NFL FLAG

The goal of NFL Flag rules is to help the players understand the rules, many of which are needed for safety. It also our job to ensure that rules and formations and penalties do not overwhelm fun activity and learning.

   
   

   
   

 

SPRING 2008 NFL FLAG

RULES & ADMINISTRATIVE GUIDELINES

NFL Flag is a five-on-five game. The offensive team plays for a first down at midfield and a touchdown in the end zone. Running and passing plays are allowed, although there are "no-running zones" at midfield and near each goal line. The defensive team covers receivers, rushes the passer, and grabs flags to make "tackles."

  • A coin toss determines first possession.
  • 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.
  • 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's 5-yard line.
  • Teams change sides after the first 20 minutes, but possession does not change. The clock will stop for 5 minutes.

Players/Game Schedules

  • Teams must field a minimum of five (5) players at all times.
  • Teams consist of 10 players (5 on the field with 5 substitutes).

Timing/Overtime

  • Games are played to 40 minutes running time.
  • If the score is tied at the end of 40 minutes, teams move directly into overtime. The first team to score wins.
  • 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.
  • Each team has one 60-second time out and one 30-second time out per half.
  • Officials can stop the clock at their discretion.

Scoring

Touchdown: 6 points

Extra point: 1 point (played from 5-yard line) 2 points (played from 12-yard line)

Safety: 2 points

Running

  1. The quarterback cannot run with the ball.
  2. • Only direct handoffs behind the line of scrimmage are permitted. Offense may use multiple handoffs.
  3. • Absolutely NO laterals or pitches of any kind.
  4. • "No-running zones," located 5 yards from each end zone and 5 yards on either side of midfield (see diagram below), are designed to avoid short-yardage, power-running situations.
  5. • The player who takes the handoff can throw the ball from behind the line of scrimmage.
  6. • Once the ball has been handed off, all defensive players are eligible to rush.
  7. • Spinning is allowed, but players cannot leave their feet to avoid a defensive player (no diving).
  8. • The ball is spotted where the ball carrier's feet are when the flag is pulled, not where the ball is.

Field Diagram

Receiving

  1. All players are eligible to receive passes (including the quarterback if the ball has been handed off behind the line of scrimmage).
  2. • As in the NFL, only one player is allowed in motion at a time.
  3. • A player must have at least one foot in-bounds when making a reception.

Passing

  1. All passes must be forward and received beyond the line of scrimmage.
  2. • Shovel passes are allowed but must be received beyond the line of scrimmage. 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 no longer is in effect.
  3. • 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.

Dead Balls

  1. The ball must be snapped between the legs, not off to one side, to start play.
  2. • Substitutions may be made on any dead ball.
  3. • Play is ruled "dead" when the following applies:
    1. o Ball carrier's flag is pulled.
    2. o Ball carrier steps out of bounds.
    3. o Touchdown or safety is scored.
    4. o At the point of an interception (interception returns are not allowed).
    5. o Ball carrier's knee hits the ground.
    6. o Ball carrier's flag falls out.
  4. • All dead balls fumbled in the end zone by the offense, including shotgun snaps that touch the ground, result in a safety.

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 from the line of scrimmage. Remember, no blocking or tackling is allowed.

Sportsmanship/Roughing - If the referee witnesses any acts of tackling, elbowing, cheap shots, blocking, or any 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. 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.

Penalties - The referee will call all penalties.

Defense: Off sides - 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 one person moving, false start, etc.) - 5 yards and loss of down; Illegal forward pass (pass received behind line of scrimmage) - 5 yards and loss of down; offensive pass interference (illegal pick play, pushing off/away defender) - 10 yards and loss of down; flag guarding - 10 yards (from line of scrimmage) and loss of down; delay of game - clock stops, 10 yards and loss of down.

Referees 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 may ask the referee questions about rule clarification and interpretations.

Players cannot question judgment calls.

Games cannot end on a defensive penalty, unless the offense declines it.

SPECIAL RULES

Little Pro Program

  • Shotgun snaps are NOT allowed.
  • No Run Zones do not apply.
  • 2nd Fumble Rule: If the center or quarterback fumbles the ball on the initial exchange (i.e., snap), is not a dead ball. Only the 2nd fumble counts.

Pro Program

  • The ball is live on interceptions.

Rule Clarifications

  • The No Running Zones apply "going in". That is, mid-field (25 yard line) to 20 yard line and the 5 yard line to goal.
  • Running - Spinning is allowed, but players cannot leave their feet to avoid a defensive player (no diving). Players are not allowed to dive as part of an attempt to catch a pass.
  • Diving - Players cannot leave their feat (diving) to make a play on the ball or the flag.

ADMINISTRATIVE GUIDELINES

Practices - In keeping with the fun spirit of our program, YPF highly recommends only one practice per week.

  • Coaches may NOT require more than 2 practices per week.
  • Little Pro practices should not be scheduled for more than 60 minutes a practice.
  • Junior Pro and Pro practices should not be scheduled for more than 90 minutes a practice.

Playtime - Equal participation is part of YPF's philosophy, so coaches must be able to make each player feel he or she is an important part of the team. YPF policy requires coaches to play any player that attends at least one practice in a week. Coaches are asked to do their best to balance playtime as much as possible.

Coaches on Field

  • Little Pro: A maximum of one (1) offensive and one (1) defensive coach are allowed on the field at the same time.
  • Junior Pro: Not Allowed with the exception of the first two (2) regular season games of the season. During this period only, a maximum of one (1) offensive and one (1) defensive coach are allowed on the field at the same time.
  • Pro: Not allowed

Tobacco Products - Tobacco products are strictly prohibited for use by coaches during practices and games.

Cancellations - YPF communicates decisions to cancel games due to inclement weather in a timely and efficient manner via our voice mail, 703.724.9241 and the website, www.youthproflag.com.

Banquets - Respective teams are responsible for coordinating appropriate activities (i.e., team parties, etc…).

Attire - Cleats are allowed, except for metal spikes. Inspections must be made. All players must wear a protective mouthpiece; there are no exceptions. Official NFL Flag jerseys must be worn during play. Black mesh shorts are preferred. Shorts with pockets are illegal.

Footballs - For games, we will use the K2 (Wilson) for Little Pro; K2 (Wilson) for Junior Pro; and the TDY (Wilson) for Pro. Spring NFL Flag will provide footballs for all games. No other footballs are allowed. Coaches are not allowed to substitute their footballs during games.

Field Responsibilities

Setup: The two teams in each age group (i.e., LP, JP & Pro) with the early game (i.e., 8:30a start) have responsibility for setting up the fields. This encompasses setup of Yard Markers,

Pylons and Cones.

Take Down: The two teams (opponents) in each age group (i.e., LP, JP & Pro) with the early game (i.e., 8:30a start) have responsibility for setting up the fields. This encompasses take down of Yard Markers, Pylons, and Cones, and placing in storage bins.

Policing: Our use of the property at GWU fields is a privilege. Accordingly, please have your parents/players police all trash after your game and take it to the trash cans.

   

 

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