i9 Sports Flag Football Official Rules (Updated 8/30/11) (CHANGES ARE BOLD AND IN RED) i9 Sports Flag Football is a popular five-on-five (6 on 6 or 7 on 7) game filled with fun and action. In this game, the offensive team plays for a first down at midfield and a touchdown in the end zone. Running and passing plays are allowed; however, there are “no-running zones” at midfield and near each goal line. The offensive team cannot use a running play when the line of scrimmage is in a “no running zone.” The defensive team covers receivers, rushes the passer and grabs flags to make “tackles.” The game should remain a non-contact game. The Basics: • A coin toss determines first possession and direction teams will play.. FIRST HALF OPTIONS: WINNER OF THE TOSS (FIRST HALF) 1. Chooses the ball 2. Chooses to defend a goal 3. Defers their choice to the second half SECOND HALF OPTIONS: 1. If 1 or 2 (above), the loser of the coin toss at the start of the game has the choice. 2. If 3 (above), this team now can take the ball or defend a goal. LOSER OF THE TOSS (FIRST HALF) 1. Must choose a goal to defend 2. Must take the ball 3. Must take the ball or defend a goal 1. If the winner of the original toss at the start of the game chose to defer, this team now must take an opposite choice from the winner of the original toss (FOR EXAMPLE: if the team that deferred chooses the ball, this team must choose a goal to defend… if they choose a goal to defend, this team must now take the ball). 2. If the winner of the original coin toss at the start of the game chose to take the ball or defend a goal at the start of the first half, this team now has both of those options. COIN TOSS EXMAPLE 1: • FIRST HALF: The white team ALWAYS gets to call heads or tails. They win the toss and choose to defer. The blue team chooses to defend a goal. The white team gets the ball to start the first half. • SECOND HALF: The white team deferred their choice to second half so they now decide to defend a goal. The blue team now takes the ball. COIN TOSS EXMAPLE 2: • FIRST HALF: The white team ALWAYS gets to call heads or tails. They lose the toss. The blue team defers their choice to the second half. The white team now chooses to defend a goal. The blue team gets the ball to start the first half. • SECOND HALF: The blue deferred their choice to second half so they now decide to take the ball. The white team now decides what goal to defend. COIN TOSS EXMAPLE 3: • FIRST HALF: The white team ALWAYS gets to call heads or tails. They win the toss and choose to defend a goal. The blue team now must take the ball to start the first half. • SECOND HALF: The blue now has the choice and chooses to take the ball. THE BLUE TEAM STARTED BOTH HALVES WITH THE BALL! The white team now must choose a goal to defend (this scenario gave white the choice of which goal to defend BOTH HALVES… strategy dictates this type of scenario if, for example, the wind is strong that day. It is entirely possible for a team to have the wind at their backs FOR THE ENTIRE GAME!) THE COIN TOSS IS CRITICAL! IF YOUR KIDS DON’T UNDERSTAND THE RAMIFICATIONS OF THE TOSS, MAKE SURE YOU ATTEND THE TOSS! • The offensive team takes possession of the ball at its 5-yard line and has four plays to cross midfield. Once a team crosses midfield, it has four additional plays to score a touchdown. If the offense fails to score or make it past the midfield line before the four plays, the ball changes possession and the new offensive team takes over on it’s 5-yard line. • All possession changes, except interceptions, start on the offense’s 5-yard line. Interceptions may be run back. • Field dimensions are: 50 Yards long x 30 yards wide with 7-10 yard end zones, depending on space. 5 Yard no- run zones are before the mid-field line and goal lines. • There are no kickoffs, punting or field goals. Equal Playing Time: It is the goal of the league to provide every child the opportunity to develop as an athlete. With this in mind, ALL children regardless of age, ability or attendance at practices WILL be afforded equal playing time as all the other children. Rotate your kids in and out in such a manner so as to ensure equal playing. And while some kids absolutely do not want to try QB, they should be given the opportunity. The referee has a lot of responsibilities but they help to enforce this rule. If prior to half time, the official notices that a team is playing a child all the time (which would mean that someone is NOT getting equal playing time), that team will be accessed an 8 yard unsportsmanlike penalty. Players/Games Schedules: Teams consist of between 7-10 players. Five players are on the field. Roster modifications may occur up through the second week of the regular season, however, league approval is required. Forfeits: • 5 v 5: Games must start with a least 4 players per team. Any team that cannot field four players at the scheduled start time, or five minutes after the finish of the last game, whichever is later, shall forfeit the game. The final score will be 2-0. • 5 v 5: If a team is able to field 4 players, then opposing team will be allowed to play 4 players. If a 5th player arrives, that player shall be allowed to enter the game, on the next “dead ball.” • 5 v 5: If a team must forfeit the game, the teams are still encouraged to share players to create 5-player teams and play the game for fun! • 6 v 6: Games must start with a least 5 players per team. Any team that cannot field 5 players at the scheduled start time, or five minutes after the finish of the last game, whichever is later, shall forfeit the game. The final score will be 2-0. • 6 v 6: If a team is able to field 5 players, then opposing team will be allowed to play 5 players. If a 6th player arrives, that player shall be allowed to enter the game, on the next “dead ball.” • 6 v 6: If a team must forfeit the game, the teams are still encouraged to share players to create 6-player teams and play the game for fun! • 7 v 7: Games must start with a least 6 players per team. Any team that cannot field 6 players at the scheduled start time, or five minutes after the finish of the last game, whichever is later, shall forfeit the game. The final score will be 2-0. • 7 v 7: If a team is able to field 6 players, then opposing team will be allowed to play 6 players. If a 6th player arrives, that player shall be allowed to enter the game, on the next “dead ball.” • 7 v 7: If a team must forfeit the game, the teams are still encouraged to share players to create 7-player teams and play the game for fun! Cancellations: • From time to time, the League may cancel games due to inclement weather or other circumstances which preclude play. • In the event that a game must be called for any reason, the game shall count as an official game if at least the first half was completed. The current score at the moment the game is called will be the final score of the game. Games that are called prior to reaching halftime will not count in the standings, and if we are able to reschedule, the game will start again 0-0. The league will attempt to reschedule games that are called prior to halftime, as well as games that are canceled before they begin. • Once a game has started, the on-field referees or i9 Sports League Director will determine if weather conditions or other situations prevent the playing or finishing of games. Dress and attire: • Official i9 Sports jerseys must be worn and tucked in during game play. • No pockets or belt loops are allowed on shorts or sweatpants. Pockets MUST be taped closed. • Mouth guards are mandatory. There are no exceptions. • Tennis shoes or other athletic footwear is allowed. • Cleats, without metal spikes, are allowed. • Hats with brims should be turned around so brims are facing the rear. If a referee should determine that a hat, even turned around, could cause injury, then the player must remove the hat. • No jewelry allowed, including necklaces, earrings, watches, rings, rubber bands on the wrists, anklets, etc. • Prescription glasses are allowed. We recommend they be worn with a strap for your player’s safety. • Sunglasses are NOT allowed, unless prescription, but must have no protruding points which might injure other players. Referees have the right to determine what might be considered “dangerous” sunglasses. Timing/Overtime: • Games are played in two 20 minute halves with a running clock and a 5 minute halftime. Each time the ball is spotted, a team has 25 seconds to snap the ball. Teams may receive one warning before a delay-of-game penalty is enforced. • Time (and score) is kept on the field by the referee. At “dead balls” players or coaches may ask the referee how much time is left in the game. • As the 20 minute game clock expires for the half and game, teams will be given one final play. Then after result of that play, the half or end of game shall occur. Rules may add additional plays as necessary. • Each team has two (2) one-minute timeouts per half. The clock stops during timeouts and will restart when the ball is hiked. • Officials can stop the clock at their discretion, for injuries, equipment issues, etc. • There is no overtime during the regular season. Those games will end in a tie. Scoring: • Touchdown: 6 points, (If a touchdown happens at end of half or end of game, the extra point is played as an untimed down.) • Extra point: 1 point (played from 5-yard line, must be a pass play) or 2 points (played from 12-yard line, (can be pass or running play) • Safety: 2 points • Forfeit: Any game forfeited will be scored as 2-0. • Interceptions on an extra point attempt are considered “dead ball” and cannot be run back. • Score will be visible to all teams using an official scoreboard (flip card scoreboard which a team parent will run). The officials on the field will also keep track of the score using a pocket notebook… this is the official score and will overrule the on field scoreboard in the event of a discrepancy). Mercy Rule: If the winning team is ahead by 20 points, the following will apply: • • • DEFENSE: If the team that is ahead is going to blitz, this is normally done from approximately 7 yards away. The team that is ahead will now be required to start their blitzes from 14 yards away. OFFENSE: The team that is ahead will now only get 3 downs to get a first down or score. POINT DIFFERENTIAL: If the points subsequently go back below a 20 point differential, normal rules will once again apply. Coaches on field: Up to two coaches may be on the field and in huddles to help with the flow of the game. However, all coaches should avoid being “in the play.” If it is determined that a coach is intentionally interfering with the play, the following calls will be made: a defensive penalty of unsportsmanlike, 8 yards and automatic first down will be called, or an offensive penalty of unsportsmanlike, 8 yards will be assessed, and a loss of down. If a coach gets called for two of these infractions, they will not be allowed back on the field and must coach from the sidelines. Post Season format: • In a 4 team division, ALL teams will play for the championship. In an 8 team division only the top four teams will vie the championship. Everyone will play in the playoffs, but the bottom four teams will vie for fifth thru eight place. • Playoff seeding will be determined as follows: o Winning percentage o Head to Head (if applicable) o Points against o Coin flip • The website counts a tie as a half win. Therefore a team with a 3-2-2 record will be ranked higher than a team with a 4-3 record. As this does not seem fair, anytime two teams have these records and reversing the records would cause a team to move into a higher playoff bracket (and this will only matter if this is an 8 team division and the two teams are ranked 4th & 5th as the 4th place team would get to vie for 1st thru 4th place and the 5th place team would vie for 5th thru 8th place) THERE WILL BE A ONE GAME PLAYOFF TO DETERMINE WHO SHOULD BE RANKED 4th AND WHO SHOULD BE RANKED 5th. • Note: +/- point differential or “points for” will not be considered in order to discourage teams from running up the score just to improve tie-breaker standings. Coaches should refrain from running up the score when there is a mismatch. • If the score in a playoff game is tied after 40 minutes, teams move directly into overtime. A coin flip will determine the choice of either offense or defense. For the first overtime period, each team will get one possession starting at the 12 yard line. If the score is still tied after the first overtime, we will go to a 2nd overtime (the team that lost the coin toss during the first overtime gets choice for the 2nd overtime) the ball will be placed at midfield, we will then play a “penetration” game (if there is no score by either team, whoever got the closest to the goal line wins and will score two points for the victory). After the first teams plays out it’s series, the referee will mark the depth of drive using a bean bag on the sideline to determine if the 2nd team “penetrates” deeper”. The 25-second snap clock is the only clock used during overtime. Line of Scrimmage: Unlike HS football, i9 players do not have to have a certain number of players on the line of scrimmage. However, like HS football, all line players MUST take their initial position facing the opposing teams end zone. This includes the QB. Failure to face the opposing end zone will be deemed an illegal formation and accessed a 3 yard penalty. Rushing Plays: • The quarterback cannot run, beyond the line of scrimmage, with the ball. Direct handoffs behind the line of scrimmage are permitted. Backward passes (commonly referred to a “pitch”) are allowed ANYWHERE ON THE FIELD OF PLAY. • Offense may use multiple handoffs. • Center may not hike ball, have quarterback touch it, and the center then keep the ball. The center may not turn around and get the ball from the QB either. This is an illegal motion play and a penalty will be assessed. • “No running zones” located 5 yards from each end zone and 5 yards either side of midfield are designed to avoid short-yardage, power-running situations. When a team’s next down starts in this “No running zone”, that team MUST throw a FORWARD PASS (a backward pass is NOT allowed). A forward “pitch” is a pass and will be allowed as long in the official’s estimation there was a clear completed pass and NOT a handoff. • The player who takes the handoff or backward pass can throw the ball from behind the line of scrimmage. Once the ball has been handed off, all defensive players are eligible to rush. • Spinning is allowed, but players cannot leave their feet to avoid a defensive player (no diving or leaping). • The ball is spotted where the ball-carrier’s ball is located when the flag is pulled • NO FLAG MAY BE WORN SO AS THE CLIP GOES THRU THE OPPOSITE LOOP. THE CLIP MUST BE FASTENED SO THAT BOTH THE CLIP AND THE OTHER END OF THE BELT ARE EXPOSED. • Pitches are allowed, however, if ball hits the ground then a fumble will be call and loss of down will occur and ball is spotted at the point of the fumble. • “Defensive holding” may be treated as an unsportsmanlike penalty. If a player is repeatedly holding a ball carrier with the express desire to slow down the player so that the flag may be pulled, the referee may call an unsportsmanlike penalty. REMEMBER: ANY PLAYER THAT GETS TWO UNSPORTSMANLIKES IN A GAME WILL BE EJECTED! • Flag guarding is the act of a ball carrier impeding a defensive attempt to pull the ball carriers flag (for example: the ball carrier is holding the ball is one hand and then, while running downfield, slaps the hand of the defender away so that he can’t pull the flag). Teach your kids what to do with their free hand (one might carry the ball with both hands but even using this technique the ball carrier might slap the defenders away with the ball). Receiving: • All players are eligible to receive passes (including quarterback if the ball has been handed off behind the line of scrimmage). • Only one player is allowed in motion (and this player MAY be headed towards the line of scrimmage, much like you might see in arena football) at a time prior to the snap of the ball. • A player must have at least one foot inbounds when making a reception. • A player who goes out of bounds, with both feet, is ineligible to receive a pass. Passing: • “Shovel passes” are allowed. The same rules for a forward pass apply with the “shovel pass”. It must originate from BEHIND the line of scrimmage. The “shovel” must be a clear pass… if (in the official’s opinion) the pass was too short (and there will be no measurement involved in determining the distance of the pass), the offense (if the play starts from within any “no run” zone) will be penalized for “running in a no running zone (SEE PENALTIES BELOW). • The quarterback has a seven-second “pass clock”. If a pass is not thrown within the seven seconds, play is dead, with loss of down. Once the ball is handed off, the seven second rule is no longer in effect. • Interceptions change the possession of the ball at the end of the run back. Interceptions are the only change of possession that does not start on the 5-yard line. The line of scrimmage moves to the point which the ball carrier was down. • Center may not hike ball, have quarterback touch it, and the center then keep the ball. This is an illegal motion play and a penalty will be assessed. • No more than one forward pass is allowed on the same play. • Shotgun formation is allowed, however if the ball hits the ground during the snap of the play, play will be considered a fumble and loss of down. Ball will be spotted at the point of the fumble. Blocking: • No intentional contact is allowed by the offense or defense. If witnessed by referee, penalties will be assessed. • Blocking is any player that “with their hands up or out to makes contact with another player”. This is a NO CONTACT league. ANY blocking will be called “unnecessary roughness” and assessed an 8 yard penalty. • A player may NOT run along side another player. The only reason an offensive player would run alongside the ball carrier is to shield the defense from pulling the flag. This will be called flag guarding against the offense. • No Stripping of the ball is allowed. Play will be ruled a fumble and ball placed according to fumbled rules. Dead Balls: • At the start of each play, the ball will be placed approximately midway between the out of bounds lines. The offense MAY choose to move the ball 5 YARDS to the left or right of that spot. The offense MAY NOT place the ball ANY closer to the sidelines than 5 yards from where there official sets the ball. • The ball must be snapped between the legs, (age 8 and under teams may modify this rule and hike off to the side, girls may hike ball off to side at any age group) • Substitutions may be made on any dead ball. • Play is “dead” when: o Ball carrier’s flag is pulled. o Ball carrier steps out of bounds o Touchdown or Safety is scored. o Ball carrier’s knee hits the ground o Ball carrier’s flag falls off, down at spot where flag fell o A run is attempted in a no running zone. • There are no loose ball fumbles. The ball is spotted where it hits the ground and is retained by the offense. Rushing the Quarterback: All players who rush the passer must start their rush from a minimum of seven yards from the line of scrimmage when the ball is snapped. Any number of players can rush the quarterback. Players not rushing the quarterback may defend on the line of scrimmage. Once the ball is handed off (or passed – in other words, the ball has left the QBs hands) the seven-yard rule is no longer in effect and all defenders may go behind the line is scrimmage (a quick defender on the line of scrimmage might be able to intercept a looping backwards pass. Whether or not the ball ahs left the QBs hands is a judgment for the official to determine). A special marker (most probably a beanbag as this is standard part of a referee’s uniform) will designate seven yards from the line of scrimmage. Remember, no blocking or tackling is allowed. Penalties: Defensive: • Off sides • Illegal contact (holding, blocking, etc.) • Illegal FLAG pull (before receiver has ball) • Illegal rushing (rushing from inside 7 yards) • Personal Fouls • Unsportsmanlike Conduct • Defensive Interference (DPI) • 3 yards 5 yards 5 yards 5 yards 8 yards 8 yards 8 yards and automatic first down (Games cannot end on a defensive penalty, unless the offense declines it.) Offensive: • Off sides (false starts) 3 yards • Illegal formation 3 yards • Illegal motion 3 yards (more than one person moving) • Running in a no-running zone 3 yards • Delay of game 3 yards • Illegal forward pass 3 yards and loss of down (pass attempted beyond the line of scrimmage, or more than one forward pass) • Flag Guarding 3 yards and loss of down • Illegal contact (holding, blocking, etc.) 5 yards • Personal Fouls 8 yards • Unsportsmanlike Conduct 8 yards • Offensive pass interference (OPI) 8 yards and loss of down (illegal pick play, pushing off/away defender). • Any one player (including the coach and assistants) who receive two unsportsmanlike penalties will be ejected and MUST LEAVE THE FIELD FOR THE REMAINDER OF THE GAME! • Teams have the ability to decline penalties called against opposing teams. • If the penalty a team receives takes them more than half the distance to the goal (either their own or their opponents), the penalty will be half the distance to the goal. • Referees determine incidental contact that may result from normal run of the plays. • Only the team captain or coaches may ask the referee questions about rule clarifications and interpretations. Players cannot question judgment calls. • One exception to enforcing of penalties is a defensive penalty on a scoring play by the offense. The scoring team will have the option of having the penalty enforced on the extra point try OR on the ensuing “kickoff” placement (half the distance to the goal from the 5 yard line). If there is more than one penalty, the offended team will have the option as to which penalty to accept. Dead ball penalties will ALWAYS be automatically accepted and enforced on the next play. Sportsmanship/Roughing: • If the field monitor or referee witnesses any acts of tackling, elbowing, “cheap shots”, blocking or any unsportsmanship-like act, the game will be stopped and the player may be ejected from the game. FOUL PLAY WILL NOT BE TOLERATED. • “Trash talking” is illegal. (“Trash talk” is talk that may be offensive to officials, opposing players, teams or spectators.) Officials have the right to determine offensive language. If “trash talking” occurs, the referee may eject that player from the game or the field of play. • Our league is intended to provide a family-oriented environment for the enjoyment of the players, coaches, parents and fans. All players, coaches, parents and fans are expected to show good sportsmanship at all times, and respect for others on and off the field. The league, at its sole discretion, reserves the right to eject, suspend or dismiss anyone for inappropriate behavior. • Coaches, parents, & players WILL NOT question or complain about the referees call. You are welcome to ASK the ref why he did one thing or another but the league not tolerate questioning or complaining. Anyone questioning or complaining about an officials call, will be assessed an unsportmanslike penalty (in the case of a parent, that parent’s coach will be assessed the penalty). Injured Players: A player may be allowed to play with a cast provided the cast is completely covered in closed cell foam and the child shows up ready to play under the written order of a physician (the coach will present the doctors note at the coin toss). If the child shows up without EITHER of these two conditions met, HE/SHE WILL NOT BE ALLOWED TO PLAY. What is a Concussion? A concussion is an injury that changes how the cells in the brain normally work. A concussion is caused by a blow to the head or body that causes the brain to move rapidly inside the skull. Concussions can result from a fall, players colliding with each other, or impact with other objects. Even a “ding,” or what seems to be a mild bump or blow to the head can be serious. Signs and symptoms of concussion may show up right after the injury or can take hours or days to fully appear. As many as 3.8 million sports- and recreation-related concussions occur in the United States each year. The Facts Recognizing a Possible Concussion • A concussion is a brain injury. To help recognize a concussion, you should watch for the following two things among your athletes: • All concussions are serious. • Concussions can occur without loss of consciousness. • Concussions can occur in any sport. • Recognition and proper management of concussions when they first occur can help prevent further injury or even death. 1. A forceful blow to the head or body that results in rapid movement of the head. and 2. Any change in the athlete’s behavior, thinking, or physical functioning. (See the signs and symptoms of concussion listed below.) Recognize the Signs and Symptoms! Signs Observed by Others Symptoms Reported by Athlete • • • • • • • • • • Appears dazed or stunned Is confused about assignment or position Forgets sports plays Is unsure of game, score, or opponent Moves clumsily Answers questions slowly Loses consciousness (even briefly) Shows behavior or personality changes Can’t recall events prior to hit or fall Can’t recall events after hit or fall • • • • • • • • • • Headache or “pressure” in head Nausea or vomiting Balance problems or dizziness Double or blurry vision Sensitivity to light or noise Drowsiness or Fatigue Feeling hazy, foggy or groggy Concentration or memory problems Confusion Does not “feel right” i9 Sports “When In Doubt, Sit Them Out” Policy: An athlete who is suspected of sustaining a concussion or head injury will be removed from the practice or game immediately and will not be allowed to return to play without written clearance from a licensed health care provider. The player should not be left alone and the parent/guardian will be notified to follow up accordingly.
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