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Flag Football Rules Clinic

MISSOURI S&T INTRAMURALS. Flag Football Rules Clinic. WWW.CAMPUSREC.NEU.EDU. Preparation Being on time (15 minutes prior to 1 st scheduled game) Proper Dress/Equipment Whistle, Shorts or Sweat pants, Tucked in shirt, Forward Hat (if worn) Knowledge of Rules Pre-Game Conference

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Flag Football Rules Clinic

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  1. MISSOURI S&T INTRAMURALS Flag Football Rules Clinic WWW.CAMPUSREC.NEU.EDU

  2. Preparation Being on time (15 minutes prior to 1st scheduled game) Proper Dress/Equipment Whistle, Shorts or Sweat pants, Tucked in shirt, Forward Hat (if worn) Knowledge of Rules Pre-Game Conference Determine the play style of teams Safety/Risk Management Check Fields Check Equipment Check Players Stop game if needed Eject Players if needed Positioning Hustle and Be in Position Proper coverage/Keep all players in sight Judgment Communication Preventative Officiating Determine if players are playing the ball or other players Pace determined by teams Keep flow of game uninterrupted Incidental contact Basics of Officiating www.mst.edu/~ima

  3. Improvement/Evaluation Post-Game Work on 1-2 things to improve each game Mentor others or ask questions to experienced officials Praise in public, criticize privately Get more game experience Promotions Being the head official Working more competitive games Mechanics/Calls Make the basic calls Don’t look for insignificant or rare calls Confidence/Use of Voice Whistle and Crisp mechanics Work on signals Rapport with Players Command Respect but be respectful Communicate with captain Warn players before ejecting Don’t socialize with one group over another Basics of Officiating www.mst.edu/~ima

  4. Field Layout • The field is split into four zones: End zone to 20 YL, 20 YL to 40 YL,40 YL to 20 YL, 20 YL to End zone

  5. Game Length and Time • The game consists of two 20-minute halves with a running clock, except for the last 2 minutes of the second half • In the last 2 minutes of second half, the clock will stop for: • Incomplete passes, out of bounds, penalties, change of possessions, scores, and first downs • The clock will always stop for Timeouts • The Mercy Rule is applied when a team leads by 19 points or more in the second half at the 2 minute warning END OF THE GAME SIGNAL

  6. Scoring Touchdown = 6 pts A Touchdown is scored when the nose of the ball crosses the Goal Line in the possession of the offense or a receiver catches the ball in the End Zone. Six points will be awarded followed by the try-for-points. TOUCHDOWN SIGNAL

  7. Extra Points Extra Point Attempts: • 1 point (3 yard line) • 2 points (10 yard line) • 3 points (20 yard line) Safety = 2 points An intercepted try-for-point that is returned for a Touchdown is always worth 3 points. SAFETY SIGNAL

  8. Rules of the Game • Each team may field 7 players at a time • A minimum of 5 players is required in order to start and finish a game • There is NO CONTACT ALLOWED! Incidental contact may occur because of the nature of the game, but our goal is to limit contact to an absolute minimum

  9. Rules of the Game • Teams have 4 downs to advance the ball to the next zone line-to-gain or to score • Possessions start on X line or 14 yard line at the beginning of each half, and after scores • A team must elect whether or not to punt on 4th Down • Can only be changed by a timeout FIRST DOWN SIGNAL

  10. Pre-Game Duties: Equipment • Jewelry is not allowed to be worn by any participant during an Intramural event • Jewelry cannot be taped or covered with a band-aid • Medical Alert bracelets or necklaces must be taped down • There are NO EXCEPTIONS! • NO POCKETS, belts, belt loops, or exposed drawstrings

  11. Pre-Game Duties: Equipment • No knots or hard billed hats • Arm holes must be less than 4’’ • Matching colored jerseys, tucked in or cut 4 inches above the waist • A one-piece flag belt with three flags permanently attached is provided, it should be worn with a flag on each side and one in the center of the back • Pants or shorts must be a different color than the flags • Any and all dangerous equipment must be removed or properly covered prior to participation FAILURE TO WEAR REQUIRED EQUIPMENT SIGNAL

  12. Captains Meeting • This is to be done every game at least 5 minutes prior to the start of the game • DO FOR ALL PLAYERS THE FIRST WEEK • Set The Tone For The Entire Game • This is the first opportunity to let the teams know what kind of game to expect • Take control but don’t be pushy • Have fun but make sure you are taken seriously

  13. Captains Meeting • Each crew member should introduce themselves and their position • Remind Captains that: • The clock only stops in the last 2 minutes of the second half (aside from timeouts) • Each team has two timeouts per half (1 in overtime) • They are the representative of the team that is allowed to talk to the officials about rule interpretations and questions • They are responsible for the conduct of their team Answer any questions, wish both teams a good game, and administer the coin toss

  14. Coin Toss • Toss of the Coin-Three minutes before the start of the game, the referee will conduct a captain's meeting in which he or she will designate which captain shall call the toss of the coin.  • The captain winning the toss will have a choice of options for the first half or shall defer his/her option to the second half: • to choose whether his or her team will start on offense or defense. • to choose the goal his or her team will defend • The captain, not having the first choice of options for a half, shall exercise the remaining option. • Please clarify with teams that if the other team defers they will have the option of having the ball at the beginning of the second half.

  15. 1 LJ PASS / RUN PLAYS R BJ

  16. 3 person pass/run coverage

  17. LJ G GOAL LINE PLAYS R BJ

  18. 3 person goal line coverage

  19. LJ 1 KICK COVERAGE PLAYS R BJ

  20. 1 LJ PASS / RUN PLAYS BJ R FJ

  21. 4 person pass/run coverage

  22. LJ G GOAL LINE PLAYS BJ R FJ

  23. 4 person goal line coverage

  24. LJ 1 KICK COVERAGE PLAYS BJ R FJ

  25. Referee • Maintain the tempo of the game • 7 and 7 away from deepest back • Communicate with the rest of the officiating crew • Set the pucks and announce the down and line to gain • Blow the ready for play whistle and begin the play clock count • Count the offensive flag belts and give the proper signal to the Line Judge • Cover the Goal Line and End Line if needed • Keep your eyes on your area • Watch and follow the QB – even after the ball has been released FIRST DOWN SIGNAL

  26. QB R POSITION – RUN / PASS PLAYS 7 yards behind 7 yards outside R

  27. Line Judge • Mark the new of line of scrimmage • Chop in the Referee to set the pucks • Count the offensive flag belts and give the proper signal to the Referee • Communicate with the Field Judge who is covering the Line to Gain • As the offense and defense line up, mark the offense line of scrimmage with your foot and raise the down on the same hand • Once everyone is in legal position, announce that the “Line is set!” and chop it in • Watch your area and move with the play accordingly SECOND DOWN SIGNAL

  28. QB LJ POSITION – RUN / PASS PLAYS 3 LJ 1 2 3 4

  29. Field Judge • Display the down • Initial position when starting possessions, 8-12 yards down field • Past 20 yd line on 1st & 2nd downs, come back to zone line on 3rd & 4th • Communicate to the Line Judge who is covering the zone line to gain or the goal line (‘My line’, ‘Your line’, ‘Split’, or ‘Bump’) • Explanation of terms • Count the defensive flag belts and give the proper signal to the Back Judge • Be prepared to move with the play and spot the end of the play at all times THIRD DOWN SIGNAL

  30. Back Judge • Display the down • Count the defensive flag belts and give the proper signal to the field judge • Watch your area and be in position for long runs or passes • Cover goal line or end line in goal line situations • Pick one line or the other • Do not get beat back by any players – your first step should always be backwards FOURTH DOWN SIGNAL

  31. The Mobile Box

  32. Ready for Play • After the Referee has announced the down and line to gain, the ‘ready for play’ whistle will be blown • This is the signal that the ball is ready to be put into play • Meaning, the offense will have 25 seconds, counted silently by the referee, to snap the ball or be penalized for delay of game READY FOR PLAY SIGNAL

  33. Delay of Game • The following delay-of-game fouls carry a 5 yard penalty: • Violating the 25 second count • Snapping the ball before it is marked ready for play • Failure to properly wear legal or required player equipment when the ball is about to become live

  34. Pre-Snap: Line is Set • The offensive team must have at least 4 players on the line of scrimmage • Live Ball Penalty (Simult. w/ Snap) • All players must be within 15 yards of the ball before the snap (unless a defensive player is engaged against offensive player outside of hash marks) • Live ball penalty (Simultaneous w/ Snap) • Once the ball is set, no player may enter the neutral zone If all those necessary rules are met than the Line Judge will determine that the “line is good” and the ball may be snapped legally

  35. Pre-Snap: Motion • One offensive player may be in motion at the time of the snap, but not in motion toward the opponent's goal line. • If multiple players are in motion, all must set before the ball is snapped. A single player may then go back into motion for the snap. ILLEGAL SHIFT (BOTH HANDS) or ILLEGAL MOTION (ONE HAND) SIGNAL

  36. The Snap • The ball must be snapped off of the ground behind the line of scrimmage • The ball may be side-snapped; it does not have to go through the snapper’s legs • Feet must be behind the ball when snapped • Use preventative officiating by R & LJ • The player who receives the snap must be at least 2 yards behind the Line of Scrimmage • Live ball penalty (Simult. w/ Snap) DELAY OF GAME SIGNAL

  37. Passing • Only one legal forward pass is allowed per down. • An Illegal Pass occurs when: • The passers foot is over the line of scrimmage • There is more than one forward pass per down • Every player is an eligible receiver • Any player may hand, pass, or lateral the ball backwards at any time, any number of times • The ball may also be handed forward

  38. Passing • On an incomplete pass, there should be one whistle, and one signal • Dual coverage areas may have 2 whistles & signals • If there is a backwards pass, yell “Back” and give the backward pass signal • If in doubt…the pitch was back INCOMPLETE PASS SIGNAL

  39. Balls Away If the passer is de-flagged before releasing the ball, he has been sacked by the Defense, and the Referee marks the spot until the line judge can cover the spot. If the passer releases the ball before the defender de-flags them the Referee should yell, “Ball’s Away!” This denotes that the pass attempt has gone forward and may be legally caught.

  40. Running • Once a player receives possession of the ball they become a runner: • Runners may not cover or guard their flags in any way • Runners cannot stiff arm • Runners cannot charge into or bowl over an opponent • Hurdling is not allowed • Spinning is legal

  41. Flag Belt Removal • Players must have possession of the ball before they can legally be de-flagged by an opponent • When a runner loses their flag belt accidentally play will continue • The runner can be ‘downed’ by a one (1) hand touch between the shoulders and knees

  42. Punting the Ball • A punt is only legal when it has been declared. • usually on 4th down. • the offensive captain may request to punt on any down. • The offensive team must meet the minimum line players requirement. • Neither team may cross their scrimmage line until the ball is kicked.

  43. Punting the Ball • If a Team R player blocks the kick and: • it strikes the ground, the ball is dead and belongs to R. • it is caught by Team K behind the offensive team’s scrimmage line, K may advance the ball. • it is caught by Team K beyond the offensive team’s scrimmage line, the ball is dead and belongs to K.

  44. Punting the Ball • If an untouched punt strikes the ground it remains live until Team K downs the ball or Team R recovers and advances it. • Once a punt is touched, it is dead when it next strikes the ground and belongs to R.

  45. Team K may not punt the ball to a teammate. Team K may not punt the ball beyond the offensive team’s scrimmage line. The penalty for both is illegal kick which is penalized 10 yards using “all-but-one.” If K interferes with R’s opportunity to catch the kick, R has 3 options: the result of the play; a 10 yard penalty from the previous spot and replay of the down; or an awarded catch at the spot of the foul (no distance penalty). Punting the Ball

  46. Fouls During Punts • With the exception of kick-catch interference, penalties for all fouls by Team K during a punt are enforced from the previous spot. • Penalties for Team R fouls during punts are enforced from the previous spot unless the foul is governed by post-scrimmage kick enforcement rules.

  47. First Touching • Team K may not be the first to touch a kick beyond the offensive team’s scrimmage line. • If they do, it is a violation for first touching. This spot should be marked with a bean bag. • Once Team K may legally touch a kick, they may recover it. • If first touching occurs, Team R may take possession of the ball at the spot of first touching unless Team R touches the ball and thereafter commits a foul or any penalty against either team is accepted.

  48. Marking the End of the Play • The end of the run is spotted where the BALL is when the runner is de-flagged • NOT where the players body is or where the flags are • Since there is no contact and no forced fumbles, a player may reach out with the ball to gain extra yardage • Mark the end of the run with the downfield foot and the same arm in the air, displaying the next down

  49. Extending a Period • A period is extended if, during the last timed down: • there is an accepted penalty for a live-ball foul not penalized as a dead-ball foul and does not include loss of down • there are offsetting fouls • there is an inadvertent whistle • a touchdown is scored • the period is extended for the try, unless the touchdown is scored as time expired in the 2nd half and the point(s) would not affect the outcome of the game • the period is not extended further when the defense fouls during a successful try and the offended team accepts the result of the play with enforcement of the penalty from the succeeding spot • If any of the above scenarios occur during the untimed down, the period will be further extended

  50. Live Ball • “A Dead Ball, after it is declared ready for play, becomes a Live ball when it is legally snapped” • The ball becomes Live when it is snapped • When a runner has possession • A receiver becomes a runner once they catch the ball • A pass or fumble that has not yet touched the ground is a loose live ball

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