Spring League 2018

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Spring League 2018

Pete Raptis - CEO 330-787-3006 Jason Cochran - GM 330-719-7831

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NEO Rule Book Table of Contents Page 3

The Game

Equipment

Page 4

The Field

Rosters

Page 5

Overtime (OT)

Scoring

Page 6

Mercy Rule

Coaches

Page 7

Running

Page 8

Passing

Receiving

Motion

Page 9

Flag Pulling

Formations

Center Snaps

Page 10 Rushing the QB

Live/Dead Ball

Inadvertent Whistle

Page 11 Penalties

Offensive Penalties

Game Time

Page 12 Defensive Penalties Page 13 Unsportsmanship Conduct Page 14

Forfeits

Coaches Code of Conduct

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NEO Rule Book The Game 1.

2. 3.

4. 5. 6.

At the start of each game, captains from both teams shall meet at midfield for the coin toss to determine who shall start the game. The visiting team (white jersey) shall call the toss. The winner of the coin toss has the choice of offense or defense (they cannot defer). The loser of the coin toss has the choice of direction. The offensive team in all divisions will take possession of the ball at their own 5-yard line and has four (4) plays to cross midfield. Once a team crosses midfield, they have four (4) plays to score a touchdown. Older divisions (10U and up) will only have three (3) plays to cross midfield and then three (3) plays to score a touchdown. If the offense fails to complete a first down and/or score a touchdown, possession of the ball changes and the opposition starts their drive from their own 5-yard line. All possession changes, except interceptions, start on the offense’s 5-yard line. Teams change field direction after the first half. Possession changes to the team that started the game on defense.

Equipment 1. 2. 3.

4. 5. 6. 7.

The league provides each player with a flag belt and an NFL FLAG powered by USA Football NFL Jersey. Teams will use the football provided by their league. Players must wear shoes. Football cleats are encouraged; however cleats with exposed metal are not allowed and must be removed. Players may tape their forearms, hands and fingers. Players may wear gloves, elbow pads, and knee pads. Braces with exposed metals or a cast of any kind are not permitted. Players must provide and wear a mouthpiece while on the field of play. Players must remove all watches, earrings, fitbits, and any other jewelry that the officials deem hazardous. Official NFL jerseys must be worn and tucked in during play, unless league approves otherwise. Flag belt must be worn above waist and over jersey. Pants or shorts MUST be pocketless with no belt loops. In the event a player has pockets, they MUST be taped before official check in.

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NEO Rule Book The Field 1.

2.

3. 4.

The field dimensions are 25 yards by 50 yards with two 7-yard end zones, and a mid-field line to gain. No-run zones precede the mid-field line to gain as well as both end zones at 5-yards prior. No-run zones are placed to prevent teams from conducting power run plays. While in the no-run zones, teams cannot run the ball in any fashion. All plays must be pass plays, even with a handoff (this rule excludes 6U and under). Each offensive squad approaches only two (2) no-run zones during each possession (5-yards from midline and 5-yards from end zone) Stepping on the boundary line is considered out of bounds.

Rosters 1. 2.

3.

Home team wears dark color jerseys; visiting team wears light color jersey. Teams must consist of at least 8 players, with a maximum of 10 players (unless the coach decides to take on more and agrees to play kids fairly). Teams can only be made up of children from 2 school districts. Any teams made up of or requesting a team with players from more than 2 districts must be approved by NEO League directors. Teams must start a game with a minimum of five (5) players. In the event of an injury or illness, a team with insufficient substitute players may play with four (4) players on the field, but none fewer.

Game Time 1.

2. 3.

4. 5. 6. 7.

Games are played on a 40 minute continuous clock with 2 twenty minute halves. The clock will stop only in the last 2 minutes of the game for; incomplete passes, conversions, change of possession, fumbles,out of bounds and for the 2-minute warning. Halftime is 2 minutes long. Each time the ball is spotted, a team has 40 seconds to snap the ball. Teams will receive one warning when there is 10 seconds left before a delay-of-game penalty is enforced. Each team has two 60-second timeouts per half, they will not carry over. In the event of an injury the clock will stop and then restart when the injured player is removed from the field of play. Officials can stop the clock at their discretion. If the score is tied at the end of 40 minutes, an overtime (OT) period will be used to determine a winner.

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NEO Rule Book Overtime (OT) 1. 2. 3.

4. 5. 6. 7.

8. 9. 10.

Another coin flip will occur, the winner of the coin toss decides if they want offense or defense. The referee will choose the best end of the field to play at (field conditions). The teams will remain at the same end of the field and rotate possession. The only exception is if the defense intercepts the ball and returns it to the opposite end of the field for a score, which would end the game. The ball will be placed at the 5-yard line which indicates a no-run zone, therefore in the first round of OT teams can only pass the ball for 8U and up. Each team gets 1 play If the score remains tied after the first round of OT, then the ball will be placed at the 10-yard line for every series thereafter. Overtime can go into the 2nd and 3rd rounds. If the score remains tied after the 3rd OT the end result will be a tie (exceptions are week 6 and playoffs, teams will play until there is a winner). The final points accumulated will only be added to the winning team, the losing team will not receive any additional points. All regulation period rules and penalties are in effect. There are no timeouts in overtime.

Scoring 1. 2. 3.

4. 5.

6.

Touchdown = 6 points PAT (Point after touchdown): 1 point from the 5-yard line and 2 points from the 10-yard line PAT attempt must be declared immediately after a touchdown (going for 1 or 2 points), coaches may change their mind before the attempt but this will result in a charged timeout. If the offense does not have any timeouts left, the change for attempt cannot be granted. Interceptions returned for a TD during a series is worth 6 points. Interceptions can be returned on a PAT for 1 or 2 points depending on what the offensive attempt was. If the defense commits a penalty during the interception the play is dead and no points are awarded. Safety = 2 points. A safety occurs when a ball carrier is declared down inside his/her own endzone, an offensive penalty occurs in the endzone (10U and up), or a bad snap falls to the ground in the endzone (10U and up).

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NEO Rule Book Mercy Rule Pee wee -no mercy rule needed 6U and 8U -Only during the last 10 minutes of the game, if one team is ahead or goes ahead by 28 points or more, the losing team gets 1 offensive series from midfield until they score or time expires. The score before the losing team gets this opportunity will be the final score of the game. 10U and up -Only during the last 5 minutes of the game, if one team is ahead or goes ahead by 28 points or more, the losing team gets 1 offensive series from midfield until they score or time expires. The score before the losing team gets this opportunity will be the final score of the game. The winning team cannot blitz during this time. Last regular season game -playoff brackets are created by records including total points for and against, therefore the mercy rule IS NOT in effect for the last game of the regular season

Coaches 1. 2.

3. 4. 5. 6.

7. 8.

Coaches are typically volunteer parents or family members helping the players learn and enjoy the game. Only 1 offensive coach is allowed on the field of play to assist and direct players in all divisions. Only 1 defensive coach is allowed on the field to assist and direct players but only in divisions 8U and under. No defensive coaches are allowed on the field for 10U and up. All coaches must remain out of the way of the direct play and the view of the officials. Only the Head Coach may address or question a referee’s call. Anyone violating this rule will be asked to leave the field for the remaining time of the game. Offensive coaches are not allowed to yell/scream out false instructions to their players to try and trick the defense. Only registered NEOFF coaches may call plays or instruct players. A parent or designee may sub in as a coach only if approved by the league director or general manager. All coaches/volunteers must be registered within the NEO Flag Football system AND must complete a coaches code of conduct policy. Coaches should compliment ALL players, not just one child or team.

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NEO Rule Book Running 1.

2. 3.

4. 5.

6. 7. 8.

9. 10. 11. 12.

The ball will be spotted where the front foot is when a flag is pulled, not where the ball carrier has the ball (reaching out). Forward progress will be measured by the players front foot when his/her flag is pulled. Ball carrier cannot slide. The quarterback cannot directly run the ball. The quarterback can scramble but cannot advance the ball beyond the line of scrimmage. Only direct handoffs behind the line of scrimmage are permitted. Handoffs may be in front, behind, or to the side but must be behind the line of scrimmage. No handoffs between the legs, except for the initial center snap, is permitted. There may be multiple handoffs as long as they are behind the line of scrimmage. Absolutely no laterals or pitches of any kind, no option plays. “Center Sneak play” - for the center to take a handoff, he/she must stand tall and take at least 1 step backwards away from the line of scrimmage, after snapping the ball between the legs to the quarterback. The player who takes a handoff can throw the ball from behind the line of scrimmage. Once a handoff has occurred, all defensive players may rush. Ball carriers may not leave their feet to advance the ball. Diving, leaping, or jumping will be considered as flag guarding. Jumping will only be permitted to avoid a collision, which will be a judgement call by the official. Spinning and lateral moves (jump cuts) are permitted, however a ball carrier may NOT continuously spin. No blocking or screening at anytime, offense players must stop their motion once the ball carrier crosses the line of scrimmage. No running with the ball carrier. No 2 (or more) offensive players may obtain possession of the ball at the same time, NO 4 HANDS ON THE BALL. Not more than 2 hands (1 person) can be under the center to accept the initial snap of an offensive play.

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NEO Rule Book Passing 1. 2. 3.

4.

All passes must be from behind the line of scrimmage. Quarterbacks cannot pass to themselves. Shovel and underhand passes are allowed but must go forward beyond the line of scrimmage. The quarterback has a 7 second pass clock. If the ball is not thrown within 7 seconds, the play is dead, the down is lost and the ball returns to the previous line of scrimmage. Once the ball is handed off the 7 second pass clock is no longer in use. If the 7 second pass clock expires while the quarterback is standing in his/her endzone, the result is a loss of down NOT a safety, the ball will be placed back at the previous line of scrimmage.

Receiving 1.

2. 3. 4. 5.

All players are eligible to receive a pass, including the quarterback if he/she hands the ball off behind the line of scrimmage and the pass attempt goes beyond the line of scrimmage. A player must have 1 foot in bounds to be considered a completed catch (the white line is not in bounds). In case of simultaneously possession, the offensive is awarded the completion. Interceptions can be returned for a touchdown. Interceptions change possession at the point of the interception or where the defender has their flag pulled.

Motion 1. 2. 3.

Only 1 player can be in motion at a time, ALL motion must be parallel to the line of scrimmage. Shifts can be made, but all players must be set (not moving) for 1 second before the center snaps the ball. After the shift, not more than 1 player can be in motion when the ball is snapped

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NEO Rule Book Flag Pulling 1. 2. 3. 4. 5. 6.

7.

8.

A legal flag pull takes place when the ball carrier is in full possession of the ball. Defenders can dive to pull flags, but cannot tackle, hold or run through the ball carrier when pulling flags. It is illegal to attempt to strip or pull the ball from the ball carriers possession at anytime. If a players flag inadvertently falls off during the play, the player is down immediately upon possession of the ball and the play is dead. A defensive player may not intentionally pull the flags off of a player who is not in possession of the ball. Flag guarding is any attempt by the ball carrier to obstruct the defender’s access to the flags by stiff arming, dropping the head, hand, arm or shoulder, continuous spinning, jumping, or intentionally covering the flags with the football jersey. If a defender unsuccessfully tries to pull a flag of a ball carrier and the result turns the flag belt of the ball carrier, the play is still live and will continue until his/her flag is pulled. LAST MAN RULE...if there is only 1 possible defender that has an opportunity to pull a ball carriers flag, and they commit a tackle or purposely push the ball carrier out of bounds, the ball carrier is awarded a TD (this is a judgement call by the official).

Formations 1.

Offense must have a minimum of 1 player on the line of scrimmage (the center) and up to 4 players on the line scrimmage. The quarterback must be off the line of scrimmage.

Snaps 1. 2. 3. 4.

The center must snap the ball with a continuous motion between his/her legs to a player in the backfield. A fumbled snap, or a snap that hits the ground, is returned to the original line of scrimmage for 8U and under. A fumbled snap, or a snap that hits the ground, is spotted where the ball hits the ground for 10U and up. If the fumbled occurs in the end zone, the result is a safety for 10U and up.

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NEO Rule Book Rushing the QB 1. 2. 3. 4. 5. 6.

Rushing the QB is only permitted in 10U and up. All rush attempts must be 7 yards from the line of scrimmage. If a rusher leaves the rush line early, they may return to the rush line and reset, but this MUST be done before the ball is snapped. If a rusher leaves the line early and the offensive hands the ball off, the rusher may continue their course and does not have to reset. Any player from any area at the point of 7 yards and beyond may rush the quarterback. If the offense uses a bunch formation (all players within 1 yard of the center), all rushers must be at least 1 yard to the right or left of the rush beanbag to avoid purposeful collisions.

Live/Dead Ball 1. 2.

3. 4. 5. 6.

The ball is live at the snap of the ball and remains live until the official whistles the ball dead. If any offensive player crosses the line of scrimmage (Offsides) the play will be blown dead. If any defensive player crosses the line of scrimmage (Offsides) the play is live. Depending on age the official may give both teams a “friendly warning” or even tell a player to move back. If either side tries to mimic calls to confuse the opponent, the play will be blown dead and an unsportsmanship penalty will be assessed. Substitutions may be made on any dead play. Any official can whistle the play dead. A play can be ruled dead when; the ball hits the ground, the ball carrier’s flag is pulled or falls out, ball carrier steps out of bounds, a score occurs, a ball carrier’s knee, or arm hits the ground, a receiver catches the ball with only 1 or no flags, the 7 second pass clock expires, if a defender has a hold of the ball carrier’s flag for more than 3 seconds, an inadvertent whistle occurs.

Inadvertent Whistle -In the case of an inadvertent whistle, the offense has 2 options; 1. Take the ball where it was when the inadvertent whistle occured (down consumed) 2. Replay the down from the original line of scrimmage NOTE: the head coach of either team is allowed to use a time out to question an official’s rule interpretation. If the official made a mistake, both teams will conference for an explanation and the timeout will not be charged. If the the official’s call was correct than the timeout will be charged.

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NEO Rule Book Penalties 1. 2. 3. 4. 5. 6.

The referee will call all penalties. Referees will determine incidental contact that may result from the normal run of the play. Penalties will be assessed from the line of scrimmage, unless a spot foul occurs. Only the head coach may ask the referee any question regarding rule clarification and/or interpretation. Players may not question judgement calls. Games may not end on a defensive penalty, unless the offense declines it. Penalties will be assessed half the distance to the goal line when the penalty yardage is more than half the distance to the goal line.

Offensive Penalties Offsides/false start

-5 yards

Replay down

Delay of game

-5 yards

Replay down

Pass interference

-5 yards

Loss of down

Illegal motion

-5 yards

Loss of down

Illegal forward pass

-5 yards

Loss of down

Impeding a rusher

-5 yards

Loss of down

Screening/blocking/ Running with ball carrier

-5 yards (SPOT FOUL)

Loss of down

Charging

-10 yards (SPOT FOUL)

Loss of down

Flag guarding

-5 yards (SPOT FOUL)

Loss of down

Unnecessary roughness

-10 yards (SPOT FOUL)

Loss of down

(ball carriers should make an effort to avoid contact)

The offensive team is responsible for collecting bean bags (1 or 2) and giving them to the official for placement.

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NEO Rule Book Defensive Penalties Offsides

+5 yards and replay down

OR result of the play

Illegal rush (10U and up)

+5 yards and automatic 1st down

OR result of the play

Illegal flag pull

+5 yards and automatic 1st down

OR result of the play

Roughing the passer

+10 yards and automatic 1st down

OR result of the play

Holding

+5 yards and automatic 1st down (SPOT FOUL)

OR result of the play

Stripping Forced fumble

+10 yards and automatic 1st down (SPOT FOUL)

OR result of the play

Unnecessary roughness including taunting

+5 yards and automatic 1st down (SPOT FOUL)

OR result of the play

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NEO Rule Book Unsportsmanship Conduct 1.

2.

3. 4.

If the field monitor or referee witnesses any acts of intentional tackling, elbowing, cheap shots, blocking or any unsportsmanship-like act, the game will be stopped and the player will be ejected from the game. FOUL PLAY WILL NOT BE TOLERATED! Offensive or confrontational language is illegal. Officials have the right to determine offensive language. NO WARNINGS will be given for any such use of language, the player, coach, and/or fan will be ejected from the game and must leave the field of play. Players and coaches may NOT physically or verbally abuse any opponent, coach, or official. NO TAUNTING Fans must also adhere to good sportsmanship, as well: -yell to cheer on your players, not harass officials or other team -keep comments clean and profanity free

Forfeits In the event of a forfeit, the winning team will be awarded 6 points and the forfeited team zero.

Our goal is to give local kids a competitive and fun-filled NFL flag experience while focusing on sportsmanship and participation. The strength of the NEOFF not only comes from the players and coaches involved, but parents and family members coming together to support young athletes creating a safe and enjoyable environment.

NEOFF rules are subject to change based on approval by the league director

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NEO Rule Book Coaches Code of Conduct NEOFF Coaches Code of Conduct I agree to conduct myself in a positive manner toward my players, coaches, parents and game officials at all times. I will respect players, coaches, parents and game officials at all times. I will develop a coaching philosophy that embraces fundamentals, organization, life lessons and friendships versus a "win at all cost" mentality. I will remember that kids register to play flag football because it is fun. Every child should have the opportunity to play and have interaction in all games. I will support and respect all decisions made by the game officials and refrain from outward criticism, profanity, and excessive yelling during the game. I am responsible for understanding the rules of the game and abide by those rules at all times. I will support the integrity of the game and make game decisions in line with fair play and sportsmanship. I will create a safe and positive environment for my players to learn how to play the sport. I will listen to my fellow coaches and players regarding player safety, and when in doubt, I will sit them out of play. I will honor the game and my responsibility as a coach to provide a positive experience for my team. I agree to abide by the above Code of Conduct, and understand that if I do not adhere to the Coaches' Code of Conduct, I will be subject to disciplinary action including: 1st Offense: Verbal warning by an official or a NEO board member. 2nd Offense: You will be asked to leave the field until the game is over. 3rd Offense: Review by the board to determine coaching eligibility.

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