๐Ÿˆ Flag Football Coach

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Defense

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Scoreboard

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Situation

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Defense is playing
MAN
ZONE

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CSYAA 3rd/4th Division โ€” Official Flag Football Rules
2024 Edition ยท Mouthpieces are encouraged, but not required. Players play at their own risk.

Starting the Game / Basic Rules

  1. At the start of each game, both coaches shall meet at midfield for the coin toss.
  2. The winner of the coin toss gets to choose whether they want the ball at the start of the first or second half.
  3. The offensive team takes possession of the ball at the 45-yard line.
  4. The ball is always placed on the right hash of the field at the 45-yard line to start the game.
  5. All possession changes will start at the 45-yard line.
  6. No penalty will be assessed in excess of the 45-yard line. On an unsuccessful or successful offensive play from the 45-yard line resulting in an offensive penalty: the ball will be returned to the 45-yard line and 1st down becomes 2nd down; 2nd becomes 3rd; 3rd becomes 4th; and 4th down results in a turnover.
  7. Offenses always move in the same direction.
  8. Teams will wear flags that most oppose their team's short color. Teams playing each other can wear same color flags if needed.

The Field

  1. The field is 53 yards wide (normal field width) by 45 yards long with one 10-yard long endzone. Kinder width is 53', hash mark to sideline.
  2. The field is marked at 15-yard intervals with cones (first down markers are always at the 30, 15, and goal line). There are 3 downs per series until a team gets inside the 15-yard line, at which point there are 4 downs.

Game Time and Overtime

  1. 20-minute halves. Running clock with both games using the same clock. The only stoppage of play is for an injury (both games stop play). At the end of each half, there will be four untimed plays (excluding any PATs). No timeouts.
  2. Halftime is 5 minutes long.
  3. Each time the ball is spotted, a team has 40 seconds to snap the ball after it is ready for play. Teams receive one warning before a delay-of-game penalty is enforced.
  4. If the score is tied at the end of 50 minutes during the regular season, the game ends in a tie.
Postseason overtime:
  1. A coin flip determines first possession; teams alternate 3-down series from the 15-yard line.
  2. A winner is determined when one team scores during its possession and the other does not.
  3. In a second overtime, each team will only go for PAT: 1 point (5 yards) or 2 points (10 yards).

Moving the Ball

  1. Offensive plays must all be passes (no running). The ball must be thrown overhand, forward, and beyond the line of scrimmage.
  2. The field is marked at 15-yard intervals with cones (3 first downs without a penalty results in a touchdown). 3 downs per series until inside the 15-yard line, then 4 downs.
  3. Possession always begins at the 45-yard line at the right hash mark.
  4. No penalty is assessed in excess of the 45-yard line. On a play from the 45 resulting in an offensive penalty, the ball returns to the 45 and the down advances (3rd down becomes a turnover).
  5. Offenses always move in the same direction.
  6. All passes must be forward. A pass caught behind the line of scrimmage is incomplete.
  7. Once a forward pass has been thrown, a backward pass (lateral) is allowed.
  8. No safeties. If a runner's flag is pulled behind the 45, the ball is placed back at the 45.

Special Rules

  1. No blocking.
  2. No flag guarding or stiff arming. If a runner does either, the ball is down where the action took place and a 5-yard penalty is enforced.
  3. A receiver/ball carrier is legally down when one of his flags is pulled. Excessive force by shoving, pushing, or striking a blow is penalized by automatic first down and 5 yards (expulsion if ruled unsportsmanlike & flagrant).
  4. Fumbles are dead balls at the spot with the last team retaining possession. A muffed snap is not a fumble/dead ball. The 5.0-second count remains in effect on snaps.
  5. There is a 40-second play clock once the ball is set (warnings at 10 and 5 seconds). Two delay-of-game penalties in the same possession result in a turnover. A delay of game on the extra point try results in a turnover.
  6. The QB is allowed 5.0 seconds to throw. Time starts on the snap and stops when the QB releases the ball. If under 5.0 seconds, play goes on. If time exceeds 5.0 seconds, the play is blown dead โ€” ball returns to the original line of scrimmage with loss of down.
  7. Defensive pass interference is a spot foul and an automatic 1st down.
  8. Responsibility to avoid contact is with the defense. No deliberate contact, bumping, or grabbing โ€” results in a "tack on" penalty at the end of the play (5-yard penalty).
  9. Offensive pass interference is 5 yards.
  10. Interceptions may be returned (no-blocking rule applies). If returned beyond the 45-yard line, it is a touchdown with a PAT to follow. Teammates may trail the runner for a backward pass but may not block or screen.
  11. The offensive team is responsible for retrieving and returning the ball to the spot in a timely fashion. Failure can result in a delay-of-game penalty.
  12. The offensive center may be an eligible receiver (teams must have a center). The ball must be snapped from the ground or tee but can be snapped sideways (it does not have to go through the center's legs).
  13. The center/coach is responsible for setting the referee's mark at the line of scrimmage. On change of possession, the team moving to offense ensures the marker gets to the new scrimmage line.
  14. No taunting or trash talking (10-yard penalty, automatic first down & expulsion if flagrant).
  15. The offense must gain at least 15 yards in the first 3 or fewer plays or the defense takes over (no kicking). Four-down territory occurs only at or inside the 15-yard line cone.
  16. Fighting: the player(s) involved will be ejected from the game.
  17. Any dead-ball foul on a play where the defense gets the ball that can't be penalized back to the 45 results in a loss-of-down penalty โ€” the new offense starts with 2nd down.
  18. If a receiver's flag falls off before catching the ball, he is down where he makes the catch. If a defender pulls a flag before the catch, the receiver may continue to run; the defender can then touch the receiver or pull a remaining flag to declare him down.
  19. Deliberately obstructed flags are flag guarding. Flag guarding = any ball carrier dropping their hands below the waist while a defender is in proximity (spot foul and 5-yard penalty).

Scoring

  1. 7 points for a TD.
  2. 2-point PAT from the 10-yard line. If there's a penalty on the PAT, the yardage is marked off and the down replayed. The defense can decline the penalty if the offense doesn't score and the penalty is on the offense.
  3. 2 points if a team returns a PAT back across the 45.
  4. Official score is kept by someone on each team.
  5. A failed 2-point PAT results in only 6 points for a TD.
  6. Interceptions: 3 points; runback: 7 points.

Tie Breaker (post-season only)

  1. After a coin flip for first possession, teams alternate 3-down series from the 15-yard line.
  2. A winner is determined when one team scores during its possession and the other does not.
  3. If a second overtime is necessary, each team only goes for conversion attempts.

Offensive Formations

  1. Only three receivers are allowed on either side of the center. No quad or quint formations.
  2. Motion is allowed, but only three receivers may be on either side at the snap.

Secondary Coverages

  1. Coverage will be the choice of each participating team.

Coaches

  1. Each team can have two coaches on the field for offense and two for defense (the goal is to teach the kids). Coaches must stay out of the play; interference results in a 15-yard unsportsmanlike conduct penalty. Players purposely running into coaches is not allowed.
  2. Two other coaches (or parents) may be on the sideline to help with substitutions only.

Post-Season Tournament

  1. At the conclusion of the regular season, there is a single-elimination postseason tournament seeded by regular-season records. No awards for the regular season; 1st and 2nd place in the tournament receive awards.
  2. Two-team record tie: head-to-head, then head-to-head score differential, then season score differential. If still tied, the head coaches play rock-paper-scissors (best 2 of 3).
  3. Three-way tie or more: points allowed, then points scored. If still tied, rock-paper-scissors (best 2 of 3).