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NFL FLAG 2024 TOURNAMENT RULES   (Rules have been modified for sand play.)

I. Game

1. At the start of each game, captains from both teams meet at midfield for the coin toss to determine who starts with the ball. The visiting team calls the toss.  

2. The winner of the coin toss has the choice of offense or defense. The loser of the coin toss has the choice of direction. Possession changes to start the second half to the team that started the game on defense. 

3. The offensive team takes possession of the ball at its 3- step line and has three (3) downs to cross midfield. Once a team crosses midfield, it has three (3) downs to score a touchdown.

a. If the offensive team fails to cross midfield on 3 downs, possession of the ball changes and the opposition starts its drive from its own 3-step line.

b. If the offense fails to score, after crossing midfield the ball changes possession and the new offensive Team starts at its 3-step.

4. Teams change sides after the first half. Possession changes to the team that started the game on defense.

II. Equipment

1. All players must wear official NFL FLAG belts and flags. NFL Flag will be provided at each field.

2. Players may play bare foot OR wear shoes with soft rubber soles.  No regular shoes or boots may be used for safety of the players in the soft sand.

3. Players may tape their forearms, hands and fingers. Players may wear gloves, elbow pads and knee pads. Braces with exposed metals are not allowed.

4. Players must remove all jewelry. Baseball hats and beanies are allowed.

5. Players may wear soft shell helmets and sunglasses but they must be secured at ALL times while on the field.

6. Jerseys or shirts must be worn. Players’ jerseys must be tucked into shorts or pants if they hang below the belt line. The jersey must either be long enough to remain tucked in AT ALL TIMES or at least 4 inches above the naval.

 7.  We recommend players wear shorts or pants that do not have pockets. Shorts or pants with belt loops or pockets must be taped. Games will not be delayed for a player to tape up pockets.

 

TOURNAMENT PLAY  (Equipment)

1. NFL FLAG belts and flags will be located at each field and must be returned at the end of the game to the bin. Teams MUST wear the NFL Flag belt in for every game played. NO EXCEPTIONS.  Game balls will be provided by NFL FLAG and maintained by the Officials for each game.

2. Teams not prepared to play at Game Time due to noncompliance for equipment will have their game timeouts taken up to ALL (3) for the time taken to get compliant.

3. Equipment Check - both teams must be checked prior to the start of every game at the discretion of the white hat.

4. If any player is not at the equipment check prior to game time, that player is ineligible to play in that game.

III. Field

1. Fields will be lined 25x40 with two seven-yard endzones. Both with a midfield line to gain. No Run zones are located five yards prior to the endzone in the offense’s direction.

2. No-run zones are in place to prevent teams from conducting power run plays. While in the no-run zones (a 3-step imaginary zone before the end zone), teams cannot run the ball in any fashion. All plays must be pass plays, even with a handoff.   

3. Midfield will be marked using cones.  

4. For the modified field size, “5 yards” will be replaced with “3 steps” and “10 yards” will be replaced with “6 steps” of the official on the field.

4. Stepping on the boundary line is considered out of bounds.

IV. Timing and Overtime

1. Games are played on a 30-minute continuous clock with two 15-minute halves, unless one team gains a 28-point advantage which will end the game. The clock stops for halftime, injuries and the Officials’ discretion.

2. Halftime is 5 minutes.

3. Each time the ball is spotted, a team has 40 seconds to snap the ball.

4. Each team has one 60-second timeout per half. They do not carry over.

5. Officials can stop the clock at their discretion.

6. In the event of an injury, the clock will stop then restart when the injured player is removed from the field of play.

7. If the score is tied at the end of regulation play, an overtime period will be used to determine a winner. Overtime format, when applicable, is as follows:

 a.  Home team calls the toss to determine the team that chooses to be on offense or defense first.

 i.  If a second round of overtime must be played, the team that lost the coin toss will get to choose offense or defense for the start of the second round of overtime. This process continues with teams alternating who gets to choose to be on offense or defense to start out during every round of overtime.

ii. The referee will determine which end of the field the overtime will take place on.

b.  Each team will take turns getting one (1) play from the defense’s 3-step line for one point or the defense’s 6 step line for two points. (For the modified field size 3 steps replaces 5 yards and 6 steps replaces 10 yards) Whether to go for one or two points is up to the offensive team. Whether or not the team that begins on offense converts, the team that started on defense also gets a chance on offense to win or tie by converting a one- or two-point play of their own.

 i. Example: Team A starts on offense and chooses to go for one point from the 3-step line and is successful. Team B is then on offense and can choose to either go for one point from the 3 step line to tie and force a second round of overtime or to go for two points from the 6 step line for the win.

ii. If the second team on offense in an overtime round fails to beat or match the team that went first, the team that went first wins.

c.  Starting with the 2nd overtime, both teams must "go for two" from the 6 step line.

d.  Starting with the 3rd overtime, each team will get 1 play from the 3 step line going out from the endzone. The team with the most yards will be the winner. The team with the most yards will be awarded 1 point added to their final score.

e.  Final Score will be recorded to include all points scored for each team.

f.   All regulation period rules and penalties are in effect.

g.  There are no timeouts.

h.  Interceptions are returnable in OT, and worth 2 points.

 i. Interceptions returned for a score in the first or second overtime period, the game is over.

 ii. Interceptions advanced in the third overtime period, the game is over. h.  Each team has one rules challenge for the entire overtime session.

V. Scoring

1.      Touchdown: 6 points

2.      PAT (point after touchdown) 1 point (3 step line) or 2 points (6 step line)   

a.      Note: 1 point PAT is pass only; 2 point PAT can be run or pass.  

3.      Interceptions returned for scores during regular game play are worth six points, conversions or overtime are worth two points

4.      Safety: 2 points

a.      a.  A safety occurs when the ball-carrier is declared down in his/her own end zone. Runners can be called down when their flags are pulled by a defensive player, a flag falls out, they step out of bounds, their knee or arm touches the ground, a fumble occurs in the end zone or if a snapped ball lands in or beyond the end zone.

5.      A team that scores a touchdown must declare whether it wishes to attempt a 1-point conversion (from the 3 step line) or a 2-point conversion (from the 6 step line). Any change, once a decision is made to try for the extra point, requires a charged timeout. A decision cannot be changed after a penalty.

6.  After one team is winning by 28 points or more, the game is over.

7. Forfeits are scored 28-0 for the winning team.

8.  The officials and each team captain must verify the score sheet. If a captain does not verify the score sheet before leaving the field, the official will note on that score sheet and the score will be FINAL.

VI. Coaches

1.  One Coach is permitted to coach on the sideline only.

2.  Coaches are expected to adhere to NFL FLAG philosophies, coaching guidelines and code of conduct. 

VII. Live Ball/Dead Ball

1. The ball is live at the snap of the ball and remains live until the official whistles the ball dead.

2. The official will indicate the neutral zone and line of scrimmage.

a.  It is an automatic dead ball foul if any player on defense or offense enters the neutral zone. In regard to the neutral zone, the official may give both teams a “courtesy” neutral zone notification to allow their players to move back behind the line of scrimmage.

3. A player who gains possession of the ball in the air is considered in bounds as long as the first foot or a body part other than the hand contacts the ground in the field of play with possession.

4. The defense may not mimic the offensive team signals by trying to confuse the offensive players, while the quarterback is calling out signals to start the play. This will result in an unsportsmanlike conduct penalty.

5.  Substitutions may be made on any dead ball.

6.  Any official can whistle the play dead.

7. Play is ruled “dead” when:

a. The ball hits the ground.

i.   If the ball hits the ground as a result of a bad snap, the ball is then placed where the ball hit the ground. 

b. The ball-carrier’s flag is pulled.

c. The ball-carrier steps out of bounds.   

d. A touchdown, PAT or safety is scored.   

e. The ball-carrier’s knee or arm hits the ground.

f. The ball-carrier’s flag falls out.

g. The receiver catches the ball while in possession of one or no flag(s). 

h. The 7 second pass clock expires.

i. Inadvertent whistle.

j.  Ball-carrier leaves their feet diving or to hurdle a player.

NOTE: There are no fumbles, ground contact does not have to be made. If the ball is fumbled forwards then it will be spotted where the ball carrier lost possession. Loss of possession is a DEAD BALL.

8. If inadvertent whistle occurs the offense has two options: A) take the ball where the whistle blew and the down is consumed  B) replay the down from the original line of scrimmage.  If it occurs on the last play of the half or game, the offense will be awarded one untimed down and given those two options.

9. A team is allowed to use a timeout to question an official’s rule interpretation. If the official’s ruling is correct, the team will be charged a timeout. If the rule is interpreted incorrectly, the timeout will not be charged and the proper ruling will be enforced. Officials should all  agree upon any controversial call in order to give each team the full benefit of each call.

10. Officials should all agree in order to change a call on the field that is in disput

VIII. Running

1.      The ball is spotted where the ball is when the flag is pulled.

2.      The quarterback cannot directly run with the ball. The quarterback is the offensive player who receives the snap. 

3.      Only 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.

a.      “Center sneak” play is not allowed. The QB is not allowed to handoff to the center on the first handoff of the play.

b.     Any player who receives a handoff can throw the ball from behind the line of scrimmage.

c.      Once the ball has been handed off, in front, behind or to the side of the quarterback, the seven-second passing clock is eliminated and all defensive players are eligible to rush.

4.      Definition of a “Legal Handoff” - Total loss of possession directly from 1 offensive play to another.

5.      Absolutely NO pitches or laterals of any kind beyond the LOS.

6.      No-run Zones are located 3 steps before each end zone are designed to avoid short-yardage power-running situations. Teams are not allowed to run in these zones if the subsequent line is LIVE.

7.      Runners are not permitted to dive or hurdle any player while advancing the ball.

8.      Ballcarriers may leave their feet and the play will continue for spinning, jump cuts, QB’s passing progression or if there is a clear indication that he/she has done so to avoid a collision with another player and the play will continue without stoppage. However, if while leaving the ground, contact is made unnecessary roughness penalty may be enforced by the official.

9.      No blocking or “screening” is allowed at any time.

10.  Offensive players in close proximity of the ball-carrier must stop their motion once the ball has crossed the line of scrimmage. No running with or blocking for the ball-carrier.

11. Flag obstruction – All jerseys MUST be tucked in before play begins. The flags must be on the player’s hips and free from obstruction. Deliberately obstructed flags will be considered flag guarding.

IX. Passing

1. All passes must be thrown with one hand from behind the line of scrimmage, thrown forward and ball out of hand prior to breaching the line of scrimmage.         

a. There is no intentional grounding    

 b. All passes that do not cross the line of scrimmage, whether received or not,         are illegal forward passes, unless touched by a defender.

 c. The quarterback may throw the ball away to avoid a sack. Pass must go beyond the line of scrimmage.

2. Shovel passes are allowed but must be received beyond the line of scrimmage.

3. The quarterback has a seven-second “pass clock.” If a pass is not thrown within the seven seconds, the play is dead, the down is consumed and the ball is returned to the line of scrimmage. Once the ball is handed off, the 7-second rule is no longer in effect.

a. If the QB is standing in the end zone at the end of the 7-second clock, the ball is returned to the line of scrimmage (LOS).

b. If the quarterback throws the ball and then catches it, the play is dead and treated like an incomplete pass. 

X. Receiving

1.  All players are eligible to receive passes (including the quarterback if the ball has been handed off behind the line of scrimmage).

2. Only one player is allowed in motion at a time. All motion must be lateral to the line of scrimmage and no motion is permitted toward the line of scrimmage.  

3. A player must have at least one foot or other body part in bounds, contacting the ground first with possession.

4. In the case of simultaneous possession by both an offensive and defensive player, possession is awarded to the offense. 

5. Interceptions are returnable. If returned for a score during regular game play, the score will be worth six points, two points if returned during conversions and/or overtime. 

XI. Rushing the Passer

1. One player may rush the quarterback , but must be 5 steps behind the line of scrimmage. Players not rushing the quarterback can defend on the line of scrimmage.

2. Once the ball is handed off, the 5-step  rule no longer is in effect and all defenders may go behind the line of scrimmage.

3.  The referee, will designate a rush line seven yards from the line of scrimmage. Defensive players should verify they are in the correct position with the official on every play.

a.  A legal rush is:

i.                    A rush by one player from a point 5-steps from the defensive line of scrimmage.

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

b. A penalty may be called if:

 i.             The rusher leaves the rush line before the snap and crosses the line of scrimmage before a handoff or pass – illegal rush (3-steps from the line of scrimmage and first down).

 ii.           Any defensive player crosses the line of scrimmage before the ball is snapped – offsides (3-steps from line of scrimmage and first down).

iii.                If the offense draws the rusher(s) to jump the seven-yard marker prior to the snap of the ball, that rusher(s) CANNOT rush during that play. However, any other defender that is seven yards back may rush instead. Jumping the rush is not a penalty until the rusher crosses the line of scrimmage prior to the handoff or passed ball.

c. Special circumstances:

i.  Teams are not required to rush

ii.  Teams are not required to identify their rusher before the play.

4. Players rushing the quarterback may attempt to block a pass; however, contact to the QB, unless ruled incidental by the official, would result in a roughing the passer penalty.

5. 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. The PATH is set pre-snap from the rusher directly to the QB. PATH does not move once the quarterback moves. 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.

6. A sack occurs if the quarterback’s flags are pulled behind the line of scrimmage.  The ball will be spotted where possession of the ball is once the flag is pulled.

a. A Safety is awarded if the sack takes place in the offensive team’s end zone

XII. Flag Pulling

1. A legal flag pull takes place when the ball-carrier is in full possession of the ball.

·          2. Defenders can dive to pull flags but cannot tackle, hold or run through the ball-carrier when pulling flags. Beach Flag football in its nature is non-contact.  To further demonstrate the intentions of the safety of the tournament we have clarified the tackle rule.  Any tackling is a penalty.  Under the no tackling infractions, any player who leaves his or her feet to dive at an offensive player and makes contact primarily with the elbow, forearm, head and or shoulder will constitute a tackling infraction as they knock a player down.  It will be first down from that point (spot foul).  This will not exclude a first down if it has not already been accomplished by the offense. We understand the incidental contact will happen.

 

3. It is illegal to attempt to strip or pull the ball from the ball-carrier’s possession at any time.

4. If a player's flag inadvertently falls off during a play while that player has possession, the player is down immediately and the play ends. The ball is placed where the flag lands.

5. If a player who has one or no flags in their belt takes possession of the ball, the play is dead at that spot on the field.

6. A defensive player may not intentionally pull the flags off of a player who is not in possession of the ball.

7. Flag guarding is an attempt by the ball-carrier to obstruct the defender’s access to the flags by stiff arming, dropping the head, hand, ball, arm or shoulder or intentionally covering the flags with the football jersey.

XIII. Formations

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

a. Teams may shift formations prior to the snap as long as they are set for at least     1 second before the ball is snapped.

b. One player at a time may go in motion at least 1 yard behind the line of scrimmage.

2. Movement by a player who is set or a player who runs toward the line of scrimmage while in motion is considered a false start.

3. The center must snap the ball with a rapid and continuous motion between his/her legs to a player in the backfield, and the ball must completely leave his/her hands

XIV. Unsportsmanlike Conduct

1. If the referee witnesses any acts of intentional tackling, elbowing, cheap shots, blocking or any unsportsmanlike act, the game will be stopped and the player will be ejected from the game. The decision is made at the referee’s discretion. No appeals will be considered. FOUL PLAY WILL NOT BE TOLERATED!

2. Offensive or confrontational language is NOT allowed. Officials have the right to determine offensive language. If offensive or confrontational language occurs, the officials will determine if a warning or immediate ejection is warranted.

3. Players may not physically or verbally abuse any opponent, coach or official.

4. Ball-carriers MUST make an effort to avoid defenders with an established position.

5. Defenders must give free releases off the line of scrimmage to offensive players and are not allowed to run through the ball-carrier when pulling flags. ROUGH PLAY WILL NOT BE TOLERATED

6. Fans must also adhere to good sportsmanship as well:

a. Yell to cheer on your players, not to harass officials or other teams.  

b. Keep comments clean and profanity free.           

7. Unsportsmanlike conduct penalties:

a. Defense + 6 steps from line of scrimmage and automatic first down

b. Offense – 6 steps from line of scrimmage and loss of down 

XV. Penalties

1. The referee will call all penalties.  

2. Referees determine incidental contact that may result from normal run of play.

3. All penalties will be assessed from the line of scrimmage, except as noted. (Spot fouls)

4.  Only the team captain or head coach may ask the referee questions about rule clarification and interpretations. Players may not question calls.

5. Games or halves may not end on a defensive penalty unless the offense declines it.

6.  Penalties are assessed live ball then dead ball. Live ball penalties must be assessed before play is considered complete.

7.  Penalties will be assessed half the distance to the goal yardage when the penalty yardage is more than half the distance to the goal.

8. Spot fouls in end zone: Defensive (Ball on one-yard line, first down)/Offensive (Safety)

Defensive spot fouls

Defensive pass interference

Automatic first down

Holding

+3 steps and automatic first down

Stripping

+3 steps and automatic first down

Offensive spot fouls

Screening or blocking

-3 steps and loss of down

Charging

-3 steps and loss of down

Flag guarding

-3 steps and loss of down

Defensive Penalties

Defensive unnecessary roughness

+6 steps and automatic first down

Defensive unsportsmanlike conduct

+6 steps and automatic first down

Offside / illegal substitution

+3 steps from line of scrimmage and automatic first down

Illegal rush (Starting rush from inside 5 step marker)

+3 steps from line of scrimmage and automatic first down

Illegal flag pull (Before the receiver has the ball)

+3 steps from line of scrimmage and automatic first down

Roughing the passer

+3 steps from line of scrimmage and automatic first down

Taunting

+3 steps from line of scrimmage and automatic first down

Offensive Penalties

Offensive unnecessary roughness-

-6 steps and loss of down

Offensive unsportsmanlike conduct

-6 steps and loss of

Offside / false start / illegal substitution

- 3 steps from line of scrimmage and loss of down

Illegal forward pass (Any pass received or lands behind the line of scrimmage or throwing a pass after crossing the line of scrimmage)

-3 steps from line of scrimmage and loss of down

 

Offensive pass interference

-3 steps from line of scrimmage and loss of down

Illegal motion (More than one person moving)

-3 steps from line of scrimmage and loss of down

Delay of game

-3 steps from line of scrimmage and loss of down

Impeding the rusher

-3 steps from line of scrimmage and loss of down

Illegal Procedure

-3 yards from line of scrimmage and loss of down

 

NFL Flag Sand Wars

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