SECC Flag Football Tournament Rules
Number of Players/Eligiibility: 6 v 6. ALL PLAYERS ARE ELIGIBLE
During the pre-game meeting with the officials, the official will flip a coin with the visiting team calling heads or tails.
The team winning the toss may choose to start on offense or defense, may choose to defer to the second half, or may choose to go a particular direction. If a team defers, they only have the choice of playing offense or defense in the second half.
Teams will automatically switch directions every quarter.
There shall be 4 10-minute quarters. The clock runs continuously for the 1st and 3rd quarter. In the 1st and 3rd quarters, the clock stops only for TD’s.
At the 2 minute mark remaining in the each half, there shall be a 30 second timeout, charged to the official.
In the 2nd and 4th quarters, after the 2 minute warning, the clock shall stop for timeouts, an incomplete pass, a live ball that is run out of bounds, penalty enforcement, a score, and during a point after attempt.
The clock restarts with the next snap of the ball only on incomplete passes, ball-out-of-bounds, touchbacks and following timeouts. All others start when the official starts the play clock.
After the official has given the ready-for-play signal, the offensive team has 30 seconds in which to snap the ball.
Each team is given 2 timeouts for each half. Timeouts do not carry over from the first half.
Mercy Rule: In the 4th quarter, no stop time during the last two minutes if one team is up by 18 or more points.
Overtime: Coin flip determines who makes first attempt. Teams each get to attempt a one or two point conversion from the 2 or 5 yard line. Each team gets an attempt to score. Repeat until someone wins.
To begin a game, or at the half, and after a touch down, the ball will be put into play by a place kick from the team's own 35-yard line. For safety, on kick-offs, the defensive line shall be at least 3 years off the line of scrimmage.
The offensive team has 4 downs in which to move the ball into the next 20-yard zone.
When a team begins a possession following a score or to begin a half, the ball will be placed on the 15-yard line.
» There must be 3 players gt within 1 yard of the line of scrimmage at the snap of the ball.
Players in motion are considered backfield players.
» Offsides (offensive or defensive) and false start are the only two penalties in which the play
should be immediately whistled dead. The penalties are automatic.
» The ball is spotted where the hips are when the flag is pulled, not the ball.
» A snapped ball that hits the ground after touching a player is dead where the person is standing. If a defender touches or picks up the ball after it is muffed and falls to the ground on the snap, the ball is dead and will start there (defender cannot pick it up and run).
A snapped ball that hits the ground without being touched can be picked up by the offense and
» A defender may not strip the ball from the ball carrier.
The snapper may not receive a hand-off unless he has turned 180 degrees to face his own endzone.
» At least one ball exchange must occur before the ball can be run across the line of scrimmage.I.E.: the QB can't run.
Hand-offs and pitches in any direction are permissible, provided they are behind the line of scrimmage.
» The ball carrier must make an attempt to go around a defender who has established position.
» Diving and hurdling by the ball carrier are not legal maneuvers. Spinning is not hurdling.
» It is guarding the flags anytime:
o the ball carrier' arms or hands go below the waist and ANY contact is made between the defender and1he ball carrier
o the hand or arm is used to push away the defender
o the ball is used to hold a defender's hand away o the flags are held or moved by the ball carrier
o the flag belts are worn so that the flags do not point outward from the waist
The ball carrier may not purposefully hurdle over another player, unless to avoid injury.
In the event the ball carrier loses a flag accidentally or it is inadvertently pulled, play moves to one-hand touch until the whistle.
»- There are 2 legal ways in which to block:
o Hands and arms extended-the arms may be used to keep the rusher in front of them; if
the arms are brought in to absorb contact, they can not go back out in a shoving motion
o Hand and arms against the body-the hands and arms must remain in contact with the
body; the elbows must not extend away from the body
»- Elbows can not be used to block
»- You can't leave your feet when you block
»- All contact must occur between the shoulders and the waist
> No excessive force to be used in blocking
»- The rusher must push or pull the blocker to the side using only the hands
> The rusher may not push or pull the blocker to the ground
»- The rusher may not push the blocker straight backwards
> The rusher may not use shoulders, forearms or elbows to make contact with a blocker
> All contact must occur between the shoulders and the waist
»- No 3 or 4-point stances on the line of scrimmage
> Tackling should be called any time the runner's progress is impeded causing him to break stride
or lose momentum. The following are examples of tackling:
o Tripping a runner
o Pushing a runner out-of-bounds
o Pushing another player into the runner o Grasping the runner and/or clothing
o Tackling him by knocking or pulling him to the ground
»- A runner, who is tackled by the last player between them and the goal line, shall be awarded a
»- A ball that is muffed or touched can be picked up and kicked.
»- In order to punt, the halfbacks must touch off and can't move until the ball has passed the line of
> The punter cannot go past the touch-off men when punting.
»- The kicking team may not interfere with the receiving team's right to catch the ball.
Summary of Penalties
5 Yards- DOWN OVER FROM LINE OF SCRIMMAGE
Inadvertant flag pulling (pulling the flag of a non-ball carrier)--1st offense is a WARNING. Second TEAM offense is a 5 yard penalty.
o Illegal substitution
o Extra Player (No effect on game) o Touch-off violation during a punt o Blocking punt
o Simulation action of snap
o Snapping irregularities
o Three of four point stance on line of scrimmage (offense or defense)
o Illegal formation (not 3 players on the line of scrimmage)
o Illegalmotion (players not in motion must be set for one full second; The ball must be snapped before running backs turn upfield)
o Illegal center return hand-off
o Offsides (Offense or defense) NO PLAY
5 YARDS - LOSS OF DOWN FROM LINE OF SCRIMMAGE
o No ball exchange before a run
o Illegal forward pass (behind the line of scrimmage)
Delay of Game: if the ball is not snapped within 30 seconds
5 YARDS- LOSS OF DOWN FROM POINT OF INFRACTION
o Guarding the flag
o Illegal forward pass (beyond the line of scrimmage)
Snapper receives hand-off within turning 180 degrees
10 YARDS- DOWN OVER FROM LINE OF SCRIMMAGE
o Illegal participation
o Out of bounds player participating
o Kicking into rusher
o Interference of kicking team to let receiving team field the ball (beyond the line of scrimmage)
o Illegal block or use of elbows or forearms (behind the line of scrimmage)
o Defensive holding--I.E.--holding a shirt then pulling the flag
o Stealing the ball from the ball carrier o Offensive holding
Purposeful hurdling (opposed to trying not to hurt someone)
o Personal fouls
o Unsportsmanlike conduct
10 YARDS -LOSS OF DOWN FROM POINT OF INFRACTION
o Illegal blocking (beyond the line of scrimmage)On a pass play, players cannot block down field unti the pass is caught.
o Running over defender
10 YARDS- LOSS OF DOWN FROM LINE OF SCRIMMAGE
o Offensive pass interference