NJ Play Sports 4v4 Co-ed Flag Football Rules

4 on 4 Rules

 

NJ Play Sports General Rules (All Programs) 

 

Game Time Rules: 

You can find all the information regarding game times, dates, locations, and opponents by visiting the league schedule. You can access your schedule by visiting your player page OR locating the correct league HERE. 

 

A TEN (10) minute grace period is given to teams if they need a little more time for players to make it to the game. The game clock may still start at the scheduled  start time; however, the game clock will start no later than the conclusion of the grace period. 

 

Rosters:

Each team can have as many players as they choose as long as they meet the league fee and gender specific qualifications. The roster deadline for every league is the night before the last regular season game. Once the last regular season game is played, no changes may be made to the schedule. 

*NJ Play Sports does reserve the right to make an exception for extreme cases, in order to avoid forfeits. 

 

Roster Checks: 

Roster Checks: 

Roster checks will be conducted before the start of every game. Substitutes are allowed during the regular season.

 

RULES REGARDING SUBS/GUEST PLAYERS

All teams using subs/guest players must meet the following requirements:

- At least 50% of the players on the team MUST BE ON THE ROSTER

- You may have no more than 1 bench player available, if you are inviting subs/guest players to the game. 

*If you and your teammates are unable to field a team within these requirements, we still invite you to participate in an unofficial scrimmage against your scheduled opponent, at the scheduled time. 

 

SEE ALL RULES REGARDING SUBS/GUESTS HERE.

If a team wishes to protest a roster, they must do so before half-time. 

 

Forfeits: 

If you know you may not be able to field a full team, please let us know at least 48 hours in advance and we will try our best to reschedule your game and avoid a forfeit: 

● Call: 973-358-5729 

● Email: nj@playsportsco.com 

 

2 Forfeit offenses = elimination from playoffs

3 Forfeit offenses = removal from league


 

 

Sportsmanship: 

NJ Play Sports is a community of social adult sports enthusiasts. We do encourage safe and healthy competition. Overly competitive players who are deemed to be excessively aggressive may be removed from the game and league without refund. 

 

NJ Play Sports has a zero tolerance policy in regards to abuse of any kind. Help us keep our community safe!

 

  • Game Time is FORFEIT TIME 
  • Minimum 3 players to start a game.
  • A coin toss determines 1st possession. The team can elect to have offense, defense, defer or direction. Choice in the 2nd half will be awarded to the team that did not have the choice 1st half. 
  • The offensive team takes possession of the ball at their 5-yard line and has three plays to cross mid-field. 
  • Once a team crosses mid-field they have three plays to score. 
  • If the offensive team fails to cross mid-field, the ball changes possession. 
  • If the offense does not score, the ball changes possession. 
  • All drives start from the 5-yard line with the exception of an interception.
  • No blocking is allowed. No intentional contact is allowed.
  • Game Clock Format
  • Game clock is 40 minutes long. Two 20 minute halves and 1-3 minute halftime. 
  • Each team has two 30 second timeouts PER GAME. If a time out is called after a TD the clock will not run until the change of possession and the offense snaps their ball.

First Half Clock

  •  The clock will run continuously during the 20 minutes of the first half unless a team timeout is used or play is stopped by an official (e.g. deal with an injury, challenge, referee conference, game management purposes, etc.)

 

Second Half Clock

  • In the second half the clock will run continuously for the first 18 minutes unless a team timeout or an official’s time out is used.
  • The two-minute warning will stop the clock in the second half.
  • The official will give a verbal two-minute (for rule specific changes) and two-minute warning as close as possible to the actual marks but will not interrupt a live play.
  • At the two minute warning officials will use a ‘PRO/CLOCK’ mechanic for the remainder of the contest.

Offense

Running

  • The quarterback may not run unless the ball has been thrown back, handed or pitched to him or her in the backfield.
  • Teams may handoff (unlimited), pitch, or throw back in the backfield. 
  • Pitching (backwards/laterally) is allowed downfield (unlimited). Handoffs are allowed in front or behind. 
  • A forward pass DOES NOT have to cross the LOS to be a legal play.
  • No run zones are located 5 yards before mid-field and 5-yards before the end zone.  You may not run the ball in the no run zone (5-yards before the first down and end zone), only forward passes are allowed.
  • Ball is spotted where the ball is at the time of the flag pull. The ball must break the plane of the midfield or goal line to be considered a first down or touchdown. 
  • Players may NOT block down field in any form.

Passing

  • The quarterback has 5 seconds to pass the ball if there is no rush. If the ball is not thrown, then the play is dead. After the ball is ruled dead it is returned to the line of scrimmage. 
  • Once the ball is handed off or pitched backwards the 5 second count stops. If the defensive team rushes, then there is no 5 second count. 
  • If the ball is in hand when the quarterback’s flag is pulled then it will be ruled a sack. 
  • Interceptions may be returned. 
  • The rusher may not have any contact with the QB (no hitting the QB arm or knocking the ball out of the QB hand). 
  • If ANY part of the players body is behind the LOS it is a legal pass

Receiving

  • All players are eligible to receive a pass, including the quarterback, if the ball has been pitched or handed off in the backfield. 
  • Players must have at least one foot in bounds when making a catch. 
  • Players that run out of bounds during a play cannot be the first player to touch a ball when attempting to make a catch (this is a penalty Illegal touching). If the player is pushed out of bounds by a defender, then comes back into the play, he or she is still eligible to touch the ball first.

Play is Ruled Dead When

  • The offensive player’s flag is pulled. 
  • Ball carrier steps out of bounds.
  • A touchdown is scored. 
  • Any part of the body that is not hands or feet touches the ground. – 
  • Incomplete pass. 
  • Ball hits the ground.

Defense

Rushing the Quarterback

  • Players that rush the quarterback must be a minimum of 7 yards from the line of scrimmage when the ball is snapped. 
  • The 7 yards will be measured off by a referee.
  • Players that are not 7 yards from the line of scrimmage when the ball is snapped may not enter into the backfield until there is a change of possession. 
  • The rusher is allowed a direct lane to the quarterback as long as he or she rushes from either side of the center or outside the bunch formation. The offense must avoid interfering with the rusher if he or she has established a lane.

Pass Coverage:

  • Engaging contact with receivers is not allowed 
  • Pass interference normally occurs above the waist; entangled feet are not considered pass interference.
  • Incidental contact is not considered pass interference.
  • A player may “find” their opponent by reaching out and placing a hand on them as long as touching does not delay, impede, twist, or turn their opponent.  This is not considered pass interference. 
  • A player may use their arms or hands to intentionally obstruct the receiver’s view (face guarding) of the ball without turning their own head to play the ball as long as noteworthy contact is not made with the receiver.
  • If defensive pass interference occurs in the end zone the ball will be placed on the one-yard line, automatic first down.
  • Interceptions may be returned.
  • Interceptions in the end zone that are not returned to the field of play will result in a touchback and the ball will be spotted on the 5-yard line.
  • Contact away from the direction of the pass is not considered pass interference but may be considered illegal contact.
  • Whether a pass is catchable or uncatchable has no bearing on pass interference. The benefit of the doubt is given to the receiver.
  • Examples of pass interference include:
  • Shoving or pushing off to create separation.
  • Playing through the back.
  • Hook and turn: grabbing the torso and turning an opponent before the pass arrives.
  • Arm bars, hooking, restricting, grabbing wrists, or turning a receiver.
  • Blocking downfield before the ball has been touched, commonly seen through “pick plays”.
  • Scoring:

Touchdown

· 6 points

Point After Touchdown (PAT)

· 1 point from the 5-yard line (no-run zone in effect)

· 2 points from the 12-yard line, run, pass (outside of no-run zone)

· Interceptions returned on PAT’s are worth 2 points

Safety

· 2 points

Point After Touchdown (PAT): 

  • Following a touchdown, once the scoring team has informed an official of which point conversion choice they want to attempt, the decision cannot be changed unless the scoring team uses a team timeout. 
  • If a penalty occurs during an extra point attempt, the penalty will be assessed but the extra point value remains the same.
  • Decisions cannot be changed after a penalty. For example, if the offense attempts a 1-point PAT and is penalized five yards for a false start, they cannot change their mind and go for a 2-point PAT. They will still be attempting a 1-point try even if they call a timeout.
  • Defensive unsportsmanlike conduct, personal fouls, or roughing penalties during a successful touchdown attempt will be assessed at half the distance to the goal during the PAT attempt (e.g., 2-point PAT attempts will be spotted at the 6-yard line, 1-point PAT attempts will be spotted at the 2.5-yard line). All other defensive penalties may be declined by the offense and the score will stand.
  • Dead ball fouls committed by the offense that do not carry a loss-of-down penalty (false start) may result in penalty yardage assessed and the down replayed.
  • Fouls by the offense during a successful PAT attempt that carry a loss-of-down penalty (flag guarding, illegal advancement, illegal forward pass, etc.) will result in the PAT being no good.
  • Fouls committed by the offense in unsuccessful PAT attempts will be declined by the defense and the PAT will be “no good” and will not be replayed.
  • Fouls by the defense during an unsuccessful PAT attempt will result in a retry after the options are administered.
  • If the PAT-attempting team throws an interception and then commits a flagrant foul after the interception during the attempted return (physically contains the ball carrier; bear hugs, aggressively holds, tackles, etc. without making a clear, legal attempt to pull the ball carrier’s flag, the ball carrier will be awarded two points.

Overtime Extra Point Shoot-Out

  • A coin flip determines first possession, 1 timeout per OT period
  • Teams will go in reverse order if more then 1 OT is required
  • Teams can elect to go for 1 or 2 points
  • Winner will be determined once the value of the extra point exceeds the other team's attempt.

PENALTIES

PENALTY CHANGES for inside 2 minutes of second half.

  • Intentional delay of game by the offense or defense, any team member, or fan will result in a 15 yard unsportsmanlike conduct penalty
  • automatic 1st down (if committed by the defense)
  • LOD (if committed by the offense) and the clock will stop.
  • Player Protests 

    In the event that a team feels that the referee or site management does not acknowledge or incorrectly assumes a written rule in the NJ Play Rule Book the captain can protest said rule. The captain is protesting the fact that the rule exists or is different from what the referee is applying to the game. They are NOT protesting the interpretation of said rule or protesting any judgment calls on the field.

    When a team protests a rule they must declare they are officially protesting the rule, the game will pause while the site manager and/or team captain confirm the rule exists or that the rule is being read correctly. If the rule exists or was being read incorrectly this is considered a successful protest (see below). If the rule does not exist or was being read and applied correctly on the field, this is considered a failed protest (see below).

     

    Successful Protests:

    Protest must take place on site before the next play begins, no alterations to the game can take place after the next play begins.

    Play will continue using the accurate rule

    Failed Protests:

    Flag Football: Timeout will be deducted from the teams allotted timeouts. If no time-outs are available the team will be penalized 10 yards from the spot of the next play.