CENTRAL OFFICE OF IWFFA
1107 Key Plaza #233 / Key West, FL 33040-4077 * USA Tel: 1-888-GO-IWFFA
Ph/Fax 305-293-9315 / email: iwffa @ iwffa.com / web: iwffa.com (rules are on website)
Head Referees: Brian Johnston – Head Official / Birger Klitgaard - Scandinavian Head official
Purpose and Intent of the International Women's Flag-Football Association (IWFFA)
The IWFFA is an International unity of Female Flag Football Players, Teams and Leagues.
In our society winning tends to be emphasized more than pure competition itself and the values and/or benefits of competition can be lost. It is the desire of the IWFFA, through it's games, to promote, organize, offer competition, increase skill level, develop strong character and leadership skills, high self-esteem, encourage good sportship as well as comradeship amongst other athletes and to professionalize the sport for females.
The spirit of the game lives in effective blocking, aggressive flag-grabbing, tireless pursuit, skillful running, passing and kicking, & well-planned game strategy. This positive atmosphere cannot be maintained unless the spirit, as well as the letter, of the playing rules are observed.
While the code attempts by rule and penalty to prohibit all forms of unnecessary roughness, unfair tactics and unsportlike conduct, it is impossible to list every conceivable dishonorable or unethical act which might take place. It is the responsibility of players, coaches, officials and team supporters to maintain the highest ethical standards. Deliberately violating the rules in the hope or expectation of not being detected is deplorable and indefensible. No true athlete should violate any of the unwritten rules which exist for the good of the game. Coaches need to be responsible for conduct of their players as they all are a reflection of the IWFFA and all female athletes. The negative actions of a few individuals may ruin the reputation, enjoyment and integrity of the sport for all.
Code of Ethics
· Respect to opponents, officials, organizers and own teammates - off the field as well as on.
· Fans who show disrespect to opposing players become a liability rather than asset. Therefore, fans need to be
educated and included in the code of ethics to promote a healthy, positive atmosphere for all involved.
· Courteous treatment of all opposing players, fans, officials and administrations.
· Refraining from acts of discourtesy, such as derogatory remarks addressed toward players, taunting action, jeering
for decisions made by officials against the opposing team. Graciously accepting the decisions of the officials.
· Being humble in victory and gracious in accepting defeat.
GENERAL RULES
The Referee, tournament director and league director have the authority to rule promptly on any situation not specifically covered in the rules. These decisions are final in all matters pertaining to the game.
HOME FIELD RESPONSIBILITIES (During regular League Play): Home team must fax/email game statistics to IWFFA office at conclusion of game for archive purposes (within 48 hours following the game).
MEDICAL INSURANCE:
The IWFFA does not offer medical / accident insurance. Players, Coaches, Participants must provide their own insurance or recognize that the IWFFA and all of it’s affiliates, cannot assume any medical responsibility. The participant takes his / her own risk and assumes this responsibility.
PLAYER/TEAM WAIVER and RELEASE OF LIABILITY:
Each player, coach, and official must sign: waiver & release of liability portion of the IWFFA membership forms, acknowledging that they are participating in a flag football event and agree not to hold the IWFFA or any sanctioned IWFFA leagues and events liable for any injuries or harm that may result from their participation. . Once signing the membership forms, they will be honored for rest of year, requiring members to sign only once during the year to expedite participation in additional tournaments for remainder of that year.
Pg 1
Brief Simple Description of IWFFA Game - 8 players on field. 4 downs to gain 10 yd for 1st down. Center and Two Guards are ineligible receivers. Blocking between shoulders and waist (down field blocking allowed). Field goals, extra point kicks and punts are allowed. Defensive line may rush QB as soon as ball is snapped and line up just behind the point of ball nearest them. No helmets, no fumbles, no pads, nor tackling allowed.
IWFFA RULES
OBJECT OF GAME: To begin game, Receiving team (A) will receive kick from Kicking team (B). Offensive team (A) will then be given a series of 4 downs (or chances) in order to advance ball 10 yd. Each 10 yd (or greater) gain will award Offensive team (A) a new set of series or “first down”. Each forward progression brings Offensive team (A) closer to goal of their opponent’s (B) goal. Points are scored by crossing goal of opposing team, either by carrying or catching ball across opponent’s goal line, or de-flagging opponent in their own end zone (safety). Field goals & extra pt kicks thru up right goal posts will also award points. Team with greater amount of pts, wins.
ROSTER: 22- PLAYER MAXIMUM roster limit, 6 coaches, 1 manager, 1 assistant manager and 2 trainers. Only authorized persons shall be allowed on the sidelines and field of play.
NUMBER OF PLAYERS NEEDED TO BEGIN GAME: 8 players per team. - If there are less than 8 players on field - Game will be forfeited
GAME TIME IS FORFEIT TIME: One minute after game time, if team has less than 8 on field, game will be forfeited and score will be 8 – 0. If both teams do not have minimum of 8 players, game will be forfeited and score will be tied 0 – 0 .
PLAYER INELIGIBILITY: All Players , coaches, managers need to be active members of the IWFFA and listed on game roster. If it is discovered during competition that a team member is not:
PENALTY: Player Ineligibility – game will be forfeited immediately. If opposing team was winning, game score stands. Otherwise score will be 8 – 0 in favor of opposing team.
ONE TEAM RULE – A player cannot play in two different divisions, or on two different teams.
PENALTY: Player ineligibility – Second team will forfeit that game
FREE TEAM REGISTRATION – Championship teams will receive a Free Team Registration Certificate – good for one year from date of issuance for any IWFFA tournament (exception Scandinavian Tournaments). 51% of championship team roster must be on tournament roster which team chooses to use their Free Registration for. Free Team Registration does not include IWFFA membership fees.
EQUIPMENT / UNIFORMS
BALL: The official ball of the IWFFA is WILSON #TDJ all leather football, premium grade. During tournament play one game ball will be used for each field, and shall have 13 lb. Air pressure.
FLAG & BELT: Only belts allowed are FLAG-A-TAG Sonic Boom (that pop). 15 inches long (*un tampered)
Penalty: Players tampering w/ equipment will be ejected and team receives 15 yd penalty from line of scrimmage
· All players on offense, defense & special teams must wear flags at all times. / They are to be worn with flags at the sides of player’s hips / Flags should be turned outward. / Belt should be tight (not loose) / TEAM SHIRTS – All same color, numbers on back (no duplicates). / Shirts must be tucked in at all times. / Center and two offensive guards must wear Pennies (or different color shirts) to designate their ineligibility, and whose numbers on team shirts are visible. / Glasses are allowed to be worn if they are plastic or safety glass / Hats – Must be soft or else the bill must be turned around / Jewelry / Long Nails – Not allowed at anytime. (If it can be seen, it can not be worn, taping is allowed) / Mouth guards – are optional / Padding: No pads of any kind allowed.Only exception are kneepads and hand gloves (with no padding). / Pants or Shorts – May Not have pockets, and may not be taped. / Shoes – No metal spikes allowed.
FIRST PENALTY – Official warning / SECOND PENALTY (and thereafter)-Delay of game-5 yard penalty.
FIELD: Regulation football field: 50 yards wide x 100 yards which includes (2) 10 yd end zones (2) goal posts 20 feet wide, 10 feet high crossbar (placed at end of each end zone). If permanent goal posts exist on field, then those dimensions can be used (width may vary), and kicks for field goals and extra point kick will be adjusted for proper distances. Field should be lined every 10 yards, and hashed every 5 yards with the 40 as mid-field:
EZ / GL / 10 / 20 / 30 / 40 / 30 / 20 / 10 / GL / EZ
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OFFICIALS: Should be current members and certified by the IWFFA. / The IWFFA requires 3 officials per game. Their positions are: Referee, Line Judge , Back Judge. / The referee has authority to rule promptly, and in the spirit of good sportship, on any situation not specifically covered in the rules. / The Referee’s decision are final in all matters pertaining to the game. / Have authority to: take action / control, by penalizing any team for unruly behavior of team members, their fans, spectators that are deemed unsportlike on or off the field during competition.
CAPTAINS: Each offense, defense, kicking and receiving teams shall designate a field captain who is the only player allowed to speak to the officials (exception will be declaring “time-out” – any player can ask for time). / During penalties, Referee will address captain to accept penalty or decline. / Arm bands or some other article will be used to designate captain for each team. Color of arm band shall oppose color team shirt. Official will offer Captain of offended team, choice to accept penalty or decline. / Once a decision has been declared, in order to change the team’s choice, a time out must first be declared.
PENALTIES THAT MAY BE APPLIED: loss of yardage, loss of down (combination of both), player ejection, forfeit of game or Official’s warning may be applied to infraction of a rule.
PLAYERS ON FIELD: Teams must have 8 Players on field to begin game: Offensive Team: Quarterback, Two Receivers, Two Running Backs, Two Guards, Center
Defensive Team: Defensive Line (Primary), Line Backers (Secondary), Safeties
If more than 8 players on field:
Penalty: Team offended has choice - 5 yard loss from line of scrimmage, repeat the down / or to decline penalty and take end result of the play.
If during game, team has less than 8 players (ex: injury) and at least 7, they have option to continue with game or forfeit.
Continue with Game - Result of game will be official.
If team decides to forfeit game - If opposing team was winning, game- score stands. Otherwise score will be 8 - 0.
Injured Player – A player who is bleeding, has an open wound will be considered an injured player, who must go off the field and not allowed back onto field until bleeding has stopped and wound is covered. There is no penalty for injured player to come off the field unless it is an injury on offensive team during last two minutes of game. Read rule enforcement under Two Minute Warning.
TEAM BOX: Players must stand between the 20-yd lines. Teams must use opposite sidelines.
Penalty - First offense - team will receive verbal warning from official / Penalty - Second offense and those after: Bench Penalty - 5 yd penalty will be assessed from line of scrimmage.
SUBSTITUTIONS: Teams are allowed as many substitutions as they want during game, and during dead ball interval. Once a player walks onto field, communicates with players for purpose of team play (at discretion of official) , they must stay on field for at least one play.
Player coming off the field, to the side-lines, must stay out for one play.
Penalty: Illegal Substitution – 5 yard and replay down.
GAME TIME / CLOCK Two 25-minute halves. / Half Time 5 minutes.
During game, clock will run continuous and stop for: Officials time out / Team time –outs / Injuries / Media time - outs. (exception will be the two minute warning in 2nd half – read in rules on two minute warning )
TIME-OUTS:
Each time out will be 30 seconds (they cannot be shorter)
Any player or coach may call time out and Refs must acknowledge the time out.
Each team is allowed four (4) time-outs during game - total. Teams may use time-outs at any time during game (all in one half or spread out) .
One additional time-out added for overtime period for the entire over time period.
Penalty: Team declaring time out, when they have none left, will get 5 yard penalty for delay of game (and not get the time out). The clock will start once penalty yardage has been assessed.
Any player on field may call time out. Once a time out is called and indicated by official, coach from each team may come onto field.
Pg 3
Two Minute Warning – During second half
(There is no two minute warning during first half of game. However, Head Official will verbalize to teams that there remains two minutes in the first half – clock runs continuous).
Referee will blow whistle and announce that there are two minutes left in game.
At this time, clock will stop, teams are allowed to use 30 seconds as part of “official’s” time out, which will not count as a team’s time out. Official’s whistle will then declare ball ready for play.
Inside last two minutes of game, clock will stop for: Incomplete pass, out of bounds, penalties, Official’s Time Out, time needed to set chains, The QB is allowed to stop the clock by spiking the ball, change of Possessions, and Score - Touch Down or Safety. Clock will start with the snap or when any free kickoff is legally touched.
If time expires during last down of game - the play will continue until the down ends. No signal shall be sounded while the ball is live.
A period must be extended by an untimed down, (except for unsportlike or non-player fouls), if during the last timed down, one of the following occurs:
· There was a foul by the defensive team and the penalty is accepted
· There was an inadvertent whistle
· If a touchdown was scored, the try (extra point) shall be attempted
Offensive Injury inside two minute warning - If Referee believes injury of player on Offensive Team was “real” then the clock stops as an “injury time out”.
If Referee believes the injury was faked by offensive team in order to “stop the clock”, Faked Injury Penalty: A ‘time out’ will be charged to offensive team and clock will stop. If no time outs remain, then team is penalized with a 5 yd penalty for delay of game.
THE GAME (Begins)
COIN TOSS- Only done at beginning of game. CHOICES: Kickoff, Receive, Defend a Goal.
Receiving team to begin first half, will automatically become kicking team to start second half. Also, defending goals will switch for second half.
KICK-OFF:
· Starts each half, or follows a field goal attempt or extra point conversion
· Ball can be kicked using kicking tee, or held upright in the dirt by another player
· Teams line up at each 30 yard line (20 yards apart from each other)
· Ball does not have to travel any certain distance to become live.
· Kicked ball should stay in bounds, on the playing field - if not : PENALTY: Receiving team has choice to accept ball where it went out of bounds (ball will be hashed at the middle of the field) , or re-kick with 5 yard penalty as teams remain 20 yards apart prior to kick (kicking team on 25 yd line / receiving team 35 yd line).
The Kicking Team
· 7 players will line on their 30-yd line (not over the 30 yd line, nor more than one foot behind the 30 yd line).
· The Kicker will signal to backjudge the “ready sign” – by extending one arm up in air, to signify kicker is ready.
· Players must then be set after umpire’s whistle is blown to kick and players on line cannot move till ball is kicked. Kicking team will be in a “set” position.
· Kicker may line-up 10 yards behind line of scrimmage or kicking line.
· Once the ball is kicked, kicking team will then travel down the field to pull the ball carrier's flag.
· If Kicking team has more than 7 players on the scrimmage kick line : PENALTY - Illegal formation - 5 yard penalty - ball will be re-kicked.
· If Kicking team crosses line before ball is kicked: PENALTY - Offside - 5 yard - ball will be re-kicked
After the ball is kicked and if the kicking team catches the ball or touches the ball before the receiving team gets to it, the ball will be dead at that spot where the receiving team will take possession of the ball (first and ten).
Receiving team will always receive the ball (unless a receiving player catches the ball clearly, has possession and ex: laterals to team mate which is intercepted by player on kicking team. Then it is an interception).
The Receiving Team
· Will line up minimum of 5 players on their own 30-yd line. Remainder of players line up in their back field.
· If the ball lands or goes through the end zone, it automatically becomes a "touchback"
TOUCHBACK: When a kick returnee catches the ball in her own end zone and elects not to run it out of the end zone, she signifies the election of a touchback by touching one knee down on the field. The next play automatically starts on the receiving team's 20-yard line.
· A touchback also occurs automatically when a kicker kicks the ball past the receiving team's end zone, the ball goes "untouched" through the end zone, or should player "Muff" the ball and it goes into the end zone.
· If the ball lies “dead” in the end zone (no one touches ball from either team), the official will blow the play dead and place ball on 20 yd line for receiving team, first and ten for a touchback
· During play, should defender intercept ball, in their own end zone, it becomes a Touch Back, change of possession , ball will be spotted on their 20 yd line. First and ten.
Safety: A safety is a situation where the offensive team (A) has possession of the ball and gets de-flagged, fumbles ball, or penalized in their own end zone. The opposing team (B) will be awarded 2 points, Free Kick Will result after a safety. Team who has scored safety will line up minimum of 5 players at 40 yd line (to receive kick), opposing team (who had just been scored against) lines up on the 20 yard line to punt ball (only).
Safety Scenarios If the ball catcher gets caught in the end zone, has not “downed the ball” by kneeling and is de-flagged in the end zone by kicking team, it becomes a safety for kicking team. Exception: If receiver is carried into end zone, by the momentum of play, and is then de-flagged by kicking team, receiving team will gain possession of ball where it was originally caught. Ex: at the 4 yd line, a receiver is backing up to catch the ball, and with momentum carries the receiver into end zone with ball, a defender comes and de-flags receiver, then play will be blown dead and ball spotted where receiver caught the ball, or at the 4 yd line.
If in another case, the receiver who with momentum faded into end zone, elects to attempt to run ball out of end zone, and kicking team de-flags while in end zone, then it becomes a safety for the kicking team.
MUFFS: A muff is the touching of a loose ball (or kick) by a player in an unsuccessful attempt to secure possession. On kicks, if receiving player does not have possession, or control of ball, she may pick up ball / continue her play (ball is live until secured by a player).
SPOT OF BALL: The position of the ball when de-flagged is the spot the referee will place the ball for the next play. It will not be the position where the runner’s flag was pulled, but rather where the ball is.
· The runner can extend her arm, with ball, while running to gain position.
· All spotted balls will be hashed (placed in the middle of the field)
Line Play
HUDDLE CLOCK: 30 seconds - Official will blow whistle (after setting chain gang) to start the 30 second clock. Offensive team has 30 seconds to huddle, call play, set up formation and hike the ball (to put ball into play) Penalty: Delay of game 5-yard penalty repeat down.
LINE OF SCRIMMAGE: There are two points for each end of the ball: One point of ball will mark the Defensive line of scrimmage, the other point of ball will mark the Offensive line of scrimmage. The line of scrimmage for each team is a vertical plane through the point of the ball nearest the team’s goal line. This imaginary line extends from one side of the field to the other side.
NEUTRAL ZONE: Is the length of football.
OFFENSIVE LINE FORMATION and PROCEDURES
SET – Once the center and all other offensive players are “down” and in ready positions, the offensive team may not move until the ball is snapped. The “set” has a one second prescribed amount of time.
Offensive Player feigns or moves prior to snap, after being "set". Penalty: False Start /5 yd from line of scrimmage / Repeat down /Penalty cannot be declined / Dead Ball Foul
The Center – In holding the ball, ready for snap, the center may be over the ball, but her feet must be behind the neutral zone and no part of her person, other than her hand/s on the ball may be beyond the foremost point of the ball (in order to grip ball). Penalty: Illegal Procedure 5 yd penalty – Repeat Down
Handling the ball prior to “set”- The Center may tilt the ball for lateral rotation to get a better grip (ball must not leave the ground) and may not rotate end for end, change the location or fail to keep the long axis of the ball at right angles to the line of scrimmage. Penalty: Illegal Procedure 5 yd penalty – Repeat Down
Proper formation for the offensive line (Center, two guards and two receivers) is measured using the Center’s waist once she is in “Down Position”. Each player’s head or foot must be forward of the center’s waist but not further than the line of scrimmage. Penalty: Illegal Procedure / Or Illegal Formation – 5 yd penalty – Repeat Down
Pg 5
OFFENSIVE LINE FORMATION and PROCEDURES (CONTINUED)
The Center and Two Guards:
· Must Wear Pennies (#’s visible), to designate they’re ineligible receivers recognizable for penalties.
· Their shoulders must be parallel to the scrimmage line
· Are not allowed to receive a forward pass, or a snap.
· They may be in a two, three or a four point stance
· Running plays – they are allowed to come off line immediately after snap to block downfield.
· Center and Guards Are allowed to receive a "lateral" - Down field.
· During pass plays – Center and Guards may not go down field (more than 3 yds) before ball is thrown.
Penalty: Illegal Procedure / Illegal Formation / or Ineligible Player Down field– 5 yd penalty – Repeat Down
Offensive Line
· Exactly 5 offensive players must be on the line of scrimmage at snap.
· Center must be in between two guards.
· Receivers may overload to one side or split on each side.
· Running Backs may come “up” to the line in a slot position (1 yard behind the scrimmage line), but not actually be on the line .
Penalty: Illegal formation - 5 yard from the line of scrimmage / Repeat the down.
MOTION: Only 1 player allowed in motion at the snap. Motion is player running parallel to the line of scrimmage and can not move forward until the ball is snapped. Penalty - Illegal motion - 5 yards from the line of scrimmage / Repeat the down
SHIFT – We do not allow Shifts. It is the action of one or more offensive players who after a huddle or after taking set positions, move to a new set position before the ensuing snap. Penalty: Illegal shift – 5 yd penalty – Repeat Down – Dead-ball Foul
SNAPS: Direct Snap (QB directly behind Center, hand to hand exchange of ball) and shotgun snap (Center snaps ball between legs & ball travels a distance) are legal. Ball must be caught cleanly/cannot touch the ground. Penalty: Illegal snap - 5 yard penalty from line of scrimmage / Repeat the down
During Snap, should ball touch the ground, it is considered dead. Penalty: Dead Ball Foul / Ball is dead at spot where it hit the ground / Loss of Down.
ENCROACHMENT: Defensive player may cross over the line of scrimmage before the snap as long as: Defender does not make contact with anyone on offensive team and Must be behind the line of scrimmage at the snap. PENALTY: Encroachment - 5 yds from the line of scrimmage / Repeat the down or decline penalty (live ball foul)
OFFENSIVE AND DEFENSIVE LINE BLOCKING:
You are allowed to: Block your opponent between their shoulder and waist, in front of them or on their side. Blocker must stay inside her body frame (cannot extend arms to the sides to make block).
You may: push with hands open / use upper arm / cross your arms to use forearms / 2 on 1 blocking is allowed.
You are NOT allowed to: Punch, Hold, Use Elbows, Interlock arms with opponent, Trip, block in the back /block above the shoulders / block below the waist
Penalty: Illegal Blocking Technique / Interlocked Blocking / Offensive Line Holding / Defensive Line Holding- 10 yards from the scrimmage line / Repeat down
DIVE BLOCK: You may not leave your feet to block (no diving allowed to block) Defensive Penalty: Dive Block / 10 yd / Spot of foul / Automatic 1st Down Offensive Penalty: Dive Blcok / 10 yd / Spot of the foul.
RUNNING
Ball carrier is suppose to run the clear field. Should the ball carrier run into a defensive player who has established position it is illegal. PENALTY: Runner Charging - 10 yards from the spot of the foul.
Pg 6
RUNNING (continued)
If defender has not established her position, and both players are running then ball carrier is allowed to make inadvertent contact with defender with no penalty assessed.
Spins are allowed. / Ball carrier may Hurdle over downed players (to avoid contact/stepping over them). / Ball carrier may lateral or backward pass as many times
PUSHED OUT OF BOUNDS – Should runner be pushed out of bounds by defender Penalty: 10 yd and if flagrant may be ejected from game
OUT OF BOUNDS – The Side-lines are not a part of the field. Foot may not touch Side-line, if any part of foot touches the Side-line, then runner is out of bounds.
ASSISTING THE RUNNER - the runner shall not grasp a teammate or be grasped, pulled or pushed by a teammate Penalty: Assisting the Runner / 5 yd from spot of foul
STIFF ARMING - is illegal. Ball carrier may not extend arms to thwart or push off defender. Penalty: Stiff Arming / 10 yards from the spot of the foul.
HOLDING DOWNFIELD - Defenders may inadvertently grab short / pant of ball carrier in attempting to grab flag, and should not be confused with an “intentional hold”. If “inadvertent hold” does not slow down the runner or impede in any way, then such a situation should not be penalized. Intentional Holding by any team is illegal.
Penalty: Offensive Holding 10 yd / line of scrimmage. Defensive Holding Downfield – 10 yd / added to end of run.
FLAG GUARDING: Illegal use of ball carriers hand, ball, arm or knee to protect flag from being pulled. Shall not lower shoulders to place arm over the flag belt to prevent flag grab.
PENALTY: Flag Guarding - 10 yards from spot / loss of down.
FLAG FALLS OFF INADVERTENTLY (BY ACCIDENT): Defender will use two hands to "touch" runner within runner's body frame, OR grab remaining flag
KNEE DOWN: If ball carrier's knee touches the ground as she runs and falls, and has the clear field, she may get up to advance the ball until her flag is pulled. If she falls and there is/are defender's around her, defender simply needs to "touch" player (with one hand) to down her.
INADVERTENT WHISTLE: At the time of the inadvertent whistle the team with possession of the ball has the option of replaying the down or taking possession of the ball where it was when the whistle blew.
FUMBLE: The loss of possession of the ball when the carrier drops it. Once the ball hits the ground, it is considered dead.
· If the ball is dropped in front of the ball carrier, the ball will be spotted where carrier stood before loosing possession of the ball.
· If ball is dropped behind the ball carrier, ball will be spotted where ball hit the ground.
· If a ball is fumbled in mid-air, defender may recover ball before it touches the ground and advance it.
DEAD BALL: Fumbles are dead at spot. This includes snaps over QB/Punters head.
STRIPPING or BATTING: Stripping ball or batting the ball from carrier is illegal. Penalty: Offense keeps possession of the ball plus 10 yards. Enforced from the spot of the foul.
DIVING: To advance the ball is legal. To pull flag is legal. (Dive Blocking is illegal – see pg 6)
PASSING
FORWARD PASS: One forward throw per down behind the line scrimmage.
A forward throw could be a : pass, shuffle pass, forward pitch, forward “hand – off” are allowed behind line of scrimmage.
Once the ball crosses over the line of scrimmage, no forward pass may be thrown. PENALTY: Illegal Forward Pass - 5 yard from scrimmage / loss of down.
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PASSING (CONTINUED)
PASSER'S ARM IN MOTION: If ball is in passers hand when de-flagged, passer is sacked.
RECEPTION or legal catch: One foot in bounds and possession or control of ball
CHUCKING ZONE: Inside the first 5 yards from the line of scrimmage, is an area where the defender and offensive player can chuck or push their opponent as many times as they can as long as they are in the chucking zone area and ball has not been thrown
Once the ball is in the air no more chucking is allowed. Penalty: Illegal Chucking - 5 yards / line of scrimmage / Down is repeated
INTENTIONAL GROUNDING: It is Illegal to avoid a sack by throwing the ball to an area where there are no receivers. Penalty: Intentional Grounding - 5 yards / loss of down
(In the last 2 minutes the QB is allowed to stop the clock by spiking the ball)
ROUGHING THE PASSER: Intentional harm to quarter back. This is flag football and the defenders are supposed to go for the QB’s flag and not the ball. However when the ball is “off” and in mid-air, the defender can react to the ball. It is legal for a defender to inadvertently contact the passer's arm if the ball was tipped in mid-air. It shall be roughing the QB if the ball is not tipped, but defender makes contact with quarterback. Penalty: 15 yards roughing the Passer / Automatic First Down
PASS INTERFERENCE: When the ball is thrown, potential receivers should not have obstruction by opposing player. This means their vision should not be blocked and physical contact is illegal. The ball must be “catch able” and is decision of official. If both players jump up for the ball & inadvertently make contact it is legal.
Offensive Penalty: (against the offensive team) 10 yd. penalty line of scrimmage / Loss of down. Defensive Penalty: (against the defensive team) Automatic 1st Down, / Spot foul. Offensive team will receive the ball where violation occurred.
ENDZONE PASS INTERFERENCE: PassInterference in end zone, against defender, ball will spot at 1 yd line.
DEFENSIVE TEAM - There is no legal, formal line-up for the defensive team.
The Defense May: Put as many defenders on the defensive line (or anywhere else on the field) / Cross the line of scrimmage as long as they make no contact with offensive team and are back behind the line of scrimmage before the snap. / Rush the quarterback as soon as ball is hiked / Prior to snap - trick the offensive line to “feign” or move in order to get “False Start” against the offensive team .
The Defense is not allowed to: Hold a runner while her flags are pulled or pulling a receivers jersey Penalty: 10 yards / Spot of Foul
(It is at the discretion of the official if defender pulls flag and short or/ pant at same time, which occurred inadvertently, and not for reason of holding runner to grab flag. Then no penalty shall be assessed).
Grabbing the flag of Receiver who does not have possession of the ball. Penalty: Loss of 5 yards / Enforced from line of Scrimmage
PUNTS: On any down, should the offensive team decide that they do not want to run or pass for a first down, or attempt a field goal, they may punt the ball to the opposing team, to put them in better field position. Captain declares to Head Official that team will "punt", and teams will line up:
Punting team Once declaring intention to punt, Punting team must punt (no fake punts allowed).
· Must have 7 on the of scrimmage line.
· Center will shot-gun snap the ball between legs to punter who kicks the ball to receiving team.
· Once punting team is "set" no one should move before ball crosses line of scrimmage.
PENALTY: Illegal procedure - 5 yards from line of scrimmage / Down repeated
"Killing the Ball" - Should kicking team reach ball before the receiving team, by simply touching the ball, it will be dead at the spot, and will be receiving team’s ball - first and ten.
Bad Snap - Should the punter drop the ball, or if it goes over her head Where the ball hits the ground is where ball will be spotted for the receiving team. First and ten.
PG 8
RECEIVING TEAM ON PUNTS
Line Up Formation - Minimum of 5 players on the line of scrimmage. Penalty: Illegal Formation / 5yd / Repeat Down
Set Position - Ball must cross the scrimmage line before anyone can move. Penalty: False Start / 5 yd / Re-Kick
Rushing - There is no rushing the punter. Penalty: Roughing the Kicker / 15 yd / line of scrimmage
Out of bounds - Should ball go out of bounds, that is where ball will be spotted.
Receiving team will always receive the ball.
FAIR CATCH: During a punt or kick, to catch cleanly with no desire to advance ball, receiver must signal to official that she is attempting a fair catch, as ball is in mid-air, by extending the arm above the head and waving it from side to side. Once declaring a fair catch, receiver may not try to advance ball. PENALTY: Illegal fair catch signal / 5 yards from spot of catch
No player may make contact or deflag the receiver, once fair catch signal is given. Penalty: Illegal Contact / 5 yd
FIELD GOALS
· Captain shall declare “Field Goal” to be attempted to Referee / Head Official
· There is no "fake kick"
· Should the kicking team attempt a field goal on the first, second or third down, it is the same as kicking the ball on the fourth down, they have sacrificed the rest of their downs.
· There is no rushing the kicker
· Ball must travel thru the two uprights and above the bar in order to be a successful field goal – 3 pts awarded
· Following a successful field goal, team will “Kick – Off” to opposing team from 30 yd line.
· Anyone on defending team may return kicked ball or down the ball (if unsuccessful field goal)
· Should the ball hit an upright and return onto the field, it is considered out of bounds and cannot be played.
TEAMS LINE UP FOR FIELD GOAL
Field Goal Team will line up: All players on scrimmage line, except setter and kicker.
· Center must snap ball between legs (shot-gun) to setter
· Setter - may use a block tee or can have hold ball upright on ground (no “T” kicking tee allowed to be used)
· Once team is “set” no one shall move until ball crosses scrimmage line
Defending / Receiving Team
· Will line up minimum of 5 on the scrimmage line and remainder of players in their own back field.
· Defensive players on line, may not rush the kicker, but may jump up and down to attempt to block the kick, and may not cross the line of scrimmage
UNSUCCESSFUL Field GOAL
If the field goal attempt is unsuccessful, and opposing team does not return ball, or ball goes out of bounds, then ball will be spotted from the spot of field goal attempt or the defending team's 20 yard line, whichever is further from the goal line. Example:
· Field Goal Attempt Outside the 20 yd line - If field goal is attempted from 33 yd line, and is unsuccessful, whether the ball goes out of bounds, or defending team chooses not to return the ball (downs ball), it will be spotted at 33 yd and will be first and ten.
· Field Goal Attempt Inside the 20 yd line – If field goal is attempted from the 20 yd and inside, and is unsuccessful, should the defending team choose not to return ball, or the ball goes out of bounds, then ball will be spotted at 20 yd line, first and ten.
· If the ball hits the uprights and falls into field of play – Ball is Dead and will be spotted either at 20 yd or previous line of scrimmage.
IF SETTER DROPS SNAPPED BALL (or ball goes over her head):
· Ball will be dead at the spot
· It will be receiving team's ball first and ten.
· If the ball is dropped inside the 20 yard line, ball will be placed on the 20 yard line.
· If the ball is dropped outside of the 20, ball will be placed where it hit the ground
END ZONE CELEBRATIONS: Are acceptable if the player celebrating does not taunt her opponent. Judgment of official.
PENALTY: First offense - Official shall give verbal warning / Second offense - Unsportlike conduct - 10 yard penalty assessed at kick off
Pg 9
TOUCHDOWN When any part of the ball, legally in possession of a player inside the sidelines, in on, above or over the opponent's goal line. Ball simply needs to cross the goal line plane 6 points
EXTRA POINT CONVERSION: After a touch down, the scoring team is allowed to attempt for extra point(s) They are given one scrimmage down, un-timed if inside two minute warning. Penalties that occur will be applied
If defensive pass interference in the endzone, ball will be spotted at 1 yd line.
Should defensive team “intercept” the ball during conversion play, ball will be dead (attempt for extra pts are no good).
Offensive Penalties are assessed on the following Kick-Off.
All Defensive penalties, if accepted, will be half the distance to goal. Replay of down.
Scoring team will have a choice to either:
Run / Pass from 10-yd line for 2 points
Run / Pass from 3-yard line for 1 point
Kick from 3-yd line for 1 point
Line up for Extra Point Kick – will be same procedure as for field goal kick (see pg 9). However, failed kick may not be returned by defending team, ball will become dead, extra point will be No-Good.
If penalty against defense and offense misses goal, offense team will be given another chance for kick.
SAFETY: 2 points
FIELD GOAL: 3 points
LEAGUE PLAY / FIRST ROUND TOURNAMENTS / POINT SYSTEM
During regular season play (for leagues), or first round of elimination (tournaments), games can end in ties. Win = 3pt / Tie = 1 pt / Loss = 0 pt.
Tally of these points will rank teams.Should a Tie Exist after using point system – Point Tie Breaker will be used:
1) Offensive points – Defensive points (the team with higher number advances) (if a tie continues)
2) Team with least amount of Defensive points advances (if tie continues)
3) Team with highest amount of Offensive points (if tie continues)
4) Head to Head – If two teams tied, played against each other during tournament, and there was a winner, then they will win the Point Tie Breaker and advance. (if tie continues)
5) Use IWFFA Game Breaker – (see pg 11)
DURING PLAY-OFF SITUATION Teams will be seeded:
(4) teams: 1 vs 4 / 2 vs 3
(8) teams 1 vs 8 / 3 vs 5 / 4 vs 6 / 7 vs 2
(16) teams: 1 vs 16 / 9 vs 8 / 5 vs 12 / 13 vs 4 / 3 vs 14 / 11 vs 6 / 7 vs 10 / 15 vs 2
· Play-Off s are Single Elimination.
· Teams enter the play-offs with a clean-slate.
· Previous tournament record does not apply. For example: Your team can have a 6 - 0 record, and during the play-offs, your team loses your first game against another team that made it into the play-off with a 4-2 record.
· If you loose any game in the play-off, you are knocked out of competition (unless a wild card exists)
· Should there be a tie in the play-off bracket, only those scores during play-off games will be taken into consideration and Point Tie Breaker will be used.
· If tie continues, total tournament scores of those teams will be used for Point Tie Breaker.
· If tie continues, IWFFA GAME BREAKER will be used to advance teams.
Pg 10
IWFFA Game Breaker During tournament play, in play-off or championship situation where a winner must be determined and at end of second half should the teams have identical scores the tie shall be resolved, using the :
IWFFA GAME BREAKER
· Each team will receive no more than one additional time out for all over time game play (IWFFA Game Breakers and Sudden Death combined), AND may be added to any time outs left from regular play.
· There will be a 2 minute break immediately following regular game time.
· Referee will choose which end of field to play on.
· A coin toss will be done and winner will choose either to receive ball first or defend.
· Both teams get a chance to score. First team A plays, then team B plays
· Each team receives 4 plays from the 10 yd line and tries to score crossing goal line
· Any penalties resulting during play will be assessed and applied (as in regular game play)
· Field goals are not allowed.
· If the ball is intercepted, ball cannot be run back to the other end of the field, but offensive team looses possession of the ball and ends that series for them.
· After the TD is scored (6 points) extra points conversion will follow.
· If score is matched after first round (both teams have played their series), a second round will take place. If tie exists, a final third round will take place and if still the two teams have matched their scores, Sudden Death will determine winner.
SUDDEN DEATH
· If after 3 unsuccessful IWFFA GAME BREAKER attempts, and tie still exists - Sudden Death will be used to determine winner.
· There will be a coin toss before Sudden Death series to determine who receives ball.
· The first team to score from 10 yard line will be the winners ( ex: If team A wins coin toss, and receives ball, and immediately scores, they are winners – even though team B never had a chance ) .
· Team that won will also be allowed to score extra points following their winning touch down (this is done for IWFFA Global and Regional Ranking of Teams)
IWFFA RANKING OF TEAMS
The IWFFA ranks teams around the world, by using a unique ranking system.
· During each IWFFA tournament, and final seasonal results of sanctioned IWFFA leagues, teams accrue points according to the number of games they have won or tied.
Each win = 2 pt. East tie = 1 pt, Loss = 0 pt.
· Teams who come in first in their entire division or league receive additional 3 pt.
· All teams who participate will receive 1 pt (regardless if they win or lose any games).
· Their total number of tournaments points will be tallied and used to rank among other IWFFA Teams.
· Any ties will incorporate IWFFA Tie Breaker .
· North American and Nordic Regions will be ranked
· Teams who rank #1 in their division will be awarded at Kelly McGillis Classic following year.
Division of Play for Women
Once a team registers it’s level of skill: Beginner, Middle, Higher, Elite (Tackle Teams) in any IWFFA tournament, then that will be the category the team continues to be ranked among for the remainder of that year.
Girls and Junior Divisons
· Girls Division includes ages 9 – 14 yr.
· Junior Division included ages 15 – 17 yr.
· It is their age on January 1st of that year, which will determine which age group they play in. Ex: Should a player be 13 yr old January 1st, then have birthday February 1st, she will be allowed to play in girls division for remainder of the year.
· Younger girls may play up (with written permission from parents) , but older girls may not play down.
Pg 11
PROTESTS - Judgment Calls may not be protested
Protests must be made following disputed play and before snap of it’s next play
1 Rule Interpretations will be handled on the field to avoid unnecessary delays and it is the Referee who has the final "judgment".
2 Protesting team will call a time-out after the play in question happens. If a time out is called at any other time, it is charged as a time out and the "incident" will not be discussed.
3 All the Officials on the field will talk with "protestor". The "protestor" is required to state their "protest" clearly and concisely, stating which rule they believe to be interpreted incorrectly
4 The "protestor" has approximately three minutes to state the "protest" and the rule (it is best to carry out a set of IWFFA rules to prove your point).
5 The referees will then confer at their discretion to determine whether rule was interpreted properly.
6 If the referees determine that the "protestor" was correct in their interpretation of the rule then the team will not be charged the time-out and the play will resume according to the correct interpretation (necessary adjustments will correct situation).
7 If the referees determine that they interpreted the rules correctly and no "protest" exists than the "protestor" will be charged the time-out and play will resume as it would have prior to the time-out.
8 During tournament play, the decision of the Referee is final. Addressing Tournament Director, President of League, etc. will not change out come of Referee’s final decision.
INTERVENTION BY THE Grievance Protest Committee (GPC)
"Protestor/Protesting Team" or tournament director must file a grievance as to the alleged misinterpretation of the rule or any other incidents during tournament within with in 30 days of the incident .
· GPC will review the grievance by interviewing the referees, "protesting" and non-protesting teams representatives and/or captains, and field volunteer(s), or any other party deemed to be necessary to a fair disposition.
· GPC will review the statements of parties and applicable rules to reach a decision.
· GPC will notify the "protesting" representative in writing of their decision within 30 days or a time deemed reasonable in their discretion.
The grievance will be classified in one of three ways:
· GRIEVANCE UNFOUNDED: GPC agrees with the referees decision at the time of the incident, meaning that the rules were interpreted correctly. Tournament Director and IWFFA office will be notified of GPC's decision.
· GRIEVANCE FOUNDED NO IMPACT: GPC agrees with "protesting" team,
however, the misinterpretation of the rules did not impact the outcome of the game.
Tournament Director, IWFFA office and Officials will be notified of GPC decisions.
· GRIEVANCE FOUNDED IMPACT: GPC agrees with "protesting" team and deems that misinterpretation impacted the outcome of the game. Tournament Director and Officials will be notified by GPC and GPC will make a recommendation to Tournament Director, IWFFA office, to change league standings or outcomes, points, etc.
Below are listed fines for athletes who are disruptive.
Yellow Card / Red Card – Player Ejection
Official will hold up a yellow card to signify that a player has received a verbal warning for possible player ejection.
Official will hold up a red card to signify that the player is ejected from game. (does not require a previous yellow card)
Further action will be taken by the GPC (Grievance Protest Committee).
Fines are payable to the presiding organization. If it is league play, then the league will receive payment. If it is tournament play, then IWFFA gets payment.
Monetary fines shall be collected immediately following game, and next game will not be permitted until all fines are collected. Teams who do not pay fines, will be disqualified from competition and further action taken by GPC.
· Fight - automatic ejection of that game plus tournament and $100 fine for each player (paid by team).
· Hitting /touching an official - automatic ejection of that game plus tournament and $100 fine for each player (pd by team)
· Offensive Verbal / Foul language - $25 fine for each player (paid by team)
· Disturbance - If player, coach, fan or any person or group affiliated with team who is participant of tournament, or league and who has caused a disturbance outside the field of play, which has damaged or effected the tournament or league in anyway, the Tournament Director, President of League, Official may file with GPC to determine if some type of consequence needs to be adhered to offensive party. Unsportlike Penalty may be applied to any team involved with such actions during the tournament itself.
Tournaments and Leagues are invitational events, and teams / players may not be welcomed to return should their history shows disruptions to the cause and goals of established teams, leagues and IWFFA.
This is to ensure the integrity and purpose of the sport.
SOME PENALTIES (clarified)
Double Foul – Both teams committed a foul during same play. Penalties will offset to cancel each other out. Replay the down. Exception: If 1 or more penalties are unsportlike conduct.
Multiple Fouls – If team commits more than one foul, only one can be accepted and penalized. The stiffer, more severe penalty will be taken.
Unsportlike fouls – Will be administered at succeeding spot as a Dead Ball Foul. All unsportlike penalties will be punished (these do not “off-set” each other)
Half The Distance Rule – If there is not enough distance on field to cover penalty, then half the distance will be applied.
Loss of Down: · Flag Guarding · Illegal Forward Pass · Intentional Grounding
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Automatic First Down: · Defensive Pass Interference · Roughing the Passer · Unsportlike Conduct · Personal Foul |
15 Yd Penalties · Personal Foul · Roughing the Passer · Unsportlike Conduct · Flag Tampering (+ Ejection) · Fighting (+Ejection) · Unethics · Contact with an Official
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10 Yd Penalties · Stiff Arming · Charging · Holding - Offensive/Defensive · Flag Guarding · Tripping · Offensive Pass Interference · Illegal Block in Back · Roughing Kicker
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5 Yd Penalties · Illegal Forward Pass · Invalid Fair Catch · Delay of Game · Illegal Snap · Illegal Formation · Illegal Procedure · False Start · Intentional Grounding · Illegal Shift · Assisting the Runner · Illegal Flag Grab |
Helpful / Information and Telephone Numbers:
To Order: Flag-A-Tag Belts & Flags
Footballs: Wilson TDJ Jr. size leather ball (with IWFFA logo)
IWFFA Rule Book $5.00 (you can also download from our website: iwffa.com/rules)
IWFFA offers: Accident / Medical Insurance's (in US) for additional rate
Phone: 1-888-GO-IWFFA or (305)-293-9315 / Major Credit Cards Accepted
MAIL: IWFFA / 1107 Key Plaza #233 / Key West, FL 33040 – 4077 USA
IWFFA Annual Membership Dues is $25 per: Adult Player (18 yr and older) , Coach, Manager and Official. $20 per Girl (17 yr and younger) All participants need to sign waivers and liability releases for participation inside the US.
Membership begins date of receipt of membership application and dues till December 31 of each year.
IWFFA Membership Benefits include:
Invitation to national / international tournaments, IWFFA embroidered patch, subscription to "Forward Pass" (women's/girls flag-football magazine). Airline, hotel and sports merchandise discounts / coaches & player training clinics . IWFFA /Flag Football Information Monthly Email Updates. Ranking of teams in each division. Central office and website for girls and women’s flag football. National and International promotion for the sport and creation of new leagues, teams in US and around the world.
And an organization run by women for women and girls flag football!
INDEX TO RULES
Purpose and Intent of the International Women’s Flag Football Association PG 1 ASSISTING THE RUNNER PG 7 BATTING BALL PG 7 CAPTAINS PG 3 CENTER, THE PG 5 CHUCKING ZONE PG 8 CODE OF ETHICS PG 1 COIN TOSS PG 4 DEFENSIVE TEAM PG 8 Description of IWFFA Game PG 2 DIVING PG 7 DIVISION OF PLAY , WOMEN PG 11 ENCROACHMENT PG 6 END ZONE CELEBRATIONS PG 9 EQUIPMENT PG 2 FAIR CATCH PG 9 FAKED INJURY PG 4 FIELD GOALS PG 9 FIELD PG 2 FIGHTS PG 12 FLAG FALLS OFF INADVERTENT PG 7 FLAG GUARDING PG 7 FORFEIT GAME TIME PG 1 FORWARD PASS PG 7 FUMBLE PG 7 GAME TIME / CLOCK PG 3 GIRLS DIVISION PG 11 Good Sportship PG 1 GRIEVANCE PROTEST COMM. PG 12 HOLDING DOWNFIELD PG 7 HOME FIELD RESPONSIBILITIES PG 1 HUDDLE CLOCK PG 5 INADVERTENT WHISTLE PG 7 INJURED PLAYER PG 3 INTENTIONAL GROUNDING PG 8 IWFFA CONTACT INFORMATION PG 13 IWFFA GAME BREAKER PG 11 IWFFA RANKING OF TEAMS PG 11 JUNIOR DIVISION PG 11 KICK – OFF PG 4 KICKING TEAM, THE PG 4 KNEE DOWN PG 7 LEAGUE PLAY PG 10 LEGAL CATCH PG 8 LINE BLOCKING , OFFENSE PG 6 LINE BLOCKING, DEFENSIVE PG 6 LINE OF SCRIMMAGE PG 5 Medical Insurance PG 1 MEMBERSHIP BENEFITS, IWFFA PG 13 |
MOTION PG 6 MUFFS PG 5 OBJECT OF GAM PG 2 OFFENSIVE LINE FORMATION PG 5 OFFENSIVE LINE PROCEDURES PG 6 OFFENSIVE LINE PG 6 OFFICIALS PG 3 ONE TEAM RULE PG 2 PASS INTERFERENCE PG 8 PASSER’S ARM IN MOTIO PG 8 PASSING PG 7 PENALTIES CLARIFIED PG 13 PERIOD EXTENDED PG 4 PLAYER/TEAM WAIVER PG 1 PLAYER EJECTION PG 12 PLAYER INELIGIBILITY PG 2 PLAYERS ON FIELD PG 3 PLAY-OFF SITUATION PG 10 POINT TIE BREAKERS PG 10 PROTESTS PG 12 PUNTS PG 8 PUSHED OUT OF BOUNDS PG 7 RECEIVING TEAM ON PUNTS PG 9 RECEIVING TEAM, THE PG 4 RECEPTION PG 8 RED CARD PG 12 ROSTER PG 2 ROUGHING THE PASSER PG 8 RUNNING PG 6 SAFETY SCENARIOS PG 5 SAFETY PG 5 SCORING PG 10 SET PG 5 SETTER DROPS BALL PG 9 SHIFT PG 6 SNAPS PG 6 SPOT OF THE BAL PG 5 STIFF ARMING PG 7 STRIPPING BALL PG 7 SUBSTITUTIONS PG 3 SUDDEN DEATH PG 11 SUMMARY OF PENALTIES PG 13 TEAM BOX PG 3 TIME – OUTS PG 3 TIME EXPIRATION PG 4 TOUCHBACK PG 5 TOURNAMENTS, FIRST ROUND PG 10 TWO MINUTE WARNING PG 4 UNIFORMS PG 2 YELLOW CARD PG 12
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PG 14