Monmouth Flag Football League
Youth Rules
Game:
1. Before the start of the game, captains from both teams meet at midfield for the coin toss to determine who starts with the ball. The visiting team calls the toss.
2. The winner of the coin toss has the choice of offense or defense. The loser of the coin toss has the choice of direction. Possession changes to start the second half to the team that started the game on defense.
3. The offensive team takes possession of the ball at its 5-yard line and has three (3) plays to cross midfield. Once a team crosses midfield, it has three (3) plays to score a touchdown.
4. If the offense fails to score, the ball changes possession and the new offensive team starts its drive on its own 5-yard line.
5. If the offensive team fails to cross midfield, possession of the ball changes and the opposition starts its drive from its own 5-yard line.
The offense, if it chooses to, can go for a 4th down play ONLY on their side of the field. If they get the 1st down at midfield they retain possession of the ball. If they fail to get the 1st down, the defense gets the ball wherever the play has ended or at the LOS where the 4th down play was attempted.
6. All possession changes, except interceptions, start on the offense’s 5-yard line.
7. Teams change sides after the first half.
8. The game is played 7 players versus 7 players. A team may play with only 5 players to start a game.
Equipment:
1. No jewelry or hats may be worn during a game. Winter beanies are allowed.
2. Players jerseys must be tucked into shorts or pants if they hang below the belt line.
3. Flag belts cannot be the same color as shorts or pants.
If the excess from a flag belt is not taped or cut off the offense will receive a 5yard penalty and a loss of down.
4. Home teams will wear dark jerseys. Visiting teams will wear light color jerseys.
Field:
1. The field dimensions are 30 yards by 70 yards with two 10-yard end zones, and a midfield line-to-gain. No-run (frozen) zones precede each line-to-gain by 5 yards.
2. No-run (frozen) zones are in place to prevent teams from conducting power run plays. While in the no-run (frozen) zones (a 5-yard imaginary zone before the midfield and before the end zone), teams cannot run the ball in any fashion. All play must be pass plays, even with a handoff.
3. Stepping out of the boundary line is considered out of bounds.
4. Each offensive team approaches only TWO no-run (frozen) zones in each drive (one zone 5 yards from the midfield to gain first down and one zone 5 yards from the goal line to score a TD).
Timing;
1. Games are played on a 50 minute continuous clock with two 25 minute halves unless one team gains a 28-point advantage, the losing team will get the ball until they score to make it less than a 28 point advantage. Clock stops only for timeouts or injuries.
A. The last minute of each game will be pro-clock timing. The referee will announce the “one minute warning”. The clock will only stop inside this 1 minute on an incomplete pass, if runner goes out of bounds or a timeout.
2. Halftime is one minute.
3. Each time the ball is spotted, a team has 30 seconds to snap the ball. Teams will receive one warning before a delay-of-game penalty is enforced.
4. Each team has one 30-second timeout in the 1st half and 2-30 second timeouts in the 2nd half.
5. Officials can stop the clock at their discretion.
6. In the event of an injury, the clock will stop then restart when the injured player is removed from the field of play.
Overtime (PLAYOFFS ONLY);
1. If the score is tied at the end of 50 minutes, an overtime period will be used to determine a winner. Overtime format is as follows:
A. A coin flip will determine the team that chooses to be on offense or defense first. Home team calls the coin toss.
1. If a second round of overtime must be played, the team that lost the coin toss will get to choose offense or defense for the second round of overtime. This process continues with teams alternating who gets to choose to be on offense or defense to start out during every round of overtime.
2. The referee will determine which end of the field the overtime will take place on.
B. Each team will take turns getting the ball at Midfield with 3 downs to score a touchdown. If a team scores a touchdown the team will then attempt a PAT as normal. Whether or not the team that begins on offense scores a touchdown and converts or does not convert the PAT, the team that started on defense will get a chance to win or tie.
C. Both teams must “go for two” from the 10-yard line starting with the second round of overtime.
D. All regulation period rules and penalties are in effect.
E. There are no timeouts.
Scoring:
1. Touchdown: 6 points
2. PAT (point after touchdown) 1 point (5-yard line) or 2 points (10-yard line)
A. Note: 1 point PAT is pass only; 2 point PAT can be run or pass.
B. A team that scores a touchdown must declare whether it wishes to attempt a 1-point try conversion (from the 5-yard line) or a 2-point conversion (from the 10-yard line). Any change, once a decision is made to try for the extra point, requires a charged timeout. A decision cannot be changed after a penalty. Interceptions on conversions cannot be returned.
C. An interception on a PAT is a dead ball, the ball cannot be advanced.
3. Safety: 2 points
A. A safety occurs when the ball-carrier is declared down in his/her own end zone. Runners can be called down when their flags are pulled by a defensive player, a flag falls out, they step out of bounds, their knee or arm touches the ground, a fumble occurs in the end zone or if a snapped ball lands in or beyond the end zone.
4. After one team is winning by 28 points or more, the losing team will keep the ball until they score to make it less than a 28-point advantage. Once a 28-point advantage is gained, no PAT will be attempted. The game will continue in scrimmage mode for the remainder of the game.
5. Forfeits are scored 28-0 for the winning team.
Coaches:
1. Coaches are expected to adhere to NFL Flag philosophies, coaching guidelines and code of conduct.
2. Coaches are allowed on the field to direct players according to need and division, Coaches must move to the sidelines before the snap of the ball.
Live Ball/Dead Ball:
1. The ball is live at the snap of the ball, which is a regular snap (between the legs, either shotgun or QB directly under the center), and remains live until the official whistles the ball dead.
2. The official will indicate the line of scrimmage.
A. It is an automatic dead ball foul if any player on defense or offense crosses the line of scrimmage before the snap. The officials may move the offensive or defensive players back behind the line of scrimmage as a courtesy.
3. A player who gains possession in the air is considered inbounds as long as the first foot comes down in the field of play.
4. The defense may not mimic the offensive teams signals by trying to confuse the offensive players, while the QB is calling out signals to start the play. This will result in an unsportsmanlike conduct play.
5. Substitutions may be made on any dead ball.
6. Any official can whistle the play dead.
7. Play is ruled “dead” when:
A. the ball hits the ground.
1. If the ball hits the ground as a result of a bad snap, the ball is then placed where the ball hit the ground. If the ball lands in the end-zone it will be a SAFETY. In the K thru 2nd grade divisions, the ball may be picked up and the play continued.
B. the ball carrier’s flag is pulled.
C. The ball-carrier steps out of bounds.
D. A touchdown, PAT or safety is scored.
E. The ball-carrier’s knee or arm hits the ground.
F. The ball-carrier’s flag falls out.
G. The receiver catches the ball while in possession of one or no flag(s).
H. The 10 count pass clock expires.
I. Inadvertent whistle.
NOTE: There are no fumbles. The ball is spotted where the ball-carrier’s feet were at the time of the fumble.
8. In the case of an inadvertent whistle, the offense has two options:
A. Take the ball where it was when the whistle blew, and the down is consumed.
B. Replay the down from the original line of scrimmage.
9. A team is allowed to use a timeout to question an official’s rule interpretation. If the official’s ruling is correct, the team will be charged a timeout. If the rule is interpreted incorrectly, the timeout will not be charged and the proper ruling will be enforced. Officials should all agree upon any controversial call in order to give each team the full benefit of each call.
Running:
1. The ball is spotted where the runner’s feet are when the flag is pulled, not where the ball is. Forward progress will be measured by the player’s front foot.
2. The QB cannot directly run with the ball. The QB is the offensive player who receives the snap.
3. 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.
A. “Center sneak” play is not allowed. The QB is not allowed to handoff to the center on the first handoff of the play.
4. Laterals are Legal behind the line of scrimmage.
5. No-run Zones are 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.
(Reminder: Each offensive team will approach only TWO no-run (frozen) zones in each drive – one 5 yards from the midfield line to gain the first down and the other 5 yards from the goal to score a TD).
6. Any player who receives a handoff can throw the ball from behind the line of scrimmage.
7. Once the ball has been handed off in front, behind or to the side of the QB, all defensive players are eligible to rush.
8. Runners may not leave their feet to hurdle a defensive player. Diving, leaping or hurdling to avoid a flag pull is considered flag guarding.
9. Spinning is allowed, but players cannot leave their feet to avoid a flag pull.
A. Players spinning out of control will be called for flag guarding.
10. Runners may leave their feet if there is clear indication that he/she has done so to avoid collision with another player without a flag guarding penalty enforced.
11. NO blocking or screening is allowed at any time.
12. Offensive players without the ball must stop their motion once the ball has crossed the line of scrimmage. No running with the ball-carrier.
13. 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.
Passing:
1. All passes must be from behind the line of scrimmage.
A. Wheel routes, flat routes, bop passes and screen passes are legal plays.
B. The QB may throw the ball away to avoid a sack. The pass must go beyond the line of scrimmage to avoid a penalty for intentional grounding.
2. Shovel passes are allowed.
3. The QB has a four (4) count free of rushing by the defense to pass the ball. After the (4) count the defense can rush.
A. If the defense rushes, the QB has an unlimited amount of time to throw a pass.
B. If the defense does not rush after the 4 count the QB has an additional (6) count (total of 10 count from the time of the snap) to pass the ball.
C. If a pass is not thrown within the 10 count, the down is consumed and the ball is returned to the line of scrimmage.
D. Once the ball is handed off, the 10 count is no longer in effect.
E. If the QB is standing in the end zone at the end of the 10 count, the ball is returned to the line of scrimmage.
Receiving:
1. All players are eligible to receive passes (including the QB if the ball has been handed off behind the line of scrimmage).
2. 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 toward the line of scrimmage.
3. A player must have at least one foot (FIRST FOOT) inbounds when making a reception.
4. In the case of simultaneous possession by both an offensive and defensive player, possession is awarded to the offense.
5. Interceptions change the possession of the ball at the point of interception. Interceptions are the only change of possession that do not start on the 5-yard line.
6. Interceptions are returnable but not on conversions after touchdowns.
Rushing the Passer:
1. Any number of players can rush the QB.
2. Once the ball is handed off, all defenders may go behind the line of scrimmage.
3. A special marker, or the referee, will designate the line of scrimmage. Defensive players should verify they are in the correct position with the official on every play.
A. A legal rush is:
1. Any rush from the defensive line of scrimmage.
2. A rush from anywhere on the field AFTER the ball has been handed off by the QB.
B. A penalty may be called if:
1. The rusher crosses the line of scrimmage before a handoff or pass, or before the 4 count ends – illegal rush (5 yards from the line of scrimmage and first down).
2. Any defensive player who crosses the line of scrimmage before the ball is snapped - off-sides (5 yards from the line of scrimmage and first down).
3. Any defensive player who crosses the line of scrimmage before the ball is passed or handed off – illegal rush (5 yards from the line of scrimmage and first down).
C. Special Circumstances:
1. Teams are not required to rush the QB with the 10 count in effect.
2. Teams are not required to identify their rusher before the play.
4. Players rushing the QB may attempt to block a pass, however, NO contact can be made with the QB 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.
5. The offense cannot impede the rusher in any way. The rusher has the right to a clear path to the QB, regardless of where they line up prior to the snap. If the “path or line” is occupied by a moving offensive player, then it is the offensive player’s responsibility to avoid the rusher. Any disruption to the rusher’s path and/or contact will result in an impeding the rusher penalty. If the offensive player does not move after the snap, then it is the rusher’s responsibility to go around the offensive player and to avoid contact.
6. A sack occurs if the QB’s flags are pulled behind the line of scrimmage. The ball is spotted where the QB’s feet are when the flag is pulled.
A. A safety is awarded if the sack takes place in the offensive team’s end zone.
Flag Pulling:
1. A legal flag pull takes place when the ball carrier is in full possession of the ball. If the excess from a flag belt is not taped or cut off the offense will receive a 5yard penalty and a loss of down.
2. Defenders can dive to pull flags but cannot tackle, hold or run through the ball-carrier when pulling flags.
3. It is illegal to attempt to strip or pull the ball from the ball-carrier’s possession at any time.
4. If a player’s flag inadvertently falls off during the play, the player is down immediately upon possession of the ball and the play ends.
5. A defensive player may not intentionally pull the flags off of a player who is not in possession of the ball.
6. 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.
Formations:
1. Offenses must have a minimum of two players on the line of scrimmage (the center and a WR) and up to four (4) players on the line of scrimmage. The QB must be off the line of scrimmage.
A. One player at a time may go in motion 1-yard behind and parallel to the line of scrimmage.
B. No motion is allowed toward the line of scrimmage.
2. 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.
3. The center must snap the ball with a rapid and continuous motion between his/her legs to a player in the backfield, and the ball must completely leave his/her hands.
Unsportsmanlike Conduct:
1. If the field monitor or referee witnesses any acts of intentional tackling, elbowing or 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!
2. Offensive or confrontational language is not allowed. 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.
3. Players may not physically or verbally abuse any opponent, coach or official.
4. Ball carriers MUST make an effort to avoid defenders with an established position.
5. Defenders are not allowed to run through the ball carrier when pulling flags.
6. Fans must also adhere to good sportsmanship as well:
A. Yell to cheer on your players, not to harass officials or other teams.
B. Keep comments clean and profanity free.
C. Compliment ALL players, not just one child or team.
7. Fans are required to keep field safe and kid friendly:
A. Keep younger kids and equipment such as coolers, chairs and tents a minimum of 10 yards off the field.
B. Dispose of ALL trash in designated trash cans.
8. Unsportsmanlike conduct penalties:
A. Defense +10 yards from line of scrimmage and automatic first down.
B. Offense – 10 yards from line of scrimmage and loss of down.
Penalties:
1. The referee will call all penalties.
2. Referees determine incidental contact that may result from normal play.
3. All penalties will be assessed from the line of scrimmage, except as noted. (Spot Fouls)
4. Only the team captain or head coach may ask the referee questions about rule clarification and interpretations. Players may not question 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.
Defensive Spot Fouls:
Defensive Pass Interference
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Automatic First Down
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Holding
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+5 yards and automatic First Down
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Stripping
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+10 yards and automatic first down
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Offensive spot fouls:
Screening, blocking or running with the ball
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-10 yards and loss of down
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Charging
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-10 yards and loss of down
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Flag guarding
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-10 yards and loss of down
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Defensive penalties:
Defensive Unnecessary Roughness
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+10 yards and automatic first down
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Defensive Unsportsmanlike Conduct
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+10 yards and automatic first down
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Offside
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+5 yards from LOS and automatic first down
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Illegal Rush
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+5 yards from LOS and automatic first down
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Illegal flag pull (before the receiver has the ball)
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+5 yards from LOS and automatic first down
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Roughing the passer
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+5 yards from LOS and automatic first down
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Taunting
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+5 yards from LOS and automatic first down
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Offensive Penalties:
Offensive unnecessary roughness
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-10 yards and loss of down
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Offensive unsportsmanlike conduct
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-10 yards and loss of down
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Offside/false start
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-5 yards from LOS and loss of down
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Illegal forward pass (throwing a pass after crossing
the LOS)
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-5 yards from LOS and loss of down
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Offensive pass interference
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-5 yards from LOS and loss of down
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Illegal Motion (more than 1 person moving)
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-5 yards from LOS and loss of down
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Delay of game
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-5 yards from LOS and loss of down
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Impeding the rusher
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-5 yards from LOS and loss of down
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Intentional Grounding
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-5 yards from LOS and loss of down
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Illegal Flag Belt -5 yards from LOS and loss of down