Star Hill Family Athletic Center | 100 Gerber Dr. Tolland, CT 06084 | 860-871-8800

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ADULT Flag Football Rules

 

NO CLEATS!!! (Must wear turf shoes or flats)

 

  *All participants in this sport assume the risk of injury.  All players must sign a registration waiver prior to participation

 

Each team shall designate a field captain to the referee. The field captain shall be the only team representative permitted to speak with the officials.  A field captain's first choice of any option shall be irrevocable.  All player, substitutes and coaches are subject to the rules and shall be governed by the decisions of the officials.

 

***All teams that need to use Star Hill belts with flags must go to the front desk to getthem. Due to missing belts through the seasons, we are asking you to drop off a license or credit card at the front desk to receive belts. Please bring all belts on the clip back to thefront desk to receive license or credit card back. Thank you for your understanding***

 

SHIRTS:

 

Players must wear the color shirt designated to their team.  No player will be allowed to play if not in appropriate color.

 

FLAGS:

 

Each player on the field must wear a belt at the waistline containing two flags.  The flags may not be tied together and one flag must be placed on each side of the body.  Each flag should extend or hang from the waist. Flags should be different colors from uniform pants/shorts. Wrapping, tying, or in any way securing flags to the uniform belt, other than prescribed by rule, or intentionally removing a flag during play is illegal. .

 

EQUIPMENT:

 

Game officials will be strictly enforcing the illegal equipment rule.  The FOOTBALL shall be made of leather, of regulation size (size 9), weight and pressure with no alterations. Each team can use its own legal ball.

 

FOR CLARIFICATION, ILLGEL EQUIPMENT CONSISTS OF:

 

Shirts or jerseys that do not remain tucked in. Any hood on a coat, sweatshirt, or shirt that does not remain tucked in No hats with brims.  Any slippery or sticky foreign substance on any equipment or exposed part of the body. No Exposed metal on clothes or person.

 

NUMBER OF PLAYERS:

 

Each team should start the game with 7 players; a minimum of 6 is needed to avoid a forfeit. A player may play on only one team in the league each season.

 

LENGTH OF GAME:

 

Playing time shall be two halves of 22 minutes, running time. With additional two minutes on the second half. The last two minutes of the game are stop time (ONLY if the game is within 8 points or less than two minute stop clock is in effect). If the score difference is 9 or more than the two minutes will be running time.  Half-time shall be 1 minute.  A coin toss will determine who shall receive the choice of possession. If only one team is ready to play at game time, they will automatically have the choice. No Overtime during the regular season. Overtime only during playoffs.

 

COIN FLIP:

 

Winner of the coin toss will choose to receive the ball first half or second half. Loser will choose which goal they defend. It will switch after the half.

 

TIME OUTS:

 

Each team shall have one time out per half. The clock will stop during a time out.  Each time out will be for 30 seconds.

 

KICK OFFS:

 

The kick must pass the half line. If the ball does not cross the half line on the first kick, the kicking team will have a second try. On that second try if it does not pass the half line the ball is spotted where it goes out of bounds or stops. Once it passes the half line the first team to touch the ball will have possession of the ball. Once the ball has passes the 50 the ball may roll or bounce many times it can still be returned. The return team has to wait to touch the ball after the ball crosses the half line in order to gain possession. If the return team crosses the line and touches the ball before it crosses the half line the kicking team has to re-kick, in the same series, this can happen 1 st , 2 nd try on the 3 rd try if receiving team touches the ball before it crosses the line the kicking team will get the ball on their own touchback.

 

BLITZING:

 

A player can blitz from the outside as long as he is lined straight up with one of the receivers. When the ball is snapped the defender can then blitz from the outside to the quarterback. Anyone can blitz within one yard and in from the tackles of the offensive team. The player blitzing from within one yard from the tackles has to be lined up on the line prior to blitzing.

 

PUNTING:

 

Quick punts are illegal. On fourth down the Referee must ask the Offensive team if they want a protected scrimmage kick. Once the offense has declared their choice, the Referee will inform the Defense of the offense's choice. The only way the Offense can change their decision is to call a time-out, or if a foul occurs anytime prior to or during the down and the down is to be replayed. In the later case the Offensive team will be asked if they want a protected scrimmage kick or not. The kicking team must have all of its players, except for the punter, on the line of scrimmage. No kicking team players may move until the ball is kicked. Defensive players MAY attempt to block the punt by jumping straight up in the air. They may not, however, penetrate the line of scrimmage. If a punt crosses the scrimmage line and touches a player from either team and then hits the ground, the ball is dead at that spot and belongs to the receiving team. After one bounce the return team can return the ball. The second bounce the ball will be considered dead at the spot of the second bounce.

 

LINE OF SCRIMMAGE:

 

The offensive team must have a minimum of 3 players set on the line of scrimmage at the snap.One on both side of the center and no more than 3 yards from the center.

 

BACKWARD PASSES AND FUMBLES:

 

Any ball that is fumbled during a down will be dead by rule once it has touched the ground. A backward pass may be caught or intercepted by any player inbounds and advanced. A player may not intentionally throw a backward pass out of bounds to conserve time or to avoid being downed. This will be penalized as an Illegal pass: loss of 3 yards, loss of down and the clock will start on the ready for play. Once a ball has touched the ground the ball is considered dead.

 

FORWARD PASSES AND INTERCEPTIONS:

 

If a player is in the air attempting to catch a ball, the player must contact the ground with at least one foot in-bounds with the ball in their possession prior to going out of bounds, unless contact by an opponent causes the player to first touch out-of- bounds. If possession of the ball is lost simultaneously when they hit the ground, it is not a catch. If a forward pass is caught simultaneously by members of opposing teams, the ball is dead at that spot and belongs to the team that snapped the ball.

 

PASS INTERFERENCE:

 

Any contact that, in the view of the official, interferes with the attempt to catch a pass (offensive or defensive player) is pass interference unless, in the view of the official, it occurs when two or more eligible receivers make a simultaneous and bona fide attempt to reach, catch, or bat a pass. It is also pass interference if an eligible receiver is deflagged or touched prior to touching the ball on a pass thrown beyond the offense's line of scrimmage.

 

SCORING:

 

Touchdowns = 6 points

 

Extra Points = 1 point if successful from the 3 yard line

 

Extra Points = 2 points if successful from the 10 yard line

 

Safety = 2 points

 

If you run back a two point or one point conversion you shall receive either 1 or two points depending on what the opposing team was going for. Once a team has made their choice on the extra point, they can only change their decision by taking a time-out.

 

TIE BREAKER ORDER:

 

Any league divisions ending in a tie at the end of the league season shall be governed by the following tie breaking system order:

 

1. Total Team Points (3 points for a Win / 1 point for a Tie / 0 points for a Loss)

 

2.  Head to Head Record

 

3.  Least Points Against

 

4. *Point Differential (No more than a 56 point differential for any one game)

 

5.   Most Points Scored SAFETY:

 

If a player carries the ball across the goal line they are defending and the ball becomes dead while in their team's possession, it is a safety. If a team commits a foul in the end zone where the spot of enforcement is designated as the spot of the foul, it will be declared a safety. A team recording a safety will receive two points, and the ball. The ball must be punted while set up like a kick off.

 

Exception- Momentum Rule - When a player intercepts a forward pass or catches a scrimmage kick between their five yard line and their goal line and their momentum carries them into the end zone where the ball becomes dead, the ball will belong to the receiving team at the spot of the catch or reception.

 

OBSTRUCTING THE RUNNER:

 

A defensive player shall not hold, grasp, or obstruct the forward progress of the runner when attempting to remove the flag belt. Once the offensive player has possession of the ball the defender cannot try to rip at the ball, this will be called holding on the defense.

 

GUARDING THE FLAG BELT:

 

Runners shall not flag guard by using any part of the body or ball to deny the opportunity for an opponent to pull or remove the flag belt. Flag guarding includes but is not limited to: · Swinging the hand or arm over the flag belt to prevent an opponent from deflagging. No stiff-arm.

 

· Placing the ball in possession over the flag belt to prevent an opponent from deflagging.

 

· Lowering the shoulders in such a manner that flag guards.

 

Shirt is pulled out during the play, play is continued until flag is pulled.  If shirt is out and noticed by official, once offensive player is touched he or she is down by contact.

 

OFFICIAL's  AUTHORITY:

 

An official assumes authority 15 minutes prior to the scheduled game time, and until they have left the field. The officials have the authority to rule on any situation not specifically covered in the rules. His/her decision is final. The official has the right to eject players or have them sit out of part or all of the game. Fans, coaches, and spectators are a part of a team and any fouls they commit will go against their team.

 

EJECTIONS:

 

Any player that is ejected will sit out the rest of that game and the next game.  Any player that is ejected twice in a season shall not play the rest of the season.  Any player starting a fight or swinging a punch shall not play the rest of the season.

 

CONTACT:

 

OPEN HAND blocking only between shoulders and waist of the opposing players frame is permitted behind the line of scrimmage. Blockers must be on their feet before and during contact. Offense may block 3 yards in front of the line of scrimmage. NO BLOCKING DOWNFIELD. Two on one blocking shall be limited to the line of scrimmage.  Under no circumstances shall high-low blocking be allowed.  Any player violating this rule in a flagrant manner will be ejected from the game.

 

OFFENSE:

 

When any team is on Offense they must have at least three men on the line of scrimmage.  Teams will have 30 seconds between plays to snap the ball once it is placed by the ref on the ground.  A delay of game shall be called if the ball is not snapped within the 30 seconds. During stop time, last 2 minutes of the game quarterback can spike the ball to stop the clock.

 

OFFENSE / NO RUN ZONE:

 

When the offense is on or within the top of the key, on or inside the one point conversion line the offensive team must pass the ball, NO running the ball into the end zone. If an offensive penalty occurs the play will be marked back and the offense will still have to follow the NO RUN ZONE.

 

DEFENSE:

 

When any team is on Defense they must have at least three men on the line of scrimmage and they may be no more than 1 yard outside the offensive linemen. There is NO BUMP COVERAGE on the receivers.

 

AFTER AN EXTRA POINT:

 

The offensive team has 40 seconds to kick the ball off. If they do not kick the ball off in time the ball will be placed at the 50 yard line.

 

OVERTIME: [ ONLY PLAYOFFS ]

 

The extra period begins at the quarter-yard line, and each team is given the opportunity to score a touchdown and go for one or two point conversion.  After the fist team completes its drive with a score or turnover, the opposing team has the same opportunity from the quarter-yard line. If the teams are still tied after the second team's possession, they must play another period. If the game goes into a third overtime, they can no longer go for 1 point conversion after touchdowns and must instead attempt a two-point conversion.

 

Spot Fouls

 

Defensive Pass Interference 

     

Automatic First Down

Holding/Stripping For The   Ball

 

Holding/Stripping For The   Ball

Defensive Unnecessary   Roughness

 

+5 Yards & Automatic   First Down

Blocking More Than 3   Yards Down Field

 

-3 Yards & Loss Of   Downs

Charging

 

-5 Yards & Loss Of   Downs

Flag Guarding

 

-5 Yards & Loss Of   Downs

Offensive Unnecessary   Roughness

 

-5 Yards & Loss Of   Downs

Diving

 

-3 Yards & Loss Of   Downs

 

Defensive Penalties

 

Offside

     

+3 Yards From The Line Of   Scrimmage & Replay Down

Illegal Rush

 

+3 Yards From The Line Of   Scrimmage & Replay Down

Illegal Flag Pull

 

+3 Yards From The Line Of   Scrimmage & Automatic First Down

Roughing The Passer

 

+5 Yards & Automatic   First Down

Defensive Pass Interference

 

Automatic First Down

Holding/Stripping For The   Ball

 

+3 Yards &Automatic   First Down

Defensive Unnecessary   Roughnes

 

+5 Yards & Automatic   First Down

 

 

 

Offensive Penalties  

 

Offside/False Start

     

-3 Yards From The Line Of   Scrimmage & Replay Down

Illegal Forward Pass

 

-3 Yards From The Line Of   Scrimmage & Loss Of Down

Offensive Pass   Interference

 

-3 Yards From The Line Of   Scrimmage & Loss Of Down

Illegal Motion

 

-3 Yards From The Line Of   Scrimmage & Replay Down

Delay Of Game

 

-3 Yards From The Line Of   Scrimmage & Replay Down

Impeding The Rusher/Holding

 

-3 Yards From The Line Of   Scrimmage & Replay Down

Blocking More Than 3   Yards Down Field

 

-3 Yards & Loss Of   Downs

Charging  

 

  -5 Yards & Loss Of   Downs

Flag Guarding

 

  -5 Yards & Loss Of   Downs

Offensive Unnecessary   Roughness

 

  -5 Yards & Loss Of Downs

Diving 

 

  -3 Yards & Loss Of   Downs

 

 

       

 

      

 

YOUTH Flag Football Rules

 

NO CLEATS!!! (Must wear turf shoes or flats)

 

All participants in this sport assume the risk of injury.  All players must sign a registration waiver prior to participation.

 

Each team shall designate a field captain to the referee. The field captain shall be the only team representative permitted to speak with the officials.  A field captain’s first choice of any option shall be irrevocable.  All player, substitutes and coaches are subject to the rules and shall be governed by the decisions of the officials. 

 

Coaches for 2nd-4th grade and 5th-6th grade, one coach can be on the field for offense and defense.  Coaches when you are on the field for the defense, please make sure you are not in the way of the game in play.  Coaches if you are on the sideline please stay on your half of the sideline to respect other team.

 

Coaches for 7th-8th grade, only one coach should be on the field for offense.  Defense there should be no coaches on the field only making calls from the sideline.  Coaches if you are on the sideline please stay on your half of the sideline to respect other team.

 

***All teams that need to use Star Hill belts with flags must go to the front desk to getthem. Due to missing belts through the seasons, we are asking you to drop off a license or credit card at the front desk to receive belts. Please bring all belts on the clip back to the front desk to receive license or credit card back. Thank you for your understanding***

 

SHIRTS:

 

Players must wear the color shirt designated to their team.  No player will be allowed to play if not in appropriate color.

 

FLAGS:

 

Each player on the field must wear a belt at the waistline containing three flags.  The flags may not be tied together and one flag must be placed on each side of the body and one on the back.  Each flag should extend or hang from the waist. Flags should be different colors from uniform pants/shorts. Wrapping, tying, or in any way securing flags to the uniform belt, other than prescribed by rule, or intentionally removing a flag during play is illegal. .

 

EQUIPMENT:

 

Game officials will be strictly enforcing the illegal equipment rule.

 

The FOOTBALL shall be made of leather, of regulation size, Grade 2nd -4th and 5th -6th (size 6 or 7), Grade 7th -8th (size 7), weight and pressure with no alterations. Each team may use its own legal ball.

 

FOR CLARIFICATION, ILLGEL EQUIPMENT CONSISTS OF:

 

Shirts or jerseys that do not remain tucked in. Any hood on a coat, sweatshirt, or shirt that does not remain tucked in. No hats with brims. Any slippery or sticky foreign substance on any equipment or exposed part of the body. Exposed metal on clothes or person.

 

NUMBER OF PLAYERS:

 

Each team should start the game with 7 players; a minimum of 6 is needed to avoid a forfeit. A player may play on only one team in the league each season.

 

LENGTH OF GAME:

 

Playing time shall be two halves of 22 minutes, running time. With additional two minutes on the second half. The last two minutes of the game are stop time (ONLY if the game is within 8 points or less than two minute stop clock is in effect). If the score difference is 9 or more than the two minutes will be running time.  Half-time shall be 1 minute.  A coin toss will determine who shall receive the choice of possession. If only one team is ready to play at game time, they will automatically have the choice. No Overtime during the regular season.

 

No Overtime during the regular season.

 

There will be no playoffs for the youth flag football league.

 

COIN FLIP:

 

Winner of the coin toss will choose to receive the ball first half or second half. Loser will choose which goal they defend. It will switch after the half.

 

TIME OUTS:

 

Each team shall have one time out per half. The clock will stop during a time out.  Each time out will be for 30 seconds.

 

KICK OFFS:

 

-5th -6th and 7th -8th Grade

 

The kick off will be at the white line (between the end zone and the half line). The kick must pass the half line. If the ball does not cross the half line on the first kick, the kicking team will have a second try. On that second try if it does not pass the half line the ball is spotted where it goes out of bounds or stops. Once it passes the half line the first team to touch the ball will have possession of the ball. Once the ball has passes the 50 the ball may roll or bounce many times it can still be returned. The return team has to wait for the ball to cross the half line in order to gain possess of the ball. The return team has to wait to touch the ball after the ball crosses the half line in order to gain possession. If the return team crosses the line and touches the ball before it crosses the half line the kicking team has to re-kick, in the same series, this can happen 1 st , 2 nd try on the 3 rd try if receiving team touches the ball before it crosses the line the kicking team will get the ball on their own touchback.

 

-2nd -4th Grade

 

There will be no kick offs, the offense will start at the white line (between the end zone and the half line)

 

OFFENSE:

 

The quarterback cannot directly run with the ball. The quarterback does have the ability to scramble in the back field, but cannot advance the ball beyond the line of scrimmage. The quarterback is the offensive player that receives the snap. Direct handoffs behind the line of scrimmage are permitted. Handoffs may be in front, behind, or to the side of the offensive player, but must be behind the line of scrimmage. The offense may use multiple handoffs. “Center Sneak” play – The ball must completely leave the center’s hands on the snap and he/she must step backwards off the line of scrimmage in order to receive a direct handoff from the QB before advancing the ball. Laterals or pitches are allowed behind the line of scrimmage. The player who takes the handoff can throw the ball from behind the line of scrimmage.

 

Once the ball has been handed off in front, behind or to the side of the quarterback, all defensive players are eligible to rush. Runners may not leave their feet to advance the ball. Diving, leaping, or jumping to avoid a flag pull is considered flag guarding. Spinning is allowed, but players may not leave their feet to avoid a flag pull. Jumping in the air in a forward motion to advance the ball, while attempting to avoid a flag pull, is not allowed. Lateral moves to the left or right are permitted. No blocking or “screening” is allowed at any time. Offensive players must stop their motion once the ball has crossed the line of scrimmage. No running with the ball carrier. Offense player running with the ball must avoid defender, cannot lower shoulder. 40 second play clock

 

***WHERE THE HIPS ARE WHEN THE FLAG IS PULLED

 

DOWN AT THAT SPOT***

 

PASSING:

 

All passes must be from behind the line of scrimmage, thrown forward and received beyond the line scrimmage.

 

Shovel passes are allowed, but must be received beyond the line of scrimmage. The quarterback has a 15-second “pass clock.” If a pass is not thrown within the 15-seconds, play is dead, the down is consumed and the ball is returned to the line of scrimmage. Once the ball is handed off, the 15-second rule no longer is in effect. If the QB is standing in the end zone at the end of the 15-second clock, the ball is returned to the line of scrimmage (LOS).

 

RUSHING THE PASSER:

 

All players who rush the passer must be a minimum of 10-yards from the line of scrimmage when the ball is snapped. Only one (1) player can rush the quarterback per play. Players not rushing the quarterback may defend the line of scrimmage. Once the ball is handed off, the 10-yard rule no longer is in effect and all defenders may go behind the line of scrimmage. A special marker, or the referee, will designate a Rush Line 10-yards from the line of scrimmage.  The referee will be 10 yards from the line of scrimmage, the player will raise his or her hand to confirm with the referee they are 10 yards from the line of scrimmage.

 

a. A legal rush is:

 

i. Any rush from a point, 10 yards from the line of scrimmage.

 

ii. A rush from anywhere on the field AFTER the ball has been handed off by the quarterback             

 

iii. If a rusher leaves the rush line early (breaks the 10 yard area), they may return to the rush line, reset and then legally rush the quarterback

 

iv. If a rusher leaves the rush line early and the ball is handed off before they cross the line of scrimmage, they may legally rush the quarterback

 

b. A penalty may be called if:

 

i. The rusher leaves the rush line before the snap crosses the line of scrimmage before a handoff or pass – Illegal Rush (5 yards and replay down).

 

ii. Any defensive player crosses the line of scrimmage before the ball is snapped – Offside (5 yards and replay down).

 

iii. Any defensive player, not lined up at the rush line crosses the line of scrimmage before the ball is passed or handed off – Illegal Rush (5 yards and replay the down).

 

c. Special circumstances:

 

iii. If rusher leaves the 10 yard line before the snap, he/she may immediately drop back to act as defender with no offside penalty enforced.

 

Players rushing the quarterback may attempt to block a pass; however, NO contact can be made with the quarterback in any way. Blocking the pass or attempting to block the pass and then making contact with the passer will result in a roughing the passer penalty.

 

The offense cannot impede the rusher in any way. The rusher has the right to a clear path to the quarterback, regardless of where they line up prior to the snap. If the “path or line” is occupied by a moving offensive player, then it is the offense’s responsibility to avoid the rusher. Any disruption to the rusher’s path and/or contact will result in an impeding the rusher penalty. If the offensive player does not move after the snap, then it is the rusher’s responsibility to go around the offensive player and to avoid contact.

 

***When a team is up by 20 or more points the defense cannot rush the quarterback. If the offense hands the ball off for a run play, the defense can now cross the line of scrimmage***

 

PUNTING:

 

5th -6th,  7th -8th Grade

 

Quick punts are illegal. On fourth down the Referee must ask the Offensive team if they want a protected scrimmage kick. Once the offense has declared their choice, the Referee will inform the Defense of the offense’s choice. The only way the Offense can change their decision is to call a time-out, or if a foul occurs anytime prior to or during the down and the down is to be replayed. In the later case the Offensive team will be asked if they want a protected scrimmage kick or not. The kicking team must have all of its players, except for the punter, on the line of scrimmage. No kicking team players may move until the ball is kicked. Defensive players MAY attempt to block the punt by jumping straight up in the air. They may not, however, penetrate the line of scrimmage. If a punt crosses the scrimmage line and touches a player from either team and then hits the ground, the ball is dead at that spot and belongs to the receiving team. After one bounce the return team can return the ball. The second bounce the ball will be considered dead at the spot of the second bounce.

 

2nd -4th Grade

 

Will be two white lines. If the offense has already pass the half line and they choose to punt it will go to the white line (between the end zone and the half line).

 

BACKWARD PASSES AND FUMBLES:

 

Any ball that is fumbled during a down will be dead by rule once it has touched the ground. A backward pass may be caught or intercepted by any player inbounds and advanced. A player may not intentionally throw a backward pass out of bounds to conserve time or to avoid being downed. This will be penalized as an Illegal pass: loss of 3 yards, loss of down and the clock will start on the ready for play. Once a ball has touched the ground the ball is considered dead.

 

FORWARD PASSES AND INTERCEPTIONS:

 

If a player is in the air attempting to catch a ball, the player must contact the ground with at least one foot in-bounds with the ball in their possession prior to going out of bounds, unless contact by an opponent causes the player to first touch out-of –bounds. If possession of the ball is lost simultaneously when they hit the ground, it is not a catch. If a  forward pass is caught simultaneously by members of opposing teams, the ball is dead at that spot and belongs to the team that snapped the ball.

 

PASS INTERFERENCE:

 

Any contact that, in the view of the official, interferes with the attempt to catch a pass (offensive or defensive player) is pass interference unless, in the view of the official, it occurs when two or more eligible receivers make a simultaneous and bona fide attempt to reach, catch, or bat a pass. It is also pass interference if an eligible receiver is deflagged or touched prior to touching the ball on a pass thrown beyond the offense’s line of scrimmage.

 

SCORING:

 

Touchdowns = 6 points

 

Extra Points = 1 point if successful from the 3 yard line

 

Extra Points = 2 points if successful from the 10 yard line

 

Safety = 2 points

 

If you run back a two points or one point conversion you shall receive either 1 or two points depending on what the opposing team was going for. Once a team has made their choice on the extra point, they can only change their decision by taking a time-out.

 

TIE BREAKER ORDER:

 

Any league divisions ending in a tie at the end of the league season shall be governed by the following tie breaking system order:

 

1.         Total Team Points (3 points for a Win / 1 point for a Tie / 0 points for a Loss)

 

2.         Head to Head Record

 

3.         Least Points Against

 

4.         *Point Differential (No more than a 56 point differential for any one game)

 

5.         Most Points Scored SAFETY:

 

If a player carries the ball across the goal line they are defending and the ball becomes dead while in their team’s possession, it is a safety. If a team commits a foul in the end zone where the spot of enforcement is designated as the spot of the foul, it will be declared a safety. A teamrecording a safety will receive two points, and the ball. The ball must be punted while set up like a kick off.

 

Exception- Momentum Rule – When a player intercepts a forward pass or catches a scrimmage kick between their five yard line and their goal line and their momentum carries them into the end zone where the ball becomes dead, the ball will belong to the receiving team at the spot of the catch or reception.

 

OBSTRUCTING THE RUNNER:

 

A defensive player shall not hold, grasp, or obstruct the forward progress of the runner when attempting to remove the flag belt. Once the offensive player has possession of the ball the defender cannot try to rip at the ball, this will be called holding on the defense.

 

GUARDING THE FLAG BELT:

 

Runners shall not flag guard by using any part of the body or ball to deny the opportunity for an opponent to pull or remove the flag belt. Flag guarding includes but is not limited to:

 

· Swinging the hand or arm over the flag belt to prevent an opponent from deflagging. No stiff arm.

 

· Placing the ball in possession over the flag belt to prevent an opponent from deflagging.

 

· Lowering the shoulders in such a manner that flag guards.

 

Shirt is pulled out during the play; play is continued until flag is pulled.  If shirt is out and noticed by official, once offensive player is touched he or she is down by contact.

 

OFFICIAL’s AUTHORITY:

 

An official assumes authority 15 minutes prior to the scheduled game time, and until they have left the field. The officials have the authority to rule on any situation not specifically covered in the rules. His/her decision is final. The official has the right to eject players or have them sit out of part or all of the game. Fans, coaches, and spectators are a part of a team and any fouls they commit will go against their team.

 

EJECTIONS:

 

Any player that is ejected will sit out the rest of that game and the next game.  Any player that is ejected twice in a season shall not play the rest of the season.  Any player starting a fight or swinging a punch shall not play the rest of the season.

 

OFFENSE / NO RUN ZONE:

 

When the offense is on or within the top of the key, on or inside the one point conversion line the offensive team must pass the ball, NO running the ball into the end zone. If an offensive penalty occurs the play will be marked back and the offense will still have to follow the NO RUN ZONE.

 

DEFENSE:

 

There is NO BUMP COVERAGE on the receivers.

 

AFTER AN EXTRA POINT:

 

The offensive team has 40 seconds to kick the ball off. If they do not kick the ball off in time the ball will be placed at the 50 yard line.

 

Spot Fouls  

 

Defensive Pass Interference

     

   Automatic First Down

Holding/Stripping For The Ball

 

  +3 Yards & Automatic First Down

Defensive Unnecessary Roughness

 

  +5 Yards & Automatic First Down

Blocking

 

  -3 Yards & Loss Of Downs

Charging

 

  -5 Yards & Loss Of Downs

Flag Guarding

 

  -5 Yards & Loss Of Downs

Offensive Unnecessary Roughness

 

  -5 Yards &amLoss Of Downs

Diving

 

  -3 Yards & Loss Of Downs

 

Defensive Penalties

 

Offside

      

+3 Yards From The Line Of Scrimmage & Replay Down

Illegal Rush

 

 +3 Yards From The Line Of Scrimmage & Replay Down

Illegal Flag Pull

 

+3 Yards From The Line Of Scrimmage & Automatic First

Down

Roughing The Passer

 

 +5 Yards & Automatic First Down

Defensive Pass Interference

 

 Automatic First Down

Holding/Stripping For The Ball

 

 +3 Yards & Automatic First Down

Defensive Unnecessary Roughness

 

+5 Yards & Automatic First Down

 

 Offensive Penalties  

 

Offside/False Start   

      

 -3 Yards From The Line Of Scrimmage &Replay Down

Illegal Forward Pass

 

 -3 Yards From The Line Of Scrimmage & Loss Of Down

Offensive Pass Interference

 

 -3 Yards From The Line Of Scrimmage & Loss Of Down

Illegal Motion

 

 -3 Yards From The Line Of Scrimmage & Replay Down

Delay Of Game

 

 -3 Yards From The Line Of Scrimmage & Replay Down

Impeding The Rusher/Holding

 

 -3 yards From The Line Of Scrimmage & Replay Down

Blocking

 

 -3 Yards & Loss Of Downs

Charging

 

 -5 Yards &Loss Of Downs

     

Flag Guarding

 

 -5 Yards & Loss Of Downs

Offensive Unnecessary Roughness

 

-5 Yards &Loss Of Downs

Diving

 

 -3 Yards & Loss Of Downs

 

 

 

   

All participants must have a signed waiver on file with Star Hill Family Athletic Center.


Click here to view and print waiver form.
Click here to view and print guest registration and waiver form.
Click here to view and print team roster - waiver form

 

Facility Hours

Monday - Friday 
5:00am to 10:00pm 
(pool opens at 5:00am)
 
Saturday
7:00am to 7:00pm
 
Sunday
8:00am to 6:00pm
 
For pool and group fitness class availability please see the pool and class schedules. 
 
For dome and track availability - Weekday open times are abundant.  If you are planning to visit the dome/track in the evening (after 5pm) and/or the weekends, we recommend that you call ahead for open times.
 
CHILD CARE HOURS:
 
Monday - Friday
8:30am to 11:30am
 
Monday - Friday
4:30pm to 8:00pm
 
Saturday & Sunday
8:00am to 12:00noon

Preferred Partners

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