NORTHEASTERN UNIVERSITY INTRAMURALS Flag Football Fall 2012 Classroom
NORTHEASTERN UNIVERSITY INTRAMURALS Flag Football Fall 2012 Classroom Training WWW. CAMPUSREC. NEU. EDU
Field Layout • The field is split into three zones: - End zone to 20 YL - 20 YL to 40 YL - 40 YL to End zone
Field Layout Cont. • The pylons in the end zone serves as the back of the end-zone and cones mark the out of bounds
Game Length and Time • The game consists of two 20 -minute halves with a running clock, except for the last minute of the second half • In the last minute, the clock will stop for all NFHS rules: – Incomplete passes, out of bounds, penalties, change of possessions, scores, first downs, and penalties • The clock will always stop for Timeouts • The Mercy Rule is applied when a team leads by 30 points or more in the second half or 19 points in the final 2 minutes END OF THE GAME SIGNAL
Rules of the Game • Each team may field 5 players at a time – A minimum of 4 players is required in order to start and finish a game • There is NO CONTACT in Northeastern Intramural Flag Football 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 3 downs to advance the ball to the next zone line-togain or to score. The zone line to gain are the offensive 20, 40, and then the goal line. • Possessions start on the 20 yard line at the beginning of each half, after scores, and after punts • A team may elect to punt on 3 rd Down – There are no actual punts – The new offense will receive the ball at their own 20 YL FOURTH 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 • There are NO EXCEPTIONS! • NO POCKETS, belts, belt loops, or exposed drawstrings • Prior to EACH game officials will gather each team together to check for jewelry and review the general rules.
Pre-Game Duties: Equipment Matching colored jerseys, tucked in or cut 4 inches above the waist A one-piece flag belt with three flags permanently attached is provided • • – 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 • • – Unless permission was expressly given by the Intramural Director
Referee • • • – – • • • – Maintain the tempo of the game Set the pucks and announce the down and distance Blow the ready for play whistle and begin the play clock count Give verbal cues to offense regarding the status of the play clock Within the last two minutes, give the offense the game clock status, rather than the play clock Count the offensive flag belts, and give the proper signal to the Line Judge Cover the offense’s goaline for safeties or changes of possession Keep your eyes on your area Watch and follow the QB, even after the ball has been released
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 • Once everyone is in legal position, announce that the “Line is good” and chop it in • Watch for immediate contact at the LOS – – Between WRs and CBs Between blockers and rushers • Once the ball is snapped, move down field and be ready to spot within 5 yards of the LOS
Field Judge • Display the down • Count the defensive flag belts and give the proper signal to the Back Judge • Communicate line to gain coverage – – – • Within three yards, FJ and LJ should split the line to gain Between three and eight yards, FJ should begin on the line to gain Outside of eight yards, FJ should begin eight yards from the LOS and move with the play to the line to gain Be prepared to move with the play and spot the end of the run beyond five yards of the LOS THIRD DOWN SIGNAL
Back Judge • Keep and announce the official time on the field • 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 • Do not get beat deep by any players – your first step should always be backwards
The Mobile Box
Captains Meeting • This is to be done every game at least 5 minutes prior to the start of the game • 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 minute of the second half (aside from timeouts) – Each team has two timeouts per half – They are the representative of their 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 good luck, and administer the coin toss
Coin Toss – In the presence of both captains, the Referee will have the visiting team captain call heads or tails before the coin toss and the home team captain will repeat the call. The captain winning the toss shall choose one of the following options: • To start on offense or defense • To designate which goal their team will defend • To defer their decision until the second half – The captain losing the coin toss will choose from the remaining options • It is possible for teams to defend the same goal or to start with possession in both halves
Pre-Snap: Line is Set • The offensive team must have at least 3 players on the line of scrimmage • All players must be at least 3 yards off of the sideline • Once the ball is set, no player may enter the neutral zone • Ball may be snapped without “Line is Good” being announced If all those necessary rules are met than the Line Judge will determine that the “line is godd” and the ball may be snapped 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 in one continuous motion • The ball may be side-snapped; it does not have to go through the snapper’s legs • The player who receives the snap must be at least 2 yards behind the Line of Scrimmage
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 pass or lateral the ball backwards at any time, any number of times • The ball may also be handed off forwards or backwards to any player
Passing • On an incomplete pass, there should be one whistle, based on where the pass falls incomplete – If the call is close, sell it • If there is a backwards pass, yell “Back” and give the backward pass signal INCOMPLETE PASS SIGNAL
Balls Away If the passer is deflagged before releasing the ball, he has been sacked by the defense. Blow your whistle loud and “sell” the sack If the passer releases the ball before the defender deflags 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 obtains possession of the ball they become a runner: – Runners may not guard their flags in any way • Runners commonly use their hand, elbow, shoulder, or the ball to guard their flags – Even if the runner swings his/her hands normally while running, flag guarding can still be called – Runners cannot stiff arm – Runners cannot charge into or bowl over an opponent – Hurdling is not allowed – There is no diving for extra yardage or scores – Spinning is legal
Flag Belt Removal • Players must have possession of the ball before they can legally be deflagged by an opponent • When a runner loses their flag belt accidentally play will continue – The runner can be ‘downed’ by a one hand touch between the shoulders and knees • Deflagging a player before the ball arrives to distract the player is a pass interference penalty – It is not a penalty if the player is deflagged before possession if the defensive player thought possession was gained
Marking the End of the Run • The end of the run is spotted where the BALL is when the runner is deflagged – 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 – Attempting to strip the ball is a penalty • Mark the end of the run with the downfield foot and the same arm in the air, displaying the next down
Scoring 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 worth two points Touchdown = 6 pts TOUCHDOWN SIGNAL
Extra Points Extra Point Attempts: – From the 3 yard line – 1 point – From the 20 yard line – 2 points – From the 40 yard line – 3 points An intercepted try-for-point is blown dead and the try is over SAFETY SIGNAL Safety = 2 points
Live Ball • A Dead Ball, after it is declared ready for play, becomes a Live ball when it is legally snapped • A pass or fumble that has not yet touched the ground is a loose live ball • All fouls during a live ball will be enforced from either the basic spot or the spot of the foul
Dead Ball The ball becomes dead when: – – The runner is deflagged or tagged The ball goes out of bounds Points are scored The ball hits the ground not in player possession • Incomplete pass, fumble, etc. – Any part of the runner other than their hands or feet touches the ground DEAD BALL SIGNAL • In player possession, the ball is considered a part of the hand An officials whistle will always signal that the ball is dead
Inadvertent Whistles • In the event of a referee blowing the play dead prematurely: – Mark the spot in which the ball was blown dead – Pass the spot off to another official and proceed to converse with the Referee – The Referee will converse with the offensive team captain who has the choice to: • Replay the down • Take the outcome of the play when the whistle was blown Inadvertent Whistle Signal If the inadvertent whistle occurs during a loose ball, the down must be replayed
Fumbles • There are no fumbles in Flag Football • The ball will be spotted where it contacts the ground not in player possession • Failed backward passes that touch the ground are considered fumbles • A player may not intentionally fumble to gain yards or save time THE BALL WILL BE DECLARED DEAD WHEN IT HITS THE GROUND ON A FUMBLE
One Minute Mechanics • Until the final minute of the second half, the clock will run stopping only for Timeouts • The clock will stop for the One Minute Warning only in the second half • Under one minute, the clock will run according to NFHS rules • Communication, signals, and mechanics are key to keeping the crew on the same page START THE CLOCK / CLOCK IS RUNNING SIGNAL
One Minute Mechanics The clock will stop for a: • Incomplete Pass (starts on the snap) • Out of Bounds (starts on the snap) • Scores (starts on the snap) – Does not run on the try-for-points • • First Downs (start on the ready) Penalties (starts on the ready) Time-Outs (starts on the snap) Change of Possession (starts on the snap) – If a player goes out of bounds and obtains a first down, start the clock on the snap • Same if a penalty occurs on a change of possession or an incomplete pass STOP THE CLOCK SIGNAL
Penalties and Enforcement Types of Penalties: – Dead Ball (Blow whistle, Throw flag high in the air, Stop the play) – Live Ball (Throw flag at the spot, NO WHISTLE) – Simultaneous with the Snap (Throw Flag high in the air, NO WHISTLE) Enforce all penalties in the order they occurred • Always ask captain to accept or decline LOSS OF DOWN SIGNAL
3 “Step” Penalties – False Start or Encroachment (Dead Ball) – Illegal Snap • Live if the snap does not go back two yards • Dead if the snapper adjusts the ball or double clutches – Delay of Game (Dead Ball) – Illegal Motion or Illegal Shift – Helping the Runner – Intentional Grounding (Loss of Down) – Illegal Forward Pass (Loss of Down)
5 “Step” Penalties • • • Illegal Contact Flag Guarding Illegal Player Equipment Illegal Flag Belt Removal Personal Fouls Roughing the Passer ( Automatic 1 st) Offensive Pass Interference (Loss of Down) Defensive Pass Interference (Automatic 1 st) Unsportsmanlike Conduct – If during the play, live ball foul (no whistle), but enforce it as a dead ball foul (from succeeding spot)
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 • Usually called by the Referee or the Line Judge
Penalties: Dead Ball Fouls
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 be instantaneous and a ruling announced with minimal delay. Ensure improved instinctive reactions to play situations by reviewing all possible combinations of circumstances before each game. LET YOUR MIND DIGEST WHAT 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 Previous Spot (original LOS) – Dead Ball fouls Succeeding Spot (the spot where the ball will be snapped from next) – Simultaneous to the Snap fouls Previous 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 – The other is declined by rule • If live ball penalties occur on each team (does not matter how many), penalties will offset and the down will be replayed – Exception: If the defensive team gains possession without fouling, it may decline the offenses penalty to keep possession • If a live ball penalty occurs followed by a dead ball penalty, both penalties will be enforced
Penalties and Enforcement • Penalties on the Defense on a touchdown can be assessed on either the try for 2 or on the new offense’s possession • Penalties on the Defense on a try can be assessed on the new offense’s possession • Penalties against the offense that would be enforced from in the offense’s endzone results in a safety
All But One Principle Any foul committed by the offense behind the basic spot of enforcement is administered from the spot of the foul. REMEMBER THIS RULE!!!
All But One Principle
All But One Principle
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 5 Step Penalty FLAG GUARDING SIGNAL
Flag Guarding
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, arms or legs to gain an advantage on another player
Screen Blocking A blocker must have 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.
Screen Blocking
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 • 3 step 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 • 3 Step Penalty FALSE START SIGNAL
Illegal Snap • The snap must be one continuous motion off of the ground – This is a dead ball foul • Snapper may not snap to themselves • Player receiving the snap must be 2 yards off the Line of Scrimmage Ball not on ground – This is a live ball foul • 3 Step Penalty ILLEGAL SNAP
Pass Interference There are two types of Pass Interference: • Offensive – 5 steps from previous spot + Loss of Down • Defensive – 5 steps 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 guarding”
Pass Interference
Unsportsmanlike Conduct Examples include: • Dissent • Taunting • Spiking or Kicking the ball • Illegal Equipment • Swearing • Deception or Unfair Acts • Certain Personal Fouls • Intentional Grounding rule: – anywhere besides white netting UNSPORTSMANLIKE SIGNAL Unsportsmanlike Conduct is a 5 step penalty
Player Ejection • 2 UC penalties on one player in a game = DQ • 3 UC penalties on a team in a game = Forfeiture of game • 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, Illegally Secured Flag Belt – Loss of Down Penalties: Illegal Forward Pass, Illegally Secured Flag Belt, Offensive Pass Interference, Intentional Grounding – Roughing the Passer: End of the run if the run ends beyond the LOS – otherwise penalize from previous spot – Half the Distance: A penalty can never move the ball more than half the distance to any Goal Line
Reporting a Foul Once the play is over: – Blow your whistle with two short, loud blasts to get the referee’s attention so they don’t move the pucks – 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, the spot where it happened, and when it happened (during a running play? Loose ball play? Etc.
Referee Penalty Enforcement The 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
“If In Doubt Rules” 1. If in doubt, the pass is backward. 6. If in doubt, the player is on the scrimmage line. 2. If in doubt, the ball is released. 7. If in doubt, the passer is behind the Team A scrimmage line. 3. If in doubt, the player receiving the snap is two yards back. 8. If in doubt, it is not a foul. 4. If in doubt, the pass is legal. 9. If in doubt, it is a touchback. 5. If in doubt, the snap close to the ground remains live. 10. If in doubt, it is a catch.
- Slides: 63