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A coin toss determines first possession.
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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. If the offense fails to score, the ball changes possession and the new offensive team takes over on its 5-yard line.
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If the offensive team fails to cross midfield, possession of the ball changes and the opposition starts its drive from its 5-yard line.
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All possession changes, except interceptions, start on the offense’s 5-yard line.
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Teams change sides after the first 20 minutes, but possession does not change.
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Football sizes are the following:
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Ages 6 to 9 - Pee Wee Football
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Ages 9 to 12 - Junior Football
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Ages 13 to 14 - Youth Football
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Players/Game Schedules
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All divisions will play 5v5.
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If a team only has 4 players, the format may be changed to 4v4 if both coaches agree
Timing/Overtime
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Games are played to 40 minutes running clock except for the final 2 minutes of the second half a "pro clock" will be used. (The clock stops for incomplete passes, out of bounds, change of possession, extra point attempts.) The score has to be within 14 points for the “pro clock” to be used. No pro clock for U6 & U8 Divisions
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Each team has two time outs per game.
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If the score is tied at the end of 40 minutes, teams move directly into overtime. Flip for possession. From mid-field, each team has three attempts to score.
· Extra points are attempted; after each team has had a possession in overtime only the 2 point conversion will be attempted.
· Both teams get equal possessions; this is not sudden death.
· There are no ties.
· Interceptions may be returned in overtime.
· Repeat cycle until a winner prevails. -
Each time the ball is spotted a team has 30 seconds to snap the ball.
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Officials can stop the clock at their discretion.
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No “pro clock” or over time for U6 & U8 divisions.
Scoring
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Touchdown: 6 points
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Extra point: 1 point (played from 5-yard line), 2 points (played from 12-yard line)
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Safety: 2 points
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Interceptions on extra points (returned for a touchdown): 2 points
Running
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Direct handoffs or pitches must be behind the line of scrimmage. Offense may use multiple handoffs or pitches. A backward pass/lateral that is dropped will be spotted where it lands with the clock NOT stopping.
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“No-running zones,” located 5 yards from each end zone and 5 yards on either side of midfield, are designed to avoid short-yardage, power-running situations.
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The player who takes the handoff or pitch can throw the ball from behind the line of scrimmage.
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Once the ball has been handed off or pitched, all defensive players are eligible to rush.
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Spinning is allowed, but players cannot leave their feet to avoid a defensive player (no diving).
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The ball is spotted where the ball carrier’s when the flag is pulled, not where the ball is.
Receiving
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All players are eligible to receive passes (including the quarterback if the ball has been handed off behind the line of scrimmage).
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As in the NFL, only one player is allowed in motion at a time.
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A player must have at least one foot inbound when making a reception.
Passing
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The quarterback has a seven-second “pass clock.” If a pass is not thrown within the seven seconds, play is dead, loss of down. Once the ball is handed off, the seven-second rule is no longer in effect.
Dead Balls
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The ball must be snapped between the legs, not off to one side, to start play.
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The only exception to the above rule is the U6 division and any division that has a girl as center, then the snap may be from the side
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Substitutions may be made on any dead ball.
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Play is ruled “dead” when:
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Ball carrier’s flag is pulled
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Ball carrier steps out of bounds
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Touchdown or safety is scored.
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At the point of an interception (interception returns are allowed).
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Ball carrier’s knee hits the ground.
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If the flag accidentally falls down then it becomes one hand tag to get the ball carrier down.
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Note: There are no fumbles. The ball is spotted where the ball hits the ground.
Rushing the Quarterback
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.
Once the ball is handed off, the seven-yard rule no longer is in effect and all defenders may go behind the line of scrimmage. A special marker, or the referee, will designate seven yards form the line of scrimmage. Remember, no blocking or tackling is allowed.
Sportsmanship/Roughing
If the field monitor or referee witnesses any acts of tackling, elbowing, cheap shots, blocking or any un-sportsmanlike act, the game will be stopped and the player will be ejected from the game. FOUL PLAY WILL NOT BE TOLERATED. Trash talking is illegal. Officials have the right to determine offensive language. (Trash talk is talk that may be offensive to officials, opposing players, teams, or spectators.) If trash talking occurs, the referee will give one warning. If it continues, the player or players will be ejected from the game.
Note: Referees may eject a player without a warning. If a player, coach or spectator is ejected then they will have to sit out the next scheduled game.
Penalties
All penalties will be called by the referee. All penalties will be assessed from the line of scrimmage.
Defense:
Offsides - 5 yards and automatic first down
Interference - 10 yards and automatic first down
Illegal contact (holding, blocking, etc.) - 10 yards and automatic first down
Illegal flag pull (before receiver has ball) - 10 yards and automatic first down
Illegal rushing (starting rush from inside 7-yard marker) - 10 yards and automatic first down
Offense:
Illegal motion (more than 1 person moving, false start, etc.) -5 yards and loss of down; (play blown dead)
Illegal forward pass - 10 yards and loss of down. (Play blown dead)
Offensive pass interference (illegal pick play, pushing off defender) - 10 yards and loss of down
Flag guarding - 10 yards and loss of down
Delay of game - 10 yards and loss of down. (Play blown dead)
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Referees determine incidental contact that may result from normal run of play.
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During the final 2 minutes (of the second half) a defensive penalty the clock starts when ball is set and refs are ready.
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Games cannot end on a defensive penalty, unless the offense declines it.
Attire
Cleats are allowed, except for metal spikes. Inspections must be made. All players should wear a protective mouthpiece; Amenity Athletics Flag Football jerseys must be worn during play and shorts should have NO pockets. Note: There are no kickoffs, and no blocking is allowed.
Field Layout: