G7 Flag Football Rules

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G7 Flag Football Flag Football League Rules

Conference - All rosters will be finalized a week before the season. NO Exceptions. No
players can be added to your roster after that date. A G7FFL roster can be no more than
15 players.
Please email any comments or concerns to League Director.
Regular Season Games All rosters/waivers must be signed before your first game.
Player Certification
All players in the G7 Youth Flag Football League must be certified a week before the
season. The age control date for G7FFL is August 1st.
Weather Inclement
In case of bad weather, the only official to cancel a game is a G7FFL Official. Just
because one game in the day was cancelled, that doesnt mean that all games of that day
is cancelled. Please contact a G7FFL official or check the league website for updates of
the schedule.
Field Size:
Field of Play for 6-U, 8-U, 10-U, 12-U & 10-U(Depend on the number of teams,
G7FFL will play single age group divisions. Ex:7-U, 8-U, 9-U etc..etc..)

The end zones will be 10 yards long.


Each team will start on the 5 yd. line. There will be 2 first down areas on the field.
The playing field will be 30 yards wide, 60 yards long.

5 Players is required to start a game. Less than 4 results in a forfeit.


Game Time
Playing time shall be 40 minutes, divided into two halves of 20 minutes each.
The clock will start when the ball is legally snapped. It will run continuously for the first
18 minutes unless it is stopped for a:
a) clock will stop "after" extra point attempt and start with the next legal snap.
b) Timeout
c) There is a 1 hour Limit for ALL GAMES.
SCORING
Touchdown (6 points)
Safety (2 points)
Extra Points (1 point from the 3 yard line)
(2 points from the 10 yard line)
(3 points from the 20 yard line)

Teams can run, or pass for the value of the extra point.
The Captain or Quarterback must tell the referee which extra point option is desired.
Once declared, it costs a timeout to change this choice. You may not change the choice
after a penalty.
Defense can return an interception on the extra point for 1, 2 or 3 points depending upon
what choice the offense was going for.
Unsportsmanlike Conduct

Spiking and aggressively throwing the flag after removal will constitute an
unsportsmanlike foul

Spiking, spinning or throwing the ball, other gestures to taunt opponents or to


draw attention to oneself will be an unsportsmanlike foul.

Players are not allowed to wear jewelry. In each game the first player will be
penalized for unsportsman like conduct. Other players on that team violating this
rule during the game or overtime(s) will be ejected and the team penalized for
unsportman like conduct.
PERSONAL FOULS
Any act list below or any other act unnecessarily rough is a personal foul.
PLAYERS SHALL NOT:
Punch, strike, strip, steal, or attempt to steal the ball from a player possession.
Trip an opponent.
Contact an opponent who is on the ground.
Throw the runner to the ground.
Hurdle another player.
Contact an opponent either before or after the ball is declared dead.
Make any contact with an opponent which is deemed unnecessary.
Deliberately drive or run into a defensive player.
Clip an opponent.
Position themselves on the shoulders of a teammate or opponent gain an
advantage.
Tackle the runner. (Warrants ejection)

Ejection:
Player is not allowed to play balance of game and will be suspended one or more games
based on the foul that occurred.

Penalties That Result In Loss Of Down

Illegal secured flag belt (also ejection of player)

Illegal forward pass in all cases, except a change of possession.

Illegal forward handing.

Backward pass that goes out of bounds to stop the clock.

Illegal backwards pass.

Fouls That Create Automatic First Downs

Defensive Pass Interference

Roughing the passer

Illegal secured flag belt

Rule decisions are final after ball is next legally snapped.


Inadvertent Whistle

Replay down if ball is loose on pass or kick

Replay down or take player results option to team whose player is in possession
at time of whistle.

Tie Game & Overtime Period


Tie games are decided by the KC Tie Breaker rules with Penetrations. Each team
gets 4 downs from the 10 yard line. Defense may return the ball for a touchdown.
Extra Points are attempted. There will only be 1 O.T. period, if both teams have
not scored, then the official will use the penetration rule to determine the winner.
If the game is still tied at the end of overtime, then the game will end in a tie. One
overtime, if necessary will be used in regular season play. During the playoffs, if
both teams are tied after the 1st overtime, the overtimes will continue until a
winner is decided.
If the O.T. if after the 1 hour limit on each game, then the game will result in a tie.

SAFETY
If a player carries the ball across the goal line they are defending and the ball
becomes dead while in their teams possession, it is a safety. If a team commits
a foul in the end zone where the spot of enforcement is designated as the spot
of the foul, it will be declared a safety. A team recording a safety will receive 2
points, and the ball at their 5 yard line. Exception-Momentum Rule- When a
player intercepts a forward pass between their five yard line and their goal line
and their momentum carries them into the end zone where the ball becomes
dead, the ball will belong to the receiving team at the spot of the catch or
reception.

OBSTRUCTING THE RUNNER


A defensive player shall not hold, grasp, or obstruct the forward process of the
runner when attempting to remove the flag belt.
LINE OF SCRIMMAGE: The offensive team must have a minimum of 4
players on the line of scrimmage. 1 of the 4 can go in a motion before the snap,
leaving 3 players on the line of scrimmage at the snap. Once the center has
placed his hands on the ball no offensive player may enter the neutral zone.
Following the ready for play whistle and until a legal snap, no defensive player
may encroach, touch the ball, stand in, or in any way interfere with the
offensive team. Penalty - Dead ball foul, encroachment, 5 yards from
succeeding spot.
The Game

The game shall be played between two teams of seven players each. Five players
are required to avoid a forfeit.

A designated captain will be the only player to confer with the referee. Team will
identify this player before the game

Winner of the coin toss can choose when to exercise their options (first or second
half)
A. Overtime coin toss winner has choice of ball, defense or goal to defend
B. In additional overtime periods, a choice is made alternately by both
teams.

Forfeits
There will be a $25 no show fee that will be charged to the team that forfeits a game.
The fee must be paid before that team next game (Ex. If the team forfeits their 10am
game, a fee must be paid before their next game on that day).

COACHES ON THE FIELD: There can be 1 coach on the offensive side


of the field to help players get organized. On defense, only 1 coach is
allowed on the field. At the 6-U & 8-U Divisions Only!!!!!!!!!

BACKWARD PASSES AND INTERCEPTIONS: Once a ball has touched


the ground the ball is considered dead, so there are no fumbles. A backward
pass or dropped ball may be caught or intercepted by any player inbounds and
maybe advanced. A player may not intentionally throw a backward pass out of
bounds to avoid being downed. This will be penalized as an Illegal pass: loss of
5 yards, and loss of down.
FORWARD PASSES AND INTERCEPTIONS: If a player is in the air
attempting to catch a ball, the player must contact the ground with at least one
foot in-bounds with the ball in their possession prior to going out of bounds,
unless contact by an opponent cause the player to first touch out-of-bounds. If
possession of the ball is lost simultaneously when they hit the ground, it is
NOT a catch. If a forward pass is caught simultaneously by members of the
opposing teams, the ball is dead at that spot and belongs to the team that
snapped the ball.
PASS INTERFERENCE: Any contact that, in the view of the official,
interferes with the attempt to catch a pass (offensive or defensive player) is pass
interference unless, in the view of the official, it occurs when 2 eligible
receivers make a simultaneous and bona fide attempt to reach, catch, or bat a
pass. It is also pass interference if an eligible receiver is deflagged or touched
prior to touching the ball on a pass thrown beyond the offenses line of
scrimmage. If the pass interference by the defense is intentional and/or
unsportsmanlike, the defense may be penalized an additional 10 yards.

THE FLAG BELT: All shirts must be tucked in, and are not permitted to
hang over the flag belt. Should a player loose their flag belt legally or illegally
during a down and that player gains possession of a live ball, that player will be
considered down when a legal tag (one hand touched by the defense between
the shoulders and knees including the hand and arm) is made. When a player
scores they must immediately raise their hands and allow an official to remove
their flag belt; this is done to insure that the flag belt has not been illegally
secured. If the belt has been illegally secured the score is disallowed, the player
ejected and a 10 yard un-sportsmanship like conduct penalty will be
administered from the previous spot. Players must have possession of the ball
before they can legally be deflagged. It is illegal for a defensive to intentionally
pull a flag from an offensive player who is not in possession of the ball. In

cases where a flag belt is removed illegally, play should continue with the
option of the penalty of the play (Penalty: Personal foul, 10 yards).
GUARDING THE FLAG BELT: Runners shall not flag guard by using any part of
the body or ball to deny the opportunity for an opponent to pull or remove the flag belt.
Flag guarding includes but is no limited to:

Swinging the hand or arm over the flag belt to prevent an opponent from pulling
the ball carriers flag.

Placing the ball in possession over the flag belt to prevent an opponent from
pulling the ball carriers flag.

Lowering the shoulders in such a manner which flag is guarded.

The Field, Players, and Equipment


Two Ball Spotters will be used. The orange ball spotter will mark the forward
most point of the football. The yellow ball spotter will mark the defensive
scrimmage line. The ball spotters will always be 3 yard apart.
Jerseys must be long enough so they remain tucked in the pants during the entire
down or short enough so there is a minimum of 4 from the bottom of the jersey
to the players waistline.

Each player must wear pants which do not have belt loops, pockets, belts or

exposed drawstrings. The pants must be a different color than the flags. Players of
opposing teams must wear contrasting colored jerseys without pockets.
Game Flags must be the NFL Style Popper Flags.
Penalty for improper dress the player cannot play.
6-U - 8-U division will be allowed to play with the pee-wee size ball.
9U - 12-U will be allowed to play with the Junior Size ball.
10-U will play allowed to play with the Intermediate Size ball
Mouthpieces are MANDATORY

Kicks/Punts

There will be "NO" kickoffs to begin each half. Each half will begin with the
offensive team starting from the 5-yard line.

PUNTING: All punts are illegal. On the fourth down the referee will
ask the Offensive team if they want to punt. Once the offense has
declared their choice, the Referee will inform the Defense of the

offenses choice. If the Offense chooses to punt, the ball will be placed at
the defenses opposing end on the 5 yard line. Once the offensive team
has crossed mid-field, they are not eligible to ask for a punt. They must
go for it.
Snap
One Continuous motion to a back under center or in shotgun, which is at least 2
yards behind line of scrimmage line. There CAN be a hand-to-hand center
exchange on the snap.
Deflagging /Tagging

Runners must not guard the flags with ball, hands or shoulders.
Flags must not be attached to runner in any way that one pull will not deflag the
runner. (Flag tampering results in a 10-yard penalty and disqualification)

If a runner loses his/her flag belt, a one-hand tag by the opposing team between
knee and shoulder will end the run. Touching the head or below the knee will not
stop the play.

Runner scoring a touchdown must raise hands so nearest official can deflag the
scorer.

Intentional deflagging of an offensive by a defensive player results in a ten-yard


penalty.

Deflagger may leave feet to deflag runner

Screen Blocking & Arms across the chest Blocking


Screen blocking is legally obstructing an opponent with little contact him/her with
any part of the screen blockers body

Blocker cannot use arms or elbows. Hands must be behind the back.
Blocker must get in moving rushers direction of movement quick enough for a
change of direction to be made prior to possible contact.

Screen block must be short of contact in defensive players visual field and one
step away in defensive players blind area (directly behind player being blocked)

Teams can use Arms across the chest blocking, but with the same rules as screen
blocking. Once the players elbow are pointing out, then that a violation and a 10
yard penalty.

STIFF ARMING: Stiff arming is NOT allowed; a personal foul will be


called, and if warranted an unsportsmanlike conduct ejection will result.

Game Time

Playing Time shall be 40 minutes, divided into two halves of eighteen (20)
minutes each. The intermission between halves shall be five (5) minutes. When overtime
is used there will be a three (3) minute intermission. All Games will be 1 hour long.

The clock will start when the ball is legally snapped or the kickoff is legally
touched. It will run continuously for the first eighteen (18) minutes unless it is
stopped for a:
A.
Score (touchdown or safety) starts with snap at fifteen (10)yard
line if no penalty is enforced.
B.

Team time out starts on the snap

C.

Referees Time-out starts based upon referees play.

Approximately two minutes (2) before end of each half the referee shall stop the
clock and inform both captains of the playing time remaining in the half. Whether the
clock starts depends on the previous play. The back judge will announced the remaining
time to both team captains after each play in the last two (2) minutes.

During the final two (2) minutes of each half, the clock will stop for a:
A.

Incomplete Pass starts on snap

B.

Out-of-bounds starts on snap

C.

Score (touchdown or safety) starts when the kickoff is legally touched.

D.

Team time-out starts on snap.

E.

First down dependent on previous play

F.

Penalty and administration dependent on the previous play.

(Exception: delay of game starts on the snap)


G.
H.
I.

Referees time-out starts at his/her discretion


Touchback starts on the snap
Change of possession dependent on the previous play

J.

Team attempting to conserve time illegally

K.

Injured player

NEW RULES!!!!!
Protest Rule
$25 must be paid to G7FFL at the time of the protest in order for the
league to follow through with the protest. No Pay, No Protest..
Certification Book
Each team need to have their certification book with a G7FFL Stamp or
Signature at the time of their games. No Book, No Play.
Player Stance
NO three or four Points stance allowed for any age group.

6-U, 7-U & 8-U only: On 1st, 2nd down, and 3rd down defense can only
rush(Mandatory rush) 1 player. On 4th down, defense can rush as many as
they want.

The QB can run only on 4th downs.


The QB must take 1 full step back before running past the line of
scrimmage if taking the snap under center.
The offense at the 6-U must attempt a passing play on either 1st, 2nd or
3rd down.

The offense at the 8-U can do 1 running play on either 1st, 2nd, or 3rd
down (Ex: QB handing off to another player).
9-U 10-U:
**There are no running plays allowed.
Wr screen plays and double pass are permitted. The Wr catching the
ball on the Wr screen can run with the ball.
(All Offensive plays must be beyond the line of scrimmage within 5
seconds. The clock will start at the snap of the ball.)
**DEFENSE.. Can only rush 1 player only on all downs.
The center is an eligible receiver on all downs in all age groups!!!
NO Lateral Pitch or Toss plays are permitted!!!

***ALL COACHES NEED TO HAVE A COPY OF THE RULES IN


THEIR CERTIFICATION BOOLS DURING THE GAMES***

MERCY RULE: If a team is 18 points or more ahead when the Referee


announces the two-minute warning for the second half, the game shall be over.
If a team scores during the last two minutes of the second half and that score
creates a point differential of 18 or more points, the game will end at that point.
Championship
Top 4 teams per division will participate in the playoffs. The play-offs will be a 1 game
elimination, until a champion is crowned. All wins and loses will be recorded by the
league. If there is a tie in the standings during the regular season, we will refer to the
G7FFL Tie- Breaker rules:
1. Head to Head.
2. Best record.
3. Points Against.
If its still a tie, then we will allow the teams to play in a Kansas City Tie-Breaker format.

OFFICIALS AUTHORITY: An official assumes authority 15 minutes prior


to the scheduled game time, and until they have left the field. The officials have
the authority to rule on any situation not specifically covered in the rules.
His/her decision is FINAL, unless ruled otherwise by the supervisor on duty.
The official has the right to eject players or have them sit out of part or all of
the game. Fans, coaches, and spectators are a part of a team and any fouls they
commit will go against their team.

Flag Football rules will be conducted under the G7FFL laws of the
game. If you would like to obtain a personal copy G7FFL Rules, or have
any questions, please ask the G7FFL Commissioner.

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