Rules
Central Arkansas Flag Football League
OFFICIAL Rules
- each game will begin with kickoffs kicker will have tee placed on the front of the inzone kicking team will line up 10 yards ahead of kicker. onside kicks will allowed but must go 10 yards in front of the kicking team so that means 20 yards from the kicker. if the ball goes out to the side lines before it goes 10 yards it must team must kick again the return team will have the options to take it from where it went out or get another kick. if the ball goes out of the hands of a returner in the inzone or rolls out the offense will take the ball from the goal line.
- Offensive: 1 4 sec Go-Clock: The Quarterback has a maximum of 4 seconds to release the ball either by executing a forward pass, handoff or pitch on any given play. Failure to do so will result in a Dead Ball at the spot where the play ended. The Referee and/or the Go-Clock official will blow the whistle to signal the end of the play, and the result will be treated as the equivalent of a sack. If at any point the Defense crosses the Line of Scrimmage, this rule will no longer apply and the Offense will have unlimited time to cross the Line of Scrimmage. QB Advance: The Quarterback is not allowed to advance past the Line of Scrimmage without another Offensive player having Possession first, unless the Defense crosses the Line of Scrimmage. Motion: The Offense is allowed to have 1 Player in motion at any time, including when the ball is Snapped, so long as that players motion is not toward the Line of Scrimmage. All Offensive Players are eligible receivers with the exception of the Center. 2 The Quarterback cannot catch a Forward Pass unless it is completed beyond the Line of Scrimmage.
- Defensive Play:.1 The Defense is only allowed to cross the Line of Scrimmage by executing a Blitz, when a defense player is blitzing the defender must be 3 yards from the ball before they can blitz
- PUNTS: teams must snap ball to punter before punting when the ball is kicked the punt team can go after the ball all defenders must do their best to run around players on the return team. the return team can fair catch the ball if they chose if ball hits the endzone the return team will take it at the 5 yard line
- . Players who fall to the ground - regardless of whether it was due to incidental contact from other players may get up and continue to run. However, when on the ground, a player in possession of the ball is considered down when contacted by a defender with any part of the defender’s body. 2. Loss of Down penalties - imposed on the Offense on Fourth Down result in change of possession at the previous Line of Scrimmage.. Offsetting Fouls - If penalties are called on both Teams during any play without a Lateral or Forward Pass being intercepted, the result is a replay of the Down or Throw-Off even if the penalties differ in severity. If an interception occurs during a play and there is no penalty on the intercepting team until after gaining possession, the interception will count and the ball will be spotted with a First Down at the spot of the interception. However, if both the Offense and Defense commit penalties before an interception, the penalties will offset and the play will be replayed. 14.5. Free Down - Any penalty committed by the Defense which would normally result in an automatic First Down that occurs after the Offense has gained a First Down on the play will result in a Free Down awarded to the Offense. For avoidance of doubt, DPI or similar.
- Defensive Contact - Defensive Players can initiate contact with open hands from the waist to the shoulders of an Offensive Player within 5 yards of the Line of Scrimmage so long as the contact is not sustained by the Defensive Player by grabbing or holding onto the Offensive Player. 14.10.Defensive Penalty - Games cannot end on a Defensive penalty. In the event of a Defensive penalty on a play where time runs out, the Offense will be awarded one more play, with the Play Clock in motion, but the Game Clock not in use.
- During Controlled Time the Game Clock will stop if any of six conditions are met and restart on the next Snap or release of the subsequent kick-Off: a) Change of possession; d) Scoring play; ) Penalty; g) A Team or Referee Time Out; last 2 mins warning)
- BLOCKING: Blocking is defined as the act by an Offensive Player of forcing a Defensive Player to change his position on the field through physical contact initiated by the Offensive Player’s hands, arms, shoulders or head. Holding, which is defined as an Offensive Player grabbing or holding onto a Defensive Player to impede his motion, is also considered illegal Blocking. A pick set prior to possession of the ball by a Receiver, or prior to the Quarterback’s crossing the Line of Scrimmage in possession of the ball, will be treated as a Block. 15.1.1 The remedy is Loss of Down and if the foul is beyond the end of the run, the ball is placed at the end of the run; 15.1.2 If behind the end of the run, the ball is placed at the spot of the foul. 15.1.3 At the Referee’s discretion, a Player committing a Block may be sent off the field, 3 plays. CHARGING: The remedy for Charging is the same as for Blocking (Rule 8 ), including the Referee’s discretionary ability to send a Player off the field, putting his team a Man Down for 3 plays. Charging takes place when an Offensive Player running with the ball makes significant physical contact with a Defensive Player who had established a stationary position on the field, where the Offensive Player had the opportunity to recognize that the Defensive Player has established position. Generally, an Offensive Player running with the ball has the right of way and will not be called for Charging if the Defensive Player is in motion or established his position in a manner that gave the Offensive Player no opportunity to avoid contact
- OFFSIDE: If any member of the Defensive Team crosses the Line of Scrimmage before the ball is snapped, the play continues and the remedy for the Offensive Team is that they may accept the result of the play or REPLAY THE DOWN
- 4.FLAG-GUARDING: The remedy for Flag-Guarding is a spot foul and Loss 5 yards
- . Team Time Outs: Each team will get 2 Time Outs per half. Time Outs not called in the First Half will not carry over to the Second Half. Time Outs may be called by a player on the field and/or a designated sideline coach. A Team cannot call 2 Time Outs prior to a play. However, each team may call 1 Time Out prior to the same play
- The Play Clock: Will start when the Referee sounds the Ready for Play whistle and the Offense will have 25 seconds to start a new play. Failure to start a new play in the allotted time will result in a penalty for Delay of Game, resulting in Loss of Down.
- delay of game: -5 yards loss
- blocking or running with the ball : -10 yard loss and a loss of a down
- offside/false start: -5 yards
- illegal forward pass: -5 yard loss and a loss of a down
- pass interference off: -5 yards
- delay of game: -5 yards
- unsportsmanlike conduct: -10 yard if the D HAS THE CALL automictic 1st down
- charging: -10 yard and loss of a down the player challenges their opponent for space without using hands or elbows
- flag gurading: -10 yards
- stripping: +10 yards and automatic 1st down grabs the football out of possession