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FIELD RULES
(top)
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The
offensive team takes possession of the ball at its 5-yard
line.
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The
offensive team is awarded a first down by crossing midfield.
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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
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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)
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Games consist of four, nine-minute quarters with an
eight-minute halftime period.
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The
clock stops briefly at the end of every quarter for
predetermined substitutions.
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Each team has one 30-second timeout per half. There
is no carry over of unused timeouts. The clock will stop
during the timeout.
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A
30-second play clock will begin after the referee spots the
ball ready-for-play.
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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:
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Referees lead both teams in prayer at midfield before every
game.
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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.
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Teams will switch ends of the field following halftime.
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Scores are not kept in 1st & 2nd grade divisions.
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No
division standings are maintained in any division. Such
standings add unnecessary pressure and intensity.
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Each team will have six players on the field at a
time.
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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
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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:
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Every child will play at least half of the game.
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No
child will sit out more than one possession at a time.
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Every child will play offense and defense.
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Every child will have an opportunity to be in the starting
lineup.
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In
most cases, each child will play against someone of equal
ability.
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Coaches are not open to making unfair substitutions or being
accused of such.
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Coaches are free from monitoring playing time for each
player.
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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.
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Each team will field 6 players at a time.
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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.
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RULES UNIQUE
TO UPWARD FLAG FOOTBALL
DEFENSE
Rushing the Passer
PENALTIES
Defense -
Offense
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A minimum of three
players will be on the line of scrimmage at all
times
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Only one player is
allowed in motion at a time
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The ball must be snapped
between the legs, not off to one side, to start
play. [1st and 2nd may use
the side snap.]
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A low profile field cone
or beanbag will be used to mark the line of
scrimmage
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The quarterback
cannot run the ball across the line of scrimmage.
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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.
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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.
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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.
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The player who takes the
handoff can throw the ball from behind the line of
scrimmage (halfback pass).
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Once the ball has been
handed off or lateraled, all defensive players are
eligible to rush.
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The ball carrier may not
dive. A dive will result in a penalty.
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The ball is spotted
where the ball carrier’s feet are when the flag is
pulled, not where the ball is.
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All players are
eligible to receive passes (including the
quarterback if the ball has been handed off behind
the line of scrimmage).
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A player must have at
least one foot inbounds when making a reception.
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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.
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All forward passes must
be received beyond the line of scrimmage.
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Shovel passes are
allowed but must be received beyond the line of
scrimmage.
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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.
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Interceptions change the
possession of the ball at the point of interception.
[7th grade and up may return an
interception.]
Dead Balls
(top)
- 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.
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Teams may run man-to-man
or zone defenses.
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Interceptions may not be
returned. The change of possession will be awarded
at the place of the interception. [7th-8th grades
may return interceptions.]
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Only one defender may
rush the quarterback in the 1st and 2nd
grade division
Rushing the Passer
(top)
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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.
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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.
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Offsides – 5 yards from
the line of scrimmage and replay down.
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Illegal rushing (start
rushing from inside 7 yard marker) – 5 yards from
the line of scrimmage and replay down
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Interference – 10 yards
from the line of scrimmage and automatic first down
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Illegal contact (pulling
jersey, holding, blocking, pushing) – 10 yards from
the spot of the foul
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Illegal flag pull
(before receiver has ball) – 10 yards from the line
of scrimmage and automatic first down
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Illegal
motion (more than one person moving, false start) –
5 yards from the line of scrimmage and retry down
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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)
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Delay of game – 5 yards
from the line of scrimmage and retry down
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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)
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Illegal run (running
play in the no-rushing zone) – 5 yards from the line
of scrimmage and loss of down (down counts)
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Intentional grounding –
5 yards from the line of scrimmage and loss of down
(down counts)
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Offensive pass
interference (illegal pick play, pushing off/away
defender) – 10 yards from the line of scrimmage and
loss of down (down counts)
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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)
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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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