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NWO Youth Flag Football League

NWO Youth Flag Football League

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NWO Youth Flag Football League Rules

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Flag Football Rules

 

1.     Game

a.       At the start of each game, captains from both teams shall meet at midfield for the coin toss to determine who shall start with the ball.  The visiting team shall call the toss.

b.      The winner of the coin toss has the choice of offense or defense.  The loser of the coin toss will choose the direction.  Teams may NOT choose to defer to the second half.

c.       The offensive team takes possession of the ball at its own 5-yard line and has four plays to cross midfield.  Once a team crosses midfield, they have four plays to score a touchdown.

d.      If the offense fails to score, the ball changes possession and the new offensive team starts its drive on its own 5-yard line.

e.       All possession changes, EXCEPT interceptions, start on the offense's 5-yard line.

f.        Teams change sides after the first half.  Possession changes to the team that started the game on defense.

2.     Terminology

a.       Boundary Lines – the outer perimeter lines around the field.  They include the sidelines, and back of the end zone lines.

b.      Line of Scrimmage – an imaginary line running through the point of the football and across the width of the field.

c.       Line-To-Gain – the line the offense must pass to get a first down or score.

d.      Rush Line – an imaginary line running across the width of the field 7 yards from the line of scrimmage.

e.       Offense – the squad with possession of the ball.

f.        Defense – the squad opposing the offense to prevent them from advancing the ball.

g.      Passer – the offensive player that throws the ball and may or may not be the quarterback.

h.      Rusher – the defensive player assigned to rush the quarterback to prevent him/her from passing the ball by pulling his/her flags or by blocking the pass.

i.        Downs (1-2-3-4) – the offensive squad has four attempts or “downs” to advance the ball. They must cross the line to gain to get another set of downs or to score.

j.        Live Ball – refers to the period of time that the play is in action.  Generally used in regard to penalties, live ball penalties are considered part of the play and must be enforced before the down is considered complete.

k.      Dead Ball – refers to the period of time immediately before or after a play.

l.        Whistle – sound made by an official using a whistle that signifies the end of the play or a stop in the action for a timeout, half time, or the end of the game.

m.    Inadvertent Whistle – official's whistle that is performed in error.

n.      Charging – the movement of the ball carrier directly at a defensive player who has established position on the field.  This includes lowering the head, making contact with the defender with a shoulder, forearm, or the chest.

o.      Flag Guarding – an act by the ball carrier to prevent a defender from pulling the ball carrier's flags by stiff arm, lowering elbow or head, or by blocking access to the runner's flags with a hand or arm.

p.      Shovel Pass – a level pass attempted beyond the line of scrimmage by throwing the ball underhand or pushing it towards a receiver in a shot put type manner.

q.      Lateral – a backwards or sideways toss of the ball by the ball carrier.

r.        Unsportsmanlike Conduct – a rude, confrontational, or offensive behavior or language.

3.     Eligibility

a.       All players' legal guardians must sign all NWO Youth Flag Football League Waiver forms, including the NFL Registration Form, which allows players to be covered under the league's insurance policy.

4.     Equipment

a.       The league provides each player with a flag belt and jersey.  Teams will use the football provided by the league.

b.      Players must wear shoes.  Football cleats are encouraged; however cleats with exposed metal are not allowed and must be removed.

c.       Players may tape their forearms, hands, and fingers.  Players may wear gloves, elbow pads, and knee pads.  Braces with exposed metals are not allowed.

d.      Players must remove all watches, earrings, and any other jewelry that the officials deem hazardous.

e.       Official team jerseys must be worn during play.

f.        Players' jerseys must be tucked into the pants if they hang below the belt line.  Pants must be different color than flags.

g.      Pants or shorts with belt loops or pockets must be taped.  Pants or shorts with no pockets are preferred.

5.     Field

a.       The field dimensions are 26 yards by 60 yards with two 10-yard end zones, and a midfield line-to-gain.  No-Run Zones precede each line-to-gain by 5 yards.

b.      No-Run Zones are in place to prevent teams from conducting power run plays.  While in the No-Run Zones (a 5-yard zone marked by dashed lines before midfield and before the end zone), teams cannot run the ball in any fashion.  All plays must be pass plays, even with a handoff.

c.       Stepping on the boundary line is considered out of bounds.

d.      Each offensive squad approaches only TWO No-Run Zones in each drive (one zone 5-yards from midfield, and one zone 5-yards from the goal line to score a touchdown).

6.     Rosters

a.       Home teams wear dark color jerseys; visiting teams wear light color jerseys.

b.      Teams must start each game with a minimum of four players.  In the event of an injury, a team with insufficient substitute players may play with four players on the field, but no fewer than four.

7.     Timing and Overtime

a.       Two upper Division’s games are played on a 40 minute continuous clock with two twenty minute halves.  The clock stops only for timeouts and injuries.

b.      K & Under games are played on a 32 minute continuous clock with four eight minute quarters.  The clock stops only for timeouts and injuries.

c.       Halftime is one minute long.  Quarter break is one minute long.

d.      Each time the ball is spotted, a team has 30 seconds to snap the ball.

e.       Each team has one 60-second time out per half.

1.      Each team will receive one additional timeout in the last minute of each half.

2.      In the last minute of each half, the offense can run a hurry up offense, without waiting for the defense to sub in.  Substitution rules are still in effect.

f.        Officials can stop the clock at their discretion.

g.      In the event of an injury, the clock will stop and then restart when the injured player is removed from the field of play.

h.      If the score is tied at the end of 40 minutes, the game will go into an overtime period.

i.        An overtime period will be used to determine a winner.  Overtime format is as follows:

1.      Each team is allowed a minimum of one possession.

a.       First possession choice goes to the winner of the overtime coin toss.

b.      Each team gets a minimum of one possession, starting at the midfield line.

1.      In the event that the team that starts on offense scores on their first possession, they may go for 1- or 2-point PAT.  The opposing team will then have a possession on offense to try and score to tie or win the game.

2.      In the event that the team that starts on offense does not score on their first possession, the opposing team will have a possession on offense to try and score to win the game.

2.      All regulation period rules and penalties are in effect.

3.      There are no timeouts.

4.      Multiple Overtime Periods

a.       Second Overtime Period

1.      If after the first overtime period, the game is still tied, a second overtime period will occur.

2.      First possession goes to the loser of the 1st overtime coin toss.

3.      Scoring teams must go for a 1-point PAT.

4.      Game will continue until a team outscores the other team at the end of the overtime, alternating possessions.

j.        Change of Possession

1.      Change of possession takes place when Team A's forward progress is halted on downs or scores a touchdown.

8.     Scoring

a.       Touchdown – 6 Points

b.      PAT (Point After Touchdown) – 1 point (5-yard line) or 2 points (10-yard line)

1.      1 point PAT is pass only, 2 point PAT can be run or pass

a.       A team that scores a touchdown must declare whether is wishes to attempt a 1 point conversion or a 2 point conversion.  Any change, once a decision is made to try for the extra point, requires a charged time out.  Decision cannot be changed after a penalty.  Interceptions on conversions cannot be returned.

c.       Safety – 2 points

1.      A Safety occurs when the ball carrier is declared down in his/her own end zone.  They can be called down when their flags are pulled by a defensive player, their flag falls out, they step out of bounds, they hit the ground with their knee or arm, or the ball is fumbled in the end zone.  Safety also occurs when there is an offensive penalty in the end zone.

d.      Mercy Rule:  After one team is winning by thirty points or more, the losing team gets one offensive series to continue regulation play.  If they do not score, the game goes into scrimmage mode.

1.      This rule does NOT apply during the playoffs.

e.       Scrimmage Mode:  The game will continue for the rest of the 20-minute half, but score will no longer be kept.  All regulation rules will continue to be followed.

9.     Coaches

a.       Coaches are volunteer parents or family members helping the players learn and enjoy the game.  Parents are encouraged to support the coach at all times.

b.      Coaches are allowed on the field to direct players according to need and division.  Coaches must move behind the officials before the snap of the ball.

1.      K & Under can have up to 3 coaches on the field, and they may remain on the field but must be aware of getting in players’ way.  Any coach that has an effect on a play will receive a penalty.

2.      1st & 2nd Grade can have one coach on the field as long as the coach moves behind the officials before the snap of the ball.

3.      3rd & 4th Grade cannot have a coach on the field.

c.       Coaches are expected to adhere to the philosophies, coaching guidelines and codes of conduct put forth by the league.

d.      Coaches are expected to monitor each player's amount of playing time, as well as effectively making sure every player gets to play every position. 

1.      Players may not sit out more than four plays at a time.

2.      A new quarterback must be used every four plays.

a.      Quarterback may not play quarterback again until every player gets at least one play at quarterback.

3.      Every player must receive a chance to play quarterback and center.

4.      If every player does not get to play quarterback, that team will forfeit the game.

10. Live Ball/Dead Ball

a.       The ball is live at the snap of the ball and remains live until the official whistles the ball dead.

b.      The official will indicate the neutral zone and line of scrimmage.  It is an automatic dead ball foul if any player on defense or offense enter the neutral zone. 

c.       A player who gains possession in the air is considered in bounds as long as one foot comes down in the field of play.

d.      The defense may not mimic the offensive team signals, by trying to confuse the offensive players, while the quarterback is calling out signals to start the play.  This will result in an unsportsmanlike conduct penalty.

e.       Substitutions may be made on any dead ball.

f.        Any official can whistle the play dead.

g.      Play is ruled dead when:

1.      The ball hits the ground on a fumble.

2.      The ball carrier's flag is pulled.

3.      The ball carrier steps out of bounds.

4.      A touchdown, PAT or safety is scored.

5.      The ball carrier's knee or arm hits the ground.

6.      The ball carrier's flag falls out.

7.      The receiver catches the ball while in possession of less than two flags.

8.      The 7 second pass clock expires.

9.      Inadvertent Whistle

10.  There are no fumbles.  The ball is spotted where the ball carrier's feet were at the time of the fumble.

h.      In the case of an inadvertent whistle, the offense has two options:

1.      Take the ball where it was when the whistle blew and the down is consumed.

2.      Replay the down from the original line of scrimmage.

11. Running

a.       The ball is spotted where the ball is when the flag is pulled.

b.      The quarterback cannot directly run with the ball.  The quarterback does have the ability to scramble in the back field, but cannot advance the ball beyond the line of scrimmage.  The quarterback is the offensive player that receives the snap.

c.       Only direct handoffs behind the line of scrimmage are permitted.  Handoffs may be in front, behind, or to the side of the offensive player, but must be behind the line of scrimmage.  The offense may use multiple handoffs.

1.      A Center may not receive a handoff between their legs after a snap.

d.      “No-Run Zones,” located 5 yards before each end zone and 5 yards on either side of midfield are designed to avoid short-yardage power running situations.  Teams are not allowed to run in these zones if the subsequent line is LIVE.

e.       The player who takes the handoff can throw the ball from behind the line of scrimmage.

f.        Once the ball has been handed off in front, behind or to the side of the quarterback, all defensive players are eligible to rush.

g.      Runners may not leave their feet to advance the ball.  Diving, leaping, or jumping to avoid a flag pull is considered flag guarding.

h.      Spinning is allowed, but players may not leave their feet to avoid a flag pull.  Jumping in the air in a forward motion to advance the ball, while attempting to avoid a flag pull, is not allowed.  Lateral moves to the left and right are permitted.

i.        Runners may leave their feet if there is a clear indication that he/she has done so to avoid a collision with another player without flag guarding penalty enforced.

j.        Offensive players are allowed to follow the play, but cannot impede the defenders path to the ball carrier after the ball carrier crosses the line of scrimmage.

k.      Flag Obstruction – All jerseys must be tucked in before play begins.  The flags must be on the player's hips and free from obstruction.  Deliberately obstructed flags will be considered flag guarding.

12. Passing

a.       All passes must be from behind the line of scrimmage, thrown forward and received beyond the line of scrimmage.

b.      Shovel passes are allowed, but must be received beyond the line of scrimmage.

c.       The quarterback has a seven-second “pass clock.”  If a pass is not thrown within the seven seconds, play is dead, the down is consumed and the ball is down where the ball is.  Once the ball is handed off, the 7-second rule is no longer in effect.

1.      If the QB is standing in the end zone at the end of the 7-second clock, the defense will be awarded a safety.

13. Receiving

a.       All players are eligible to receive passes, including the quarterback if the ball has been handed off behind the line of scrimmage.

b.      Only one player is allowed in motion at a time.  All motion must be parallel to the line of scrimmage and no motion is permitted towards the line of scrimmage.

c.       A player must have at least one foot inbounds when making a reception.

d.      In the case of simultaneous possession by both and offensive and defensive player, possession is awarded to the offense.

e.       Interceptions change the possession of the ball at the point of interception.  Interceptions are the only changes of possession that do not start on the 5-yard line.

f.        Interceptions are returnable, but not on conversions after touchdowns.

14. Rushing the Passer

a.      There will be NO rushing the quarterback in the Kindergarten division.

b.      All players who rush the passer must be a minimum of seven yards from the line of scrimmage when the ball is snapped.  Any number of players can rush the quarterback. Players not rushing the quarterback may defend on the line of scrimmage.

c.       Once the ball is handed off, the seven-yard rule is no longer in effect and all defenders may go behind the line of scrimmage.

d.      A special marker will designate a Rush Line seven yards from the line of scrimmage. Defensive players should verify they are in the correct position with the official on every play.

1.      A legal rush is:

a.       Any rush from a point 7 yards from the defensive line of scrimmage.

b.      A rush from anywhere on the field AFTER the ball has been handed off by the quarterback.

c.       If a rusher leaves the rush line early, they may return to the rush line, reset and then legally rush the quarterback.

d.      If a rusher leaves the rush line early and the ball is handed off before they cross the line of scrimmage, they may legally rush the quarterback.

2.      A penalty may be called if:

a.       The rusher leaves the rush line before the snap crosses the line of scrimmage before a handoff or pass – Illegal Rush

b.      Any defensive player crosses the line of scrimmage before the ball is snapped – Offside

c.       Any defensive player, not lined up at the rush line crosses the line of scrimmage before the ball is passed or handed off – Illegal Rush

3.      Special Circumstances:

a.       Teams are not required to rush the quarterback, seven second clock in effect.

b.      Teams are not required to identify their rusher before the play, however, if they do send a rusher, the rusher must verify with the official that they are in correct position.

c.       If rusher leave the 7-yard line before the snap, he/she may immediately drop back to act as defender with no offside penalty.

e.       Players rushing the quarterback may attempt to block a pass; however, NO contact can be made with the quarterback in any way.  Blocking the pass or attempting to block the pass and then making contact with the passer will result in a roughing the passer penalty.

f.        Players are allowed to move on the line of scrimmage on running plays to “screen” defenders. Any contact made while the offense is moving will result in a blocking penalty. An offensive player “screening” past the line of scrimmage will results in a blocking penalty. “Screening” players must have hands behind their back and are not allowed to chase defenders. Players downfield cannot impede the defenders path after the ball is past the line of scrimmage.  On pass plays, offensive players may “screen” to allow the quarterback more time, but any contact made while the offense moves will result in a blocking penalty.

g.      A sack occurs if the quarterback's flags are pulled behind the line of scrimmage.  The ball is placed where the ball is when the flag is pulled.

1.      A safety is awarded if the sack takes place in the offensive team's end zone.

 

15. Flag Pulling

a.       A legal flag pull takes place when the ball carrier is in full possession of the ball.

b.      Defenders can dive to pull flags, but cannot tackle, hold or run through the ball carrier when pulling flags.

c.       It is illegal to attempt to strip or pull the ball from the ball carrier's possession at any time.

d.      If a player's flag inadvertently falls off during play, the player is down immediately upon possession of the ball and the play ends.

e.       A defensive player may not intentionally pull the flags off of a player who is not in possession of the ball.

f.        Flag guarding is an attempt by the ball carrier to obstruct the defender's access to the flags by stiff arming, dropping the head, hand, arm, or shoulder, or intentionally covering the flags with the football jersey.

16. Formations

a.       Offense must have a minimum of one player on the line of scrimmage (the center) and up to four players on the line of scrimmage.  The quarterback must be off the line of scrimmage.

1.      One player at a time may go in motion 1-yard behind and parallel to the line of scrimmage.

2.      No motion is allowed towards the line of scrimmage.

b.      Offensive players must come to a complete stop for one second before the ball is snapped unless he/she is the only player in motion.

c.       Movement by a player who is set or a player who runs toward the line of scrimmage while in motion is considered a false start.

d.      The center must snap the ball with a rapid and continuous motion.

1.      Pre-K to 2nd Grade, center’s may snap between his/her legs, or toss or handoff the ball to the quarterback from the ground.

a.      It is not deemed a fumble on the Center-Quarterback exchange if the ball hits the ground when the quarterback is under center. It will be a play on situation. If the quarterback is in shotgun, more than 2-yards behind the Center, it will be called a fumble and be ruled down at the spot the ball hits the ground.

2.      3rd & 4th Grade, center’s may snap between his/her legs, UNLESS quarterback and center are of the opposite sex, in which case, it may be handed off or tossed.

a.      ALL dropped snaps, under center or shotgun, will be considered a fumble and be ruled down at the spot the ball hits the ground.

17. Unsportsmanlike Conduct

a.       If the field monitor or referee witnesses any acts of intentional tackling, elbowing, cheap shots, blocking or any unsportsmanlike act, the game will be stopped and the player will be ejected from the game.  The decision is made at the referee's discretion.  No appeals will be considered.  FOUL PLAY WILL NOT BE TOLERATED!

b.      Offensive or confrontational language is illegal.  Officials have the right to determine offensive language.  If offensive or confrontational language occurs, the referee will give one warning.  If it continues, the player or players will be ejected from the game.

c.       Players may not physically or verbally abuse any opponent, coach or official.

d.      Ball carrier's MUST make an effort to avoid defenders with an established position.

e.       Defenders are not allowed to run through the ball carrier when pulling flags.

f.        Coaches must adhere to good sportsmanship:

1.      Any offensive language towards players, officials, opposing coaches, or fans will result in an immediate ejection.

a.       Any coach ejected from a game must talk to the Board of Directors prior to returning to the field the following game.

g.      Fans must also adhere to good sportsmanship as well:

1.      Yell to cheer on your players, not to harass officials or other teams.

2.      Keep comments clean and profanity free.

3.      Compliment all players, not just one child.

h.      Fans are required to keep fields safe and kid friendly.

1.      Keep younger kids and equipment such as coolers, chairs and tents a minimum of 2-yards off the field.

2.      Sit in the area that is set up for fans.  The HOME TEAM side will be the side with the table and scoreboard.  The AWAY TEAM side will be the side opposite the table.

18. Penalties

a.       General

1.      The referee will call all penalties.

2.      Referees determine incidental contact that may result from normal run of play.

3.      All penalties will be assessed from the line of scrimmage, except as noted.

4.      Only the team captain or head coach may ask the referee questions about rule clarification and interpretations.  Players may not question judgement calls.

5.      Games may not end on a defensive penalty, unless the offense declines it.

6.      Penalties are assessed live ball then dead ball.  Live ball penalties must be assessed before play is considered complete.

7.      Penalties will be assessed half the distance to the goal yardage when the penalty yardage is more than half the distance to the goal.

8.      Coaches will receive a penalty if playing time and position rules are not followed.  The following will be enforced on a per game basis:

a.       1st Offense – Unsportsmanlike Conduct Penalty – 10 yards from LOS

b.      2nd Offense – Coach will be ejected – Must meet with League Manager to be reinstated.

b.      Unnecessary Roughness Penalty

1.      If contact is made, it is at the officials discretion whether the contact was intentional or unintentional.

a.       If deemed unintentional, the player is assessed a penalty and a warning.

b.      If deemed intentional, the team is assessed a penalty and the player will be ejected

c.       If a player is ejected from a game, the parents and player must speak with the Board of Directors before being allowed to play in the next game.

c.       Defensive Penalties

1.      Offside

a.       +5 yards from LOS

2.      Illegal Rush (Starting rush from inside 7 yards)

a.       +5 yards from LOS

3.      Illegal Flag Pull (Before player possesses the ball)

a.       +5 yards from LOS

4.      Holding

a.       +5 yards from LOS & Automatic First Down

5.      Roughing the Passer

a.       +10 yards from LOS & Automatic First Down

6.      Taunting

a.       +10 yards from LOS & Automatic First Down

7.      Defensive Pass Interference

a.       +10 yards from LOS & Automatic First Down

8.      Stripping

a.       SPOT FOUL. +10 yards & Automatic First Down

9.      Defensive Unnecessary Roughness

a.       SPOT FOUL. +10 yards & Automatic First Down

d.      Offensive Penalties

1.      Offside/False Start

a.       -5 yards from LOS

2.      Illegal Motion

a.       -5 yards from LOS

3.      Delay of Game

a.       -5 yards from LOS & Loss of Down

4.      Illegal Forward Pass

a.       -5 yards from LOS & Loss of Down

5.      Offensive Pass Interference

a.       -10 yards from LOS & Loss of Down

6.      Illegal Equipment

a.       -10 yards from LOS

7.      Flag Guarding

a.       SPOT FOUL. -10 yards

8.      Blocking

a.       SPOT FOUL. -10 yards & Loss of Down

9.      Charging

a.       SPOT FOUL. -10 yards & Loss of Down

10.  Offensive Unnecessary Roughness

a.       SPOT FOUL. -10 yards & Loss of Down



Contact

NWO Youth Flag Football League
849 N Defiance St 
Ottawa, Ohio 45875

Phone: 419-969-2975
Email: [email protected]

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