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SSC FLAG FOOTBALL LEAGUE RULES
Table of Contents
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Please
click
here
for a printable PDF rulebook |
| 1.
RECENT REVISIONS & UPDATES |
LAST UPDATED
April 1, 2008
Recent Changes
1.
Female
Involvement:
Females must be an integral part of the play for all Recreational
divisions (not just Really Rec as in 2007).
2.
Snapping
the Ball:
Teams can now choose to use a receiver to snap the ball to their
quarterback.
3.
Pick
Plays: Pick
Plays are now more clearly described; some crossing patterns are
now allowed.
4.
Laterals:
Are now permitted on a kick-off or punt.
5.
Fouls
and Penalties:
There are now repercussions for certain fouls that were not previously
in effect. All players must understand the changes.
6.
Fouls
and Penalties:
Offensive charging is a newly defined foul.
The SSC encourages
a fun-first, winning-second attitude in all leagues. All players
are expected to abide by the SSC sportsmanship policies, any player
or team who does not will be subject to suspensions or league expulsion.
| ZERO TOLERANCE POLICY |
| In
order to promote a safe and sportsmanlike environment for
its players, the SSC has clarified its stance on unsportsmanlike
behaviour. All players must understand the expectations
for playing in SSC leagues. Team Captains are required by
the SSC to ask players to leave the field if they are involved
with any of the following acts:
• Swearing
directly at another player or the Coordinator.
• Intentionally
pushing, shoving or making physical contact with another
player.
• Making
comments to instigate an altercation with another player.
In addition
to being dismissed from the game, a one week suspension
(or more) may be assigned by the SSC to the involved player
or team. |
SPORTSMANSHIP
RATINGS
In order to encourage sportsmanlike play, each team must
choose and report a rating for their opponent directly after the
game.
- The sportsmanship rating for
your opponent gets reported directly to the Event Coordinator
at the end of each game.
For a description
of how to rate your opponent, see below.
|
Rating |
Explanation |
| (+1) |
The team was a lot of fun and made a genuine attempt to call their fouls. |
| (0) |
The team was OK. There are two scenarios: (1) they were average in both Fun
and Accountability; (2) They were strong in one area but
weak in the other area. |
| (-1) |
The team was not fun (too intense or aggressive) and generally did not follow
the rules and call their own infractions/penalties. |
The rating should
combine “accountability” and “spirit of the game”. Accountability
is based on how you felt your opponent took responsibility for calling
their own fouls. A team that does well on Accountability either:
committed few or no fouls so it was not an issue, or committed several
fouls but made a genuine attempt to call most of them. Spirit is
based on how fun your opponent was. A high rating would be for a
team that appeared to put fun first and winning second and encouraged
themselves and/or their opponent in a positive way.
REPORTING SPORTSMANSHIP CONCERNS
- If during the game you have
a concern with the other team, address the issue respectfully
with the team captain at the appropriate time (during play on
the sidelines or at halftime).
- If at the end of the game you
do not feel that the issue has been resolved, report the details
of the issue to the SSC by 5pm the next day by using the online complaint form - Click
here.
- If you give a -1 and do not support
the rating with a complaint form by 5pm the next day, SSC staff cannot
properly act on the issue and the rating will be changed to a
zero.
For full details
on the following topics, follow the links below:
- All players must sign a waiver
every season before playing their first game. The waiver
can only be completed online.
- Any player that subs in (even
if only for one game) must fill out a waiver prior to playing.
Captains are responsible to ensure that this is done.
- The waiver outlines the SSC’s
liability and sportsmanship policies.
The SSC
office is not open on weekends so all Sunday games are subject to
the rain or shine policy!
Weeknight games
are played in most weather conditions and are rarely cancelled.
In the event that the SSC deems the fields unplayable, the weather
update bulletin on the SSC website will be updated no later than
5:00pm on game day. If games are cancelled, they will be
re-scheduled. If the weather bulletin states that the games are
“on”, the rain or shine policy will apply.
RAIN OR SHINE POLICY
- Teams must report to their field
regardless of weather conditions, or be subject to default rules.
- If it is raining or snowing
at game time, the SSC requires teams to wait it out for at least
20 minutes before deciding to call the game.
- If poor weather
or slippery field conditions are still a factor after 20 minutes,
you must discuss rescheduling options with your opponent prior
to leaving the field.
- The SSC will help
with rescheduling but the teams must provide two potential dates
that both teams can play on. Dates must be on a day other than
your regular league night and must be minimum one week prior
to the start of playoffs.
- On nights with poor weather,
when games have not been cancelled by the SSC, if less than half
the teams in a division play their games then the SSC will automatically
reschedule all games from that night via a double-header or a
season extension. For games that were played where both teams
want their score to count, they will not need to re-play that
game.
- If there are multiple rainouts
in one season, the SSC may be required to shorten the season.
- The SSC may not always be able
to reschedule the games (due to field availability and amount
of notice time) so teams cancel at their own risk.
For complete
details on the weather policy, please click here.
FLAG FOOTBALL SPECIFIC WEATHER GUIDELINES
- If poor weather causes the game
to be stopped before the first half is completed, the teams must
wait at least 20 minutes for the weather to pass. If the first
half cannot be completed, the game will be rescheduled and replayed
at a later date.
- After the first half is completed,
the game is eligible for a win or a loss in the standings. If
after the first half is completed conditions become unplayable,
the captains and the Event Coordinator can meet and decide to:
- Call the game and
the score will stand as is. The
team leading when the game is called records a victory. If the
score is tied when the game is called, a tie is awarded.
- Wait out the rain
for 20 minutes and then re-evaluate the situation.
- If the teams are
not in agreement on what to do, the team that is losing will
have the final say on whether to continue the game (at this
point the game cannot be rescheduled and a score must be submitted).
It can be very difficult
to reschedule games! Don't call games without good reason. Be
prepared to play through some poor weather!
- All teams are to be at the facility
15 minutes before their scheduled game time.
- At game time any teams not meeting
the minimum player requirements will default the game.
- Defaults are recorded as 28-0.
- If a team misses an entire night
the default fine is $50.
- Teams defaulted against will
be refunded $50 to the credit card that was used to register the
team.
- Teams must provide the fee before
being allowed to play their next game. If a team defaults on a
second night, their status in the league will be under review.
- Singles players (except badminton)
are not charged a default fee if their team defaults. If a singles
team is defaulted against, they will receive a gift certificate
to the Season Ending Party.
| 6. THE EVENT COORDINATOR
(EC) |
Event Coordinators
(ECs) are players in the club who help coordinate the games. Each
facility has one Event Coordinator. The roles of an EC include:
- Bring the equipment to the facility.
- Facilitate the set-up and take-down
of the field markers (with help from the players).
- Help manage game times as per
the SSC permits.
- Help the teams to determine
if they will play the games during bad weather.
- Inform players on SSC updates
- please be respectful and listen to the EC while they read the
announcements.
If there is
no EC present at your game, all games are still to be played and
captains will need to report the scores. If you would like to learn
more about the benefits of being an EC, click here.
- Schedules are posted online 48 hours prior to the first game.
- If the schedules are not posted you may assume the schedule has not been
completed. Please do not contact the SSC regarding your schedule
until after it has been posted.
- Games can be played anytime between 6:00pm-11:00pm on weeknights and
8:30am-11:00pm on weekends.
- Singles team names are assigned by the SSC office staff. All individuals’
names will appear on the schedule along with their team name.
- When registering a full team, there is no maximum limit to the number of
players that you can have on the roster.
- A full
team on the field consists
of 5 players with a minimum of 2 females.
- The minimum amount
of players required in order to not default is: 4 players including
at least 1 female.
- A sub-list can be requested from the office. If you recruit a sub, it is
your responsibility to ensure they are ready to play (know the
rules, will play at the proper level and have submitted a waiver).
- A team may bring in subs that are not listed on the roster. They must fill
out a waiver prior to playing.
- In the spirit of sportsmanship, captains are expected to replace players
with a person of a similar skill level. Bringing in “ringers”
for regular season and particularly playoff games is discouraged.
- If you are playing in a league where there are other SSC teams playing
before you, your team may borrow players under this condition:
to increase your team to a minimum full line-up. The SSC considers
it to be an unfair advantage if a team borrows players to bolster
their line-up.
- Teams may bring in subs for playoff games but these players must have played
at least one game during the regular season with the team.
- Individual team rosters will be e-mailed out 48 hours prior to game one.
- The SSC rents facilities from Parks and Recreation or private establishments.
As tenants, players must respect the standards and rules of each
facility.
·
The SSC uses private Rugby fields and major sized
city fields for Flag Football. A typical field is 110 yards long
by 70 yards wide and is split lengthwise down the middle to allow
for two games to be played concurrently. Cones are used to designate
the boundaries for each field.
- Consumption of alcohol is discouraged at the fields; players caught violating
this by-law are subject to fines from the city.
- Most fields do not have a port-a-potti or washroom. Players must not urinate
on public property.
- Players are expected to clean up after themselves, please do not leave
any garbage behind.
- Any player who causes the SSC to receive a complaint regarding a facility
may be ejected from the league.
- Facilities are chosen based on quality and location. Some leagues utilize
many facilities; the SSC always tries to ensure a fair distribution
of locations throughout the city in each division.
- The SSC asks all players to arrive 15 minutes prior to the game start time.
This 15 minutes should be used to change shoes, stretch, set up
fields, and any other pre-game preparations.
- Players are not permitted to wear metal cleats.
·
Players are responsible for property damage.
- All equipment will
be brought to the field by an SSC Event Coordinator. This will
include Wilson official NFL game
balls, flags, belts and field markers.
·
Opposing teams should have flags of contrasting colors.
Flags MUST be worn at hips/sides and shirts cannot hang over the
flags (i.e. tuck your shirt into your shorts/pants).
- Players are not permitted
to bring their own footballs for game play as Wilson is the official
SSC Football sponsor
- All players are required
to bring a light and dark shirt to each game. You may wear a team
colour, but you still need to bring an opposite coloured shirt
in the event that your opponent wears a similar team colour.
- After each game both
captains must submit the game scores and spirit rating directly
to the EC or the score sheet that the EC provides.
- Teams that do not
report scores to the EC are subject to a default loss.
·
Mercy will be called when one team gains a lead of 28 points.
The score will freeze and teams are encouraged to play the rest
of the game for fun.
For all SSC sports,
scores are to be reported by the EC to the office by 5:00pm the day after the game. The SSC admin
staff will process scores and post the updated standings to the
website within 72 hours of the games. Each set of SSC standings
will display notes at the bottom outlining how the standings are
calculated.
HOW TEAMS ARE RANKED
Really Recreational
and Recreational
- 1st criteria: Total
Points are derived from 2 points for a win and 1 point for a tie.
Actual spirit points are then added to your points earned from
wins and ties to result in your Total Points.
- PLS (Points lost
due to spirit rating) can negatively affect your Total Points.
Each time a team receives a -1 from two opponents over the season,
they lose 1 point off their Total Points.
- 2nd criteria: Differential
of points scored vs. points allowed (Mercy rule in effect in each
game).
Intermediate
- 1st criteria: Total
Points are derived from 2 points for a win and 1 point for a tie.
- PLS (Points lost
due to spirit rating) can negatively affect your Total Points.
Each time a team receives a -1 from two opponents over the season,
they lose 1 point off their Total Points.
- 2nd criteria: Actual
spirit points earned.
- 3rd criteria: Differential
of points scored vs. points allowed (Mercy rule in effect in each
game).
- All teams qualify
for 2 playoff games matches. The top 4 teams will play for the
league championship.
- League champs receive
t-shirts and must attend the Season Ending Party to pick them
up.
- Sportsmanship during
the playoffs is very important – a team that wins their playoff
game but has sportsmanship issues may have their win overturned
and may not be allowed to continue this season or in future seasons.
If the score is tied at the end of regulation:
- Each team will get
another set of downs in sudden death fashion until a winner is
declared.
- Teams will toss a
coin to determine who is receiving first. The team who wins the
toss gets the choice to kick or receive.
| 14. LEAGUE SPECIFIC RULES |
GAME FORMAT
- Arrive 15 minutes
prior to the scheduled game time to allow for warm-up.
- Games consist of
two 40 minute halves, with a 10 minute half time.
- The captains should
use the half time to discuss any sportsmanship issues in the game.
The conversation should be open and friendly with the captains
making a commitment to each other to keep playing a sportsmanlike
game, or to improve their team’s play to make it more fun for
the rest of the game.
SCORING
- If the game is tied
after regulation, the following will occur:
- In Regular season:
The game is a tie, no extra time is played.
- In Playoffs: See
Section 13 above.
- There are two methods
of scoring points: a touchdown or converting a touchdown.
- Touchdown: When the offensive team advances the ball (in bounds)
into the opposition’s end zone via a running or passing play,
they have scored a touchdown and are awarded 6 points. A touchdown
is immediately followed by one additional scrimmage play where
the offence attempts to ‘convert’ the touchdown for additional
points.
- Convert: The convert play is always a running/passing scrimmage
play. The object of the convert is to advance the ball into
the opposition’s end zone for extra points. If the convert play
is successful in scoring, 1 point is awarded for a play originating
from the 5-yard line, 2 points are awarded for a play originating
from the 10 yard line. The offence chooses which point total
to attempt.
- If the defensive
team intercepts the convert and runs the ball back to the other
end-zone, the team will score as many points as the opposing team
was attempting (1 or 2 points). If the defensive team picks off
the convert attempt and is flagged before reaching the end-zone,
play is dead and the kick off process would follow.
- After the convert
play has been concluded, the scoring team will kick-off to the
non-scoring team.
TIMING AND CHOICE OF RECEIVING
- A person should be
selected at the start of the game to keep track of time.
- When there are 5
minutes remaining in a half, it should be announced that the 5
minute rule is now in effect. This means that the team with the
ball will complete their series of downs, and then the other team
will complete a series of downs, then the half will end, regardless
of the time it takes. If the ball is intercepted during the final
series, the intercepting team can score on that play, but will
not have a new series of downs (this means the team that had possession
first during the final 5 minutes does not get a second set of
downs).
- Converts and kick-offs
are not considered part of a series, if the 5 minute warning occurs
during a convert or kick-off both teams will get another series
of downs.
- At the start of the
game, the team winning the coin toss will have 3 options available
to them:
- They can choose
to kick-off or receive a kick-off from the opposing team.
- They can choose
an end of the field to defend
- They can defer
their choice until the start of the second half.
- If they choose option
C the loser of the coin toss will have their choice of A or B
to start the game, and the coin toss winner will have their first
choice of A or B to start the second period. In each case, after
the choosing team makes their choice, the opposition then has
their choice of the remaining options. The choice process is repeated
at the start of the second half. If the team winning the coin
toss took first choice to start the game, the loser of the coin
toss has first choice to start the second period.
GENERAL SCRIMMAGE RULES
- The offensive team
consists of a quarterback and 4 receivers.
- The defensive team
consists of 5 defenders.
- The offence has 4
‘downs’ or scrimmage plays in which to score a touchdown. If a
touchdown is not scored in the 4 plays, the ball is turned over
to the defence, the defence then becomes the offence.
- Really Recreational and Recreational Divisions:
A FEMALE player must be an integral player in at least 1 play
of the 4 downs.
- If a team on offence
uses all 4 downs then one of the plays must have used a female
player as an integral part of the play. If a team scores on
the first, second or third down and has not used a female player
in an integral role, the touchdown counts. However, if the team
has not had a female player in an integral role on downs 1 to
3 (and haven’t scored) then they must use a female in one of
the integral positions on 4th down regardless of field position
or play choice.
- If a team does not
use a female player in their 4 downs, the defence gets the ball
from where the last play occurred and if the offence scored
points, they do not count.
- An integral part
of the play or position includes:
- Being the quarterback
on a forward passing play.
- Being the receiver
on a passing play.
- Being the punter
on a 4th down punting play.
- On each down, the
ball should be put in play at the center point on whichever yard
line the teams are positioned.
- The offensive team
has the choice to put the ball into play by either having the
quarterback ‘snap’ the ball to him/herself or using an eligible
receiver to snap the ball to the quarterback (direct or shotgun).
- A player is considered
‘down’ when:
- One or more flags
is missing from his/her belt.
- The player’s body
touches the ground anywhere from the knee up (hands are excluded).
- The player goes
out of bounds. A player is out of bounds when any part of the
player’s body touches the ground on the out of bounds line or
beyond.
- If a player inadvertently
loses a flag during the course of a play, the following will apply:
- If the player was
in the act of carrying the ball, the play is dead when and where
the flag came off.
- If the player did
not have the ball and subsequently catches a pass, the pass
is complete, but the play is dead at the spot of reception.
- If the player does
not have the ball, the play is not affected in any way.
If an offensive player is flagged in their own endzone, the down is complete
and the next play will be scrimmaged from the one yard line; no
points are awarded to the defence (no points for a Safety).
Play
Clock
- The offence must
put the ball into play within 30 SECONDS of starting their huddle.
Huddles need to be kept short to keep the play moving; teams may
politely intervene if their opponent is not abiding by this rule.
If this is mentioned by your opponent, make an effort to speed
up. Teams that do not abide by this rule can likely expect to
have their sportsmanship rating negatively affected.
Steamboat
Counting
- The quarterback/offence
has only 10 “STEAMBOATS” to make a play. If the quarterback has
not been rushed (so they can’t run) then they must have made a
pass within 10 steamboats.
- For the defensive
team to take advantage of this rule, a player must be counting
the 10 steamboats out loud for all to hear. If the defence forgets
or starts counting late, the offence has until the defence gets
to 10 by counting the steamboats properly.
- At 10 steamboats
if a pass has not been thrown by the quarterback, the play is
dead and the next down is started. This rule has been instituted
to keep the game moving.
- The defence must
count 5 steamboats before they can rush across the line of scrimmage
into the offensive backfield (any defensive player can call
the steamboats but please call the steamboats loud enough for
everyone to hear).
- The offence is not
allowed to run the ball across the line of scrimmage until a
defensive player has counted 5 steamboats and has crossed the
line of scrimmage (even if crossing unintentionally while covering
a receiver).
- A team can run a
‘hurry up’ offence. If the defence wants to call for a sub it
is up to them to do it in an appropriate time frame.
PASSING
- All players on the
field are eligible to catch a pass.
- If a legal forward
pass goes incomplete, the next play will start at the original
line of scrimmage.
- If the defence catches
(intercepts) a pass, they become the offence after that play has
ended.
- A forward pass may
not be thrown if the ball has been advanced across the line of
scrimmage.
- Only one forward
pass may be thrown on each play. The pass can be underhand or
traditionally thrown as long as it goes forward over the line
of scrimmage.
- On any play, any
number of ‘laterals’ (directly sideways or backwards passes) may
be thrown from any point on the field but eventually the ball
must be passed over the line of scrimmage. If the defensive team
does not cross the line of scrimmage the ball must be thrown -
offensive teams can not run the ball if the defensive team has
not crossed the line of scrimmage.
Pick Plays
- ‘Pick Plays’ are
illegal by the offensive team. A pick play is when one receiver/offensive
player runs interference on the defensive player that is covering
another receiver.
- For a play to be
considered a pick an imminent collision or actual physical contact
must be made.
- An imminent collision
would be if a defensive player had to stop running because an
offensive player got directly in their route and there was no
way to get around them without colliding.
- A good rule of thumb
is that when two offensive players cross within 1 yard of each
other they are attempting a pick play if a defender is affected
by their actions.
- Crossing Patterns
are permitted if there is no threat of contact with a defender
- the defender must be within 3 yards for it be considered a
Pick Play.
- If the ball has been
advanced across the line of scrimmage, a pass in a forward direction
is illegal. The play is dead and the ball should be scrimmaged
from where the forward pass originated.
- For a pass to be
complete, the receiving player must have control of the ball and
have at least one foot in bounds before any other part of his/her
body lands out of bounds.
- Defensive players
should avoid screening (waving hands in front of a receiver’s
face) or contacting a receiver.
- If the defence intercepts
a pass in their own end zone and subsequently fails to advance
the ball out of the end zone, they will scrimmage the ball (1st
down) on their own 10 yard line (a modified Touchback).
GENERAL KICKING RULES
- All kicks are to
be of a ‘punt’ style.
- There are two types
of kicks:
- Kick-off: to start
a half, or after a touchdown.
- Punts: a play from
scrimmage - ONLY on the 4th down.
- If the ball goes
out of bounds through the receiving team’s end-zone (side or end),
the receiving team shall scrimmage the ball (1st down) at their
10 yard line. There is no point awarded to the kicking team.
- Return kicks by the
defence or receiving team are not allowed.
- On all kicks and
punts, the players of the kicking team should be even with, or
behind the kicker when the ball is kicked.
KICK-OFFS
- A kick-off shall
will take place from the kicking team’s 20-yard line.
- If the ball goes
out of bounds prior to reaching the receiving team’s end-zone,
whether or not it lands inbounds before going out, the kick-off
will be repeated 5 yards back from the prior kick-off location.
- Once a ball has been
kicked, the kicking team is not allowed to recover the ball; it
has been given away to the defending/receiving team.
- If the kick-off has
not been touched by the receiving team, the kicking team must
stay 5 yards away from the receiving team until someone touches
it.
- Loose Balls on Kick-off:
- If a player receiving
a kick fails to initially control the ball (but has touched
it) and it hits the ground, that player may still attempt to
control and advance the ball. In this situation the kicking
team does not have to give the player a 5-yard buffer (the ball
has been touched), but the kicking team cannot recover the ball.
- If a player fails
to initially control the ball, his/her team mates cannot recover
the ball.
- Laterals are allowed
on a kick-off return.
- In the unlikely
event that a lateral is picked off after receiving a kick, it
is a "live play" and the ball will change possession.
- Once the player
has control of the ball, the regular rules for determining when
the play is dead apply.
PUNTING
- A punt is a kick
that occurs during a scrimmage play.
- A team can only punt
on the 4th down and they must inform the defending team if they
plan to do so. (There are NO fake punts).
- Defensive teams cannot
block a punt.
- The punting team
can ‘down’ a punt. If the receiving team chooses not to play a
ball that is on the ground or if the punting team gets to a ball
on the ground first, then the punting team can touch the ball
and the receiving team will begin its series of downs from where
the ball is touched.
- If the ball goes
out of bounds prior to reaching the receiving team’s end-zone,
regardless of whether it first lands inbounds, the receiving team
will scrimmage the ball (1st down) from the yard line where the
ball went out of bounds.
- Loose Balls on a
Punt:
- The same rules apply
as above for ‘Loose Balls on Kick-off’, with one exception:
there is no 5-yard buffer on punts as there is with kick-offs.
LOOSE BALLS
(NON KICKING)
- On a non-kick scrimmage
play, if the ball touches the ground, it is immediately dead.
The ball is retained by the team who was last in possession of
the ball (exception: the offence gambles on 4th down and fails
to score a touchdown on the play – the ball is turned over on
downs). The next play will start at the yard line where the player
fumbled the ball.
BLOCKING
- This is a non-contact
league; all physical blocking is illegal.
- A player is entitled
to his/her stationary position or immediate path on the field,
and physical contact is to be avoided.
- On a kick off, the
offensive players without the ball must not block for the runner
- they must either stand still or get behind the runner for a
lateral pass.
- On any play, the
ball carrier is allowed to use their stationary team mates as
blocks, as long as they were ahead of the ball carrier before
the ball was advanced, and do not move during the play.
FOULS AND
PENALTIES
There are no officials monitoring SSC Flag Football games, so it is up to individual
players and teams to point out when they feel they have been fouled.
Teams are encouraged to discuss these incidents amongst themselves
and take whatever action they feel is fair. Most often, the team
committing the foul is simply warned about the foul and asked to
watch their actions more closely. In Spring 2008 SSC implemented
a new policy whereby significant and obvious fouls can result in
a yardage penalty, if the cause of the foul is agreed upon by both
teams.
- Listing of SSC Flag
Football fouls:
- Blocking and physical
contact (includes pushing out of bounds) MUST be avoided at
all times.
- Picks: all pick
plays (unintentional included) are to be avoided, and should
be penalized when identified. Picks are clearly defined in the
‘Passing’ section of the rules. Note: not all crossing patterns
are picks.
- Offensive players
should not cross the line of scrimmage before their quarterback
puts the ball into play.
- A ball carrier cannot
guard his/her flag with his/her hands.
- Defenders cannot
screen or touch a receiver while the receiver is attempting
to catch the ball (a defender legitimately attempting to intercept
the ball may end up screening the intended receiver - this is
OK if contact was minor and incidental.)
- Holding of any kind
is illegal.
- A defender is not
allowed to prematurely take the flags off of an offensive player’s
belt.
- A defensive player
may not slow an opponent by grabbing their clothes or body.
- Offensive charging
is a foul: a ball carrier cannot aggressively run through the
outstretched arms of a stationary defender - they should make
an attempt to go around the defender and avoid contact.
- In the case of a
perceived foul, if the teams cannot agree that a foul occurred,
there is only one option:
- Replay the down
from the original line of scrimmage
- In the case of a
perceived foul, if the teams do agree that a foul occurred, there
are 4 options. The team that was fouled against gets to choose
the option that is most beneficial to them:
- Replay the down
from the original line of scrimmage
- Play the next down
from the spot where the foul occurred (e.g. a team intercepts
a ball and during the runback an illegal block occurs – in this
case, the intercepting team takes over on offence at the point
of the foul).
- Decline the penalty
but talk to the other team (e.g. if a player scores a touchdown
after being fouled, the scoring play counts. Then talk to the
other Captain or the fouling player after the play to help avoid
further incidents).
- Pass Interference:
if both the offence and defence agree that the defender committed
pass interference, then the offence can choose to either replay
the down from the original line of scrimmage or the next play
will start from the point of the foul.
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