USYL HS FLAG FOOTBALL LEAGUE RULES
Game time is forfeit time.
Officials who are in absolute control of the game will do the officiating. Teams are responsible for keeping their spectators under control. Misconduct of spectators, players or coaches can result in assessment of a penalty, ejection or forfeiture of the game. Spectators must also remain in the area designated by the officials. The official shall have the power to make decisions on any matters or questions not specifically covered in the rules.
Rule 1. The Game, Field, Players, and Equipment
- The game shall be played between 2 teams of 7 players each. Five players are required to start the game and avoid a forfeit.
- The playing field is 80yards long and 40yards wide and is divided into four 20yards
- Official size football will be use.
- All teams must distinguishable colors (with numbers preferable). Game shirts/jersey must be tuck in or must be 4 inches above waste.
- Flag Belts will be provided
- No Metal Cleats, Combat Boots, hiking boots are not permitted in play.
- Players may wear soft, pliable pads or braces on the leg, knee, and/or ankle. Braces made of any hard material must be covered with at least one-half inch padding for safety reasons.
- If eyeglasses are worn, they must be unbreakable. Each player is responsible for the safety of his/her own glasses
- No Jewelry
Flag Belt Removal: When the flag belt is clearly taken from the runner in possession of the ball, the ball is declared dead and the down shall end. In an attempt to remove the flag belt from a runner, an opponent may contact the body and shoulders, but not the face, neck, or any part of the head of the runner with their hands. An opponent may not hold, push, or knock the runner down in an attempt to remove the flag belt. If a flag belt inadvertently falls to the ground, a one-hand touch between the shoulders and knees constitutes a ‘tackle’. A runner is also down if any part of that runner touches the ground other than the feet, hands or the ball while in the hand of the runner.
Minimum Line Players: The offensive team must have at least 4 players on the offensive line of scrimmage at the snap. 2 of the 4 players must lineup beside the center. The remaining players must either be on their scrimmage line or in their backfield. A player in motion is not counted as one of the minimum number of players on the scrimmage line.
Periods, Time Factors and Substitutions
A game will consist of two halves with a 3 minute intermission. Both halves will be 20 minutes in length. In all leagues, the clock will run continuously in the first half. In the second half, the clock will run continuously until the last 2 minutes, when we will proceed according to 2-minute mechanics.
2-Minute Policies and Mechanics - The clock will stop in the final 2 minutes of the second half for a:
- Team time-out - clock restarts on the snap
- Incomplete legal or incomplete illegal forward pass - starts on the snap
- Out-of-bounds - starts on the snap
- Safety - starts on the snap
- Touchdown - starts on the snap (after the Try)
- Penalty and administration - dependent on previous play (EXCEPTION: Delay of game ALWAYS starts on the snap)
- Referee’s time-out - starts at his/her discretion
- Team A is awarded a new series - dependent on previous play
- Team B is awarded a new series - starts on the snap
- Either team is awarded a new series after a legal punt - starts on the snap
- Team attempting to conserve time illegally - starts on the ready whistle
- Team attempting to consume time illegally - starts on the snap
- Inadvertent whistle - starts on the ready whistle
- Mercy Rule: If a team is 19 or more points ahead when the Referee announces the 2 minute warning for the second half, the game is over. Prior to applying the Mercy Rule, there must be a down free of any accepted live ball fouls. If a team scores during the last 2 minutes of the second half and that score creates a point differential of 19 or more points, the game will end at that point.
- Forfeits: A team will forfeit a game when it is not ready to play by 10 minutes after the scheduled game time. The following penalties will be enforced during the 10 minute grace period. Teams will play an entire game even if they are late.
- 3 minutes: Team ready for play will be awarded a 6pt. touchdown.
- 6 minutes: Team ready for play will be awarded a second 6pt. touchdown making the score 12-0.
- 9 minutes: Team ready for play will be awarded a third 6pt. touchdown making the score 18-0.
- 10 minutes: Team ready for play will be awarded 1 extra point and the game will be declared a forfeit with a final score of 19-0.
Each game will begin with a coin toss. The winner of the coin toss shall have the option of starting on offense, defense, defending a goal or deferring the options until the second half. The remaining options will be given to the opposing captain. Unless moved by penalty, play starts at the beginning of each half with Throw off. Only 4 players will throw off will only 2 players will attempt to return. More detail on special team.
4 Tie Game: If scores are tied at the end of the second half, the game will be recorded as a tie game (game over) during the regular season. During the playoffs an overtime period will be played. A coin flip will determine the options. All overtime periods shall be played toward the same goal line.
- An overtime period consists of one possession by each team.
- Unless moved by penalty, each team will start first and goal from the 10-yard line. Each team will have a series of downs to score a touchdown.
- If the score is still tied after one overtime period, as many period as necessary will be played to determine a winner.
- Try for points will be attempted and scored during overtime.
- Each team is entitled to one timeout for the entire overtime session, and time outs do not carry over from regulation.
- If the defensive team intercepts a pass or fumble and returns it for a touchdown, they win the game. If they do not return the interception for a touchdown, the series is over, the ball will be places at the 10 yard line and the defense will now receive their series of downs.
5 Timeouts: Each team is entitled to 3 timeouts per game. A charged timeout requested by any player will not exceed one minute. Timeouts cannot be carried into overtime during the playoffs. The clock stops during all timeouts.
6 Delay of Game: After a ball is declared ready for play, the offensive team has 25 seconds after the Referee has sounded the whistle to put the ball in play. Penalty: Delay of Game, 5 yards. The official may order the clock to be stopped/started when, in his/her opinion, either team is trying to conserve or consume playing time using tactics in his/her judgment to be unfair.
7 Substitutions: Substitutions are allowed at any time that the ball is dead, but games must not be delayed by them. Each substitute shall be in uniform and ready for play with flags in position.
Ball In Play, Dead Ball, Out of Bounds
- Ball declared dead:
- When a forward pass strikes the ground or is caught simultaneously by opposing players.
- When a backward pass or fumble by a player strikes the ground.
- When a runner has a flag belt removed legally by a defensive player.
- When a runner is legally touched with one hand between the shoulders and knees, including the hand and arm, once the flag belt is no longer attached.
- When a snap hits the ground.
- When a muff of a protected scrimmage kick strikes the ground.
- When the passer is deflagged before releasing the ball.
Series of Downs and Line to Gain
Series of Downs: A team in possession of the ball shall have four (4) consecutive downs to advance to the next zone by scrimmage
Special Team.
- There are no fair catches
- The receiving team may advance the ball out of the endzone
- During the Throw Of f the Receiving team will have 2 players while the throwing team will have total of 4 players with one of them being the thrower. The throwing team will lineup at the 35 yard line.
- Punting there is no punting but we call it Throw it. When deciding to the throw the ball. The ball cannot go directly out of bounds. It must hit the ground at least once before going out bounds. Penalty will be 15yards. Also when throwing it the snap must be between the legs. If ball drops the defense team will take possession at the spot.
- No Fake Throws
Snapping and Passing the ball
- The ball must be snap between the centers leg. Once the ball is snap defense can rush but must 7yrds.
- The player who receives the snap must be at least two (2) yards behind the offensive scrimmage line.
- Any time at or after the ball is ready for play, each offensive player must momentarily be within fifteen (15) yards of the ball before the snap.
- The offensive team must have a minimum of four (4) players) on their line of scrimmage at the snap. 2 of the players must be lineup next the center.
- Offensive Player in Motion: One offensive player may be in motion, but not in motion toward the opponent’s goal line when the ball is snapped. Such a player must be behind the line of scrimmage when the ball is snapped. A player in motion is not counted as one of the 4 on the scrimmage line. Only one offensive player may be in motion at a given time. Penalty: Illegal motion, 5 yards from the previous spot. Other offensive players may not draw the defense offsides.
- Fumbles
- A backward pass or fumble which touches the ground between the goal lines is dead immediately at the spot where the ball hits the ground and belongs to the team last in possession unless lost on downs.
- Out of Bounds - A backward pass or fumble going out of bounds between the goal lines remains in possession of the fumbling team at the out of bounds spot. If out of bounds behind the goal line, it is a touchback or safety.
- Encroachment: After the snapper has made his/her final adjustment of the ball, it is encroachment for any player to break the plane of his/her scrimmage line. (Exception: the snapper/center has the right to be over the ball.) Penalty: Encroachment, 5 yards from the previous spot.
- Offensive players are responsible for retrieving the ball after each scrimmage down. The snapper will bring the ball from the huddle to the scrimmage line (first ball spotter - orange). A towel may be used to help keep the ball dry and must be placed behind the deepest offensive player at the start of each play from scrimmage.
- All offensive players must be motionless for one second preceding the snap, except for a (one) player moving parallel to or away from the scrimmage line. Penalty: Illegal motion, 5 yards from the previous spot.
- An offensive player that shifts (other than going legally in motion) must stop for one full second before the snap. Penalty: Illegal shift, 5 yards from the previous spot.
- A forward pass is illegal:
- If the passer’s foot is beyond Team A’s scrimmage line (orange ball spotter) when the ball leaves his/her hand.
- If thrown after team possession has changed during the down.
- If intentionally grounded to save a loss of yardage.
- If a passer catches his/her untouched forward pass.
- If it is the second forward pass during a down.
- Penalty: Illegal forward pass, 5 yards from the spot, loss of down, if prior to change of possession.
- After the ball is snapped, and until it has been touched, there shall be no offensive pass interference beyond the offensive scrimmage line when the legal forward pass crosses the offensive scrimmage line (orange ball spotter). Penalty: 10 yards from the previous spot and loss of down.
- After a legal forward pass is released by the passer and until it is touched, there shall be no defensive pass interference beyond Team A’s scrimmage line while the ball is in flight which crosses the Team A scrimmage line. Penalty: 10 yards from the previous spot and automatic first down.
Scoring Plays
- Touchdown Values: All touchdowns are six (6) points. The player scoring the touchdown must raise his/her arms so the nearest official can deflag the player. If the official determines that the flag belt has been secured illegally, the touchdown is disallowed. The player is disqualified and a penalty will result.
- Try for 1or 2: An opportunity to score one (1) point from the 3-yard line, two (2) points from the 10-yard line, or three. Once the offensive captain has declared his choice (try for 1 or 2), he may change the decision only when a charged timeout for either team is taken. A team’s choice cannot be changed if a penalty should occur. If the defensive team intercepts a pass it for a touchdown, they score 2 points.
- Field Goal/ U-Point: *No Field goal attempts at all. USL has the U-point system which is a substitute for a field goal. It’s a one- on-one scenario with a receiver vs cornerback Ex: (Quarterback throwing the ball to his receiver and crossing the end zone team will receiver 3points. The Qb has 8 seconds to throw the ball or the play is dead. One player on defense will be lineup on the line of scrimmage facing the qb and wait for 3 seconds then he will be able to rush the QB that player cannot go after the WR he can only rush the QB regardless after the ball is thrown or not. If the defensive player gets a penalty for crossing the line of scrimmage the offense will have the option to accept of decline the penalty . Which might convert to a first down. The defensive can get 1points if he intercepts the ball. Referee will toss or hold the ball for the qb.You can only attempt the u-point if your team is inside the opponent 40 yard line.
- Safety: A safety results 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. A safety results in two (2) points for the defensive team
Blocking, Rushing and Conduct
- Offensive Screen Blocking: Screen blocking is permitted and shall take place without contact. The screen blocker shall have his/her hands and arms at his/her side or behind his/her back. Any use of the hands, arms, legs, elbows, or body to initiate contact by an offensive player is illegal. A player must be on his/her feet before, during, and after screen blocking.
- 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.
- Player Restrictions:
- No player shall make contact with an opponent which is deemed unnecessary.
- There shall be no clipping or tripping.
- There shall be no bumping the receiver. The defensive player must play the ball and shall not interfere with a receiver. However, defensive and
- The Defensive can rush after sec or when it’s a running play.
- offensive players are equally entitled to a passed ball.
- Pulling or removing the flag belt from an offensive player as the ball is snapped or before a pass reception with the obvious intent of confusing the offensive player as an eligible pass receiver or ball carrier is illegal. Penalty: Illegal Contact, 10 yds.
- A defensive player may not bump or push a runner out of bounds.
- Offensive charging is not permitted. The ball carrier may not run through a defensive player but must attempt to evade the defensive player. The runner is allowed to spin in order to avoid being deflagged as long as he/she does not charge during the spin.
- The ball carrier shall not guard his/her flags by blocking with hands or the ball, thereby denying an opponent the opportunity to pull or remove the flag belt. Penalty: Flag guarding, 10 yards from the spot of the foul.
- Stiff-arming by the ball carrier is illegal. Holding or swinging the arm near the flag to ward of attempts to seize the flag is illegal and results in flag guarding.
- Defensive players may not steal or strip the ball from an offensive player once he/she has control.
- The flag belt is to be fastened around the waist by use of the end clip. Any tampering to secure the flags so as to make them more difficult to pull is illegal and will result in ejection from the game. Penalty: Unsportsmanlike conduct, 10 yards from the previous spot, loss of down, and player disqualification.
- Players, coaches, and spectators are to position themselves between the 20-yard line markers on their team’s respective sideline.
- Pass Interference: Once a pass is in the air, the ball belongs to anyone who can get it. Any contact which occurs between two or more players making a legal attempt to catch or bat the pass is considered incidental. Screening a player’s eyes or waving the hands or arms in his/her face to distract a receiver is considered interference.
- Roughing the Passer: Defensive players must make a definite effort to avoid charging into a passer after the ball has been thrown. No defensive player shall contact the passer.
- Personal Fouls: There shall be no personal fouls committed by players’ substitutes or coaches. Personal fouls include: Using fist, foot, knee, or leg to contact an opponent; tackling the ball player (disqualification); illegal contact; unnecessary roughness, hurdling, roughing the passer (when the defender contacts any part of the passer during his/her motion or follow through).
- The fourth unsportsmanlike foul by the same team results in their forfeiture of the game.
THE REFEREE WILL GO |