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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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