Powder Puff Football
Saturday, May 12, 2012
Wednesday, October 19, 2011
2011 Official Powder Puff Football Rules
THE FIELD
The dimensions are approximately 50 yards wide by 100 yards long. The field is divided into
four equal zones of 20 yards with a 10-yard end zone at each end. The lines separating the zones
in the field of play run parallel to the goal lines. These are the first down lines.
GENERAL RULES
1. Captains and head coaches meet for the coin toss. The visiting team calls the toss.
2. The winner of the coin toss may choose to go on offense, defense or defer to the other
team. If the winner defers, the loser of the coin toss chooses to go on offense or defense.
The winner chooses which end zone to defend. The deferring team gets the ball in the
second half. Should the winner of the coin toss choose either offense or defense, the team
that starts the game on defense will start the second half on offense and vice versa.
3. The offensive team takes possession at its 20-yard line and has four (4) plays to cross
twenty (20) yards for a first down. On fourth downs, the offense must state to the
opposing defense if they will continue to go for the first down marker or if they will punt
the ball. The offense then must do as they declared.
4. To punt the ball, both teams must remain stationary on the line of scrimmage until after
the ball is punted. Only one player on the receiving team can be back to field the punt.
The receiving team may advance the ball if the player catches the ball cleanly, without
the ball hitting the ground. If the ball hits the ground, it is dead at that spot.
5. If the offensive team fails to get a first down, the opposing team takes possession at that
spot.
6. Blocking is allowed anywhere on the field of play. Players blocking must have their
hands within the opponent’s shoulders and CAN NOT FULLY extend their arms (as in
the case to push the opponent off her feet). Blocking an opponent with her back towards
the player making a block IS NOT ALLOWED.
7. Teams change ends every quarter.
8. Teams can play with no fewer than 7 players.
EQUIPMENT
1. Flags must be worn on each side of the players' hips in line with the hip joint.
2. Pants or shorts with belt loops or pockets must be taped.
3. Players must wear shoes. Cleats are allowed, however cleats with exposed metal are not
allowed.
4. Players may tape their forearms, hands and fingers. Players may wear gloves, elbow pads,
and kneepads. Braces with exposed metals are not allowed.
5. Players must remove all watches, earrings and any other jewelry that the officials deem
hazardous.
6. All offensive players must have both flags on while on the field of play. If a player does
not have flag on or the flag falls off while in the field of play, opposing player just have to
touch the player if she is in possession of the ball.
REGULATION PLAY AND CLOCK
1. Games consist of four 15-minute quarters. Halftime is 10-minutes. Teams change ends
each quarter.
2. Games are timed with a running clock.
3. Teams have two 60-second time outs per half that do not carry-over from the first half to
the second half.
4. If teams are at or within a 8 point deferential at the 2 minute warning of the second and
fourth quarter, the clock stops when there is an incomplete pass, a penalty, change of
possession, or when a ball-carrier runs out of bounds.
5. Offenses have 30 seconds to snap the ball once the ball is spotted by referees. The offense
may snap the ball at anytime after the Line Judge has spotted the ball, whether the
defense is ready or not. The referee will warn the offensive team when there are 10
seconds left before the snap count runs out.
6. Officials can stop the clock at their discretion for an injury, pet on the field, etc.
OVERTIME
1. If the score is tied at the end of regulation, teams move into overtime.
2. Overtime is a one point or two point conversion competition for the first two possessions.
Both teams will take turns attempting one or two point conversions for the first two
attempts unless a winner is determined. On the 3rd overtime the winner will be
determined by yardage gained with ball spotted on the 5 yd line and each team is given 4
consecutive downs to determine who moves the ball down the field the furthest. No first
downs are awarded.
3. Captains will meet at midfield for a coin toss. Winner can choose whether to go on
offense or defense first. Loser can choose the end of the field on which play will occur
during the entire overtime period.
4. If the score remains tied after the first overtime period, the team that lost the overtime
coin toss has the choice of offense or defense at the start of the second overtime. The
choice of possession will alternate in each subsequent overtime period.
5. During overtime, an interception may be returned.
6. All applicable regulation period rules and penalties are in effect. There are no time-outs
in overtime.
COACHES
1. Coaches may not come on to the field of play during a game unless a player is injured.
Coaches who come on the field of play anytime during a game will be penalized. One
sideline warning per game will be issued after which the following penalties will result:
A) coach on the field during live action = unsportsmanlike conduct
B) coach on the field during a dead ball = delay of game
2. ONLY THE HEAD COACH CAN ADDRESS THE GAME OFFICIALS.
CONDUCT
1. Contact is limited to incidental contact that is a normal part of flag football.
2. Players are expected to behave in a civil manner. Flag slamming, flag throwing, or other
uncivil acts will result in a verbal warning for the first offense and an unsportsmanlike
conduct penalty for each subsequent offense.
3. Taunting, trash talking, cursing or other offensive language or behavior by players,
coaches or their fans will result in an unsportsmanlike conduct penalty for the first
offense and forfeiture for the second offense.
4. Reckless play deemed by the referee to be potentially dangerous or harmful (e.g.,
tackling, elbowing, cheap shots, roughing, pushing, etc.) will result in an unsportsmanlike
conduct penalty. Two such acts committed by one player during a game will result in
automatic ejection.
5. Play that is deemed by the referee to be intentionally malicious (e.g. clothes lining,
blatant tackling with no effort to pull flags, etc.) will result in an unsportsmanlike conduct
penalty and immediate player ejection. Two such acts by one team during a game will
result in immediate forfeiture.
6. Players, Coaches, or Spectators who are ejected from a game, must vacate the premises.
7. For safety reasons, spectators must be seated in the stands.
DEAD BALL
1. Substitutions may be made on any dead ball.
2. Play is ruled "dead" when:
A) The ball touches the ground.
B) Ball carrier's flag is pulled.
C) Ball carrier steps out of bounds.
D) Ball carrier's knee, elbow, hip or backside touches the ground.
E) When a touchdown or extra point is made.
SPOTTING THE BALL
1. The ball is spotted where the ball is when the flag is pulled
2. If a ball carrier's flag falls out while running, any defensive player just has to touch the
ball carrier (with one hand) and the play will be dead at the spot of the ball.
3. The play is ruled dead when the ball makes contact with the ground. In the case of a
fumble or muffed snap, the ball is spotted at the spot where it touches the ground.
HIKING
1. The ball may be snapped sideways or in between the legs.
2. Center sneak plays are not allowed. Note: A center sneak is any play in which the ball is
transferred immediately to the center from the player receiving the snap. A center must
2011 Powder Puff Flag Football Rules - ARIZONA
take at least one step forward to receive a legal forward pass or one step backward to
accept a legal handoff or pitch.
3. The ball can be hiked from the center to any offensive player.
4. The ball must be snapped from the spot where the referee places it.
5. Any number of offensive players may shift prior to the snap but only one player on
offense is allowed in motion when the ball is being snapped. The player in motion must
be moving parallel to the line of scrimmage or in a backward direction. All other players
on offense must be set prior to the snap.
RUNNING
1. Any player receiving a hand-off or a pitch behind the line of scrimmage is eligible to run
the ball.
Note: A pitch may be tossed or thrown underhand or overhand to a player standing in a
spot behind the player pitching it.
Note: A hand-off is a direct exchange of the football from one player to another.
Note: When two or more hand-offs are performed in quick succession, in every case, the
player handing the ball off must completely release the ball. Having a player simply
touch the ball while it is in possession of another player does not constitute a hand-off.
2. The player receiving the snap is eligible to run.
PASSING
1. A forward pass can be thrown to a receiver behind the line of scrimmage. Note: A
forward pass is any ball tossed or thrown overhand or underhand to a player standing in
front of the player throwing it.
2. Once a legal forward pass is completed, pitches or handoffs are allowed if to a receiving
player that is behind the player making the exchange.
3. Shovel passes are allowed and subject to all the rules pertaining to forward passes.
4. Double passes are allowed only if the second pass is initiated behind the line of
scrimmage. If any pass is made in front of the line of scrimmage a penalty of 10 yards
will result and the down will be replayed again.
5. Interceptions may be advanced including those made during extra point attempts and
during overtime.
RECEIVING
1. All players are eligible to receive forward passes or pitches.
2. A player must have at least one foot inbounds when making a reception.
3. An offensive player who voluntarily runs out of bounds during live action may not return
to the field of play until the ball is dead.
4. An offensive player who is forced out of bounds during live action by contact with a
defender may return to the field of play during live action without penalty.
2011 Powder Puff Flag Football Rules - ARIZONA
5. If a defensive player pulls a receivers flag prior to a legal reception of a pitch or forward
pass, the defense will be flagged for Illegal Flag Pull but the play will not be whistled
dead. If the receiver catches the pass or pitch, the play will remain live until the receiver
is touched by a defensive player.
6. When a pass is thrown, any player from either team has a right to catch the ball. If in the
attempt to catch the ball, a player hinders an opposing player by physical contact
(pushing, shoving, slapping, etc), pass interference will result. Referees will determine
incidental contact that is a normal part of flag football.
7. If a ball is simultaneously caught by 2 opposing players, possession will be awarded to
the offense with the ball being dead at the spot.
8. Receivers lined up outside the lineman CAN NOT be touched within the first five yards
from the line of scrimmage.
RUSHING THE QUARTERBACK
1. All players who rush the passer must be a minimum of 1 yard from the line of scrimmage
when the ball is snapped. A special marker will designate this from the line of scrimmage.
2. The rusher is allowed a direct line to the quarterback as long as she does NOT go through
a player. (NO BULL RUSHING: Going through a player forcefully to get to the
quarterback).
3. No rusher is allowed to line up right over the center. They may line up in either gap
between the center but CANNOT be right in front of the center.
4. Rushers may use hands to move around their opponent but CANNOT use her hands
anywhere above the neck.
5. Any number of players can rush the quarterback.
6. Rushers may jump to block a pass but may not make contact with the QB’s arm.
7. If a rusher leaves the rush line prior to the snap, she may return to the rush line, reset and
then legally rush the quarterback if the ball HAS NOT been put into live play.
SCORING
1. Touchdowns are worth 6 points.
2. Extra Points are worth:
1 point from 3-yard line
2 points from 7-yard line
3 points from 12-yard line.
3. A Safety is worth 2 points.
4. The defense may return an interception including extra point attempts during regulation
and overtime. An interception returned for a score on an Extra Point attempt is only worth
the points designated by where the offense chose for the Extra Point
RULES VIOLATIONS
1. All penalties will be assessed at the end of the play.
2. Spinning is allowed but players CANNOT leave their feet to avoid a defensive player.
3. Diving or leaping to advance the ball is not allowed. If a player dives or leaps, the ball
will be marked where the player left her feet.
4. Any player that comes onto the field from out of bounds after the play has begun will be
penalized for Illegal Participation.
5. Referees will determine incidental contact that results from normal play.
6. The head coach may ask the referee for a rules clarification or interpretation but the
request must come immediately after the play in question. Any stoppage of play by a
coach to question a call or rule pertaining to a play other than the one just played will
result in a delay of game penalty.
7. Players may not question calls. Coaches may not question judgment calls.
8. Penalties may be declined.
9. In the case of offensive and defensive penalties occurring on the same play, the down will
be replayed unless one of the infractions was a personal foul. In that case, the personal
foul would take precedence over the non-personal foul. Example: A defender interferes
with a pass and, following the whistle; the offensive player turns and pushes the
defensive player in anger. While both the defense and offense are flagged respectively for
pass interference and unsportsmanlike conduct, the offense alone would then be
penalized for the personal foul of unsportsmanlike conduct.
10.Games cannot end on a defensive penalty, unless the offense declines it.
11.If team calls a time-out when it has none left, the official will acknowledge the timeout
request but a penalty will be assessed. For the losing team, the penalty is 5 yards and 15
seconds run off the clock. If the game clock has less than 15 seconds when such a timeout
is called, the game clock will expire and will result in either half-time or game over.
For the winning team, the penalty is 5 yards.
12.The ball may not be stripped from runner.
INADVERTENT WHISTLE
1. In the case of an inadvertent whistle, the offense has two options:
A) Take the ball at the spot where the whistle blew.
B) Replay the down from the original line of scrimmage.
2. If a personal foul is committed during or immediately after a play whistled dead by an
inadvertent whistle, the penalty for the personal foul nullifies option B and is accessed at
the spot of the ball.
GENERAL PENALTIES
1. Personal Fouls = either loss of down (offensive) or automatic first down (defensive)
Note: Personal Fouls are the bolded items below, which will incur both a yardage penalty
& a down and distance change:
2011 Powder Puff Flag Football Rules - ARIZONA
2. Roughing/Unsportsmanlike conduct = 10 yards from end of play.
3. Delay of game = 5 yards from the original line of scrimmage.
4. Too many players on the field = 5 yards from line of scrimmage.
5. Illegal pitch = 5 yards from point of infraction.
6. Improper Equipment = 5 yards from the original line of scrimmage and loss of down.
Note: When the listed penalty yardage is in excess of half the distance between the goal
line and the spot from where the penalty yardage is to begin, the penalty will be "Half the
distance to the goal line." Example: The original line of scrimmage is 7 yards from the
goal line. The defense is flagged for being off-sides. The ball will be moved toward the
goal and spotted at the 3 1/2 yard mark.
OFFENSIVE PENALTIES
1. Illegal Hike/Illegal Motion/False Start = 5 yards from the original line of scrimmage.
2. Offensive Pass Interference = 10 yards from the original line of scrimmage.
3. Illegal Hands to the Face = 10 yards at spot of the foul. In case of illegal hands to the
face in the end zone, results in a loss of down.
4. Illegal Blocking = 10 yards from the original line of scrimmage.
5. Flag Guarding = 10 yards from spot of foul.
6. Center Sneak = 5 yards from the original line of scrimmage.
7. Illegal participation = 5 yard from the original line of scrimmage.
DEFENSIVE PENALTIES
1. Offside/Illegal Rush = 5 yards at the end of the play.
2. Pass Interference = Ball placed at spot of the foul. In the case of pass interference in the
end zone, the ball will be spotted half the distance to the goal line.
3. Illegal Hands to the Face = 10 yards at spot of the foul. In the case of illegal hands to
the Face in the end zone, the ball will be spotted half the distance to the goal line.
4. Holding/Illegal Contact/Illegal Flag Pull = 10 yards from the original line of scrimmage.
5. Holding an offensive player with the ball = 10 yards from the spot of the foul.
6. Roughing the passer = 10 yards from end of play and automatic first down.
7. Illegal participation = 5 yard from the original line of scrimmage and automatic first
down. Illegal Contact/Bumping Receivers = 10 yards from the end of the play
The dimensions are approximately 50 yards wide by 100 yards long. The field is divided into
four equal zones of 20 yards with a 10-yard end zone at each end. The lines separating the zones
in the field of play run parallel to the goal lines. These are the first down lines.
GENERAL RULES
1. Captains and head coaches meet for the coin toss. The visiting team calls the toss.
2. The winner of the coin toss may choose to go on offense, defense or defer to the other
team. If the winner defers, the loser of the coin toss chooses to go on offense or defense.
The winner chooses which end zone to defend. The deferring team gets the ball in the
second half. Should the winner of the coin toss choose either offense or defense, the team
that starts the game on defense will start the second half on offense and vice versa.
3. The offensive team takes possession at its 20-yard line and has four (4) plays to cross
twenty (20) yards for a first down. On fourth downs, the offense must state to the
opposing defense if they will continue to go for the first down marker or if they will punt
the ball. The offense then must do as they declared.
4. To punt the ball, both teams must remain stationary on the line of scrimmage until after
the ball is punted. Only one player on the receiving team can be back to field the punt.
The receiving team may advance the ball if the player catches the ball cleanly, without
the ball hitting the ground. If the ball hits the ground, it is dead at that spot.
5. If the offensive team fails to get a first down, the opposing team takes possession at that
spot.
6. Blocking is allowed anywhere on the field of play. Players blocking must have their
hands within the opponent’s shoulders and CAN NOT FULLY extend their arms (as in
the case to push the opponent off her feet). Blocking an opponent with her back towards
the player making a block IS NOT ALLOWED.
7. Teams change ends every quarter.
8. Teams can play with no fewer than 7 players.
EQUIPMENT
1. Flags must be worn on each side of the players' hips in line with the hip joint.
2. Pants or shorts with belt loops or pockets must be taped.
3. Players must wear shoes. Cleats are allowed, however cleats with exposed metal are not
allowed.
4. Players may tape their forearms, hands and fingers. Players may wear gloves, elbow pads,
and kneepads. Braces with exposed metals are not allowed.
5. Players must remove all watches, earrings and any other jewelry that the officials deem
hazardous.
6. All offensive players must have both flags on while on the field of play. If a player does
not have flag on or the flag falls off while in the field of play, opposing player just have to
touch the player if she is in possession of the ball.
REGULATION PLAY AND CLOCK
1. Games consist of four 15-minute quarters. Halftime is 10-minutes. Teams change ends
each quarter.
2. Games are timed with a running clock.
3. Teams have two 60-second time outs per half that do not carry-over from the first half to
the second half.
4. If teams are at or within a 8 point deferential at the 2 minute warning of the second and
fourth quarter, the clock stops when there is an incomplete pass, a penalty, change of
possession, or when a ball-carrier runs out of bounds.
5. Offenses have 30 seconds to snap the ball once the ball is spotted by referees. The offense
may snap the ball at anytime after the Line Judge has spotted the ball, whether the
defense is ready or not. The referee will warn the offensive team when there are 10
seconds left before the snap count runs out.
6. Officials can stop the clock at their discretion for an injury, pet on the field, etc.
OVERTIME
1. If the score is tied at the end of regulation, teams move into overtime.
2. Overtime is a one point or two point conversion competition for the first two possessions.
Both teams will take turns attempting one or two point conversions for the first two
attempts unless a winner is determined. On the 3rd overtime the winner will be
determined by yardage gained with ball spotted on the 5 yd line and each team is given 4
consecutive downs to determine who moves the ball down the field the furthest. No first
downs are awarded.
3. Captains will meet at midfield for a coin toss. Winner can choose whether to go on
offense or defense first. Loser can choose the end of the field on which play will occur
during the entire overtime period.
4. If the score remains tied after the first overtime period, the team that lost the overtime
coin toss has the choice of offense or defense at the start of the second overtime. The
choice of possession will alternate in each subsequent overtime period.
5. During overtime, an interception may be returned.
6. All applicable regulation period rules and penalties are in effect. There are no time-outs
in overtime.
COACHES
1. Coaches may not come on to the field of play during a game unless a player is injured.
Coaches who come on the field of play anytime during a game will be penalized. One
sideline warning per game will be issued after which the following penalties will result:
A) coach on the field during live action = unsportsmanlike conduct
B) coach on the field during a dead ball = delay of game
2. ONLY THE HEAD COACH CAN ADDRESS THE GAME OFFICIALS.
CONDUCT
1. Contact is limited to incidental contact that is a normal part of flag football.
2. Players are expected to behave in a civil manner. Flag slamming, flag throwing, or other
uncivil acts will result in a verbal warning for the first offense and an unsportsmanlike
conduct penalty for each subsequent offense.
3. Taunting, trash talking, cursing or other offensive language or behavior by players,
coaches or their fans will result in an unsportsmanlike conduct penalty for the first
offense and forfeiture for the second offense.
4. Reckless play deemed by the referee to be potentially dangerous or harmful (e.g.,
tackling, elbowing, cheap shots, roughing, pushing, etc.) will result in an unsportsmanlike
conduct penalty. Two such acts committed by one player during a game will result in
automatic ejection.
5. Play that is deemed by the referee to be intentionally malicious (e.g. clothes lining,
blatant tackling with no effort to pull flags, etc.) will result in an unsportsmanlike conduct
penalty and immediate player ejection. Two such acts by one team during a game will
result in immediate forfeiture.
6. Players, Coaches, or Spectators who are ejected from a game, must vacate the premises.
7. For safety reasons, spectators must be seated in the stands.
DEAD BALL
1. Substitutions may be made on any dead ball.
2. Play is ruled "dead" when:
A) The ball touches the ground.
B) Ball carrier's flag is pulled.
C) Ball carrier steps out of bounds.
D) Ball carrier's knee, elbow, hip or backside touches the ground.
E) When a touchdown or extra point is made.
SPOTTING THE BALL
1. The ball is spotted where the ball is when the flag is pulled
2. If a ball carrier's flag falls out while running, any defensive player just has to touch the
ball carrier (with one hand) and the play will be dead at the spot of the ball.
3. The play is ruled dead when the ball makes contact with the ground. In the case of a
fumble or muffed snap, the ball is spotted at the spot where it touches the ground.
HIKING
1. The ball may be snapped sideways or in between the legs.
2. Center sneak plays are not allowed. Note: A center sneak is any play in which the ball is
transferred immediately to the center from the player receiving the snap. A center must
2011 Powder Puff Flag Football Rules - ARIZONA
take at least one step forward to receive a legal forward pass or one step backward to
accept a legal handoff or pitch.
3. The ball can be hiked from the center to any offensive player.
4. The ball must be snapped from the spot where the referee places it.
5. Any number of offensive players may shift prior to the snap but only one player on
offense is allowed in motion when the ball is being snapped. The player in motion must
be moving parallel to the line of scrimmage or in a backward direction. All other players
on offense must be set prior to the snap.
RUNNING
1. Any player receiving a hand-off or a pitch behind the line of scrimmage is eligible to run
the ball.
Note: A pitch may be tossed or thrown underhand or overhand to a player standing in a
spot behind the player pitching it.
Note: A hand-off is a direct exchange of the football from one player to another.
Note: When two or more hand-offs are performed in quick succession, in every case, the
player handing the ball off must completely release the ball. Having a player simply
touch the ball while it is in possession of another player does not constitute a hand-off.
2. The player receiving the snap is eligible to run.
PASSING
1. A forward pass can be thrown to a receiver behind the line of scrimmage. Note: A
forward pass is any ball tossed or thrown overhand or underhand to a player standing in
front of the player throwing it.
2. Once a legal forward pass is completed, pitches or handoffs are allowed if to a receiving
player that is behind the player making the exchange.
3. Shovel passes are allowed and subject to all the rules pertaining to forward passes.
4. Double passes are allowed only if the second pass is initiated behind the line of
scrimmage. If any pass is made in front of the line of scrimmage a penalty of 10 yards
will result and the down will be replayed again.
5. Interceptions may be advanced including those made during extra point attempts and
during overtime.
RECEIVING
1. All players are eligible to receive forward passes or pitches.
2. A player must have at least one foot inbounds when making a reception.
3. An offensive player who voluntarily runs out of bounds during live action may not return
to the field of play until the ball is dead.
4. An offensive player who is forced out of bounds during live action by contact with a
defender may return to the field of play during live action without penalty.
2011 Powder Puff Flag Football Rules - ARIZONA
5. If a defensive player pulls a receivers flag prior to a legal reception of a pitch or forward
pass, the defense will be flagged for Illegal Flag Pull but the play will not be whistled
dead. If the receiver catches the pass or pitch, the play will remain live until the receiver
is touched by a defensive player.
6. When a pass is thrown, any player from either team has a right to catch the ball. If in the
attempt to catch the ball, a player hinders an opposing player by physical contact
(pushing, shoving, slapping, etc), pass interference will result. Referees will determine
incidental contact that is a normal part of flag football.
7. If a ball is simultaneously caught by 2 opposing players, possession will be awarded to
the offense with the ball being dead at the spot.
8. Receivers lined up outside the lineman CAN NOT be touched within the first five yards
from the line of scrimmage.
RUSHING THE QUARTERBACK
1. All players who rush the passer must be a minimum of 1 yard from the line of scrimmage
when the ball is snapped. A special marker will designate this from the line of scrimmage.
2. The rusher is allowed a direct line to the quarterback as long as she does NOT go through
a player. (NO BULL RUSHING: Going through a player forcefully to get to the
quarterback).
3. No rusher is allowed to line up right over the center. They may line up in either gap
between the center but CANNOT be right in front of the center.
4. Rushers may use hands to move around their opponent but CANNOT use her hands
anywhere above the neck.
5. Any number of players can rush the quarterback.
6. Rushers may jump to block a pass but may not make contact with the QB’s arm.
7. If a rusher leaves the rush line prior to the snap, she may return to the rush line, reset and
then legally rush the quarterback if the ball HAS NOT been put into live play.
SCORING
1. Touchdowns are worth 6 points.
2. Extra Points are worth:
1 point from 3-yard line
2 points from 7-yard line
3 points from 12-yard line.
3. A Safety is worth 2 points.
4. The defense may return an interception including extra point attempts during regulation
and overtime. An interception returned for a score on an Extra Point attempt is only worth
the points designated by where the offense chose for the Extra Point
RULES VIOLATIONS
1. All penalties will be assessed at the end of the play.
2. Spinning is allowed but players CANNOT leave their feet to avoid a defensive player.
3. Diving or leaping to advance the ball is not allowed. If a player dives or leaps, the ball
will be marked where the player left her feet.
4. Any player that comes onto the field from out of bounds after the play has begun will be
penalized for Illegal Participation.
5. Referees will determine incidental contact that results from normal play.
6. The head coach may ask the referee for a rules clarification or interpretation but the
request must come immediately after the play in question. Any stoppage of play by a
coach to question a call or rule pertaining to a play other than the one just played will
result in a delay of game penalty.
7. Players may not question calls. Coaches may not question judgment calls.
8. Penalties may be declined.
9. In the case of offensive and defensive penalties occurring on the same play, the down will
be replayed unless one of the infractions was a personal foul. In that case, the personal
foul would take precedence over the non-personal foul. Example: A defender interferes
with a pass and, following the whistle; the offensive player turns and pushes the
defensive player in anger. While both the defense and offense are flagged respectively for
pass interference and unsportsmanlike conduct, the offense alone would then be
penalized for the personal foul of unsportsmanlike conduct.
10.Games cannot end on a defensive penalty, unless the offense declines it.
11.If team calls a time-out when it has none left, the official will acknowledge the timeout
request but a penalty will be assessed. For the losing team, the penalty is 5 yards and 15
seconds run off the clock. If the game clock has less than 15 seconds when such a timeout
is called, the game clock will expire and will result in either half-time or game over.
For the winning team, the penalty is 5 yards.
12.The ball may not be stripped from runner.
INADVERTENT WHISTLE
1. In the case of an inadvertent whistle, the offense has two options:
A) Take the ball at the spot where the whistle blew.
B) Replay the down from the original line of scrimmage.
2. If a personal foul is committed during or immediately after a play whistled dead by an
inadvertent whistle, the penalty for the personal foul nullifies option B and is accessed at
the spot of the ball.
GENERAL PENALTIES
1. Personal Fouls = either loss of down (offensive) or automatic first down (defensive)
Note: Personal Fouls are the bolded items below, which will incur both a yardage penalty
& a down and distance change:
2011 Powder Puff Flag Football Rules - ARIZONA
2. Roughing/Unsportsmanlike conduct = 10 yards from end of play.
3. Delay of game = 5 yards from the original line of scrimmage.
4. Too many players on the field = 5 yards from line of scrimmage.
5. Illegal pitch = 5 yards from point of infraction.
6. Improper Equipment = 5 yards from the original line of scrimmage and loss of down.
Note: When the listed penalty yardage is in excess of half the distance between the goal
line and the spot from where the penalty yardage is to begin, the penalty will be "Half the
distance to the goal line." Example: The original line of scrimmage is 7 yards from the
goal line. The defense is flagged for being off-sides. The ball will be moved toward the
goal and spotted at the 3 1/2 yard mark.
OFFENSIVE PENALTIES
1. Illegal Hike/Illegal Motion/False Start = 5 yards from the original line of scrimmage.
2. Offensive Pass Interference = 10 yards from the original line of scrimmage.
3. Illegal Hands to the Face = 10 yards at spot of the foul. In case of illegal hands to the
face in the end zone, results in a loss of down.
4. Illegal Blocking = 10 yards from the original line of scrimmage.
5. Flag Guarding = 10 yards from spot of foul.
6. Center Sneak = 5 yards from the original line of scrimmage.
7. Illegal participation = 5 yard from the original line of scrimmage.
DEFENSIVE PENALTIES
1. Offside/Illegal Rush = 5 yards at the end of the play.
2. Pass Interference = Ball placed at spot of the foul. In the case of pass interference in the
end zone, the ball will be spotted half the distance to the goal line.
3. Illegal Hands to the Face = 10 yards at spot of the foul. In the case of illegal hands to
the Face in the end zone, the ball will be spotted half the distance to the goal line.
4. Holding/Illegal Contact/Illegal Flag Pull = 10 yards from the original line of scrimmage.
5. Holding an offensive player with the ball = 10 yards from the spot of the foul.
6. Roughing the passer = 10 yards from end of play and automatic first down.
7. Illegal participation = 5 yard from the original line of scrimmage and automatic first
down. Illegal Contact/Bumping Receivers = 10 yards from the end of the play
Wednesday, September 14, 2011
Powder Puff Draft 2011
Here it comes! The RIVALRY officially begins with our 2ND Annual Powder Puff Draft
Come on out and meet your coaches, and establish which team you will be on Oct 4, 2011 from 7-9pm at the Mesa Hohokum Soccer Fields 1235 N Center St, Mesa, AZ 85201 Soccer Field #2 (North Field).
Be READY TO PLAY BALL!!! :-D
What you will need to bring:
You will need to come in exercise appropriate clothing! Both of our coaching staffs will be running you through some drills to help them understand what position you might be best suited for.
Bring a check, or cash to pay the participation fee... The cost will be $50/girl if you do not still have a jersey from last year, and $20 per girl if you DO still have a jersey from last year. This money goes to pay for basic liability insurance, administrative, and field reservation costs. These Fees do not include the travel expenses for the Las Vegas, or the Huntington Beach Tournaments, however we hope to have some fundraisers throughout the year to help off set these costs.
All players will have to fill out and sign a waiver before practicing or participating. This will be supplied for you at the draft.
Come on out and meet your coaches, and establish which team you will be on Oct 4, 2011 from 7-9pm at the Mesa Hohokum Soccer Fields 1235 N Center St, Mesa, AZ 85201 Soccer Field #2 (North Field).
Be READY TO PLAY BALL!!! :-D
What you will need to bring:
You will need to come in exercise appropriate clothing! Both of our coaching staffs will be running you through some drills to help them understand what position you might be best suited for.
Bring a check, or cash to pay the participation fee... The cost will be $50/girl if you do not still have a jersey from last year, and $20 per girl if you DO still have a jersey from last year. This money goes to pay for basic liability insurance, administrative, and field reservation costs. These Fees do not include the travel expenses for the Las Vegas, or the Huntington Beach Tournaments, however we hope to have some fundraisers throughout the year to help off set these costs.
All players will have to fill out and sign a waiver before practicing or participating. This will be supplied for you at the draft.
Important Powder Puff Dates
Tuesday Oct 4, 2011 ---- Powder Puff Draft at Hohokum Soccer Practice Field #2 (North) from 7pm -9pm
November 11-12th ---- Powder Puff Weekend in AZ, Golddigers vs. Cougars, and as an added bonus, the Sin City Angels (the Las Vegas Powder Puff team) are slated to play as well.
January 20-22nd tentative dates for the "Homecoming" Powder Puff Tournament in Las Vegas
Feb 17-20th tentative dates for the "Super Bowl" Powder Puff Tournament in Huntington Beach, CA
November 11-12th ---- Powder Puff Weekend in AZ, Golddigers vs. Cougars, and as an added bonus, the Sin City Angels (the Las Vegas Powder Puff team) are slated to play as well.
January 20-22nd tentative dates for the "Homecoming" Powder Puff Tournament in Las Vegas
Feb 17-20th tentative dates for the "Super Bowl" Powder Puff Tournament in Huntington Beach, CA
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