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FIELD  RULES
 

FIELD RULES
Down Format - Clock Format - Game Format - Substitutions - Implementing Substitutions

FIELD  RULES  (top)

  1. The offensive team takes possession of the ball at its 5-yard line.

  2. The offensive team is awarded a first down by crossing midfield.

  3. Offensive starting points (3rd grade and up):
    A. 
    After a touchdown and extra point(s) attempt:
       -  Offense’s 5-yard line
    B.  After a “punt”:
       -  Offense’s 5-yard line
    C.  After a turnover on downs:
       -  No-run zone going into the first down (midfield)
    D.  After an interception:
       -  At the spot of the interception

 

Down Format  (top)

1st & 2nd grade

  • The offensive team has four (4) plays to cross midfield.  Once a team crosses midfield, it has four (4) plays to score a touchdown.

  • If the team fails to cross midfield in four downs, or score a touchdown, the other team takes possession on its own 5-yard line.

3rd grade and up

  • The offensive team has four (4) plays to cross midfield.  Once a team crosses midfield, it has four (4) plays to score a touchdown.

  • On 4th down, a team has two options:
    1. 
     A team may play the 4th down to attempt to gain a first down or a touchdown.  If a team fails to convert on 4th down (either by scoring or picking up a first down), the ball changes possession at the no-run zone going into the first down
    2.  If a “punt” is selected as the fourth down play, the referee is notified of this choice. The ball will be placed on the opposing team’s 5-yard line (change of possession).

 

Clock Format  (top)

  1. Games consist of four, nine-minute quarters with an eight-minute halftime period.

  2. The clock stops briefly at the end of every quarter for predetermined substitutions.

  3. Each team has one 30-second timeout per half. There is no carry over of unused timeouts.  The clock will stop during the timeout.

  4. A 30-second play clock will begin after the referee spots the ball ready-for-play.

  5. Clock stops in the following instances with less than one minute before halftime and the game:
    A.  After an incomplete pass
    B. After the ball carrier goes out-of-bounds
    C. After a touchdown
    D. An extra point attempt
    E. Official’s timeout
    F. After an interception
    G. During a called timeout until the ball is snapped to begin play

 

Game Format  (top)

A unique element of this league is the game format:

  • Referees lead both teams in prayer at midfield before every game.

  • The visiting team (light colored jersey) calls the coin toss. The team winning the coin toss may choose to play offense or defense first; or choose which goal to defend. The other team has the choice not made by the team winning the toss. The team who plays defense first will receive the ball first in the second half. 

  • Because the end of a quarter does not signal a change of possession, the team with possession at the end of the quarter will retain possession after substitutions take place. 

  • Teams will switch ends of the field following halftime.

  • Scores are not kept in 1st & 2nd grade divisions.

  • No division standings are maintained in any division. Such standings add unnecessary pressure and intensity.

  • Each team will have six players on the field at a time.

  • Coaches are allowed to walk the sidelines and encourage their players without stepping in the playing area. One coach per team is allowed in the huddle for the first two games of 3rd grade and above. One coach per team is allowed in the huddle, throughout the season, for the 1st and 2nd grade division.
      **  After the first two games for 3rd grade and above, it is strongly recommend that that the coach helps with play calling from the sideline to the huddle.  Do not call the team over to the sideline for the play

  • All coaches will adhere to the substitution rules as detailed below

 

Substitutions  (top)

This substitution system is designed to provide every player equal opportunity for improvement. The substitution system ensures that:

  • Every child will play at least half of the game.

  • No child will sit out more than one possession at a time.

  • Every child will play offense and defense.

  • Every child will have an opportunity to be in the starting lineup.

  • In most cases, each child will play against someone of equal ability.

  • Coaches are not open to making unfair substitutions or being accused of such.

  • Coaches are free from monitoring playing time for each player.

  • Playing time for all players is virtually even over the course of the season.

 

Implementing Substitutions  (top)

Upward Flag Football has a unique substitution system.  Here are a few basics of the substitution system.

  • Each team will field 6 players at a time.

  • Every quarter, each team will have an offensive and defensive group, which will change each quarter according to the substitution rotation.

  • The coin toss will determine if the first group will play offense or defense first.  The second group will play the opposite. 

 

RULES  UNIQUE  TO  UPWARD  FLAG  FOOTBALL


OFFENSE
Scoring - Running - Receiving - Passing - Dead Balls

DEFENSE
Rushing the Passer

PENALTIES
Defense - Offense

 

OFFENSE  (top)

  • A minimum of three players will be on the line of scrimmage at all times

  • Only one player is allowed in motion at a time

  • The ball must be snapped between the legs, not off to one side, to start play. [1st and 2nd may use the side snap.]

  • A low profile field cone or beanbag will be used to mark the line of scrimmage

 

Scoring  (top)

  • Touchdown: 6 points

  • Extra point: 1 point (played from 5-yard line) or 2 points (played from 12-yard line)

  • Safety: 2 points. Scoring team will receive the ball at their own 5-yard line

 

Running  (top)

  • The quarterback cannot run the ball across the line of scrimmage.

  • Direct handoffs behind the line of scrimmage are permitted.  Offense may use multiple handoffs. After the ball crosses the line of scrimmage, there will be no handoffs or laterals.

  • A quarterback may immediately pitch or lateral the ball after receiving the snap (one motion). The option play (QB running down the line of scrimmage before pitching the ball) is prohibited.

  • Five yards from the goal line and 5 yards from the midfield first down line are “no running zones”. This is to avoid short-yardage, power running plays.

  • The player who takes the handoff can throw the ball from behind the line of scrimmage (halfback pass).

  • Once the ball has been handed off or lateraled, all defensive players are eligible to rush.

  • The ball carrier may not dive. A dive will result in a penalty.

  • The ball is spotted where the ball carrier’s feet are when the flag is pulled, not where the ball is.

 

Receiving  (top)

  • All players are eligible to receive passes (including the quarterback if the ball has been handed off behind the line of scrimmage).

  • A player must have at least one foot inbounds when making a reception.

  • If a player catches a pass with his knee(s) on the ground, the play is blown dead and the ball is spotted at the point of completion.

 

Passing  (top)

  • All forward passes must be received beyond the line of scrimmage.

  • Shovel passes are allowed but must be received beyond the line of scrimmage.

  • The quarterback has a seven-second “pass clock”. If a pass is not thrown within the seven seconds, play is dead, loss of down (equal to an incomplete pass). Once the ball is handed off, the seven-second rule is no longer in effect.

  • Interceptions change the possession of the ball at the point of interception. [7th grade and up may return an interception.]

 

Dead Balls  (top)

  • Play is ruled “dead” when:

- Ball carrier’s flag is pulled.
- Ball carrier steps out-of-bounds.
- Touchdown or safety is scored.
- A pass falls incomplete.
- At the point of an interception. [except 7th and up]
- Ball carrier’s knee hits the ground.
- Ball carrier’s flag falls out.
- The ball hits the ground as a “fumble”.  The ball will be spotted at the point of the fumble.  The exception to this rule is the center/quarterback exchange.  If a snap is mishandled, the quarterback may pick up the ball and continue play.

 

DEFENSE  (top)

  • Teams may run man-to-man or zone defenses.

  • Interceptions may not be returned. The change of possession will be awarded at the place of the interception. [7th-8th grades may return interceptions.]

  • Only one defender may rush the quarterback in the 1st and 2nd grade division

 

Rushing the Passer  (top)

  • All players who are rushing the quarterback must begin seven yards back from the line of scrimmage. Any number of players may rush the quarterback (except 1st and 2nd). Players not rushing the quarterback may defend along the line of scrimmage or line up off the line of scrimmage.

  • Once the ball is handed off, the seven yard rule is no longer in effect, and all defenders may cross the line of scrimmage. Before each snap, the referee will designate the seven yard rush line.

 

PENALTIES  (top)

The referees will call all penalties.

Defense  (top)

  • Offsides – 5 yards from the line of scrimmage and replay down.

  • Illegal rushing (start rushing from inside 7 yard marker) – 5 yards from the line of scrimmage and replay down

  • Interference – 10 yards from the line of scrimmage and automatic first down

  • Illegal contact (pulling jersey, holding, blocking, pushing) – 10 yards from the spot of the foul

  • Illegal flag pull (before receiver has ball) – 10 yards from the line of scrimmage and automatic first down

 

Offense  (top)

  •  Illegal motion (more than one person moving, false start) – 5 yards from the line of scrimmage and retry down

  • Illegal forward pass (pass received behind line of scrimmage or a pass made while passer is beyond the line of scrimmage) – 5 yards from the line of scrimmage and a loss of down (down counts)

  • Delay of game – 5 yards from the line of scrimmage and retry down

  • Shielding (a non-contact block that impedes a defender from making the tackle) – 5 yards from the spot and a loss of down (down counts)

  • Illegal run (running play in the no-rushing zone) – 5 yards from the line of scrimmage and loss of down (down counts)

  • Intentional grounding – 5 yards from the line of scrimmage and loss of down (down counts)

  • Offensive pass interference (illegal pick play, pushing off/away defender) – 10 yards from the line of scrimmage and loss of down (down counts)

  • Flag guarding (intentional or unintentional use of ball carrier’s arm to prevent flag from being pulled) – 10 yards from the spot of the foul and loss of down (down counts)

  • Illegal use of the hands (stiff-arming, blocking) – 10 yards from the spot of the foul and a loss of down (down counts)

 

 

 

 
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