Rules
Heuby Bowl 2010
5 on 5 Flag Football Official Rules
A. THE FOLLOWING RULES HAVE BEEN CHANGED OR CLARIFIED FOR 2010:
1. Interceptions are 6 points and then get to try for a conversion.
2. When the clock runs out, the game is over, finish play in progress, no conversions after the clock has ran out.
3. No coolers allowed on premises.
4. No dogs allowed on premises.
B. THE FIELD
1. Playing field area is 40 yards wide and 40 yards long with a 10-yard end zone.
2. First down line is marked at midfield.
3. 1 point conversion try is from the 3-yard line.
4. 2 point conversion try is from the 10-yard line.
5. Where necessary, field dimensions may be slightly altered.
C. THE PLAYERS
1. Seven players constitute a full roster.
2. A team can play with a maximum of 5 players.
3. A team can play with a minimum of 4 players.
4. If fewer than 4 players are present at game time, the game will be declared a forfeit. If a team drops below 4 players anytime during the game, the game will be declared a forfeit.
5. All players must be on the roster before he/she can enter the game.
6. The teams will be placed in the age group of the oldest player, except teams in the over 30 recreational divisions will be placed in the age group of the youngest player.
7. All players must register before playing. Your birth certificate is required for registration.
8. Your age as of tournament date will determine your age group.
D. EQUIPMENT
1. Each player must wear a protective mouth guard – NO EXCEPTIONS. Inspections will be made at field prior to game. Mouth guards will be provided at registration.
2. Each player must wear the flags provided at the field. The flags are to be worn at the waistline, with one flag attached on each hip.
3. Each player must wear shoes. Football cleats will be allowed, except shoes that have steel or metal tipped spikes or cleats are prohibited.
4. Helmets, shoulder pads, jewelry (this includes earrings, bracelets, necklaces, etc.) or any unyielding or dangerous equipment are prohibited.
5. Under no circumstances will any player wearing a cast or splint be allowed to play.
6. Braces with exposed metal parts must be covered with tape.
7. All players must wear shirts long enough to remain tucked in, or be cut at least 4” above the flag belt. If shirt is covering the flag(s) anytime during play, a penalty will be assessed.
8. Shirts with pockets or hoods are prohibited.
9. Pants with belt loops, pockets, or exposed drawstrings are prohibited.
10. Towels attached to the flag belt or pants are not allowed.
11. Team members must wear the same color shirt. Opposing teams must wear contrasting colors. If not, jerseys will be provided at the field.
12. The referees will make any decision on the legality of any equipment on or being used by a player.
E. TOURNAMENT REGULATIONS
1. The tournament will start with teams in Pool Play. There will be 2 points awarded for a win, 1 point for a tie, and 0 points for a loss. The maximum points differential allowed per game is 19 points. A forfeit is 2 points to the winner and 19 points differential. The top team or teams from each pool will advance to a single elimination bracket. The following tiebreakers will apply:
a. Head to head game results
b. Point differential
c. Points allowed. (The only exception to the above stated rules would be that after top three teams are picked by point difference and points allowed, if there is still more than one undefeated team left those teams would play using the overtime system to determine who advances.)
2. No overtime during pool play.
3. Overtime will be played if a single elimination game ends in a tie. A coin flip will determine first possession, and teams will alternate possessions thereafter. Play begins at the midfield line and each team will be given a series of 4 downs to score. Extra points will be attempted and scored as hereafter stated. If the defense intercepts the ball and returns for a touchdown, they will win the game. If the interception is not returned for a touchdown, the ball will be awarded to the intercepting team and be placed on the midfield line. The game will continue until a winner is determined.
4. Each team is entitled to one time out per overtime (time outs do not carry over from regulation).
5. Winning team is responsible for turning in the official game score sheet to the scoring table.
6. Ball carrier is downed immediately when deflagged or if a body part other than a hand or foot hits the ground. A player not having the required two flags or not wearing flags in the proper position will be ruled deflagged immediately when he/she gains possession of the ball.
7. Illegal alteration or securing of the flag is prohibited.
8. Fumbles, dropped laterals, and balls snapped from scrimmage that hits the ground are dead balls at the spot where it hit the ground with the last team in control retaining possession.
9. For safety reasons, no player may leave his/her feet when deflagging an opponent or running to avoid an opponent.
10. If a referee blows his/her whistle inadvertently, the ball is immediately dead and the play stops.
11. Any player thought to be flagrantly tackling the opposition, will be ejected from the game and will sit out the following game also.
12. There will be no punting at any time during the game. Teams must go for a first down or a touchdown on fourth down situations.
13. All refereeing decisions are final.
F. STARTING THE GAME
1. Teams must be at the field 20 minutes prior to game time to check-in with officials.
2. The coin flip to determine initial possession will be held 5 minutes prior to game time.
3. All possessions begin on the 40-yard line (except in overtime). There will be no kick-offs.
4. Each game will be 21 minutes long with a continuous running clock.
5. There will be a 25 second play clock between each down.
6. Each team will be permitted one 30 seconds time out per game. The clock stops during all timeouts.
G. OFFENSE
1. A player on the line of scrimmage must snap the ball with one fluid motion from the ground position, either through the legs or from the side.
2. The offensive team must have a minimum of 3 players on the line on scrimmage at the time of the snap. One offensive player may be in motion, but not toward the opponent’s goal line.
3. The offensive team has 4 downs to make a first down at midfield or score a touchdown. Teams can make only 1 first down per series.
4. The player receiving the center snap (quarterback) must be at least 2 yards behind the offensive line of scrimmage and must pass, lateral, pitch or hand the ball to a teammate before it can be advanced by running. The quarterback may not directly run the ball.
5. After the snap, the quarterback is allowed 4 seconds to pass, lateral, pitch or hand the ball to a teammate. If time expires, the play is blown dead with loss of down, and the ball is spotted back at the line of scrimmage. The player who receives a handoff, lateral or pitch-out can run or throw the ball from behind the line of scrimmage and the 4-second rule no longer applies.
6. Handing the ball forward is allowed behind the offensive line of scrimmage only, and will not be considered a forward pass.
7. A legal forward pass is a live ball thrown towards the opponent’s goal line from behind the line of scrimmage. Only 1 forward pass is allowed per down even if the pass is completed behind the line of scrimmage.
8. A legal backward pass is a live ball thrown parallel or backwards to the line of scrimmage. Any number of backward passes or laterals are permitted anywhere on the field.
9. A backward pass in flight may not be batted forward by the passing team.
10. All players are eligible to receive passes including the quarterback (if the ball has been handed off, lateralled, or pitched behind the line of scrimmage prior to receiving the pass).
11. Only one foot must touch inbounds in order for a pass reception to be considered legal.
12. If members of opposing teams catch a pass simultaneously, the ball is immediately dead and belongs to the offense.
13. An eligible receiver who leaves the field of play loses his eligibility, but may regain it after he returns to the field of play, and after a member of the defensive team has touched the ball. Failure to comply results in an incomplete pass, unless the defensive team has intercepted the ball. In such case, the ball remains in play.
14. Screen blocking for the ball carrier will be allowed (i.e. obstructing an opponent without using any part of the body to initiate contact).
15. A ball carrier may not spin to avoid deflagging, or use the hands to fend or ward off the defensive player attempting to deflag him. The use of a stiff arm is prohibited and player will be penalized. Five yards from point of foul (not redo down).
16. Running and passing plays are allowed.
H. DEFENSE
1. Defensive players may not rush the quarterback.
2. Once the ball has been passed, handed off, lateralled or pitched by the quarterback, all defensive players are eligible to rush.
3. Defensive players must go around the offensive players screen block. The arms and hands may not be used to contact the opponent. The application of this rule depends entirely on the judgment of the official as to who initiated contact and the offending player will be penalized.
4. Defensive players may not contact the passer at anytime during or after the play, even if the ball is deflected. They may only go for the flag. If the defender contacts the passer, it is considered roughing the passer and the offending player will be penalized.
5. It is illegal to attempt to strip the ball while in the possession of another player by punching, striking or stealing. Once a player has obtained possession of the ball, his/her opponent must play the flag, not the ball.
6. When in the act of deflagging a ball carrier, a defensive player shall not in any way intentionally push or cause the ball carrier to fall to the ground or go out of bounds.
7. No defensive player may use words similar to the quarterback’s cadence prior to the snap, in an attempt to interfere with the offensive team’s signals.
8. Interceptions are live and may be advanced.
9. Fumbles caught in the air will be counted as interceptions and may be advanced.
10. Flagrant pass interference penalty is repeat down plus 10 yards.
11. Pass Interference – Penalty:
Incidental 5 yards. Redo down
Flagrant 10 yards. First down
12. Games do not end on penalty.
13. Rushing the quarterback is not allowed.
I. SCORING
1. A touchdown is worth 6 points.
2. After a touchdown the offensive team will try a 1-point conversion from the 3-yard line or a 2-point conversion from the 10-yard line.
3. A safety is worth 2 points plus possession.
4. An interception that is returned is worth 6 points.
5. An interception on an extra point conversion is ruled a dead ball.
6. If the ball is fumbled, a bad snap, or the ball carrier falls down behind the start line it is a safety. The safety is 2 points and loss of possession. Count-out = is “not” a safety.
7. Incomplete pass is loss of down.
J. SPECIAL RULES
1. No smoking will be allowed on tournament grounds.
2. No alcohol consumption will be allowed on tournament grounds.
3. No coolers will be allowed on tournament grounds.
4. Fighting will not be tolerated result is automatic ejection.
5. Vulgar or profane language will not be tolerated.
6. Unsportsmanlike behavior will not be tolerated.
7. If a team or player is ejected from the tournament for any reason, no refund will be given.
8. Tournament will be held rain or shine. If lightning is spotted, games will be postponed until it is safe to resume.
9. Parking allowed in designated areas only.
K. INCLIMATE WEATHER PROCEDURES
1. Games will continue in the rain, will only be stopped if lightning spotted or heavy winds/storm approaching.
2. We have someone watching the weather and should a storm be approaching, games will be shortened and we will move diligently to complete the tournament.
3. Should a storm be moving in quickly, we will direct everyone to the back of the school, enter high school gym and sit in the bleachers until the storm passes. We will then resume games.
TEAMS SHOULD NOT LEAVE THE SCHOOL GROUNDS DUE TO WEATHER UNTIL INSTRUCTED BY OFFICIALS, WITH THE UNCERTAINTY OF RESTARTING TIMES, WE WOULD NOT WANT YOU TO FORFEIT YOUR GAMES UNKNOWINGLY.
