CALTECH RECREATION
DEPARTMENT
2002 GSC 6-MAN PASSING
LEAGUE FLAG FOOTBALL RULES
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"Hold Harmless
Amendment" INJURIES
AND MEDICAL INSURANCE: All participants play at their own risk.
Caltech shall be "Held Harmless" in all areas of liability as it applies
to medical care and transportation expenses, including all deductibles and
co-payments, in the event of an injury. MINORS: Minors may participate only in practices and games where they are under the direct supervision of their parent or legal guardian. NO EXCEPTIONS. |
Passing league flag football is similar to
regulation football but differs in that the ball carrier is stopped by seizing
his/her flag instead of being tackled. Forward passing is the only offensive
weapon with all players eligible. All players are expected to avoid contact
whenever possible.
Running with the ball can only occur after a
forward pass is caught beyond the line of scrimmage. A special effort must be made by the ball carrier to evade opposing players
by sidestepping, changing pace, or pivoting past them.
There will be NO BLOCKING (this includes
the line of scrimmage and downfield). The ball is dead and the whistle sounds
anytime the ball strikes the ground. Flag football rules are followed in
general with the following exceptions:
OFFICIALS:
Each team will be assigned to
referee opponents games immediately before or after
some of its own games. Two (2) officials will be provided. One (1) to serve as
"Line Judge" work the line of scimmage watching for and calling
"offsides" while keeping the "2 second count" for the
rusher and 7second count for the QB to release the ball. The second official
will serve as a "Back Judge" positioning him/herself in the defensive
secondary while watching for illegal contact, other down field violations and
is further responsible for the "game clock" and the "25 second
play clock".
I. EQUIPMENT
A. Playing Field
1. The playing field shall be at least 80
yards long and 40 yards wide.
2. The field shall be divided into equal
20 yard zones for first downs.
3. End zones shall be at least 10 yards
deep.
B. Game Ball (A game ball will be
provided.)
1. Each team can use their own ball for
offensive scrimmage plays and when receiving free kicks if the ball is of
acceptable quality as determined by the officials (regulation size and weight).
2. Or, one team's ball can be used for the
entire game if it is accepted by both teams and the officials. Note: If one
team wants to use their own ball on offense, they must also let the opponents use
it on offense, if they so desire.
Note: No
change of game ball is allowed in the middle of a series. A new ball to be used
after a change of possession must be brought in for the first play of that
entire series of offensive plays.
C. Uniforms
1. Mouth
guards are highly recommended.
2. Players must wear tennis shoes *** NO
BAREFEET ALLOWED.
Cleated,
rippled, or hard sole shoes are prohibited. Rubber molded bottom turf shoes are
allowed. Any questionable shoes must be cleared through the Recreation
Department before they may be worn.
3. No special protective devices such as
helmets, pads, etc are allowed.
4. Padding may be used to only protect
existing injuries--and then only with approval of game officials. No hard or
unyielding materials or any exposed metal or jewelry is allowed.
5. Each team shall wear contrasting
shirts. Scrimmage vests shall be provided.
6. Players must wear a set of approved
flags on their hips, with their shirt tucked in.
II. LENGTH OF GAME
A. Periods
1. The game shall consist of
2. The officials will notify both team
captains when there are two minutes remaining in the game. At that
point, eight total, consecutive plays will be run to
complete the game. Extra point attempts will not be considered as
"Plays". If one team is ahead by twenty-two (22) or more points with
two minutes or less left in the game, the clock will run continuously until the
end of the game.
3. No more than 25 seconds between
plays (after the ball is spotted until the quarterback starts the play).
B. Time Out
1. Each team will be allowed a maximum
of 1 time out per half. The time out will constitute 60 seconds of rest
time. (Time outs can be called at any time.)
2. The officials can hold up a game for
injuries, equipment repair, in cases where the ball can not be put into play in
a reasonable length of time or any other time they deem necessary.
3. There shall be a 5-minute
intermission between halves of the game.
III. SCORING
A. Touchdown -- 6 points (any part of the
ball is on or over the goal).
B. Point(s) after touchdown -- 1 point
from the 5-yard line; 2 points from the 15 yard line.
C. Safety -- 2 points (team scored against
must surrender the ball to opponent in the middle of their first zone).
D. Tie Game
1. Counts as a half win for both teams in
league play.
2. In playoff, the game will be resolved
by the following method:
a. Coin flip determines choice of offense
of defense.
b. Ball is placed on defensive 10 yard
line.
c. Team "A" has 4 downs to score
(1st and goal situation).
d. Team "B" has 4 downs to score
(1st and goal situation).
e. Extra points will be played out (III
B).
Total
score will count. If the score is still tied, repeat the procedure until a
winner is determined (a new flip is not necessary).
f. Interceptions can be returned for a
touchdown. If the team that intercepts the ball is "tackled" before
returning the ball for a touchdown, they retain possession and begin their
series of plays (if necessary) from the 10 yard line.
IV. PLAYERS
A. Six players shall constitute a team. A
team must have 6 players to begin, but may continue with less than 6
after play has begun. (A minimum of 4 players for any game to
continue.)
B. A team not ready to play with 6 men at
the scheduled game time, must forfeit the contest.
There is no grace period! Two teams not ready to play constitutes a double
forfeit.
C. Unlimited substitution is allowed
as long as there is no delay of the game.
D. The offensive team must have all 6 men
in the huddle. No sleeper plays are allowed.
E. No player may appear on more than one
team's roster.
V. PLAYING REGULATIONS
A. Starting Game
1. A coin is to be flipped to decide
preference for possession and for choice of goals. A team that wins the first
half coin toss may defer their choice to the second half.
2. Before the start of the second half,
the loser of the pregame toss or the team that deferred its choice to the
second half shall have its choice of the possibilities above. The other team
shall then have the remaining choice.
3. No kick-off--the ball will be placed on
the offense's 20 yard line.
B. Fumbles
1. The ball shall be considered dead when
it hits the ground. It remains the possession of the team fumbling it, at the
point of the fumbler's greatest forward progress (not where the ball hits the
ground).
2. If the ball is caught in mid-air, not
having touched the ground, offense or defense may advance in this case.
C. First Downs
1. Four downs shall be allowed in which to
advance the ball into the next zone for a first down.
2. A team beginning in a zone and
subsequently losing yardage back into another zone must advance the ball
to the zone forward of the one in which the ball was originally put in play in
order to receive the first down.
D. Downed Ball -- "Tackling"
1. A player is considered
"tackled" when his/her flag is removed by an opposing player. The
ball will be played from the point where the ball was when the flag was
removed.
2. The "tackler" should
immediately drop the flag.
3. Any pushing, holding, tackling, or
roughing will constitute a penalty.
4. If the ball carrier slips or puts
his/her knee down, he/she is considered tackled at that point.
5. The ball carrier may not protect
his/her flag in any way or form of straight arming, flag guarding with the
forearm or ball, running with his head down, or running into a defender
purposely. This constitutes a 10 yard penalty from the point of infraction.
6. If a defensive player pulls a
receiver's flag before he/she catches a pass, the pass will be complete to
where he caught the ball plus 10 yards or half the distance.
7. If an offensive player knocks his/her
own flag off before catching a pass, the ball is dead where the receiver
catches the ball.
E.
Passing
1. All players are eligible to receive
passes and laterals. (Except the quarterback.)
2. A "forward pass" shall be
defined as any ball thrown froward of the passer and must pass the line of
scrimmage before it is caught. This can be done either overhand or underhand.
3. Receivers need only one foot inbounds
for a legal catch.
1.
Crossing
patterns are legal.
2.
Setting a
"pick" or otherwise screeing a defender is illegal.
6. Receptions behind the line of scrimmage
are illegal. The feet of the receiver must land beyond the line of scrimmage.
Ruling: Incomplete pass.
7. All double passes behind the line of
scrimmage are illegal. The ball may be lateraled only after a "forward
pass" is caught beyond the line of scrimmage.
8. Quarterback has seven (7) seconds to
release the ball. Failure to pass with 7 seconds will result in a delay of game
penalty, 5 yards and loss of down.
F. Blocking
1. THERE SHALL BE NO BLOCKING.
2. The rusher cannot be blocked.
3. The defensive players may not use any
"bump and run" tactics on the receivers. If the defensive players causes any contact, it will be an automatic pass
interference call, regardless of whether the ball is in the air or not.
4. Once a teammate has caught a pass, the
other members of his/her team may not interfere, (i.e. block) with the
defense targeting the flag. Penalty: 10 yards from the point of infraction and
loss of down.
G. "Free" Punt
1. A team desiring to punt must inform the
official and inform the opponents.
2. There will not be rushing on a punt.
The team receiving the punt must have at least 3 men on the line of scrimmage
when the ball is punted.
3. There shall be no "quick
kicks". Officials use judgement at the placement of ball on punts going
out of bounds.
H. Receiving Punts
1. Once the ball is punted all players
(offensive and defensive) except the receiver on the receiving team must remain
immobile.
2. The punted ball is dead where it is
spotted.
3. There will be a +5 yard bonus awarded
from the "spot" for punts successfully caught in the air by a member
of the receiving team, inbounds and in the field of play.
4. Punts into the end zone are spotted in the
middle of the first zone.
I. Touchback and Safety
Note: Refer to
current NCAA Rule Book.
J. Scrimmage
1. The offensive team must line up with at
least 3 men on the line of scrimmage on each offensive play.
2. More than 3 men may line up on the line
of scrimmage.
K. Putting Ball Into
Play
1. There will be no center snap. The
quarterback begins each play with a slap of the football. This slap is to be a "distinct"
sounding hit on the ball and is to be in full view of the defensive team. The
quarterback must start each play within two yards of the line of
scrimmage.
2. The defensive team is allowed to rush
only-one person. The rusher must delay two seconds after the
"slap" of the ball before he/she rushes the quarterback. The rusher must
attempt to go after the quarterback's flags. If he attempts to block the pass
and touches the quarterback (regardless of whether or not the pass is blocked),
it will be an "unnecessary roughness" penalty. Penalty: 10 yards from
the line of scrimmage.
A.
Player
Conduct - Any personal foul or unsportsmanlike conduct that is ruled
intentional
by
the officials, will lead to an automatic ejection of the guilty
player(s). No warnings are necessary.
10/9/02