YMCA of Central Florida ADULT 7 ON 7 FLAG FOOTBALL RULES

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1 YMCA of Central Florida ADULT 7 ON 7 FLAG FOOTBALL RULES There is absolutely no contact allowed in 7 on 7 Flag Football. Team Requirements *A team shall consist of 7 players. A team must have at least five players to start, and must maintain five players to continue. The game will be considered a forfeit if there are less than 5 players. *Every team is expected to show up at the start of their game. If team does not have all players ready at the start of the game a five minute wait period will be enforced and after the five minute mark the game will be considered a forfeit. There will be no additional changes to any teams roster come the start of the third week! Any team involved in a forfeit will be assessed a $25 charge split among teammates. It is the responsibility of every captain to have team ready to play! Equipment *Rubber cleated shoes will be allowed. Screw in cleats will be allowed only if the screw is part of the cleat. Open toe, open heel, or hard soled shoes will not be allowed. No metal cleats! *Pants and/or shorts with belt loops and/or pockets are strictly prohibited. A player may not turn his/her shorts inside out or tape his/her pockets in order to play. Player may NOT wear shorts/pants with zippers or pockets. *Mouth pieces are highly recommended. *No jewelry or rubber bands may be worn. *No Pockets Field of Play for 7 on 7 Flag Football The field of play is 40 yards wide by 80 yards long including a 10 yard end zone. The first down line is at the 20-yard line. A. coin toss determines the first possession B. Start Of Game: 1. Coin toss precedes the game. In tournament play, the team with the better ranking calls the toss. The winner of the toss has choice to defend a goal, to play offence starting on 1

2 the 5 yard line, to play defense or to defer choice of options to second half. If the choice is to defer, the loser of the toss has the choice to defend a goal, to play offence or to play defense to start the game. **Each team receives four (4) downs to pass the line-to-gain or the end-zone. Zone-line-togains are every 20 yards. All drives start from the 5-yard line after a score except interceptions or defense stay. Game Clock Format in 7 on 7 Flag Football Game Timing *Games will consist of two 20-minute halves with a three-minute half time. Timing will be continuous for the entire first half and the first 18 minutes of the second half. Only team timeouts and official time-outs can stop the clock. Approximately two minutes before the end of the second half the referee shall stop the clock and inform both captains of the time left on the clock. The clock will restart on the snap. The clock will stop during the final two minutes of the second half for: A. Incomplete Pass-clock restarts on the snap. B. Out of Bounds-clock restarts on the snap. C. Safety starts on the snap D. Team time-out starts on the snap. E. First Downs- dependent on the previous play. The clock will starts on the ready. F. Touchdown starts on the snap (after the Try). G. Penalties and administration - dependent on the previous play. (EXCEPTION: Delay of game starts on the snap). H. Referee s time-out starts at his/her discretion. I. Touchback- starts on the snap. J. Team A is awarded a new series-dependent on the previous play. K. Team B is awarded a new series starts on the snap. L Either team is awarded a new series following a legal punt starts on the snap. M. Team attempting to conserve time illegally starts on the ready. N. Team attempting to consume time illegally starts on the snap O. Inadvertent whistle starts on the ready Time Outs *Each team has two time outs per half. Time outs, if not taken in the first half timeouts wont carry over to the second half. *Time outs will only stop the game clock for 30 seconds. The offense must snap at the completion of the time out. Shirts must be tucked in. 2

3 Flags must be worn on each side of the player s hips. Scoring in 7 on 7 Flag Football TD= 6 points. Extra Point - 5 yards out= 1 point, 10 yards out= 2 points, 20 yards out= 3 points, intercepted on a try run back= 3 points. Safety= 2 points. Rushing the Quarterback *Players that rush the quarterback must be a minimum of 5 yards from the line of scrimmage when the ball is snapped. *Players that are not 5 yards from the line of scrimmage when the ball is snapped may not enter into the backfield until there has been a change of possession. *The official will designate 5 yards from the line of scrimmage. *The rusher is allowed a direct line to the quarterback as long as he rushes from either side of the field and not up the middle. *The offense must avoid interfering with the rusher. No blocking allowed. RULES *Kick-offs will take place only at the start of the first and second halves. After a score, the opposing team will take possession on their 5 yard line *Teams will have 30 seconds to snap the ball. *Each team receives four (4) downs to pass the line-to-gain or the end-zone. Zone-line-togains are every 20 yards. *The ball must be snapped in one continuous motion, not necessarily between the center s legs. *The ball is put into play at the 5-yard line after a score. *There will be punts on four down. If the offense fails to convert on four down, the ball will be placed where last spotted headed into the other direction with a change of possession. Penalty: Illegal rush, 5 yards, repeat the down. *The ball must be snapped from the spot designated by the ball marker. The official due to poor field conditions may move the ball with approval. *The offensive team can throw ONE pass behind the line of scrimmage per down. If the ball is caught behind the line of scrimmage with an unlimited and the player runs, the play counts as a running play. However, a forward pass completed beyond the line of scrimmage, may be pitched or lateraled behind the line of scrimmage, and still advanced. However, only ONE forward pass can break the line of scrimmage. *The offensive team must have at least four players on the line of scrimmage at the snap. Mercy Rule: 1. If a team is leading by 28 points or more at halftime or at any point in the second half, in the final two minutes of the game, the mercy rule will go into effect and the game will be over. 2. When a team leads by 18 or more points after the two-minute warning of the second half, the game ends immediately and that team automatically wins. 3

4 Running *The quarterback may run the ball. *Teams may handoff, pitch, or throw back the football as long as it s a lateral pass. The player who receives the pitch or handoff may throw the ball as long as he is not beyond the line of scrimmage. *No run zones are located 5 yard before 20 yard line 5 yards before mid-field and 5-yards before the end zone. *The ball is spotted where the flag was pulled. *The ball must break the plane of the midfield or goal line to be considered a first down or touchdown. *Players may not block at any time. Once a player begins to run all other players must stop. Passing * Quarterback can pass or run the ball anytime. *Interceptions may be returned. The ball is spotted where the flag is pulled. *The rusher may not may not hit the quarterbacks arm, or knock the ball out of the quarterbacks hand. *The rusher must pull the flag before quarterback gets throw off. If flag is pulled simultaneously as quarterback is in process of throwing, quarterback will be awarded the throw. Receiving *All players are eligible to receive a pass, including the quarterback, if the ball has been pitched back or handed off behind the line of scrimmage. *Players must have at least one foot in bounds when making a catch. Dead Balls *Only one player may be in motion prior to the snap. *Players may not be moving forward when the ball is snapped. Play is ruled dead when: *The offensive player s flag is pulled. Note if defensive player pulls the offensive players flag before they receive the ball, the defense must tag the opponent in order for the play to be ruled dead. *Ball carrier steps out of bounds. *Touchdown is scored *Ball carriers knee touches the ground *Incomplete pass *Ball hits the ground *The ball carriers flag falls off and the player is tagged. *There are no fumbles. The ball is spotted where it hit the ground. 4

5 Overtime A coin toss determines possession. The captain of the team in possession of the ball at the end of regulation calls the coin toss. The winner has a choice of offense or defense or to defend a goal. Offense puts ball in play from the defense 20 yard line and has four downs to score. Touchdowns, PAT, and count as usual. Change of possession occurs when the offense scores a TD and tries a PAT or turns the ball over on downs or if it throws an interception. The defense may not advance an interception; the ball is dead. After the offense ends its possession then the team on defense gets possession and puts the ball in play from the same 20 yard line. ALL penalties are enforced as usual including loss of down and automatic first down penalties. Each team has only ONE timeout during the OT period. Unused time-outs from the second half or previous OT period may not be carried over. There is no time limit in the OT procedure: however, the offense has the usual 30 seconds from the ready-to-play whistle to put the ball in play in order to avoid a 5-yard delay of game penalty. If the score is tied after the first OT, the loser of the first OT coin toss gets the choice of offense or defense or to defend a goal. The OT procedure continues in like fashion through as many periods that are needed to break the tie. Defensive Penalties: *Offside-Illegal Rush *Pass Interference *Illegal Contact (holding, and run, blocking) *Note the officials will determine incidental contact. *Roughing the Passer. Offensive Penalties: *Illegal Motion *Offensive Pass Interference (illegal pick, pushing off defender) *Impeding the rush (the offensive players must avoid the rusher) *Flag Guarding (players must keep their hands above their waist) *Delay of Game Sportsmanship *If the official witnesses any act of tackling, elbowing, cheap shots, or any other unsportsmanlike act, the game will be stopped and the player will be ejected from the game. *The sports director will determine whether or not to eject the player from the tournament. FOUL PLAY WILL NOT BE TOLERATED! *Trash talking is illegal. The official has the right to determine language that is offensive. (Trash talking is language that may not be considered offensive to the official, opposing team, or spectators). *The official may eject players from the game for trash talking. 5

6 *If player is ejected from the field of play for any reason a $25 fine will be assessed to that player and then will not be allowed to play the following week. Summary of Fouls and Penalties Loss of 5 Yards: 1. Required equipment worn illegally. 2. Delay of game. 3. False Start. (Dead Ball) 4. Illegal Snap (Dead Ball) 5. False Start (Dead Ball) 6. Illegal procedure. (Dead Ball) 7. Illegal Forward pass (5 yards from the point of the pass and the (loss of down) 8. Intentional Grounding (5 yards from the point of the pass and (loss of down) 9. Helping the runner: the runner shall not grasp a teammate or be grasped, pulled or pushed by a teammate. (5 yards from the point of the pass and (loss of down) 10. Illegal Run (5 yards from the previous spot plus a (loss of down). 11. Offensive player illegally in motion 12. Intentionally throwing a backward pass or fumble out-of bounds (loss of down) Loss of 10 Yards: 1. Delaying the start of either half. 2. Two or more consecutive encroachments during the same interval between downs. The initial encroachment will be a 10-yard penalty. 3. Illegal participation. 4. Offensive pass interference. (Loss of Down) 5. Defensive pass interference. (Automatic First Down) Spot Fouls 6. Illegally secured flag belt on touchdown. (Touchdown nullified and loss of down) 7. Unsportsmanlike Conduct $25 fine much be paid before the next game. 8. Spiking the ball or not returning the ball to the official during the dead ball. 9. Attempt to steal the ball from the carrier. 10. Hurdling any player 11. Unnecessary contact of any sort. 12. Roughing the passer (Automatic First Down). 13. Defensive illegal use of the hands. 14. Guarding the flag belt and stiff-arming. 15. Illegal batting. 16. Illegal flag belt removal. 17. Personal Foul. 18. Illegal equipment 6

7 19. Drive or run into a player 20. Obstructing or holding the runner 21. Contact before or after the ball is dead 23. Unnecessary contact of any nature 24. Tackle the runner 25. Intentional tampering with the flag belt. (Disqualification) 26. Flagrant Personal Foul. (Disqualification) 27. Flagrant Unsportsmanlike conduct. (Disqualification) 7

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