Rowan Intramural Flag Football Training

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ROWAN UNIVERSITY
INTRAMURALS
Flag Football
Rules Clinic
WWW.CAMPUSREC.NEU.EDU
Basics of Officiating
• Preparation
• Positioning
– Being on time
• Proper Dress/Equipment
– Whistle, Black/Dark Shorts,
Tucked in shirt, Forward Hat
(if worn)
– Knowledge of Rules
– Pre-Game Conference
– Determine the play style of
teams
• Safety/Risk Management
–
–
–
–
–
Check Facility
Check Equipment
Check Players
Stop game if needed
Eject Players if needed
– Hustle and Be in Position
– Proper coverage/Keep all players
in sight
• Judgment
– Communication
– Preventative Officiating
• Determine if players are playing the
ball or other players
– Pace determined by teams
– Keep flow of game uninterrupted
• Incidental contact
www.rowan.edu/rec
Basics of Officiating
• Improvement/Evaluation
– Post-Game
– Work on 1-2 things to improve
each game
– Mentor others or ask questions
to experienced officials
• Praise in public, criticize
privately
– Get more game experience
– Promotions
• Being the head official
• Working more competitive
games
• Mechanics/Calls
– Make the basic calls
• Don’t look for insignificant or rare
calls
– Confidence/Use of Voice
• Whistle and Crisp mechanics
– Work on signals
• Rapport with Players
– Command Respect but be
respectful
– Communicate with captain
– Warn players before ejecting
– Don’t socialize with one group over
another
www.rowan.edu/rec
Field Layout
•
The field is split into four zones:
End zone to 20 YL, 20 YL to 40 YL,40 YL to 20 YL, 20 YL to End zone
Game Length and Time
• The game consists of two 18minute halves with a running
clock, except for the last 2
minutes of each half
• In the last 2 minutes of each half,
the clock will stop for:
– Incomplete passes, out of bounds,
penalties, change of possessions,
scores, and first downs
• The clock will always stop for
Timeouts
• The Mercy Rule is applied when
a team leads by 19 points (25 for
Co-Rec)or more in the second
half at the 2 minute warning
END OF THE GAME SIGNAL
Scoring
A Touchdown is scored when the nose
of the ball crosses the Goal Line in the
possession of the offense or a receiver
catches the ball in the End Zone.
Six points will be awarded followed by
the try-for-points.
TOUCHDOWN SIGNAL
Touchdown = 6 pts
Extra Points
Extra Point Attempts:
– 1 point (3 yard line)
– 2 points (10 yard line)
– 3 points (20 yard line)
Safety =
2 points
An intercepted try-for-point that
is returned for a Touchdown is
always worth 3 points.
SAFETY SIGNAL
Rules of the Game
• Each team may field 7
players at a time (8 for CoRec)
– A minimum of 5 players is
required in order to start
and finish a game
– 6 minimum players for CoRec (4M/4W, 4M/3W,
4M/2W, 4W/2M, 4W/3M,
4W/3M, 3W/3M
• There is NO
CONTACT
ALLOWED!
Incidental contact may occur because of
the nature of the game, but our goal is to
limit contact to an absolute minimum
Rules of the Game
• Teams have 4 downs to advance
the ball to the next zone line-togain or to score
• Possessions start on X line at the
beginning of each half, after
scores, and after “punts”
• A team may elect to “punt” on 4th
Down
– Can only be changed by a timeout
FIRST DOWN SIGNAL
Pre-Game Duties: Equipment
• Jewelry is not allowed
to be worn by any
participant during an
Intramural event
• Jewelry cannot be taped
or covered with a bandaid
– Medical Alert bracelets or
necklaces must be taped
down
• There are NO
EXCEPTIONS!
• NO POCKETS, belts, belt
loops, or exposed
drawstrings
Pre-Game Duties: Equipment
•
•
•
•
•
•
No knots or hard billed hats
Arm holes must be less than 4’’
Matching colored jerseys, tucked
in or cut 4 inches above the waist
A one-piece flag belt with three
flags permanently attached is
provided, it should be worn with a
flag on each side and one in the
center of the back
Pants or shorts must be a
different color than the flags
Any and all dangerous equipment
must be removed or properly
covered prior to participation
FAILURE TO WEAR
REQUIRED EQUIPMENT
SIGNAL
Captains Meeting
• This is to be done every game at least 5
minutes prior to the start of the game
– DO FOR ALL PLAYERS THE FIRST WEEK
• Set The Tone For The Entire Game
– This is the first opportunity to let the teams
know what kind of game to expect
– Take control but don’t be pushy
– Have fun but make sure you are taken
seriously
Captains Meeting
•
Each crew member
should introduce
themselves and their
position
Remind Captains that:
•
–
–
–
–
The clock only stops in the
last 2 minutes of the each half
(aside from timeouts)
Each team has two timeouts
per half (1 in overtime)
They are the representative of
the team that is allowed to talk
to the officials about rule
interpretations and questions
They are responsible for the
conduct of their team
Answer any questions, wish both
teams a good game, and
administer the coin toss
Coin Toss
– In the presence of both captains, the Referee
will have the visiting team captain call the toss
in the air and the home team captain will repeat
the call. The captain winning the toss shall
choose one of the following options:
• To start on offense or defense
• To designate which goal their team will defend
• To defer their decision until the second half
– The captain losing the coin toss will choose
from the remaining options
• It is possible for teams to defend the same goal or to
start with possession in both halves
PASS / RUN PLAYS
1
LJ
R
BJ
3 person pass/run coverage
GOAL LINE PLAYS
LJ G
R
BJ
3 person goal line coverage
KICK COVERAGE PLAYS
LJ
R
1
BJ
PASS / RUN PLAYS
1
LJ
BJ
R
FJ
4 person pass/run coverage
GOAL LINE PLAYS
LJ G
BJ
R
FJ
4 person goal line coverage
KICK COVERAGE PLAYS
LJ
1
BJ
R
FJ
Referee
•
Maintain the tempo of the game
–
•
7 and 7 away from deepest back
Communicate with the rest of the
officiating crew
Set the pucks and announce the
down and line to gain
Blow the ready for play whistle
and begin the play clock count
Count the offensive flag belts and
give the proper signal to the Line
Judge
Cover the Goal Line and End Line
if needed
Keep your eyes on your area
•
•
•
•
•
–
Watch and follow the QB – even after
the ball has been released
FIRST DOWN SIGNAL
R POSITION – RUN / PASS PLAYS
7 yards behind
QB
7 yards outside
R
Line Judge
•
•
•
•
•
•
•
Mark the new of line of scrimmage
Chop in the Referee to set the
pucks
Count the offensive flag belts and
give the proper signal to the
Referee
Communicate with the Field Judge
who is covering the Line to Gain
As the offense and defense line
up, mark the offense line of
scrimmage with your foot and
raise the down on the same hand
Once everyone is in legal position,
announce that the “Line is good!”
and chop it in
Watch your area and move with
the play accordingly
SECOND DOWN SIGNAL
LJ POSITION – RUN / PASS PLAYS
3
LJ
1
2
3
QB
4
Field Judge
•
•
Display the down
Initial position when starting
possessions, 8-12 yards down field
–
•
Communicate to the Line Judge who is
covering the zone line to gain or the
goal line (‘My line’, ‘Your line’, ‘Split’, or
‘Bump’)
–
•
•
Past 20 yd line on 1st & 2nd downs,
come back to zone line on 3rd & 4th
Explanation of terms
Count the defensive flag belts and give
the proper signal to the Back Judge
Be prepared to move with the play and
spot the end of the play at all times
THIRD DOWN SIGNAL
Back Judge
• Keep and announce the official
time on the field
• Display the down
• Count the defensive flag belts and
give the proper signal to the field
judge
• Watch your area and be in position
for long runs or passes
– Cover goal line or end line in goal line
situations
• Pick one line or the other
• Do not get beat back by any
players – your first step should
always be backwards
FOURTH DOWN SIGNAL
The Mobile Box
Ready for Play
• After the Referee has
announced the down and line to
gain, the ‘ready for play’ whistle
will be blown
• This is the signal that the ball is
ready to be put into play
• Meaning, the offense will have
25 seconds, counted silently by
the referee, to snap the ball or
be penalized for delay of game
READY FOR PLAY SIGNAL
Delay of Game
• The following delay-of-game fouls carry a
5 yard penalty:
– Violating the 25 second count
– Snapping the ball before it is marked ready for
play
– Failure to properly wear legal or required
player equipment when the ball is about to
become live
Pre-Snap: Line is Set
• The offensive team must have at
least 4 players on the line of
scrimmage
– Live Ball Penalty (Simult. w/
Snap)
• All players must be within 15
yards of the ball before the snap
(unless a defensive player is
engaged against offensive player
outside of hash marks)
•
Live ball penalty
(Simultaneous w/ Snap)
• Once the ball is set, no player
may enter the neutral zone
If all those necessary rules are met than
the Line Judge will determine that the
“line is good” and the ball may be
snapped legally
Pre-Snap: Motion
• One offensive player may
be in motion at the time of
the snap, but not in
motion toward the
opponent's goal line.
• If multiple players are in
motion, all must set
before the ball is
snapped. A single player
may then go back into
motion for the snap.
ILLEGAL SHIFT (BOTH HANDS) or
ILLEGAL MOTION (ONE HAND) SIGNAL
The Snap
• The ball must be snapped off
of the ground behind the line of
scrimmage
• The ball may be side-snapped;
it does not have to go through
the snapper’s legs
– Feet must be behind the ball
when snapped
• Use preventative officiating by
R & LJ
• The player who receives the
snap must be at least 2 yards
behind the Line of Scrimmage
DELAY OF GAME SIGNAL
– Live ball penalty (Simult. w/
Snap)
Passing
• Only one legal forward
pass is allowed per down.
– An Illegal Pass occurs
when:
– The passers foot is over
the line of scrimmage
– There is more than one
forward pass per down
• Every player is an eligible
receiver
• Any player may hand,
pass, or lateral the ball
backwards at any time,
any number of times
– The ball may also be
handed forward
Passing
• On an incomplete pass,
there should be one whistle,
and one signal
– Dual coverage areas may
have 2 whistles & signals
• If there is a backwards
pass, yell “Back” and give
the backward pass signal
– If in doubt…the pitch was
back
INCOMPLETE PASS SIGNAL
Balls Away
If the passer is de-flagged before releasing
the ball, he has been sacked by the
Defense, and the Referee marks the spot
until the line judge can cover the spot.
If the passer releases the ball before
the defender de-flags them the Referee
should yell, “Ball’s Away!” This
denotes that the pass attempt has gone
forward and may be legally caught.
Running
• Once a player receives
possession of the ball
they become a runner:
– Runners may not cover or
guard their flags in any way
– Runners cannot stiff arm
– Runners cannot charge
into or bowl over an
opponent
– Hurdling is not allowed
– Spinning is legal
Flag Belt Removal
• Players must have
possession of the ball
before they can legally be
de-flagged by an
opponent
• When a runner loses their
flag belt accidentally play
will continue
• The runner can be
‘downed’ by a one (1)
hand touch between the
shoulders and knees
Punting the Ball
• A punt is only legal when it has been declared.
– usually on 4th down.
– the offensive captain may request to punt on any
down.
• The offensive team must meet the minimum
line players requirement.
• Neither team may cross their scrimmage line
until the ball is kicked.
Punting the Ball
• If a Team R player blocks the kick and:
– it strikes the ground, the ball is dead and
belongs to R.
– it is caught by Team K behind the offensive
team’s scrimmage line, K may advance the
ball.
– it is caught by Team K beyond the offensive
team’s scrimmage line, the ball is dead and
belongs to K.
Punting the Ball
• If an untouched punt strikes the ground it
remains live until Team K downs the ball or
Team R recovers and advances it.
• Once a punt is touched, it is dead when it next
strikes the ground and belongs to R.
• The receiving team may signal for a fair catch,
but this signal shall be ignored by players and
officials.
Punting the Ball
• Team K may not punt
the ball to a
teammate.
• Team K may not punt
the ball beyond the
offensive team’s
scrimmage line.
– The penalty for both is
illegal kick which is
penalized 10 yards
using “all-but-one.”
• If K interferes with R’s
opportunity to catch
the kick, R has 3
options:
– the result of the play;
– a 10 yard penalty from
the previous spot and
replay of the down; or
– an awarded catch at
the spot of the foul (no
distance penalty).
Fouls During Punts
• With the exception of kick-catch
interference, penalties for all fouls by
Team K during a punt are enforced from
the previous spot.
• Penalties for Team R fouls during punts
are enforced from the previous spot unless
the foul is governed by post-scrimmage
kick enforcement rules.
First Touching
• Team K may not be the first to touch a kick
beyond the offensive team’s scrimmage line.
– If they do, it is a violation for first touching. This spot
should be marked with a bean bag.
• Once Team K may legally touch a kick, they may
recover it.
• If first touching occurs, Team R may take
possession of the ball at the spot of first touching
unless Team R touches the ball and thereafter
commits a foul or any penalty against either
team is accepted.
Marking the End of the Play
• The end of the run is spotted where the
BALL is when the runner is de-flagged
– NOT where the players body is or where the
flags are
• Since there is no contact and no forced
fumbles, a player may reach out with the
ball to gain extra yardage
• Mark the end of the run with the downfield
foot and the same arm in the air,
displaying the next down
Extending a Period
• A period is extended if, during the last timed down:
– there is an accepted penalty for a live-ball foul not
penalized as a dead-ball foul and does not include
loss of down
– there are offsetting fouls
– there is an inadvertent whistle
– a touchdown is scored
• the period is extended for the try, unless the touchdown is
scored as time expired in the 2nd half and the point(s) would
not affect the outcome of the game
• the period is not extended further when the defense fouls
during a successful try and the offended team accepts the
result of the play with enforcement of the penalty from the
succeeding spot
• If any of the above scenarios occur during the
untimed down, the period will be further extended
Live Ball
• “A Dead Ball, after it is declared ready for
play, becomes a Live ball when it is legally
snapped”
– The ball becomes Live when it is snapped
• When a runner has possession
– A receiver becomes a runner once they catch
the ball
• A pass or fumble that has not yet touched
the ground is a loose live ball
Dead Ball
The ball becomes dead when:
–
–
–
–
The runner is de-flagged or tagged
The ball goes out of bounds
Points are scored
The ball hits the ground as a result
of an incomplete pass, ‘fumble’,
muffed ball, bad snap, lateral,
backward pass, etc.
– Any part of the runner other than
their hands or feet touches the
ground
• The ball is considered a part of
the hand
DEAD BALL SIGNAL
An officials whistle
will always signal
that the ball is dead
Fumbles
• There are no fumbles in
Flag Football
• The ball will be spotted
where it contacts the
ground
• Failed backward passes
that touch the ground are
considered fumbles
• A player may not
intentionally fumble to gain
yards
THE BALL WILL BE DECLARED
DEAD WHEN IT HITS THE
GROUND ON A FUMBLE
Two Minute Mechanics
• Until the final 2 minutes of the
each half, the clock will run
stopping only for Time-Outs
• The clock will stop for the
Two Minute Warning
– May be under 2 minutes
when blown by R
STOP THE CLOCK SIGNAL
• The clock will now be run
according to stop time based on
NCAA rules
• Communication, signals, and
mechanics are key to keeping the
crew on the same page
START THE CLOCK / CLOCK IS
RUNNING SIGNAL
Two Minute Mechanics
The clock will stop for a:
The clock will stop for a:
– Incomplete legal/illegal
forward pass: starts on snap
– Out-of-bounds: starts on snap
– Safety: starts on snap
– Team time-out: starts on snap
– 1st Down: depends on
previous play
– Touchdown: starts on the
snap (after PAT)
– Penalty & Administration:
depends on previous play
(Exception: Delay of game:
starts on snap)
– Referee’s time-out: starts at
discretion
– Touchback: starts on snap
– Team A awarded a new series:
depends on previous play
– Team B is awarded a new
series: starts on snap
– Either team is awarded a new
series following a legal punt:
starts on snap
– Team attempting to conserve
time illegally: starts on ready
– Team attempting to consume
time illegally: starts on snap
– Inadvertent whistle: starts on
ready
Momentum Rule
When a player gains possession between their own 5 yard
line and the goal line and their momentum carries them
into their end zone, if the ball then becomes dead, via
fumble or de-flagging, the team with possession will
receive the ball at the spot where possession was
initially gained.
• A player is not penalized when their momentum carries
them into their own end zone; it will not be a safety
• In IM Football this is common on interceptions of long
passes
Penalties and Enforcement
Types of Penalties:
– Dead Ball
Enforce all penalties in
the order they
occurred
(Blow Whistle, Throw Flag straight up in air,
Stop the Play)
– Live Ball
(Throw Flag at spot of foul, NO WHISTLE,
Play continues)
– Simultaneous with the Snap
(Throw Flag straight up in air, NO WHISTLE,
Play continues)
• A team always has the choice
whether to Accept or Decline the
yardage of a penalty
LOSS OF DOWN
SIGNAL
5 Yard Penalties
– False Start or Encroachment (Dead Ball)
– Illegal Snap (Dead Ball)
– Delay of Game (Dead Ball)
– Offensive Illegal Motion or Illegal Shift
– Player Receiving the snap within 2 yards of
the Scrimmage Line
– Helping the Runner
– Intentional Grounding (Loss of Down)
– Illegal Forward Pass (Loss of Down)
10 Yard Penalties
•
•
•
•
•
•
•
•
•
Illegal Contact
Flag Guarding
Illegal Player Equipment
Illegal Flag Belt Removal
Personal Fouls
Roughing the Passer ( Automatic 1st)
Offensive Pass Interference (Loss of Down)
Defensive Pass Interference (Automatic 1st)
Unsportsmanlike Conduct
Dead Ball Fouls
•
•
•
•
False Start
Illegal Snap
Encroachment
Delay of Game
• Leaving the field on
the wrong side
• Unsportsmanlike
conduct
• Whistle is blown immediately and the
flag is thrown up in the air
• Enforced from the succeeding spot
• Usually called by the Referee or the
Line Judge
Penalties: Live Ball Fouls
• Can happen during both running plays and
loose ball plays
• Whistle IS NOT BLOWN on any live ball
foul!
• Throw your penalty flag at the spot of the
foul and keep following the play
• Do not assume that there will be only one
live ball foul, do not stop watching
Let Your Mind Digest What
Your Eyes Have Seen
“Decisions must be
instantaneous and a
ruling announced with
minimal delay.
Ensure improved
instinctive reactions
to play situations by
reviewing all possible
combinations of
circumstances before
each game.
LET YOUR MIND DIGEST
WHAT YOUR EYES HAVE
SEEN.”
Penalty Enforcement
• The Basic Spot of enforcement is determined
by the type of play when the foul is committed
– Running plays  End of the Run
– Loose Ball plays  Preceding Spot (original LOS)
– Dead Ball fouls  Succeeding Spot
(the spot where the ball will be snapped from next)
– Simultaneous to the Snap fouls  Succeeding Spot
– Unsportsmanlike Conduct  Succeeding Spot
Penalties and Enforcement
• If two live ball penalties occur on one
team, the other team must choose which
penalty to accept
• If live ball penalties occur on each team
(does not matter how many) and are
accepted, penalties will offset and the
down will be replayed
• If a live ball penalty occurs followed by a
dead ball penalty, both penalties will be
enforced
Penalties and Enforcement
• The line-to-gain will always be established
after the ready for play whistle has been
blown
• Dead Ball penalties that occur after the
whistle will not affect the down or line to
gain
• Penalties on the Defense on scoring plays
will be assessed on the subsequent try for
point or down, if accepted
All But One Principle
Any foul committed by the
offense behind the basic spot of
enforcement is administered
from the spot of the foul.
REMEMBER THIS RULE!!!
Flag Guarding
“Runners shall not flag guard by using
their hands, arms, or the ball to deny
the opportunity for an opponent to
pull or remove the flag belt”
Examples include:
– Placing or swinging the hand or arm over
the belt
– Placing the ball in possession over the
flag belt
– Lowering the shoulders in such a
manner which places the arm over the
belt
Penalty: 10 yards from the spot of the foul
FLAG GUARDING SIGNAL
Flag Guarding ?
Screen Block & Illegal Contact
• This is a NON-CONTACT sport, and while there
may be incidental contact due to the nature of
the sport itself, it is to be avoided as much as
possible
• Time and Space are both factors that are
considered in determining who is responsible for
the contact
• No player may use their hands or arms to gain
an advantage on another player
Screen Blocking
A blocker must
have their arms
behind them or
at their side
and may not
initiate contact
with the runner.
The blocker is entitled to their space as well; the
runner cannot go through them, they must go
around the blocking player.
Encroachment
• Once the line is set, no
player may:
– Break the scrimmage line
plane
– Encroach the neutral zone,
– Touch the ball (other than the
snapper),
– Touch any opposing players
• This a Dead Ball Foul
• 5 Yard Penalty
ENCROACHMENT SIGNAL
False Start
• No Offensive player shall
simulate the start of a play.
This includes ‘jumping the
snap’ or encroaching the
neutral zone prior to the
snap
• This is a Dead Ball Foul
• 5 Yard Penalty
FALSE START SIGNAL
Illegal Snap
• The snap must be one
continuous motion off of the
ground
• Snapper may not snap to
themselves
• This is a Dead Ball Foul
• Player receiving the snap must
be 2 yards off the Line of
Scrimmage
– Live Ball (Simult. w/ Snap)
• 5 Yard Penalty
ILLEGAL PROCEDURE
SIGNAL
Pass Interference
There are two types of Pass
Interference:
• Offensive
– 10 yards from previous
spot + Loss of Down
• Defensive
– 10 yards from previous
spot + Automatic First
Down
Interference – Anything other than
a “bona fide attempt to reach,
catch, or bat a pass”
This includes hindering an
opponents vision or “face
blocking”
Unsportsmanlike Conduct
Examples include:
• Dissent
• Taunting
• Spiking or Kicking the ball
• Illegal Equipment
• Swearing
• Deception or Unfair Acts
• Certain Personal Fouls
UNSPORTSMANLIKE SIGNAL
Unsportsmanlike Conduct is penalized by a loss of 10 yards
Player Ejection
• 2 UC penalties on one
player in a game = DQ
• 3 UC penalties on a team
in a game = Forfeiture
• Flagrant Unsportsmanlike
Penalties, such as
unnecessary roughness
and fighting, will result in
instant player
disqualification
EJECTION SIGNAL
Special Penalty
Enforcements
– Automatic First downs Penalties: Defensive Pass
Interference, Roughing the Passer, Illegally Secured
Flag Belt
– Loss of Down Penalties: Illegal Forward Pass,
Illegally Secured Flag Belt, Offensive Pass
Interference, Intentional Grounding
– Roughing the Passer = Succeeding Spot
– Half the Distance - A penalty can never move the ball
more than half the distance to any Goal Line, this
usually occurs when within either 20YL
Reporting a Foul
Once the play is over:
– Blow your whistle with two short, loud blasts
to get the referee’s attention so they don’t
move the pucks
– Make sure the end of the run is being marked
by another official (the final official should also
guard the penalty flag on the field so that it is
not moved)
– Quickly tell the referee the foul, the team, and
the spot where it happened
Referee Penalty
Enforcement
The Referee will . . .
– Confer with the official that threw the
flag
– Give a preliminary signal (pantomime)
of what the foul was and what team
committed it
– Inform the offended captain of the foul
and their options
– Mark off the penalty yardage and move
the pucks
– Announce the penalty (both verbally
and with the mechanic)
– Announce the down and the new line
to gain
PERSONAL FOUL
SIGNAL
“If In Doubt Rules”
1. If in doubt, the pass is
backward.
6. If in doubt, the player is on
the scrimmage line.
2. If in doubt, the ball is
released.
7. If in doubt, the passer
is behind the Team A
scrimmage line.
3. If in doubt, the player
receiving the snap is two
yards back.
4. If in doubt, the pass is
legal.
8. If in doubt, it is not a foul.
9. If in doubt, it is a
touchback.
10. If in doubt, it is a catch.
5. If in doubt, the snap close
to the ground remains live.
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