. Receivers may dive to catch a pass. 1. Receivers will be declared down when any part of the ball carriers body, except the hand or foot, touches the ground or when the carrier falls and loses possession of the ball. This ruling has been enacted to avoid potentially dangerous play. E. Bumping receivers or hand checking at the line of scrimmage is not permitted. F. Laterals are permitted providing it is done so backwards. Rushing the Quarterback A. Any number of defensive players may rush the quarterback during any play but must start their rush 7-yards from the line of scrimmage (indicated by the referee.) Defensive players not rushing may defend on the line of scrimmage but may not rush the quarterback. EFFECT: Encroachment. B. Defensive players shall not make contact with the passer at anytime. Defenders must attempt to pull the quarterbacks flags only. Rushers may attempt to deflect the ball but will be penalized if contact is made with the quarterback. EFFECT: Roughing the Passer. Blocking A. Stationary screening in the backfield for the quarterback or downfield for the ball carrier is legal but the player setting the stationary screen must NOT BE MOVING and give defensive players a chance to avoid the screen. EFFECT: 8-Yard Penalty. B. Arms must be held against the players body and may not be extended at any point during play. Game Clock A. Each quarter shall consist of 10 minutes running clock. 1. The game clock will run during extra-point conversions provided neither team is ahead by 25 points or more. 2. During the final minute of each half the game clock will stop for incomplete passes, out-of-bounds, penalties, and time-outs. There will be no stop clock period if either team is ahead by 25 points or more. B. Halftime will be a maximum of 5 minutes in duration.

Kent/Auburn: Each quarter will consist of 15 minutes running time.

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C. Teams shall have 1 sixty-second timeout per half. Timeouts can accumulate and be used in the second half. D. Teams shall snap the ball, from between the centers legs, within 25 seconds of placement at the line of scrimmage. EFFECT: Delay of Game Penalty. 1. If a team fails to put the ball into play within 25 seconds, teams will be penalized for Delay of Game (5 yard penalty.) Any other delay-of-game infractions during the same possession will result in a loss of down and 5 yard penalty. Line of Scrimmage A. The offensive team must have at least 3 players on the line of scrimmage to begin a play and lineman must have at least one-yard space between them. Three point stances are not allowed on offense or defense, except for the center. B. Only one player may come in motion before any play. Motion players must move parallel to the line of scrimmage. EFFECT: 5-Yard Penalty, Line of Scrimmage Infraction. C. Forward handoffs are only allowed behind the line of scrimmage. The player in control of the football is now the quarterback. D. When the flag is pulled, the position of the runners hip shall determine the placement of the ball, unless the ball has crossed the goal line. 1. The play is dead and the ball shall be marked at the point where the flag is pulled free, referees judgment. The ball shall be placed in the middle of the field before each play. Ball Handling A. If a ball carrier is tackled in the open field (breakaway situation), the ball carrier will be awarded an automatic touchdown. EFFECT: Unsportsmanlike penalty. B. Ball carriers must have their flag belt pulled off to be considered down. 1. If a ball carriers flag inadvertently falls off, the carrier may be downed by a one-hand touch by the defense. C. The ball carrier may not run through a defensive player (charging) and must attempt to evade the defense whenever possible. The defense may not hold or run through a ball carrier. EFFECT: Unsportsmanlike Conduct Penalty. D. The ball carrier may not obstruct an opponent with an extended hand or arm stiff arm. EFFECT: 8-yard penalty. E. Ball carriers may spin but must have one foot on the ground at all times. Offensive players may NOT JUMP, HURDLE, or DIVE to avoid having their flags pulled. Players may not intentionally guard his/her flags to prevent them from being pulled. EFFECT: 8-yard penalty. Fumbles & Laterals A. All fumbled balls are dead immediately except any fumble directly following a snap from the center (snaps to the quarterback or punter) and shall be placed, in the middle of the field, at the spot of the fumble. 1. Dropped laterals are considered fumbles. EFFECT: Dead ball. 2. Illegal Forward Laterals are not considered dead until the ball touches the ground. If an Illegal Forward Lateral is caught, possession of the ball shall change to the team who caught the lateral. Punting A. The offensive team must notify the defense whenever they want to punt. Neither team may cross the line of scrimmage until the ball is punted. Punts may not be Punting Diagram blocked. EFFECT: Automatic first down. Punts shall be kicked, not thrown. X B. The defensive team must maintain three players on the line of X X scrimmage and they may not attempt to block the punt. C. The kicker must punt the ball within five seconds of first touching the ball. EFFECT: Dead ball, change of possession where the ball is located. X X X
O O O O O

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D. Any punt that is dropped, by the receiving team, shall be ruled a fumble (i.e. play is dead.) After a punt, the ball may be picked up off the ground and advanced provided the ball was not fumbled. E. To signal fair catch the receiver must raise one arm fully above his head and wave it side to side, while the ball is in flight. After making the signal, no opponent may interfere with the receiver, the ball, or his path to the ball and the receiver may not attempt to advance the ball. EFFECT: Fair catch interference. F. The ball will be put into play at the offensive teams 10-yard line on all touchbacks. Scoring A. Touchdown = 6 Points B. Extra Point (3-Yard Line) = 1 Point C. Extra Point (10-Yard Line) = 2 Points D. Safety = 2 Points 2-Point Defensive Plays & Safeties A. 2 points will be awarded to the defensive team returning the ball for a touchdown if the ball is intercepted while the offense is attempting an extra point conversion. 1. There will be no extra point attempt following a touchdown scored from an intercepted ball returned for 2 points. 2. The team that intercepted the ball and returned it for a touchdown shall receive possession of the ball on the 10-yard line to restart play. B. A safety is scored only when the team defending the goal causes a live ball to go back over the goal line or if the ball becomes dead in the end zone. The following punt must be punted from the 10-yard line to the opposing team. Grace Period & Game Forfeits A. A 5-minute grace period will be enacted from the printed start time to allow the opposing team to field a legal team. The 5-minute period will force the games start time to be delayed and will not be deducted from the halves. B. A forfeited game will be recorded as 14-0. C. If the team ahead causes the forfeit for any reason, the score will be recorded as a 14-0 win for the opposing team. If the team behind causes the forfeit for any reason, the score will stand. Penalties A. Loss of Down (Offensive) or Automatic First Down (Defensive) and Yardage Indicated for the Following: 1. Illegal Forward Pass: 5-Yards 2. Offensive Pass Interference: 8- Yards 3. Unsportsmanlike Conduct: 15-Yards 4. Roughing the Passer: 15-Yards B. 5-Yard Penalty and Remains the Current Down for the Following: 1. Delay of Game 2. Illegal Substitution 3. Offside 4. False Start 5. Punting Infractions 6. Illegal Forward Pitch 7. Line of Scrimmage Infraction 8. Illegal Motion 9. Encroachment 10. Illegal Team/Personal Action or Conduct C. 8-Yard Penalty and Remains the Current Down for the Following: 1. Persons Illegally on Field Kent/Auburn: 2. Illegal Use of Hand or Arm

Does not issue a penalty for stripping, batting or striking the ball.

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D. E. F. G.

H.

3. Striking, Kicking, Kneeing, Clipping, Tackling, or Tripping 4. Stripping, Batting at or Striking the Ball 5. Blocking or Charging 6. Pushing 7. Intentionally De-Flagging a Non-Ball Carrier 8. Flag Guarding 9. Defensive Pass Interference 10. Fair Catch Interference 11. Profanity Spot Fouls: 1. Defense Pass Interference Any flagrant, deliberate foul, or excessive contact foul shall result in the players ejection from the game. Offensive penalties occurring in the offenses own end zone, if accepted shall result in a safety. Offensive penalties occurring during the stop-clock periods shall result in a 10-second runoff penalty. The 10-seconds shall be deducted from the clock before the next play is begun. If the game clock expires as a result of the penalty, the game shall end. 1. Consecutive offensive penalties, during the stop-clock period, shall result in no game time loss but a loss of down. The down shall be replayed for offsetting penalties.

Unsportsmanlike Conduct Penalties (USP) A. Any player receiving 2 Unsportsmanlike Conduct penalties during a single game will be suspended for the remainder of the game; any team receiving 3 Unsportsmanlike Conduct penalties during a single game will be forced to forfeit the game. See below for additional penalties regarding ejected players. Inadvertent Whistle A. If an official sounds an inadvertent whistle, the offense shall have the choice of accepting the ball where it was inadvertently whistled dead or running the play over, same down and distance. B. If a change of team possession occurs before the inadvertent whistle (i.e. interception), the ball will be awarded to the team in possession at the spot where possession was lost. C. Awarding a Touchdown: If an officials inadvertent whistle prevents an obvious touchdown from being recorded, that touchdown can be awarded following a unanimous decision made by all game officials. Player/Team Contact Suspension A. Any player who is ejected will be suspended for a minimum of 1 game and may be subject to further suspension. Suspensions occurring during the final league or playoff game will carry over into the following season. B. Any player who is ejected must leave the park immediately or forfeit the game. OUT OF SIGHT, OUT OF SOUND. Any player suspended cannot accompany the team to any scheduled game(s) during the suspension. Protests, Comments or Suggestions A. There will be no protests during or after any league game concerning a rule or officials decision. The referees decisions are final. Comments or suggestions on ways to improve the league or the participants playing experience are always welcome. Please contact the league coordinator at (425) 413-8800 ext. 202. Overtime All Points will Count as Part of the Final Score A. In the event of a tie, an overtime period will be played. Possession shall alternate between teams with the ball being placed on the defensive teams 20-yard line; it shall be first and goal.

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B. The series will end if the offensive team scores, the defensive team gains possession, or the offensive team fails to score after four downs. If the offensive team scores a touchdown, it will be entitled to the extra point unless the game is already won. C. If the game is still tied after the overtime period, the procedure shall be repeated until a winner is determined. Tie in the League Standings A. Teams shall be seeded into the playoffs based on their final league record. If a tie exists at the end of the league, the following methods will be used to break the tie: 1. Head-to-head win/loss result; 2. Total points allowed between the two teams tied; 3. Total point differential between points scored and points allowed between the two teams tied; 4. If a tie still exists, a coin toss will be used. Post-Season Playoffs A. The post-season playoffs shall be single elimination in format unless otherwise stated by the Parks & Recreation Department.

20

20

3
30 YARDS

10

10

74 YARDS HOME TEAM AREA


SCORE TABLE

AWAY TEAM AREA

Maple Valley Parks & Recreation reserves the rights to add, amend, and/or delete any of the rules pertaining to the Adult Flag Football League. Changes to the league rules, if made, will be announced league wide and an updated version of the league rules will be sent to all team contacts.

Flag Football Points of Emphasis


Alcoholic Beverages: Alcoholic beverages are expressly prohibited. Anyone violation this rule (player or spectator) is subject to immediate ejection from Lake Wilderness Park. Forfeiture of games and suspension of players will result. Miscellaneous Rulings: The City of Maple Valley Parks & Recreation Departments Program Coordinators have the authority to make rulings on any and all dealings regarding this league. All decisions are final.

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Casual Profanity Rule: Casual profanity pertains to expletives and verbal unsporting language that is not directed at officials or opposing players but rather is being uttered by a player out of frustration. This type of behavior is penalized by Loss of Eight Yards being declared against the offending team. 1. If the act is committed by the offensive team, the penalty will be a loss of eight yards for the offense. 2. If the act is committed by the defensive team, the opposing team will be awarded eight yards. 3. If the violation occurs at the end of the game, the ejection rule will be applied. Profanity directed at officials or others will result in an ejection from the game and a possible multi-game suspension. Moving Down/Up a Division: Teams will be placed in a division to ensure the best possible competition for that team and the others involved in the league. The City of Maple Valley Parks & Recreation Department reserves the right to move teams into another division based on the teams performance. Recreation Teams playing in the recreation division are typically teams that have semi-athletic players who may or may not exercise regularly, have little or no playing experience together, and do not have mandatory practices or an elaborate playbook (less than 6 plays.) Competitive Teams playing in the competitive division are typically very athletic and competitive minded players who exercise regularly, have experience playing together and hold mandatory practices with an elaborate playbook (more than 6 plays.)

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