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4v4 Flag Football Rules

 

Unique Rules for 4v4 Flag Football.

All plays must be passing plays. The Quarterback cannot run past the line of scrimmage. All completed passes must be caught beyond the line of scrimmage.

The defense cannot rush. They must remain on their side of the line of scrimmage.

The Quarterback has 5 seconds to release the ball. If they do not release the ball within 5 seconds the play will be whistled dead and the ball will remain at the original line of scrimmage (clock will stop if under a minute in second half).

Each team has 4 downs to advance the ball to the next line to gain for a first down (or touchdown). If they do not gain a first down, the opposing team will take over. All possessions will start at the offense’s goal line unless a change of possession was caused by an interception.

 

General Provisions

  1. The Game: The game shall be played between two teams of four players each. Three players are required to start the game. Teams can have up to 24 players on their roster.
  2. Game time is forfeit time!  If there are no players representing a team on-site by game time your team will forfeit.  At game time our officials will hold a captains meeting.  If you do not have enough players to play at this point, our staff will grant your team (5) minutes to field a team.  If you do not field a team after the (5) minutes granted, your team will forfeit the game.

 

The Field

  1. Field Layout: The field dimensions are 60 yards by 25 yards with 6-yard end zones. The playing field is divided into three zones.

 

Player Equipment – Required

  1. Colored Shirts: Players are required to wear either a white or purple shirt. Shirt color is listed on each teams page on the website. Shirts must be either:
    1. Long enough so they remain tucked in the pants/shorts the entire down, or
    2. Short enough so there is a minimum of 4” from the bottom of the jersey to the player’s waistline.
  2. Shoes: All players must wear athletic shoes or cleats. Metal cleats will not be permitted.

 

Game Time

  1. Playing Time and Intermissions: Playing time shall be 30 minutes, divided into two halves of 15 minutes each. The clock will run continuously for the first 29 minutes of play unless stopped for a charged time out, officials’ time out, or injury. The clock will stop at the “One-Minute Warning”. Half-time will be three minutes.
  2. Play: Each possession will start at the offense’s goal line unless a change of possession was caused by an interception.
  3. Last Minute: During the last two minutes of the second half, the clock will stop for a:
    1. Incomplete forward pass – starts on the snap.
    2. Out-of-bounds – starts on the snap.
    3. Team time-out – starts on the snap.
    4. First down – depends on previous play.
    5. Touchdown – starts on next offensive snap (Point Tries are untimed)
    6. Penalty and administration – dependent on the previous play (except delay of game – starts on snap)
    7. Touchback – starts on the snap.
    8. QB not throwing ball within 5 seconds - starts on snap.

 

Tie Game

  1. Overtime: During the regular season, there will be one overtime period (if time allows). During playoffs, overtime will continue until a winner is determined.
  2. Tie Breaker:  Each team will start first down and goal from the goal to go zone line. The team will have four downs to score. If the defense intercepts a pass and returns it for a touchdown, they win the game. If they do not return the interception for a touchdown, the series is over. Each team is entitled to one time-out per overtime period.
  3. Overtime-Fouls and Penalties: The goal shall always be the zone line-to-gain in overtime.

 

Time Outs

  1. Charged Time-outs: Each team is entitled to two charged time-outs per game.

 

Series

  1. Awarding a new series: A new series of downs shall be awarded when a team moves the ball into the next zone on a play free from penalty; or a penalty against the defense moves the ball into the next zone; or an accepted penalty against the defense involves an automatic first down.

 

Down and Possession After a Penalty

  1. Penalty Resulting in a First Down: After a penalty which leaves the ball in possession of a team beyond its zone line-to-gain, or when a penalty stipulates a first down, the down and distance established by that penalty shall be first down with the next line-to-gain.
  2. Foul Before Change of Possession: The down shall be repeated unless the penalty also involves a loss of down, or leaves the ball on or beyond the line-to-gain. If the penalty involves a loss of down, the down shall count as one of the four in that series.

 

Position and Action During the Snap

  1. Legal Position:  Anytime on or after the ball is marked ready for play, each offensive player must be at least 2 yards away from the sideline.
  2. Minimum Line Players: The offensive team must have all players, except for the QB, on or within one yard of their scrimmage line.
  3. Motion: One offensive player may be in motion, but not toward the opponent’s goal line at the snap. Other offensive players must be stationary in their positions without movement of the feet, body, head, or arms.
  4. No Direct Snap: The player receiving the snap must be at least two yards from the offensive line of scrimmage. The snap does not need to be between the center’s legs.

 

Legal Forward Pass

  1. Legal Forward Pass: All players are eligible to catch a pass.
  2. Ball Dead when It Hits the Ground: A backward pass or fumble, which touches the ground is dead at the spot where it touches the ground.

 

Completed or Intercepted Passes

  1. Simultaneous Catch by Opposing Players: If a forward pass is caught simultaneously by member of opposing teams, the ball becomes dead at the spot of the catch and belongs to the offensive team.

 

Mercy Rule

  1. If a team is 19 or more points ahead the clock will not stop under one minute in one minute in the second half.

 

Touchdown

  1. Player Responsibility: The player scoring the touchdown must raise his/her arms so the nearest official can de-flag the player. If the player is not de-flagged with one pull to the left or right and the official determines the belt has been secured illegally, the touchdown is nullified and an unsportsmanlike penalty is called on the player.

 

Point(s) after Touchdown Tries

  1. One, Two, or Three Points: An opportunity to score one point from the three-yard line, two points from the ten-yard line, or three points from the twenty yard line by running or passing shall be granted to the team scoring a touchdown.
  2. Decision: Once the scoring captain makes the choice, the decision may only be changed when either team takes a charged time-out. A penalty does not allow for a change in point value, nor does awarded or lost yardage affect the point value. If the defense intercepts a pass or fumble on a Try and returns the ball for a touchdown, they receive three points.

 

 Explanation of General Penalties

  1. Delay of Game (dead ball foul, 3 yards from the previous spot) Consuming more than 25 seconds inputting the ball in play after it is marked ready for play.
  2. Flag Guarding (7 yards from the spot of the foul & replay the down OR spot of the foul & loss of down). The ball carrier shall not protect his/her flags by blocking with his/her arms or hands in order to deny the opponents the opportunity to remove them. This includes the quarterback/passer in possession of the ball. Note: Stiff arming is flag guarding. Running while holding the ball at hip-level, intentionally or unintentionally, may also be considered flag guarding. Lowering the shoulder can also be flag guarding.
  3. Illegally Deflaging an Opponent (Personal foul, 7 yards) An offensive player must have possession of the ball before they can be legally deflagged.
  4. Illegal Contact by the Ball Carrier (Personal foul, 7 yards from the spot of the foul) The ball carrier must run to avoid tacklers. Deliberate charging of an opponent is against the rules. Officials will use the same judgment on charging and blocking by offensive and defensive players as in basketball.
  5. Holding (7 yards from the end of the run [defense], 7 yards from the spot of the foul [offense]) Holding is grasping or encircling an opponent with the hand or arm in any way that impedes his/her movement. A defensive player may not hold, push, or knock the ball carrier down in an attempt to remove the flag. Similarly, an offensive player may not hold an opponent to prevent a deflagging.
  6. Illegal Contact by the Defense & Tackling (7 yards from the end of the run) If a defensive player reaches across the body of the ball carrier to pull the flag and contact is made, the responsibility of the contact lies with the defensive player. Defenders cannot "jam" receivers or other offensive players when the ball has been snapped.
  7. Offensive Pass Interference (7 yards from the previous spot & loss of down) Pass interference occurs when a player contacts another eligible receiver who is beyond the line of scrimmage. Restrictions exist for the offense from the time that the ball is snapped until it has been touched by a receiver.
  8. Defensive Pass Interference (7 yards from the previous spot & automatic first down) Restrictions exist for the defense from the time the pass is thrown until it has been touched by a receiver. Face guarding with no intent to catch, intercept, or bat the ball is also considered pass interference. Note: Contact or interference by the defense prior to when the pass is thrown is still considered illegal and will be penalized as a personal foul.

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