Tournament will be played
based on the NIRSA Flag Football Rules below and will govern play for any rules
not mentioned in the following MFL Rules:
Captains will be the only
ones allowed to speak with referees. Any unsportsmanlike conduct will not be tolerated
and will result in disqualification.
Uniform/Equipment
1.
No shorts/pants with pockets or belt
loops; cannot be worn inside out; no zippers, no buttons, no tape, no
sewing.
2. No Jewelry/watches;
shirts must be tucked in; towels cannot hang from belt or interfere with flags (only flag-a-tag and shruumz branded flags allowed- must be 15 inches long and different color than shorts). No cleats with metal
spikes. Only regulation gloves; no stickum.
3. Mouth guards are mandatory.
4. Regular men’s official
size ball will be used. The field is 75 x 32.5 yards + 10 yard endzones.
GamePlay
5.
Games will be played 7 vs. 7. Team must
have at least 4 players on the field on time to start game or else game will be
forfeited.
6. Two 20 minute halves.
·
Clock runs continuously. 25-second
play clock once ball is spotted.
·
After the 20 minute game clock expires, there will be THREE untimed
plays after the first half and FIVE untimed plays after the second half (Extra points don't count as a "play", "punt" and "onside play" counts as a "play", any penalty that replays down replays "play"/and loss of down means loss of "play"). Half-time is 5 mins.
·
Timeouts – each team is allowed three 30 second timeouts and no more than two allowed in a half. This will NOT stop the game clock. A timeout will add one untimed play to the end of the half if taken before the clock expires. It will also add a play if the team taking the timeout desires even after the clock expires. Only co-captians can officially call timeouts. Injury timeouts can only be made by referees and will stop the clock. Player will have to come off the field and may only continue after cleared by referee.
7. “Home” Team will
choose the coin flip. The winner will choose to receive, defend or defer their
choice to the second half, in which case they will choose the side they wish to
defend. The loser of the coin toss will have the choice of side to defend and
the choice to receive or defend at the start of the second half, unless the
winner of the coin toss deferred their choice to the second half, in which case
the loser will choose to receive or defend at the start of the game.
8.
Beginning
each half and after touchdowns or touchbacks, the ball is placed at the 15 yard line. No
kickoffs.
9. PAT (extra point)- 1
point – 3 yard line; 2 points – 10 yard line; 3 points – 20 yard line.
Defensive team is not allowed to score.
10. Substitutions are
allowed anytime between plays. Team area is between the 25 yard lines, 2 yards
off the sideline. Every player must play at least 5 minutes per game.
11. No overtimes during
seeding games, ties will be in effect. During playoffs, the "Visiting" Team will choose the
coin flip in overtime. Both teams will play on the same side. If there are
multiple overtimes, the choice to receive or defend will alternate. Each team
will get 2 downs to score a touchdown from the 10 yard line. No
extra point will be tried after a score. From the 2nd overtime onward, "extra points"
will be tried until there is a winner. The teams will have a choice to try a 1,
2 or 3 point score. Each captain must declare their choice to the referees and opposing team captain when it is their turn to try. The referee will blow the whistle when it is ready for play. Once the play has started, they may not change their choice. Teams will have the opportunity to match.
Offense
12. Any offensive player
may receive the snap, but they must be a minimum of 2-yards behind the
scrimmage line and directly behind the center.
13. The snapper is the
only player required to be on the line of scrimmage. All players are eligible
to receive the ball unless they voluntarily go out of bounds. A catch only
requires the first foot to be in bounds. Intentional bobbling will deem player down at touch if ball is caught.
14. Only one player may be
in motion parallel to the line of scrimmage when the ball is
snapped.
15. Screen Blocking - no
contact (except that which is unavoidable) - cannot advance in the direction of
the defensive player, making purposeful contact. The offensive blocker may keep
his position in between a runner and a defender without using hands, arms, elbows,
legs or body.
16. Player may not throw
a forward pass after front foot has passed the line of scrimmage- even if they
come back past the line.
17. Runner may not
charge nor contact an opponent in their path or run between 2 opponents unless
the space is reasonable.
18. No flag guarding,
stiff arming, etc. No hurdling or diving.
19. If ball carrier
loses their flag or belt, or if flags are not to the players sides (unless defensive
player moves them) - first reasonable attempt to pull flag constitutes the offensive player down. Belts
must be worn tight. Any player with loose belts will be down at attempt. Ball is
spotted at front foot of ball carrier.
20. 4 downs to reach
“zone line to gain”; 1st down anytime ball is
advanced past either 25 yard line zone.
21. Ball is dead anytime
it hits the ground except on snap. ONLY QB may recover bad snap. It must be within the pocket and before the three Mississippi count or else the ball is dead. No fumbles. Runner is down when anything
but hands or feet touch ground.
22. "Punts"
are allowed on fourth down and must be announced. Ball
will be automatically placed on opponents 15 yard-line. No kicking.
23. Offensive team is
responsible for bringing back the ball to the line of scrimmage within 10 seconds. Referee will
whistle when ball is ready for play. No hurry-up offense. Defense will be
allowed 10 seconds from dead ball to get set.
24. In the second half,
the offense can choose to try an "onside play," if they are losing.
After a touch down and the subsequent extra point try, they would announce
their decision and the ball would be placed on their own 15 yard line. They must
reach midfield
(37.5 yard line) in one play in order to continue with possession of the ball (4th
and 22.5). The defense would
get the ball where the offense was stopped in the case of an unsuccessful try.
Defense
25. Rusher(s) must line
up at least 1 yard from line of scrimmage. They are not allowed to have ANY
contact with the thrower’s arm, upper body or ball- they must reach for the
flag only. Defenders cannot cross the line of scrimmage until the megaphone says
“Go,” about 3 seconds after the snap, unless the QB leaves the pocket (more
than 1 step right or left of center) or if any other player receives
the ball via handoff or ball leaves hand for pass (not on play action - both hands of other player would have to touch ball). Defensive team will have player on field with megaphone 10 yards behind QB.
26. Defender is not
allowed to hold the ball carrier when attempting to de-flag.
27. Defender is not
allowed to push player out of bounds nor allowed to attempt to strip ball -
must attempt to de-flag.
28. Defender is not
allowed to intentionally de-flag an offensive player who does not have the
ball. Defender must hand flag back to player after de-flagging.
29. Offensive/defensive
players are not allowed to initiate contact with opposing players at any time,
especially off the line of scrimmage.
30. Whether a pass is
catchable or uncatchable has no bearing on offensive and defensive forward pass
interference.
Important Penalties
5 yard penalty
1. Delay of game
2. Offensive player
illegally in motion
3. Illegal forward pass (5 yards from the spot of pass, plus no replay of down)
4. Intentional grounding
(5 yards from QB spot, plus no replay of down)
5. False start; offside;
encroachment; illegal snap
6. Flag Guarding (5 yards from spot of penalty, plus no replay of down)
10 yard penalty
7. Unsportsmanlike
conduct; Kicking, spiking or throwing ball during dead ball
8. Strip or attempt to
strip the ball (10 yards from end of run; no replay of down)
9. Contact before or
after ball is dead/Stiff Arm; Defensive/Offensive use of hands - both hands should only be going towards ball in any jump ball situation- none towards body to box out or otherwise (10 yards from end of run or previous spot; no replay of down)
10. Drive, charge or run
into an opponent, hurdle any player, diving to the ground (10 yards from spot of penalty; no replay of down)
11. Forward pass
interference or holding- Offensive (10 yards from previous spot and loss of down- no replay of down); Defensive (spot
foul if more than 10 yards, plus replay down or 1st down if past zone to gain)
12. Roughing the passer
(10 yards from previous spot or end of run, plus replay down or 1st down if past zone to gain )
13. Illegal offensive
screen blocking in pocket (10 yards from previous spot, replay down)
14. Obstruct or holding
the runner; push runner out of bounds; Illegal flag belt
removal (10 yards from end of run, no replay of down)
15. Unnecessary contact,
throw runner to ground, tackle player, illegal flags (10 yards from spot of penalty, plus replay of down or 1st down if past zone to gain, plus disqualification of player).
1. QB
Captain must receive 75% of the snaps from the center each game.
However, QB change is allowed if the team is losing by 18 points or if
they are winless after Saturday games.
2. All players drafted rounds 7-10 (bench) must play the entire 1st half of the 1st game on Saturday as part of the bench player development program.
3. MFL Experience players may only play Saturday 1st game 1st half.
Failure to follow the above rules will mandate 1st, 2nd and 3rd round picks to sit the entire next game.
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Keeping in mind the changes noted above, you may watch this video to get a general sense of how to play: