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GUIDE LINES & RULES FOR THE HTB FLAG FOOTBALL YOUTH LEAGUE
A B C &D Divisions
BASICS
* All Players must wear a mouth piece and protective cups on the field.
* Field will be 20 X 40(Nassau) yards with one (1) fixed first down at mid-field. (6 on 6)
Field will be 25 X 50 for the C & D divisions. Suffolk( 6 on 6)
* Matching uniforms are a must on the field of play. No illegal equipment, NO football
pads. Each child must wear their flag belt, if not, then 1 hand touch will be used.
* Game will consist of two (2) 20 minute halves. Clock continues to run and stops in the
last one (1) minute of play in both halves only . Each team gets 3 time outs per game. (Nassau) 2 timeouts per half (Sufolk).
* Home team will be determined by coin toss. Home team has first choice to defer,
receive the ball or field direction. (defer gives you choice 2nd half ).
* Each Team will field 6players on offense/defense. A minimum of 5players are
required to field a team. Opposing team has option to field all 6. Suffolk A Division can field 4 C,D, & Senior 5.
GAME
* Offensive team starts on their own 5 yard line. Team has 4 downs to reach 1st down
marker, if so, they get 4 more downs to score, if not, the opposing team receives the
ball on their 5 yard line and vise-versa.
* A no run zone is enforced at both ends of the field, If the ball is completely within the 2 yard marker the offense MUST pass the ball to score. QB can run only if the defense rushes in after the 3 mississippi count( Nassau only). A Division Suffolk there is no, no run zone.
* 1 Coach is in the huddle and on the field while game is in play, but must back up behind the qb at the snap.
* Each offense has 40 seconds, to call and start execution of a play or they will be
called for delay of the game .
* There is no contact at all . All contact not deemed incidental will result in a penalty.
* At the snap of the ball the referee will count 3 mississippi, defensive players must wait
for this before crossing the line of scrimmage No Blitzing.
* There must be a clear separation between the qb and center at the snap
* If the snap is dropped, the qb can pick up the ball, and complete the play. Only the qb, and no other player can pick up the ball. If a player other than the qb touches the ball, then the play is ruled dead.
* QB is allowed 1 forward pass per play, pitch backs are OK and doesn’t count as
forward pass. Receivers must have 2 foot in bounds to be legal. Everyone is eligible.
* Offensive player can set a pick. Feet must be planted. Raising of arms or forward
contact by offense is illegal. Ball carrier must avoid defensive players. NO charging.
A motion pick is allowed by one player only, and the player can not change direction or impede a defensive player in any way.
* If opposing team intercepts the ball they can run it back for a TD, if they get flagged
the spot will be back at the 5 yd line (before mid field) or mid field (before goal line).
* Scoring is as follows: Touch Down - 6 points, extra point (run or pass from 2 yd line)
2 point conversion (run or pass from 5 yd line)
* Mercy Rule: If a team is winning by more than 18 pts, they get only 4 downs to go the
length of the field and opposing team starts at mid field.
PENALTIES
Defensive- Off-sides: (+ 5) yards and replay the down or “o” takes result of play
Holding the ball carrier: 5 yards added at the end of the run, down counts
Interference: 5 yards from original spot, automatic 1st down or result of play
Ball stripping: 5 yards from the spot of the foul, down counts
Personal fouls: tackling or pushing out of bounds, 10 yards and a warning (2nd, eject)
Offensive- Off-sides: (-5) yards and replay the down
Tying flag belt (-10) and loss of down and possible ejection of player, coach, and/or parent.
Flag shield: (-5) yards from spot of foul, down counts
Interference: Blocking (-5) yards from original spot, down counts
Personal fouls: Charging (must avoid players) (- 10) from spot of foul, down counts
Stiff-arming: (-10) from spot of foul, loss of down and warning (2nd, eject)
HTB Flag Football League
Senior division rules
The Basics
A coin toss determines first possession. Team winning the toss, may elect to receive, take direction, or defer to second half.
The offensive team takes possession of the ball at its 5-yard line and has four plays to achieve a first down. Once a team crosses the first down marker, it has four plays to reach the next marker. If the offense fails to achieve a first down, or score, the ball changes possession and the new offensive team takes over on its 5-yard line. On fourth down, the offense, must declare, a punt or play. If a punt is declared the opposing team gets ball at their 5 yard line. If the offense goes on fourth down and does not make a first down, then the opposing team gets the ball on the spot.
First downs are at the 20, 40, and 20 yard lines
All possession changes, except interceptions, start on the offense’s 5-yard line.
In the second half. Choice changes to loser of coin toss, or deferring team. The clock will only stop on a time out, or during the last minute of play, on dropped balls, or running out of bounds.
Players
Play is six on six, but 7 on 7 is allowed if both teams agree
Teams must field a minimum of five players at all times.
Game play
Games are played to 60 minutes running time.
Each time the ball is spotted, a team has 40 seconds to snap the ball. Teams
will receive one warning before a delay-of-game penalty is enforced.
Each team has three time outs per half
Officials can stop the clock at their discretion.
Scoring
Touchdown:
6 points
Extra point:
1 point (played from 5-yard line) or
2 points (played from 12-yard line)
Safety:
2 points
Running
There will be a three Mississippi count, at the end of that count, the defense is allowed to rush.
The
defense is allowed one free blitz per set of downs.
Only direct handoffs behind the line of scrimmage are permitted. Offense may use
multiple handoffs.
“No-running zones” located five yards from each end zone are designed to avoid
short-yardage, power-running situations.
The player who takes the handoff can throw the ball from behind the line of
scrimmage.
Once the ball has been handed off, all defensive players are eligible to rush.
Spinning is allowed, but players cannot leave their feet to avoid a defensive
player (no diving).
The ball is spotted where the ball carrier’s feet are when the flag is pulled,
not where the ball is.
Receiving
All players are eligible to receive passes (including the
quarterback if the ball has been handed off behind the line of scrimmage).
As in the NFL, only one player is allowed in motion at a time. Player must reset
before snap.
A player must have two feet inbounds when making a reception.
Passing
Shovel passes are allowed.
Only one forward pass per down is allowed
Interceptions change the possession of the ball at the point of interception.
Interceptions are the only changes of possession that do not start on the 5-yard
line
Rushing the Quarterback
Any number of players can rush the quarterback. Players not
rushing the quarterback may defend on the line of scrimmage. Once the
quarterback is rushed, he is free to run.
Once the ball is handed off, the
Mississippi count
will stop, and all defenders may go behind the line of scrimmage. Remember, no
blocking or tackling is allowed.
Roughing
If the field monitor or referee witnesses any acts of tackling,
elbowing, cheap shots, blocking or any unsportsmanlike act, the game will be
stopped and the player will be ejected from the game. FOUL PLAY WILL NOT BE
TOLERATED.
Trash talking is illegal. Officials have the right to determine offensive
language. (Trash talk is talk that may be offensive to officials, opposing
players, teams or spectators.) If trash talking occurs, the referee will give
one warning. If it continues, the player or players will be ejected from the
game.
Roughing penalty (personal foul) 15 yds, and possible ejection
Penalties
All penalties will be called by the referee.
Defense:
Off-sides
Five yards and automatic first down
Interference
10 yards and automatic first down
Illegal contact
(holding, blocking, etc.)
10 yards and automatic first down
Illegal FLAG pull
(before receiver has ball)
10 yards and automatic first down
Illegal rushing
Blitzing, when the blitz is considered dead , or delayed blitz.
10 yards, replay down
Offense:
Illegal motion
(more than one person moving, false start, etc.)
Five yards and loss of down
Illegal forward pass
(pass thrown beyond line of scrimmage)
Five yards and loss of down
Offensive pass interference
(illegal pick play, pushing off/away defender)
10 yards and loss of down
FLAG guarding (preventing defense from pulling flag in any way)
10 yards (from line of scrimmage) and loss of down
Tying of flag, 15 yds, loss of down, and ejection from game.
Delay of game
Clock stops, 10 yards and loss of down
Intentional grounding. Qb intentionally dumping of ball, inside of
the tackles, to avoid a sack. 10 yds, loss of down.
Referees determine incidental contact that may result from normal run of play.
All penalties will be assessed from the line of scrimmage.
Only the team captain may ask the referee questions about rule clarification and
interpretations. Players cannot question judgment calls.
Games cannot end on a defensive penalty, unless the offense declines it.
Attire
Cleats are allowed, except for metal spikes. Inspections must be
made. All players must wear a protective mouthpiece; there are no exceptions.
Same color jerseys must be worn during play.
Note: There are no kickoffs, and no blocking is allowed.
Mercy rule
If a team is winning by more than 18 pts, they get only 4 downs to go the
length of the field and opposing team starts at mid field. Interceptions by team ahead, will result in start from 5 yd. line.