Flag Szn rulebook
SECTION 1: THE GAME
ARTICLE 1.
To start the game captains from both teams will meet at midfield to conduct the coin toss.
The visiting team or lower seed captain will call the toss.
The winner will choose either offense or defense.
The loser of the toss will choose which end zone they will defend.
ARTICLE 2.
The offensive team will start the game at their own 5-yard line and has four downs to cross midfield.
Once a team crosses midfield, it has another four downs to score a touchdown.
ARTICLE 3.
6U: If the offense fails to cross midfield or fails to score, the ball changes possession and the new offensive team takes over at its own 5-yard line.
Interceptions: Teams retain the ball at the dead ball spot.
ARTICLE 4.
8U & above: The offensive team may choose to punt the ball on 4th down.
If they choose to punt, the opposing team will take possession on their own 5-yard line.
If the offense goes for it and does not get the first down or score, the opposing team will take possession at the dead ball spot.
ARTICLE 5.
Teams change sides at halftime. Possession changes to the team that started the game on defense.
ARTICLE 6.
The ball is spotted where the ball is when the flag is pulled.
ARTICLE 7.
Only three coaches/adults will be allowed on the sideline with their team.
This includes coaches, media personnel, team moms, or club representatives. However your team chooses to split the three spots is up to you.
SECTION 2: EQUIPMENT
ARTICLE 1.
All players must wear a mouth guard and soft shell helmet at all times on the field.
ARTICLE 2.
Shorts cannot have pockets. Pockets cannot be taped.
ARTICLE 3.
No jewelry allowed.
ARTICLE 4.
No metal cleats.
ARTICLE 5.
Football sizes:
6U & 8U: Pee Wee / Size 6
10U: Junior / Size 7
ARTICLE 6.
Referees will check equipment prior to games to ensure players meet all equipment requirements.
SECTION 3: TIME
ARTICLE 1. GAME DURATION
Games will consist of two (2) 18-minute halves.
There will be a halftime period before the start of the second half.
ARTICLE 2. PLAY CLOCK
Once the ball is spotted, the offense has 25 seconds to snap the ball.
ARTICLE 3. CLOCK RULES
The game will operate with a running clock.
The final minute of the game will be regulation clock.
The clock will stop on:
Incomplete passes
Out of bounds
First downs
Sacks
Change of possession
Touchdowns
Official timeouts
Officials may stop the clock at their discretion.
ARTICLE 4. NO KNEELING CLOCK RULE
During the final minute, the clock will stop if an offensive play fails to gain positive yards.
A sack or knee will stop clock.
ARTICLE 5. TIMEOUTS
Each team receives two (2) 25-second timeouts per half.
Timeouts do not carry over.
SECTION 4: PASSING
ARTICLE 1.
The quarterback has 5 seconds to throw the ball.
If a pass is not thrown within 5 seconds, the play is dead and results in a loss of down.
The spot remains the same.
ARTICLE 2. RUSH = RUN
If the quarterback is blitzed, the QB is allowed to run the ball across the line of scrimmage without a double handoff.
Blitzer must cross line of scrimmage for QB to be eligible to run.
ARTICLE 3.
A pass is considered any ball thrown forward.
The pass does not need to cross the line of scrimmage.
Shovel passes are allowed.
ARTICLE 4.
If an interception is returned during an extra point attempt, the defensive team will receive 3 points.
SECTION 5: RECEIVING
ARTICLE 1.
All players are eligible to receive a pass, including the QB after a handoff behind the line of scrimmage.
ARTICLE 2.
Multiple offensive players may shift before the snap.
Only one player may be in motion at the time of the snap.
ARTICLE 3.
A player must have one foot inbounds when making a catch.
ARTICLE 4.
There is no blocking at any time.
ARTICLE 5. UNLIMITED LATERALS
Unlimited laterals are allowed at any point during a live play.
Players may lateral the ball behind or beyond the line of scrimmage.
A legal lateral is a pass thrown sideways or backwards.
Any lateral that travels forward will be ruled an illegal forward pass.
A dropped lateral will result in the ball being ruled dead where the ball hits the ground.
SECTION 6: ONSIDE ATTEMPT RULE
ARTICLE 1. ELIGIBILITY
During the final minute of the game, if a team is within one possession after scoring a touchdown, they may elect to attempt an onside play.
ARTICLE 2. ATTEMPT PROCEDURE
The onside attempt will be one offensive play starting from the team’s own 5-yard line.
The offense must advance the ball to midfield for the attempt to be successful.
ARTICLE 3. SUCCESSFUL ATTEMPT
If successful, the offensive team keeps possession and continues the drive with 1st and Goal.
ARTICLE 4. UNSUCCESSFUL ATTEMPT
If unsuccessful, the opposing team takes possession at the dead ball spot.
SECTION 7: RUNNING
ARTICLE 1.
Direct handoffs, pitches, and tosses behind the line of scrimmage are permitted.
ARTICLE 2.
Teams may perform multiple handoffs as long as they remain behind the line of scrimmage.
ARTICLE 3.
The player who receives a handoff can throw the ball as long as he/she remains behind the line of scrimmage.
ARTICLE 4.
The ball is spotted where the ball is when the flag is pulled.
ARTICLE 5.
No screening or blocking.
Offensive players cannot intentionally obstruct defenders from making a flag pull.
SECTION 8: NO RUN ZONE
ARTICLE 1.
No Run Zones are located 5 yards before midfield and 5 yards before the end zone.
If the ball is spotted on or inside the No Run Zone, the offense must use a pass play to achieve a first down or touchdown.
ARTICLE 2.
No Run Zones are the only areas where the Rush = Run rule does not apply.
The QB cannot run the ball when spotted inside the No Run Zone.
SECTION 9: RUSHING THE PASSER
ARTICLE 1.
Players rushing the passer must be 7 yards from the line of scrimmage when the ball is snapped.
Before each play, an official will mark the 7-yard rush line.
ARTICLE 2. NO IMPEDING RULE
There is no impeding the rusher penalty.
The rusher must rush with caution and avoid contact with offensive players.
Running into an offensive player may result in:
Illegal Contact
Unnecessary Roughness
depending on the severity of the collision.
ARTICLE 3.
If a rusher leaves early, the rusher must return to the rush line, reset, and then legally rush.
ARTICLE 4.
Players not rushing may defend on the line of scrimmage but may not enter the backfield unless the ball is handed off.
ARTICLE 5.
Rushers may not attempt to block a pass by raising their hands after crossing the line of scrimmage.
Penalty: 5 yards.
SECTION 10: PENALTIES
ARTICLE 1.
The referee will call all penalties and determine incidental contact.
This is a judgement call.
ARTICLE 2.
Players may not question calls.
Only coaches may ask referees questions regarding rule clarification.
ARTICLE 3.
All penalties will be assessed from the line of scrimmage except spot fouls.
ARTICLE 4.
Games cannot end on a defensive penalty unless the offense declines.
ARTICLE 5.
Loss of down on 4th down results in a turnover on downs.
ARTICLE 6. RESPECT THE CALL
Referees are human and will do their best.
Always be respectful when dealing with officials and be great examples for the kids.
SECTION 11: DEFENSIVE PENALTIES
+5 YARDS FROM LOS + AUTOMATIC FIRST DOWN
Offside
Illegal Rush
Illegal Flag Pull
Holding
Stripping
+10 YARDS + AUTOMATIC FIRST DOWN
Defensive Pass Interference
Roughing the Passer
Unnecessary Roughness
Unsportsmanlike Conduct
SECTION 12: OFFENSIVE PENALTIES
-5 YARDS FROM LOS + LOSS OF DOWN
False Start
Illegal Forward Pass
Illegal Motion
Delay of Game
Illegal Procedure
Flag Guarding
Screening
Blocking
-10 YARDS + LOSS OF DOWN
Charging
Taunting
Unsportsmanlike Conduct
Unnecessary Roughness
The offense or defense may choose to decline a penalty and take the result of the play.
Players receiving two personal fouls may be ejected and suspended for their next game.
SECTION 13: LIVE BALL / DEAD BALL
ARTICLE 1.
The ball must be snapped between the legs to start each play.
(6U division exception: side snaps are allowed.)
Ball may be snapped sideways if snap is between a boy and girl.
ARTICLE 2. THE BALL IS DEAD WHEN:
Ball carrier’s flag is pulled
Ball carrier steps out of bounds
Incomplete pass
Ball hits the ground
Touchdown, PAT, or safety is scored
Ball carrier’s knee touches the ground
Ball carrier loses their flag
FLAG FALLS OFF / EARLY FLAG PULL RULE
If a player's flag/belt falls off during a live play, the defense must complete a one-hand touch for the player to be ruled down.
If a player's flag is pulled before gaining possession of the football (example: before completing a catch, receiving a handoff, or receiving a lateral), the player is not ruled down. Once possession is established, the defense must complete a one-hand touch for the player to be ruled down.
A legal flag pull only occurs after the player has full possession of the football.
ARTICLE 3.
A legal flag pull happens only when the player has possession of the ball.
ARTICLE 4.
Defenders may dive for flags but cannot tackle, hold, or run through the ball carrier.
ARTICLE 5.
Stripping a possessed football is illegal.
ARTICLE 6. FLAG GUARDING
Players may not prevent flag pulls by:
Stiff arming
Dropping hands/arms
Covering flags with the football
Covering flags with jersey
ARTICLE 7.
There are no fumbles.
The ball is spotted where the ball carrier was at the time of the fumble.
ARTICLE 8. INADVERTENT WHISTLE
The offense may choose:
Take the ball where the whistle occurred
ORReplay the down
SECTION 14: OVERTIME (playoffs only)
ARTICLE 1.
Winner of the coin toss selects offense or defense first.
ARTICLE 2.
The offensive team chooses a 1-point or 2-point conversion attempt.
ARTICLE 3.
Each team receives an opportunity.
If tied after the first overtime, teams switch order.
ARTICLE 4.
Starting in second overtime, all teams must attempt 2-point conversions.
ARTICLE 5. LONGEST YARD
If the game reaches a 3rd overtime, each team receives one play.
The team that gains the most yards wins.
SECTION 15: COACHES / PARENTS CODE OF CONDUCT
Coaches and parents will be held to the highest standard.
Cursing, threatening, or disrespectful behavior toward referees, staff, opponents, coaches, or players will not be tolerated.
Violations may result in player or team removal from the league and all other future Drip Mission events.
This League is for the kids.
Leave your ego at home.
Coach appropriately. Cheer appropriately.
Allow the athletes to compete, grow, have fun, and enjoy the game.