Washington Heights Youth Flag Football League Rules 5 On 5 League
Age Divisions a. 9-11 Co-Ed b. 12-14 Co-ED (players can be 15 years of age during the season)
Every team should arrive 30 minutes before the game to sign in
there will be a 5 minute grace period after the scheduled start time; if a team doesn't have 5 players, they can play with 4, otherwise, they have to forfeit that game.
Players and Team rosters must be confirmed one week prior to the start of the season.
Profanity and Fighting is not tolerated; Players will be ejected from the game and be suspended for one game or more. if the suspended player continues after they come back from suspension, they will be asked to leave and will not be able to come back to the league this season.
I. Game 1. At the start of each 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. Teams may choose to defer to the second half.
3. The offensive team takes possession of the ball at its 5-yard line and have (4) plays to cross midfield, Once a team crosses midfield, that team will have (4) more plays to score a touchdown.
4. 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.
5. All possession changes, except interceptions, start on the offenses' 5-yard line.
6. Teams change sides after the first half. Possession changes to the team that started the game on defense.
7. Participants must bring their mouthguards to the game, if they lose it, they will have to pay $1.00 for another one.
8. All players must wear a FLAG belt and a mouth guard at all times while on the playing field.
9. Players must wear regular shoes. Cleats will be not allowed.
10. Players may tape their forearms, hands and fingers. Players may wear gloves.
11. Players must remove all jewelry and do-rags.
12. Players’ jerseys must be tucked into shorts or pants.
II. Field 1. The field dimensions are 50 yards by 100 yards with two 10-yard end zones.
No-Run Zone Field: there will be a midfield line-to-gain and No-run zones precede each line-to gain by 5 yards.
2. No-run zones are in place to prevent teams from conducting power run plays. While in the no-run zones (a 5-yard imaginary zone before midfield and before the end zone), teams cannot run the ball in any fashion. All plays must be pass plays.
3. Stepping on the boundary line is considered out of bounds.
4. Each offensive team approaches only TWO no-run zones in each drive (one zone 5 yards from midfield to gain the first down, and one zone 5 yards from the goal line to score a TD).
III. Timing and Overtime 1. Games are played for 1 hour with a continuous clock with two 20 minute halves, the Clock stops only for timeouts, touchdowns, change of possessions or injuries.
2. Halftime is 3 minutes.
3. Each time the ball is spotted, a team has 25 seconds to snap the ball.
4. Each team will have three 1 minute timeouts per 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.
7. If a player is injured, they have to come out of the game for one play.
8. If the score is tied at the end of regulation, there will be an overtime period of 5 minutes.
Overtime format is as follows: a. coin flip will determine the team that chooses to be on offense or defense first. b. Each team will take turns getting one possession from their own 5-yard line. C. the game will end in a tie if no team scores.
IV. Scoring 1. Touchdown: 6 points 2. PAT (point after touchdown) 1 point (3-yard line) or 2 points (12-yard line) Note: A. 1 point PAT is pass only B. 2 point PAT can be run or pass. c. if the offensive team gets a penalty on the PAt, the ball will be given to the other team. d. if the defensive team gets a penalty on the pat, the offensive team will be given another chance unless they score.
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, their knee or arm touches the ground or if a snapped ball lands in or beyond the end zone.
V. Coaches 1. Coaches are expected to adhere to the rules and code of conduct. 2. Only two coaches per team are allowed on the sidelines.
VI. Live Ball/Dead Ball 1. The ball is live at the snap of the ball and remains live until the official whistles the ball dead.
2. The official will indicate the neutral zone and line of scrimmage. a. It is an automatic dead ball foul if any player on defense or offense enters the neutral zone. In regard to the neutral zone, the official may give both teams a "courtesy" neutral zone notification to allow their players to move back behind the line of scrimmage.
3. A player who gains possession in the air is considered inbounds as long as both feet comes down in the field of play.
4. The defense may not mimic the offensive team signals by trying to confuse the offensive players, while the quarterback is calling out signals to start the play. This will result in an unsportsmanlike conduct penalty.
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. 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 receiver catches the ball while in possession of less than three flags or no flag(s). G. 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 1 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.
VII. Running 1. The ball is spotted where the runner’s feet are when the flag is pulled, not where the ball-carrier has the ball. Forward progress will be measured by the player’s front foot.
2. The quarterback can run with the ball. The quarterback 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 no longer allowed. The QB is not allowed to handoff to the center.
4. 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 if the subsequent line is LIVE. (Reminder: Each offensive team approaches only TWO no-run zones in each drive – one 5 yards from midfield to gain the first down and one 5 yards from the goal line to score a TD).
5. Once the ball has been handed off in front, behind or to the side of the quarterback, all defensive players are eligible to rush.
6. Runners may not leave their feet to advance the ball. Diving, leaping or jumping to avoid a flag pull is considered flag guarding.
7. 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.
8. Runners may leave their feet if there is a clear indication that he/she has done so to avoid collision with another player without a flag guarding penalty enforced.
9. blocking or "screening" is allowed at any time.
10. 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.
Other Rules 1. The game will last about 1 hour with two 20 minutes halves with a running clock. The clock will only stop during team timeouts and a touchdown.
2. Each team will receive 3 timeouts per half (1 minute each) and the referee will inform both teams when there are two minutes remaining in each half, a 3 minute rest break will occur between halves.
3. If overtime occurs, a three-minute rest period will take place before play resumes and there will be only one timeout per team and 5 minutes on the clock, the first team who scores wins but if neither team score the game will end in a tie.
4. If the ball is dropped by the receiving team, it will be a dead ball and they will start at the original line of scrimmage.
5. To Start the game, each team must have a minimum of 5 players and there will be a maximum of 12. If a team doesn't have 5 players to start the game, they will forfeit that game.
6. The defense will be your choice, but must have 5 players.
7. Both of the players feet have to be in bounds to be a catch unless they land on their back in bounds.
8. 5 yard penalties - False Start - Encroachment - too many players on the field (only 5 players allowed) - Neutral Zone infraction - illegal motion - Delay of Game (25 seconds)
10 yard penalties – Flag Guarding (stiff-arming or swatting at an opponent’s hand or arm during their attempt to pull a flag. (10 Yards and Loss of Down)
- Holding
- Protecting the flag from being pulled (which means holding the flag/belt from falling)
- Tripping
- Fighting (players will be ejected)
- Use of Profanity (player maybe ejected)
- Diving and sliding to advance the ball
- Hurdling while carrying the ball
- Illegal Forward Pass (10 yards and loss of down)
- Offensive pass interference
- Defensive pass interference
- ShowBoating
9. Jumping and Spinning is allowed, but no hurdling (10 Yard Penalty)
10. Punting is Allowed On 4th Down
11. Dead Ball --- The ball is dead when an opponent removes the ball carriers' flag.
12. Only one rusher is allowed because it is a 5 on 5 league
13. Note: When a play is in progress and a ball carrier loses a flag either accidentally, inadvertently or on purpose, play shall be stopped at the spot where the flag is dropped. If any player loses a flag, he is still eligible to catch a legal forward pass but cannot advance the ball (which is dead where the ball is caught).
14. In order to block --- a player can extend or have their arms crossed but must move their feet as well. players can't blindside or level anyone (10 Yard Penalty)
15. If there is a penalty on the Defense, it will be enforced on the next possession or on the kickoff if they score a touchdown.
16. the Coaches are not allowed on the field to call plays for their team unless they call a timeout, but remember you only have 3 timeouts per half.
17. All Players will have to signup in order to play in the league, If a team is caught using an illegal player, your team will forfeit that game.
18. All Coaches will have to submit a copy of their roster before every game and the players will have to sign-in before every game.
19. (this is Mandatory) - all coaches must pass a criminal background check, be registered by the league and be certified with the Nysca or USA Football to be on the sidelines.
20. There will be a maximum of (2) coaches per team
21. The roster limit is 12 players per team.
OR
Washington Heights Youth Flag Football League Rules 7 On 7 League
Age Divisions a. 9-11 Co-Ed b. 12-14 Co-ED (players can be 15 Years of age during the season)
Every team should arrive 30 minutes before the game to sign in
there will be a 5 minute grace period after the scheduled start time; if a team doesn't have 7 players, they can play with 6, otherwise, they have to forfeit that game.
Players and Team rosters must be confirmed one week prior to the start of the season.
Profanity and Fighting is not tolerated; Players will be ejected from the game and be suspended for one game or more. if the suspended player continues after they come back from suspension, they will be asked to leave and will not be able to come back to the league this season.
I. Game 1. At the start of each 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. Teams may choose to defer to the second half.
3. To begin the game, All Kickoffs will begin at the 20 YARD Line. The team that receives the ball first must have four players at the 40 yard line.
4. the offensive team will have a choice on 4th down to go for it or punt. If a team fails to convert on 4th down, the possession of the ball changes and the opposition will start from the spot of the ball.
5. All possession changes will start at the last spot of the ball.
6. a Team will have a choice to change sides after the first half. Possession changes to the team that started the game on defense.
7. Participants must bring their mouthguards to the game, if they lose it, they will have to pay $1.00 for another one.
8. All players must wear a FLAG belt and a mouth guard at all times while on the playing field.
9. Players must wear regular shoes. Cleats will be not allowed.
10. Players may tape their forearms, hands and fingers. Players may wear gloves.
11. Players must remove all jewelry and do-rags.
12. Players’ jerseys must be tucked into shorts or pants.
II. Field 1. The field dimensions are 30 yards by 70 yards with two 10-yard End zones.
2. Stepping on the boundary line is considered out of bounds.
III. Timing and Overtime 1. Games will be played for 40 minutes to 1 hour and will consist of two 20-minute Halves. The clock will operate continuously for the first 18 minutes of each half. the Clock will stop only for timeouts, touchdowns and injuries.
2. Halftime is 3 minutes.
3. Each time the ball is spotted, a team has 25 seconds to snap the ball.
4. Each team will have three 1 minute timeouts per 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.
7. If a player is injured, they have to come out of the game for one play.
8. If the score is tied at the end of regulation, there will be an overtime period of 5 minutes.
Overtime format is as follows: a. coin flip will determine the team that chooses to be on offense or defense first. b. The First team that scores will when the game C. the game will end in a tie if no team scores.
IV. Scoring 1. Touchdown: 6 points 2. PAT - 2 points (3-yard line) Note: A. 2 point PAT can be run or pass. b. if the offensive team gets a penalty on the PAt, the ball will be given to the other team. c. if the defensive team gets a penalty on the pat, the offensive team will be given another chance unless they score.
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, their knee or arm touches the ground or if a snapped ball lands in or beyond the end zone.
V. Coaches 1. Coaches are expected to adhere to the rules and code of conduct. 2. Only two coaches per team are allowed on the sidelines.
VI. Live Ball/Dead Ball 1. The ball is live at the snap of the ball and remains live until the official whistles the ball dead.
2. The official will indicate the neutral zone and line of scrimmage. a. It is an automatic dead ball foul if any player on defense or offense enters the neutral zone. In regard to the neutral zone, the official may give both teams a "courtesy" neutral zone notification to allow their players to move back behind the line of scrimmage.
3. A player who gains possession in the air is considered inbounds as long as both feet comes down in the field of play.
4. The defense may not mimic the offensive team signals by trying to confuse the offensive players, while the quarterback is calling out signals to start the play. This will result in an unsportsmanlike conduct penalty.
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. 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 receiver catches the ball while in possession of less than three flags or no flag(s). G. 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 1 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.
VII. Running 1. The ball is spotted where the runner’s feet are when the flag is pulled, not where the ball-carrier has the ball. Forward progress will be measured by the player’s front foot.
2. The quarterback can run with the ball. The quarterback 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 will not be allowed. The QB is not allowed to handoff to the center.
4. Once the ball has been handed off in front, behind or to the side of the quarterback, all defensive players are eligible to rush.
5. Runners may not leave their feet to advance the ball. Diving, leaping or jumping to avoid a flag pull is considered flag guarding.
7. 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.
8. Runners may leave their feet if there is a clear indication that he/she has done so to avoid collision with another player without a flag guarding penalty enforced.
9. blocking or "screening" is allowed at any time.
10. 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.
Other Rules 1. The game will last 40 minutes to 1 hour with two 20 minutes halves with a running clock. The clock will only stop during team timeouts and a touchdown.
2. Each team will receive 3 timeouts per half (1 minute each) and the referee will inform both teams when there are two minutes remaining in each half, a 3 minute rest break will occur between halves.
3. If overtime occurs, a three-minute rest period will take place before play resumes and there will be only one timeout per team and 5 minutes on the clock, the first team who scores wins but if neither team score the game will end in a tie.
4. If the ball is dropped by the receiving team, it will be a dead ball and they will start at the original line of scrimmage.
5. To Start the game, each team must have a minimum of 6 players and there will be a maximum of 12 on a team. If a team doesn't have 6 players to start the game, they will forfeit that game.
6. The defense will be your choice, but must have 7 players.
7. Both of the players feet have to be in bounds to be a catch unless they land on their back in bounds.
8. 5 yard penalties - False Start - Encroachment - too many players on the field (only 5 players allowed) - Neutral Zone infraction - illegal motion - Delay of Game (25 seconds)
10 yard penalties – Flag Guarding (stiff-arming or swatting at an opponent’s hand or arm during their attempt to pull a flag. (10 Yards and Loss of Down)
- Holding
- Protecting the flag from being pulled (which means holding the flag/belt from falling)
- Tripping
- Fighting (players will be ejected)
- Use of Profanity (player maybe ejected)
- Diving and sliding to advance the ball
- Hurdling while carrying the ball
- Illegal Forward Pass (10 yards and loss of down)
- Offensive pass interference
- Defensive pass interference
- ShowBoating
9. Jumping and Spinning is allowed, but no hurdling (10 Yard Penalty)
10. Punting is Allowed On 4th Down
11. Dead Ball --- The ball is dead when an opponent removes the ball carriers' flag.
12. Only one rusher is allowed because it is a 5 on 5 league
13. Note: When a play is in progress and a ball carrier loses a flag either accidentally, inadvertently or on purpose, play shall be stopped at the spot where the flag is dropped. If any player loses a flag, he is still eligible to catch a legal forward pass but cannot advance the ball (which is dead where the ball is caught).
14. In order to block --- a player can extend or have their arms crossed but must move their feet as well. players can't blindside or level anyone (10 Yard Penalty)
15. If there is a penalty on the Defense, it will be enforced on the next possession or on the kickoff if they score a touchdown.
16. the Coaches are not allowed on the field to call plays for their team unless they call a timeout, but remember you only have 3 timeouts per half.
17. All Players will have to signup in order to play in the league, If a team is caught using an illegal player, your team will forfeit that game.
18. All Coaches will have to submit a copy of their roster before every game and the players will have to sign-in before every game.
19. (this is Mandatory) - all coaches must pass a criminal background check, be registered by the league and be certified with the Nysca or USA Football to be on the sidelines.
20. There will be a maximum of (2) coaches per team