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OKLAHOMA ADULT ATHLETICS FLAG FOOTBALL RULES 2023

 

GAME SETUP

 

  • Teams: consist of 7v7 players on the field. A team must have at least 6 to play or the game will be considered a forfeit (no gender specific requirements).

 

  • Fair play: Sportsmanship must be the attitude of everyone involved.

 

  • Flag football: is intended to be a finesse sport. While a certain amount of contact is to be expected, dangerous and/or excessive contact and collisions must be avoided. Referees are to pay special attention and penalize and warn the player(s) responsible. The second warning to a player will result in ejection.

 

  • Captains: are the only members of each team that shall address the referees. Sports can be a passionate endeavor. Our referees are human and not all calls will be seen or interpreted the same way. We strive for consistency and accuracy as much as possible. If a rules call is in question, the captain may request an Official Timeout for an explanation. All calls by the head referee are final and will be supported by the League. 

 

  • No verbal Abuse or Threats: of any kind will be tolerated towards anyone (Players, Referees or Spectators) on the field and may result in ejection, possible suspension and expulsion. Any cursing at other players or referees will result in the player being benched for the remainder of the Quarter. An ejection May occur without warning or a first penalty. 2 ejections will result in a nonrefundable season suspension. 

 

  • No Physical Fighting: will be tolerated any physical altercation on the grounds of  the facility/field will result in immediate expulsion from the league and may be reported to law enforcement.  

 

  • Mercy Rule: If a team is down by more than 21 points with less than 120 seconds to go, no time outs and does not have possession of the ball, the game is officially over. League discretion applies on whether the game will be played out. 

 

  • The Field: To be a minimum of 60 yards by 30 yards with 7-yard end zones. Markers at 5 yard line & 10 yard line for extra point conversions. (outdoor seasons only)

 

  • The Game: will last 4 quarters of 10 minutes with a 1 minute break between Quarters and a 3 Minute Halftime. (If both teams agree then the 1 minute break will be forfeited and game play shall resume.)

 

  • Starting the Game: Captains will be called to Mid-field. The away team (determined by the league) will call the toss. A coin toss will decide a winner who will choose one of the following privileges: Offense In The First Half or Offense In The Second Half. The Loser of the coin toss will decide what direction they will play.

 

  • Play Will Begin: from the offensive team’s 10-yard line at the beginning of the game and at half time. Subsequent drives following a touchdown will begin from the 10-yard line or opponents two point conversion mark.

 

  • Direction of Play: The teams will not switch direction of play (end zones) each quarter, only at half-time.

 

  • Substitutions: are unlimited during the game.

 

  • Tie Breaker: A tie score is final during the regular season. During the playoffs an overtime period will be played.

 

  • Spotting and Scoring: The ball is placed in the middle of the field each play. The ball is spotted where the BALL is when the player’s flags are pulled. This also applies to the midline first down marker and the goal line. The BALL must cross these lines to be successfully achieved. If a Player or their flags are over the line but the ball is still behind when the player is deemed down or out of bounds then the line to gain or goal has not been completed. 



 

  • Completed Catch: a catch is considered completed when the player has control of the ball and at least one foot inbounds. The player must complete the catch and maintain possession of the ball through the completion of the play. Once a player has maintained the catch and either stepped out of bounds or made a football move it is considered a completion and cannot be removed from the players hands by the defense. 

 

PLAYERS & EQUIPMENT

 

Oklahoma Adult Athletics will provide each player with a flag belt to use during each game.

 

  • The flag belt: must be clipped in such a manner that it will come off with one pull. It is illegal to create loops and knots with the belt to make it more difficult to pull off. Any player in violation will be warned, then  penalized (see Penalty Section), and a second occurance will be  ejected from the game.

 

  • Personal Flag: must have 3 flags on the belt and must keep them from bunching up or falling off without being pulled, If a player fails to do so, they will be asked to use OAA provided equipment. The Head Referee has final discretion if a player’s personal flags meet OAA requirements. The belt should have 1 flag on each hip and 1 on the back for a total of 3 flags.

 

  • Flags: cannot be the same color as the players shorts during play. Players must not wear shorts or anything hanging from the waistband with intentionally deceptive stripes that mimic the shape/color of the flags or it will count as an additional flag. Towels worn by any player will be considered a flag and if pulled by a defender they will be considered down. 

 

  • Players must wear flags: or they will be deemed down as soon as they are touched by a defender. If a Player continues to play without attempting to put on flags an Illegal Equipment Penalty will be called at the Referee’s discretion. 

 

  • Pop Flags: When a Player pulls a pop flag PLEASE raise their hand with the flag to notify Referees.

 

  • Team Shirts: are required (Same Color). All shirts must be tucked in so that the entire flag belt is visible. Referees should inform players to tuck in shirts if they notice it before a play. (“Flags Over Shirts”) If the ball carrier’s shirt is untucked, the ball is dead at the spot of the first legitimate flag-pull attempt made by the defense. This does not apply if a defender pulls the shirt out of the shorts of the ball carrier.

 

  • Football: The official ball shall be of rubber/leather/synthetic construction and of high school size or larger for flag football. All teams must make their ball available to opponents if asked to use it. Ball cannot be deflated or low on air. The Head Referee has final discretion on whether a ball meets OAA requirements.

 

  • Padding and Equipment: Regular football equipment such as shoulder pads, kidney pads, and forearm pads are prohibited. However foam thigh, knee, elbow and other pads and braces may be worn as long as they are flexible and not rigid or harmful to other players. No casts of any kind are permitted.

 

  • Footwear: All players must wear shoes. If wearing cleats, only non-metal cleats are allowed. 

**Referees are responsible for checking the equipment of all players before and during the game. The Head Referee has final say on all equipment and if they meet OAA Standards**




 

CLOCK MANAGEMENT

 

  • The game-clock shall run except:

 

  • Time-outs: Each team will be allowed 3 timeouts per half. Each time out will be a mandatory 30 second break unless BOTH teams agree they are ready for play.

 

  • Official Timeout: which may include equipment check, ball retrieval, call confirmation, injury and/or anything else deemed hazardous by the referees. If the clock is stopped when it would normally run the clock will start on the play clock count. If an official’s time out is taken when an exception occurred the clock will start on the snap.

 

  • Out of Bounds: under 2 minutes of the either half.

 

  • Penalty: on the defense within 2 minutes of the 4th quarter (or overtime during the playoffs) or 

a penalty on the offense if leading within 2 minutes of the 4th quarter (or overtime during the playoffs).

 

  • Change of possession: under 2 minutes of either half the clock stops immediately when a score occurs. The Extra Point under 2 minutes in the half is considered an untimed down and the clock will resume upon the snap after the change of possession. 

 

NOTE: a “2 Minute Warning” will be given with 2 minutes remaining in each half HOWEVER THE CLOCK WILL ONLY STOP IF ONE OF THE EXCEPTIONS WHERE MET AT THAT MARK Ex. Out of Bounds, Change of Possession, Extra Point Attempt, or Timeout If the clock should still run it will continue to run until an exception listed above is met.

 

  • Inadvertent Whistle: In the case of an inadvertent whistle the play will be replayed from the original line of scrimmage unless the whistle came after a reception or a turnover. If the reception occurred prior to an inadvertent whistle then the reception will stand and the ball will be placed where the ball carrier was when the inadvertent whistle occurred. If a turnover occurred prior to an inadvertent whistle then the turnover will stand and the ball will be placed where the ball carrier was when the inadvertent whistle occurred. If the play results in a ball carrier having a clear path breakaway Touchdown (in the Head Ref’s opinion) the TD will count.


 

SCORING

 

  • Touchdown: A touchdown occurs when the ball crosses the goal line. If the ball does not cross the goal line then a Touchdown will not be rewarded. Touchdowns are 6 points for Males and 8 points if the ball is thrown, caught or ran across the goal line by a Female. EX. Points will not be awarded for handing/pitching the ball to a female just before she crosses the goal line. She must contribute a major role in the play. EX. Being the quarterback, taking the initial hand off, or catching the pass from the QB.

 

  • Extra Points: a 1 Point play after a touchdown the ball will be placed 5 yards out from the endzone (White dot for indoor) a 2 Point Play after a touchdown the ball will be placed 10 yards out from the endzone (Yellow dot for indoor). Extra Points thrown, caught or ran in by a Female are double their original total. Extra Points can be returned by the defense and will result in the defense being awarded the corresponding point total. If intercepting a pass thrown by a Female and returned the Defensive team will be awarded double the Extra Point Play total. 

 

  • Safety: If an offensive player runs into their own end-zone and their flags are pulled or an offensive penalty occurs in the end-zone the defense will be awarded 2 points and possession of the ball. If the Ball is snapped and fumbled in the End-zone it will be considered a Safety. 

 

  • Forfeits: If a forfeit occurs the winning team will be awarded the final score of 21-0 in the official Standings.  

 

PLAYOFFS

 

  • All Teams: will make the playoffs.

 

  • Playoffs: will be a Single elimination style tournament.



 

  • Overtime Rules: The Away team will call the coin flip. The winner of the flip will have the option of starting on offense or defense. The ball will be put into play at the mid-field line. Each team will have 4 downs to advance the ball past the goal line. Each team may choose to go for 1 or 2 points following a touchdown. The teams will switch who plays offense and who plays defense.  After both teams have had a possession and there is still a tie both teams must go for a 2-point conversion. This process will repeat until a team scores and the other team fails to match that score.


 

OFFENSIVE RULES

 

  • Downs: The offense has 4 downs to  advance the ball to the first down marker (the Midfield Line). If the Offense fails to advance the ball past midfield in 4 downs, it shall lose possession of the ball and the opposing team will get the ball at their 10 yard line(Yellow Dot Indoor).

 

  • Ball Placement: The ball must be placed within 5 yards of the center of the field.

 

  • Beginning/Change of Possessions: At the beginning of an Offensive Possession the referees will get set up and count the number of players on each team. The Head Referee will confirm each team has enough players and ask the defense if they are ready. Once the Defense confirms the Play clock count will start. This only applies at the beginning of a possession. Once the downs start the offense will control the tempo of play. 

 

  • Play Clock Count:There will be a 15-second time limit between plays. The head ref will begin an audible countdown once the ball has been set. (1…2…3…etc. 14…WHISTLE) If this time is exceeded, a delay of game will be called, the clock will stop until the next snap of the ball. 

 

  • Eligible Receivers: Everyone on the Offense is an eligible receiver. 

 

  • Formations: All formations are allowed but there must be a minimum of 4 Players on the line of scrimmage to start each play. If 3 or less players are on the line at the snap an Illegal Formation Penalty will be called. 

 

  • Pre-Snap Motion: Offensive players may move around during the play count as they wish but must be in a set stance when the ball is snapped. The offense may have 1 player in motion at the time of the snap. This player may be in motion moving parallel or backwards from the line of scrimmage, but may not be moving forward at all or it shall be an illegal motion penalty. If two players are in motion when the ball is snapped an illegal motion penalty will be called. If a set player moves or flinches prior to the snap a False Start Penalty will be called.   

 

  • Snap: To start any offensive play, the ball must be passed between the legs of the center the player that receives the snap will be considered the Quarterback. If the snap is fumbled the ball will be placed at the spot where it hit the ground. If the ball is fumbled into the end-zone it will be considered a Safety (see Safety Section above). 

 

  • Snap Count: When the ball is snapped, there will be an audible 6 count from the Head Referee. If a ball is lateralled behind the line of scrimmage the 6 SECOND COUNT WILL CONTINUE. ie. (1, 2, 3, 4, 5, WHISTLE) rushes and passes behind the line of scrimmage are legal. If the ball isn’t thrown or handed off and the count reaches the whistle THE PLAY IS DEAD. If the Quarterback  is blitzed the count will stop until he throws the ball or runs past the LOS.

 

  • Forward Pass: The Quarterback or other offensive player may make a forward pass as long as the ball has not previously been thrown forward.There may not be more than one legal forward pass during a down. If a forward pass touches the net or walls it is considered an incomplete pass. (Indoor only) If the Forward pass is caught behind the line of scrimmage it will be considered a Offensive Run unless a defensive player crosses the line first. 

 

  • Lateral Passes: The team that has the ball in play may pitch a ball (backwards or parallel) to a player. Lateral passes by a player can be intercepted by the defense causing a change of possession. IF the Ball TOUCHES THE GROUND IT IS A DEAD BALL and the offense retains possession at the spot where the ball contacted the ground. If the lateral pass is made behind the LOS it will be considered an Offensive Run. 




 

  • Running/Rush: The Offense has 2 Handoffs/Lateral passes per set of downs or any play that is started behind the LOS. Runs are legal everywhere outside of the 1 point Conversion line (White Dot Indoors) and 5 yards from the 1st line (Marked by the yellow lines indoor).  The QB can only run when rushed by a defender. Any play that starts with a lateral/forward pass/hand off behind the line of scrimmage is considered a Run Play. The Runner can still throw a forward pass (unless they caught a forward pass behind the LOS) within the 6 Count but once the count is completed they must run. If they throw after the 6 count it is considered an Illegal Forward Pass. NOTE: whichever team uses their Run/Rush first loses one of their 2 attempts during that set of downs.

 

  • Fumbles: FUMBLES CANNOT OCCUR under any circumstance. If a player fumbles the ball and it hits the ground it is a dead ball and will be spotted where it hit the ground. A fumble can not be forward if a player loses control and fumbles forward the ball will be placed at the spot where the player lost possession. If a fumble occurs in the offense's end-zone it will be considered a Safety. If the ball is pitched backwards it's considered to be a live ball until it hits the ground, then a fumble. These can be intercepted by defensive players.

 

  • Forward  Progress: of the ball carrier is stopped when a defending player removes their flag belt. The Ball will be spotted where the ball was located when the player’s flags were pulled. Reaching with the ball is allowed as long as the player does not leap or dive.

 

  • Hideouts: are NOT permitted. The offense cannot intentionally try to hide a player on the sidelines. Only 7 players may be in the huddle/formation. Substitutions can be made during a huddle/formation if a player is going and a player is coming out of the huddle. If a Hideout occurs an Illegal Formation Penalty will be called. 

 

  • BLOCKING ON LINE OF SCRIMMAGE: Think playing defense in basketball. Continuous movement is allowed as long as the blocker stays within his frame and does not initiate illegal contact(referee discretion). Blocking is permitted behind the line of scrimmage ONLY. Blocking shall be defined as obstructing the rusher’s path to the quarterback or ball carrier, with the trunk of the body except head, arms, elbows, hand, hips, and legs. There can be no independent movement of the extremities of the body.(head, arms, elbows, hand, hips, and legs) It is recommended for blockers to have their thumbs hooked in their pants and holding the flag belt with each hand or the screener hold their arms behind their back with arms locked together in some manner(this will ensure they don’t use their arms and hands illegally). A blocker may not leave their feet to screen or use a screen to imitate any form of contact with the rusher.  The main responsibility of avoiding contact lies with the rusher, however the blocker may not step into the rusher or initiate contact in any way. If the illegal block is judged to have caused excessive contact, it will be penalized. See Penalty Section for specifics. NO TRIPPING 

 

  • FLAG GUARDING/STIFF ARMING: No intentional move with the hands, elbows, or shoulders shall be made by the ball carrier to prevent the defender from removing their flag. See Penalties Section for Penalty Information.

 

  • Flags that fall off: Any player, whose flags fall off without a defensive player making an attempt to pull them off, WILL NOT be considered “down” and play will continue until TOUCHED by the defense. DON’T USE UNNECESSARY ROUGHNESS! Just a basic tap will work.  

 

  • Players Out of Bounds: If an Offensive player steps out of bounds on their own accord they must re-establish their presence inbounds (referee’s discretion). If a player steps out and does not re-establish themselves in bounds and is the first player to touch the ball then the pass will be considered incomplete. If the pass was a lateral the ball will be spotted where the lateral was completed to the ineligible player. 

 

  • Ball Placement: The ball will be placed at least within 5 yards of the center of the field. 

 

DEFENSIVE RULES

 

  • Impeding: Defenders shall not impede the progress of the ball carrier in an attempt to remove the flag by pushing them, holding them up (pulling on their shirt or shorts from behind) or running into the lane of the runner (cutting them off) . They may wrap their arms around the waist of the player in an attempt to remove flags within reason in the eyes of the officials.


 

  • Diving/ Lowering shoulders: Defenders Shall not dive at the Ball carrier from the forward Plane. Diving parallel or from behind the runner in an attempt to grab the flag is allowed though not encouraged as it is unsafe. Lowering a shoulder and contacting a ball carrier is also illegal. Diving and lowering of shoulders to stop a Ball carrier will be considered an Illegal Contact Penalty.

 

  • CONTACT: Defenders may not Tackle, stiff arm, trip, push, hack, punch or rough offensive players. Defenders may not contact an offensive player with extended arms. Bump and run or Press defense on any offensive player is NOT permitted at any time, however, they may stand in their path to alter their route within 5 yards. If these actions occur an Illegal Contact Penalty will be called. If the ball carrier had a clear path to score and any of the above actions occur it will be considered impeding with Malice and the Head Referee may rule it a Touchdown with the pending point try being half the distance to the goal. 

 

  • Neutral Zone: Defensive players must line up at least 3 yards from the spot of the ball (the line judge will inform defenders if they need to back up). This zone shall be referred to as the neutral zone and an infraction shall be off-sides.Defenders may enter this neutral zone when the ball is snapped. 

 

  • Blitzing: The Defense has the ability to blitz 2 times every 4 downs immediately from 3 yards away from the line of scrimmage. Defenders may not cross the line of scrimmage unless there is a handoff/option/lateral or a pass completed behind the line of scrimmage. Once a defender has crossed the line of scrimmage, any ball-carrier may run past the line of scrimmage.whichever team uses their Run/Rush first loses one of their 2 attempts during that set of downs.

 

  • Blitzing 2: When blitzing the Defensive player is NOT allowed to push a screening blocker. The main responsibility of avoiding contact lies with the blitzer. Defenders cannot split between two screening blockers. Defenders must avoid contact with offensive players as much as possible. If contact is deemed excessive the Head Referee has discretion to call an Illegal contact or Illegal Blocking penalty. If a player blitz

 

  • Playing the Ball: The Defensive Players are to play for the ball first. If the Defender cannot get to the ball before the receiver then they need to switch to playing for the flag. Defensive players are not allowed to swat or punch at a possessed ball. If the ball has not been fully possessed by the offensive player then swatting at the ball is allowed when done safely. If a swat is deemed unnecessarily rough or clearly after offensive possession then Illegal Contact or Unnecessary Roughness penalties may apply. These calls are at the Referee's discretion. 

 

PENALTIES

 

  •  Delay of Game: Offense- If the Play count ends without the ball being snapped. Defense: If the defense is not helping the next play get set or taking too long to get set up on change of possessions with the intent to burn the clock. Throwing or kicking the ball away from the offense in an attempt to burn time. 

5 YARDS FROM LINE OF SCRIMMAGE/ REPLAY DOWN/ CLOCK STOPS AND STARTS ON THE SNAP.

 

  • Illegal Timeout Request: this happens when a team requests a time out but they do not have anymore to use for that half or game. 

5 YARDS FROM LINE OF SCRIMMAGE/ REPLAY DOWN/ CLOCK STARTS ON THE COUNT.

 

  • Illegal Equipment: When a player has been warned about their flags not being acceptable and they continue to play without changing them. A player cheats and ties or attempts to hide or conceal their flags. 

Offense- 5 YARDS FROM LINE OF SCRIMMAGE/ LOSS OF DOWN.

Defense (after an interception) 5 YARDS FROM THE ATTEMPTED FLAG PULL/ CHANGE OF POSSESSION.

 

  • Unnecessary Roughness: When a player uses too much force or is out of control and does an action that is deemed very unsafe and harmful to other players. It may also be combined with Unsportsmanlike Conduct if the Head Referee deems the play to be malicious. The player will automatically be suspended for 1 - 2 quarters or ejected if this is the case.

10 YARDS FROM THE SPOT OF THE FOUL/ LOSS OF DOWN FOR OFFENSE AUTO 1ST IF COMMITTED BY DEFENSE.  




 

  • Diving or Leaping Forward: When an Offensive player leaves their feet moving forward in an attempt to advance the ball. When a Defensive player dives forward at a ball carrier or Quarterback in an attempt to grab the flag on a forward plane. EX - Running into each other 

OFFENSE- 10 YARDS FROM THE SPOT/LOSS OF DOWN 

DEFENSE- 10 YARDS FROM THE LINE OF SCRIMMAGE/ REPLAY DOWN OR DECLINE AND KEEP RESULT.

 

  • Unsportsmanlike Conduct: Any action deemed unsportsmanlike by the referees. Examples: arguing with referees, players or spectators, cursing at players or referees. Taunting or hand gestures. Throwing away flags or balls of the opponents. This may result in suspension for a quarter, half or possible ejection. 2 penalties in a game result in an ejection.  2 ejections in 1 season will result in automatic non-refundable disqualification from the season and may warrant permanent expulsion.

 

  • Offensive False Start: A Set offensive players moving before the snap of the ball or offensive players lined up in front of the line of scrimmage. 

PLAY IS BLOWN DEAD/ 5 YARDS FROM LINE OF SCRIMMAGE/ REPEAT DOWN.

 

  • Offensive Illegal shift: 2 players moving at the same time in motion when the ball is snapped. 

PLAY IS BLOWN DEAD/ 5 YARDS FROM LINE OF SCRIMMAGE/ REPEAT DOWN

 

  • Offensive Illegal Formation: when the offense only has less than 4 players on the line of scrimmage, too many players on the field or a hideout is attempted. 

PLAY IS BLOWN DEAD/ 5 YARDS FROM LINE OF SCRIMMAGE/ REPEAT DOWN.

 

  • Illegal Forward Pass: When two forward passes are completed in one play, When the passer’s entire body is forward of the line of scrimmage or when a runner throws the ball after the 6 count has completed and does not run with the ball. 

5 YARDS FROM THE SPOT OF THE FOUL/LOSS OF DOWN. 

 

  • Intentional Grounding: When a QB or Runner throws the ball out of bounds without a viable target to avoid a sack while being rushed 

10 YARDS FROM LINE OF SCRIMMAGE/ LOSS OF DOWN.

 

  • Illegal Run: When the Offense has used their two runs and runs a 3rd time in 1 set of downs. When the offense runs the ball inside the No Run Zone or the 1 point (White Dot Indoor) area. When the QB runs the ball without being rushed by a defender.

5 YARDS FROM LINE OF SCRIMMAGE/ LOSS OF DOWN.

 

  • Flag guarding/Stiff Arming: When a player uses their hands to intentionally stop a player from grabbing their flags or grabbing their flag belt to stop it from falling off. Multiple stiff arms may be upgraded to Unnecessary Roughness. 

5 YARDS FROM THE SPOT OF THE FOUL/LOSS OF DOWN.

  • Roughing the Passer: Any time the roughing the passer penalty is called, the committing team gets a loss of 15 yards. It's also an automatic first down for the other team. The player who is called for the penalty can be disqualified from the game, if the roughing is deemed flagrant by the officials

 

  • Illegal Block: Blocking using your hands, head, shoulders, hips, elbows or legs to impede a defender or  a moving screen. Blocking is also not allowed downfield unless the offensive player simply stops and stands still and does not continue to try to get in defenders' paths. 

5 YARDS FROM THE SPOT OF THE FOUL/LOSS OF DOWN.

 

  • Offensive Pass Interference: When an offensive player pushes off or pulls a defensive player or impedes a defensive player's attempt to catch a pass without playing the ball or gains an advantage by force on the defender while the ball is in the air. 

10 YARDS FROM LINE OF SCRIMMAGE/ LOSS OF DOWN. 

 

  • Defensive Offsides/Neutral Zone Infraction: When a Defensive player lined up in the neutral zone or crosses the line of scrimmage before the snap. 

5 YARDS FROM THE LINE OF SCRIMMAGE/ REPLAY DOWN OR DECLINE AND KEEP RESULT.

 

  • Too Many Players on the Field: When the Defense/Offense has 8 or more players on the field when the ball is snapped. 

5 YARDS FROM THE LINE OF SCRIMMAGE/ REPLAY DOWN OR DECLINE AND KEEP RESULT.

 

  • Illegal Rush: When the Defense rushes 3 times in 1 set of downs. 

5 YARDS FROM THE LINE OF SCRIMMAGE/ REPLAY DOWN OR DECLINE AND KEEP RESULT.

 

  • Illegal Contact: When Defenders Tackle, stiff arm, trip, push, hack, punch or rough offensive players. When a Defender swats or punches at a possessed ball (even if the Offensive player is reaching it out). When a defender pushes through a screen block instead of going around the screen block. 

  • Offense - 10 YARDS FROM THE SPOT OF THE FOUL/REPEAT OF THE DOWN

Defense - 10 YARDS ADDED TO THE END OF THE RUN/REPEAT THE DOWN (IF A PASS IS ATTEMPTED AFTER THE ILLEGAL CONTACT THE OFFENSE CAN CHOOSE A 10 YARD PENALTY FROM THE LINE OF SCRIMMAGE AND REPEAT THE DOWN, OR THEY CAN ELECT TO TAKE THE RESULT OF THE PLAY).

 

  • Impeding: When a Defensive player holds up, pulls from behind, pushes or otherwise stops an offensive player from advancing which is not an attempt to pull their flag but to hinder their forward progress to gain time or help from others to stop the ball carrier's forward progress. 

5 YARDS FROM THE SPOT OF THE FOUL/REPEAT OF THE DOWN. 


 

  • Defensive Holding: A Grab, hold, or arm bar preventing an offensive player from moving where intended before catching the ball. 

5 YARDS FROM THE SPOT OF THE FOUL/AUTOMATIC 1ST DOWN.

 

  • Defensive Pass Interference: When a Defensive player pushes off or pulls an Offensive player or impedes an Offensive player's attempt to catch a pass without playing the ball or gains an advantage by force on the Receiver while the ball is in the air. 

10 YARDS FROM LINE OF SCRIMMAGE OR AT THE SPOT OF THE FOUL WHICHEVER IS GREATER/ AUTOMATIC 1ST DOWN.

 

PUNTING AND KICKOFFS

 

  • There are no punts. 

 

  • Each team will have the option for 1 onside kick each half. After you score you can opt to run one play from the yellow line closest to the endzone. If you score on that play you will be rewarded with the ball at that yellow line. If you fail to score, the opposing team will take over at the yellow line. **Special case-interception returned for score: If team A is attempting an onside kick, and the ball is intercepted and returned for a score by team B, that will result in a touchdown for team B(6 points male, 8 points female) and the extra point conversion will ensue. Upon completion of point after attempt, team A will have the next possession (unless team B elects to follow up with an onside kick of their own).

 

Any other league specific rules that were not addressed in the rules will be subject to League Managers “Spirit of the League” ruling and will be determined with fairness, player safety & fun in mind.


 

CODE OF CONDUCT

This will be taken very seriously. The Oklahoma Adult Athletics is a Recreational sports league made for everyone. With that being said here are rules the we expect players to follow: 

 

1. Respect your fellow players. Treat them with the same level of respect and courtesy that you would like to receive.

 

2. Follow the rules of the game. Play the sport within its intended rules and regulations, and refrain from engaging in unsportsmanlike conduct.

 

3. Avoid verbal abuse or foul language. Refrain from using foul and abusive language or behavior that could hurt or offend others.

 

4. Do not cheat. Cheating takes away the integrity and fairness of the game. Be honest and transparent in all your actions.

 

5. Be responsible for your own safety. Be mindful of your own and others' safety, and take necessary precautions to avoid potential injuries.

 

6. Cooperate with the officials. Follow the directives of the referees and game officials, and abide by their decisions.

 

7. Avoid confrontations. Resolve differences amicably, and avoid physical or verbal confrontations that could lead to harm.

 

8. Show good sportsmanship. Display good sportsmanship even in times of defeat, and acknowledge others for their achievements.

 

9. Play fair. Play fair and do not engage in any behavior that might give you an undue advantage over others.

 

10. Lastly, have fun! Adult sports are meant to be enjoyable and engaging. So, bring your best attitude, have fun, and create memorable experiences for yourself and your team.

 

11. Touching any way not intended for sports. Keep your hands to yourself. Touching a referee will result in ejection for the rest of the game, plus the next week. In some cases it will result in a automatic suspension.

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