NFL
Flag Football
International
Competition Rules[BACK]
BYAFA
Flag Football is Non-Contact. Blocking and Tackling are not allowed.
Attire:
- Cleats
are allowed, but must be rubber or aluminium safety studs. Inspections must
be made prior to a game.
- No
padding or headwear shall be allowed.
- A
team’s shirts should all be of a similar colour.
- Flags
should be a contrasting colour to the team’s game pants.
- All
players must wear a gum shield of any readily visible colour (not white or
clear) that covers all upper teeth.
Field
Dimensions and Markings:
- Length:
60 or 80 yards.
- Width:
20 or 30 yards.
- End
Zones: Maximum 10 yards deep, minimum 7 yards deep.
- No
Running Zones: Must be marked 5 yards from each goal line.
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Possession:
- A
coin toss determines first possession. The winner of the coin toss has
possession of the football. Losers of the coin toss have choice of end zone
to defend.
- The
team that loses the coin toss gets possession at the beginning of the second
half starting at its own 5-yardline.
- There
are no Kick-offs 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 plays to
score a touchdown. If the offense fails to score, the ball changes
possession and the new offensive team takes over on its 5-yard line. An
automatic first down by penalty will overrule the other requirements
regarding four plays to make either a first down or score.
- If
the offensive team fails to cross midfield, possession of the ball changes
and the opposition starts its drive from its 5-yard line.
- All
possession changes, except interceptions, start on the offense 5-yard line.
- Teams
change end zones after the first 10 minutes (20 minutes Championship and
Internationals)
Number
of Players:
- Teams
may consist of up to10 players (5 on field, 5 substitute)
- Teams
may play with a minimum of 4 players (due to injuries).
- If
less than 4 players are available the game is forfeited by the side that is
unable to field a team.
Timing/Overtime:
- In
regular season tournaments the game length is 20 minutes (two halves of 10
minutes each). For Championship and international tournaments the game
length will be 40 minutes (two 20 minute halves)
- In
the event of a tied game in a championship and international tournament,
overtime will be played. The period between the end of the game and the
start of the overtime period will be two minutes. A coin toss determines
first possession of overtime. The team winning the coin toss starts with the
ball on its own 5-yard line. Play continues as in regulation until one-team
scores. There will be no time outs granted during the overtime period.
- Each
time the ball is spotted the offense has 30 seconds to snap the ball.
- Each
team has two 60-second time outs per half. These cannot be carried over to
the second half of overtime.
- Timeouts
can be called by Head Coach and on field players only
- Officials
can stop the clock at their discretion.
- Games
will be played to a running clock. The clock will start at the snap after it
has been stopped. The clock will stop for the length of the timeout. The
clock will stop to warn teams that there are two minutes left to play in
each half (No time out is given).
Scoring:
- Touchdown:
6 points
- Extra
point: 1 point (played from midpoint of 5-yard line only)
- Extra
point: 2 points (played from midpoint of 12-yard line only)
- Safety:
2 points.
Note:
An interception return to opponent’s end zone on any extra-point play by
the defense will result in the defense scoring 2 points plus gaining
possession for next series at its 5-yard line. |
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Running:
- To
start the play, the ball must be snapped between the legs of the
snapper.
- The
centre is the player who gives the ball to the quarterback via a
snap. The centre cannot
take
a direct
handoff back from the quarterback (no centre
sneak play].
- The
quarterback is the player who receives the ball directly from the
snap.
- The
quarterback cannot run with the ball past the line of scrimmage
unless he has handed off the ball, tossed or pitched, and it has
been returned to him.
- An
offense may use multiple handoffs behind the line of scrimmage. Only
backward and
lateral hand-offs are allowed during a down.
- Tosses
or sweeps behind the line of scrimmage are allowed
and are running plays.
- Once
the ball carrier has crossed the line of scrimmage the ball cannot
be handed off, tossed or pitched in any way.
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- "No-running
zones" are located 5 yards in front of each end zone. When the
ball is on or inside the 5-yard line going towards the opponent’s
end zone, the offense cannot run.
- The
player who takes the handoff can throw the ball from behind the line
of scrimmage.
- All
defensive players are eligible to rush once the ball has been handed
off or tossed, or there is a play-action fake or fake handoff.
- Spinning
is allowed, but the ball carrier cannot dive forward, or jump, to
avoid a defensive player or gain yardage (no diving).
- The
ball is spotted where the ball carrier’s feet are placed when the
flag is pulled, not where the ball is.
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Receiving:
- All
players are eligible to receive passes including the quarterback if
the ball has been handed off or tossed behind the line of
scrimmage).
- One
player may be in motion, but not in motion towards the opponent’s
end zone at the snap.
- A
player must have at least one foot in bounds when making a
reception.
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Passing:
- Only
players starting 7 yards from the line of scrimmage can rush the
passer.
- The
quarterback has seven seconds to throw the ball, If a pass is not
thrown within seven seconds, the play is dead, with loss of down and
the ball spotted at the previous line of scrimmage. Once the ball is
handed off or tossed, or there is a play action fake or a fake
handoff, the seven-second rule no longer is in effect.
- Only
one forward pass is allowed per down
- Interceptions
change the possession of the ball.
- Interceptions
can be returned by the defense.
- On
interceptions that occur and remain in the end zone, the ball will
become dead and will result in the ball belonging to the
intercepting team at its 5-yardline. Should an interception occur in
the end zone and the ball carrier leaves the end zone, the ball will
belong to the intercepting team at the spot the ball becomes dead.
However, should the ball carrier return to the end zone and be
deflagged, or the ball be ruled dead, the result would be a safety
for the other team.
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Dead
Balls:
- Substitutions
may be made only when ball is dead
- Play
is ruled "dead" when:
- An
official blows his/her whistle.
- Ball
carriers flag is pulled or becomes illegal!.
- Points
are scored.
- When
any part of the ball carriers body, other than a hand or foot touches the
ground.
- If
a ball carriers flag falls off, the play will be whistled dead and the ball
will be spotted at the spot where the flag fell off.
- Players
are ineligible to catch a pass, or receive the ball, by hand off, toss or
pitch, if their flag has fallen off. The down will not be replayed.
Note:
There are no fumbles. The ball will be spotted where the ball left the ball
carrier’s hand(s)
Rushing
the Quarterback:
All
players who rush the passer must be a minimum of 7 yards from the line of
scrimmage when the ball is snapped. Any number of players may rush the
quarterback. Players not rushing the quarterback may defend on the line of
scrimmage. Once the ball is handed off or tossed, or there is a play-action fake
or a fake handoff, the 7-yard rule no longer is in effect and all defenders may
go behind the line of scrimmage. A special marker, or a game official, will
designate 7 yards from the line of scrimmage. Remember, blocking and tackling
is not allowed.
Sportsmanship/Roughing:
- If
the referee witnesses any acts of flagrant contact, tackling, elbowing,
cheap shots, blocking, unsportsmanlike act, the game will be stopped and the
player will be ejected from the tournament. Foul play will not be
tolerated.
- Trash
talking is illegal. (Trash talk is talk that may be offensive to officials,
opposing players, team or spectators.) Officials have the right to determine
offensive language. If trash talking occurs the referee will give one
warning. If it continues the player or players involved will be ejected from
the game.
Penalties:
- All
penalties are 5 yards.
The down will be repeated unless otherwise noted, and will be assessed from
the line f scrimmage.
- All
penalties may be declined.
- Penalties
will not exceed half the distance to the opposing team's goal line from the
line of scrimmage.
- Game
officials determine incidental contact that may result from normal run of
play.
- All
penalties will be assessed from the line of scrimmage.
- Only
the team captain and Head Coach may ask the referee questions about rule
clarification and interpretations. Players and Coaches cannot question
judgement calls. Games cannot end on a defensive penalty, unless the offense
declines it.
- Penalties
after an interception shall be assessed after the return is over and/or the
play is blown dead.
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Defensive
Penalties:
- Offside
- Substitution
fouls. (a player enters field after ball is blown ready for play, i.e. to
deceive the opponents. or 6 men on field.
- Diving.
- Disconcerting
signals (signals to distract opponent or simulate offensive signals prior to
snap.
- Interference
with opponent or ball at the snap.
- Illegal
rushing (rushing from inside 7-yard marker.
- Interference
- plus automatic first dawn
- Illegal
contract - plus automatic first down (holding, blocking etc),
- Illegal
flag pull - plus automatic first down (pulling flag before receiver has
ball)
Offensive
Penalties:
- Flag
guarding.
- Delay
of game.
- Substitution
fouls.
- Offensive
holding.
- Illegal
motion. (more than one person moving, etc.)
- False
start.
- Illegal
snap.
- Illegal
shift or failure to pause for one second.
- Diving.
- Player
out of bounds - (if player goes out of bounds, player cannot return to the
field and catch ball)
- Illegal
forward passes - plus loss of down. (a second forward pass or a pass after
ball has crossed the line of scrimmage)
- Offensive
pass interference - plus loss of down (illegal pick play, pushing of/away
defender)
- Running
inside a no running zone - is a loss of down at the previous spot.
Team
Judges:
Each
team must register at least one Team Judge. There is nothing to stop a
team registering more than one, This will be actively encouraged, as it will
allow a team more flexibility, thus ensuring that a Team Judge will always be
available on game days.
The
Team Judge is to attend each of your events, and must be prepared to officiate
at games in said event. He will be joined by Team Judges from other teams
competing, if necessary other registered personnel can assist, but the Team
judges will have the final say on all official decisions.