CITY OF AURORA 2016 SEASON YOUTH FLAG FOOTBALL RULES AND REGULATIONS

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1 CITY OF AURORA 2016 SEASON YOUTH FLAG FOOTBALL RULES AND REGULATIONS A. PHILOSOPHY 1. PURPOSE: The City of Aurora offers youth sports programs for the following reasons: a. To allow the participants to have fun. b. To allow all youth an opportunity to participate. c. To teach participants proper skills and fundamentals. d. To provide an environment in which the participant will learn sportsmanship and camaraderie. 2. PLAYING TIME REQUIREMENTS: a. Equal playing time is required for all players. Exception: Player continually misses practices. b. Coaches are required to rotate their players to any position in which they show an interest, unless the position may be a safety issue for the participant. c. The same quarterback may not play more than one half in one game. d. Playing time is the responsibility of the players, their parents, and the coach; NOT the opposing team, referee or field supervisor. e. Coaches NOT adhering to these requirements are subject to probation and/or suspension. 3. SCORING/AWARDS: In keeping with the philosophy of the City of Aurora Youth Sports Program, we do not keep track of wins and losses for end of season awards. B. REGULATIONS 1. ROSTERS: a. All players must be registered with the Aurora Recreation Services Youth Flag Football Program in order to participate. b. Rosters are set by the Youth Sports Staff based on nearest school and neighborhood. c. Teams are limited to 12 players, unless approved by the Youth Sports Administrator. d. No child may participate unless they are registered and assigned to a team by the Youth Sports Staff. e. Late registrations will be taken up to the second scheduled week of play and will only be taken thereafter if submitted by individual coaches. 2. UNIFORMS: a. Each participant is required to wear the T-shirt provided by the City of Aurora. b. No padding may be worn under any part of the uniform. c. T-shirts must be tucked in. d. All-turf shoes or tennis shoes are recommended. Cleats may be worn if they have a one-piece molded bottom. Removable cleats may not be worn. e. Each player on the field (both offense and defense) must wear a triple threat one-piece belt with three flags unaltered in any way. The flags must be of contrasting color to the pants, pants trim, or shorts. f. A player's equipment may not include headgear except a soft stocking cap. No baseball hats or hooded sweatshirts may be worn. g. Players are encouraged to wear a mouth guard. 3. OFFICIAL BALL: K/1 st and 2 nd /3rd Pee Wee size football. 4 th /5 th and 6 th /7 th Junior size football 4. FIELD SIZE & ADJUSTMENT - 60 YARD FIELD FOR KINDER 3 RD GRADES: Ball begins on 12 yd. line Beginning of 1 st /2 nd half and after a score. 1st down zones 15 yds. apart 3 yd. penalties 6 yd. penalties 9 yd. penalties End Zones 10 yds. Extra Point Mark 3 yd. line

2 5. FIELD SIZE & ADJUSTMENT - 80 YARD FIELD FOR 4 TH 7 TH GRADES: Ball begins on 17 yd. line Beginning of 1 st /2 nd half and after a score. 1st down zones 20 yds. apart 3 yd. penalties 6 yd. penalties 9 yd. penalties End Zones 10 yds. Extra Point Mark 3 yd. line 6. OFFICIALS: Games will be officiated by a Referee and a Head Linesman. One official may be used during the K/1 st grade games. 7. PROTESTS, RULE INTERPRETATIONS, UNSATISFACTORY PERFORMANCES: a. Protests are not allowed in our Youth Sports Program. b. Any concerns should be brought to the attention of the field supervisor in an adult-like manner by the team coach. c. Parents need to express concerns directly to the coach. d. It is the responsibility of the field supervisor to see that the Youth Flag Football Program rules and philosophies are followed. The decision of the official or field supervisor in all occurrences is final. e. Coaches are welcome to express any concerns to the Athletic Administrative Staff by calling , Monday through Friday, 10:00 a.m. - 5:00 p.m. C. RULES 1. Start Play: Toss of coin will determine possession for start of game 2. Games: a. K-3 rd will have 6 players per team on the field. 4 th -7 th will have 8 players per team on the field. b. Two 20 minute running halves, with a 2-minute half-time. The clock will only stop on time-outs. c. Each team shall be allowed 2 time-outs per half (1 minute each). Only one time-out during any dead ball. d. The offense must have minimum of 3 players (K-3 rd ) or 5 players (4 th -7 th ) on line of scrimmage at snap. No minimum number for the defense. e. The offensive team has 40 seconds to snap the ball. Teams will receive one warning before a delay-of-game penalty is enforced. (Exception K 3 rd grade) f. The ball can be snapped from center by standing on the side or between the legs. g. The defensive team will line up 1 yd off the ball. 1. K/1 st and 2/3 rd will loudly count 1 one thousand, 2 one thousand, GO before attacking the line of scrimmage th can attack when the ball is snapped. h. Teams will change sides and defend opposite goals after the first 23 minutes. i. The referee will keep the time. The referee will notify coaches when 2 minute remains before the end of the half and end of the game. j. No overtime will be played; game may end in a tie. 3. Scoring: a. The following methods shall be used in scoring a game: 1. Touchdowns - 6 points 2. Safety - 2 points a. When a player with the ball is de-flagged in own end zone. b. Centered ball lands in end zone (EXCEPTION: protected punts). c. Offensive team commits a penalty in own end zone. d. After a safety occurs, the scoring team puts the ball in play at their own 12 yard line. 3. Successful Try-For-Point a. By Running - 1 point b. By Passing - 2 points* *NOTE: The ball must be caught in the end zone to be considered 2 points. b. The players' front foot AND the ball, or "downed ball" must break the plane for touchdowns. c. K/1 st and 2 nd /3 rd GRADES ONLY! In order for a player to run the ball twice during an offense play, all players on the team should have run the ball once. The head coach shall designate an assistant coach or a parent to keep track of this. First offense is a warning, Second offense is 3yd penalty and loss of down.

3 4. 1st Down, Control of Ball: a. To keep possession of the ball and/or to gain a first down, team must advance from one zone into the next in 4 downs. (See exception in "c" below). b. Loss of yardage from one zone into another will not change the zone the offensive team must cross into to achieve a 1st down. c. If a team is down by 21 or more points, that team shall receive an extra down to make a first down (5 downs instead of 4 downs). 5. Forfeits: No forfeits shall occur. In the event a team has less than 6 players (K-1 st ) or 8 players (2 nd -7 th ) players, the two teams shall form teams of an equal number and play a game. 6. Coaches: Kinder thru 3 rd grade, only one coach for the offense and defense is allowed on the field and in the huddle. Only that coach may talk to the officials and make decisions. A coach's first choice of any option shall be final. 4 th 7 th grades only - NO COACHES ON THE FIELD EXCEPT DURING A TIME-OUT! 7. End of Play: The play ends when a defensive player has removed the flag of the ball carrier. The "tackler" should stop at the point where he/she removed the flag and extend his/her arm upward with the flag. The referee will then spot the ball at the front foot of the ball carrier for the start of the next play. 8. Flags: a. Removal of flags: When flag/belt is clearly taken from the ball carrier, the ball is declared dead. The spot of the ball will be determined by the ball carrier's front foot at the time of de-flagging. b. Loss of flags: In all situations where a PLAY IS IN PROGRESS and the ball carriers flag drops, the play is down where the flag belt came loose from his/her waist or hits the ground. c. NO flag tackle. No diving shall be made by a defensive player in attempt to get the flag. d. Runners shall not guard the flag by using any part of the body or ball to deny the opportunity for an opponent to pull or remove flag belt. 9. Punts/Kicks: a. NO KICKOFFS will occur. Game will start with a coin flip to determine possession. b. K -3 rd grade, if a punt is declared by the offense, the receiving team will automatically take possession on their own 12 yard line. c. Protection on scrimmage kicks: When a scrimmage kick is made, the kicking team must announce to the referee that it will punt. Once declared, the team must attempt to kick the ball. PENALTY: Loss of down and 9 yards. EXCEPTION: A team is charged a time out to change their option. d. The punt must come from at least 3 yards behind the line of scrimmage. The punter must kick the ball within 10 seconds of receiving a legal snap. NOTE: The ball is not dead if it touches the ground on a snap from the center for a punt ONLY. e. Defense may not rush and offense may not leave line until after the ball has been kicked. The defense must stand still; no jumping or running up and down the line of scrimmage. f. The receiving team may send only 2 players deep to receive kick. g. If the punt crosses the line of scrimmage and touches a player from either team and then hits the ground, the ball is dead at that spot and belongs to the receiving team. If a punted ball crosses the line of scrimmage and doesn t touch a player from either team and hits the ground it may be advanced by the receiving team. If a punted ball does not cross the line of scrimmage the receiving team will take over at the original line of scrimmage. h. Ball kicked into end zone: automatic touchback. 10. Spinning: Spinning to avoid de-flagging is allowed. 11. Eligible Receivers: All Players are eligible to receive passes. 12. Sleeper Play: No offensive player who is "spread" shall be closer than 5 yards from the sidelines. The sleeper play is illegal. 13. Legal Catch: a. One foot must be in bounds for a legal catch. b. Ball may be legally caught until it hits the ground or receiver is out of bounds. 14. Lateral: Unlimited number of passes can be thrown overhand or underhand behind or parallel to the passer's end line. 15. Forward Pass: Unlimited number, overhand or underhand may take place behind the line of scrimmage. Once the ball has crossed the line of scrimmage, it cannot be passed.

4 16. Fumbles: Anytime (other than a kick), that a ball hits the ground, it is ruled dead. This includes: fumble, hand off, muff, touch center snap, backward pass. In these situations, the ball is put in play where it hit the ground. EXCEPTIONS: forward fumbles, put in play where possession was lost. 17. Fair Catch: Receivers of a kick must signal by extending arm overhead and waving. Kicking team must allow kick returner room to catch the ball. 18. Boundaries: Players, coaches and spectators will not be allowed inside the 15 yard line boundary while the game is in progress. 19. Touch Back: When the ball is fumbled into the opposing team's end zone by the offensive team (not a touchdown), the defensive team is awarded the ball on their 15 yard line. 20. Blocking: Blocking is obstructing an opponent by contacting him/her with the upper body. In blocking, a player may contact opponents with the arms or hands provided the technique is legal. a. Closed or cupped hand technique: 1. The elbows may be inside or outside the shoulders. 2. The hands must be closed or cupped. 3. The forearms are extended no more than 45 degrees. b. Open hand technique. The hands shall be: 1. In advance of the elbow. 2. Inside the frame of the blocker's body. 3. Inside the frame of the opponent's body (EXCEPTION: when the opponent turns his/her back to the blocker). 4. At or below the shoulder(s) of the blocker and the opponent, (EXCEPTION: when the opponent squats, ducks, or submarines). c. The hand(s) and arm(s) shall not be used to grasp, pull or encircle in any way that illegally impedes or illegally obstructs an opponent. d. The hand(s) or arm(s) shall not be used to hook, lock, clamp, or otherwise impede or illegally obstruct opponents. e. Blockers may not leave their feet while attempting a block. f. A PLAYER IS NOT TO REACH FULL EXTENSION OF THE ARMS FOR THE PURPOSE OF SHOVING AN OPPONENT OVER. (This player may be removed from participation for 5 game minutes). D. PENALTIES AND DEFINITIONS Penalties with a loss of 3 yards Delay of game or illegal substitution Interference with opponent or ball before snap False start or any illegal act by the center Encroachment Less than 3 players (K-1 st ) or 5 players (2 nd -7 th ) on line of scrimmage at snap Player illegally in motion Illegal shift Illegal procedure Offsides 3 or 4 point stance Intentional grounding (AND LOSS OF DOWN) Center Sneak Play / Quarterback Sneak Play (AND LOSS OF DOWN) Illegal handling ball forward (AND LOSS OF DOWN) Illegal forward pass (AND LOSS OF DOWN)

5 Penalties with loss of 6 yards Delaying start of either half Offensive forward pass interference (AND LOSS OF DOWN) Holding, illegal block, or blocking below the waist Clipping, hurdling, tripping Illegal participation Pushing runner or interlocked interference Illegal use of hand or arms Striking, kicking, kneeing (also result in disqualification) Roughing the center or passer Defensive pass interference (ball spotted at infraction; automatic first down) Holding ball carrier to remove flag Guarding the flag Penalties with a loss of 9 yards Players may not commit any of the following personal fouls: MAY ALSO RESULT IN DISQUALIFICATION Punch, strike, strip, steal or attempt to steal the ball from a player in possession. Trip, clip, or hurdle any player. Contact an opponent who is on the ground, or after the ball is declared dead. Throw the runner to the ground. Deliberately charge or run into a defensive player or lower the shoulder. Unnecessary roughness. (Player may be removed for 5 game minutes). Tackle a runner by grasping or encircling with the hands or arms. Roughing the center or passer. Stiff arming Illegal / Misuse of flags Unsportsmanlike conduct by player, coach, or attendant 1. Tackling: a. An attempt to encircle the body of an opponent with hands or arms, thus impeding his/her progress. b. Tackling or pushing a ball carrier running near a sideline for the purpose of knocking him/her out of bounds. Ball carrier's progress can be stopped only by de-flagging. c. Tackling or knocking a runner out of bounds, or any other flagrant means to prevent an obvious score within the 15 yard line will result in a touchdown. 2. Charging: The ball carrier may not run through or over a defensive player. The object is for the ball carrier to evade the defensive player. NOTE: The referee will call "tackling" and "charging" just as a basketball official would differentiate "blocking" from "charging". 3. Roughing Center: The Center cannot be rushed; NO EXCEPTIONS! 4. Clipping: Running or driving into the back of an opponent 5. Protecting Flags: The ball carrier shall not protect his/her flags by blocking with arms or hands or hurdling to stop an opponent from pulling or removing flags 6. Motion: One offensive player may be in motion, but not in motion toward opponent's goal line. All other players must be without movement of any part of the body or its extremities 7. Roughing the Passer: When the defensive players rush the passer trying to defray or block the pass, let their momentum carry them into passer. Defensive players may not have any physical contact with the passer 8. Hurdling: An attempt by the runner to jump over the upper body of a defensive player who is upright (standing, sitting, and kneeling are defined as upright). Runners may hurdle a player in the prone position to avoid injury 9. Straight Arm: Extended to ward off an opponent

6 10. Stance: Both teams must use an upright stance; no 3 or 4 point stances allowed 11. Defensive Pass Interference: Penalty will be first down at the spot of the foul. 12. Illegal/Misuse of Flags: Triple threat flag belts, provided by City of Aurora. Flags must be worn as intended - any looping, tying, cutting, or flag alteration of any kind will be an unsportsmanlike and player ejection for current and next game. 13. Stickum Penalty: Player or ball is ineligible to play in game until substance is removed. 14. Illegal Formation: Eight players on a team. A minimum of five players must be on the line of scrimmage for the offense. The defense is not required to have a specific number of players on the line of scrimmage. **The defense will line up 1 yard off of the ball. 15. Center/QB sneak: or quick dives between the center guard gap are not allow. A run play through the center guard gap can only take place if the quarterback is in the shot gun position. E. IMPORTANT NOTICE ON POINT OF ENFORCEMENT OF PENALTIES 1. If the foul occurs during a loose ball play (pass) the basic spot is the previous spot (the spot of the snap). All fouls are penalized from this spot. EXCEPTION: A foul by the offensive team which is behind the basic spot. 2. On a running play, the penalty is enforced against the offensive team from either the spot of the foul or the end of the run, whichever hurts the team the most and the down is played over. 3. Unsportsmanlike conduct violations. a. All unsportsmanlike penalties will also result in the offending player(s) being removed from the game for a total of two or more game minutes. b. Unsportsmanlike conduct towards an official, referee, scorekeeper, and/or administrator will result in an unsportsmanlike penalty and change of possession. c. Two unsportsmanlike penalties on a player or coach will result in an ejection and one game suspension. d. Three unsportsmanlike penalties by a team will result in a forfeit. F. FIELD SUPERVISOR Each field is assigned a supervisor, who is entrusted to make ALL decisions regarding, but not limited to field conditions, interpretation of rules, eligibility, and conduct. The decision of the field supervisor in all occurrences is final. Coaches and parents may contact the youth sports administrative staff after a game with any questions or comments. G. TERMINATION OF GAME AND EJECTIONS The field supervisor, referee or any member of the City of Aurora Staff may declare any game a forfeit or eject a player, coach or parent for any violation of the code of conduct. An ejection carries a minimum 1 game suspension. H. CANCELED GAMES AND PRACTICES In the event of inclement weather or poor field conditions, call the Youth Sports Weather Line after 4:30 p.m. Coaches are responsible for notifying their team of any game or practice cancellations. I. RESCHEDULED GAMES. We will reschedule all games canceled by our staff. Make-up dates will be available the second working day after a cancellation. Coaches will be notified with rescheduled game information.

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