Flag FootballRules Clinic
MISSOURI S&T INTRAMURALS
WWW.CAMPUSREC.NEU.EDU
Basics of Officiating
• 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
www.mst.edu/~ima
Basics of Officiating
• 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
www.mst.edu/~ima
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
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
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
Extra PointsExtra Point Attempts:
– 1 point (3 yard line)– 2 points (10 yard line)– 3 points (20 yard line)
An intercepted try-for-point that is returned for a Touchdown is
always worth 3 points.
Safety = 2 points
SAFETY SIGNAL
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
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
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
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
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
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
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.
PASS / RUN PLAYS11
R
LJ
BJ
3 person pass/run coverage
GOAL LINE PLAYSGG
R
LJ
BJ
3 person goal line coverage
KICK COVERAGE PLAYS11
R
LJ
BJ
PASS / RUN PLAYS11
R
LJ
BJ
FJ
4 person pass/run coverage
GOAL LINE PLAYSGG
R
LJ
BJ
FJ
4 person goal line coverage
KICK COVERAGE PLAYS11
R
LJ
BJ
FJ
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 releasedFIRST DOWN SIGNAL
R
7 7 yards outsideyards outside
7 7 yards behindyards behindQBQB
R POSITION – RUN / PASS PLAYSR POSITION – RUN / PASS PLAYS
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
LJ
LJ POSITION – RUN / PASS PLAYSLJ POSITION – RUN / PASS PLAYS
QBQB
33
1 2 43
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
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
The Mobile Box
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
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
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 If all those necessary rules are met than
the Line Judge will determine that the the Line Judge will determine that the “line is good” and the ball may be “line is good” and the ball may be
snapped legallysnapped legally
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
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
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
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
Balls AwayIf the passer is de-flagged before releasing
the ball, he has been sacked by theDefense, 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.
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
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
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.
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.
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.
Punting the Ball• 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).
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.
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.
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
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
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
Dead BallThe ball becomes dead when:
– The runner is de-flagged or tagged– The ball goes out of bounds– Points are scored– The ball hits the ground as a result
of an incomplete pass, ‘fumble’, muffed ball, bad snap, lateral, backward pass, etc.
– Any part of the runner other than their hands or feet touches the ground
• The ball is considered a part of the hand
An officials whistle An officials whistle will always signal that will always signal that
the ball is deadthe ball is dead
DEAD BALL SIGNAL
Fumbles• There are no fumbles in
Flag Football
• The ball will be spotted where it contacts the ground
• Failed backward passes that touch the ground are considered fumbles
• A player may not intentionally fumble to gain yards
THE BALL WILL BE DECLARED DEAD WHEN IT HITS THE GROUND ON A FUMBLE
Two Minute Mechanics• Until the final 2 minutes of the
second half, the clock will run stopping only for Time-Outs
• The clock will stop for the Two Minute Warning– May be under 2 minutes
when blown by R
START THE CLOCK / CLOCK IS RUNNING SIGNAL
• The clock will now be run according to stop time based on NCAA rules
• Communication, signals, and mechanics are key to keeping the crew on the same page
STOP THE CLOCK SIGNAL
Two Minute MechanicsThe clock will stop for a:
– Incomplete legal/illegal forward pass: starts on snap
– Out-of-bounds: starts on snap– Safety: starts on snap– Team time-out: starts on snap– 1st Down: depends on
previous play– Touchdown: starts on the
snap (after PAT)– Penalty & Administration:
depends on previous play (Exception: Delay of game: starts on snap)
– Referee’s time-out: starts at discretion
– Touchback: starts on snap
The clock will stop for a:– Team A awarded a new
series: depends on previous play
– Team B is awarded a new series: starts on snap
– Either team is awarded a new series following a legal punt: starts on snap
– Team attempting to conserve time illegally: starts on ready
– Team attempting to consume time illegally: starts on snap
– Inadvertent whistle: starts on ready
Momentum RuleWhen a player gains possession between their own 5 yard
line and the goal line and their momentum carries them into their end zone, if the ball then becomes dead, via fumble or de-flagging, the team with possession will receive the ball at the spot where possession was
initially gained.
• A player is not penalized when their momentum carries them into their own end zone; it will not be a safety
• In IM Football this is common on interceptions of long passes
Penalties and EnforcementTypes of Penalties:
– Dead Ball (Blow Whistle, Throw Flag straight up in air,
Stop the Play)
– Live Ball (Throw Flag at spot of foul, NO WHISTLE, Play continues)
– Simultaneous with the Snap (Throw Flag straight up in air, NO WHISTLE, Play continues)
• A team always has the choice whether to Accept or Decline the yardage of a penalty
Enforce all penalties in the order they
occurred
LOSS OF DOWN SIGNAL
5 Yard Penalties– False Start or Encroachment (Dead Ball)– Illegal Snap (Dead Ball)– Delay of Game (Dead Ball)– Offensive Illegal Motion or Illegal Shift– Player Receiving the snap within 2 yards of
the Scrimmage Line– Intentional Grounding (Loss of Down)– Illegal Forward Pass (Loss of Down)
10 Yard Penalties• Illegal Contact• Flag Guarding• Illegal Player Equipment• Personal Fouls• Roughing the Passer ( Automatic 1st)• Offensive Pass Interference (Loss of Down)• Defensive Pass Interference (Automatic 1st)• Unsportsmanlike Conduct
Dead Ball Fouls• False Start• Illegal Snap• Encroachment• Delay of Game
• Leaving the field on the wrong side
• Unsportsmanlike conduct
• Whistle is blown immediately and the flag is thrown up in the air
• Enforced from the Succeeding Spot (the spot where the ball will be snapped from next)
• Usually called by the Referee or the Line Judge
Penalties: Live Ball Fouls• Can happen during both running plays and
loose ball plays• Whistle IS NOT BLOWN on any live ball
foul!• Throw your penalty flag at the spot of the
foul and keep following the play• Do not assume that there will be only one
live ball foul, do not stop watching
Let Your Mind Digest What Your Eyes Have Seen
“Decisions must beinstantaneous and a
ruling announced withminimal delay.
Ensure improvedinstinctive reactionsto play situations by
reviewing all possiblecombinations of
circumstances beforeeach game.
LET YOUR MIND DIGESTWHAT YOUR EYES HAVE
SEEN.”
Penalty Enforcement• The Basic Spot of enforcement is determined
by the type of play when the foul is committed – Running plays End of the Run – Loose Ball plays Preceding Spot (original LOS)– Dead Ball fouls Succeeding Spot
(the spot where the ball will be snapped from next)– Simultaneous to the Snap fouls Succeeding Spot– Unsportsmanlike Conduct Succeeding Spot
Penalties and Enforcement• If two live ball penalties occur on one
team, the other team must choose which penalty to accept
• If live ball penalties occur on each team (does not matter how many) and are accepted, penalties will offset and the down will be replayed
• If a live ball penalty occurs followed by a dead ball penalty, both penalties will be enforced
Penalties and Enforcement• The line-to-gain will always be established
after the ready for play whistle has been blown
• Dead Ball penalties that occur after the whistle will not affect the down or line to gain
• Penalties on the Defense on scoring plays will be assessed on the subsequent try for point or down, if accepted
All But One PrincipleAny foul committed by the
offense behind the basic spot of enforcement is administered
from the spot of the foul.
REMEMBER THIS RULE!!!
Flag Guarding “Runners shall not flag guard by using
their hands, arms, or the ball to deny the opportunity for an opponent to
pull or remove the flag belt”
Examples include:– Placing or swinging the hand or arm over
the belt– Placing the ball in possession over the
flag belt– Lowering the shoulders in such a
manner which places the arm over the belt
Penalty: 10 yards from the spot of the foul
FLAG GUARDING SIGNAL
Flag Guarding ?
Screen Block & Illegal Contact• This is a NON-CONTACT sport, and while there
may be incidental contact due to the nature of the sport itself, it is to be avoided as much as possible
• Time and Space are both factors that are considered in determining who is responsible for the contact
• No player may use their hands or arms to gain an advantage on another player
Screen BlockingA blocker musthave their arms behind them or at their side and may not initiate contact with the runner.
The blocker is entitled to their space as well; the runner cannot go through them, they must go
around the blocking player.
Encroachment• Once the line is set, no
player may:– Break the scrimmage line
plane– Encroach the neutral zone, – Touch the ball (other than the
snapper), – Touch any opposing players
• This a Dead Ball Foul• 5 Yard Penalty
ENCROACHMENT SIGNAL
False Start• No Offensive player shall
simulate the start of a play. This includes ‘jumping the snap’ or encroaching the neutral zone prior to the snap
• This is a Dead Ball Foul• 5 Yard Penalty
FALSE START SIGNAL
Illegal Snap• The snap must be one
continuous motion off of the ground
• Snapper may not snap to themselves
• This is a Dead Ball Foul• Player receiving the snap must
be 2 yards off the Line of Scrimmage– Live Ball (Simult. w/ Snap)
• 5 Yard PenaltyILLEGAL PROCEDURE
SIGNAL
Pass InterferenceThere are two types of Pass
Interference:
• Offensive – 10 yards from previous
spot + Loss of Down
• Defensive – 10 yards from previous
spot + Automatic First Down
Interference – Anything other than a “bona fide attempt to reach,
catch, or bat a pass”
This includes hindering an opponents vision or “face
blocking”
Unsportsmanlike ConductExamples include:• Dissent• Taunting• Spiking or Kicking the ball• Illegal Equipment• Swearing• Deception or Unfair Acts• Certain Personal Fouls UNSPORTSMANLIKE SIGNAL
Unsportsmanlike Conduct is penalized by a loss of 10 yards
Player Ejection• 2 UC penalties on one
player in a game = DQ
• 3 UC penalties on a team in a game = Forfeiture
• Flagrant Unsportsmanlike Penalties, such as unnecessary roughness and fighting, will result in instant player disqualification
EJECTION SIGNAL
Special Penalty Enforcements– Automatic First downs Penalties: Defensive Pass
Interference, Roughing the Passer
– Loss of Down Penalties: Illegal Forward Pass, Illegally Secured Flag Belt, Offensive Pass Interference, Intentional Grounding
– Roughing the Passer = Succeeding Spot
– Half the Distance - A penalty can never move the ball more than half the distance to any Goal Line, this usually occurs when within either 20YL
Reporting a FoulOnce the play is over:
– Blow your whistle with two short, loud blasts to get the referee’s attention so they don’t move the cones
– Make sure the end of the run is being marked by another official (the final official should also guard the penalty flag on the field so that it is not moved)
– Quickly tell the referee the foul, the team, and the spot where it happened
Referee Penalty EnforcementThe Referee will . . .
– Confer with the official that threw the flag– Give a preliminary signal (pantomime) of
what the foul was and what team committed it
– Inform the offended captain of the foul and their options
– Mark off the penalty yardage and move the pucks
– Announce the penalty (both verbally and with the mechanic)
– Announce the down and the new line to gain PERSONAL FOUL SIGNAL
“If In Doubt Rules”1. If in doubt, the pass isbackward.
2. If in doubt, the ball isreleased.
3. If in doubt, the playerreceiving the snap is twoyards back.
4. If in doubt, the pass islegal.
5. If in doubt, the snap closeto the ground remains live.
6. If in doubt, the player is on the scrimmage line.
7. If in doubt, the passeris behind the Team Ascrimmage line.
8. If in doubt, it is not a foul.
9. If in doubt, it is atouchback.
10. If in doubt, it is a catch.
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