Youth Flag football League 7V7
AGE-DIVISIONS 6U-14U Competitive League Boys and Girls (Birth Certificates submitted)
1. Coaches
1.1Coaches are volunteers whose role is to help young people learn to play and enjoy football. Parents are encouraged to support their youth and their coach at all times.
1.2. 3 Coaches per Team, 1 Coach 6U-10Uare permitted on the field to assist players with their position alignment and mentoring on offense and defense. At the snap, on-field coaches must be 5 yards behind the quarterback.
1.3. Coaches 12U-High School may not come on to the field of play during a game unless a player is injured. Coaches who come on the field of play anytime during a game will be penalized 5 yards. One sideline warning per game will be issued after which the following penalties will result:
1.3.1. Coach on the field during live action = unsportsmanlike conduct
1.3.2. Coach on the field during a dead ball = delay of game
1.3.3. Only three coaches per team are allowed on the sidelines.
2. Teams/ Roster/ Players
2.1. Teams must have a minimum of 8 player and maximum of 14 registered players.
2.1.1 Rosters can be challenged by opposing teams at any time, for player qualifications.
2.1.1. If challenge is successful team that lost the challenge will forfeit game.
2.2. Players may only play for (1) team in which he/she are registered with.
2.2.1 Teams are prohibited from picking up or adding players at will.
2.2.2 Teams in which abuse this rule must forfeit games in which included non-registered team player(s).
2.3. Players are registered based on the age as described above
2.3.1. Players must remain on their sideline during their game.
2.3.2. Players and coaches respect the teams that are playing. Do not warm-up on their sideline.
2.3.3. Please police your own sidelines keeping players back during the game and clean up all trash after your game.
2.3.4. Maximum of three (3) coaches per team.
2.3.5. Each game will have at least 2 referees, and a game manager/timekeeper/score keeper. Coaches will be responsible for signing the final game score sheet after each contest.
3. GAME TIMES AND LATE POLICY
3.1. Teams must be onsite and ready to start on time. If a team is late or cannot start on time, the team will lose its timeout and the opposing team will be awarded opening possession. If the delay exceeds 5 minutes, the opponent will be awarded 7 points. If a team is 10 minutes late or more, they will forfeit the game.
3.2. Please arrive at least 30 mins before scheduled game time.
3.3. The head official will keep the time and will be located near the offensive huddle; The head official will blow the whistle to start the clock.
3.4. Each team has (2) :30 second timeouts PER GAME. If a time out is called after a TD the clock will not run until the change of possession and the offense snaps their ball.
3.5. The play clock is 25 seconds from the end of the previous play.
3.6. Teams must also have the same color shirts and have an alternative color (one dark color/one light color). They do not have to be official uniforms. If both teams are wearing the same color, there will be a coin toss, and the losing team will need to change into a different color. Failure to provide a secondary uniform or unwillingness to change will result in a forfeit. Target jerseys will be provided.
3.7. Approved football size (Football will be provided by League)
3.8. If a touchdown is scored and time runs out, the scoring team will be allowed an extra point attempt.
4. Uniforms/ Jerseys/ Equipment
4.1. Teams can wear their own jerseys.
4.2. Teams must have two different sets of jerseys for alternate 1 Dark and 1 light color
4.3. If both teams have identical jersey colors, then the away team will be directed to change to alternate color.
4.4. Teams must wear the same color of shorts and must be a solid color (NO POCKETS)
5. Flags
5.1. Teams must use Central Oklahoma Flags/ EliteHQ provided by the league
5.1.1. Flags must be a different color than the shorts.
5.1.2. Each player must use the same color flag on their team.
6. Equipment
6.1. Shoes
6.1.1. Athletic shoes or cleats must be worn.
6.1.2. Cleats with metal spikes are prohibited.
7. Protective Equipment
7.1. Players don’t have to wear a protective mouthpiece.
7.2. Soft cast helmets must be approved by COFFL Commish before use
7.3. Any player wearing medical protective gear (such as a cast) must adhere to the following: “Hard substance in its final form such as leather, rubber, plastic, plaster or fiberglass when worn on the hand, wrist, forearm or elbow unless covered on all exterior surfaces with no less than 1/2 inch thick, high-density, closed-cell polyurethane, or an alternate material of the same minimum thickness and similar physical properties to protect an injury as directed in writing by a licensed medical physician (M.D./D.O.). Such written direction shall be provided to the umpire prior to the start of the game.
8. Accessories
8.1. Hand warmers, towels and/or any other extra equipment worn by a player must not interfere with or block a player’s flags in any way. Towels will be considered a flag
8.2. Any items determined to be causing interference or considered a safety concern must be removed.
8.3. NO JEWELRY
9. Field Dimensions
Field Length--40 yards long
Field Width—50 Yards (60 feet to hash mark, 40 feet between)
End Zone--10 yards deep
10. GENERAL RULES
10.1. Coin flip before each game for 1st possession visiting team does coin flip heads or tails
10.1.1. Winner of coin flip elects’ offense or defense
10.2. Each game will last 25 minutes continuous Clock
10.2.1. Inside 2-minutes of play, the clock will stop on incompletions, out of bounds, defensive penalties, timeouts, change of possessions and extra point attempts
10.2.2. Play clock is 25 seconds from when ball is spotted
10.2.3. Each team will be given (2) :30 timeouts for each game. HEAD REFEREE WILL TRACK.
10.3. Offense will Start on the 40-yard line.
10.4. If a TD is scored and time runs out, the scoring team will be allowed an extra point attempt.
10.5. Player is down when flag is pulled. If flag falls off during play, player must be touched
10.6. Running by the offense is permitted
10.7. 3 downs to get 1st down
10.8. QB CANNOT just run the ball. QB must be rushed to be able to run or ball must be a handoff, lateral, or forward pass across the L.O.S. NO RUNNING IN NO RUN ZONE
10.8.1. QB 6u-8u will have 5.0 Seconds to throw if not rushed
10.8.2. QB 9u-14u will have 4.0 seconds to throw if not rushed.
10.9. NO RUN Zones (Pass only zones)
10.10. 1ST Downs
11. TIE BREAKER/OVERTIME RULES
11.1. Any game that ends in a tie will result in Overtime.
11.2. The referee will select a team to call the coin toss in overtime, at his/her discretion.
11.3. The winner of the coin flip will select if they want to be 1st offense or defense.
11.4. The ball will be marked on the 10-yard line and NCAA overtime rules will apply. Each Team has three attempts at the end zone.
11.5. Only offensive scoring will count in overtime. *If a game goes into a 2nd overtime, the team that gets the ball 2nd in the 1st overtime will receive the ball 1st in the 2nd overtime. 3rd Overtime teams will switch again.
12. SCORING
12.1. Six (6) points for a touchdown
12.2. Turnover on a PAT is dead ball (including INT) and no points will be given.
12.3. If there is an interception that occurs with no time on the clock, the defense will still be awarded 3 points for the interception.
12.4. Official scores will be kept by the scorekeeper on the Field.
13. OVERTIME EXTRA POINT SHOOT-OUT
13.1. A coin flip determines first possession.
13.2. 1 timeout per OT period
13.3. Teams will go in reverse order if more than 1 OT is required
13.4. Teams can elect to go for 1 or 2 points
14. MERCY RULE
14.1. If a team is up by 28 points or more at any time, the game will be over.
15. Pre- Snap & Motion
15.1. Motion & Shifting
15.1.1. Only one player is allowed in motion at a time.
15.1.2. Motion occurs when a player is moving at the time of the snap
15.1.3. Any number of players may shift but must be reset before the ball is snapped.
15.1.4. A shift occurs when one or more players changes their position on the offensive side of the ball before the snap, causing a change in formation.
16. Snap
16.1. The ball must be snapped between the center’s legs either with the QB directly under center or in long snap formation.
16.2. The football under center can be re-positioned but not to be lifted off the ground in a snapping or quick motion before it is officially snapped.
16.2.1. Fumbled snap is a dead ball (loss of down), and the ball will return to the original line of scrimmage. All fumbles are dead where they lay.
16.3. Each time the ball is spotted a team has 25 seconds to snap the ball. A five-yard penalty will be assessed for delay of game.
17. OFFENSE
17.1. The offense will start on the 40 yard-line with the option of using either hash. First downs will be at the 20 and 10-yard lines.
17.2. NO RUN ZONE are located 30-yard line to 25-yard line and 10-yard line to Goal Line
17.2.1. The quarterback may not run the ball unless he/she is blitzed by the defense. No Run Zone, there will be NO count if rushed! QB can scramble but cannot run past the original line of scrimmage must be a forward pass.
17.3. The offense has 3 downs to gain a first down/ score
17.4. Each team must possess a center. Center is ELIGEBLE to catch a pass.
17.5. The 1ST player to receive the ball from the center is considered the QB and can NOT run. The 2nd player to possess the ball is the runner and is not allowed to throw or lateral the ball.
17.6. NO BLOCKING – THIS WILL RESULT IN A 5-YARD PENALTY FROM THE PREVIOUS LINE OF SCRIMMAGE AND A LOSS OF DOWN.
17.7. Offensive team is responsible for retrieving and returning the ball to the previous spot or the new line of scrimmage.
17.8. Players must start with flags on hips. If flag falls off during play, player must be touched to be downed
18. Running
18.1. The offensive team may run the ball on ANY DOWN (Example they can run 1st 2nd and 3rd if they choose). All forms of runs and handoffs are permitted.
18.2. If a team blitzes, there will be NO 4 or 5 second count! QB can run. (No Running in the no run zone)
18.3. NO RUNNING IN THE NO RUN ZONE.
18.4. (6U- 8U) No Blitzing and no running in the NO RUN ZONE, PASS ONLY.
18.5. (9U-14U) If a team blitzes in the No Run Zone, there will be NO count! QB can scramble but cannot run past the original line of scrimmage must be a forward pass.
18.6. Any player who receives a handoff, pitch or lateral behind the line of scrimmage may not throw
18.7. Ball is spotted where the flag is at the time of the flag pull. The flag must break the plane of the midfield or goal line to be considered a first down or touchdown.
19. PASSING
19.1. (8U) Quarterback has 5.0 Sec to throw if not rushed. (9U- 14U) has 4.0 sec to throw if not rushed.
19.2. (7U) No Blitzing and no running in the NO RUN ZONE, PASS ONLY.
19.3. (8U-14U) If a team blitzes in the No Run Zone, there will be NO count! QB can scramble but cannot run past the original line of scrimmage must be a forward pass.
19.4. A forward pass across the L.O.S.
19.5. Once the ball is handed off or pitched backwards the 4 or 5 second count stops. Any defender can rush at this point.
19.6. There is no arm in motion, if the ball is in hand when the quarterback’s flag is pulled then it will be ruled a sack.
19.7. Interceptions may not be returned (3pts)
19.8. The rusher may not have any contact with the QB (no hitting the QB arm or knocking the ball out of the QB hand).
19.9. If ANY part of the players body is behind the LOS it is a legal pass
20. RECEIVING
20.1. ALL players are eligible to receive a pass.
20.2. Center is an eligible receiver.
20.3. Players must have at least one foot in bounds when making a catch and maintain possession.
21. DEFENSE
21.1. Jamming at the LOS is allowed within 5 yards
21.2. Each team can Blitz whenever and any number of players.
21.3. All Blitzer must be 5 yards away from L.O.S at the snap
21.4. The 5 yards will be measured off by a referee.
21.5. (7U) No Blitzing and no running in the NO RUN ZONE, PASS ONLY.
21.6. (8U- 14U) If a team blitzes in the No Run Zone, there will be NO count! QB can scramble but cannot run past the original line of scrimmage must be a forward pass.
21.7. The Blitz can be used at any part of the field, the blitzing team can blitz as many players as they choose
21.8. The rush of a blitzer has to be immediately after the snap, quick and straight towards the point where the quarterback receives the snap in order to retain the right of way.
22. PASS COVERAGE
22.1. Contacting receivers is not allowed after 5 yards.
22.2. Pass interference normally occurs above the waist; entangled feet are not considered pass interference. Incidental contact is not considered pass interference.
22.3. A player may “find” their opponent by reaching out and placing a hand on them as long as touching does not delay, impede, twist, or turn their opponent. This is not considered pass interference.
22.4. A player may use their arms or hands to intentionally obstruct the receiver’s view (face guarding) of the ball without turning their own head to play the ball as long as noteworthy contact is not made with the receiver.
22.5. Contact away from the direction of the pass is not considered pass interference but may be considered illegal contact.
22.6. Whether a pass is catchable or uncatchable has no bearing on pass interference. The benefit of the doubt is given to the receiver. Examples of pass interference include:
PLAYOFF SEEDS
1. Win/loss winning percentage.
1.1. This includes all games.
1.2. Head-to-head match up
1.3. Points scored are calculated and could impact playoff seedings.
1.4. Points allowed.
RULE 5. PENALTIES
Penalty Yardage Penalty Assessment Result
Flag Guarding 5 Spot foul Loss of down
Illegal Advancement 5 Previous spot Loss of down
Illegal Forward Pass 5 Previous spot Loss of down
Offensive Pass Int 10 Previous spot Loss of down
Defensive Pass Int 10 10 from Prev spot Auto 1st down
Personal Foul 10 End of the play or prev spot Off: Loss of down
Def: Auto 1st down
Roughing the Passer 10 Previous spot Auto 1st down
Delay of Game 5 Dead ball- Prev Spot Replay down
False Start 5 Dead ball – Prev spot Replay down
Offsides 5 Previous spot Replay down
Illegal Shift or Illegal Motion 5 Previous spot Loss of Down
Early Flag Pull 5 Previous spot Auto 1st down
Illegal Blocking 5 Spot foul- previous spot Loss of down
Holding 5 Previous spot Auto 1st down
Charging 5 Spot of the foul Loss of down
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