RulesThis is a featured page

Commissioner:
Rebecca Litke - email: sfwffl.commssioner@gmail.com

Treasurer:

Joy Zarnowiecki
- email: treasurer.sfwffl@gmail.com


Head Referee: Manny Blackwell

Rainout Procedure:
There are no rainouts on turf fields.

(Revised 9/28/09)
Purpose and Intent of the San Francisco Women's Flag Football League (SFWFFL) 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 SFWFFL, through it's games, to promote, organize, offer competition, increase skill level, develop strong character, high self-esteem, encourage good sportswoman ship as well as camaraderie amongst athletes.The spirit of the game of girls & women's flag-football lives in effective blocking, aggressive flag-pulling, tireless pursuit, skillful running, passing and kicking, and well-planned game strategy. This positive atmosphere cannot be maintained unless the spirit as well as the letter, of the playing rules is observed.

Code of Ethics Respect to opponents, officials, organizers and teammates - off, as well as on the field. Fans who show disrespect to opposing players also 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: Refraining from acts of discourtesy, such as derogatory remarks addressed toward players, taunting action and cheering decisions made by officials against the opposing team. Graciously accepting the decisions of the officials against the opposing team by refraining from booing & jeering. Being humble in victory and gracious in accepting defeat.

GENERAL REGULATIONS:
THE LEAGUE IS REGULATED BY BY-LAWS and these rules may be amended according to those By-laws.

ADOPTION OF RULES - The SFWFFL adopts rules from the United States Flag Football League (USFFL) and the International Women's Flag Football Association (IWFFA) unless otherwise specifically amended in these Rules. In the event of a conflict between the rules set forth below and other rules, these rules will control. Each manager must bring a copy of these rules to each game(copy available for $5 from the Commissioner). Managers are responsible for advising team players of the SFWFFL rules.The referee, commissioner and/or tournament 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.

I PLAYERS
-
In women's 8 on 8 flag football, a minimum of 5 players is required to avoid a forfeit. If any team forfeits the team shall owe the League a forfeit fee of $70 payable prior to the next game. The score shall be 18-0 in favor of the team that did not forfeit. In the event of a double forfeit both teams shall pay $70 and the score shall be 0-0.

A. CAPTAINS- Each team shall designate a player as a field captain and only these women are designated to communicate with the officials, especially regarding lodging a protest or a possible player-ejection.
B. SUBSTITUTIONS- Substitute players may enter freely between downs or during a dead ball foul provided they are ready to play with proper equipment and numbered jersey. (Penalty: 5 yards from the line of scrimmage)
C. COIN TOSS/DOWN MARKER- The team listed first on the schedule is the home team and must provide a down marker. The home team calls the coin toss and must designate a person from their team to operate the down marker. Each team will be responsible for one half of play. Before the game, the winner of a coin toss can choose to receive the ball, or which goal her team will defend. To start the second half, the team that lost the pre-game coin toss chooses between the same two privileges.
D. MINIMUM AGE- All players must be at least 18 years or older in the women's division.
E. ROSTERS- Each team must submit a current roster of players and current entry fee by the deadline as set by the Commissioner/Treasurer, in order to participate in that season. If no fee is delivered with a current roster by the deadline, the team will not be allowed to play in the league that season. The roster is open all season, but a player may only play on one SFWFFL team during a season. All players must sign a league waiver form prior to participation. Any player added to roster after start of regular season play must supply and individual waiver form. All teams must report new team players through out the season as added and provide appropriate contact information (name, email and phone number).
F. FINES & LATE REGISTRATION FEES- All league imposed fines, forfeit fees, or player registration fees must be paid prior to the next scheduled game or before player participation.

II EQUIPMENT
A. FOOTBALL- Teams may play with any sized football. Each team is responsible for getting their ball (retrieving after an incomplete pass and keeping it dry during adverse weather conditions) on and off the field after change of possession. (Penalty: Delay of Game is 5 yards)
B. FLAGS- Are provided by the SFWFFL and will adhere to the following guidelines. Two flags, at least 12-18 inches long and 1-2 inches in width, must be attached to waist belt (preferably by ball & socket), and must oppose the color of a player's pants. Players must wear flag belt secured around the waist with one flag at each hip. Flags must hang loose. Officials should routinely check this, as should players. Flag or flag belts that fall off inadvertently revert to two-hand touch between shoulders and waist. Flag belt determines advance of the ball. Illegal alteration, securing flags or belt will result in the removal of the player from game and a 10-yard penalty marked from line of scrimmage.
C. UNIFORMS- All team players must wear same color jerseys or will not be allowed to play. Uniforms must be tucked in and numbered uniquely (no duplicates). Numbers must be printed on the back. In emergency situations taped or written numbers are allowed. Pants may not have pockets or belt loops. The wearing of ball caps, (backwards only) and sunglasses are at the discretion of the official. Jewelry is not allowed to be worn during games (if it is non-removable, it must be taped down). Long fingernails must also be taped.
D. SHOES- Any flat insoled or completely molded cleat/turf shoes are permitted, but in no event will a player be allowed to wear steel (metal) cleats. (Penalty: A charged time out or delay of game = 5 yards)
E. PROTECTIVE EQUIPMENT- Soft pads are allowed for the knees, elbows and forearms for personal protection. Helmets, shoulder pads, and any unyielding hard substances are prohibited. Knee braces are allowed if properly covered. The referee shall decide the legality of a player's equipment prior to the start of play. Receiver gloves are allowed. No stickum allowed.

III TEAM BOXES Shall be on the sidelines ideally between the 20 -yard lines on opposite sides.

IV PROTESTS
A. Protests will not be received or considered if they are based solely on a decision involving the accuracy of judgment on the part of a referee.
B. Protests that shall be received and considered concern matters of the following types: misinterpretation or misapplication of rule(s)
C. The notification of intent to protest must be made immediately before the next snap, (except
player eligibility) an officialís time out will be taken at this point to determine corrective action.

D. The coach or acting coach or the protesting team shall immediately notify the head referee that the game is being played under protest. The head referee shall in turn notify the opposing team captain or the protesting team.
E. All interested parties shall take notice and write a description of the conditions surrounding
the making of the decision, which will aid in the correct determination of the issue immediately. If it cannot be resolved at that time, it will be taken to the Commissioner, Rules/Grievance Committee and Referees for a formal vote within two weeks from the date of infraction.

F. PROTEST PROCEDURE- The formal written protest should contain the following information: 1) The date, time, field, and location of the game2) The full names of the referees, teams and team coach/representative
3)
The rule and section of the official rules under which the protest is made
4) The decision and conditions surrounding the making of the decision 5) All essential facts involved in the matter protested
G. Once the game is completed and both teams have left the field, no protest can be filed. Exception: Player eligibility
H. All protests shall be evaluated from the written descriptions from both teams involved.
I. The decision rendered on a protested game must result in one of the following:
1) The protest is found invalid, and the game score stands as played.

2) When a protest is allowed for misinterpretation of a playing rule, the game is replayed from the point at which the incorrect decision was made with the decision corrected.
2a) OR if both teams elect, a full makeup game will be scheduled and the standing of that game will be accepted.
3) When a protest for ineligibility is allowed (or discovered), the offending team shall forfeit the game being played (score shall be in favor of the offended team, or else stand at: 18 - 0).

V GAME- 4 downs to advance the ball 20 yards

VI FIELD- The playing field will be 100 yards or 80 yards as permitted with twenty-yard zones and two ten yard end zones. The field can be modified to accommodate facility limitations.

VII SCORING
A. Touchdown (TD) 6 points;
B. Field Goal (FG) 3 points; is currently not permitted in the SFWFFL.
C. Safety 2 points;
D. PAT: Passing 1 point (set at the 3 yard line); running 2 points (set at the 3 yard line)

VIII TIE BREAKER
currently not used in the SFWFFL

IX STARTING AND TIMING THE GAME
A. TIME FACTORS-
1. The game shall consist of 2 halves with a brief rest (of 10 minutes) between halves.

2. Each half shall be timed 25 minutes.

3. Teams must have at least 5 players to start and continue the game. Any less, game will be forfeited and score will stand if non-forfeiting team is ahead. If not, score will be 18 - 0.
B. GRACE PERIOD If at game time, either or both teams are short-handed, a ten (10) minute grace period will
be allowed. Thereafter, the game will be considered a forfeit.

C. GAME CLOCK
Shall start with the kickoff.
a) Thereafter, until the 2-minute warning, the clock shall stop only for time-outs, during PAT, during enforcement of a penalty or when there is a score or touchback. During the last 2 minutes of the game the clock stops for incomplete passes, ball out of bounds, change of possession, first down.
D. TIME OUTS Each team shall receive three, one-minute time outs. One time out may be used in the first half, and two time outs may be used in the second half. Officials may call official time outs as needed for equipment failure, decisions, and injury.
E. TWO MINUTE WARNING
1. About two (2) minutes before the end of each half (while the ball is dead) the clock shall be stopped and both teams shall be notified of the exact time remaining.

2. Following the two (2) minute warning, the clock shall start when the ball is next snapped for a series down.
3. Only in the second half will the clock stop under 2 minutes for running out of bounds, incomplete passes, or spiking the ball.


X RULES OF SCRIMMAGE
A. LINE-TO-GAIN- The offensive team has four plays, or downs, to advance the football 20 yards forward from the original placement of the football to achieve a first down. Failing this, the ball will be turned over to the opponents unless the offense chooses to punt the ball to the other team.
B. BALL READY FOR PLAY- After all players have been afforded time to reach their side of the scrimmage line, the ball shall be marked ready and the offensive team shall have 30 seconds in which to snap it.
Penalty: DELAY OF GAME - 5 YARD / DOWN OVER / CLOCK STOPS.
C. LINE OF SCRIMMAGE- A line extending the width of the field, perpendicular to each sideline, determined by the nose of the football as placed by the referee for scrimmage. All offensive players must be behind this line at all times before the snap. Lining up ahead of or crossing the line of
scrimmage before the ball is snapped is an "offside"

Penalty: 5 YARDS / DOWN OVER
D. FORMATION
1. The offensive team must have at least 3 players on, not over the line of scrimmage, and not more than one back may be in motion.

2. The player in motion may not advance towards the line of scrimmage until the ball is snapped.

3. The guards must be on the line of scrimmage, one on either side of the center. The receivers may line up anywhere on the line of scrimmage.

4. All offensive team players are eligible to catch a forward pass.
(Penalty: ILLEGAL PROCEDURE: 5 YARDS / DOWN OVER)
E. FALSE START- After the ball is ready-for play and before the snap, no false start shall be made by an offensive player. It is a false start if:
1. A shift or feigned charge simulates action at the snap
2. Any act is clearly intended to cause an opponent to encroach
3. Any offensive player on the line between the snapper and the player on the end of the line who, after they have placed a hand(s), makes any quick movement.

F.
SET-
After a shift, all offensive players shall become stationary for 1 second.
G. DEFENSE- The defensive may use any arrangement of players. Defensive players may move at any time before the snap, and may cross the line of scrimmage but:
1. Must be behind the line of scrimmage when the ball is snapped.
2. May not make contact with any offensive player until the ball is snapped unless an offensive line player moves first, drawing the defensive player into contact. (Penalty for contact: OFFSIDES/ 5 YARDS /DOWN OVER)
H. NEUTRAL ZONE- The space between the two scrimmage lines - Is one yard and is established when the ball is placed ready-for-play. No defensive player may remain there when the ball is snapped, although they may enter and leave the area until it is snapped, so long as they don't contact an offensive player. Penalty for remaining in the Neutral Zone at the snap:
(Penalty: ENCROACHMENT / 5 YARDS / DOWN OVER)
I. FORWARD PASSES- Are thrown towards the opponent's goal in any manner by an offensive player from behind the line of scrimmage. Only one forward pass may be thrown during a down. (Penalty: "Illegal Pass" / 5 yards/ loss of down from the spot of the foul)
A pass is considered complete if the receiver has at least one foot in bounds, and control of the ball. If the pass falls incomplete, the next down is played from the same line of scrimmage. The defensive team may intercept and advance forward allowing lateral passes. This is the only way, aside from loss of the ball on downs that possession can change during a play.
Should the player attempting the pass be over the line of scrimmage:
(Penalty: Illegal Forward Pass / 5 YARDS / LOSS OF DOWN)
J. LATERAL PASSES OR HAND - OFFS- May be made anywhere on the field, behind or ahead of the line of scrimmage.
K. DEAD BALLS- The ball is dead when a ball carrier is deflagged and the official blows the play dead. The player removing the flag should hold the flag high above her head at the point of capture. An inadvertent whistle is dead at the spot of possession.
L. FUMBLE (Differentiate between Kickoff and Punt) Fumbles and muffs are live balls and may be advanced unless during a PAT or when the kicking team recovers its own kick on the kickoff. On a kickoff, if the ball has traveled 10 yards, the ball can be picked up, but CANNOT be advanced by either team regardless if the receiving team has or hasn't touched the ball.
M. MUFF- A muff is an unsuccessful attempt to catch or gain possession of a touched ball. Muffs, which occur as a result of punts, may be picked up by the receiver and advanced.
1. The defensive team can recover, but cannot advance a muff.

2. The clock does not stop for a muff or fumble until change of possession if it occurs.

N. RUNNER AND PULLING THE FLAG (flag, flagged, flagging)
1) STIFF ARMING - A ball carrier shall not stiff arm or intentionally run into a player on defense.
Penalty: PERSONAL FOUL - 10 YARD FROM SPOT OF THE FOUL
2) END OF DOWN
a) The down ends when the runner is flagged, goes out of bounds, is touched with two hands while not wearing flags or falls to the ground and flagging (or "touching") is imminent (if flagging or touching is not imminent, runner may get up and continue to run). It is not a foul if the runner is forced out of bounds by the defense's valid attempt to deflag her. However, if it is found to be an invalid attempt and unsportsmanlike conduct is suspected, a penalty will be awarded and possibly a warning that if repeated will result in ejection from the game.
b) In attempting to flag the runner, the defense may (with open hands) contact the runner between the
shoulders and the waist, but the defense may not hold, push or otherwise impede the runner.
(Penalty: HOLDING / 15 YARDS FROM THE SPOT / DOWN OVER)
c) It is not a flagging if, at the time of the pulling, the passer is in the "pocket" and her arm is in a forward motion and the ball is released. If the passer has been forced to scramble to avoid flagging, she becomes a runner, and this rule does not apply.
d) In order to assist officials in establishing the dead ball spot, defense shall immediately put the flag at the spot where she has flagged the runner.
3) Hurdling: The runner may not hurdle to avoid the defender. She may not jump or dive.

XI KICKING THE BALL
A. KICK-OFFS
1. Kick-offs have been eliminated, instead the ball will be placed on the 20 or 35 depending on field size, at the start of the game, the second half, and after touchdowns.
B. LOOSE BALLS AND FUMBLES (see K, L, M)
1. Any punt which passes through the end zone untouched is a touchback (It is the receiving team's ball at it's own 20, First down and twenty.
4. Muffs, which occur as a result of punts, may be picked up by the receiver and advanced.
C. PUNT
1. Offensive team may choose to punt on any down. There is no option to "fake kick". They must tell the referee who will notify the defensive team. The kicking team may not be rushed.
2. All players must be on the line for punting team, except for the kicker.
3. Receiving team must have at least 3 (three) players on the line.
4. Kicker stands 4‑6 yards back and takes a snap from between the center's legs before kicking. No other players may move until ball is kicked.
5. Kicker must kick ball without it touching the ground.
6. If the center's snap goes over kicker's head, or kicker drops the ball, the ball is dead (a muff) and the receiving team takes over, 1st and twenty at the spot of the muff.
7. Loose balls (a ball not in player possession) are ruled a fumble.
D. SAFETY
… A safety is awarded when you are deflagged in your own end zone.
… The the ball is then put into play on the 20 yard line following a safety.
… Two points are scored by the defensive team.
E. KICKING / PAT / TRY FOR POINT
1. Kicking as a PAT option and/or Field Goals is currently not a valid option in the SFWFFL.
2. After a PAT, the next play shall be a kickoff. An unsuccessful try ends the down.
F. FAIR CATCH
1. To catch cleanly with no desire to advance ball, receiver must show arms outstretched and waving, while ball is in flight, to indicate to opposing team and official.
2. Any receiver who give a valid fair catch signal and catches the kick beyond kickerís line and between the goal lines, it is a fair catch. If the ball is muffed or fumbled either team may advance the ball.
3. Following a fair catch, offensive team has option to put the ball in play with a free kick.
4. The runner shall not give an invalid or illegal fair catch signal. (PENALTY: INVALID OR ILLEGAL FAIR CATCH SIGNAL / 5 YARDS)

Xll PENALTIES AND VIOLATIONS
A. EQUIPMENT
All equipment violations will be issued one warning. Thereafter, a delay of game penalty will be assessed for any subsequent violation by the same team.
1. Flags and belts used are: Provided by the League. Length of flags may not be cut, but remain their natural lengths of 18 inches. Flags must hang loose. They may not be rolled or affixed with anything. Must oppose color of players pants/shorts.
Penalty: FLAG TAMPERING: PLAYER WILL BE EJECTED FROM GAME
2. Footballs: Are at the discretion of the League
3. No stickum allowed.
B. EJECTIONS and POOR CONDUCT
1. Fighting or attempt to deliberately harm another player is unsport‑like‑conduct and will result in immediate ejection from the current game AND the next game; upon review the player may be ejected from the league. Reasonable legal blocking or defensive parrying is not considered unsport‑like‑conduct.
2. If players from both teams commit this violation during the same play, both will be ejected and the yardage penalties offset.
3. Examples of unsport‑like‑conduct are, but not limited to: running into the quarterback, striking above the shoulders, kicking, pulling hair, fighting, and swinging arms/elbows.
4. Verbal abuse player to player: First offense, player is warned. Second offense, player's team is penalized 15 yards. Third offense: Player is ejected from the game. (All offenses must have occurred in the same game.)
5. Verbal abuse player to referee: First offense: Player's team is penalized 15 yards. Second offense: Player is ejected from the game.
6. Any ejection from the LEAGUE needs to be reviewed and voted on by the Commissioner, a Committee of Team Captains/Representatives, AND the Referees within Two (2) weeks of the violation.
Penalty (First instance): WARNING TO PLAYER or 15 YARDS
Penalty (Second/Third instance same player): 15 YARDS/ PLAYER EJECTED FROM GAME/LEAGUE
C. SCRIMMAGE PENALTIES
1. These penalties take place during the down and are assessed after the play is ended.
2. The referee will ask the captain of the non‑penalized team to choose between (a) letting the down stand as completed or (b) accepting the penalty against the opponents.
3. Scrimmage penalties called against both the offensive and defensive teams on the same down offset; i.e., the penalties cancel each other out, and the down is replayed.
Flag Guarding ‑ Any deliberate attempt to cover or guard one's flags while running with the ball.
Penalty: 5 YARDS FROM POINT OF INFRACTION / LOSS OF DOWN
Stiff Arming ‑ Any attempt by ball carrier to ward off a defender by swinging or extending her arms at the opponent.
Penalty: 10 YARDS FROM POINT OF INFRACTION / LOSS OF DOWN
D. BLOCKING
1. LEGAL
Legal blocking is limited to between the shoulders and the knees. Open-hand blocking is allowed for offensive and defensive players and is to be initiated with open hands. Defensive players may use their hands to move a player on the offensive line, but only one chuck is allowed against the receiver within 5 yards of the line of scrimmage. Offensive players may block anywhere on the field as long as it is not a clip. Open-hand downfield blocking is allowed.
2. ILLEGAL BLOCKS
Swinging arms & elbows, body blocking, and chop blocking are not allowed. Two on one blocking is not allowed.
Penalty: 5 YARDS / DOWN OVER
Low block/High block ‑ blocking below the waist or above the shoulders
Penalty: 10 YARD / DOWN OVER
Helping the Runner ‑ The runner shall not grasp a teammate or be grasped, pulled or pushed by a teammate.
Penalty: 5 YARD / DOWN OVER
Clipping ‑ Running into another player from behind. If the defender being blocked turns her body after being legally blocked, no penalty will be assessed.
Penalty: 10 YARDS / DOWN OVER
Holding ‑ No player may hold or hook an opponent, nor encircle or extend her arms to slow down the other player.
Penalty: Offensive holding ‑ 10 YARD / DOWN OVER
Penalty: Defensive holding ‑5 YARD PENALTY FROM LINE OFSCRIMMAGE/AUTOMATIC FIRSTDOWN
Chucking ‑While in the chucking 5-yard from line of scrimmage ìchuckingî zone, until a forward pass is in flight, a defensive player may utilize the open‑hand block to "chuck" an offensive player coming off the line. The offensive player, in turn may use hands and arms to ward off the defensive players "chuck". The Zone extends 5 yards down field from the scrimmage line, and from sideline to sideline (neutral zone extended).
Penalty: 10 YARDS FOR CHUCKING OUT OF THE ZONE
E. PASS INTERFERENCE
While a forward pass is in the air, any player may make a fair pursuit and attempt to catch the ball. Any contact between two opponents incidental to their attempt for the ball is not a penalty. If the ball is in possession of both players the offensive team retains possession. When a player interferes with her opponent's opportunity to catch the ball without intending to catch it herself, pass interference will be called.
Penalty Offensive: 10 YARD PENALTY FROM THE LINE OF SCRIMMAGE / LOSSOF DOWN
Penalty Defensive: BALL SPOTTED AT THE POINT OF PENALTY / AUTOMATIC FIRST DOWN
F. TACKLING - Unsports-like penalty will be used plus a warning. If this infraction occurs more than once in a game by the same player, that player may be ejected.
Penalty: UNSPORTS-LIKE CONDUCT TACKLING/ 10 YARD /AUTOMATIC FIRST DOWN
G. Roughing the Passer
Defensive players must make a definite effort to avoid charging into the passer, after it is clear that the ball has been thrown.
Penalty: UNSPORTS-LIKE CONDUCT ROUGHING THE PASSER/ 10 YARD / AUTOMATIC FIRST DOWN
XIII INADVERTENT WHISTLES
Should a referee accidentally whistle a play dead, i.e., a ball carrier's flag falls off, the team in possession of the ball will be given a choice of (a) accepting the play as it was whistled dead at the spot, or (b) replay of the down. However, should the senior referee's opinion be that the defense had no chance of pulling the flag of the ball carrier; the down will stand as it was completed.



taracallme
taracallme
Latest page update: made by taracallme , Aug 27 2010, 11:30 AM EDT (about this update About This Update taracallme Edited by taracallme

2 words added
2 words deleted

view changes

- complete history)
Keyword tags: None
More Info: links to this page
There are no threads for this page.  Be the first to start a new thread.