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CENTRAL MASS FLAG WORCESTER

NFL Flag Official League

Official Rulebook

Game Setup and Flow

  • At the start of each game, captains from both teams meet at midfield for Rock-Paper-Scissors to determine who starts with the ball.
  • The winner of Rock-Paper-Scissors has the choice of offense or defense. The loser has the choice of direction. There is no option to defer. Teams will automatically switch sides of the field and the team that started the game with possession will begin the 2nd half on defense.
  • The offensive team takes possession of the ball at its 5-yard line and has four (4) downs to cross midfield. Once a team crosses midfield, it has three (3) downs to score a touchdown.
    • If the offensive team fails to cross midfield after 3rd down and elects to "punt" on 4th down, possession of the ball changes and the opposing team will start a new possession from its own 5-yard line. If the offensive team goes for it on 4th down and does not cross midfield, the opposing team will start a new possession from the spot where 4th down ended.
    • Any time there is a ‘PUNT or PLAY’ decision on 4th or 3rd down, the referee WILL ask the offense’s Head Coach to declare ‘Punt or Play’. The coach MUST make an immediate decision or risk a delay of game penalty.
    • Teams may use a timeout to change the declaration of “Play” at any time prior to the expiration of the play clock.
    • After crossing midfield, if the offense fails to score on 3rd down, the ball changes possession and the new offensive team starts at its 5-yard line.

Terminology

  • Boundary Lines: The outer lines marking the playing field's perimeter, including sidelines and end zones.
  • Line of Scrimmage (LOS): An imaginary line running through the point of the football and across the width of the field.
  • Line-to-Gain: The yard line the offense must reach for a first down.
  • Rush Line: An imaginary line 7 yards from the line of scrimmage on the defense's side.
  • Offense: The team with possession of the ball.
  • Defense: The team trying to stop the offense and regain possession.
  • Passer: Any offensive player who throws the ball, not just the quarterback.
  • Rusher: The defensive player who starts from the rush line and tries to pressure the quarterback by either pulling flags or blocking passes.
  • Live Ball: Refers to the period of time that the play is in action. Generally used in regard to penalties. Live ball penalties are considered part of the play and must be enforced before the down is considered complete.
  • Dead Ball: The time between plays when no action is occurring.
  • Whistle: Official's signal to stop play for timeouts, end of plays, or game periods.
  • Inadvertent Whistle: An official’s whistle that is sounded in error.
  • Charging: When a ball-carrier illegally runs directly into a set defensive player. This includes leading with the head or making contact with shoulder, forearm, or chest.
  • Flag Guarding: An illegal act when the ball-carrier tries to block defenders from pulling their flags - whether by stiff-arming, dropping their elbow/head, or using the ball itself as a shield.
  • Shovel Pass: A legal forward pass across the LOS (Underhand, backhand or by pushing the ball forward).
  • Lateral: A backward or parallel toss of the ball by the ball-carrier.
  • Unsportsmanlike Conduct: Confrontational or offensive behavior or language.

Equipment Checklist

  • All players must wear an official NFL Flag belt and flags, or approved Shruumz popper belts. Shruumz belts must use white youth poppers and must be embossed with the ‘Shruumz’ mark for verification.
  • Mouth guards are recommended but not required.
  • Teams must use the official league-issued game ball designated for their age division. No alternate balls are permitted.
  • Players must wear athletic shoes. Cleats are allowed at most locations; however, if a field does not permit cleats, the league will notify all teams before the season begins. Cleats with exposed metal are never permitted and must be removed.
  • Players may tape their forearms, hands and fingers. Players may wear gloves, elbow pads and knee pads. Braces with exposed metals are not allowed.
  • Players may not wear any jewelry that could pose a safety risk, including necklaces, bracelets, watches, or dangling earrings. Baseball caps are not permitted. Non-dangerous accessories such as headbands and winter beanies are allowed.
  • Players may wear soft shell helmets, halos and sunglasses but they must be secured at all times while on the field.
  • Players may wear prescription glasses with or without a strap. Sports straps are allowed but not required.
  • Players’ jerseys must be tucked into shorts or pants, if they hang below the belt line.
  • We recommend players wear shorts or pants that do not have pockets or belt loops. Games will not be delayed for a player to tape their pockets.
  • Participants must bring their own official NFL FLAG belts (or Shruumz) to the field.
  • League footballs will be provided.
  • Flag belts and flags cannot be the same color as the player’s shorts or pants.
  • Electronic communication between any player with their coach or spectator for their team is prohibited. If a team or individual is using electronic communication with a player, at any time, that team will be disqualified immediately from play.
  • Game officials will conduct a pre-game equipment check as a courtesy to help teams identify any obvious compliance issues before play begins. This check does not shift responsibility for compliance to the officials. Players, coaches, and teams remain fully responsible for ensuring all equipment is legal at all times. If an official misses an issue during the equipment check, or if a player becomes non-compliant later, any resulting penalty is valid and not subject to complaint.
  • Teams that are not prepared to play at the scheduled Game Time due to equipment compliance issues will have their team timeouts used, up to three, for the time required to correct the issue.

Field Dimensions

  • Two standard field size options:
    • Option A: 25 yards wide × 70 yards long with 10-yard endzones.
    • Option B: 25 yards wide × 53.3 yards long with 10-yard endzones.
  • Both field layouts will have a midfield line to gain for a first down. ‘No Run Zones’ are located 5 yards prior to midfield and 5 yards prior to the opponent’s endzone.
  • Stepping on the boundary line is considered out of bounds.
  • ‘No Run’ Zones are in place to prevent teams from conducting run plays. While in the ‘No Run’ Zones, teams cannot run the ball across the line of scrimmage. All plays must result in a forward pass across the Line of Scrimmage.
  • The referee will spot the ball in the middle of the field prior to the ‘Ready to Play’ whistle. The ball may NOT be closer than 10-yards to any sideline.

Timing

  • PLAYTIME: 2 – 12 min running clock halves.
  • Halftime: 2 minutes.
  • Once the ball is spotted, a team will have 40 seconds to snap the ball.
  • Teams will have 3 – 30 second timeouts for the entire game.
  • Officials will stop the clock for timeouts, player injuries and at their discretion.

Overtime Procedures

Regular Season Overtime

  • Regular Season Games: Overtime is not used during the regular season. Regular-season games may end in a tie.

Playoff and Championship Overtime Procedure

  • Pre-Overtime Meeting: At the end of regulation, if the score is tied, coaches and team captains must meet at midfield. Officials will briefly review the overtime procedure before play begins.
  • One Play Each: Each team receives one play from the opponent’s 10-yard line.
  • Determining First Possession: Team captains will use Rock–Paper–Scissors to decide which team goes on offense first.
  • Spot Selection: The team that does not take first possession will choose which 10-yard line the play is run from.
  • Determining the Winner: The team that scores or gains the most yardage on its one play is declared the winner.
  • Negative Yardage: Yardage can be negative if the quarterback is flagged behind the line, a ball carrier is pulled for a loss, or a penalty enforces a spot behind the line. Negative yardage counts and may determine the outcome.
  • Multiple Rounds if Needed: If both teams record identical results on their plays (same yardage or both score), another round is played using the same procedure. Overtime rounds continue until a winner is determined.

Scoring

  • Touchdown: 6 points
  • PAT (point after touchdown):
    • 1 point (5-yard line) is pass only.
    • 2 points (10-yard line) can be a run or pass.
  • Interceptions: Interceptions returned for scores during a regulation scrimmage down are worth 6 points. 1 and 2 pt. extra point conversions or overtime interceptions returned are worth 2 points.
  • Safety: 2 points. A safety occurs when the ball-carrier is declared down in his/her own endzone. Runners can be called down when their flags are pulled by a defensive player, a flag falls out, they step out of bounds, their knee or arm touches the ground, a fumble occurs in the end zone or if a snapped ball lands in or beyond the end zone.
  • Conversions: A team that scores a touchdown must declare whether it wishes to attempt a 1-point conversion (from the 5-yard line) or a 2-point conversion (from the 10-yard line). Any change, once a decision is made to try for the extra point, requires a charged timeout. A decision cannot be changed after a penalty.
  • Mercy Rule:
    • REGULAR SEASON PLAY: If a team gains a 28 point advantage, play will continue without changing the score.
    • PLAYOFF AND CHAMPIONSHIP PLAY: When 1 team is winning by 28 points or more, the game is over.
  • Forfeits: Score will be 28-0.
  • The coaches, officials and scorekeeper must verify the score sheet. If a coach does not verify the score sheet before leaving the field, the scorekeeper will note on that score sheet and the score will be FINAL.

Coaching Guidelines

  • Coaches are expected to adhere to League philosophies, coaching guidelines and code of conduct.
  • Coaches are permitted to coach on the sideline.
    • Coaches are responsible for their fans’ conduct and behavior plus any other associated team members in their designated team area.
    • A maximum of two non-players affiliated with a team may be on the sideline. These individuals may include coaches, team parents, media personnel, or statisticians, but no more than two are permitted at any time.
    • Defensive coaches must remain on the sideline, except to attend to an injured player.
    • Teams may huddle on the sideline with their coach to get a play call, but the play clock will not stop once the ball is signaled ‘Ready for Play’.
    • *6U & 7U Can have a coach on the field for both offense and defense.
    • *8U, 9U, 10U, 11U, 12U, 13U and 14U can ONLY have a offensive coach on the field.

Live Ball / Dead Ball Regulations

  • The ball is live at the snap of the ball and remains live until the official whistles the ball dead.
  • It is an automatic dead ball foul if any player on defense or offense enters the neutral zone.
  • A player who gains possession of the ball in the air is considered in bounds, as long as the first foot or a body part other than the hand, contacts the ground in the field, while maintaining possession.
  • Substitutions may be made during any dead ball period.
  • Play is ruled “dead” when:
    • The ball hits the ground. (If the ball hits the ground as a result of a snap, backwards pitch or lateral, the ball will be placed where the ball hit the ground).
    • The ball-carrier’s flag is pulled.
    • The ball-carrier steps out of bounds.
    • A touchdown, PAT or safety is scored.
    • The ball-carrier’s knee, shin, leg, forearm or arm hits the ground.
    • The ball-carrier’s flag falls out.
    • The receiver catches the ball while in possession of 1 or 0 flag(s).
    • The 7 second pass clock expires.
    • Inadvertent whistle.
    • Ball-carrier leaves their feet to dive, jump or hurdle a player. (Exception: A PLAYER CAN DIVE TO CATCH A PASS OR PULL A FLAG)
  • If an inadvertent whistle occurs, the team in possession has two options:
    • Take the ball where the whistle blew and the down will count.
    • Replay the down from the original line of scrimmage.
  • A team is allowed to use a 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.

Running Game

  • The ball is spotted where the ball is when the flag is pulled.
  • The quarterback cannot directly run with the ball across the Line of Scrimmage. The quarterback is the offensive player who receives the snap under center directly or in a shotgun formation.
  • Direct handoffs, pitches, and laterals are permitted behind the line of scrimmage only. If this takes place after the ball carrier crosses the line of scrimmage, the play is to be blown dead by the official. The ball shall be placed at the spot possession was lost for the next play.
    • “Center sneak” play is NOT allowed. The QB may NOT handoff, pitch or lateral the ball first to the center.
    • Any player who receives a handoff, backwards pass, pitch or lateral can throw the ball from behind the line of scrimmage.
    • Once the ball is handed off, in front, behind or to the side of the quarterback, or a backward pass, pitch or lateral has occurred, the 7-second passing clock is eliminated and all defensive players are eligible to rush.
  • Definition of a “Legal Handoff”: Total loss of possession directly from 1 offensive play to another.
  • Teams are not allowed to run in the ‘NO RUN ZONES’.
    • Reminder: Each offensive team approaches only TWO no-run zones in each drive – one 5 yards from the mid-field to gain the first down and one 5 yards from the goal line to score a touchdown.
  • Runners are not permitted to jump, leap or hurdle, in the officials' judgement, while advancing the ball. The play is to be blown dead and the ball spotted where the jump, leap, or hurdle occurred.
  • Ball carriers may leave their feet and the play will continue for spinning, jump cuts, QB’s passing or if there is a clear indication that he/she has done so to avoid a collision with another player. The play will continue without stoppage. However, if while leaving the ground, illegal contact is made, a penalty may be enforced by the official.
  • No blocking or “screening” is allowed at any time.
  • Offensive players in close proximity of the ball carrier must stop their motion once the ball has crossed the line of scrimmage. No running with the ball carrier.
  • 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.
  • Once the ball is advanced beyond the line of scrimmage, the current ball carrier is the only player allowed to have possession of the ball until the play is dead.

Passing and Receiving

  • Only 1 forward pass, thrown from behind the line of scrimmage, is permitted each offensive play.
  • The ball must be released prior to crossing the line of scrimmage.
  • There can be unlimited backward passes behind the line of scrimmage.
  • There is no penalty for intentional grounding. The quarterback may throw the ball anywhere across the line of scrimmage to avoid a sack.
  • All forward passes that do not cross the line of scrimmage are illegal forward passes, unless touched by a defender.
  • All forward passes must go beyond the line of scrimmage.
  • Shovel passes are allowed and must be a forward pass, from behind the line of scrimmage, and received beyond the line of scrimmage.
  • The quarterback has a 7 second “pass clock.”
    • If a pass is not thrown within 7 seconds, the play is dead and the down counts and the ball is returned to the line of scrimmage.
    • Once the ball is handed off, pitched, or lateraled behind the line of scrimmage, the 7 second rule is no longer in effect.
    • If the quarterback is standing in the end zone at the end of the 7 second clock, the ball is returned to the line of scrimmage (LOS) and it will be the next down.
    • If the quarterback throws the ball and then catches it, the play is dead and treated like an incomplete pass.
  • All players are eligible to receive passes (including the quarterback if the ball has been handed off, pitched or lateraled behind the line of scrimmage).
  • A player must have at least one foot or other body part in bounds, contacting the ground first with possession.
  • In the case of simultaneous possession by both an offensive and defensive player, possession is awarded to the offense.
  • Interceptions are returnable. If returned for a score during regular game play, the score will be worth six points, two points if returned during conversions.

Rushing the Passer

  • All players who rush the passer must be a minimum of 7 yards from the line of scrimmage when the ball is snapped.
  • Up to two (2) players can rush the quarterback. Rushers MUST identify themselves by raising their hand before the snap.
  • Rushers MUST rush the passer immediately after the snap. Delayed rush is NOT permitted.
  • TOURNAMENT PLAY – 6U division & up – rushers may rush the passer at the snap from the 7 yard rush line.
  • Once the ball is handed off, pitched or lateraled backwards behind the line of scrimmage, all defenders may cross the line of scrimmage to defend and pull the flag.
  • A special marker, or game official, will designate a rush line7 yards from the line of scrimmage. Defensive players should verify they are in the correct position with the officials on every play.
  • A legal rush is:
    • Any rush by the 1 or 2 designated rushers, 7 yards from the line of scrimmage.
    • A rush from anywhere on the field AFTER the ball has been handed off, pitched or thrown backwards.
  • A penalty may be called if:
    • The rusher leaves the rush line before the snap and crosses the line of scrimmage before a handoff, pitch, lateral or pass – Illegal rush (5-yards from the line of scrimmage and first down).
    • Any defensive player crosses the line of scrimmage before the ball is snapped – Encroachment (5-yards from the line of scrimmage and first down).
    • Any defensive player not lined at the rush line crosses the line of scrimmage before the ball is passed, pitched, lateraled or handed off – Illegal rush (5-yards from the line of scrimmage and first down).
    • If the offense draws the identified rusher(s) across the 7 yard marker prior to the snap of the ball, the rusher(s) CANNOT legally rush. Jumping the rush is not a penalty until the rusher crosses the line of scrimmage prior to handoff, pitch, lateral or forward pass.
  • Teams are never required to rush the quarterback with the 7 second clock in effect.
  • Players rushing the quarterback may attempt to block a pass; however, contact to the QB, unless ruled incidental by the official, would result in a roughing the passer penalty.
  • The offense cannot impede the rusher’s PATH to the quarterback, regardless of where they line up prior to the snap.
    • The PATH is set pre-snap from the rusher or rushers directly to the QB. The PATH does not move once the quarterback moves. If the PATH is occupied by a moving offensive player, it’s the offense’s obligation to avoid the rusher. Any disruption to the rusher’s path and/or contact will result in an ‘Impeding the Rusher’ penalty.
    • If the offensive player does not move after the snap, then it is the rushers(s) responsibility to go around the offensive player and avoid contact.
  • If any ball carrier—whether the quarterback or another player—has their flag pulled behind the line of scrimmage, the play results in a loss of yardage. The ball is spotted at the point of ball possession at the moment the flag is pulled.
    • A 2-point Safety is awarded if a flag pull take place in the offensive team’s end zone.

Flag Pulling

  • A legal flag pull takes place when the ball-carrier is in full possession of the ball.
  • Defenders can dive to pull flags but cannot tackle, hold or run through the ball carrier when pulling flags.
  • It is illegal to attempt to strip or pull the ball from the ball carrier’s possession at any time.
  • If a player’s flag inadvertently falls off during a play while that player has possession of the ball, the player is down immediately and the play ends.
    • The ball is placed where the flag lands
  • If a player who has one or no flags on their belt takes possession of the ball, the play is dead at that spot on the field.
  • A player may not intentionally pull the flag(s) off of a player who is not in possession of the ball.
  • Flag guarding is an attempt by the ball carrier to obstruct the defender’s access to the flags by stiff arming, dropping the head, hand, ball, arm or sholder or intentionally covering the flags with football jersey.

Formations

  • Offenses must have a minimum of one player on the line of scrimmage (the center) and up to four players on the line of scrimmage.
    • The quarterback must be off the line of scrimmage
  • Movement simulating the snap, by a player who is set, is considered a false start.
  • The center must snap the ball with a rapid and continuous motion between his/her legs to a player in the backfield, and the ball must completely leave his/her hands.
  • Only one player is allowed in motion when the ball is snapped.
    • The player must be in motion, off the line of scrimmage.
    • All motion must be parallel or backwards to the line of scrimmage when the ball is snapped.
  • Players may shift positions on offense at any time, all players must still reset for 1 second, prior to the snap.

Unsportsmanlike Conduct

  • If the field monitor or game official(s) witnesses any acts of intentional tackling, elbowing, cheap shots, blocking or any other unsportsmanlike act, the game will be stopped and the player will be ejected from the game
    • The decision is made at the game officials’ discretion. No appeals will be considered.
  • Offensive or confrontational language is NOT allowed.
    • Officials have the right to determine offensive language.
    • If offensive or confrontational language occurs, the officials will penalize for unsportsmanlike conduct and determine if an ejection is warranted.
  • Players or Coaches may not physically or verbally abuse any opponent, coach or game official.
  • Ball-carriers MUST make an effort to avoid defenders with an established position.
  • Defenders must give free release off the line of scrimmage to offensive players and are not allowed to run through the ball carrier when pulling flags.
  • Offensive players may NOT initiate contact at the line of scrimmage with defenders.
  • Fans must also adhere to good sportsmanship as well:
    • Fans should cheer on their players only, not harass officials or opposing team.
    • Comments must be clean and profanity free.
    • Compliment ALL players, not just one child or team.
  • Fans are required to keep fields safe and kids friendly and adhere to league requirements for seating.
    • Keep younger kids and equipment such as coolers, chairs and tents a minimum of 10 yards off the field in the end zone area.
    • Stay in the endzone area, not between fields.
    • Dispose of ALL trash in designated trash cans.
  • Unsportsmanlike conduct penalties:
    • Defensive penalty +10 yards from the dead ball spot and an automatic first down.
    • Offensive penalty -10 yards from the dead ball spot and a loss of down.
    • Two (2) unsportsmanlike penalties on any player or coach in a game result in a disqualification and may lead to additional discipline.

Penalties

  • The game officials will administer all penalties.
  • The officials will determine incidental contact that may result from the normal run of play.
  • All penalties will be assessed from the line of scrimmage, except as noted. (Spot fouls)
  • Only the team captain or head coach may ask the referee questions about rule clarification and interpretations.
  • Games or halves may not end on a defensive penalty unless the offense declines it.
  • Penalties are assessed live ball then dead ball. Live ball penalties must be assessed before play is considered complete.
  • Penalties will be assessed half the distance to the goal yardage when the penalty yardage is more than half the distance to the goal.
  • Spot fouls administered in the end zone: Defensive (Ball on one-yard line, first down) / Offensive (Safety)

Defensive spot fouls

Defensive pass interference Automatic first down
Holding/Illegal Contact +5 yards and automatic first down
Stripping +5 yards and automatic first down

Offensive spot fouls

Screening or blocking -5 yards and loss of down
Charging -5 yards and loss of down
Flag guarding -5 yards and loss of down
Holding / Illegal Contact -5 yards and loss of down

Defensive penalties

Defensive unnecessary roughness +10 yards and automatic first down
Defensive unsportsmanlike conduct +10 yards and automatic first down
Offside / Illegal substitution +5 yards from line of scrimmage and automatic first down
Illegal rush
(Starting from inside 7-yards)
+5 yards from line of scrimmage and automatic first down
Illegal flag pull
(Before receiver has the ball)
+5 yards from line of scrimmage and automatic first down
Roughing the passer +5 yards from line of scrimmage and automatic first down
Taunting +10 yards from the line of scrimmage and automatic first down

Offensive penalties

Offensive unnecessary roughness -10 yards and loss of down
Offensive unsportsmanlike conduct -10 yards and loss of down
Offside / false start / illegal substitution -5 yards from line of scrimmage and loss of down
Illegal forward pass
(Any pass received or lands behind the line of scrimmage or throwing a pass after crossing the line of scrimmage)
-5 yards from line of scrimmage and loss of down
Offensive pass interference -5 yards from line of scrimmage and loss of down
Illegal motion
(More than one player moving)
-5 yards from line of scrimmage and loss of down
Delay of game -5 yards from line of scrimmage and loss of down
Impeding the rusher -5 yards from line of scrimmage and loss of down
Illegal Procedure -5 yards from line of scrimmage and loss of down
Taunting -10 yards from line of scrimmage and loss of down

6U & 7U Modifications

  • 'No Run' zones are eliminated. Teams may run the ball anywhere on the field.
  • Coaches are permitted on the field for both offense and defense pre and post snap to help their players, but post snap at a safe distance to plays completion.
  • If the ball falls or touches the ground during the initial center to quarterback exchange, the play is ruled a 'Do Over' with no loss of down, once per down. On a second consecutive occurrence, the down is consumed.
  • Defenders MUST line up at least five yards from the line of scrimmage prior to the snap. If the ball is spotted on or inside the 5-yard line, the distance is reduced to three (3) yards.

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