8v8 Contact Rules – Men’s & Women’s

FFWCT GENERAL RULES

1) We declare the Flag Football World Championship Tour (FFWCT) the self-appointed governing organization of the sport of flag football through common consent of our participating teams.

2) We are aware that many leagues play with a variety of rule books that differ from the FFWCT, however the FFWCT is the ultimate governing body for all forms and styles of the sport.

3) Our officials administer the rules of this league not any other governing body (past or present).

4) When more details are needed than are outlined in our abridged FFWCT Rule Book(s), game officials will defer to the National Federation of High Schools Rule Book 2018.

5) Order of tie breakers to determine seeding for playoffs are as follows: Overall record, head to head: (only applies if every team with the same record played each other directly), point differential, points against, points scored, battle points, registration date, coin toss.

Required Personal Conduct:

1) Players, coaches and spectators must keep their comments profanity free.

2) Disrespectful language, racist, sexist, homophobic remarks, obscene gestures/behavior, and bullying are prohibited.

3) Foul play will not be tolerated.

4) Any staff member that hears or sees anything that leads them to believe an infraction of the required personal conduct outline has been committed the person responsible may dismissed for the rest of the tournament.

5) Fighting will lead to an immediate ejection for the remainder of the tournament, possible suspension or even a lifetime exclusion.

Required Team Conduct:

1) For the safety of our officials and their ability to administer the game all team personnel must remain at least two yards off the sidelines and inside the designated team boxes.

2) Coaches may signal or call-in plays during the play clock but must be out-of-bounds before the snap.  Coaches on the field-of-play during game play will be assessed a timeout.

3) After all touchdowns and successful PAT attempts, the ball carrier must report to an official who will ensure the flag was not tampered with by pulling the flag from the ball carrier.

4) If teams cannot agree on a sideline to occupy the Referee will conduct a coin toss and assign sidelines.

5) Officials may require that boom-boxes or other noise producing devices be turned off as they interfere with the game official’s ability to communicate and administer the game.

6) Teams are required to clean up their garbage after contests.

Roster Rules:

1) Rosters must be completed through the registration system.

2) Team captains must invite players by entering their email address or sending them the invite link.

3) Players must accept the invite, register themselves and accept the waiver in order to be eligible to participate.

4) If the team captain is also playing, they must register themselves as a player on the roster and accept the waiver.

5) If the team captain is not playing, their spot on the roster does not count toward the roster maximum.

6) Failure to complete your roster could result in a forfeit and removal from the event without refund.

7) Players may not play in more than one division of a single format. If you are on a roster for 4v4 PRO, you may not play in 4v4 Comp or Rec, but you could play in 5v5 Non-Contact Rec. Age specific divisions are excluded, so you may play in one O35 or U24 division of the same style.

8) Transgender players may play on the team that matches the gender on their state or federal issued identification document.

9) Players must have a valid I.D. or copy of their I.D. with them at all times. In the event of a Roster protest this is the only form accepted as proof of identity.

10) If a player is found playing on a team illegally, the team will forfeit the game the illegal player participated in.

11) All game fees, referee fees, and fines must be paid if forfeiting teams drop out of league, pool, or tournament play.

Playoffs:

During tournament play the number of teams that advance to playoff rounds will be determined by the number of teams in each bracket.

Lightning Protocol:

1) Practice and competitions will be suspended immediately when lightning is detected within 10 miles of the tournament.

2) All athletes and spectators should seek safe shelter during severe weather (but not under trees).

3) Play shall not resume for at least 30 minutes after the last sight of lightning or a hear of a thunderclap.

4) Three long blast from an air or car horn will be the signal it is safe to continue play.

Uniform and Equipment:

1) Players may not wear hard, unyielding, or stiff material items that in the view of the officiating crew may present a hazard to other players.

2) Players are highly encouraged to wear a protective mouthpiece while on the field-of-play.

3) For safety reasons, players must wear pants or shorts that do not have pockets, belt loops, or exposed draw strings.  Pants or shorts with pockets that have been professionally sewn-shut are allowed at the game official’s discretion.  Pants or shorts cannot be tapped or turned inside out unless the shorts are double lined.

4) Team must supply their own flags.

5) Altered or tampered flags could result in an ejection or forfeit.

6) Flags cannot be the same or similar color as the player’s pants/shorts.

7) Flag shall be a minimum of 2” wide and 14” long when measured from the edge of the belt.

8) Some type of team jersey is required; the minimal standard is similar-colored shirts.

9) Teams must carry two colored shirts, a dark color and a light color. They do not have to be official uniforms, the light colored one can be a white T-shirt. 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.

10) Players must ensure their jerseys are long enough to remain tucked in during the entire play or short enough so there is a minimum of 4” from the bottom of the jersey to the player’s waistline.  (Jerseys should never cover the flag belt).

11) When a shirt is untucked at the snap a hold will not be called on the defender that is making a fair and legal attempt at the ball carrier’s flag. It is the player’s responsibility to check their equipment before each snap.

12) Flags must be on the player’s hips and free from obstruction. Deliberately obstructed flags will be considered flag guarding.

13) Flags must be evenly distributed on the belt. Suction cups must face down and away from the body. Belts must be snug around the waist to avoid rotating.

14) If a player chooses to wear a hand towel, or any other object, on their waist it will be treated as part of the flag belt.

15) Footballs must be pebble grained leather or rubber covered and meet the recommendations of size and shape for a regulation football.

16) Adult men’s teams must use a regulation size ball.

17) Adult women’s teams may use a regulation, intermediate or junior size ball.

18) Players must wear shoes.  Cleats with exposed metal are never allowed.

19) Players may wear eye protection to include prescription glasses or flexible sunglasses.

20) Players may wear a face shield molded to the face with no protrusions to protect against facial injury.

21) Jewelry that in the judgement of a game official might endanger other players must be removed before play.

22) Player’s finger nails must be trimmed or taped over to protect opponents. Alternatively, players may wear gloves to protect their opponents.

23) Players may wear knit or stocking-style caps.

24) Hoodies must be tucked inside the jersey while on the field-of-play.

25) Soft-shelled helmets designed for flag football players (e.g., the EliteTek brand), may be worn.

26) Baseball-style caps must be removed or turned around backward.

27) Players may wear a headband made of non-abrasive material. Rubber or elastic bands may be used in hair.

28) Players may tape forearms, hands and fingers. Players may wear soft gloves, elbow pads, shin guards and knee pads. Unyielding items such as braces, casts, or anything with exposed metal are not allowed.

29) Failure to begin a play with a fully complete and properly secured flag belt is a violation, not a foul. Neither the offense nor the defense gains an advantage by beginning a play without a flag belt. In fact, it is a distinct disadvantage. The ball carrier, quarterback, or any other player in legal possession of the ball would be downed by an opponent’s touch. Thus, making it easier for their opponent rather than more difficult and does not provide an unfair advantage. The player in violation will be instructed to fix the issue during the next dead ball situation or leave the field until they have done so.

30) Officials will endeavor to identify missing, incomplete or improperly worn flag belts prior to the snap and announce for example “number X, down by touch”.  If this violation is discovered after the play is dead the officiating crew can spot the ball as they deem fair and equitable.

31) A missing flag violation will not be allowed to delay the game or stop a play.

Clock Mechanics (length of games vary by style):

1) Game time is forfeit time.

2) To avoid a forfeit, teams may use team timeouts to ‘buy’ time.

3) Time outs are 30-seconds.

4) Game officials may stop the clock at their discretion.

5) The offense has a 25-second play clock to snap the ball before a delay of game penalty is assessed.

6) Teams will receive one courtesy warning before a delay of game penalty is enforced.

First Half Clock:

1) During the first half the clock will run continuously unless a team time out is used or play is stopped by an official for game management purposes — to assess penalty yardage, establishing the line-to-gain, get officials back in place, deal with an injury or change of possession, referee conference etc. — and then clock will start on the ready.

2) In general, game officials will only use ‘game management type of stoppages’ in the last two minutes of the first half so they can administer an equitable contest.

3) Game management stoppages are not designed to assist either team but rather to assist the officiating crew in providing a controlled and properly administer the contest.

4) In the event of an injury, the clock will stop then restart when the injured player is removed from the field.

5) The head official will give a verbal two-minute warning as close as possible to the actual two-minute mark but will not interrupt a live play.

6) The two-minute warning will not stop the clock in the first half.

7) The clock will run during point-after-touchdown attempts (PATs) in the first half unless the defense opts to use a team timeout.

 Second Half Clock:

1) In the second half the clock will run continuously unless a team timeout or an official’s time out is used.

2) Teams will receive a verbal notice of time remaining on the clock according to the style of play.  Then officials will go to ‘stop clock’ or ‘pro-clock’ mechanics.

3) During ‘stop/pro clock’ mechanics the game the clock will stop / start in accordance with NFHS Rule 3-4 as listed below:

  1. Defense gains possession of the ball: on the following snap unless it is a PAT attempt
  2. Either side is awarded a first down after a punt / on the snap
  3. Inadvertent whistle / at the ready
  4. Incomplete passes / on the snap
  5. Intentional grounding / at the ready
  6. Offense achieves a first down / clocks stops till referee whistles the ready to play whistle
  7. Out of bounds play / on the snap
  8. Penalty administration (other than Delay of Game) / depends on previous play
  9. Delay of game / on the snap
  10. Referee timeout / at the Referee’s discretion
  11. Safety / when the receiving team take possession of the ball to attempt a return
  12. Team timeout / on the snap
  13. Injury / when player is removed from field (depending on the status of clock on previous play)
  14. Touchback / on the snap
  15. Touchdown / on the next snap after the PAT attempt. PATs are untimed downs during ‘stop/pro clock mechanics’.

Time Outs and Clock Protocol:

1) Officials may stop the clock as needed.

2) Team timeouts are 30 seconds. After 30 seconds the official will audibly place the offense on a 25-second play clock.

3) Timeouts do not roll over from the first half.

4) Halftime is three minutes.

5) Team captains are encouraged to yell “clock?” or “clock check?” in lieu of “time?” to avoid confusion when requesting a team timeout.

6) The game may not end with a defensive penalty unless the offense declines it.

7) Penalties by the offense that include a loss of down with time expired in either half (i.e., there is no time on the clock) will not extend the half.

8) Event directors may enter the field of play during any dead ball situation to address matters they believe should not wait till half-time or the end of the game by calling a ‘director’s time-out’.

Coin Toss:

1) Team captains are required to bring their game ball(s) to the coin toss for inspection.

2) Game officials will confirm with team captains during the coin toss that the teams are in correct and legal uniforms (pockets, flags, contrasting colors, unyielding materials, etc.).

3) Referee will issue the first warning about unsportsmanlike conduct, excessive rough play, and language.

4) During tournament play “Home” or “Away” will be determined using either a strength of play record (“seeding”) or randomly (“draft-style”).

5) First possession is decided using a coin toss.

6) The head official will ask the ‘calling captain’ their choice of “heads” or “tails”.  The official will ask the opposing team to repeat and confirm the choice before flipping the coin. The head official will then confirm the call.

7) The captain winning the toss shall choose one of the following options:

  1. Begin on offense
  2. Begin on defense
  3. Designate which goal their team will defend
  4. Defer their choice to the second half

8) The loser of the coin toss shall make a choice of the remaining options.

9) Before the start of the second half, the choice of options shall be reversed.

10) If a team captain does not attend the coin toss, the opposing team will win the toss.

11) In order to keep to schedule, the game clock shall start one minute after the coin toss formalities have concluded, regardless if the teams have taken the field or not.

Challenge Procedure:

1) Only the team captain or head coach may ask the referee questions about rule clarification and interpretations.

2) Generally, officials are happy to answer quick response and general questions during the game if they do not impede the game. The priority is to spot the ball then address questions without impeding the play clock.

3) If a captain or head coach believes an official has made a procedural error they may call for a timeout.  If the head official agrees that there has been a procedural error (e.g., wrong down, incorrect penalty yardage, etc.) the procedural error will be addressed and the timeout will not be charged.

4) The challenge must be made to an official before the next snap.

5) In the event the captain or head coach loses a procedural challenge and the captain’s team did not possess a legal team timeout a fifteen-yard unsportsmanlike conduct penalty will be assessed.

6) Only procedural issues may be addressed, not an official’s judgment call or no-call.

7) If the protesting team is unsatisfied with the ruling of the challenge on the field and would like to elevate the challenge to a league director / head of officials, they may do so.

8) If the protest is ultimately lost, the protesting team will lose all remaining timeouts of that half.  If the protesting team does not have any timeouts left in the half they will lose all of the timeouts in the following half.

9) If the team doesn’t possess any timeouts at all they will be assessed an unsportsmanlike conduct penalty.

 OFFENSE:

1) Offensive players must come to a complete stop for one second before the ball is snapped unless they are the only player in motion.

2) For specific divisions, no offensive player may begin a play closer than five yards from a sideline unless they were momentarily at least 9-yards from a sideline (this is sometimes referred to as “inside the numbers” or “checking in”). All players must substitute from their sideline only. This allows the defense to be aware of their presence and avoids deceptive plays by the offense.

3) It is a dead ball foul if any player on offense enters the neutral zone before the snap. (neutral zone infraction)

4) The ball must be snapped between the center’s legs.

5) Direct snaps are legal to any player not on the line-of-scrimmage.

6) The ball will be declared dead if any portion of the ball carrier’s body other than their hands and feet (knee, elbow, buttocks, ball in hand, etc.) touches the ground.

7) The offense is responsible for retrieving the ball and returning it an official or to the line of scrimmage at the end of each play.

8) For safety reasons, when relaying the ball please use short underhand tosses.

Fumbles and Muffs:

1) Fumbles are a “dead ball” when they hit the ground.

2) If a lateral, muffed or fumbled ball is intercepted before becoming dead it remains a “live ball”.

3) Forward fumbles that hit the ground will be marked where the ball carrier’s feet were when he/she lost control and not the spot where the ball hit the ground.

4) Muffed snaps will be marked where the ball hit the ground.

Run Plays:

1) Ball carriers must make every effort to avoid a defender who has established a stationary position.

2) The offense may use multiple backward hand-offs or laterals.

3) For safety reasons, the ball carrier may not significantly leave the ground with both feet to advance the ball (e.g., hurdling, diving or leaping).  This is referred to as “illegal advancement”.

4) Insignificant “jump cuts” are allowed if they do not initiate noteworthy contact with the defender.

5) Offensive players attempting to advance the ball illegally or gain an advantage against a defender by leaving their feet, significantly lunging, or falling forward in a perceived intentional manner may be guilty of illegal advancement.

6) Not every insignificant jump or small hop constitutes a safety issue and the definition of “significant” is at the discretion of each official.

7) A passer may jump vertically to throw the ball over a defender. This does not constitute illegal advancement.

8) Runners may leave their feet to avoid collision or falling on another player.

9) Lateral moves to the left or right are permitted.

10) Spinning is permitted.

11) Diving by the defense to capture a ball carrier’s flag is legal.

12) The ball will be spotted wherever the ball was at the time of the flag pull or the ball carrier left the field-of-play.

13) When a ball carrier’s flag accidentally falls off — but not as a result of any action by the defense — that player will be downed by one-hand touch.

Flag Guarding including Stiff-Arming:

1) The ball carrier’s flags must be accessible to the defense throughout the play.

2) Flag guarding is the act of a ball carrier denying a defender the opportunity to capture their flag in some physical way.

3) Flags may not be tucked in pants, tucked under jerseys, worn improperly, looped around the waist belt, or knotted.

4) The ball carrier shall not flag guard by flailing of arms, using their hands, arms, elbows or extremely dipped shoulders to deny the opportunity of an opponent to remove a flag.

5) The ball carrier may not swat a defender’s hands away nor pin the flag against their body using the ball or hands.

6) An official may call flag guarding if they feel that a ball carrier’s natural running motion gave the ball carrier a decisive advantage over the defender and the running motion caused part of the ball carrier’s body to block a de-flagging attempt.

7) What constitutes flag guarding is up to the official’s judgment. We recommend you carry the ball with your hands held high on the body to avoid flag guarding. This is one of the most difficult transitions for traditional football players.

8) Flag guarding shall not be called if there is no defensive player within reasonable distance to capture the flag.

9) The ball carrier may bend at the knees to dip low, side cut, skip, or take short hops.

10) No penalty will be called if a ball carrier simultaneously flag guards as the defender pulls the flag.

11) Tampering with the flag in any way to gain advantage is illegal.

12) Examples of flag guarding: stiff arming, pinning the flag, swatting

Pass Plays:

1) Only one forward pass per play.

2) Once the ball has passed the line-of-scrimmage it cannot be returned to behind the line-of-scrimmage and thrown forward legally.

3) If any portion of the passer’s body is behind the line-of-scrimmage it is a legal pass.

4) A passer may jump vertically to throw the ball over a defender. This does not constitute illegal advancement.

5) All players are eligible to receive a pass unless they have stepped out-of-bounds of their own accord.

6) Players may re-establish themselves in the field of play and catch the ball if another player has touched the ball first.

7) Any offensive player who receives either a forward or backward handoff behind scrimmage can pass the ball from behind the line-of-scrimmage.

8) Backward passes are allowed.

9) If the passer’s flag has been pulled while the passer still has the ball in their hand it is a sack.  There is no allowance given for the passer’s arm being in motion at the time of the sack.  Ball in hand at all equals a sack.

10) Spiking the ball to stop the clock in the final two minutes of each half is allowed.  Spiking from the “shot-gun” formation is allowed if the spike is fluid and immediate after the snap. If the spike is not fluid and immediate the passer will be called for intentional grounding.

Catches:

 1) A pass is completed when an offensive player simultaneously places at least one foot inbounds and momentarily maintains possession of the ball.

2) Simultaneous catches between a defensive and offensive player go to the offense.

3) In the event of a bobbled catch, i.e., the ball is batted about by the receiver in an attempt to catch it, and the intended receiver is de-flagged before taking full possession, the receiver shall remain live and downed by one-hand touch. In this situation there is no penalty for early flag pull.

4) If a receiver steps out-of-bounds of their own accord and is the first to touch a pass, it is illegal touching. The play will be allowed to continue to a dead ball situation (5-yards from previous and a loss of down, if accepted).

5) If the ball comes out of the receiver’s grasp due to contact with the ground or while going to the ground the pass is incomplete.

DEFENSE:

1) Stripping or attempting to strip the ball from a player’s hand, including the quarterback, is illegal.

2) Defensive teams may not simulate the offensive team’s signals or cadence. (unsportsmanlike)

3) There are no “free plays” for the offense. After the head official blows the ready-for-play whistle and the snapper puts their hand(s) on the ball, no player may enter the neutral zone until the ball is moved to start the snap. Entering the neutral zone before the snap is known as “offside” or encroachment which causes the play to be immediately blown dead and the offending team is penalized five yards.

Roughing:

1) Defensive players must make a concerted effort to avoid charging into the quarterback.

2) To assist defensive players to avoid unnecessary contact with the passer the covering official will endeavor, but is not required, to announce “balls away” when the ball has left the quarterback’s hand.

3) In general, defensive players may not “crash” the quarterback’s throwing arm, shoulder or body even if the ball is touched first. This rule applies to holders and kickers as well.

4) An insignificant “brush-by” may be allowed by the referee but is not guaranteed.

5) Making contact with the quarterback while blocking a pass or attempting to block a pass may result in a roughing the passer penalty.

6) Whether or not a ball is tipped in the air by the defense has no bearing on the play as it applies to fouls (roughing, pass interference, personal fouls, etc.).

7) A roughing penalty will not be enforced if a quarterback initiates contact with a defensive player while in the throwing motion; for example, during the passer’s follow through the player’s arm makes contact with an opponent’s hand, arm, or shoulder.  In this instance the impetus of the contact is the action of the quarterback and not the defender. This is a judgment call.

8) It is a personal foul if the quarterback’s follow through hand or arm makes significant contact with an opponent’s head, neck or face (Personal Foul, Contact above the Shoulders).

Flag Pulling Mechanics:

1) Flag football is a finesse game versus the brute strength game of traditional tackle football.

2) Flag pulling is the legal removal of a flag from an opponent in possession of the ball.

3) Legal flag pulls must begin with the hands leading toward the opponent’s hips and flags.

4) No player has the right to over-aggressively ‘body up’, ‘wrap up’, ‘play through’, ‘bull rush’, charge, spear or lead with a shoulder against an opponent even to capture a flag.

5) Pushing out on the sidelines is not permitted unless the defense was making a fair, legal, and reasonable attempt to pull the ball carrier’s flags, i.e. the defender’s hands were aimed low at the ball carrier’s hips and flags and not high up on the body.

6) Pushing, striking, holding, slapping or tripping while attempting to pull a flag is not permitted.

7) Defenders may dive when attempting to pull flags.

8) A defensive player may not pull the flag of a player who is not in possession of the ball.

9) Any defensive player who removes the flag from an offensive ball carrier is encouraged to show good sportsmanship and hold the flag above their head to assist the officials in locating the spot where the capture occurred.

10) Defensive players may be penalized for unsportsmanlike conduct for throwing or spiking the pulled flag.

11) If a player’s flag inadvertently falls off during the play or just before the snap the de-flagging reverts to a one-hand touch of the runner between the shoulder and the knees.

12) When a ball carrier flag guards and a defensive player pulls the ball carrier’s flag simultaneously, no penalty will be called for flag guarding.

13) If a defensive player physically contains, tackles, or attempts to tackle the ball carrier (e.g., bear hugs, holds, wrestles with, obstructs, pushes the ball carrier out-of-bounds, tackles, or attempts to tackle, etc.) without making a clear, legal attempt to pull the ball carrier’s flag, the offensive team will be awarded at least one line-zone-to-gain or 15-yards (offended team’s choice) from the spot of foul and an automatic first down.

14) This type of action can result in a touchdown awarded if the foul occurred inside the final line-zone-to-gain. (Teaching point: Play the flag not the ball carrier’s body or ball as in traditional tackle football).

Pass Coverage:

1) Pass interference normally occurs above the waist; entangled feet are not considered pass interference.

2) Incidental contact is not considered pass interference.

3) A player may “find” their opponent by reaching out and placing a hand on him/her as long as touching does not delay or impede him/her.  This is not considered pass interference.

4) Contact away from the direction of the pass is not considered pass interference.

5) Examples of pass interference include:

  1. Shoving or pushing off to create separation.
  2. Playing through the back.
  3. Hook and turn: grabbing the torso and turning an opponent before the pass arrives.
  4. Not playing the ball: the defender is looking at the receiver and contact materially impedes the receiver.
  5. Arm bars, hooking, restricting, grabbing wrists, or turning a receiver.
  6. Blocking downfield before the ball has been touched, commonly seen through “pick plays”.
  7. Cutting off the path of a receiver by being in front of them and slowing down or being beside them and “riding” them off their path to the ball.

6) Whether a pass is catchable or uncatchable has no bearing on pass interference.

7) 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 contact is not made with the receiver.

Interceptions:

1) Interceptions may be returned.

2) In the event of an interception, the intercepting team must secure the ball with “clean hands,” i.e., they must not have committed a foul before or simultaneous to the interception.

3) If the intercepting team gained the interception with “clean hands” they will be awarded a first down where the ball becomes dead (flag pull, stepping out-of-bounds, fumbled, etc.)

4) The ball will be spotted wherever the ball was at the time of the flag pull or the ball carrier left the field-of-play.

5) Fouls by the intercepting team after an interception will be assessed from the spot of the foul.

6) Fouls by the intercepted team after the interception will be assessed at the end of the run.

Point After Touchdown (PAT):

1) Following a touchdown, once the scoring team has informed an official of which point conversion choice they want to attempt the decision cannot be changed unless the scoring team uses a team timeout.

2) If a penalty occurs during an extra point attempt, the penalty will be assessed but the extra point value remains the same.

3) Decisions cannot be changed after a penalty. For example, if the offense attempts a 1-point PAT and is penalized five yards for a false start, they cannot change their mind and go for a 2-point PAT.  They will still be attempting a 1-point PAT but it will be from the 8-yard line.

4) Unsportsmanlike conduct and personal fouls during successful touchdown attempts will be assessed at half the distance to the goal during the PAT attempt (e.g., 3-point PAT attempts will be spotted at the 10-yard line, 2-point PAT attempts will be spotted at the 5-yard line and 1-point attempts at the 2 ½-yard line) or on the kickoff.  All other defensive penalties may be declined by the offense and the score will stand.

5) Dead ball fouls committed by the offense that do not carry a loss-of-down penalty (false start, offside, etc.) will result in penalty yardage assessed and the down replayed.

6) Fouls by the offense during a PAT attempt that carry a loss-of-down penalty (flag guarding, illegal advancement, illegal forward pass, etc.) will result in the PAT being “no good” and the attempt will not be repeated.

7) Fouls committed by the offense in unsuccessful PAT attempts will be declined by the defense and the PAT will be “no good” and will not be replayed.

8) Fouls simultaneous to the snap (illegal shift, illegal motion, illegal formation, etc.), if accepted, will result in penalty yardage assessed and the down replayed.

9) Fouls by the defense during an unsuccessful PAT attempt will result in a retry after the options are administered. The offense may opt to accept or decline penalty yardage before the retry.

10) Interceptions on any PAT can be returned by the defense for two points.

Safeties:

1) Occur when the ball becomes dead in the offense’s end zone or the offense commits a foul in their end zone.

Examples include:

  1. Fumbles in, or out of your opponent’s end zone (sides and end line).
  2. A player in possession of the ball has their flag pulled in the end zone.
  3. The ball carrier going out-of-bounds behind the goal line.
  4. The ball is snapped out of the end zone.
  5. The offense commits a foul inside the end zone

OVERTIME:

1) Only one coin toss is allowed during overtime regardless of the number of overtime periods played.

2) If additional overtimes are played, the captains will alternate choices (for example: the winner of the overtime coin toss chooses defense. If there is another overtime the loser of the overtime coin toss now gets to choose).

3) For winning the coin toss, a team may choose offense or defense.

4) Each team will receive an offensive possession (opportunity to score) during overtime and interceptions that are returned for points will be considered a possession.

5) Kicking for points in overtime is allowed at the 8v8/9v9 levels if goal posts are available.

6) Overtime will continue until a winner is declared. Choices will continue to be reversed during each overtime period.

7) Each team is allowed one timeout per each overtime period.

8) Interceptions on returned overtime extra points are worth two points.

9) Penalties are administered as during the regular game.

10) The goal line shall always be the line-to-gain in overtime, regardless of the number of overtimes played.

11) The head official will determine which end of the field overtime will be play on.

12) Please refer individual style rule books specifics for overtime.

Ending the Game:

 1) The game may not end with a defensive penalty unless the offense declines it.

2) Penalties by the offense that include a loss of down with time expired in either half (i.e., there is no time on the clock) will not extend the half or game.

3) Offsetting penalties will not extend the half or game.

OFFICIATING:

1) Officials should aim to assist teams to avoid penalties. Cautions and teaching points are appropriate at most times.

2) Prior to a snap, officials can require and warn players to adjust their flags to their proper alignment. Repeated warnings of this nature can result in an unsportsmanlike penalty.

3) Officials can perform random checks of flags to test for tampering.

4) Officials must highly endeavor to announce down and distance before any snap. While it always the team captain’s responsibility to be game aware, the officiating crew should always endeavor to keep captains informed.

5) No penalty or penalty flag stops a live play.

6) When an official throws a penalty flag it should be left on the ground until the ball becomes dead and penalty enforcement is complete.  It is permissible for the covering official to pick up and move the flag to a more accurate spot, if needed.

7) It is not the mission of the game officials to flag every small, nuanced infraction of traditional football unless it produces a significant unfair advantage.

8) Officials are encouraged to use the “preventive style” of officiating which allows officials to talk to, remind and help players avoid violations whenever feasible.

9) When throwing the ball to an official use short underhand tosses.

10) Officials do not have to call everything they see but they must see everything they call.

11) Officials must not tolerate taunting, baiting, and unsportsmanlike acts.  They often lead to more problems during the game.

Marking the Spot:

A ball spotter, ball marker, or line judge shall be used to mark the line-of-scrimmage.  We recommend a non-trip hazard object like a soft, pliable indoor hockey puck or similar item.  The marker will be placed along the line-of-scrimmage.

Penalty Enforcement:

1) Penalties are assessed for live balls before dead balls.

2) Penalties will be assessed half the distance to the goal when the penalty yardage is more than half the distance to the goal.

3) Fouls simultaneous to the snap (illegal shift, illegal motion, illegal formation, etc.), if accepted, will result in penalty yardage assessed and the down replayed. Officials shall not stop these plays but rather play them out because the foul occurred “simultaneous to the snap” and not before the snap.

4) An official shall have the authority to rectify an error and correct a down until the series has ended.

5) Games may not end on a defensive penalty unless it is declined by the offense.

6) Penalties associated with automatic first downs: An offended team may accept the

automatic first down portion of a penalty but decline the yardage portion of the penalty enforcement or they may accept both the yardage and the automatic first down.

Establishing Zone-Line-to-Gain:

1) For live ball fouls, the penalty yardage will be marked off first, then the next line-to-gain (first-down marker) will be established.

2) To determine if a first down was achieved, the official will mark off any un-administered live-ball penalty yards before making the determination.

3) If a penalty awards an automatic first down (e.g., roughing the passer) and the original line-to-gain was not achieved after the yardage was resolved, the original line-to-gain will remain in effect.

Pace of Play:

1) Officials will hustle but not hurry.  They must control the game and not let an anxious team set the pace.

2) If a snap occurs before the officials are ready, ready-to-play whistle or announcement, the ball will be blown dead and the quarterback issued a warning for the first offense.  For the second offense a delay of game penalty will be incurred.

3) Officials may stop the clock as they see fit in order to administer a fair, controlled contest.

Personal Foul, Contact above the Shoulders:

Safe play is our utmost concern. Officials will penalize any noteworthy contact above the shoulders (head, neck, or face) between players, even if accidental.

Holding:

Holding is a judgement call. Officials will penalize any noteworthy hold that provides a significant unfair advantage. A simple tug or momentary grasp may not necessarily constitute holding. Holding is an attempt to gain a physical advantage by using hands or arms to hook, lock, clamp, grasp, encircle or restraining an opponent. Be aware defenders will be given the benefit of the doubt if the ball carrier’s shirt is untucked.

Cool Down Period:

1) Before, or instead of, disqualification or ejection an official may order (but is not required to) a player a “cool down” period if the official chooses.

2) Players should think of this “cool down” as a warning before being ejected and be thankful for it.

3) This period will consist of five plays and will be tracked by the official that ordered the “cool down”.

4) The player must be off the field for five plays regardless. A score or other event does not release the player back to the field. They must stay off the field for five plays.

Disqualifications and Ejections:

1) Disqualifications, Ejections and Unsportsmanlike Conduct are the only three penalties that cannot be declined. They are completely the option of the game officials. The yardage portion of the penalty may be declined but infraction itself cannot.

2) The difference between disqualification and ejection is completely the determination of the presiding referee and may not be appealed.

3) Disqualifications are normally reserved to address lower-level transgressions.

4) A disqualification will last for the remainder of the contest the player was disqualified for.

5) A disqualified player may play in the next scheduled contest.

6) An ejected player may not play in the next scheduled contest.  They must sit out at least one game.

7) Any official may disqualify a player.  To eject a player all officials must unanimously agree to the ejection.
8) Ejections / disqualifications may occur for:

  1. A second unsportsmanlike or personal foul on a single player
  2. Any act deemed egregious by the head official
  3. Disrespectfully addressing or intentionally touching a game official
  4. Four unsportsmanlike and /or personal fouls by one team (forfeiture)
  5. Fighting

Fighting:

1) Fighting will lead to immediate ejection, possible suspension or lifetime exclusion.

2) Fighting is any attempt by a player or non-player to strike or engage an opponent in a combative manner unrelated to football.  Such acts include, but are not limited to, attempts to strike an opponent(s) with the arms, hands, legs, or feet, whether or not there was contact.

3) Any player who comes off the sideline to participate in a fight will be disqualified or ejected.

4) If either team leaves the bench during a fight the game will be forfeited immediately.

Bench Fouls:

Teams may incur bench fouls for a variety of reasons to include but not limited to:

1) Players on the sidelines or spectators interfering with play or an official

2) Disrespect toward officials or other players or non-players

3) Players or non-players in the designated restricted zone during a live play

4) Non-players on the field of play

5) Teams not remaining in the designated team box

Unfair Acts Rule:

1) Neither team shall commit any act which, in the opinion of the referee, tends to make a travesty of the game.

2) The head official on each field may enforce any penalty or remedy any situation with anything he/she considers equitable — including the award of a first down, a line-zone-to gain, a replay, a score, forfeiture, etc. — for any situation not specifically covered in these rules.

Last Player Rule and Penalty:

1) If the last defensive player physically contains the ball carrier (e.g., bear hugs, aggressively holds, pushes the ball carrier out-of-bounds, tackles, attempts to tackle, etc.) without making a clear, legal attempt to pull the ball carrier’s flag, the offensive team will be awarded at least one line-zone-to-gain distance from the spot of foul and an automatic first down.
2) Officials have the discretion to award a touchdown if the foul occurred inside the final line-zone-to-gain and they reasonably believe the foul is the only thing that prevented the ball carrier from scoring.

THE FOLLOWING 8V8 CONTACT FLAG FOOTBALL RULES FOR MEN AND WOMEN ARE FFWCT APPROVED.

General Description:

  • Eight offensive and eight defensive players are allowed on the field during live plays.
  • A minimum of six players must be fielded to start or continue a contest.
  • All players are eligible receivers.
  • Offensive teams have four downs to successfully advance to the next zone-line-to-gain and earn a new set of downs.
  • Zone lines-to-gain markers are located at the 20-, 40-, 40-, and 20-yard lines on a 100-yard field.
  • If an 80-yard field is used, line-to-gain markers are located on the 20-, 40-, and 20-yard lines.
  • A hash-mark styled system similar to high school football will be used.

Clock Mechanics / Protocol:

  • Games are 44 minutes (two 22 minute halves).
  • Each team will have two time outs per half.
  • Halftime is three minutes.

First Half Clock:

  • The clock will run continuously during the first 20 minutes of the first half unless a team timeout is used or play is stopped by an official (e.g. deal with an injury, challenge, referee conference, etc.)
  • In the final two minutes of the first half the clock will run continuously unless a team time out is used or play is stopped by an official for game management purposes (ex: to assess penalty yardage, get officials back in place, first downs / i.e. to determine the next line-to-gain, deal with an injury, change of possession, etc.) and then clock will start on the ready.
  • The head official will give a verbal two-minute warning as close as possible to the actual two-minute mark but will not interrupt a live play.
  • The two-minute warning will not stop the clock in the first half.
  • The clock will run during point-after-touchdown attempts (PATs) in the first half unless the defense opts to use a team timeout.

Second Half Clock:

  • In the second half the clock will run continuously for the first 20 minutes unless a team timeout or an official’s time out is used. Note: For team timeouts the clock will start on the snap and official’s timeouts will start on the ready.
  • The two-minute warning will stop the clock in the second half.
  • The head official will give a verbal two-minute warning as close as possible to the actual two-minute mark but will not interrupt a live play.
  • At the two minute warning officials will use a ‘stop clock’ (also known as a ‘pro-clock’) mechanic for the remainder of the contest.
  • The time remaining on the clock will be announced after every play inside the final two minutes of the contest.

OFFENSE

  • The offensive line must have a minimum of four players on the line at the snap.
  • Only one offensive player may be in motion at the snap and that motion must be parallel to the line-of-scrimmage.
  • Players who go in motion do not count as “being on the line”.
  • The ball must be snapped from the ground in a fluid and continuous motion between the center’s legs.
  • There are no required distances between the center and other offensive players on the line.
  • No offensive player may start a play closer than five yards from the sideline

Blocking:

  • Contact blocking is allowed between the shoulders and waist only (a.k.a. “inside the frame”).
  • All blocking must INITIATE with open hands and not the elbows/shoulders (i.e. players cannot begin a block with their shoulders).
  • Blockers must be on their feet before, during and after contact is made with their opponents.
  • No contact of any kind is allowed above the shoulders of an opponent.
  • Illegal blocks include:
    1. Leading with the shoulder
    2. High-low/chop/cut blocks: An attempt by a player to block an opponent at the thigh level or lower while the opponent is already engaged by another player.
    3. Crack-back block: A blind-side block on a player by an opponent who starts downfield and then cuts back toward the original spot of the ball to make contact.
    4. Blind-side block: Engaging an opponent who does not see the blocker approaching with anything other than fully extended arms and open palms.
    5. Clipping: A player hitting an opponent from behind.
    6. Tripping: A player using their leg or foot to stop an opponent’s forward motion.
    7. Hook or hug block: A player gaining advantage of an opponent by turning or detaining the opponent by illegally tackling or using arms around the body, waist, shoulders or arms.
    8. Rolling blocks: A player on the ground attempting to block or engage an opponent by moving or turning over and over on an axis.
    9. Dive blocks: A player leaving her feet to engage an opponent.
    10. Making contact with an opponent while swinging or flipping hands, arms or elbows.
    11. Slapping, punching, or swinging at an opponent with hands, arms or elbows.
    12. Grabbing or holding an opponent’s jersey while blocking.
    13. Interlocking of blocker’s fingers or hands.
    14. Laying on a downed defender
  • Swim moves (a player using a maneuver similar to a freestyle swimming stroke to get past an opponent) are legal. However, if the swim move results in contact to an opponent above the shoulder (neck, head, or face) it is illegal.
  • Downfield blocking for the ball carrier is allowed.
  • Blocking downfield while the ball is in the air is pass interference except if the pass is behind the line of scrimmage.
  • Two-on-one blocking is permitted as long as both blockers are engaging the opponent above the waist.
  • If a player turns to expose their back, it is not an illegal block as long as their opponent maintains contact with the player from the initial block.

Run Plays:

  • The quarterback — the player initially receiving the snap — may run to advance the ball at any time.
  • The offense may use multiple backward hand-offs or laterals.
  • To execute a center sneak, the ball must completely leave the center’s hands on the snap and they must take at least one step backwards off the line-of-scrimmage before receiving direct hand-off from the quarterback before advancing the ball.

Pass Plays:

Teams can make an unlimited number of backward passes and then throw a forward pass provided the player throwing the ball is behind the line of scrimmage.

Intentional Grounding: 

  • A passer may not intentionally throw the ball into the ground to avoid a loss of yardage.
  • As long as the ball is thrown beyond the line-of-scrimmage or if an offensive player is in the area behind the line-of-scrimmage where the ball is thrown incomplete, intentional grounding will not be called.
  • Passers may not throw the ball out-of-bounds to stop the clock as in NFL or NCAA games. This will result in an intentional grounding call.
  • Intentional Grounding can occur anywhere behind the line of scrimmage.

DEFENSE

Rushing:

  • Defensive players may not line up directly in front of an offensive lineman (i.e. head-to-head). They must “shade” (face toward each other but shoulder-to-shoulder) to one side or the other of their opponent for safety reasons or be a minimum of one yard away from the offensive lineman at the snap.
  • The center is considered a defenseless player while their head is down in the snapping position and cannot be contacted until they assume a blocking position or has fired out into their pattern.

Roughing the Passer, Kicker, Holder, Center:

  • Defensive players must make a concerted effort to avoid charging into an unprotected player.
  • To assist defensive players to avoid unnecessary contact with the passer the covering official will endeavor, but is not required, to announce “balls away” when the ball has left the passer’s hand.
  • In general, defensive players may not “crash” the passer’s throwing arm, shoulder or body even if the ball is touched first. This rules applies to holders and kickers as well.
  • An insignificant “brush-by” may be allowed by the referee but is not guaranteed.
  • Making contact with the quarterback while blocking a pass or attempting to block a pass may result in a roughing the passer penalty.
  • Whether or not a ball is tipped in the air by the defense has no bearing on the play as it applies to fouls (roughing, pass interference, personal fouls, etc.).
  • The defense can knock the ball down, but the ball must have left the passer’s hand.
  • A roughing penalty will not be enforced if a passer initiates contact with a defensive player while in the throwing motion; for example, during the passer’s follow through their arm makes contact with an opponent’s hand, arm, or shoulder. In this instance the energy of the contact is the action of the passer and not the defender. This is a judgment call.
  • It is a personal foul if the passer’s follow through hand or arm makes contact with an opponent’s head, neck or face.

Pass Coverage:

  • Contacting receivers within the initial five yards from scrimmage is allowed as long as the ball is not in the air.
  • Contact within the initial five yards must be continuous (i.e. no “re-loading”) and applied “inside the frame” of the body.
  • A defender may turn an opponent “off their route” as long as the defender’s hands are “inside the frame”.
  • Pass interference normally occurs above the waist; entangled feet are not considered pass interference.
  • Incidental contact is not considered pass interference.
  • 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.
  • Contact away from the direction of the pass is not considered pass interference but may be considered illegal contact.
  • Examples of pass interference include:
    1. Shoving or pushing off to create separation.
    2. Playing through the back.
    3. Hook and turn: grabbing the torso and turning an opponent before the pass arrives.
    4. Defender is looking at the receiver and makes significant contact materially impeding the receiver.
    5. Arm bars, hooking, restricting, grabbing wrists, or turning a receiver.
    6. Blocking downfield before the ball has been touched, commonly seen through “pick plays”.
    7. Cutting off the path of a receiver by being in front of them and slowing down or being beside them and “riding” them off her path to the ball.
  • Whether a pass is catchable or uncatchable has no bearing on pass interference. The benefit of the doubt is given to the receiver.
  • 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.
  • The remedy for defensive pass interference is 15-yard and an automatic first down or half the distance to the goal and a first down, even if it occured in the end zone.
  • Interceptions may be returned.
  • Interceptions in the end zone that are not returned to the field of play will result in a touchback and the ball will be spotted on the 15-yard line.

The Kicking Game

Kick Offs:

  • The kicking team will kick from their 40-yard line unless moved by penalty.
  • Teams have one minute from the end of PAT attempts to execute kick offs.
  • All players of the kicking team must start with one foot on the kicking line with the exception of the kicker (i.e. there is no ‘run up’ allowed).
  • The receiving team’s restraining line will be 10-yards from the kicking team’s restraining line.
  • Four players on the receiving team must start the play within five yards of the receiving team’s restraining line.
  • If a kickoff goes out of bounds untouched beyond the receiving team’s restraining line, but before the 35-yard line, the ball is put in play at the point where the ball left the field of play plus a 5-yard penalty tacked on.
  • If the ball goes out of bounds untouched between the 35-yard line and the goal line the ball is put in play at the 35-yard line.
  • Touchbacks will be spotted at the 15-yard line.

Field Goals:

  • Field goals may be attempted from anywhere on the field.
  • Defensive players are not allowed to be in three or four point stances.
  • Defensive players cannot rush the center guard gap unless that player vacates the area on their own.
  • Offensive lineman cannot be forced to vacate their position.
  • The guard can move and block as long as he does not vacate his area.
  • If the guard vacates, then players may rush the gap.
  • The offense and defense must have at least four players on the line at the snap.
  • Fake field goals are allowed.
  • The holder can have one knee on the ground and get up and run or pass the ball during a fake field goal.
  • This is the only play that a runner with the ball can have a knee on the ground and play still be live.
  • The ball must be caught in one continuous motion and placed on the ground for the field goal attempt.
  • If the ball is snapped and hits the ground, the play is dead and the field goal attempt will be no good.
  • Defensive players may not rush through an ineligible gap in the offensive line.
  • An ineligible gap is any gap between any offensive line players whose feet are touching at the snap.
  • This gap will stay ineligible throughout the entire play regardless if the offensive players are touching after the snap.
  • Defensive players may legally rush through eligible offensive line gaps and outside the offensive line.
  • A holder may not legally pass or flick the ball forward or backward without rising up from their knee. (illegal pass).
  • All roughing penalties during field goal attempts will result in an automatic first down and yardage if accepted
  • Whether or not a ball is tipped or blocked by the defense has no bearing on the play as it applies to fouls (roughing, pass interference, personal fouls, etc.). Avoid the kicker, center, and holder!

Missed or Blocked Field Goals:

  • A missed or blocked field goal remains live until it becomes dead by rule (hits the ground, whistle, etc.).
  • A missed or blocked field goal is returnable by the defense to include returning it from the end zone.
  • The kicking team may recover but may never advance a missed or blocked field goal that has crossed the line-of-scrimmage that was not batted or deflected.
  • The kicking team may recover and advance a missed or blocked field goal that has crossed the line-of-scrimmage but was batted or deflected behind the kicking team’s line-of-scrimmage.
  • A missed or blocked field goal attempt on first, second, or third down that is caught by the kicking team behind the line-of-scrimmage will be counted as a scrimmage play and the kicking team shall receive the next succeeding down.
  • The ball becomes dead when it strikes any part of the goal post cross bar or uprights.
  • After a missed or blocked field goal and when the ball becomes dead the new offensive captain has two options to put the ball back in play:
    the previous line-of-scrimmage.
    b.  the 20-yard line.

Protected Punt:

  • On any down, the offense may request protection for a protected punt.
  • Both teams must maintain at least 4 players on the line until the ball is kicked.
  • The offense cannot cross the line of scrimmage until the ball is kicked.
  • Lineman on the defensive line may raise their arms, and or jump to distract, or try to block the kick but may not cross the line of scrimmage. Defenders may not move laterally along the line of scrimmage until the ball is kicked.
  • The punter must receive the snap at least 5 yards behind the center and immediately punt the ball.
  • If the punter drops the snap and the ball hits the ground, the ball is dead at the spot.
  • The penalty for not punting the ball immediately shall be a 5-yard, illegal procedure.
  • If a protected punt has been announced and a timeout is called, the team must re-declare their intention for a protected punt.
  • If a protected punt has been announced and then the kicking team runs an offensive play, the penalty shall be an immediate dead ball foul for unsportsmanlike conduct (15 yards and a loss of down).
  • All touchbacks will be placed at the 15-yard line.

Onside Play Option:

  • This option is only available to the team behind in score during the final two minutes of the second half and only immediately after the trailing team has scored a touchdown or field goal.
  • This option is not available after the trailing team has scored a safety.
  • This option is never available to the team ahead in points.
  • After the trailing team has scored, the team captain of the trailing team must inform the referee they intend to attempt an onside play.
  • The ball is placed at the offensive team’s 20-yard line, going out.
  • This play is treated exactly like a fourth down play including the assessment of penalties.
  • The offense must advance the ball to the 40-yard line or beyond, after all live ball penalties have been accessed in order to retain the ball.
  • Dead ball penalties will not be considered in determining if the line-to-gain was achieved.
  • If the offense retains the ball the next zone-line-to-gain will be determined.
  • If the offense does not retain the ball the defense will take possession of the ball where it became dead (end of the run or previous line of scrimmage) and the next zone-line-to-gain will be established.
  • Interceptions returned to the end zone by the defense during an onside play are worth six points and a PAT attempt.
  • There is no limit to the amount of onside plays a team may use as long as the provisions of lines 1, 2 and 3 are still valid.

Mercy Rule: 

  • There is no mercy rule during pool play games.
  • During tournament or league play the mercy rule will be automatically invoked if the score differential reaches 19 or more points during the final two minutes of the second half or 36 or more points at any time in the second half.

Overtime:

There is no overtime in pool play but it used in tournament-elimination play.

Scoring:

Touchdown ·         6 points with the chance to go for a 1-, 2- or 3- point after touchdown attempt (PAT).
Point After Touchdown (PAT) ·         1 point from the 3-yard line, run, pass or kick

·         2 points from the 10-yard line, run, pass or kick

·         3 points from the 20-yard line, run, pass or kick

 

All PAT attempts successfully returned are worth two points.

Note: The option to kick for 2 or 3 points will be eliminated June 1, 2019

Field Goal ·         3 points
Safety ·         2 points


Point After Touchdown (PAT): 

  • Following a touchdown, once the scoring team has informed an official of which point conversion choice they want to attempt the decision cannot be changed unless the scoring team uses a team timeout.
  • If a penalty occurs during an extra point attempt, the penalty will be assessed but the extra point value remains the same.
  • Decisions cannot be changed after a penalty. For example, if the offense attempts a 1-point PAT and is penalized five yards for a false start, they cannot change their mind and go for a 2-point PAT. They will still be attempting a 1-point PAT but it will be from the 8-yard line.
  • Defensive unsportsmanlike conduct, personal fouls, or roughing penalties during a successful touchdown attempt will be assessed at half the distance to the goal during the PAT attempt (e.g., 3-point PAT attempts will be spotted at the 10-yard line, 2-point PAT attempts will be spotted at the 5-yard line and 1-point attempts at the 2 ½-yard line) or on the kickoff. All other defensive penalties may be declined by the offense and the score will stand.
  • Dead ball fouls committed by the offense that do not carry a loss-of-down penalty (false start, offside, etc.) may result in penalty yardage assessed and the down replayed.
  • Fouls by the offense during a PAT attempt that carry a loss-of-down penalty (flag guarding, illegal advancement, illegal forward pass, etc.) will result in the PAT being “no good” and the attempt will not be repeated.
  • Fouls committed by the offense in unsuccessful PAT attempts will be declined by the defense and the PAT will be “no good” and will not be replayed.
  • Fouls simultaneous to the snap (illegal shift, illegal motion, illegal formation, etc.), if accepted, will result in penalty yardage assessed and the down replayed.
  • Fouls by the defense during an unsuccessful PAT attempt will result in a retry after the options are administered. The offense may opt to accept or decline penalty yardage before the retry.
  • Interceptions or returned blocked kicks that have not become dead by rule on any PAT attempt can be returned by the defense for two points.
  • If the PAT-attempting team throws an interception and then commits a flagrant foul after the interception during the attempted return (physically contains the ball carrier; bear hugs, aggressively holds, wrestles with, obstructs, pushes the ball carrier out-of-bounds, tackles or attempts to tackle, etc.) without making a clear, legal attempt to pull the ball carrier’s flag, the ball carrier will be awarded two points.
  • Defensive unsportsmanlike conduct and personal fouls on successful PAT attempts will be enforced on the following kickoff.

After a Safety:

  • The kicking team (team giving up the safety) must free kick (punt, kick from a tee or block, or kick using a teammate to hold the ball) from its own 20-yard line.
  • Snapping the ball is not required on a safety free kick.
  • Four defensive players must be between 10 and 15 yards away from the kicker at the kick and may not rush.

Penalty Charts:

Yardage Where is the Penalty Assessed? Loss of Down?
Flag Guarding 5 Spot of foul Yes
Illegal Advancement 5 Spot of foul Yes
Illegal Forward Pass 5 Previous spot or spot of the foul, whichever penalizes the offensive side more Yes
Intentional Grounding 5 Previous spot or spot of the foul, whichever penalizes the offensive side more Yes
Offensive Pass Interference 15 Previous spot Yes
Defensive Pass Interference 15 Previous spot Automatic 1st Down

 

Yardage Where is the Penalty Assessed? Loss of Down?
Personal Foul (including contact above the shoulders: head, neck, face) 15 End of the play or previous spot whichever penalizes the offender more By the Offense: Loss of Down
By the Defense: Automatic 1st Down
Unsportsmanlike Conduct 15 End of the play or previous spot whichever penalizes the offender more By the Offense: Loss of Down

By the Defense: Automatic 1st Down

Roughing the Passer/Kicker/Holder/Center also includes Unnecessary Roughness 15 End of the play or previous spot whichever penalizes the offender more By the Defense: Automatic 1st Down

 

Yardage Where is the Penalty Assessed? Loss of Down?
Delay of Game 5 Previous spot No
False Start 5 Previous spot No
Snap Infraction 5 Previous spot No
Offside / Encroachment 5 Previous spot No
Bench Foul 5/10/15 Succeeding spot (live ball foul treated as a dead ball foul) No
Cool Down Period 0 Player sent off field for 5 plays No

 

Yardage Where is the Penalty Assessed? Loss of Down?
Illegal Substitution or Illegal Participation 5 Previous spot No
Illegal Formation 5 Previous spot No
Illegal Shift or Illegal Motion 5 Previous spot No
Stripping or Attempted Stripping 5 End of the run or spot of the foul whichever penalizes the offender more No
Illegal Contact 5 Previous spot No
Early Flag Pull 5 End of the Run or Previous spot No
Illegal Touching 5 Previous Yes

 

Yardage Where is the Penalty Assessed? Loss of Down?
Illegal Blocking 10 End of the run or spot of the foul whichever penalizes the offender more Yes
Holding 10 End of the run or spot of the foul whichever penalizes the offender more No
Charging 10 End of the run or spot of the foul whichever penalizes the offender more No (warning issued on second penalty, ejection or disqualification)

 

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