MSPAL - Flag Football Rules - Copley

MSPAL - Flag Football Rules
Players/Game Schedules
 6 versus 6
 Game/Transportation Schedules will be emailed to the coaches each week.
Rosters and Players
 Rosters are encouraged to have 12-15 players per team.
 Each team on the field will consist of (6) players to start the game.
 Any offensive formation will be allowed as long as there are two players on the line of scrimmage.
 The defensive line-up is not restricted.
 All players are eligible to receive a pass.
Coaches, Participants, Spectators, and Cheer
 Coaches must stay within their bench area when on the sidelines. One Coach may enter the field at
their team’s huddle during timeouts.
 Spectators must remain in the stands or around the outside of the arena. Spectators cannot be in the
team bench area.
 All teams must be represented by staff/coach. This staff person is responsible for the conduct of
players and fans. If staff member/coach is not present, their team will forfeit.
 Game may be delayed and forfeited if participants, coaches or fans, do not act morally, ethically, or
with the best interest of the youth.
 On game day, each team will be allowed to have only 3 coaches: 1 head coach, 2 assistant coaches.
Only the head coach is allowed to talk to referees.
Equipment
 Flags used shall the 3-flag belt system and will be provided by the league. All teams must use these
flags.
 The school will furnish all other game equipment such as balls, and uniforms. Participants and parents
will supply mouth guards, water bottles and towels.
 Shirts or jerseys must be tucked in.
 Rubber cleats or Gym, tennis, soccer and multi-purpose shoes are acceptable. Bare feet, street shoes,
and metal cleats are prohibited.
 Personal protective equipment, such as kneepads, arm pads, gloves shall be inspected before game.
Timing/Overtime
 The game consists of two (2) 17-minute halves with a running clock format, except for the final two (2)
minutes of the second half. If the score is tied at the end of 34 minutes, the game will end in a tie due
to time constraints. In the playoffs, the first team to score in overtime will win (a coin toss will
determine who is on offense first).
 Each time the ball is spotted, a team has 30 seconds to snap the ball. Teams will receive one warning
before a delay-of-game penalty is enforced.
 Each team has three 30-second timeouts per game and one 30 second timeout in overtime. Timeouts
carryover to the 2nd half.
Sportsmanship/Roughing
 If the field monitor or referee witnesses any acts of tackling, elbowing, cheap shots, blocking or any
unsportsmanlike act, the game will be stopped and the player will be ejected from the game. FOUL
PLAY WILL NOT BE TOLERATED.
 Trash talking is illegal. Officials have the right to determine offensive language. (Trash talk is talk that
may be offensive to officials, opposing players, teams or spectators.) If trash talking occurs, the referee
will give one warning. If it continues, the player or players will be ejected from the game and have to
sit out the following game.
 Referees determine incidental contact that may result from normal run of play. All penalties will be
assessed from the line of scrimmage.
 Spectators must follow the YMCA of San Diego Spectator Code of Conduct.
The Basics
 A coin toss determines first possession.
 The offensive team takes possession of the ball at the possession start line and has five downs to score
a touchdown.
(1st Down, 2nd Down, 3rd Down, 4th Down, 5th Down)
 If the offense fails to score, the ball changes possession and the new offensive team takes over on the
possession start line.
 All possession changes start on the possession start line.
 Interceptions may be returned, but the intercepting team will start on the possession start line unless
it is returned for a Touchdown.
 At the start of the 2nd Half, possession changes to loser of coin toss unless deferred.
Scoring
 Touchdown - 6 POINTS
 Safety - 2 POINTS
 Conversion - 1 POINT. The ball shall be placed 5 yards from the goal line for the attempt (Must Pass).
 Conversion- 2 POINTS. The ball shall be placed 10 yards from the goal line (Pass or Run but No QB Runs
unless they have not used their QB run during their 5 down drive).
NOTE: If a conversion is intercepted, the play is blown dead.
Passing
 Shovel passes are allowed.
 The quarterback has a seven-second “pass clock.” If a pass is not thrown within the seven seconds, play
is dead, loss of down. Once the ball is handed off, the seven-second rule no longer is in effect.
 Interceptions may be returned for a touchdown (Not on extra points).
Running
 Direct runs by the quarterback across the line of scrimmage are allowed ONCE per set of downs.
 **The quarterback cannot run with the ball every time they are rushed. **
 Direct handoffs behind the line of scrimmage are permitted. Offense may use multiple handoffs.
 “No-running zones” located five yards from the end zone are designed to avoid short-yardage, powerrunning situations. The player who takes the handoff 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 or dive forward for extra yardage.
 The ball is spotted where the ball is when the flag is pulled.
Charging and Tackling
 The ball carrier may not run through a defensive player, but must attempt to evade the defensive
players. No Flag guarding, stiff arms, forearms, or the ball carrier putting their head down.
 The defensive player must not hold nor run through a ball carrier BUT MUST PLAY THE FLAG NOT THE
PLAYER OR THE BALL.
 Defensive player may attempt to block a pass as long as contact is not made with passer.
 Defensive roughness against the ball carrier will not be tolerated.
 Violators involved in the following fouls may be banished from the game at the discretion of the
officials.
• Tackling the ball carrier.
• Holding the ball carrier.
• Blocking the ball carrier.
• Tripping the ball carrier.
• Pushing the ball carrier.
• Charging the ball carrier.
• Bumping the ball carrier.
• Pushing out-of-bounds.
PENALTY: 10 yards and possible disqualification if flagrant.
Blocking and Rushing
 OFFENSE: An offensive blocker may use only the standing block, with the forearms, elbows and hands
inside to the body. Hands cannot be fully extended in front if blockers body or may not extend wider
than blockers shoulder width. No part of the blocker's body, except the feet, shall be in contact with
the ground throughout the block.

DEFENSE: Defensive players are restrained in use of hands to pushing the shoulders and body of
offensive blockers. Slapping or striking is not allowed and will be penalized.
o The defense can rush one player per down. The rusher can come from any defensive position.
o The player who rushes the passer must be a minimum of three yards from the line of
scrimmage when the ball is snapped.
o Once the ball is handed off all defenders may go behind the line of scrimmage.
o Remember, no full on blocking or tackling is allowed.
Dead Balls
 The ball must be snapped between the legs, not off to one side, to start play. Substitutions may be
made on any dead ball.
 Play is ruled “dead” when:
— Ball carrier’s flag is pulled
— Ball carrier’s knee hits the ground
— Ball carrier steps out of bounds
— Ball carrier’s flag falls out
— Touchdown or safety is scored
Note: There are no fumbles. The ball is spotted where the ball hits the ground.
Penalties
 All penalties will be called by the referee.
 Referees determine incidental contact that may result from normal run of play. All penalties will be
assessed from the line of scrimmage.
 Only the Head Coach may ask the referee questions about rule clarification and interpretations. Players
or Assistant coaches cannot question judgment calls.
 Games cannot end on a defensive penalty, unless the offense declines it.
Defense
 Offside: 5 yards
 Interference: 10 yards
 Illegal contact (holding, blocking, etc.): 10 yards
 Illegal FLAG pull (before receiver has ball): 10 yards
Offense
 Offside: 5 yards
 Illegal forward pass: (pass thrown beyond line of scrimmage) 5 yards and loss of down
 Offensive pass interference: (illegal pick play, pushing off/away defender) 10 yards
 FLAG guarding: 10 yards (from line of scrimmage)
 Delay of game: 5 yards
Unsportsmanlike Conduct
 Swearing, obscene language or unsportsmanlike behavior, etc. either on or off the playing field by the
players, coaches or spectators, WILL NOT BE TOLERATED.
 No player may show baiting, taunting acts, or words which endangers ill will. Also, any delayed,
excessive, or prolonged act, by which a player attempts to focus attention upon him or herself, will
face possible ejection from the game or league. Furthermore, should a team display any of the
misconduct stated above, the entire team will be subject to ejection from the game or league.
 At the conclusion of every game, teams will congratulate each other by shaking hands. All coaches and
officials will observe the conduct of the players at this time.
 Any player caught doing an unsportsmanlike act will be suspended from playing in the next scheduled
game, and the coach in charge of the team will receive an employee warning. If there is a second
offence by the same player, they will be suspended for the next two games, and the coach may be
suspended for a period of one week. If there is a third offence by the same player, they will be
suspended for the remainder of the season, and the coach may be terminated.
An unsportsmanlike act includes, but is not limited to:
o Refusing to shake hands.
o Spitting on their hands before shaking hands.
o Spitting on the opposing team/officials.
o Intentionally bumping players of the opposing team/officials.
o Taunting, baiting, or confronting their opponent, officials, coaches, or fans.
o Showboating, swearing, or using inappropriate gestures at their opponent, officials, coaches, or
fans.
o Taking a swing at an opponent/official or fighting.
END ZONE
5 Yard Line –NO RUN ZONE
< Offense Starts at 7 Yard Line
Safety/INT Return End Zone
(Interceptor must run past the
yellow cones for a TD)