USSSA
Flag Football
United
States Specialty Sports Association
611 Line Drive
Kissimmee, FL 34744
www.usssaflagfootball.com
USSSA
National Headquarters
USSSA
Flag Football National Chairman
Mission Statement:
USSSA Flag Football is committed
to providing a safe, positive, and competitive environment for youth and adults
to participate. USSSA has created a program
that offers several divisions of play to appeal to all athletes regardless of
skill level. With this program, we hope
to promote a positive environment throughout communities worldwide.
UNITED STATES SPECIALTY SPORTS ASSOCIATION
NATIONAL HEADQUARTERS
Don DeDonatis, CEO
611 Line Drive
Kissimmee, FL 34744
www.usssa.com
Tel: 800-741-3014
Fax: 321-697-3647
I.
The Field
- The field shall be a rectangular
area with dimensions, lines, zones, goals, and markers as shown on the accompanying
diagram. It is recommended that there be a slope of ¼ inch per foot from the center
of the field to each sideline.
- Yard line markers, constructed
of soft pliable material, should be no closer than 5 yards.
- Lines should be marked with
a non-caustic material.
- End lines and sidelines shall
be continuous and at least 4 inches wide.
- There will be one hash mark
on each zone to gain. The hash mark should be placed in the center of the field.
- Team boxes shall be marked on
each side of the field. They will be located between the 20yd lines and 1yd off
the sideline.
- Each goal line will be within
the confines of the end zone. Thus, if a ball carrier breaks the plane of the
goal line, he has entered into the end zone.
Diagram
1:
II.
The Game
- Number of Players
- The game will be played
with 2 teams consisting of 8 players each. A minimum of 7 players needs to be
present to avoid a forfeit. A team may start a game with seven players and increase
to eight once an additional player arrives. A team may go down to seven players
due to injury only and continue play. If a team loses a player to ejection and
there is no eligible substitute, the offending team will forfeit at that point.
- Team Captains
- Each team will designate
to the referee players (offensive and defensive) who will act as the team captains.
The captains are the ONLY members of the team who will speak to the officials.
Captains will make all team decisions, including making choices on penalty situations.
- Team captains shall
participate in a coin toss to begin the game. The winner of the coin toss shall
indicate whether his/her team wishes to play offense, defend a goal, or defer
the option to the second half.
- Playing the Game
- A team has 4 downs to
reach a zone line in order to receive a first down. Teams may pass, run, or punt
the ball during these downs. It is the object of the game for one team to carry
or pass the ball across the opponent’s goal line. The team that accumulates the
most points wins the game. In co-rec. play the male may not advance the ball through
the line of scrimmage.
- Teams must have at least
7 players to avoid a forfeit. Offensive teams must have at least 3 players on
the line of scrimmage at the start of each play.
- There is no contact
allowed in flag football. In order to end a down, a defensive player must remove
one of the offensive player’s flags. Teams may screen block (forcing the opposition
to go around them but without making contact with the opposition).
- Touchdowns are worth
6 points. After a touchdown is scored, the offensive team may elect to try for
1 extra point (from the 3-yard line) or 2 extra points (from the 10-yard line).
In co-rec. play, if a female scores a touchdown or throws a legal forward pass
and scores a touchdown the touchdown point value is 9 points.
- After a touchdown, the
ball will be put in play on the scored upon team’s 20 yard line. After a safety,
the ball will be put in play at the 20-yard line of the team now in possession
of the ball.
III. Timing
- Playing time will be 40 minutes
total, broken into 2 halves that are 20 minutes each. Half time will last 5 minutes
or playing time will be 50 minutes total with two 25-minute halves. If a 50-minute
game is played, there will be a seven-play rule in effect at the 2-minute mark
in the second half. There is no grace period. Game time is forfeit time.
- During the first half and first
18 minutes of the second half, the clock will run continuously, stopping only
for team time outs, player injury, and officials’ timeouts.
- Approximately 2 minutes prior
to the end of each half, the back judge (timekeeper) will stop the clock and inform
both captains of the 2-minute warning.
- During the final 2 minutes
of the second half the clock will stop for the following:
- Incomplete Pass.................Starts
on Snap
- Out of Bounds...................Starts
on Snap
- Team Time-out ......................Starts
on Snap
- Touchback..........................Starts
on Snap
- Score.......................Starts
on Snap (after PAT)
- First Down..............Depends
on previous play
- Penalty....................Depends
on previous play
- Change of Possession...............Starts
on Snap
- Referee’s Timeout............Referee’s
Discretion
- Ball touched on free
kick and strikes ground...........Starts on Snap
- Each team is awarded 2 timeouts
per half. Unused timeouts in the first half DO NOT carry over to the second half.
Timeouts will last 1 minute.
- The referee may declare a timeout
for any situation not covered by the rules.
- The “Mercy Rule”: if one team
is ahead by 17 or more points at the 2 minute warning of the second half, the
final 2 minutes WILL NOT BE PLAYED. If a team goes ahead by 17 or more points
within the final 2 minutes of the second half, the game will be stopped at that
point.
IV. Player/Team Equipment
- Each player must wear flag
belts that conform to USSSA specifications (2000 season only Flag-A-Tag Sonic
Blast Flags will be allowed).
- Teams will provide their own
footballs and flags.
- UNIFORMS: Jerseys - Must be
matching with numbers on front and back. They must also be at least 5 inches above
the waist when standing upright or full length and be tucked in at all times.
Jerseys must have at least an 8-inch number on the back (a number on the front
is recommended, but not mandatory). Pants or shorts - Must be similar in color
with no belts, belt loops, or pocket of any kind. No sunglasses may be worn during
competition. Exception: Prescription eyewear. No metal or removable spikes allowed.
- Players wearing illegal equipment
will not be allowed to play. The following is a list of equipment that will be
considered illegal: a. Headgear except if it is a sweatband or bandana. b. Jewelry
of any kind. c. Pads or braces worn above the waist d. Shoes with metal, ceramic,
or detachable cleats. e. Shirts or jerseys that do not remain tucked in. f. Pants
or shorts with any belts, belt loops, pockets (point of emphasis), or exposed
drawstrings. g. Leg or knee braces made of hard, unyielding materials.
- BALL: Any ball approved for
High School, College, or the National Football League is a legal ball. All balls
should be properly inflated, and the referee will have final approval on a ball’s
legality. An intermediate size ball may be used for the women, co-rec, and youth
programs.
- FLAG: Each player on the field
will wear 2 flags attached at the waist. They will be opposite each other on each
side of the player’s hip. The flag belt will be worn snug around the waist to
prevent the turning of the flag belt when being removed. The flags must be a minimum
of 12 inches long and 1-½ inches wide. Teammates must wear similar color flags.
The official flag of USSSA for the 2000 season is the Flag-A-Tag Sonic Blast Flag
Belt.
- Mouth guards are recommended
for all players, but they are not mandatory.
- Stick-um and other substances
similar in nature are illegal. Offending individuals will be penalized for unsportsmanlike
behavior, and removed from the game until substance has been removed from their
person.
V. Definitions
- BASIC SPOT: If a foul occurs
during a down, the basic spot is determined by the action that occurs during that
down. The basic spot will the spot used for penalty enforcement.
- BATTING: Batting
is intentionally striking or slapping the ball with the hand or arm.
- BLOCKING: Blocking
is the act of obstructing an opponent by screening him with your body. Screen
blocking is legal anywhere on the field. In blocking, no contact is allowed. The
defense may not use their hands to assist in getting around a block, and the offense
must keep their hands, feet, and knees within the frame of their body while attempting
to screen block.
- CAPTAINS: Each team
shall designate offensive and defensive field captains whom will speak to the
refs on their team’s behalf.
- CATCH: A catch is
an act of establishing player possession of a live ball in flight. A player must
make contact with the ground inbounds with the ball in his/her possession, unless
an opponent’s contact causes him/her to first touch out of bounds.
- If one foot first lands
inbounds and the receiver has possession and control of the ball, it is a catch
or interception.
- A catch by any kneeling
inbounds player is a completion or interception
- CHARGING: Charging
is when an offensive player runs through a defensive player who has established
position.
- CLIPPING: Clipping
is contact to the back of an opponent who is not the runner.
- COIN TOSS: Three (3) CHOICES:
Play Offense, Defend a Goal, Defer to Second Half.
- CONTACT: In an attempt
to remove the flag belt from a runner, a defensive player may contact the body
and shoulders (incidental contact), but not the face, neck, or any part of the
head of an opponent with their hands. A defensive player may not hold, push, or
knock down the runner in an attempt to remove the flag belt or break up a pass.
- DEAD BALL: A dead ball
is a ball not in play. The ball is dead during the time between downs.
- DEFLAGGING: The
ball carrier is down and the ball is dead when one of the ball carrier's flags
are removed or fall off. It is legal to remove receiver’s flags at the time the
receiver first touches the football. Illegal deflagging is when the flags are
removed by the opponent prematurely with the intent of preventing that particular
player from participating in the remainder of the play.
- DIVING: Diving to
pull flag is legal. Diving to advance ball is illegal. Diving to block is illegal.
- DOWN: A down is
action that starts with a legal snap. A down ends when the ball becomes dead.
- ELIGIBLE RECEIVER: All
players are eligible to receive passes.
- ENCROACHMENT: Encroachment
denotes the position of a player whose person is beyond their scrimmage or restraining
line. After the ready for play has been blown, no player may enter the neutral
zone. If he/she does, they are guilty of encroachment.
- END ZONES: The end zones
will be 10 yds deep and located at opposite ends of the field between the goal
lines and end lines. The end zones will be marked with soft, flexible pylons.
The pylons should by 4 inches square, 18 inches high, and should be made of a
substance that does not constitute a safety hazard. When placed properly, the
goal line pylons are out of bounds at the intersection of the sidelines and the
goal line extended. The end line pylons will be placed in a similar manner as
the goal line pylons, but they will be placed at the intersection of the sidelines
and the goal lines. A team’s end zone is the one they are defending.
- EXTRA POINTS: Successful
run or pass from 3-yd line is 1 point and from the 10 yd line is 2 points.
- FAIR CATCH: There are no
fair catches.
- FIELD: Regulation
football field: 300’ x 120' with (4) 20-yd zones and (2) 10 yd end zones.
- FIGHTING: Fighting
is any attempt by a player or nonplayer to strike or engage an opponent or teammate
in a combative manner unrelated to the game of flag football. A player may be
ejected for fighting regardless of whether or not contact was made with another
individual.
- FLAGS: All players
on offense, defense & special teams MUST wear flags at all times.
- FLAG GUARDING: Illegal
use of ball carriers hand or arm to protect flag from being pulled. Examples of
flag guarding are the stiff arm, dipping shoulder, and slapping of the defender’s
hand or arm. It is not flag guarding if the defender manages to successfully remove
the flag, and the runner did not gain any additional yards while delaying the
defender’s attempt to remove the flag.
- FORWARD AND BACKWARD PASS: Forward
and backward passes are determined by the initial direction of the ball. A backward
pass that hits the ground is a fumble. It is dead at the spot that it hits. Only
one forward pass is allowed per down. A forward pass is complete when the player
secures possession, and the first part of his/her body to reach the ground is
in bounds. If a player lands in bounds with the ball, but does not have control/possession
of the ball until he/she touches a point outside of the field, the pass will be
ruled incomplete.
- FORWARD PROGRESS: Forward
progress will always be awarded to the team in possession of the ball. The ball
should be marked at its furthest most point.
- EXAMPLE:
If a player is standing inbounds on the 2 yd line and he is holding the ball over
the goal line, you would rule that the ball is in the end zone thus awarding a
touch down.
- FUMBLE: A fumble
is a loss of player possession other than handing, passing, or kicking the ball.
All fumbles are dead at the spot. If a ball is fumbled in mid-air, the defender
may recover the ball before it touches the ground and advance it.
- HUDDLE & HUDDLE CLOCK: A
huddle is when two or more players of the same team are grouped together before
a down. Teams will have 25 seconds from the time the ready for play is blown to
the time delay of game is called.
- HURDLING: An attempt
by a player to jump with one or both feet or knees over a player who is on his/her
feet or knees.
- INADVERTANT WHISTLE: An
inadvertent whistle is a whistle that blows while the ball is still alive and
in play. At the time of the inadvertent whistle, the team with possession of the
ball has the option of replaying the down or the result of the play. If an inadvertent
whistle is blown while the ball is loose (pass, pitch, or punt), the down must
be replayed.
- INELIGIBLE RECEIVER: A
receiver who leaves the playing field of his own accord is ineligible for the
remainder of the play. If the ineligible receiver touches the ball before it is
declared dead, it will be ruled as offensive pass interference. If an opponent
forces the receiver out of bounds, they may remain eligible as long as they return
to the playing field immediately.
- INTENTIONAL GROUNDING: Intentional
grounding is a pass that is thrown in an area that does not have a receiver in
close proximity to avoid a loss of yardage. Intentional grounding of the ball
to stop the clock is legal if the quarterback throws the ball to the ground immediately
upon receiving the snap.
- INTERCEPTIONS: An
interception is the catch of an opponent’s fumble or pass. Interceptions occurring
in the end zone may be advanced by the defense.
- KNEE DOWN: If a player’s
knee touches the ground while his flags are still on he/she is down.
- LINE OF SCRIMMAGE: An imaginary
plane drawn through the offensive and defensive neutral zone indicators forms
the line of scrimmage. There must be a minimum of 3 offensive players on the line
of scrimmage at snap during all offensive plays including punts. There are no
restrictions on the placement of defensive players.
- LINES: The boundary
lines are the end lines and sidelines. These lines are out of bounds.
- LIVE BALL: A live ball
is a ball in play. A ball becomes live when the ball has been legally snapped
and a down is in progress.
- LOOSE BALL PLAY: A loose
ball is a live ball not in player possession during…
- 1. A running play (i.e.
a pitch).
- 2. A scrimmage or free
kick before possession is gained, regained or the ball is dead.
- 3. The period of time
after a legal forward pass is released, and before it becomes complete, incomplete,
or intercepted.
- LOSS OF DOWN: Loss of down
is the losing the right to replay a down.
- MOMENTUM: If a player’s
receives a punt or an interception and his original momentum carries him into
the end zone and he is downed in the end zone, the play will be ruled a touchback.
- MOTION: Only 1 player
is allowed in motion at the snap, and he/she may not be moving toward the line
of scrimmage at the snap. If the original position of the motion person was on
the line of scrimmage, they must be at least five yards deep at the time of the
snap.
- MUFF: A muff is
an unsuccessful attempt to catch a ball in which the player makes contact with
the ball. All muffed punts and kick-offs that touch the ground are dead.
- NEUTRAL ZONE: The neutral
zone is a one-yard space between the offensive line of scrimmage and the defensive
line of scrimmage. The neutral zone will be marked with disk made of a soft plastic
material.
- NUMBER OF OFFICIALS: USSSA
recommends a minimum of 3 officials per game. Their positions should be Referee,
Line Judge, and Back Judge. Their positions and responsibilities are diagramed
in the index.
- OFF SETTING PENALTIES: If
two or more live ball fouls occur during the same down and at least one penalty
is against each team, the down will be replayed. If two or more dead ball fouls
occur during a down, all will be marked off if accepted. The same will be true
if a dead and a live ball foul occur during the same down; they will be marked
off if accepted.
- OUT OF BOUNDS: A player
or other person is out of bounds when any part of the person is touching anything,
other than another player or game official, which is on or outside the sideline
or end line. A ball in player possession is out of bounds when said player touches
any part of the sideline or end line. A loose ball is out of bounds when it touches
anything, including a player or game official, which is out of bounds.
- OVERTIME PROCEDURES: If the
score is tied at the end of regulation play, we will play overtime. A coin toss will determine who will have
1st choice. The team will pick
offense, defense, or goal to defend. The team losing the coin toss will decide
the remaining choices. Once a goal has
been established for overtime play, we will not switch sides of the field for
any reason. Each team will receive the
ball on the 20-yard line, and they will have 4 plays to score (1st
down on 20 yd line). If they score, they will be allowed to attempt extra points.
If the score is tied at the end of the 1st overtime (both teams
must have scored), we will play an additional overtime.
If a team does not score, we will mark their penetration with a beanbag
on the sideline. If both teams fail to
score in any overtime the winner will be determined by deepest penetration.
- The team who had second choice
in the previous overtime will have 1st choice in this overtime.
This process will continue until there is a winner.
Interceptions cannot be returned in overtime. If a the defense intercepts a pass, the
ball will be blown dead and forward progress will be marked at the 20 yd line.
- PADDING: No pads
are allowed.
- EXCEPTION:
If a pad is used to protect an injury, and the referee deems the material soft,
pliable, and safe to other participants, the pad may be worn during competition.
- PASSER’S ARM IN MOTION: If
ball is in passers hand when de-flagged, passer is down. If any contact regardless
of intent or severity is made with passer’s arm while he/she is attempting to
complete a pass, roughing the passer will be called.
- PASS INTERFERENCE: It is
forward pass interference when any player on offense or defense interferes with
an eligible opponent’s opportunity to move toward, catch or bat the pass. It is
also pass interference when an opponent screens the potential receiver’s eyes.
It is also pass interference if an ineligible receiver touches a forward pass.
- PLAYERS ON LINE: A player
who is breaking the plane of the center’s body is considered on the line of scrimmage.
A player on the line of scrimmage may not receive a snap.
- PROTECTED SCRIMMAGE KICK/PUNT: A
protected scrimmage kick is one that does not allow either team to advance beyond
their scrimmage lines until the ball is kicked. A protected scrimmage kick MUST
be a punt. The defense may not make an attempt to block the punt. The offense
must announce that they are punting before the ready for play is blown. Quick
kicks are not allowed. The only way a team may change the option of punting or
not punting is by calling a time-out. The receiving team must be allowed a chance
to field a punt in the air before it hits the ground.
- READY FOR PLAY: Ready for
play signifies the referee has signaled the ball may be put in play by snap and
the 25-second clock has begun.
- REMOVING THE FLAG BELT: When
one flag is clearly removed from the runner in possession of the ball, the down
shall end and the ball is declared dead. A flag is considered removed at the point
when the flag is no longer adjoined to its socket. If a flag is inadvertently
dislodged and falls to the ground while a player is in possession of the ball,
the runner in possession of the ball is down, and the ball is blown dead. A player
is also ruled down if his/her flag belt is removed. A player, in an attempt to
remove a flag belt, MAY leave his/her feet.
- RUNNER: The ball
carrier may not lower his head or shoulder into a defensive player. A defensive
player has a right to any spot on the field, and the runner must attempt to avoid
contact at all times. Spins are legal. The runner may also place the ball on the
ground to maintain their balance as long as they maintain control and possession
of the ball. Flag guarding will not be called in this instance, if the referee
feels the runner did not intentionally place the ball on the ground to avoid having
his/her flag pulled.
- SAFETY: A safety
is awarded to the defense when the offense causes the ball to become dead in their
end zone. The defense will become the offense and take control of the ball on
their own 20-yard line.
- SCORING:
- Touchdowns = 6 points
- Extra Points = 1 point
(Run or pass from 3 yd line)
- Extra Points = 2 pts
(Run or pass from 10 yd line)
- Extra Points =2 pts (Return
extra point try by defense)
- Safety = 2 points
- Forfeited Game = 7 -
0
- SERIES OF DOWNS: A series
of downs will consist of four consecutive down numbered in sequence one through
four. If a team fails to reach the zone line to gain in the allotted number of
downs a change in team possession will occur.
- SEVEN PLAYS: At the 2-minute
mark of each half, the clock will be suspended and there will be only seven plays
left in the half. If a team accepts a penalty that would normally result in the
replaying of a down, the play will not be lost. If a team accepts a penalty that
results in a loss of down, the play will not be repeated.
- SHIFT: A shift is
the action of one or more offensive players who, after a huddle or after taking
set positions, move to a new set position before the ensuing snap. If there is
a shift, all players must be set for one second before the snap.
- SNAPS: A snap is
the legal act of passing the ball backward from its position on the ground. Direct
snaps are illegal. Anyone receiving a snap must be at least 2 yds off the line
of scrimmage at the time of the snap. If a player who had an initial position
on the line of scrimmage has not established a new position by being set for one
second in the backfield receives the snap, he/she must be at least five yards
deep at the time of the snap. A snap does not have to pass through the legs to
be legal.
- STRIPPING: Stripping
or batting of the ball while in possession of another player is illegal.
- SUBSTITUTIONS: There
will be free substitution as long as players being substituted for are off the
field prior to the next snap or are out of the area of play and are departing
the field in haste.
- TEAM BOX: The team box
is between the 20-yd lines and one yard off the sideline. Teams must use opposite
sidelines for their team areas.
- TEAM DESIGNATIONS: The
team in possession of the ball is the offense. Their opponent is the defense.
- TIME-OUTS: Two (2)
time-outs per half will be given to each team. Time-outs will not carry over from
the first half to the second half. Unused time-outs from the second half may be
carried over to overtime. One additional time-out per overtime period will be
awarded to each team. No team may ever call two consecutive time-outs. One play
must be run before another time-out by the same team is called. Players who participated
in the previous play are the only ones who may call time-outs. Teams may use time-outs
to change their choice on extra points from 1 to 2 point tries or vice versa and
on fourth down punting choices.
- TRIPPING: Tripping
is the act of using the lower leg to impede an opponent’s progress.
- TWO MINUTE WARNING: An
official time-out will take place at the 2-minute warning of each half. If a play
is going on at the time the two-minute mark is reached, the official will call
time-out after the completion of that play.
- UNSTPORTSMANLIKE CONDUCT: No
profanity will be allowed. No baiting or taunting of an opponent shall be tolerated.
Individuals who participate in a physical altercation with an official, player,
coach, fan, security officer, or tournament official will be disqualified from
competition until the league commissioner or tournament committee has made a final
ruling.
VI. Rules of the Game
- Delay
of Game: The ball must be put in play promptly and legally. The following
are examples of delay of game:
- 1. Failure to snap within
25 seconds of the ready to play whistle.
- 2. Putting the ball
in play before it is declared ready to play.
- 3. Deliberately advancing
the ball after it has been declared dead.
- 4. Failure to kick the
ball immediately after receiving the snap on a protected scrimmage kick.
PENALTY:
Delay of game, 5 yards from the spot of the snap.
- Substitutions:
No substitute may enter during a down. Between downs any number of eligible substitutes
may replace players. Anyone entering the field of play between downs, must enter
the huddle at some point, and must participate in the next play. All players must
be within 15 yards of the huddle before every play.
PENALTY: Sub-Infraction,
5 yards from the basic spot. - Live
Ball: A dead ball, having been declared ready for play, becomes a
live ball when it is snapped or kicked legally.
- Dead
Ball: A ball is declared dead when:
- 1.It goes out of bounds.
- 2. Any part of the runner,
other than a hand or foot, touches the ground.
- 3. A touchdown, touchback,
safety or try for point is made.
- 4. A protected scrimmage
kick comes to rest on the ground and no player attempts to secure it.
- 5. A forward pass strikes
the ground or is caught simultaneously by opposing players.
- 6. A backward pass or
fumble by a player touches the ground (a snap that hits the ground before reaching
the intended receiver, is declared dead at the spot it hits the ground). Fumbles
become dead balls at the spot of contact with ground. Muffed punts also become
dead balls at spot.
- 7. A forward pass is
legally completed, or a player catches a loose ball on, above, or behind the opponent’s
goal line.
- 8. A runner has a flag
removed by a defender or inadvertently has a flag fall off.
- 9. A passer is deflagged
prior to releasing the ball.
- 10. A muff of a free
or protected scrimmage kick strikes the ground.
- 11. An official blows
his/her whistle inadvertently during a down.
- Inadvertent
Whistles:
- 1. On occasion, an official
may blow his/her whistle inadvertently, stopping play during a time when play
should not normally be stopped. When an inadvertent whistle is sounded, the ball
is declared dead, and the following options are available.
- 2. If a whistle is blown
while a team has the ball, the team that has the ball may choose to put the ball
in play at the spot of the whistle or replay the down.
- 3. If a whistle is blown
when the ball is loose from a fumble, backward pass, illegal kick or illegal forward
pass the team in possession may elect to put the ball in play where possession
was lost or replay the down. 4. If a whistle is blown during a legal forward pass
or a free or protected scrimmage kick the ball is replaced to the previous spot
and the down is replayed.
* If a foul occurs during any of the above downs,
an accepted penalty shall be administered as in any other play situations. When
the foul is accepted, disregard the inadvertent whistle.
- Zone
Line to Gain: The zone line to gain in any series shall be the zone
in advance of the ball, unless distance has been lost due to penalty. The most
forward point of the ball, when declared dead shall be the determining factor.
When any part of the ball breaks the zone line to gain, the offense will be awarded
a new series of downs. Each zone line to gain should be marked with some type
of soft plastic cone or similar structure intended to indicate where each zone
line to gain is on the field.
- Kicking
the Ball:
- 1. There are no kick
offs in flag football. Protected scrimmage kicks (punts) will be the only form
of kicking allowed.
- 2. There are no fair
catches. Any signal given by the receiving team on a protected scrimmage kick
should be ignored.
- 3.If an inbounds free
kick comes to rest and no player of either team attempts to secure it, the ball
becomes dead and belongs to the receiving team at the dead ball spot.
- 4. If any scrimmage
kick lands on or behind the goal line, the ball will be dead, and a touch back
will be awarded.
- 5. Out of bounds scrimmage
kicks will be put in play at the last point at which they crossed the sideline.
- 6. Protected Scrimmage
Kick: The offensive team must have at least 3 players within one yard of
their scrimmage line and all players must remain motionless (except for punter)
until the kick is made.
PENALTY: Illegal Procedure, 5 yards from
the previous spot. - 7. The kicker must be
at least 2 yards behind the scrimmage line when receiving the snap and must kick
immediately and in a continuous motion.
PENALTY: Delay of game,
5 yards from the previous spot. - 8. The receiving team
must be allowed a chance to field the ball in flight without interference.
- PENALTY:
Kick Catch Interference, 10 yards from previous spot or be awarded possession
at the spot of first touching.
- Snapping,
Handing, and Passing the Ball:
- 1. The team in possession
of the ball is responsible for retrieving the ball after a down. The officials
are no longer responsible for placing the ball on the scrim mage line.
- 2. No player on the
defense may encroach, touch the ball, nor make contact with opponents or in any
way interfere with them before the snap of the ball. This includes standing in
the neutral zone.
PENALTY: Encroachment, 5 yards from the previous
spot (Two consecutive encroachments by the defense will result in a 10-yard penalty
if the first encroachment penalty was declined) - 3. No offensive player
shall make a false start. A false start includes simulating a charge or start
of play (the offense may not move). This penalty is enforced whether the ball
is snapped or not.
PENALTY: Dead ball foul, illegal procedure,
5 yards from the previous spot. - 4. The offensive team
must have at least 3 players on their scrimmage line at the time of the snap.
All players must be inbounds.
PENALTY: Illegal Procedure, 5 yards
from the previous spot. - 5. An offensive player
may be in motion ANY distance from the line of scrimmage provided he/she is not
moving towards the line of scrimmage at the time of the snap and he/she did not
have an initial position on the line of scrimmage. If initial position was on
line of scrimmage, person in motion must be five yards deep at time of snap.
PENALTY: Illegal Motion, 5 yards from the previous spot. - 6. Before the snap,
offensive players who attempt to shift positions must come to a complete stop
and remain stationary in legal position for at least 1 second prior to the snap.
PENALTY: Illegal procedure, 5 yards from the previous spot. - 7. The snap can be passed
back to the receiver in any manner provided it is a continuous motion and starts
from the ground.
PENALTY: Dead Ball, illegal snap, 5 yards from
the line of scrimmage.
- Forward
and Backward Passing:
NOTE: The initial direction of the
pass determines if it is forwards or backwards. - 1. A Forward Pass is
Illegal:
- a. If the passer crosses
the line of scrimmage before the ball leaves his/her hand.
- b. If intentionally
thrown to the ground or out of bounds to prevent loss of yardage.
- c. If there is more
than one forward pass.
- d. If there is no receiver
in the immediate vicinity.
PENALTY: Illegal forward pass, 5 yards from the
spot of the foul and a loss of down
NOTE: It is LEGAL for a player to
run the ball over the line and then: (1) pass the ball backwards into the backfield
and then throw a forward pass or (2) run the ball over the line of scrimmage and
then retreat back behind the line and then throw a forward pass. 2. Simultaneous
catches are declared dead balls and possession is awarded to the offense at the
spot of the catch.
- Safety
= 2 points:
- 1. It is a safety when:
- a. A runner carries
the ball from the field of play to or across his/her own goal line, and it becomes
dead there in his/her team’s possession.
EXCEPTION: If a player’s
momentum carries him/her into the end zone and the ball is declared dead there,
the possession is given to the player making catch at the spot where the pass
was intercepted or the kick was caught. - b. An offensive player
commits any foul for which the penalty is accepted and measurement is from a spot
in his/her end zone.
NOTE: When a safety is scored, the ball belongs
to the team who was previously on defense. The team will receive the ball at their
own 20-yard line and be awarded a new series of downs.
- Personal
Fouls:
No player shall: - 1. Punch, strike, steal
or attempt to steal the ball from a player in possession.
- 2. Trip an opponent.
- 3. Contact an opponent
who is on the ground.
- 4. Throw the runner
to the ground.
- 5. Hurdle another player.
- 6. Contact an opponent
either before or after the ball is declared dead.
- 7. Make any contact
with an opponent deemed as unnecessarily rough outside the rules.
- 8. Deliberately drive
or run into a defensive player.
- 9. Clip (contact from
behind) an opponent.
- 10. Hold or tackle a
runner.
- 11. Chuck or check a
receiver at the line.
- 12. Illegal Deflagging
- 13. Dive to Advance
Football
PENALTY: Personal Foul, 10 yards, from the end of the run. - 14. Rough the passer.
PENALTY: Roughing passer, 10 yards from end of run or from previous
spot if pass is incomplete and an automatic first down.
- Blocking/Rushing:
- 1. The offense may only
block without creating any contact. The blocker acts as a screen to ward off defenders.
Offensive players must have their hands at their sides, crossed in front of them,
or behind their backs when screen blocking.
PENALTY: Personal
foul, 10 yards from the previous spot.
NOTE: If an illegal block
occurs in the offensive backfield, the penalty is enforced from the SPOT of the
foul (all but one principle) - 2. Defensive players
must go around the offensive player’s screen block. The arms and hands MAY NOT
be used as a wedge to contact the opponent.
PENALTY: Personal
foul, 10 yards from the previous spot. - 3. The responsibility
for avoiding contact rests with the ball carrier. They must show the officials
they made an effort to avoid contact. The ball carrier will not deliberately run
or drive into a defensive player. A ball carrier may spin or jump but realize
that while spinning or jumping he is in a State of Non-Control and should contact
occur as a result of the uncontrolled momentum, he will be penalized.
PENALTY:
Personal foul, 10 yards from the spot of foul.
- Flag
Guarding:
- 1. Runners may not guard
the flag belt, either intentionally or unintentionally, to deny the opportunity
for an opponent to pull or remove the flag belt. Flag guarding includes, but is
not limited to:
- a. Swinging the hands
or arms over the flag belt to prevent an opponent from deflagging or placing the
ball over the flag belt for the same purpose.
- b. Lowering the shoulders
or placing the arm over the flag belt.
- c. Stiff arming an
opponent.
- d. Using the ball to
protect the flags.
PENALTY: Flag guarding, 10-yard penalty from the
spot of the foul.
- Last
Man Back:
- 1. A touchdown or extra
point will be awarded if in an official’s judgment, an offensive or defensive
player who has obviously broken loose and has an apparent touchdown made is tackled,
held, or deliberately pushed out of bounds. The penalty will be unsportsmanlike
conduct, and it will be enforced on the next down.
- Illegal
Equipment:
- 1. An infraction of
using too small of a football will be an automatic penalty of reversing possession
of the football the football at the place of the last snap prior to discovery
of the illegal ball, if the ball was used for one play. If the illegal ball is
discovered before the snap, the ball will be removed and replaced with a legal
ball.
VII. Penalty Enforcement
5-YARD
PENALTIES:
- Delay of Game (Dead Ball),
5 yards fps
- Encroachment (Dead or Live
Ball), 5 yards fps
- False Start (Dead Ball), 5
yards fps
- Illegal Snap (Dead Ball), 5
yards fps
- Player Out of Bounds When Ball
is Snapped, 5 yards fps
- Offensive Player Illegally
in Motion, 5 yards fps
- Illegal Shift, 5 yards fps
- Illegal Forward Pass, 5 yds/loss
of down/sof
- Intentional Grounding, 5 yds/loss
of down/sof
- Helping the Runner, 5 yards/spot
of foul
- CO-REC: Male runner w/ball
over line of scrimmage Illegal Procedure, 5 yards from previous spot
10-YARD
PENALTIES:
- Unsportsmanlike Conduct (live),
10 yards/eor
- Unsportsmanlike Conduct (dead)
10 yds/fps
- Steal/Strike/Attempt to Steal
Ball, 10 yards/fsf
- Trip an Opponent, 10 yards/fsf
- Contact with Opponent on Ground,
10 yards/fsf
- Throw Runner to Ground, 10 yards/fsf
- Hurdle Another Player, 10 yards/fsf
- Drive or Run into Player, 10
yards/fsf
- Clipping, 10 yards/fsf
- Tackling, 10 yards/fsf
- Roughing the Passer, 10 yards
- Plus automatic 1st down from
the previous spot
- Illegal Use of the Hands (defense),
10 yards/fps
- Illegal Use of the Hands (offense),
10yds/fps
UNLESS it was behind the line - Pass Interference, 10 yards,
plus (defense) automatic 1st down from previous spot or (offense) loss of down,
from previous spot
- Flag Guarding, 10 yards from
spot of foul
VIII. Co-Rec. Exceptions
- PLAYERS: A game
is played between two teams of 8 players, 4 men and 4 women. Teams with 7 players
shall be 4 men and 3 women or 3 men and 4 women.
- THE BALL: A regular or
intermediate size football may be used.
- LINE OF SCRIMMAGE: The
offensive team must have at least 4 players on their scrimmage line. Penalty:
Illegal Procedure, 5 yards from the previous spot.
- MALE RUNNER: The offensive
team males cannot advance the ball through their scrimmage line. Penalty: Illegal
Procedure, 5 yards from the previous spot. There are no restrictions: during a
run by a male runner once the ball is beyond the offensive scrimmage line, during
a run by a female runner, and after a change of possession.
- OPEN AND CLOSED PLAYS: Prior
to each play, the referee will designate whether a play is open or closed. If
a play is open, all offensive players are eligible to receive a pass. If a play
is closed, the next pass must either be thrown by a female or caught by a female
to be legal. A play becomes closed once there is a male-to-male pass completion
regardless of weather or not positive yards were gained. In order to open the
passing down back up, the offense must complete a pass to a female or complete
a pass thrown by a female for positive yards.
- MALE-TO-MALE COMPLETION: During
the offensive team’s possession there may not be 2 consecutive legal forward pass
completions from a male passer to a male receiver, the next legal forward pass
completion must involve either a female passer or a female receiver for positive
yardage. Penalty: Illegal Forward Pass, 5 yards from the previous spot and a loss
of down. There are no other restrictions concerning a male passer completing legal
forward passes to a female receiver, or female to female, or female to male. Any
foul, whether accepted or declined, shall have no effect on whether the next legal
forward pass completing is “open” or “closed.”
- SCORING: If a female
player scores a touchdown, the point value is 9. If a female player throws a legal
forward pass and any offensive team member scores a touchdown, the point value
is 9. All other scores would receive the same point values as the men and women’s
divisions.
IX. 9 Man Exceptions
- Teams must have at least 8
players to avoid a forfeit.
- Offensive teams must have
at least 5 players on the line of scrimmage at the start of each play.
- Blocking is allowed in 9-man
flag football, 3 interior linemen are ineligible to receive pass. As many as 7
can line up on the line of scrimmage. Ineligible linemen can only catch a pass
if tripped by eligible receiver. No two on one blocking except in two on one zone
(3 by 6 yard zone around ball).
- Center must snap ball through
legs in one continuous motion from the ground.
- In 9 man flag, after a touchdown,
the ball will be kicked from 30-yard line to the team scored upon. The ball must
travel at least 10 yards toward the opponent’s goal. Minimum 5-man line allowed
during all kicking situations. Kick can be made from ground or kicking tee, and
can be held by player. No onside kicks allowed. After a safety a ball will be
punted
- Mouth guards are mandatory.
- In 9 man, center must snap
ball with a guard on each side. There must be at least one eligible player lined
up out side each guard.
- Blocking using hands in front
of the body is permitted. No two on one blocking, except in two on one zone (3
by 6 yard zone around ball). No blocking below the waist or above the shoulders.
No blocker can leave his feet while attempting to block. No blocking with elbows
or shoulders
- Illegal two on one blocking
(out of zone) - 10 yards from previous spot.
- Blocking below the waist,
10 yards from spot of foul
- Kickoff out of bounds. Choice
of spot or 35-yard line.
X. 4-ON-4 EXCEPTIONS
THE GAME
- The field is a maximum of
60 yards by 40 yards. The field will be
comprised of two ten-yard end zones and two equal playing zones usually 20 yards
each.
- The standard game will be
25 minutes.
- The offensive team takes possession
of the ball at their 5-yard line and has three (3) plays to cross mid-field. Once
a team crosses mid-field, they have (3) plays to score a touchdown. If the offense
fails to get a first down or a touchdown, the defense takes possession of the
ball and they take over on their 5-yard line. All possession changes except interceptions
start on the offenses 5-yard line. The clock will stop in the last minute
of the game on incompletions, penalties, touchdowns, out of bounds, and change
of possession. No contact is allowed!
THE
PLAYERS / TOURNAMENT RGULATIONS
- Teams must field a minimum
of four (4) players at all times. A team must start the game with 4 players.
- Teams rosters consist of a
maximum of six (6) players.
- Players may only play on one
(1) team during a tournament. No jumping between teams in your same and/or other
divisions.
- All players must be on and
have signed the official tournament roster form before playing in any game. You
will risk forfeiting any games in which a player is not on the roster.
- Teams cannot play any games
until a completed roster form is turned in to the Tournament Director.
- No roster additions or changes
may be made after the start of the tournament.
- Any games in which a team
plays with a roster infraction be forfeited. Including any play off or tournament
games.
SCORING
- Touchdown = 6 points, Extra
point = 1 (5 yards out); 2 (12 yards out), Safety = 2 points.
BLOCKING
- Any type of blocking or screening
is illegal
RUNNING
- The Quarterback CANNOT run
the ball. The QB can only run the ball if he or she has taken a hand-off. Only
directed hand-offs behind the line of scrimmage are legal. Anyone behind the line
of scrimmage can receive a hand-off. No laterals or pitches of any kind,
anywhere on the field. The player(s) who takes the handoff can throw the ball
as long as he does not pass the line of scrimmage. Once the ball has been handed
off, all defensive players are eligible to rush. Once the ball has been handed-off,
the 7-second pass rule is ignored. Defensive players cannot cross the line of
scrimmage, during a direct hand-off play, until the ball is handed off.
PASSING
- All passes must be forward
and received beyond the line of scrimmage. Shovel passes are allowed but must
be beyond the line of scrimmage. QB has a 7-second “pass clock”. If a pass is
not thrown within the 7 seconds, play is ruled dead, with loss of down. Once the
ball is handed off, the 7-second clock rule is no longer in effect. Interceptions
can be returned. If a penalty occurs on an interception return by the offensive
team (previous), the penalty will be assessed from the end of the run. If a penalty
occurs on the intercepting team, the penalty will be enforced at the spot of the
foul. The team intercepting the ball must have acquired possession before they
committed the penalty or the possession will revert back to the offense along
with the penalty enforcement.
RECEIVING
- All players are eligible to
receive passes (including QB if the ball has been handed off behind the line of
scrimmage).
RUSHING
THE QB
- All players that rush the passer
must be minimum of 7 yards from the line of scrimmage when the ball is snapped.
Any number of players can rush the QB. Players not rushing the QB may defend
on the Line of Scrimmage. Once the ball is handed off, the 7-yard rush rule is
no longer in effect and all defenders may go behind the line of scrimmage. The
referee will designate the 7 yards with a marker. Defenders crossing the line
of scrimmage inside the 7 yards mark must wait until the ball is handed off.
PENALTIES
- All penalties will be assessed
from the original Line of Scrimmage. After an interception, penalties will be
assessed from the point of the interception.
- Defensive:
- Off sides
- Interference/Face-guarding
- Illegal Contact (holding,
blocking, etc.)
- Illegal Flag Pull
- All defensive penalties
are 10 yards and automatic first down.
- Offensive:
- Illegal Motion (more
than 1 person moving, false start, motion, etc.)
- Illegal Forward Pass
(including pass received behind line of scrimmage, illegal pitch)
- Offensive Pass Interference
(illegal pick play, receiver pushing off defender)
- Flag Guarding
- Defensive Delay of
game = clock will stop until play is snapped
- All offensive penalties
are 10 yards (from line of scrimmage) and loss of down.
TIMEING
- 30 second huddle clock. The
clock will start when the ball is spotted. Referee will issue a 10-second warning.
Each team has four (4) 60-second time-outs each game. Clock will stop on
time-outs. Officials can stop the clock on their own discretion.
OVERTIME
- Each team will start from
the 10-yard line, working into their end zone. You will have two (2) plays to
attempt to score. If a team does score, they are eligible for an extra point attempt.
The game is over when each team had possession of the ball an equal amount of
times, and one team was able to score more than their opponent was.
XI.
Youth Flag Football Exceptions
- Youth participants will be
required to wear a mouthpiece. Mouthpieces will be optional for the quarterbacks
while on offense.
- The recommended field size
is 80yards by 40 yards. The field will be broken into three 15-yard zones and
two 10-yard end zones.
- There will be no punts for
age groups 11 and under. On fourth down a team will be asked if they wish to punt.
If the team wishes to punt, the ball will be advanced 20 yards. The punt
will never be advanced inside of the 20-yard line.
- Teams will be comprised of
7 players each. Local leagues may modify this number for league play, but all
tournaments will require teams to be made up of at least 7 players.
- A youth size ball will be used
for all age groups. U-14 and under will use the youth ball and U-15 and up will
use the junior ball.
- Extra Points will be played
as follows, 1-point trys from the 3-yard line and 2 point trys from the 5-yard
line.
- All rules not covered here
will be covered under the 8 man screen rules.
XII.
Officials
- Officials are the representatives
of the Organization or League by which they have been engaged or assigned to a
particular game, and as such are authorized and required to enforce each and every
section and part of these rules, from beginning to end.
- The officials should not be
in any way connected with either team competing.
- The official uniform of USSSA
will include a black and white striped officials shirt, an official USSSA official’s
hat, (the referee may wear an all white fitted hat), black polished cleats or
sneakers, and black belt. The officials may wear black shorts with
white socks or black pants with black socks. All umpires must be dressed alike
- The officials should have
all proper equipment. This includes but is not limited to a beanbag, yellow officials
flag, neutral zone indicators, stopwatch and whistle.
- The referee has the authority
to rule promptly, and in the spirit of good sportsmanship, on any situation not
specifically covered in the rules. The referee’s decisions are final in all matters
pertaining to judgment.
- The officials’ jurisdiction
begins 15 minutes prior to the game and extends through the referee’s declaration
of the end of the fourth period or overtime.
- The officials shall have the
authority to make decisions for infractions of the rules. The use of any replay
or television monitoring equipment by the officials in making any decision relating
to the game is prohibited.
- The referee’s decision to
forfeit a game is final.
- The referee will determine
if any and all equipment (including any type of brace) is legal before play begins.
- Protests of judgment calls
are not allowed. The only protest that will be allowed will be concerning player
eligibility and rule application. If a team files protest during a game concerning
a rule application, the team must notify the head referee before the ball is snapped
for the next play. If the ball is snapped, the teams have missed their chance
to protest that particular play or rule interpretation. After informing the referee
of the protest, the tournament staff will make a ruling concerning the protest.
Protest concerning player eligibility will be resolved at the time of the protest
if possible. If they cannot be resolved at that time, the tournament/league director
will resolve the protest ASAP. If the protest is valid, the error will be corrected
and play will resume. If the protest is found to be invalid, the protesting team
will be charged with a time-out. If they do not have a time-out remaining, the
team will be assessed a 10 yard personal foul. A team is allowed only one protest
within the final two minutes of a game.
XIII. Conduct
of Players & Others
- A player will be ejected if
he/she receives 2 unsportsmanlike conduct penalties in a game.
- Players are required to stand
1 yard behind the sidelines and fans are required to stand at least 3 yards behind
the sidelines and between the 20-yard lines of the playing field. Players and/or
fans that venture beyond the 20 yard lines will be given a warning to move, and
further violation of this rule will warrant disqualification or removal from the
game site.
- Fans, coaches, and spectators
are a part of a team and any fouls they commit will go against their team.
- If the manager or coach cannot
control the behavior of his fans or players, the officials or tournament director
may forfeit the game.
XIV. Eligibility
- No player shall be permitted
to play USSSA flag football if he is presently or has during the current season
been a member of any professional, semi-professional, college, high school or
middle school football team.
- Any player who has played
professional football shall be ineligible for one calendar year from his last
day on the professional team’s roster. Ex-professional players may only play in
Class A. Players who have competed in the Canadian Football League, National Football
League, Arena Football League I, and the Extreme Football League will be designated
as professional players.
- Semi-professional players
may play no lower than Class B. Semi-Professional is defined as anyone who has
been played to play football by some type of organized league other than the ones
listed above.
- Players shall remain classified
as professional, semi-professional, or ex-collegiate for a period of 10 years
after their last date on their respective rosters.
- Any team violating the player
eligibility requirements of USSSA or their local league shall forfeit all games
in which the ineligible players participated.
XV.
Classifications of Leagues
- Class A: Teams are not
restricted by the number of professional, semi-professional, or ex-collegiate
varsity football players they may have on their roster.
- Class B, C, and D teams will
be classified according to their USSSA points and team strength.
* USSSA reserves the right to place a team in a higher
classification if they deem that is the appropriate classification for that team.
Any team who competes with players who are ineligible in a league will forfeit
all games played in be ineligible players. In the case of a qualifying, state,
regional, or national tournament the team will be removed from that tournament
immediately and barred from tournament participation for the remainder of the
season.
** Any rules not specifically covered in hear will be covered under
the National Federation Rulebook.