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Junior Football League of
Central Illinois
Rule 1: Players
Article 1-Ages and
Divisions:
There will be two (2)
divisions of play:
Mighty Mites and Midgets
Mighty Mites will consist
of all players age five (5) and six (6).
NO SEVEN (7) YEAR OLDS.
Midgets will consist of
all players age six (6) and seven (7).
Age as of August First,
of the current year (age cut off date) will determine which division of play
for each participant.
Once a player plays up,
he must stay at this level of play.
Article 2-Validation and Rosters
1.
Each team roster shall have a maximum of sixteen (16) players,
and a minimum of twelve (12) players. In the event an area has more than
sixteen (16) players but not enough for two (2) teams, the Infractions
Committee will address this at that time in a special meeting.
2.
Only players appearing on the official team roster are to be
counted as players. This form (roster) is to be completed before the first
game of the season and verified by the Area Flag Director in a process
called “validation.”
Area Directors must insure that they have the
following properly completed
documentation on each of their players:
a. Completed
registration form,
b. Valid
proof of age in one of the following forms:
1. Birth Certificate,
2. Baptismal Certificate,
3. Public Aid Card,
4. School Letter, complete with name and age, signed by principal
Completed roster for each
team with player’s names listed in alphabetical order by their last name.
All coaches must be listed in alphabetical order on their team roster also.
Article 3-The Game:
3. A game is
played between two teams consisting of eight (8) players each.
4. The offensive team must
have five (5) players on the line of scrimmage, (of which the three (3)
middle players must be in a two (2) point stance and are ineligible
receivers) and three (3) in the backfield. The five (5) offensive players on
the line of scrimmage must space themselves by extending each arm out, to
the next player’s fingertips. The defensive team must play a three- (3) man
front, head-to-head, over the inside offensive linemen. On DEFENSE: The
defensive line must consist of three (3) players on the line of scrimmage at
the time of the snap. In addition, there must be three (3) players on the
second line. Three (3) yards off the line of scrimmage and two (2) players
on the third line, seven (7) yards off the line of scrimmage. This type of
Flag Defense is known as a 3-2-2.
5.
A team will have thirty (30) seconds to put the ball in play after
the ready signal.
6.
Every
player must play a minimum of two (2) full quarters.
7.
No player can play the same
position more than one (1) quarter of the game. Thus, the player must switch
(rotate) positions. (Promote
awareness of game)
Rule 2: Playing Field
1.
The field shall be rectangular with lines and zones. The field
will measure fifty (50)
yards in length,
divided into five (5) zones, and thirty (30) yards in width.
2.
Goal posts are unnecessary as points after touchdown (PAT) are
only made by
passing or running
and there are no field goals kicked.
3.
A zone line to gain will be used to indicate the distance to go
for a first down.
4.
Zone line to gain is defined as: The next line on the
playing field in the direction of, and parallel to, the opponent’s goal
line. The down box is stationed at the zone line to gain.
Rule 3: Equipment
1.
Game Ball:
Tachikara SF2R, Junior Ball measuring approximately 8 ¼” x 4
½”.
2.
Flags:
A.
Three flags will be attached to a belt and extend or hang from
each side of the player’s body and from the rear of the player’s body.
B.
Flags will be 14 to 20, or when fully extended, no more than five
(5) inches from the ground, and a minimum of 2 inches wide.
C.
Flags cannot be the same color as their respective color of
shorts, football pants or sweatpants.
D.
The belt must be tight. If need be, wrap athletic tape on each
side of the Velcro holder to keep flags in position. (So they won’t bunch
together)
E.
Jerseys (T-shirts) cannot be worn over the flags.
F.
If the player’s flag is inadvertently lost, he is ineligible to
handle the ball.
G.
If the flag comes off the ball carrier for any reason during play,
the ball is blown dead.
3.
Game Uniforms:
A.
All teams must wear the same color jersey. (T-shirt)
B.
Jerseys (T-shirts) will be tucked in at all times.
C.
Any type of pants may be worn.
D.
Sneakers and/or soccer shoes are the preferred.
E.
Mouth guards are optional, parents discretion.
F.
To better differentiate between offensive and defensive players,
defensive linemen will be required to wear; one (1) white wristband to
identify himself or herself as a defensive lineman.
4.
Prohibited Equipment:
A.
Spiked (steel) or street shoes.
B.
Padding of any kind, including hard surface padding such as
shoulder pads, casts, hip pads and helmets.
C.
Hard metal or any other hard substance on a player’s clothing or
person.
D.
Any equipment, in the opinion of the referee, that will endanger
players.
E.
No Jewelry
Rule 4: Referees
1.
There will be two officials (one coach from each team or other
teams shall act as referees) appointed prior to the game by the site
director.
2.
Each official will carry a yellow flag and drop it when an
infraction occurs.
Rule 5: The Rules of the Game
1.
The free substitution rule is always in effect and a player may
enter the game any time
the ball is dead.
2.
All players, except the three (3) blocking offensive linemen, are
eligible to run or receive the ball.
3.
An unlimited number of coaches for each team will be permitted on
the field.
(Whatever it takes to accomplish the objective
of coaching)
4.
A game will consist of four- (4) fifteen- (15) minute running
quarters, stopping for injuries.
5.
Five (5) minutes between halves. One (1) minute between quarters.
6.
One timeout per each half of play.
7.
Water Breaks: For unusual heat or humidity, which may create a
health risk to the players.
Article 1--Start of
the Game:
8.
The referee will toss a coin to decide who will start the game on
offense. The other
team will start the
second half on offense.
9.
The offensive team will start on its own ten- (10) yard line. The
same procedure will be
followed after a
safety.
Article 2--Punting:
9. No punts will be
allowed. See rule twelve (12) below.
Article 3--Down and
Zone to go:
10.
Each team will have four (4) downs to advance the ball into the next
zone or to score
a touchdown.
11.
Once a team enters the next zone, it is first down and a new series
of downs begins.
12.
A team failing to move the ball into the next zone will lose
possession. The opposing
team takes over
and begins its series of first down and zone to go from their own ten-
(10) yard line.
13.
The forward part of the ball touching any line will be the
determining factor in
measuring for a
first down.
14.
When the offensive team is within the last zone and has a first
down, it will be first down
and goal to go.
15.
At the conclusion of each down, the referee will place the ball in
the center of the field.
Article
4--De-Flagging:
16. There shall be NO
TACKLING!
17. The player carrying or having possession
of the ball is down when the flag is removed
from his waist
(de-flagging). The defensive player shall hold the flag above his head and
stand still.
18. The defensive player cannot hold or push
the ball carrier to remove his flag. A defensive
player may not
run over, push, or pull a blocker away from him.
19. A defensive player must go for the
passer’s flag. He cannot touch the passer’s arm.
Article
5--Blocking:
20.
A blocker must be on his feet at all times while blocking. All
lineman, except the
center, must
not assume the three-point stance. They must simply stand at the line of
scrimmage and
await the snap. The center, if he is to block, must first stand straight
up.
21. Cross blocking and roll blocking are not
allowed.
22. A blocker cannot use his hands, or stiff
arm.
23. Shadow blocking defined as legally
obstructing an opponent without contacting him with any part of the body.
(Arms not extended and grabbing his shirt and maintaining
this form of
blocking until the end of the play.) This is also known as brush blocking.
24. A defensive player cannot block or push a
ball carrier out-of-bounds.
25. Only one-on-one blocking will be allowed
at all times. There will be no two-on-one
blocking.
26. Blocking a player from behind is not
permitted.
27. Once the ball crosses
the line of scrimmage, the “one-two-three, GO”, count is waived.
Article 6--Ball
Carrier:
28.
The ball carrier cannot use his hands or arms to protect his flags.
The defensive player
must have the
opportunity to remove the ball carrier’s flags.
29. The ball carrier
cannot lower his head to drive or run into a defensive player.
30. The ball carrier
cannot hurdle to prevent a defensive player from removing his flags.
31.
The ball carrier may not run straight ahead. Straight ahead
is defined as inside the
opposing team’s
guard, nose guard and second guard. (Runners may not run up the
middle) once the
runner crosses the line of scrimmage, he may run in any direction until
the ball is
declared dead.
Article 7--Ball
Carrier, Quarterback:
32.
Only the three (3) down lineman, on defense, may rush the
quarterback after waiting for
the “one-two-three, GO” count, after the snap
of the ball.
Article 8--Center:
33. The center may snap
the ball between his legs or stand to either side of the ball and
“flip” the ball.
This is known as the “back-yard” snap. He may also snap the ball directly
to the quarterback
when the quarterback is directly behind the center.
34. No touching the
center until he takes a step or assumes a blocking position.
Article 9--Passing:
35. All backfield men
are eligible passers.
36.
Passing will be attempted from behind the line of scrimmage only.
Article
10--Receiving:
37.
All players, except the three (3) blocking offensive linemen, are
eligible to receive
forward passes.
38. A receiver must
catch the ball with at least one-foot in-bounds.
39.
Two or more receivers may touch a ball in succession resulting in a
completed pass.
40.
If an offensive and defensive player catch a pass simultaneously,
the ball is declared
dead at the spot
of the catch and the passing team is awarded possession.
41. An offensive player
cannot go out-of-bounds and return in bounds, to catch a pass.
Article 11--Dead
Ball:
42. All balls touching
the ground are immediately dead. Examples:
A.
When the ball carrier touches the ground with his body, other than
hands or
feet.
B.
When the ball carrier’s flag has been pulled.
C.
When the ball goes out-of-bounds for any reason.
D.
If the center snap hits the ground before reaching a backfield
person.
E.
When the ball hits the ground as a result of a fumble or “muffed”
ball.
There are NO Fumble Recoveries in J.F.L. Flag
Football!
G.
If a lateral pass touches the ground. The ball is declared dead at
that point.
Article 12--Tie
Game:
43. Tie games will not
be played off.
Article
13--Completion of the Game:
44. No
score will be kept. Each team will be considered a winner! Each team will
congratulate the
other team upon completion of the game with a cheer and hand
shake.
Article 14--Injured
Players:
45. Once removed from a
game because of injury, a player must sit out at least one play.
Articles
15--Practices:
46.
A team may elect to start practice on the first Monday of August,
after the first Saturday of August. (Three weeks prior to the first
schedule league game) A maximum of ten (10) practices may he conducted prior
to the first scheduled league game.
47.
Practice is defined as a
gathering of players, without a minimum number, requiring the presence of at
least one (1) coach.
48.
A week is defined as
being seven (7) consecutive calendar days.
49.
After the season starts, practices will be two (2) days per week, not
to exceed ninety
(90) minutes per
practice.
Article
16--Schedules:
50.
Each team will play ONE game on Saturdays for
six (6) weeks. (Depending on the
number of teams)
51. All Flag Football
games will be grouped at one (1) or more sites, depending on the
number of teams
participating.
52. All participants
must practice a minimum of one practice per week in order to play in a
regular season
scheduled game on Saturday. Area disciplinary reasons will override this
rule. (See Article
two (2) Rule six (6)
Article 17-Weather Policy
53.
Teams need to show up at game sites and prepare to play. (Areas are
so spread out, it
may be raining in
one location, but not at another site.) If lightning appears, play is
suspended until it
ceases. If "poor" weather exists at a game site, one coach from
each
team and
the site director will discuss the situation and make a determination if the
game shall be
played and/or continued.
54. 30-30 Rule: When you
see lightning, count the time until you hear thunder. If that time is
30 seconds or less, the
thunderstorm is within 6 miles of you and is dangerous. Seek shelter
immediately. The threat of lightning continues for much longer period than
most people realize. Wait at least 30 minutes after the last clap of thunder
before leaving
shelter. Don't be
fooled by sunshine or blue sky!
Rule 6: Penalties
Since a smaller football
field size is being used, penalties are adjusted accordingly.
The offended team will
always have the choice of accepting or declining a penalty.
When the penalty is
greater than the distance to the goal line, the penalty shall be half the
distance to the goal line.
Line of Scrimmage
Offside: Defensive or
Offensive 3 Yards
Failure to observe 30
second rule 3 Yards
Illegal Motion-more than
one man in motion 3 Yards
Illegal
Formation 3 Yards
Passing:
Illegal Forward
Pass: 3 Yards
Passer crosses scrimmage
line: 3 Yards and Loss of Down
Intentional
Grounding 5 Yards and
Loss of Down
Offensive Pass
Interference 10 Yards from line of
scrimmage and
Loss of Down
Defensive Pass
Interference First Down at Point of
Infraction
Flag Wearing and De-Flagging
Any
tackling 10
Yards
Wearing flags
illegally 5 Yards
Ball Carrier using hands
to prevent de-flagging 10 Yards
Holding, Pushing or
hitting Ball Carrier
While
de-flagging 10
Yards from spot of foul
Intentionally wearing one
or two flags 5 Yards
Illegal Hand-off
If ball is handed forward
beyond the Scrimmage Line 5 Yards
Handing or snapping ball
to lineman 5 Yards
Blocking
Leaving Feet to
Block 10 Yards
Cross Body
Blocking 10 Yards
Illegal use of hands by
blocker 10 Yards
Holding a defensive
player 10 Yards
Defensive player blocking
or pushing
Ball carrier
out-of-bounds 10 Yards
Butting, Elbowing or Knee
Blocking 10 Yards
Defensive Player, Illegal
use of hands 5 Yards
More than two
blockers 10 Yards
Clipping
10 Yards
Ball Carrier
Stiff
Arming 10
Yards
Lowering head to drive or
run into defensive player 10 Yards
Use of
head 10
Yards
Use of hand or arms to
protect flags 10 Yards
Hurdling
5 Yards
Unnecessary Roughness
Offensive and
Defensive 10 Yards
Second repeated offense
by same player 10 Yards and Player Disqualification
Unsportsmanlike Conduct
Fighting
15 Yards and Player Disqualification
Defensive player pulling
offensive player’s
Flag to make him
ineligible for play 10 Yards
Insulting, abusive
language and spitting 10 Yards and one quarter suspension.
Illegal
Play 10
Yards
Interference with
progress of game by
Coaches or other team
personnel or parents 10 Yards and Disqualification
Any questioning of any
officials’ call 10 Yards
Offensive Positions in Flag Football
Quarterback
The quarterback lines
up 5 to 10 yards behind the center in the offensive backfield, in what is
sometimes called the shotgun formation. He should have the same attributes
as a quarterback in tackle football.
Center
The center lines up on
the line of scrimmage. He must be able to snap the ball back to the
quarterback in a shotgun formation with speed and accuracy.
Blocking Backs
The blocking backs are
eligible pass receivers, lined up in the offensive backfield about 3 to 5
yards from the line of scrimmage. Their job is to protect the quarterback
and receive passes. They also may line up on the line of scrimmage
(see spread formation)
or be spread out (see triple wing formation).
Slot Receivers
The slot receivers
take positions halfway between the center and wide receivers. They must be
fast and agile with good receiving abilities.
Wide Receivers
The wide receivers
take position on the outside ends of the line of scrimmage. They are usually
the team’s fastest players who can also run good patterns and have good
hands.
Defensive Positions in Flag Football
Defensive End
The defensive ends are
strong and quick players who rush the quarterback.
Nose Tackle
The nose tackle is
strong, quick player who rushes the quarterback and stops the run.
Linebacker
They must be strong
and quick with a keen sense of timing because they are in the middle of
almost every play on defense.
Strong Safety
The strong safety is a
defensive back that can double as a linebacker in certain defenses. He must
be quick, agile, and strong enough to be able to cover and react to the
ball.
Free Safety
The free safety is
positioned at the deepest point of the defense. He is the last man between
the defense and goal line. He must be a very smart player because his
primary responsibility is to read and go to the ball. He must also be fast.
Cornerback
The cornerbacks must
be the fastest players on defense because it is their responsibility to
cover the fastest players on offense, the wide receivers. They must be able
to read and react, but they must also be able to come up in certain
situations if the offense is trying a trick play.
7-05
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