Flag Football

Spirituality is not just for church. It can help us in all aspects of our lives, including sports!

We provide a high quality, family friendly flag football league for kids 7-14 years old. Our staff and volunteers are committed to offering a positive, Christian environment in which your kids can grow and learn the game. Our league is open to the community.

  • We Exist to:

    1. Teach teamwork, responsibility and respect for self and others.
    2. Integrate spiritual life into sports activities.
    3. Promote exercise and healthy living.
    4. Give families a shared experience that engages the whole family.
    5. Create connections between church members and community members.
  • Leader

    Danny Fuller

  • 2018 Season Quick Guide

    Registration fee, $70 per player.
    Registration open through:
    Tryouts:
    Games played:
    Location: Loma Linda Academy (see map here)

     

     

Schedule

Half-time Devotions

Registration and Information

  • Registration fee per player is $70
  • Once you have registered you will receive a confirmation email.
  • Your registration fees go toward paying the cost of: league uniform, trophy, equipment, field rental fees and officials.
  • You may request to be placed with a friend and/or coach. However, we cannot promise to honor your request.

Each participant will be given a team jersey. No metal cleats are allowed. You may use other cleats.

Teams usually ask parents to volunteer to bring snacks each week for their team. There will be limited amounts of snacks available for purchase at each game.

We are always looking for volunteers. We need coaches and Referees. If you would like to be a coach, please fill out the volunteer information on the registration website. Registration fee will be waived for one child per coach. If you would like to referee, please send us a message and we will get you set up.

Equipment Rules

  • No metal cleats.
  • No pockets or belt loops on pants or shorts.
  • All shirts must be tucked in.
  • No arm, hands or wrist pads. Soft kneepads may be worn on knee.
  • Flags must be worn on the hips and be pointing away from the body.
  • We use a junior football.

 

Roster

  • Each team should have 6 players on the field.
  • If a team has at least 4 of its own players but does not have all 6, they may recruit from the same division to get to 6 players. No team can play with less than 4 of their own players. Teams will be given 10 minutes to recruit players as needed.
  • Coaches must register recruited player with the official score keeper.
  • If original team members arrive during the game, they must replace the recruited players within ten minutes of arrival.

 

Coaches

  • Division 1 coaches are not allowed on the field during game time.
  • Division 2 coaches are only allowed on the field when their team is on offense during the first 5 weeks of play. After week 5, division 2 coaches will not be allowed on the field.

 

Coin Toss

The visiting team indicates to the official their choice of heads or tail. The team that wins the coin toss can choose between being on offense or defense, which direction they would like to start out going, or may defer to the second half. Teams automatically switch direction at the half.

 

Scoring

  • Touchdowns are 6 points.
  • Point After Tries (PAT) are scored as follows:
    – 2 points—for touchdown from 10 yards out.- 1 point—for touchdown from 3 yards out.
  • A safety is 2 points.

 

Timing

  • There are two 20-minute halves.
  • The clock only stops after touchdowns during the first 18 minutes of each halve. The clock restarts after the ball is snapped. There is a 30 second time-out at the 2-minute warning of each halve.
  • After the 2 minute warning, the clock stops for: timeouts, an incomplete forward pass, a live ball that is run out of bounds, penalty enforcement, a score, and during an extra point attempt.
  • The clock restarts with the next ball snap ONLY after incomplete passes, ball-out-of-bounds, touchbacks and following timeouts. The officials will restart the play clock for all other situations.
  • After the official has given the ready-for-play signal, the team that’s on offense has 30 seconds to snap the ball.
  • Each team is given 2 timeouts per half.
  • Tied games are decided by shoot out. Each team is given the ball an equal number of times. Teams get 4 downs from the 20-yard line. Defense cannot return the ball for a touchdown.

 

Game Rules

  • There is no kick-off. Play begins at the 15-yard line to start off the half and after a score.
  • The team on offense has 4 downs to move the ball 20 yards.
  • Three players must be set within 1 yard of the line of scrimmage at the snap of the ball. Players in motion are considered backfield players.
  • Offsides (offensive or defensive) and false starts are the only two penalties in which the play is immediately whistled dead.
  • The ball is spotted where the hips are when the flag is pulled, not the ball. A snapped ball that hits the ground after touching a player is dead where the person is standing. A snapped ball that hits the ground without being touched can be picked up by the offense and played.
  • A defender may not strip the ball from the ball carrier.
  • The snapper may not receive a hand-off unless he has turned 180 degrees to face his own endzone.
  • Center must snap ball between his legs.
  • At least one ball exchange must occur before the ball can be run across the line of scrimmage.
  • A safety will be awarded if the team on offense’s flag is pulled in their own endzone, if the ball is dropped in the endzone, or if an offensive penalty occurs in the endzone. The team on defense will be given 2 points and possession of the ball at the 35-yard line.

 

Ball Carrier

  • The ball carrier must make an attempt to go around a defender who has established position.
  • Players may dive to catch the ball.
  • Diving and hurdling by the ball carrier are not legal maneuvers. Spinning is not hurdling.
  • If a player dives or hurdles, play stops and the ball is spotted at the point the runner left the ground. The clock will be managed as if the player’s flag had been pulled at the spot they left the ground.
  • It is guarding the flags anytime:
    • the ball carrier’s arms or hands go below the waist and ANY contact is made between the defender and the ball carrier.
    • the hand or arm is used to push away the defender.
    • the ball is used to hold a defender’s hand away.
    • the flags are held or moved by the ball carrier.
    • the flag belts are worn so that the flags do not point outward from the waist

 

Blocking

There are 2 legal ways in which to block:

  1. Hands and arms extended—the arms may be used to keep the rusher in front of them; if the arms are brought in to absorb contact, they cannot go back out in a shoving motion.
  2. Hand and arms against the body—the hands and arms must remain in contact with the body; the elbows must not extend away from the body.
  • Elbows cannot be used to block.
  • You can’t leave the ground when blocking.
  • All contact must occur between the shoulders and the waist.
  • No excessive force used when blocking.

 

Defense

  • The rusher must push or pull the blocker to the side using only the hands.
  • The rusher may not push or pull the blocker to the ground.
  • The rusher may not push the blocker straight backwards.
  • The rusher may not use shoulders, forearms or elbows to make contact with a blocker.
  • All contact must occur between the shoulders and the waist.
  • Three or 4-point stances on the line of scrimmage are not allowed.
  • Defensive players may not impede an offensive player as they leave the line of scrimmage.
  • Defensive players may dive for a flag.
  • There is no minimum number of players the defense must have at the line of scrimmage.

 

Tackling

  • Tackling is called any time the runner’s progress is impeded by breaking stride or losing momentum. The following are examples of tackling:
    – Tripping a runner.
    – Pushing a runner out-of-bounds.
    – Pushing another player into the runner.
    – Grasping the runner and/or clothing.
    – Tackling by knocking or pulling to the ground.
  • A runner, who is tackled by the last player between them and the goal line, will be awarded a touchdown.

 

Punting

  • In order to declare a punt, 2 halfbacks must create a touch-off zone by aligning themselves in the backfield and touching fingertips while both feet are on the ground. At this point their are set and cannot move until the ball passes the line of scrimmage.
  • You can fake punt, but the half-backs cannot move until the ball has crossed the line of scrimmage.
  • The punter cannot go past the half-backs when punting.
  • Only one rusher can go passed the half-backs when punting. If it is obvious they are faking the punt, they can rush two players.
  • The kicking team may not interfere with the receiving team’s right to catch the ball.
  • Nobody can go into the touch-off zone, which is the box between the half-backs and the line of scrimmage.

 

Summary of Penalties

  • 5 Yards – DOWN OVER FROM LINE OF SCRIMMAGE.
  • Illegal substitution.
  • Extra Player (No effect on game).
  • Touch-off violation during a punt.
  • Blocking punt.
  • Simulating snap action.
  • Snapping irregularities.
  • Three of four point stance on line of scrimmage (offense or defense).
  • Illegal formation (not having 3 players on the line of scrimmage).
  • Illegal motion (players not in motion must be set for one full second).
  • Illegal center return hand-off.
  • Offsides (Offense or defense) NO PLAY.
  • 5 YARDS – LOSS OF DOWN FROM LINE OF SCRIMMAGE
    • No ball exchange before a run
    • Illegal forward pass (behind the line of scrimmage)
  • 5 YARDS – LOSS OF DOWN FROM POINT OF INFRACTION
    • Guarding the flag
    • Illegal forward pass (beyond the line of scrimmage)
  • 10 YARDS – DOWN OVER FROM LINE OF SCRIMMAGE
    • Illegal participation
    • Out of bounds player participating
    • Kicking into rusher
    • Interference of kicking team to let receiving team field the ball (beyond the line of scrimmage)
    • Illegal block or use of elbows or forearms (behind the line of scrimmage)
    • Defensive holding
    • Stealing the ball from the ball carrier
    • Offensive holding
    • Personal fouls
    • Unsportsmanlike conduct
  • 10 YARDS – LOSS OF DOWN FROM POINT OF INFRACTION
    • Illegal blocking (beyond the line of scrimmage)
    • Running over defender
  • 10 YARDS – LOSS OF DOWN FROM LINE OF SCRIMMAGE
    • Offensive pass interference
  • 10 YARDS – FIRST DOWN FROM POINT OF INFRACTION
    • Tackling (possible TD if last man to goal line)
  • FIRST DOWN FROM POINT OF INFRACTION
    • Defensive pass interference (at the 1-yard line if it occurs in the endzone)

Equipment Rules

  • No metal cleats.
  • No pockets or belt loops on pants or shorts.
  • All shirts must be tucked in.
  • No arm, hands or wrist pads. Soft knee pads may be worn on knee.
  • Flags must be worn on the hips and be pointing away from the body.
  • A Pee Wee size ball is used.

 

Field

The field is 60 yards long and 30 yards wide. The end zone is 10 yards. First downs are every 15 yards.

 

Coin Toss

The visiting team indicates to the official their choice of heads or tail. The team that wins the coin toss can choose between being on offense or defense, which direction they would like to start out going, or may defer to the second half. Teams automatically switch direction at the half.

 

Scoring

  • Touchdowns are 6 points.
  • Point After Tries (PAT) will be scored as follows:
    – 2 points—by touchdown from 7 yards out
    – 1 point—by touchdown from 2 yards out

 

Timing

  • There are two 20 minute halves.
  • During the first 18 minutes of each half, the clock only stops after touchdowns. The clock remains stopped until the ball is snapped after the change of possession.
  • At the 2 minute warning, there is a 30 second timeout.
  • After the 2 minute warning, the clock stops for: timeouts, an incomplete forward pass, a live ball that is run out of bounds, penalty enforcement, a score, and during an extra point attempt.
  • The clock restarts with the next ball snap ONLY after incomplete passes, ball-out-of-bounds, touchbacks and following timeouts. The officials will restart the play clock for all other situations.
  • After the official has given the ready-for-play signal, the team on offense has 30 seconds to snap the ball.
  • Each team is given 2 timeouts for each half of the game.
  • Tie games are decided by shootout. Each team is given the ball an equal number of times. Each team gets 4 downs from the 20-yard line. Defense cannot return the ball for a touchdown.

 

Game Rules

  • When a team begins a possession following a score or to begin a half, the ball is placed on the 12-yard line. There are no kickoffs.
  • The team on offense has 4 downs to move the ball into the next 15-yard zone.
  • No direct runs are allowed within 5 yards of the goal line or on 1-point PATs. At least one ball exchange must occur before the ball can be run across the line of scrimmage.
  • There must be 3 players set within 1 yard of the line of scrimmage at the snap of the ball. Players in motion are not considered set.
  • Offsides (offensive or defensive) and false starts are the only two penalties in which the play should be immediately whistled dead. These penalties are automatic.
  • The ball is spotted where the hips are when the flag is pulled, not the ball.
  • A snapped ball that hits the ground may be picked up and advanced by the offense. This applies to balls that are hiked from the center only.
  • A defender may not strip the ball from the ball carrier.
  • The snapper may not receive a hand-off unless he has turned 180 degrees to face his own endzone.
  • Center must snap ball between his legs.
  • Only one coach on the field at a time. Coaches must stay out of the play.

 

Ball Carrier

  • The ball carrier must make an attempt to go around a defender who has established position.
  • Players may dive to catch the ball.
  • Diving and hurdling by the ball carrier are not legal maneuvers. Spinning is not hurdling. If a player dives or hurdles, the play is stopped and the ball spotted at the point the runner left the ground. The clock will be managed as if the player’s flag had been pulled at the spot they left the ground.
  • It is guarding the flags anytime:
  • the ball carrier’s arms or hands go below the waist and ANY contact is made between the defender and the ball carrier.
  • the hand or arm is used to push away the defender.
  • the ball is used to hold a defender’s hand away.
  • the flags are held or moved by the ball carrier.
  • the flag belts are worn so that the flags do not point outward from the waist.

 

Blocking

  • Offensive blocking occurs with no contact. The blocker has hands and arms at side or behind back. Any use of the arms, elbows, legs, or knees to initiate contact during an offensive player’s screen block is illegal.
  • A blocker may use his/her feet in order to gain position before, during and after screen blocking.
  • Teammates of a runner or passer may interfere for him/her by screen blocking, but cannot use interlocked interference by grasping or encircling one another in any manner.

 

Defense

  • Rushers must start 7 yards behind the line of scrimmage and may rush immediately after the snap. If an exchange of the football occurs behind the line of scrimmage, all players are allowed to cross the line of scrimmage.
  • Defensive players must attempt to go around the offensive blocker.
  • Defensive players must not use any part of the body to contact offensive player.
  • Defensive players may not impede an offensive player as they leave the line of scrimmage.
  • Defensive players may dive for a flag.
  • There is no minimum number of players the defense must have at the line of scrimmage.

 

Tackling

  • Tackling should be called any time the runner’s progress is impeded causing runner to break stride or lose momentum. The following are examples of tackling:
    – Tripping a runner.
    – Pushing a runner  out-of-bounds.
    – Pushing another player into the runner.
    – Grasping the runner and/or clothing.
    – Tackling him by knocking or pulling him to the ground.
  • A runner, who is tackled by the last player between them and the goal line is awarded a touchdown.

 

Punting

  • All punts must be declared.
  • No fake punts.
  • Once declared, it costs a timeout to change.
  • The kicking team must have all players except the punter on the line of scrimmage.
  • Defense must have 2 players on the line of scrimmage.
  • No one on the line of scrimmage may move until the ball is kicked.
  • The kicking team may not interfere with the receiving team’s right to catch the ball.

 

Summary of Penalties

  • 3 Yards – DOWN OVER FROM LINE OF SCRIMMAGE
    – Illegal substitution
    – Extra Player (no effect on game)
    – Touch-off violation during a punt
    – Blocking punt
    – Simulation action of snap
    – Snapping irregularities
    – Three or four point stance on line of scrimmage (offense or defenese)
    – illegal formation (not 3 players on the line of scrimmage)
    – Illegal motion (players not in motion must be set for one full second)
    – Illegal center return hand-off
    – Offsides (offense or defense) NO PLAY
  • 3 YARDS – LOSS OF DOWN FROM LINE OF SCRIMMAGE
    – No ball exchange before a run
    – Illegal forward pass (behind the line of scrimmage)
  • 3 YARDS – LOSS OF DOWN FROM POINT OF INFRACTION
    – Guarding the flag
    – Illegal forward pass (beyond the line of scrimmage)
  • 7 YARDS – DOWN OVER FROM LINE OF SCRIMMAGE
    – Illegal participation
    – Out of bounds player participating
    – Kicking into rusher
    – Interference of kicking team to let receiving team field the ball (beyond the line of scrimmage)
    – Defensive holding
    – Stealing the ball from the ball carrier
    – Offensive holding
    – Personal foul
    – Unsportsmanlike conduck
  • 7 YARDS – LOSS OF DOWN FROM POINT OF INFRACTION
    – Illegal blocking (beyond the line of scrimmage
    – Running over defender
  • 7 YARDS – LOSS OF DOWN FROM LINE OF SCRIMMAGE
    – Offensive pass interference
  • 7 YARDS – FIRST DOWN FROM POINT OF INFRACTION
    – Tackling (possible TD if last man to goal line)

FIRST DOWN FROM POINT OF INFRACTION
– Defensive pass interference (at the 1-yard line if it occurs in the endzone)

  1. Appropriate gym shoes and league uniform.
  2. Game is played with coaches on the court.
  3. Freedom is given to coaches to instruct kids on who to pass the ball to and which player is to take the shot.
  4. Equal playing time is given to each player and equal opportunity to shoot a basket.
  5. There are four, ten-minute quarters in a game.
  1. Junior size basketball (27.5″).
  2. Appropriate gym shoes and league uniform.
  3. Free throw line is at 8′.
  4. Each player is to take 2 shots per half.
  5. Two free throw shots are awarded for violation of #4.
  6. Five seconds in the key for offense players.
  7. Inbound violations are only warnings and players are given a “redo”.
  8. “Light” officiating used to keep game moving (traveling, double dribble, etc.)
  1. Intermediate basketball (28.5″).
  2. Appropriate gym shoes and league uniform.
  3. Free throw line is 10′.
  4. No full court press until the fourth quarter (half court defense).
  5. Five seconds in the key is enforced.
  1. Intermediate basketball (28.5″).
  2. Appropriate gym shoes and league uniform.
  3. Free throw line is 12′.
  4. No full court press until the fourth quarter (half court defense).
  5. Five seconds in the key is enforced.

General Rules

Uniform
All players must wear uniforms. The cost of the uniform is included in your registration fee. For your child’s safety and to help us keep the gym floors in good condition, please be sure your child has appropriate footwear for basketball.

Snacks
Most teams ask parents to volunteer to bring snacks for the team each week. Please do not distribute or eat food inside of the gym.

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