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 Post subject: Sticky: NFFL Rulebook
PostPosted: Tue Oct 25, 2016 1:20 pm 
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Official Rules for the Nebraska Flag Football League

Last Revised: 11/9/2015

(*Coed Rule Variations at bottom.)



SECTION 1. THE GAME, FIELD, PLAYERS, EQUIPMENT AND DEFINITIONS

1.General Rules


1.The game should be played between 2 teams of 7 players each. (Five players are required to avoid a forfeit.)


2.The game shall be played under the supervision of game official(s).


3.A speaking captain must be selected to make all decisions and shall be the only one who addresses the officials.


4.Team representatives, including players, substitutes, replaced players, coaches, trainers, and other persons affiliated with the team are subject to the rules of the game, and shall be governed by decisions of officials assigned to the game.


2.The Field


1.The field will be 40 yards in width, and contain four (4) twenty (20) yard zones with a ten (10) yard end zone on each end.


2.A one (1) yard wide line should be marked at each end of the field at the three and ten yard lines in the middle of the field. These lines shall be used for the extra point tries when a team scores a touchdown and field goal attempts.


3.Game and Player Equipment (Legal)


1.Football - The official ball shall be pebble-grained leather or rubber covered and shall meet the recommendations of size and shape for a regulation football. Men shall use the regular size while women/coed may use the intermediate, junior, or youth size. The referee shall be the sole judge of any ball offered for play and may change the ball during play at his/her discretion.


2.Spot discs - One ball spotters (rubber disks) are required. Pre-snap, the ball shall mark the offensive scrimmage line. The spotter will mark the defensive scrimmage line, one yard away from the offensive line of scrimmage. Once the ball has been snapped the spotter will mark the line of scrimmage for both teams.


3.Jerseys - Players of opposing teams must wear contrasting colored jerseys, and/or pinnies.


4.Pants / Shorts - Each player must wear pants or shorts without any belt(s), belt loop(s), or exposed drawstrings. The pants or shorts must be a different color than the flags.


5.Flag belt - Each player must wear a one-piece belt at the waistline with three flags permanently attached, one flag on each side and one in the center of the back.


6.Gloves - Players may wear gloves but they must consist of a soft, pliable and nonabrasive material


7.Headwear – Players are permitted to wear bandanas. Players may wear knit stocking caps, or elastic headbands. Hats with a bill must be worn backwards.


8.Shoes – Shoes with cleats must be made of soft pliable plastic or rubber. No long cleats shall be permitted. No exposed metal cleats are permitted. (See illegal player equipment)


4.Game and Player Equipment (Illegal)


1.A player wearing illegal equipment shall not be permitted to play. This applies to any equipment, which, in the opinion of the Referee, is dangerous or confusing. Types of equipment or substances which shall always be declared illegal include:


1.Headgear containing any hard, unyielding, or stiff material, including billed hats (although billed hats may be worn backwards during play).


2.Jewelry


3.Pads or braces worn above the waist.


4.Shoes with metal spiked cleats


5.Shirts or jerseys, which do not remain, tucked in. Any hood on a coat, sweatshirt, or shirt, which does not remain tucked in.


6.Pants or shorts with any belt(s), belt loop(s), or exposed drawstring(s).


7.Leg and knee braces made of hard, unyielding or sharp material, unless covered on both sides and all edges overlapped, and any other hard substance is covered with at least 1/2 inch of closed cell slow recovery rubber or other material of similar thickness and physical properties.


8.Towels attached at the player's waist (flag only).


2.An official time out shall be declared to permit prompt repair of equipment, which becomes illegal or defective through use (except for illegal shoes), at officials discretion. If situation occurs, alert official of need for an official timeout for equipment.


5.Definitions of Playing terms


1.Catch - A catch is an act of establishing player possession of a live ball in flight.


2.Clipping – Clipping is running or diving into the back, or throwing or dropping the body across the back of the leg or legs of an opponent, or pushing an opponent in the back.


3.Encroachment - Encroachment is a term to indicate a defensive player is illegally in the neutral zone. An entering substitute is not considered to be a player for encroachment restrictions until he/she is on his/her team's side of the neutral zone.


4.Fair Catch – A signal made by receiving person of a punt in which the receiver cannot run after catching the ball and the ball is immediately down when caught.


5.Foul – A foul is a rule infraction for which a penalty is assessed.


6.Fumble - A fumble is a loss of player possession other than by forward passing or kicking the ball.


7.Goal Line – Each goal line is a vertical plane separating the end zone from the field of play. The plane of goal extends beyond the sideline.


8.Hurdling - Hurdling is an attempt by a player to jump with one or both feet or knees foremost over a player who is on his/her feet.


9.Interception - A catch of an opponent's pass or fumble in flight is an interception.


10.Live Ball - A pass or fumble, which has not yet touched the ground, is a live ball in flight and therefore can be caught and advanced by either team.


11.Neutral Zone - The neutral zone is the area between the offensive and defensive line of scrimmage that has been established by the spot cone markers and extends to each sideline. It is established when the ball is ready for play.


12.Pass (Forward and Backward) - A forward pass is a pass thrown with its initial direction toward the opponent's end line. A backward pass is a pass thrown with its initial direction parallel with or toward the passer's end line. A pass continues to be a pass until it is caught or strikes the ground. A backward pass that hits the ground is ruled the same as a fumble. It will be dead at the spot where it strikes the ground.


13.Penalty – A penalty is a loss imposed by rule upon a team that has committed a foul.


14.Protective Scrimmage Kick – A punt that prohibits either team from advancing beyond their scrimmage lines until the ball is kicked.


15.Punting - A punt is kicking the ball by a player who drops it and kicks it before it hits the ground.


16.Screen Blocking - Screen Blocking is legally obstructing an opponent without initiating contact with him/her with any part of the screen blocker's body.


17.Tackle- A player on the opposing team removes one or more flag(s) of the ball carrier while the ball carrier has possession.


18.Tagging - Tagging is placing one hand anywhere between the shoulders and knees of an opponent with the ball. The tagger may leave his/her feet to make the tag. Pushing, striking, slapping, and holding are not permitted. If a player trips the runner in his/her attempt to make a diving tag, it could be a penalty at the discretion of the official.


19.Tripping – Tripping is the use of the lower leg or foot to obstruct an opponent, including the runner, below the knee.







SECTION 2. PERIODS, TIME FACTORS, SUBSTITUTIONS

1.Game time is forfeit time.


2.Coin Flip– Each team will provide a captain to attend the pregame coin flip (can be decided by odd/even choice), the winner of the coin flip may choose offense or defense in the first half, choose which end zone to defend, they also have the choice of deferring to the second half and let the other team choose.


3.Length of game - Playing Time shall be 40 minutes, divided into two halves of 20 minutes each. The intermission between halves shall be 3 minutes. When overtime is used, there will be a 3 minute intermission


4.Shortened Periods - Before the start of the game, playing time may be shortened by mutual agreement of the field captains and the Referee. Anytime during the game, the playing time of any remaining period(s) may be shortened by mutual agreement of the opposing captains and the Referee.


5.Extended Periods - A half may be extended by an untimed down when, during the last timed down, one of the following occurred:


1.A.If there was a foul by either team and the penalty is accepted.


2.B. If there was a double foul.


3.C. If there was an inadvertent whistle and the down is to be replayed.


4.D. If a touchdown was scored, the try is attempted unless the touchdown is scored during the last down of the second half and the point(s) would not affect the outcome of the game or playoff qualifying.


6.Continuous Clock - The Clock will start when the ball is legally snapped. It will run continuously for the first half, and through the second half down to the last 2 minutes. In that time it is stopped for:


1.Team time-out (clock resumes on snap of next play)


2.Referee's time-out (clock resumes on official’s ready to play whistle)


7.2–Minute Warning - Approximately 2 minutes before the end of the second half the Referee shall stop the clock and inform both captains of the playing time remaining in that half. The Back Judge will announce to the captains the remaining time and status of the clock after every play during the final 2 minutes. (there is no 2-minute warning stoppage in the first half of play)


8.Stopped Clock - During the final 2 minutes of the second half the clock will stop for the following and resume on the snap of the next play unless otherwise noted:


1.Incomplete Pass


2.Out-of-Bounds


3.Score (touchdown or safety)


4.Team time-out


5.Fair Catch


6.Penalty and administration


7.Referee's Time-out - starts at his/her discretion


8.Touchback


9.Change of Possession


10.Team attempting to conserve time illegally


9.Timing Errors - The Referee shall have the authority to correct obvious timing errors if discovery is prior to the second live ball following the error unless the period had officially ended.


10.Tie Game - In case of a game ending in a tie score, the officials must bring all players and coaches of both teams to the center of the field. They will discuss the tiebreaker procedures and answer all questions prior to the coin toss. After this meeting the field captains will stay while the remaining players and coaches return to their respective sidelines.


1.A coin will be flipped or odd/even choice by the captain will determine the options as in the start of the game. The winner of the toss shall be given the option of offense or defense.


2.ALL OVERTIME PERIODS ARE PLAYED TOWARD THE SAME GOAL LINE.


3.Unless moved by penalty, each team will start first and goal from the ten-yard line. The object will be to score a touchdown or field goal. An overtime period consists of one possession by each team. If the score is still tied after one period, they go to a second period or as many as needed to determine a winner (playoffs). After two overtime periods the second team must go for the win in the event of a touchdown.


4.A turnover can be returned for a touchdown in overtime, which will immediately end the game.


5.One timeout will be awarded to each team per overtime period.


6.After the second overtime period, teams must begin to go for 2 points on extra point attempts.


7.Regular Season Modification - In the case of both teams getting a touchdown the second team to score, must go for the win (i.e. If the first team goes for one and gets it, the second team must go for two after a touchdown). Both teams may still go for field goals. Only two overtime periods are allowed in the regular season, after that the game will be called a tie.


11.Time-Outs – Each team is entitled to 3 charged timeouts per half.


1.The Referee shall declare time-out when he/she suspends the play for any reason. Each time-out shall be charged either to the Referee or one of the teams.


2.The Referee shall declare an official's time-out when a team is illegally conserving time and administer a penalty.


3.The Referee may declare an official's time-out for any contingency not covered elsewhere by the Rules.


4.Coach-Referee Conference - When a team requests a charged time-out for a misapplication or misinterpretation of a rule, the Referee will confer with the team captain or coach. The request must be made prior to the time the ball becomes alive following the play to be reviewed unless the period has officially ended. At the end of the half the team has until the first snap of the second half to protest.


5.An injured or suspected injured player, who is discovered by an official while the ball is dead and the clock is stopped, shall be replaced for at least one down unless the halftime or overtime intermission occurs. A player who is bleeding, has an open wound, or has blood on the uniform shall be considered injured.


12.Delays


1.Delay of Game - The ball must be put in play promptly and legally and any action or inaction by either team, which tends to prevent this, is a delay of game. This includes:


1.Failure to snap or free kick within 25 seconds after the ball is ready for play.


2.Putting the ball in play before it is declared ready for play.


3.Deliberately advancing the ball after it has been declared dead.


2.Unfair Tactics - The Referee may order the game clock started or stopped whenever, in his/her opinion, either team is trying to conserve or consume playing time by tactics obviously unfair.


13.Substitutions - No substitute shall enter during a down. All substitutions must enter the game during a dead ball.





SECTION 3. SERIES OF DOWNS, NUMBER OF DOWN, & THE TEAM POSSESSION AFTER PENALTY

1.Each team receives four (4) downs to pass the zone-line-to-gain or end zone.


2.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 or failure to gain. In such case, the original zone in advance of the ball at the beginning of the series of downs is the zone line-to-gain. The most forward point of the ball, when declared dead between the goal lines, shall be the determining factor.


3.A new series of downs shall be awarded when a team moves the ball into the next zone on a play free from penalty, a penalty against the opponents moves the ball into the next zone, or an accepted penalty against the opponents results in an automatic first down.


4.If offsetting fouls occur during a down, that down shall be repeated.


1.Exception: If each team fouls during a down in which there is a change of team possession, the team last gaining possession may retain the ball, provided its foul was not prior to the final change of possession and it declines all penalties for its opponent's fouls, other than unsportsmanlike.





SECTION 4. KICKING THE BALL AND FAIR CATCH

1.Protected Scrimmage Kick


1.Prior to making the ball ready for play on fourth down, the Referee must ask the offense if he/she wants a protected kick (punt). The Referee must communicate this decision to the defensive captain and the other officials.


2.The offense must have all field players (typically 6) except the punter on the line of scrimmage. The defense must have at least 4 players within 1 yard of their scrimmage line. All players on the line of scrimmages must remain motionless until the kick is made. A line player may not raise his/her arms to distract the kicker or block the kick.


3.The kicker must be at least 3 yards behind the scrimmage line when receiving the snap. After receiving the snap, the kicker must kick the ball within 5 seconds.


4.Any kick caught by the kicking team behind the line of scrimmage cannot be advanced.





SECTION 5. SNAPPING, HANDLING, PASSING, RECEIVING, RUNNING THE BALL

1.Prior to the Snap


1.Following the ready for play and until the snap, no player on defense may encroach, touch the ball, contact opponents, , or in any other way physically interfere with them. This includes any movement across the line of scrimmage which is deemed dangerous, excessive beyond reason, or if the player is not attempting to get back across the line of scrimmage to intentionally disrupt the snap or the flow of the offense.


Penalty: Dead Ball Foul, Encroachment, 5 yards from the previous spot.

2.The snapper, after assuming position for the snap and adjusting the ball, may neither move nor change the position of the ball in a manner simulating the beginning of a play until it is snapped. An infraction of this provision may be penalized, whether or not the ball is snapped, and the penalty for any resultant encroachment or contact foul by an opponent shall be cancelled.


3.Prior to the snap, offensive players are allowed to move as long as the motion is not a forward movement towards the opponent’s goal line. Remember all players are eligible WRs and can go in any legal motion or movement before the snap.


Penalty: Dead Ball Foul, False Start, 5 yards from the previous spot.

4.The ball must be snapped within 25 seconds from ball set. Ball set is done by placing/marking of spotter by official, or at the officials discretion of start on plays where previous situations cause reasonable extension of time (ex. long incompletion could result in ref discretion of added few seconds before play clock start). Official should be verbal and open with play clock and any clock discretion.


5.When the offense elects to punt, after receiving the snap, the punter must punt the ball in a timely, quick, continuous manner (referee’s discretion).


Penalty: Dead Ball Foul, Delay of Game, 5 yards from the previous spot.

6.All players must have all three flags secured on their flag belts before the ball is snapped.


Penalty: Dead Ball Foul, Illegal Equipment, 5 yards from previous spot.

2.Position and Action during the Snap


1.The offensive team must have at least 4 players on their scrimmage line and set, at the snap.


2.All offensive players must be 5 yards from the sideline.


3.The player who receives the snap must be at least one yard behind the offensive player snapping the ball.


4.No direct hand-offs or snaps will be allowed.


5.Player must snap the ball through their legs (no side snapping is allowed).


Penalty: Illegal Procedure, 5 yards from previous spot.

6.One offensive player may be in motion when the ball is snapped, but not in motion toward the opponent's goal line.


7.In a snap preceded by a huddle or shift, all offensive players must come to a complete stop and remain stationary in legal position without movement of feet, body, head, arms for at least one full second before the snap.


Penalty: Illegal Motion, 5 yards from previous spot.

8.At the snap of the ball, no defensive player should be in or past the neutral zone. This includes standing in the neutral zone to give defensive signals, or shifting through the zone.


Penalty: Offsides, 5 yards from the previous spot.

3.Passing and Receiving


1.There is no diving into opposing players while running with the ball. A receiver may dive to catch a ball. A defensive player may dive to try to remove a flag. The ball handler may dive for extra yardage as long as there are no defenders in front of them or in the direction of the dive that they come in contact with, or reasonably should have (referee’s discretion).


Penalty: Illegal Procedure, 5 yards from spot of the foul.

2.A ball carrier may pass the ball backward or lose player possession by a fumble at anytime except if intentionally thrown out-of-bounds to conserve time or to avoid being tackled/tagged.


Penalty: Delay of Game, 5 yards from the spot of the foul.

3.A passer may intentionally throw the ball away only if there is a receiver in the vicinity of the ball (referee’s call).


Penalty: Intentional Grounding, loss of down and spotted at point of the release.

4.A backward pass or fumble which touches the ground between the goal lines is dead at the spot where it touches the ground and belongs to the last team in possession unless lost on downs. Forward passes or fumbles will be ruled down at the ball carriers spot when released.


5.A backward pass or fumble that goes out-of -bounds between the goal lines belongs to the team last in possession at the out-of -bounds spot. If out-of bounds behind a goal line, it is a touchback or safety.


6.If an offensive player fumbles the ball prior to reaching the end zone and the ball lands in the end zone, it shall be ruled a touchback. The defensive team shall gain possession at the 10-yard line.


7.All players are eligible to catch a pass.


8.A forward pass is illegal:


1.If both the passer's feet are beyond the line of scrimmage.


2.If there is more than one forward pass per down.


Penalty: Illegal forward pass, 5 yards from spot of foul and loss of down.

9.9. Line of Scrimmage


1.The line of scrimmage remains throughout the play. A team may advance the ball across the line of scrimmage by laterals or runs, however once the ball crosses the line of scrimmage no forward passes may be attempted there after.


2.The player is considered behind the line of scrimmage as long as at least one of his feet is still behind the line of scrimmage. (e.g. a quarterback passing)


3.After the ball is snapped, the defensive ball spotter becomes the Line of Scrimmage for both teams


10.If a player attempts a catch or intercept while in the air, the player must contact the ground with one foot inbounds with the ball in his/her possession prior to touching out-of-bounds, unless an opponent's illegal contact causes him/her to first touch out-of- bounds (Catch awarded, Penalty: Illegal Contact, 5 yards from result of play)


11.A player may, while jumping in the air to attempt a catch, may pass (tip) the ball forward provided he/she has not touched the ground yet.


12.Pass Interference


1.Contact that interferes with an eligible receiver who is beyond the line of scrimmage is pass interference unless it occurs when 2 or more eligible receivers make a simultaneous and bona fide attempt to reach, catch, or bat a pass, without going through the other players established space.


2.It is also pass interference if an eligible receiver is tackled/tagged prior to touching the ball on a pass thrown beyond the line of scrimmage.


3.Pass Interference - after the ball is snapped, and until a receiver/defender has touched it, there shall be no intentional contact or pressing between a receiver and defender beyond the line of scrimmage.


Penalty: Offensive Pass Interference, 10 yards from previous spot, loss of down.

1.Inside of 10 yards


Penalty: Defensive Pass Interference, 10 yards from previous spot, automatic first down.

2.Beyond 10 yards


Penalty: Defensive Pass Interference, Spot foul, automatic first down.

13.Roughing the passer


1.Defensive players must make a definite effort to avoid charging into the passer after it is clear the ball has been thrown.


2.There should be no attempts to hit the player’s arm during a throwing motion.


3.There should be no attempts to hit the ball while the passer still has possession of the ball.


Penalty: Roughing the Passer, 10 yards, automatic first down

4.Running and Flag Belt Removal


1.1Flag Belt Removal - When the flag is clearly taken from the runner in possession of the ball, the down shall end and the ball is declared dead. A player who removes the flag from the runner should immediately hold the flag above his/her head to assist the official in locating the spot where the capture occurred.


1.Players must have possession of the ball before they can legally be tackled/tagged.


2.When a runner loses one or more of his/her flags accidentally, or inadvertently (not removed by grabbing or pulling), play continues. The tackling reverts to a one-hand tag of the runner between the shoulders and knees.


3.A player may leave his/her feet when trying to remove the flag.


4.A player intentionally pulling a flag belt from an opposing player without the ball is illegal.


Penalty: Unsportsmanlike Conduct, 15 yards from spot of the foul.

5.Tampering with the flag belt in any way to gain an advantage including tying, using foreign materials, or other such acts is illegal.


Penalty: Unsportsmanlike Conduct, 15 yards from spot of the foul.

6.In circumstances where a flag belt is removed illegally, play should continue with the option of the penalty or the play.


6.Contact- In an attempt to remove the flag belt from a runner, defensive players may contact the body and shoulders, but not the face, neck or any part of the head of an opponent with their hands. A defensive player may not hold, push, strike or knock the runner down in an attempt to remove the flag belt, or at any time during play (referee’s call).


Penalty: Illegal Contact, 5 yards from the spot of the foul.

1.Exception- When the tackler/tagger makes an illegal tackle and he/she is the last person to beat it shall be ruled a touchdown/Field Goal/Successful conversion (referee’s call).


Penalty: Illegal Contact, Touchdown/Field Goal/Successful conversion. Can be assessed as Unsportsmanlike Conduct (referee's call), 15 yards assessed after the play, possible ejection. (Can be assessed on extra point try or next teams possession)

3.Flag Guarding - A runner shall not flag guard by using their hands, arms, shoulder, or the ball to deny the opportunity for an opponent to pull or remove the flag belt. A player may use a spin move, however; must keep their arms away from their flag to avoid flag guarding. If a runner blocks another players attempt to grab their flag within their normal running motion, it is to be accessed as Flag Guarding.


Penalty: Flag guarding, 5 yards from the spot of the penalty.

4.Stiff Arm – A runner shall be prohibited from contacting an opponent with an extended hand or arm which includes the use of a “stiff arm” to flag guard.


Penalty: Illegal Contact (Stiff Arm), 10 yards from the spot of the penalty.

5.Helping the runner – A player shall not grasp, pull, push or aid any teammate runner.


Penalty: Helping the Runner, 5 yards from spot of the penalty.

5.BLOCKING


1.Offense Blocking – The offensive blocking shall take place without initiated contact. The blocker shall have his/her hands and arms at his/her side or behind his/her back. Any use of the hands, arms, elbows, legs, knees or body to initiate contact during an offensive block or to gain an advantage is illegal.


2.Interlock Blocking - Teammates of a runner or passer may interfere for him/her by screen blocking, but shall not use interlocked interference by grasping or encircling one another in any manner.


Penalty: Illegal Block, 10 yards from the spot of the penalty.

3.Defensive Rush and Use of Hands


1.Defensive players must attempt to go around the offensive blocker. Defensive players must not use any part of his/her arms, hands, elbows, or any part of the body to contact the offensive player,.


2.Defensive players must not attempt to jump through offensive lineman to reach the ball carrier.


Penalty: Illegal Rushing "Bull Rush", 10 yards from previous spot.






SECTION 6. SCORING PLAYS AND TOUCHBACKS

1.Mercy Rule


1.No official mercy rule, If a team is down 17 or more points with 5 minutes to go in the second half, they may request for the game to be called.


2.In the final 2 minutes of the second half, if a team is down by 17 or more points, the clock will continuously run, following Continuous Clock rules, suspending 2-Minute clock timing.


2.Touchdown (6 points)


1.All touchdowns are 6 points


2.A touchdown shall be scored when a legal forward pass is completed or a fumble or backward pass is caught behind the opponent's goal line or when a player is legally in possession of the ball and penetrates the vertical plane of the opponent's goal line


3.Extra Point Try (1 or 2 Points)


1.An opportunity to score 1 point from the 3-yard line or 2 points from the 10 yard line, shall be granted to the team scoring a touchdown. While time is out there shall be one scrimmage play, unless changed by penalty.


2.The Referee must speak to the field captain, asking him/her whether the try shall be from the 3 or 10-yard line. Once the scoring team makes the choice, he/she may change the decision only by taking a charged team time out.


3.If a double foul occurs during the down, the down shall be replayed. When a distance penalty is incurred by the offense during a successful try, the down will be repeated, if accepted. However, if the offense penalty carries a loss of down, the try has ended and will not be repeated.


4.In the case the defending team gains possession of the ball during the play, and returns the attempt to their opposite goal, they shall be awarded 2 points, regardless of the number of points attempted by Extra Point trying team.


5.After the attempt, in absence of a penalty, the opposite team shall receive possession of the ball at their 10 yard line.


4.Field Goal (3 points)


1.An opportunity to score 3 points from the 3-yard line or 10-yard line depending on spot of ball at time of attempt. They shall have one scrimmage play to cross the goal line, unless changed by penalty.


1.At anytime the offense has possession of the ball from the mid-field line to their opponents, but not on their opponents 20 yard line, the offense may elect a Field Goal try from the 10 yard line.


2.At anytime the offense has possession of the ball from the 20 yard line to their opponents, but not on their opponents goal line, the offense may elect a Field Goal try from the 3 yard line.


2.The field captain must speak to the referee, requesting to him/her to make a Field Goal attempt. Once the scoring team makes the choice, he/she may change the decision only by taking a charged team time out.


3.Penalties on FG attempt.


1.If a double foul occurs during the down, the down shall be replayed. When a distance penalty is incurred by the offense during a successful try, the down will be repeated, if accepted. However, if the offense penalty carries a loss of down, the try has ended and will not be repeated.


2.All defensive penalties will be accessed on the FG try. Defensive penalties resulting in an automatic first down, the offense has the choice of taking the yardage from the penalty and retrying the fg attempt, or taking the automatic first down without the yardage from the original spot. All other defensive penalties will need to be penalized on the retry of the fg attempt.


3.All offensive penalties accepted will be enforced either on the try or if team switches to not go for the try, on that next play from original spot. The team can choose to change their decision to attempt on a retry attempt after a penalty.


4.In the case of a successful attempt, the opposite team shall receive possession of the ball from their 10 yard line.


5.In the case of an unsuccessful attempt, possession should change to the opposite team and be awarded at the original spot before the attempt was accessed.


1.In the case of an interception, possession shall change immediately, the team shall retain possession at that spot resulting from the interception. An interception can be returned for a touchdown.


5.Safety (2 points)


1.A Safety is always worth 2 points.


2.It is a safety when 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.


3.When a fumble is spotted in the offensive team’s end zone.


4.When a safety is scored, the ball belongs to the defending team, and they shall put the ball in play from their 10-yard line.





SECTION 7. CONDUCT OF PLAYERS AND OTHERS

1.Illegal Contact ("Personal Foul"). No player shall commit a personal foul during a period or an intermission. Any act prohibited hereunder or any other act of unnecessary roughness is a personal foul. No player shall:


1.Punch, strike, strip, 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 any other standing player.


6.Contact an opponent either before or after the ball is declared dead.


7.Make any contact with an opponent that is deemed unnecessary of any nature including using fists, locked hands, elbows, or any part of the forearm or hand, except according to Flag Rules.


8.Deliberately drive or run into a defensive player.


9.Clip an opponent.


10.Tackling the runner.


Penalty: Illegal Contact "Personal Foul", 10 yards from the spot of the foul.

If deemed especially harmful or malicious: Penalty: Unsportsmanlike Conduct, 15 yards from the spot/half ejection/game ejection/ season ejection (referee/field manager/owner call). Any removal from the league due to poor sportsmanship is non-refundable.

2.Unsportsmanlike Conduct No player shall commit non-contact acts during a period or intermission. Examples include, but are not limited to:


1.Any acts of unfair play.


2.Using disconcerting acts or words prior to the snap in an attempt to interfere with the offense's signals or movements.


3.Intentionally kicking at any opposing player.


4.Intentionally swinging an arm, hand or fist at any opposing player.


3.Dead Ball Player Fouls


1.Intentionally kicking the ball.


2.Spike the ball into the ground.


3.Throw the ball high into the air.


4.Prohibited Acts - There shall be no unsportsmanlike conduct by players, substitutes, coaches or others subject to the Rules. Examples include, but are not limited to:


1.Attempting to influence a decision by an official.


2.Disrespectfully addressing an official.


3.Indicating objections to an official's decision.


4.Holding an unauthorized conference, or being on the field illegally.


5.Using profanity, insulting or vulgar language or gestures.


6.Intentionally contacting a game official physically during the game by persons subject to the rules.


7.Taunting another player or fan.


Penalty: Unsportsmanlike Conduct, 15 yards from the spot/half ejection/game ejection/ season ejection (referee/field manager/owner call). Any removal from the league is non-refundable.

5.Excessive Celebration. Any player who's celebration exceeds the normal conduct of play,


1.Excessive Celebration will also be called for any prolonged, excessive, or premeditated celebration by individual players or a group of players, who are not intending to directly and maliciously taunt the opposing team.


2.This shall refer directly to acts such as doing amazing, jaw dropping, dunks on kids sized soccer goals.


Penalty: Excessive Celebration, 10 yards from the spot of the foul. (after touchdown can be accessed during extra point try, or next possession.)

6.Forfeits. Forfeit is any game in which the team missing the game cancels the game without contacting the league with enough time to reschedule and inform their opposing team. In most cases there is no need to forfeit, as long as your team has 4 members of their roster there, they can pick up subs to bring or from the fields playing other games to fill in, to avoid the forfeit. Subs can not play qb for the team they are subbing for.


Forfeits are terrible, the worst thing is planning on playing some football all week, just to show up and not be able to play on Sunday, so the penalty is fierce.

1.After the first forfeit the team in now on probation and no further games can be missed.


2.Two forfeits by a team result in removal of the team from the Nebraska Flag Football League for the remainder of the season (non-refundable).


3.Forfeits are represented by games, so be careful on a double header day, missing both games could disqualify from finishing the season.








SECTION 8. ENFORCEMENT OF PENALTIES

1.Captain’s Choice - When a foul occurs during a live ball, the referee shall, at the end of the down, notify both captains. The referee shall inform the captain of the offended team regarding the rights of penalty acceptance or declination and shall indicate to him/her the number of the ensuing down, distance to be gained, and status of the ball for each available choice. The distance penalty for any foul may be declined. If the penalty is declined or if there is a double foul, there is no loss of distance. A captain’s choice of options may not be revoked.


2.Live Ball Fouls – Any live ball foul is penalized according to the all-but one enforcement principle, except:


1.A foul that occurs simultaneously with the snap or free kick is penalized from the previous spot.


2.A non-player foul, unsportsmanlike foul, or dead ball foul is penalized from the succeeding spot.


3.Dead Ball Fouls – When a foul occurs during a dead ball either between downs or before a snap or free kick, the officials shall not permit the ball to become live.


4.Establish Zone-line-to-gain


1.On a live ball foul mark off the penalty yardage first, then establish the zone line to gain. However, with a dead ball foul, establish the zone line to gain first, and then mark off the penalty yardage.


2.No single penalty may move the ball more than half the distance towards the penalized team’s goal line. On penalties that violate this rule, the penalty shall be marked half the distance to the goal.


5.All-But-One Principle - Enforcement philosophy is based on the fact that a team is given the advantage of the distance that is gained without assistance of a foul. It is assumed that the only foul that would give this aid is a foul by the offense behind the basic spot. Therefore, all fouls but this one, that is a foul by the offense behind the basic spot, are penalized from the basic spot. This one foul is penalized from the spot of the foul.


6.Loose Ball Play – If a foul occurs during a loose ball play, the basic enforcement spot is the previous spot either the spot of the snap or the free kick.


7.Running Play – If a foul occurs during a running play, the basic enforcement spot is the spot where the related run ends.


8.Safety / Goal Line - If the offensive team throws an illegal forward pass from its end zone or commits any other foul for which the penalty is accepted and measurement is from or behind its goal line which is now the basic spot, it is a safety. For a defensive team foul, if the enforcement spot that is now the basic spot is on or behind the offended team's goal line any measurement is from the goal line.


9.Foul on a Score - If there is a player foul by the offensive team other than unsportsmanlike or non-player, during a down that results in a successful touchdown or try, the acceptance of the penalty nullifies the score. If there is a player foul by the defensive team, other than unsportsmanlike or non-player, during a down that results in a successful touchdown or try, the penalty is automatically declined.


10.Foul Prior to a Try - When a foul occurs after a touchdown and before the ball is ready for play for the try, the enforcement is at the succeeding spot where the ball will be next snapped for the try, usually the 3 or 10-yard line.


11.Double Foul - It is a double foul if both teams commit fouls, other than unsportsmanlike or non-player, during the same live ball period in which:


1.There is no change of possession.


2.There is a change of possession, and the team in possession at the end of the down fouls prior to final change of possession.


3.There is a change of possession and the team in final possession accepts the penalty for its opponent's foul.


In all three the penalties cancel and the down is replayed.

4.EXCEPTION: If each team fouls during a down in which there is a change of team possession, the team last gaining possession may retain the ball, provided its foul is not prior to the final change of possession and it declined the penalty for its opponents foul(s), other than unsportsmanlike or non-player.


4.Multiple Live Ball Fouls - When 2 or more live ball fouls are committed by the same team, only one penalty may be chosen except when a foul(s) for unsportsmanlike or non-player conduct occurs. In such cases, the penalty/penalties for the unsportsmanlike conduct or non-player fouls are administered from the succeeding spot as a dead ball foul.


5.Multiple Dead Ball Fouls - Penalties for dead ball fouls are administered separately and in the order of occurrence. Dead ball fouls are not coupled with live ball fouls or other dead ball fouls to create double or multiple fouls. Penalize all unsportsmanlike and non-player fouls separately.





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*COED FLAG FOOTBALL RULE VARIATIONS

Rules for coed flag football are the same as listed above with these Variations:







General Rules

1. The game should be played between 2 teams of 8 players each. (Six eligible players are required to start in game to avoid a forfeit.)

Legal Combinations of eligible players: 4 female and 4 male; 4 female and 3 male; 4 female and 2 male; 3 female and 4 male; 3 female and 3 male; 2 female and 4 male.

2. Each team will have a maximum of 4 male players allowed in game at any time.







Female Touchdown ( 9 points )

1. A female touchdown is worth 9 points.

2. A female touchdown shall be scored when:

A. A legal forward pass is completed by (from) a female or;

B. A fumble or backward pass is caught behind the opponent's goal line by a female or;

C. If a female player is legally in possession of the ball and penetrates the vertical plane of the opponent's goal line.

Note: All other scoring plays, such as Extra Point Trys ( 1, 2, 3 ), Field Goals ( 3 ) and Safetys ( 2 ), will be scored with no consideration or difference between male and female players.







Position and Action during the Snap

1. The offensive team must have at least 5 players on their scrimmage line at the snap.

Penalty: Illegal Procedure, 5 yards from previous spot.







Advancement of Football

1. A male player may not break the plane of the line of scrimmage with possession of the ball before a legal forward pass is completed.

Penalty: Illegal Male Advancement, 5 yard penalty from previous spot and loss of down




Game and Player Equipment (Legal)
1. Football - The official ball shall be pebble-grained leather or rubber covered and shall meet the recommendations of size and shape for a regulation football. A Coed team may use the regular size or may use the intermediate, junior, or youth size. Choice is made by offense and may change throughout the game. The referee shall be the sole judge of any ball offered for play and may change the ball during play at his/her discretion.


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