- Adult 7 vs 7 Contact Flag Football League
- WHAT DOES IT TAKE TO BE NUMBER 1....3 IS NOT A WINNER AND 2 NOBODY REMEMBERS
Welcome
Subscribe to our Newsletter2016 FALL CHAMPS
TURKEY BOWL CHAMPS 2016
2015 BACK TO BACK CHAMPIONS BADBOYZ
BADBOYZ 2015 UCFL SPRING CHAMPS
GIANTS 2015 SUMMER SHOOTOUT CHAMPS
OUTKAST 2014 TURKEY BOWL CHAMPS
OUTKAST 2014 FALL CHAMPIONS
UCFL 7MAN TOURNAMENT
Rules and Regulations
Basic Set Up
Number of Players: There will be a maximum of 7 players per team on the field. All players are considered eligible to receive a pass. Equipment -The Ball: A Regular official size ball will be used in the 7v7 format (High School, College, or NFL) Flags: All teams must use the Sonic Pop (two flags) style. Shoes: Rubber cleats may be worn but no metal spikes, screw-ins are permitted.Jerseys: All jerseys must be of matching color and tucked in at all times. Home team is responsible for jersey change if a color conflict occurs.
Scoring
Touchdowns are worth 6 points
Extra Points
After a touchdown is scored, a team may earn 1 extra point by successfully running or passing into the end zone from 5 yards out.
After a touchdown is scored, a team may earn 2 extra points by successfully running or passing into the end zone from 10 yards out.
Safeties are worth 2 points.
Blocking: Contact Blocking will be permitted as long as all blocks take place from the front between the SHOULDERS and the WAIST. The receiver may be bumped within 5 yards of the line of scrimmage from the front between the SHOULDERS and WAIST. If defense of back plays bump and run coverage he cannot rush QB as he will be inside 5 yard rush zone.
Possession
The Offense takes possession of the ball on their own 5 yard line and has four (4) plays to cross mid-field. Crossing mid-field gives the offense four (4) more plays to score. If the Offense fails to cross mid-field in 3 plays and signals punt CHANGE OF POSSESSION DEFENSE TAKES OVER ON THEIR 5 YARD LINE, IF OFFENSE fails to score or IF THE OFFENSIVE TEAMS GOES FOR IT ON 4TH DOWN AND DOES NOT GAIN THE 1ST DOWN, THE DEFENSE TAKES OVER AT THE SPOT WHERE IT STOPPED THE OFFENSE OR SAME AS 4TH AND GOAL!
All offensive possessions start on one’s own 5-yard line except possessions resulting from an interception. The line of scrimmage after an interception is determined by the result of the return of that interception. To start a play, the ball must be snapped ANY STYLE. Direct snaps to a player other than the quarterback are legal.
Ball in Play: The ball is considered dead when: A snap to the quarterback is not picked up after one bounce. A fumble hits the ground (NO fumble recoveries allowed.) A Ball Carrier’s knees or elbows touch the ground. A Ball Carrier steps out of bounds. A Ball Carrier’s flags are legally removed. (If the ball carrier’s flags accidentally fall off, play shall revert to 1 HAND TOUCH between the SHOULDERS and the KNEES. If ball carrier or receiver falls he is down at that spot.
Play Clock: Each team shall have 25 seconds from the end of the last play to snap the ball
Game Length: Games will 30-minutes running clock. Each team is allotted 2 time outs per half. Clock will stop the last 2 minutes of the game, ONLY IN THE SEMI FINALS AND FINALS! The game clock will stop on “out of bounds” plays, timeouts, injuries, penalties, and incomplete passes under two (2) minutes in the game.
Running Plays: The Quarterback may run the ball at ANY TIME (EXCEPT INSIDE THE from the 5 YARD LINE going in for a score). Legal Laterals and Pitches are permitted ANYWHERE on the field. The player who receives the hand off can throw the ball as long as he does not cross the line of scrimmage.
The player who receives a handoff or lateral may always run with the ball.
Stiff arm is legal between shoulders and waist.
Passing Plays:
Backward Passes – Laterals and shovel passes are allowed
Only One forward pass per down.
Any player passing the line of scrimmage may Not then return to the original side of the line of scrimmage to attempt a pass. That would be ruled an illegal pass.
The Quarterback has an unlimited amount of time to throw the ball determined by the pressure of the defense.
Interceptions may be returned. (Intercepting an extra point(s) attempt and returning it the opposite end zone with result in points for the returning team equal to the number of points determined by the attempting team. Ex. Returning a 2-point conversion attempt would result in 2 points for the returning team.) Receiving:
a. All Players are ELIGIBLE
b. A player must have at least one foot in bounds for a legal catch
Rushing the Quarterback:
a. Any number of players may rush the quarterback from “3 YARDS BACK OF” the line of scrimmage. Referee will mark off rush zone line.
b. Rushers must go for the quarterback’s flags and are NOT allowed to make any contact. You must go for the flag and not any particular part of the quarterback’s body (arms, knees, etc).
Rules and Penalty Enforcement
Offensive Penalties - All offensive fouls will be penalized 5 yards from the line of scrimmage with the exception of flag guarding. 5 YARD PENALTY FROM SPOT.
a. Illegal Motion - More than 1 person moving at the snap, false start, illegal snap
b. Illegal forward pass - pass thrown from beyond the line of scrimmage or a second forward pass on the same play, 5 YARD PENALTY and LOSS OF DOWN!
c. Offensive Pass Interference - Illegal Pick Play or illegal hand contact with the defender and LOSS OF DOWN!
d. Flag Guarding - Any attempt to swipe at the defenders’ hands preventing the flag pull. 5 yards penalty from spot of foul.
e. Delay of Game - Not snapping the ball within the allotted time
f. Illegal Contact (holding, contact to the head, overly aggressive behavior)
g. Illegal Formation -The offense must have at least 3 players on the line of scrimmage.
Defensive Penalties - All defensive fouls will be penalized 5 yards from the line of scrimmage except for pass interference. SPOT FOUL AND AUTOMATIC 1ST DOWN!
a. Offsides / Encroachment for anyone passing 3yard mark once qb starts cadence.
b. Defensive Pass Interference
c. Illegal Contact - Holding, contact to the head, overly aggressive behavior
d. Illegal Flag Pull - Pulling a runner’s flag before he has the ball
e. Roughing the QB – YOU MAY ONLY GO FOR QB FLAGS! 10 yards AUTOMATIC 1ST DOWN!
Excessive roughing may penalized with ejection from the game and possible suspension in future games
Games CANNOT end on a defensive penalty unless declined by the offense.
FLAGRANT FOULS (Any Flagrant foul contact whatsoever) Tackling, elbows, cheap shots, illegal contact, taunting, or similar unsportsmanlike conduct shall not be tolerated. The official may stop the game, eject the player, administer a 10 Yard penalty and an automatic first down. The game may also be stopped after excessive inappropriate behavior with the offending team receiving the forfeit loss.
NO CURSING. FIRST TIME A WARNING AFTER THAT 5 YARD PENALTY. AT REF DISCRETION PLAYER WILL BE EJECTED FROM THE GAME!
BULLDOGS 2013 UCFL TURKEY BOWL CHAMPIONS
$350 FOR TOURNY...3 GUARANTEED GAMES ...WINNING THE CHIP ...STIFF ARM PIX PRICELESS
OUTKAST 2013 UCFL SUMMER SHOOTOUT CHAMPS
CHAMPIONS AGAIN 2013 UCFL SPRING SEASON
UCFL– Adult 7vs7
Rules and Regulations
Basic Set Up
I. Number of Players: There will be a maximum of 7 players per team on the field. All players are considered eligible to receive a pass. A minimum of 4 players must take the field to avoid forfeiture of the game. A maximum of 18 players may be on the roster.
II. Equipment
The Ball: A Regular official size ball will be used in the 7 vs 7 format (High School, College, of NFL)
Flags: All teams must use the Sonic Pop (two flags) style. Visit
USFTL.COM for more info.
Shoes: Rubber cleats may be worn but no metal spikes, screw-ins are
permitted.
Jerseys: All jerseys must be of matching color and tucked in at all times.
Home team is responsible for jersey change if a color conflict occurs.
III. Scoring:
a. Touchdowns are worth 6 points
b. Extra Points
i. After a touchdown is scored, a team may earn 1 extra point by successfully running or passing into the end zone from 5 yards out
ii. After a touchdown is scored, a team may earn 2 extra points by successfully running or passing into the end zone from 10 yards out
c. Safeties are worth 2 points
d. Mercy Rule:
If a team is ahead by 18 points or more at the 5-minute warning of the second half, the game shall be over. If, at any time after the 2-minute warning in the second half, a team scores to go up by 18 or more points, the game shall be over with the leading team getting the win. This same rule applies if a team is ahead by 25 points or more with 5 minutes remaining in the game.
IV. Blocking: Contact Blocking will be permitted as long as all blocks take place from the front between the SHOULDERS and the WAIST.
- The receiver may be bumped within 5 yards of the line of scrimmage from the front between the SHOULDERS and WAIST.
Game Time Management
Both teams need to be ready to play 15 minutes prior to their scheduled time in
case of prior forfeits or mercy rules. This may assist in keeping later games on
schedule by compensating for any delays in other games. ALL REF FEES ARE STILL DUE!
I. Coin Toss:
a. Coin Toss shall begin each game. The Captain winning the coin toss may elect:
1. Offense
2. Defense
3. Which goal to defend
4. Defer choice to second half
b. The Captain losing the coin toss may then elect from the remaining options
c. At the start of the second half, the choice of options shall be reversed
II. Possession:
a. The Offense takes possession of the ball on their own 5 yard line and has four (4) plays to cross mid-field. Crossing mid-field gives the offense four (4) more plays to score. If the Offense fails to cross mid-field in 4 plays, or fails to score after crossing mid-field, the opposing team takes over possession at their own 5 yard line.
b. All offensive possessions start on one’s own 5-yard line except possessions resulting from an interception. The line of scrimmage after an interception is determined by the result of the return of that interception.
c. To start a play, the ball must be snapped through the legs and not tossed off to the side. Direct snaps to a player other than the quarterback are legal.
III. Ball in Play:
a. The ball is considered dead when
i. A snap to the quarterback hits the ground ( 1 BOUNCE IS ALLOWED)
ii. A fumble hits the ground (NO fumble recoveries allowed.)
iii. A Ball Carrier’s knees or elbows touch the ground OR THE FOOTBALL TOUCHES GROUND.
iv. A Ball Carrier steps out of bounds.
v. A Ball Carrier’s flags are legally removed. (If the ball carrier’s flags accidentally fall off, play shall revert to 1 HAND TOUCH between the SHOULDERS and the KNEES.
b. Play Clock:
Each team shall have 25 seconds from the end of the last play to snap the ball
c. Game Length:
Regular League Games will consist of two (2) 20-minute halves. Each team is allotted 3 time out per half. Clock will stop the last 2 minutes of each half. The game clock will stop on “out of bounds” plays, timeouts, injuries, penalties, and incomplete passes under two (2) minutes in both halves.During penalties the play clock will start back on the Referee’s ready for play whistle depending on the previous play or infraction. During penalties the play clock may start at the snap of the ball if the referee determines that a team is gaining an advantage by committing penalties during the game. This rule may apply during the regular (running clock) playing time and prior to the “regulation time “of the last 2 minutes of the 2nd half.
IV. Running Plays:
a. The Quarterback may run the ball at ANY TIME (EXCEPT INSIDE THE 5 YARD LINE)
b. Legal Laterals and Pitches are permitted ANYWHERE on the field
c. The player who receives the hand off can throw the ball as long as he does not cross the line of scrimmage
d. The player who receives a handoff or lateral may always run with the ball
e. Stiff arm is legal between shoulders and waist.
V. Passing Plays:
a. Backward Passes – Laterals and shovel passes are allowed
b. There can be 2 forward passes when the 1st pass is thrown behind the line of scrimmage and the 2nd forward pass thrown down field.
c. Any player passing the line of scrimmage may Not then return to the original side of the line of scrimmage to attempt a pass. That would be ruled an illegal pass
d. The Quarterback has an unlimited amount of time to throw the ball determined by the pressure of the defense.
e. Interceptions may be returned. (Intercepting an extra point(s) attempt and returning it the opposite end zone with result in points for the returning team equal to the number of points determined by the attempting team. Ex. Returning a 2-point conversion attempt would result in 2 points for the returning team.)
SPOT OF BALL IS WHERE INTERCEPTOR FLAG IS PULLED.
VI. Receiving:
a. All Players are ELIGIBLE
b. A player must have at least one foot in bounds for a legal catch
VII. Rushing the Quarterback:
a. Any number of players may rush the quarterback from “3 YARDS BACK OF” the line of scrimmage.
b. Rushers must go for the quarterback’s flags and are NOT allowed to make any contact. You must go for the flag and not any particular part of the quarterback’s body (arms, knees, etc).
Rules and Penalty Enforcement
I. Offensive Penalties
All offensive fouls will be penalized 5 yards from the line of scrimmage with the exception of flag guarding. 5 YARD PENALTY FROM SPOT.
a. Illegal Motion - More than 1 person moving at the snap, false start, illegal snap
b. Illegal forward pass - pass thrown from beyond the line of scrimmage 5 YARD PENALTY and LOSS OF DOWN!
c. Offensive Pass Interference - Illegal Pick Play or illegal hand contact with the
defender and LOSS OF DOWN!
d. Flag Guarding - Any attempt to swipe at the defenders’ hands preventing the
flag pull. 5 yards penalty from spot of foul.
e. Delay of Game - Not snapping the ball within the allotted time
The clock will not start until the next legal snap.
f. Illegal Contact (holding, contact to the head, overly aggressive behavior)
g. Illegal Formation -The offense must have at least 3 players on the line of
scrimmage.
II. Defensive Penalties
- All defensive fouls will be penalized 5 yards from the line of scrimmage except for pass interference. SPOT FOUL AND AUTOMATIC 1ST DOWN!
a. Offsides / Encroachment
b. Defensive Pass Interference
c. Illegal Contact - Holding, contact to the head, overly aggressive behavior
d. Illegal Flag Pull - Pulling a runner’s flag before he has the ball
e. Roughing the QB – YOU MAY ONLY GO FOR QB FLAGS! AUTOMATIC 1ST DOWN!
Excessive roughing may penalized with ejection from the game and possible
suspension in future games
Games can NOT end on a defensive penalty unless declined by the offense.
III. FLAGRANT FOULS (Any Flagrant foul contact whatsoever)
Tackling, elbows, cheap shots, illegal contact, taunting, or similar
unsportsmanlike conduct shall not be tolerated. The official may stop the game,
eject the player, administer a 10 Yard penalty and an automatic first down. The
game may also be stopped after excessive inappropriate behavior with the
offending team receiving the forfeit loss.
IV. Miscellaneous
Referee fees of $50 per team per game must be paid to the referee prior to the coin toss. Failure to provide fees will result in that game being cancelled and the offending team receiving a forfeit. A forfeit fee of $50 may be charged to your team’s account at management’s discretion should forfeits become repeated. Multiple forfeits or excessive abusive behavior may lead to expulsion from the league with no refund of payment.
UCFL will make every attempt to start your game at the time noted on your schedule. Should your team not be ready to start, your team will receive the forfeit.
Thank you and enjoy the game.
We appreciate you playing in UNION COUNT FLAG LEAGUE and will make every effort to provide your team a great place to play.
AMMENDMENT 1: WHEREVER THE DEFENSE STOPS THE OFFENSE ON 4TH DOWN, THE DEFENSE TAKES OVER AT THE SPOT WHERE IT STOPPED THE OFFENSE. UNLESS THE OFFENSE DECLARES A PUNT, THEN BALL WILL BE SPOTTED AT THE 5 YARD LINE.
AMMENDMENT 2: NO CURSING. FIRST TIME A WARNING AFTER THAT 5 YARD PENALTY.
AMMENDMENT 3: JUMP RULE
Jumping is an attempt of the runner to avoid a flag pull by jumping FORWARD with one or both feet and leaving the ground!
Can: Hurdle over a downed player to avoid contact.
Can: Shuffle, skip, high step, and side step FORWARD laterally or backwards.
Cannot: Hurdle, Hop, or jump over another player.
Cannot: Leave feet by “vertically” jumping, hurdling (hop) a defender not on the ground or dive to avoid a de-flag. Cannot: Dive to advance the ball in order to gain extra yards or avoid a defender.
AMMENDMENT 4: IF YOUR FLAG FALLS OR IS PULLED AND YOU DO NOT PUT IT BACK ON BEFORE COMING TO THE LINE OF SCRIMMAGE, YOU MUST LEAVE THE FIELD!