OFFICIAL RULE BOOK

Fall 2008

Please Note:  The rule book may not contain updates, changes, and addendums given to the captain's at the beginning of  the season for the current season.  All addendums given out at the current season's captain's meeting overrule this document.

The following shall be the official rules governing the 2008 Spring season for the Carson City Flag Football League also referred to in this document as The CCFFL.

ARTICLE 1: ORGANIZATION

The League will consist of a minimum of four (4) up to a maximum of ten (10) teams.

ARTICLE 2: THE SEASON

The season is broken down into three parts-

1) Regular season

2) Play-offs

3) Championship Game

1a. Regular season consists of ten games (games will be played rain or shine, there will be no cancellations due to weather, extreme or otherwise).

2a. Play-off teams shall be determined as follows:

If the league consists of 4 - 8 teams:

The top 4 teams with the best overall record shall advance to the playoffs.

Game 1 - rank 1 vs. rank 4

Game 2 - rank 2 vs. rank 3

Winner of Game 1 and winner of game 2 will advance to the Championship Game.

If the league consists of 9 - 10 teams:

The top 6 teams with the best overall record shall advance to the playoffs with the #1 and # 2 seeds getting a bye in round one.

Round 1

Game 1 - seed 3 vs. seed 6

Game 2 - seed 4 vs. seed 5

Round 2

Game 1 - Seed 1 Vs. lowest remaining seed

Game 2 - Seed 2 Vs. highest remaining seed

Winners of round 2 games 1 and 2 shall advance to the Championship Game.

3a. How a team is seeded in the playoffs is determined as follows:

1) wins and losses

2) head to head wins and losses 2a) If two teams are split in their head to head, total offensive points for combined games will determine the winner.

3a. How a team is seeded in the playoffs continued)

3) If head to head cannot determine seeding, most points scored during season

4) fewest points allowed during season

ARTICLE 3: WAIVERS AND REGISTRATION FORMS

Before playing in The Carson City Flag Football League or ever taking the field for a scheduled game, each player must sign a registration form and waiver release acknowledging that he is voluntarily participating in The Carson City Flag Football League and that he agrees not to hold the CCFFL or any of it’s officers or those associated with it liable for any injuries, or harm that may result from said participation. Also, demonstrating that every member understands, agrees to abide, and be bound by the leagues terms, policies and conditions.

ARTICLE 4: FLAG FOOTBALL RULES

COIN TOSS:

a. The visiting team shall call the coin toss.

b. The winner of the coin toss will have the option to either kick or receive. If you choose to kick you must then receive the ball at the start of the second half. If you choose to receive the ball you must kick at the start of the second half. The winner of the coin toss may not defer the decision.

RULE 1: PLAYERS

S1 Each game will be played between two teams. Each team will consist of a minimum of (9) nine to a maximum of (18) eighteen players per team. Each team shall field a maximum of (9) nine players on offense and (9) nine players on defense.

S1A Each team reserves the right to field as few as (6) six players to avoid forfeiting a game. However, the team will only be able to play their own 6 players as no scabs will be allowed to play unless the opposing team agrees to allow the short team to pick up 3 scabs to bring their roster up to nine. In the event a team cannot field a minimum of 6 players it will be an automatic forfeit. There are no exceptions to this rule!!! If a team cannot field a minimum of 6 players for 2 games the team will be dropped from the league and a new schedule will be drafted for the remaining teams prior to the next week. The league reserves the right to field a scab team to replace a team that has been dropped or quits.

SPECIAL CIRCUMSTANCE: IN THE EVENT THAT A TEAM SHOWS UP TO PLAY AND HAS TO TAKE A FORFEIT WIN FOR ANY REASON, THE LEAGUE MAY PROVIDE A SCAB GAME FOR THE TEAM IN ATTENDANCE IF POSSIBLE. THE GAME WILL BE RECORDED AS A WIN FOR THE ATTENDING TEAM REGARDLESS OF THE OUTCOME OF THE SCAB GAME, HOWEVER, STATS WILL COUNT FOR THE REAL TEAM AND BE RECORDED.

S1B If a team forfeits a game for any reason, they will be required to pay ref fees for the game they forfeited prior to continuing their schedule.

S2 Only players appearing on the official team rosters shall be considered official CCFFL players. Each team roster must be completed and turned in to the league prior to game 1 week 1. Each team’s roster shall remain open through week 3 of the regular season. After week 3 all team rosters are closed. Any and all players added between week 1 and week 3 must register by way of registration form, pay full registration fees, sign waiver and be placed on the official team roster before they will be allowed to play.

S2a. SPECIAL CIRCUMSTANCES: Should a team’s roster drop below the minimum (9) nine players after the third week of the regular season, said team that wishes to add any replacement player/players to bring the roster up to a maximum of 10 players may, they must give the league prior notice and such player/s must pay a prorated registration fee and sign above referenced waiver and registration form before taking the field. The registration fee will be prorated at $4.50 per remaining game. All new players must also have coordinated colored jerseys..

S3 The $45.00 registration fee and any prorated registration fees for all players are non refundable & non transferable once submitted to the CCFFL with a waiver as indicated on the waiver.

S4 If a team is caught sneaking any unregistered player onto the playing field at anytime during the season, that player will be banned from the league for the remainder of the season. If an unregistered player is caught on the field during a game, the team will be charged with a 15 yards and loss of down unsportsmanlike conduct penalty. IF AN UNREGISTERED PLAYER IS CAUGHT ON THE FIELD DURING PLAYOFF OR CHAMPIONSHIP GAMES, THE GAME IS SUBJECT TO BE AN AUTOMATIC LOSS FOR THE TEAM THAT VIOLATED THIS RULE.

RULE 2: PLAYING FIELD

S1 100 Yard Field: The field will measure 120 yards in total length, consisting of 5 - 20 yard zones with a 10 yard end zone at each end. It will be 50 yards in width.

S1a. PAT,S (point after touchdown) are made only by passing or running the football. No field goals. This is a free play for the offense, the defense has the opportunity to stop the play although an interception or fumble recovery cannot be advanced by the defense.

S1b. Conversion line will be marked on the field at:

2 yards = 1 point

8 yards = 2 points

16 yards = 3 points

RULE 3: EQUIPMENT

S1 GAME BALL

Game ball shall be any brand as long as it is official size and leather (no rubber). All balls must be properly inflated to thirteen (13) pounds. Any ball purposely under inflated will not be permitted for use. The ball the team will be using for play, shall be presented at the coin toss for inspection. Kicking balls must also be regulation footballs as stated above and may be dismissed by a referee or examined at any time by a referee for legality at the request of any team.

S2 FLAGS

a. Each player must wear a belt with the number of flags designated as standard by the league, which will be two (2) flags per belt. Flags will be issued to each team by the league prior to each game and only league issued flags will be permitted.

b. The flags will be attached to the belt and hang from each side of the players body.

c. Flags must be 14-16 inches long, and at least two inches wide.

d. The belt must be secure to prevent being turned around during a de-flagging.

e. Jerseys cannot be worn over flags. Long shirts must be tucked into pants.

f. If a player’s flag is inadvertently lost prior to or after the snap of the ball, he is ineligible to handle the ball. If player handles the ball, dead play, play counts as a down.  Spot will be where the play was deemed dead.

g. If a player’s flag belt or flags fall off while carrying the ball, the play is dead at the spot where the flag fell off.

h.  If a player starts a play not equipped with flags, and the player makes contact with the ball, that will be ruled a penalty from the line of scrimmage.  10 yards, repeat          down.

S3 GAME UNIFORMS

a. Each team must have a designated team color and all players on each team will be required to wear the same color jersey.  Jerseys are mandatory, t-shirts are unacceptable.

b. All jerseys must be numbered, front and back, tape may not be used to number jerseys, numbers must be clearly visible. Players may not change numbers once the season has started. No one number will be duplicated by players on any one team.

c. Each player’s pants shall be either shorts, sweats, or football pants. No pants shall have pockets, belt loops, metal buttons, studs or any other hazards. Pants with pockets cannot be reversed, pants with velcroed or taped shut pockets are not allowed, pants with zipped up pockets may be allowed.

d. Any sneakers or rubber soled cleats are allowed. No metal cleats or other foot wear may be worn.

RULE 4: PROHIBITED EQUIPMENT

S1 No metal spikes, metal cleats or street shoes will be allowed.

S2 No Sunglasses will be allowed (unless safety rated sport glasses or prescription eye glasses) Prescription eye glasses must be secured to the head. The league will not be responsible for injury sustained due to the use of any glasses whether prescribed or not.

S3 No Padding of any kind will be allowed except kneepads.

S4 No hard metal or any other hard substances on a player’s clothing or person will be allowed.

S5 Any article of clothing that may conceal a player’s flags cannot be worn.

S6 No equipment in the opinion of the referee or any league official that will endanger or confuse other players will be allowed.

S7 Any pants or shorts with belt loops or pockets cannot be worn. (No Exceptions)

S8 Jewelry may be worn at the players own risk, no insurance claims brought forth by injury stemming from the wearing of jewelry will be considered. (The league does not recommend the wearing of jewelry especially loose earrings.) Referees or any league official may ask that a player remove any jewelry that he/she feels may create a danger to another player. If a referee asks a player to remove any jewelry the player must remove it before playing.

RULE 5: REFEREES

S1 There will be two or three referees assigned to each game.

S2 Each official will carry a handkerchief yellow in color and drop it whenever an infraction occurs.

S3 The Referees have the authority to eject any player who is being verbally or physically abusive. The referees have the right to eject players from not only the game but the facility. The Referees are protected by Nevada Revised Statutes and the league will not overrule a Ref’s decision in this matter. The league will however revue the circumstances and make a ruling as to the player’s being able to return to the league the following week.

S4 Only the team captains may approach the referee to inquire about a rule interpretation. Any league official may penalize said team for this violation.

S5 Referees will be paid prior to the start of the game at the coin toss a fee determined by the league prior to the season’s start. Fees are to be paid in US currency only, NO CHECKS, exact currency required as the refs will most likely not have change. Failure to pay the ref fees will result in a forfeiture of the game.

RULE 6: THE RULES OF THE GAME

S1 PLAYERS

The free substitution rule is always in affect and a player may enter the game at any time the ball is dead.

S2 TEAM CAPTAINS

a. Each team must have at least one captain on the field at all times during the game.

b. Only a captain may address the referees, however, they may only do so on matters of interpretation and to obtain information. Hostility towards the referees will not be tolerated by any captain or player.

c. If a team’s players disrupt the game by arguing with the referees, the team will be assessed a delay of game penalty. If this situation continues a team may be assessed an unsportsmanlike conduct team penalty. Captains are expected to handle all disruptions by their players and fans.

d. Captains are responsible for supervising their respective teams and fans. A captains failure to maintain control of his team and or fans may result in a penalty and/or disqualification of the team.

S2A RULE CHALLENGES

a. If a captain fills that a referee has made an error in his ruling, the captain has the right to call a time out and discuss the matter with league officials to clarify the rule interpretation. If the captain is correct in his challenge, and the call is reversed, the team will get their time out back. If they lose the challenge, the time out will be spent and the team will be charged a 5 yard delay of game penalty. The captains must talk to the league official and then return to his huddle, the league will then discuss the situation with the referees and the refs will then announce the final ruling. Judgment calls and standard penalties are not subject to challenges, only the interpretation of a rule.

S3 TIME

a. The game will be divided into either two (2) thirty minute halves or four (4) fifteen minute quarters with a five (5) minute half time break following the 1st half or second quarter. The clock will stop at the end of each quarter if time is broken up by quarters.

b. Games will be played with a running clock, that will only be stopped by a referee or team called time out.

c. Each team will have 1 thirty second time-out in the first half, and 2 in the 2nd half. (Any player on the field of play or sideline for their respective team may call a time-out.) Inside the two minute warning, if a player calls a time out on a play where a penalty is called, the team will not be charged the time out. If any player calls for a time out, another player cannot reverse the call.

d. The last two minutes of each half will be announced to all players by the referees. (two minute warning)

e. During the last two minutes of the 2nd half, the clock will stop on all dead balls. (i.e. incomplete pass, running out of bounds, penalties, change of possession and calling a time out.) The clock will restart upon the ensuing snap of the ball.

f. During the regular season, inside the two minute warning of either half, if the referees are discussing a matter or delaying the game, the game clock will stop and resume on the snap of the ball. However, your 45 second clock is still running, when 15 seconds is hit during this delay, that clock will stop and when the refs break the team will only have 15 seconds left to snap the ball. This rule will apply to the entire game in post season games.

g. The league official time keeper may stop the clock at his/her discretion on any major delays.

h. The offense will have 45 seconds from the end of a play (dead ball) whistle to run it’s next play, if the offense does not get the play off in 45 seconds from the end of the last play, the clock will stop and a 5 yard penalty will be assessed and the clock will not start until the snap of the next play. Once the clock is stopped, the team has 15 seconds to get the play off or an additional 5 yard delay of game penalty will be assessed. A Carson City Flag Football League Official will be in charge of keeping the 45 second clock and will give notice to the teams when their is 15 seconds left on the 45 second clock.

h. Each offensive team must retrieve their own ball between plays in a quick manner and deliver it to the referee to spot. (delay of game, 5 yard penalty)

S4 KICKOFFS

Each half will start with a kickoff and their will be a kickoff after every touchdown is scored.

a. Kickoffs will take place from the kicking teams 40 yard line.

b. The kicking team may recover a kicked ball once it has traveled at least 20 yards and is un-recovered by the receiving team.

c. If the ball is kicked out of bounds the receiving team may elect to except the penalty and the ball will be spotted at the receiving teams (40) yard line or they may choose to decline the penalty and take the ball at the spot where it went out of bounds.

d. A ball that is fielded in the end zone may be downed for a touchback. On a touchback, receiving team takes possession at their own 20 yard line.

e. A ball that travels through the back or sides of the end zone will be considered a touchback, receiving team will take possession at their own 20 yard line.

f. On a kickoff if the receiving team touches the ball but does not posses the ball (muffs) the ball becomes live. If the ball then travels into the endzone and is recovered by the receiving team the ball carrier must advance the ball to avoid a safety

g. Once a team scores a touchdown, the team then has only 60 seconds to kick off. Kickoff time will be kept by the sideline stat keepers. The clock will stop after 60 seconds and the team will be charged with a delay of game, 5 yard penalty. The clock will restart upon actual kickoff.

 

S5-1 PUNTING

a. The offensive team may punt at any time. However, the decision to do so must be announced to the referee.

b. The following punt formation is mandatory once a team has announced to punt. (See diagram A in the rear of this book)

The kicking team must have (7) seven men on the line of scrimmage.

(5) Interior linemen

(2) Outside cover men

(1) Pickup blocker

(1) Punter

c. Only the two outside cover men may cross the line of scrimmage at the snap of the football. Interior linemen, Pickup blocker and punter may not cross the line of scrimmage until the ball is kicked.

d. The kicking team must allow the receiving team the opportunity to receive the punt. Their is a one yard zone around the returner.

e. A punt that is kicked into the endzone and fielded by the receiving team may be advanced or downed in the endzone for a touchback. Receiving team would start possession at their own (20) twenty yard line. If the return man on the receiving team calls for a fair catch but the ball hits the ground prior to possession this would nullify the fair catch and the ball must be advanced or downed.

f. If the ball hits any member of the return team and is not possessed the ball is considered live and maybe recovered and advanced by any player on the field.

g. If the ball touches any member of the receiving team and then travels into the endzone the ball may not be downed. It must be advanced.

h. If a member of the punting team fields the ball prior to any member of the receiving team touching it, the ball would be downed at that spot. Receiving team would take possession at that spot.

i. The return team can line up in any formation on the punt. The box around the center must be observed. No defensive player’s body may be in the box prior to the snap. (See diagram B on the box at the back of this book)

j. The defensive team may send any number of players to block the punt. If a punt is blocked it is a live ball and may be recovered and advanced by any player on the field until downed.

k. In an attempt to block a punt if the defensive team hits the punter regardless if they block the punt or not this will be considered ruffing the kicker. (15 yard penalty, automatic first down for the kicking team)

l. If the ball is punted out of bounds, the receiving team will take possession at that spot. A punt that’s kicked through the end zone will be considered a touchback and receiving team will take possession on their own 20 yard line.

m. Receiving team may call for a fair catch by clearly waiving his hand over his head.

 

S5-2 FAKE PUNTS

a. Out of the punting formation the kicking team may attempt to pick up the first down by either passing or running the football.

b. Only the punter, pickup man and cover men are eligible receivers. Only the punter and pickup man are eligible rushers.

c. Motion is not aloud in punt formation.

d. On a fake punt, the kicking team must advance the ball past the first down marker to extend their down.

e. Interior linemen may not advance more then (5) five yards down field on any pass play.

S6 OFFENSE

a. The offensive team must have a minimum of 5 players on the line of scrimmage. Offensive lineman must identify themselves before the ball is put into play.

b. Each team will have four consecutive downs to advance the ball into the next zone, or to score a touchdown.

c. Once a team enters the next zone, it is a first down and a new series of downs begins.

d. A team failing to move the ball into the next zone will lose possession. The opposing team takes over at the point where the ball is declared dead and begins it’s series of first down and zone to go.

e. The most forward part of the ball shall be the determining point when measuring a first down.

f. A down will be repeated if provided for by the rules (see RULE 10: PENALTIES)

g. When the offensive team is in the last zone, it will be first down and goal to go.

h. At the conclusion of each down, the referee will place the ball in the center of the field "equal distance from sidelines".

i. A team may huddle prior to each offensive play, if the offense huddles, all (9) nine players must break from the huddle. (No hide outs) A team may run a hurry up offense where they don’t use a huddle. (10 yard penalty, repeat down)

j. Offensive linemen on passing plays may not advance more than 5 yards down field prior to the pass. (Illegal man down field - 5 yards, repeat down.)

k. Offensive linemen (center and 2 guards) must be parallel to the line of scrimmage. (No wedges). (5 yard penalty, repeat down)

S7 DEFENSE

a. Their shall be no tackling.  Tackling is an automatic ejection, 15 yard penalty and automatic first down.

b. The player carrying or having possession of the ball is down when the flag is removed from his waste (de-flagging). The defensive player shall hold the flag above his head and stand still.

c. The defensive player cannot hold or push the ball carrier to remove his flag. An accidental touch of the body or shoulder while reaching for the flag shall not be considered a violation. However, touching of the head or face shall be considered a violation.

d. A defensive player may not run over a blocker, or make contact with a receiver beyond 5 yards of the line of scrimmage in order to make a play.

e. A defensive player must go for the passers flag, he cannot touch any part of the passer’s upper body.

f. Stripping is not allowed. Penalty - spot of foul, automatic 1st down.

g. No defensive player may enter the 1 yard neutral zone prior to the snap of the football. 

h. A defensive player may not dive straight on the ball carrier or any other player to remove his flags. A defensive player may dive from the side or back. A player that dives straight on the ball carrier or any player regardless if he hits him or not will be charged with a 15 yard unsportsmanlike conduct penalty and automatic first down.

i. Pushing out of bounds is not allowed. 15 yard unnecessary roughness automatic first down, and player ejection.

S8 BLOCKING

a. A blocker must be on his feet at all times when blocking. No lineman, except the center, may assume the three-point stance, or otherwise spring from a coiled or crouching start. Instead they must simply stand at the line of scrimmage, in a two-point stance and await the snap. The center, if he is to block, must first stand straight up before heading into his blocking pattern.

b. Cross body, roll blocking or chop blocking is not permitted anywhere on the field.

c. Blockers must use open hands and block between the waist and shoulders.

d. Blockers may block shoulder to shoulder with a defender ONLY on the offensive line.  Blocking with shoulders down field is an automatic ejection.

e. Butting, elbowing, knee blocking, or leg whipping is not permitted.

f. Deliberately blocking a player from behind is not permitted (clipping). If a defensive player attempts a spin move, in effort to evade a blocker, and ends up getting blocked in the back, blocking in the back is in this instance allowed, so long as the blocker doesn’t break contact with the rusher.

g. Enter lock blocking is not aloud.

h. Defensive players are restricted in the use of their hands to the blockers body and shoulders.

i. No blind side blocking.

j. No unloading, unloading is an automatic ejection.

k. Any offensive player blocking down field must block with open hand blocking to the upper body. No blocking with shoulders.  Automatic ejection.

S9 CENTER

a. The center must snap the ball between his legs at all times.

b. He must be on the scrimmage line, with no part of his body beyond the forward most point of the ball.

c. He may adjust the long part of the ball at the line of scrimmage, one time only.

 

S10 BALL CARRIER

a. The ball carrier cannot use his hands or swing his arms to protect his flags. The defensive player must have the opportunity to remove the ball carrier’s flags.

b. The ball carrier cannot lower his head, shoulders or run directly into a defensive player.

c. Stiff arming is allowed by the ball carrier only. The ball carrier must have his arm out and no higher than his shoulder and no lower than his ribcage. It does not matter where contact is made by the stiff arm to the defender as long as the ball carrier’s arm is within the legal stiff arming zone. A player cannot cock back and then go forward to stiff arm.

d. The ball carrier can spin, but not hurdle, to prevent a defensive player from removing his flag.

e. The ball carrier may run in any direction until the ball is declared dead.

f. The ball carrier may not dive to advance the football, however he may jump to avoid stepping on a player/s, this is a judgment call by the referee.

g. If the ball carrier slips and falls to the ground a defensive player only needs to touch him to end the play, it is not necessary to pull his flag. If a player carrying the ball slips and falls to the ground and is untouched by any defensive player, player may return to his feet and advance the ball further until he is deflagged. While advancing the ball if the ball carrier runs into a defensive player and falls to the ground, the play is dead at that spot.

h. Any offensive player eligible to receive the ball must start the play with both flags. A player that starts the play without both flags is ineligible. If a player catches the ball that did not start the play with both flags, play is dead and replay the down.

i. Any eligible offensive player who starts the play with both flags but in the course of his route loses one or both flags is eligible to catch the ball but cannot the advance the ball.

j. If the ball carriers flag inadvertently falls off, the play will be considered dead at the spot where the flag fell off.

k. Fumbles are live and may be recovered by any offensive or defensive player and advanced. However, a player may not block, push or hold another player to recover the ball. If a player recovers the ball in this manner a 15 yard unsportsmanlike conduct will be assessed and possession will be awarded to the other team with an automatic first down.

S11 PASSING

a. All back-field men are eligible passers.

b. Passing may only be attempted from behind the line of scrimmage.

c. Lateral passes (a pass thrown behind the quarterback) are allowed. A lateral pass in not considered a forward pass.

d. A lateral pass which is dropped or muffed by an offensive player is a live ball.

e. A pass thrown parallel to the passer shall be considered a forward pass. A pass must be thrown backwards to be considered a lateral.

f. A forward pass is a pass thrown from behind the line of scrimmage towards the defensive team’s goal line.

g. Only one forward pass may be attempted per play.

h. Intentionally grounding the ball for any reason is illegal. No player attempting a pass shall throw the ball away to preserve a play. The passer must make a legitimate attempt to get the ball to a receiver. Penalty - 10 yards, loss of down.

i. A player that hits the quarterback or touches the quarterback after the ball has been released will be charged with an unsportsmanlike roughing the passer penalty. Penalty 15 yards, automatic 1st down. A defensive player that jumps to try to deflect a pass and hits the quarterback regardless if he deflects the pass will be charged with roughing the passer.

j. Roughing the passer in any form is illegal, anything other than a legitimate effort to pull the quarterback’s flag will be considered roughing the passer. 15 yards automatic first down.

S12 RECEIVING

a. The only players eligible to receive forward passes are: running backs, receivers, tight ends and the quarterback. Offensive lineman (center and right and left guards) are ineligible to receive the ball.

b. A ball that is tipped by a defensive lineman at the line of scrimmage or down field by the defensive team may be caught and advanced by any member of the offensive team.

c. A passer cannot intentionally throw a pass to a lineman. If the passer hits a lineman with a pass or throws to a lineman it will be a penalty. (10 yards and loss of down)

d. A receiver must demonstrate possession and have at least one foot in the field of play to be determined a catch. (a foot on the line is considered out of bounds)

e. Two or more receivers may touch the ball in succession resulting in a completed pass.

f. If an offensive and defensive player catch a pass simultaneously, the ball is declared dead at the spot of the catch and awarded to the offensive team.

g. Offensive and defensive players have equal rights to the ball.

h. An offensive player cannot be out of bounds and return in bounds to catch a pass. This will be ruled as an incomplete pass and loss of down.

S13 PASS INTERFERENCE

a. No defensive player may engage any offensive player beyond five yards of the line of scrimmage.

b. Defensive players must be facing the ball to defend a pass , players facing away from the ball will be charged with face guarding.

c. Inadvertent or incidental contact with a receiver will not be considered pass interference.

d. A ball does not have to be catchable for their to be pass interference.

e. Any defender who holds a receiver in his route on any pass play regardless if the ball is thrown to that receiver or not may be charged with holding. (10 yards and automatic first down.)

f. Defensive player has as much right to the football as the offensive player. However, defensive player may not make contact with the offensive player prior to making contact with the ball. If contact is made prior penalty will be pass interference, spot of foul, automatic first down.

S14 DEAD BALL

a. When the ball carrier’s flag has been removed.

b. If a pass receiver or ball carrier’s flag falls off (ball is dead at the spot).

c. Following a touchdown, safety, fair catch or touchback.

d. When the ball goes out of bounds for any reason.

e. If a forward pass strikes the ground or is caught at the same time by opposing players.

RULE 7: SCORING VALUES

1. Touchdown......................6points

2. Safety...............................2points

3. PAT (2 yards)..................1point

4. PAT(8 yards)...................2points

5. PAT(16yards)..................3points

RULE 8: OVERTIME

a. If the score at the end of regulation play is tied, the game shall go into overtime.

b. Captains of the two teams shall meet in the center of the field for the coin toss. The visiting team shall call the coin toss.

c. Winner of the coin toss shall decide to receive the ball or defend.

d. The overtime will consist of one 15 minute period, the first team to score during the 15 minute period shall be the winner. If neither team scores during the 15 minute period the game shall be considered a tie.

e. The clock will not stop during the 15 minute period at any time other then during a team called time-out or an official called time-out.

f. Each team shall have one 30 second time-out per overtime period.

g. All other rules of regulation time will apply.

h. In a playoff or Championship game the process will continue until a winner is determined.

i. Stats will be kept just as they are in regulation during overtime. There will be no extra point attempts during overtime, touchdowns will count as six points.

j. A defensive turnover returned for touchdown ends the game.

RULE 9: INJURED PLAYERS

a. It is strongly advised that each player have their own medical insurance, and no player will be allowed to take the field unless they have signed the CCFFL liability waiver release. The league does not provide medical insurance. It is not to be assumed that the league will cover any medical claims. All players are playing at their own risk!!!

b. Once a player is injured he must leave the field and stay out for at least one play.

c. Blood rule is in effect. Any player who is bleeding must leave the field and may not return until bleeding has stopped.

d. Any medical assistance that may be required, (i.e. ambulatory transportation, emergency medical attention or medical treatments) will be at the expense of the injured player.

RULE 10: BODILY FLUIDS

a. Any player must leave the field if they are expelling any kind of bodily fluids, if any player is unable to make it off the field a team charged time out will be assessed by the officials.

Rule 11: STATS

S1 STATS (GENERAL)

a. The league field monitors will keep official league stats for the following:

All Individual Players

Team Stats

b. Teams are welcome to have a representative keep stats with the field monitors for extra verification however, only league stats will be considered official.

c. Stats will be used for:

Choosing All Star Team

Identifying League Leaders

Obtaining Personal Achievement Information

S2 ALL-STAR SELECTION

All-star selection will be determined as follows:

a. Offense - Quarterback will be determined by most passing yards by a quarterback.

Wide Receivers determined by most receiving yards by a wide receiver.

Running Back will be determined by most rushing yards by a running back.

Tight End will be determined by most receiving yards by a tight end.

Guards & Center will be determined by a vote.

Kicker/Punter will be chosen by the all-star team from the existing all-star players.

Defense - All defensive players will be selected off of stats for their respective positions.

The league will determine based on the proposed all-star competitions prior to the selection process how many all-star spots will be available. The league’s all-star committee reserves the right to elect additional all-star players to the team at their own discretion.

b. Official rosters turned in by the team captains at the beginning of the season shall be used to determine a players official position. If position changes the league must be notified prior to week 3’s conclusion. The league reserves the right to determine players official position for all-star selection.

S3 FREE LEAGUE FEE AWARDS

a. The championship game MVP and the all-star game MVP will be determined by the winning team’s captain. The player chosen will receive a free registration to the following season as an award. If the team’s captain chooses to pick more then one player for this award, the league will recognize all chosen players on the website but can only award the free pass to one player. Free pass is only valid for chosen player for the following season.

b. Any free passes are valid only for the person they have been issued to and must be used the following season. They have NO cash value and may not be transferred.

RULE 11: PENALTIES

S1 KICKOFFS

a. If either team is offside on a kickoff (5 yard penalty and kick over)

b. If the ball is kicked out of bounds the receiving team may elect to except the penalty and the ball will be spotted at the receiving teams (40) yard line or they may choose to decline the penalty and take the ball at the spot where it went out of bounds.

S2 LINE OF SCRIMMAGE

a. Offside - defensive or offensive (5 yard penalty and repeat down)

b. Illegal snap (5 yard penalty and repeat down)

c. Failure to observe 30 second rule "a.k.a. delay of game" (5 yard penalty and repeat down)

d. Illegal motion, more then one back field man in motion at the snap of the ball (5 yard penalty and repeat down)

e. Illegal formation, offense not having five men on the line of scrimmage (5 yard penalty and repeat down)

f. Illegal use of the hands and/or holding (10 yard penalty and repeat down)

g. defensive holding (10 yard penalty and automatic first down)

S3 PUNTING

a. Failure to announce punt to referees (5 yard penalty and re-kick)

b. De-flagging a receiver after a fair catch signal (15 yards from spot of foul)

c. illegal man down field ( 5 yards and repeat down)

d. Roughing the kicker (15 yards and automatic 1st down)

S4 PASSING

a. If an illegal forward pass is thrown and intercepted, the defense may choose to decline the illegal forward pass penalty and take possession.

b. Passer crosses the line of scrimmage, a.k.a. illegal forward pass (10 yard penalty and loss of down).

c. Intentional grounding (10 yard penalty and loss of down)

d. Offensive pass interference (10 yard penalty and repeat down)

e. Defensive pass interference (automatic first down from spot of infraction). In the case of defensive pass interference in the end zone, ball will be placed on the two yard line or half the distance to the goal and automatic first down.

f. Roughing the passer (15 yard penalty and automatic first down)

S5 DELAY OF GAME

a. Continuing to play after the ball is dead (5 yard penalty from the spot of the foul)

b. Advancing a fair catch (5 yard penalty from the spot of the foul)

c. Unnecessary delay of game for any reason (5 yard penalty and repeat down)

d. Failure to observe 45 second rule "a.k.a. delay of game" (5 yard penalty and repeat down)

e. Failure to shag your own ball - (5 yard penalty)

S6 FLAG WEARING AND DE-FLAGGING

a. Tackling (15 yard penalty from the spot of the foul and automatic first down, plus automatic ejection for the tackler)

b. Flag guarding (10 yard penalty from the spot of the foul and loss of down)

c. holding, pushing, or hitting the ball carrier while de-flagging (15 yard penalty, repeat down)

d. If a player’s flag is inadvertently lost prior to or after the snap of the ball, he is ineligible to handle the ball. If player handles the ball, dead play, play counts as a down.  Spot will be where the play was deemed dead.

e. If a player’s flag belt or flags fall off while carrying the ball, the play is dead at the spot where the flag fell off.

f.  If a player starts a play not equipped with flags, and the player makes contact with the ball, that will be ruled a penalty from the line of scrimmage.  10 yards, repeat          down.

S7 ILLEGAL HAND-OFF

a. If the ball is handed forward beyond the line of scrimmage (5 yard penalty and loss of down)

b. Handing or snapping the ball to a lineman (5 yard penalty and loss of down)

S8 ILLEGAL SUBSTITUTIONS

a. More than nine men on the field (5 yard penalty and repeat down)

b. Substitutions while the ball is in play or before it is declared dead (5 yard penalty and repeat down)

c. Disqualified player entering game (15 yard penalty and repeat down)

S9 BLOCKING

a. Leaving feet to block (15 yard penalty and repeat down)

b. Cross body blocking, roll blocking, or chop blocking (15 yard penalty and repeat down)

c. Illegal use of hands (10 yard penalty and repeat down)

d. Offensive Holding (10 yard penalty and repeat down)

e. Budding, Elbowing (15 yard penalty)

f. Clipping (15 yard penalty)

g. Interlock blocking (15 yard penalty)

h. Blind side blocking (15 yard penalty from the spot of the foul and repeat down.)

i. Unloading (15 yard penalty from the spot of the foul and repeat down. Player ejection/suspension)

S10 BALL CARRIER

a. Lowering head to dive or run into defensive player (15 yard penalty from spot of foul)

b. Use of hands or arms to protect flag (10 yard penalty from the spot of foul and loss of down)

c. Hurdling (5 yard penalty from the spot of foul) You may jump to avoid stepping on a player, however, this call is to the ref’s discretion.

d. Definition of diving: Lunging forward and leaving your feet to advance the football.

S11 UNNECESSARY ROUGHNESS

a. Offensive and defensive (15 yard penalty)

b. Possible ejection/suspension for guilty player or players at the referee or league official’s discretion.

S12 UNSPORTSMANLIKE CONDUCT

a. No taunting! Trash talking of any kind will not be allowed. Penalties will be imposed at the referee, or league official’s discretion. (Captains, your players are your responsibility so lets keep a reign on them.) Celebrating is allowed as long as it is not abusive to the opposing team.

b. De-flagging "defensive player pulling offensive player’s flag to make him ineligible for the play" (15 yard penalty)

c. Insulting and abusive language (15 yard penalty with warning, possible ejection.)

d. Illegal play (15 yard penalty)

e. Failure of captain to control players or fans (15 yard penalty)

f. unnecessary deflagging (15 yard penalty)

g. All teams and individual players are subject to ejection and/or suspension for committing any unsportsmanlike conduct violations or excessive rule violations. These penalties will be assessed either by the league referees, or any league official. An ejection from a game is an ejection from the facility. Players who are ejected must leave the facility. A delay of game penalty will continue to be assessed each (30) seconds that ejected player does not leave. Players who are suspended from a future game or games cannot be at the facility for said games. A game will not begin if a suspended player is present. Players will be removed by the police if they refuse to leave or are causing trouble. Following any ejections or suspensions, the team captain is responsible for notifying the player and enforcing the penalty. The league will notify the captain of any suspension unless the penalty is assessed by the league referees or officials on the field. If players are ejected from a game, the league officials will make a determination within 1 week as to whether or not said player is ejected from the league or suspended from future games. The team captain will be notified of the leagues decision. Any protest of the league’s decision must be done by the team captain only and must be submitted in writing. Captains may submit a statement by the ejected player with their protest. The league officials may or may not except an ejected player’s request to speak in person. Such a request must be made by the team captain and if the request is granted the team’s captain must appear in front of the league officials with his ejected player. The league reserves the right to deny such a request and except only a written statement.

h. Fighting of any kind will not be tolerated. The league will review all incidents of fighting and determine the penalties. Fighting is an automatic ejection from the game and the league will determine before the next game any additional penalty.

i. The following is the standard for fighting and suspension. This policy will not be broken unless special circumstances are present. No fighting will be tolerated, self defense is at a player’s own risk as unless it is obvious and seen by a referee, or league official it will not be considered as an excuse. Swinging and missing will be considered fighting, punching, shoving, pushing, kicking, spitting and any other act of violence including but not limited to verbal threatening will be considered fighting. A player who is witnessed trying to start a fight, actually starting a fight or participating in any kind of fight that has broken out will be penalized in the following manner unless the league officials vote differently. The league will not vote and the penalty below will be automatic unless special circumstances are present. Please remember it is the league officials job (i.e. Shawn Hudson and Tracey Hudson,)and the league referee’s job to break up fights. It is not the job of the players to break up fights as this normally just leads to more fighting. Stay back and let us do our job or you may be unfairly busted for fighting. Please remind your players they do this at their own risk and when they step out to break up a fight their intentions might be viewed differently and they may fall victim to this policy.

1st offense any kind of fighting - Player will be suspended for 5 weeks

2nd offense any kind of fighting - Player will be suspended for 10 weeks

3rd offense any kind of fighting - Player will be suspended from ever playing in The CCFFL again.

PLEASE NOTE: The league reserves the right to impose a milder punishment for a mild incident as well as a harsher punishment for extreme incidents. The above is the official policy guideline only.

S12 THE CARSON CITY FLAG FOOTBALL LEAGUE OFFICIALS

a. The Carson City Flag Football League officials are:

Shawn Hudson - Commissioner

Tracey Hudson - Director

b. Any league official of The Carson City Flag Football League has the power to intervene during any league play in regard to unsportsmanlike penalties, sportsmanship, rule interpretation, spectator misconduct, fighting, etc. etc. and any and all matters that affect The Carson City Flag Football League.

c. Any league official has the right to eject and suspend any player at any time for any unsportsmanlike conduct penalty that they witness. The penalties listed in this book for unsportsmanlike conduct are guidelines. Any penalty involving unsportsmanlike behavior is subject to any penalty imposed by league officials at their discretion. Any league referee has the right to eject any player at any time for any unsportsmanlike conduct penalty they witness.

d. Referees reserve the right to order a cool down period for a player who is "a little" out of line rather than an ejection.

e. The retaliation rule is no longer in affect. Players retaliating are subject to the same penalties as those who start fights.

f. The facility in which The Carson City Flag Football League plays all season games has been issued to The Carson City Flag Football League by The Carson City Parks department for The Carson City Flag Football League‘s exclusive use during scheduled days and times. During such days and times The Carson City Flag Football League has full authority issued by The Carson City Parks Department to govern the facility. The Carson City Flag Football League has the right to remove any person from the facility who is causing any disturbance of the peace or consuming alcoholic beverages. The Carson City Sheriffs Department will be notified immediately upon any person’s refusal to leave the facility at The Carson City Flag Football League’s request. The Carson City Flag Football League officers and referees are protected by Nevada Revised Statutes and will press charges if threatened in any way.

g. Any player who is considered by The CCFFL to be drunk or hungover must leave the facility and will not be allowed to play.

h. Captains will be assessed a $25.00 fine, and are subject to a game suspension  if their sideline is not cleaned up after their game. Any team assessed this fine will not be able to play again until they have paid the fine.

i. Captains will be assessed a $25.00 fine if their game flags are not turned in properly. Any team assessed this fine will not be able to play again until they have paid the fine.

j. Alcoholic beverages or illegal substances are not allowed at the facility at any time. Players caught with open containers or drugs at the field will be assessed a $25.00 fine and asked to leave. Any player assessed this fine will not be able to play again until they have paid the fine, further any player caught with an open container or drugs and fined will be suspended from their following game.

k. Pets are not allowed at any of the park or school facilities issued to The Carson City Flag Football League. Players who bring pets to the field will be asked to leave them in their cars. If a player, or a team’s fan refuses to remove his pet from the facility, the game will stop and his team will be assessed a delay of game penalty every 45 seconds until the pets have left. If a player or a team’s fan is present with pets during a game other than their own, and they refuse to remove the pets from the facility immiediatly, the team the player plays for or fan roots for will be fined $25.00 per every 15 minutes that the pets are present. Any team assessed this fine will not be able to play again until they have paid the fine. Captains are responsible for alerting thier players and fans of the rules.

l. Certain parking restrictions apply at some of the Carson City Flag Football League assigned facilities, i.e. no parking is allowed at the chuch next to Fritsch School. Captains are responsible for alerting their players and fans of any parking restrictions. Games will not start or they they will be stopped if parking violations are occuring; the team that is delaying the game due to parking restrictions will be charged with delay of game penalties every 45 seconds until the cars are moved.

The Carson City Flag Football League is a sole proprietorship and is not affiliated with The Carson City Recreation Department.

 

DIAGRAM A ( PUNT FORMATION )

 

 

COVERMAN                                   INTERIOR LINEMEN                                            COVERMAN

O                                              OOOOO                                                             O

 

 O PICKUP

 

 O PUNTER

 

 

CCFFL  Schedule  The Scoreboard  League News  League Leaders  Top 5  Rules  Records  Current Season Archives  Archives  All Stars Sign Ups All-Time Leaders

  Feds  Violators  Plague  Doz Boys  

Bad Intentions  Spartans BAMF's

 

Hit Counter