Flag Football Tournaments

NEW JERSEY MELEE
WIN $1000 CASH PRIZE IN 7-ON-7 FLAG FOOTBALL
Team ezi is excited to bring you our first 7 on 7 flag football tournament. 1st place winner is rewarded a $1000 cash prize! Get your team together and register below as soon as possible. There are only 8 team slots available. Light refreshments will be available for participating teams, but we still encourage you to bring your own. A review of the rules and regulations is mandatory to ensure there are zero issues during gameplay. See you on the field!
TEAM ENTRY FEE $250
Maximum of 15 players per team.
FREE AGENT ENTRY FEE $35
For individual players; we'll connect you with a team.
GENERAL INFORMATION
Date: November 23, 2019 (Register by November 16th)
Time: 10 AM (3 PM Expected end time)
Lunch Break: 12 PM – 12:30 PM
Max Players Per Team: 15 Players
Tournament Style: Single Elimination
Location: Sylvester Land Memorial Field
Address: 245 Columbus Ave, Roselle, NJ 07203
RULES & REGULATIONS

Game Length & Structure 

  • A minimum of 5 players must be on the field to start and a maximum of 7 players will be allowed on the field
  • 40-minute games
    • 1st half: 20 minutes total; running clock for the full 20 minutes (no 2-minute warning)
    • Halftime: 5 minutes (subject to change depending on time constraints)
    • 2nd half: 20 minutes total; running clock unless two-minute warning rule is triggered (see Two-minute Warning section) 
    • Two-minute Warning: If the score is within 6 points or less in the last 2 minutes of the game, the clock will stop for the following reasons:
      • Ball carrier runs out of bounds
      • Incomplete passes
      • Touchdown (the clock remains stopped for extra points)
      • Turnover on Downs or Change of Possession
      • QB Spike
      • Official Timeout – each team is allowed one timeout per half and timeouts can be carried over from the 1st to the 2nd half 
      • Defensive Penalties 
      • Offensive Penalties will lead to a 10-second run-off and the clock will begin again once the ball is in position and ready to be snapped
    • There is a 25-second game clock that continuously runs until a timeout is called by a team, the referee asks for an official timeout. 
  • Games will be played on 40 yards of the field (2 games will be running simultaneously on 1 field) 
    • There will be Two 15-yard zones where players have got to get a first down and a 10-yard RedZone 
    • Each team will have 4 attempts to gain a first down and score a touchdown (barring any turnovers)
  • Coin Flip: 
    • The higher ranked seed will have the choice to select heads or tails
    • At the beginning of the tournament, since no team is ranked, the team who fully paid to participate will be given the choice to select heads or tails 

 

Initiating a Play and Required Procedure (offense)

  • After the conclusion of a play, the referee sets the ball and establishes the line of scrimmage. Once the ball is set and deemed “ready for play” by the referee, the play clock is started.
  • The offense must have a center (who must be directly in front of the QB) and a QB at the start of each play.
  • The center must snap the ball from the ground.
  • All offensive players are eligible receivers.
  • All players must line on or behind the line of scrimmage.
  • 1 player may be in motion parallel to the line of scrimmage (but may not be moving forward); all others cannot move.
  • Running plays are not allowed but the quarterback can pitch it back to the running back 
  • A catch is considered one foot in bounds while the receiver has full control of the football
  • Players that step out of bounds and then re-enter the field can’t be the first person to touch the ball.  If this happens the play is ruled incomplete and a non-catch.

 

Initiating a Play and Required Procedure (defense)

  • Doing its best to avoid contact, the defense can cover the offensive team as it sees fit, however, no defensive player may cross the line of scrimmage until 1 of 3 things happens
    • Completion of the referee’s 4-second count (see 4-second count section)
    • A hand-off or lateral/toss in the backfield
  • The defense is allowed to set up their formation however the see fit

 

2-Second Count

  • After the snap, the referee will begin the count using a 2-second “Mississippi” cadence at normal speed.  The count is deemed completed at the point where the referee finishes the “final syllable of the 2nd Mississippi” and not before.  The defense can’t cross the line before the count is completed, even if trying to cover a receiver in the backfield. When the count is completed any or all players can rush.

 

NO Contact

  • Incidental contact is allowed but anything considered excessive (contingent upon the discretion of the referees), a penalty will be assessed 
    • NO, tackling, blocking, or picking
  • Defensive players attempting to grab a flag, covering receivers down-field, etc. must give offensive players the right-of-way.
  • If a ball carrier’s flag falls off without anyone pulling it, then the carrier may be touched with one hand 

 

Scoring

  • Touchdown is scored when a ball carrier’s hips break the plane of the goal line, or a receiver catches a ball (with one foot in bounds) in the endzone. Touchdowns are worth 6 points.
  • Teams may go for 1 or 2 points after achieving a touchdown. 
    • 1-Point Conversion: A play that crosses the goal line from the 5 yard line.
    • 2-Point Conversion: A play that crosses the goal line from the 10 yard line.
    • Two-Point conversion attempt may be returned by the opposing team on an interception

 

Safety

  • If the quarterback has their flag pulled beyond 5 yards from the 40-yard line, this will be counted as a safety and 2 points will be awarded to the other team as well as a change of position
  • If the offensive team commits a penalty beyond the 45-yard line (e.g., flag guarding or illegal contact)

 

Change of possession 

  • All possession changes will result in the offense starting from the 40-yard line
  • All interceptions can be returned for a touchdown  (which would be at the 40-yard line on the other end of the field)
  • If the ball is fumbled, the ball will be spotted where the player fumbled the ball (no turnover)

 

Spotting the ball

  • The ball will be spotted based on where the hips of the ball carrier are located
  • The ball and the ball carrier’s hips must be in the endzone to count for a score
  • Advancing the ball with your arms/hands is NOT allowed
  • Diving to advance the ball is NOT allowed

 

Overtime 

  • If a game is tied after four quarters, the teams will play until there is a winner. 
  • There will be a coin toss to see who will receive the ball first.
  • The first team to score a touchdown will be considered the winner (these includes an interception returned for a touchdown)
    • Each team will have an opportunity to score in the championship game
  • Each drive will start in the redzone (10-yard line)

 

Penalties

  • Unsportsmanlike Conduct – Any intentional act with the ability to injure, arguing, taunting, harassing or anything considered an act of aggression towards another person, or referee 
    • PENALTY: 15 yards from the previous spot and automatic first down if penalty is on the defense.
      • Any team receiving 3 unsportsmanlike conduct penalties in one game forfeits that game automatically.
      • Delay of game – Any attempt by a player to prevent play, including but not limited to, failure to snap the ball before the 25-second play-clock expires, moving a ball out of bounds, preventing the ref from setting the ball.
        • PENALTY: 5-yard penalty and replay current down.
        • Penalty Enforcement on Plays the Involve Change of Possession (interception vs. other plays from the line of scrimmage)
          • If there is a penalty after a change of possession occurs that is a spot foul (i.e. flag guarding), the penalty will be enforced and the next closest cone after the enforcement will be the first down to gain.  Any positive yardage after the spot foul will be nullified and the referee will notify the team of the first down to achieve at the conclusion of the enforcement.
          • However, if a team has possession of the ball currently and has an established line of scrimmage the rules will be enforced as follows.  If a player gains a first down and then commits a penalty that results in a loss of yardage from the spot of the foul, the first down will be credited and the penalty will be enforced from the spot as per the violation and the written rule.

 

Offensive Penalties 

  • Illegal Contact – Contact by an offensive player with a defender, prior to the ball being thrown, that demonstrably prevents the defender from covering the receiver.
    • PENALTY: 10 Yard Penalty from Line of Scrimmage and replay down.
    • A “pick” is illegal contact and any catch resulting from a play will NOT COUNT.
    • Pick  plays are often a very “gray area” and with multiple players in a small area contact is bound to happen.  In the ref’s sole discretion that the offense gained an advantage through the use of an intentional pick play.  Referees will do their best to be on alert for teams using this very dangerous play to gain an advantage. NOT all contact may be a pick or even a penalty, players complaining to the refs about this will not be tolerated.
  • Offensive Pass Interference – Contact by an offensive player while the ball is in the air that demonstrably prevents a defensive player from possibly catching the pass and or maintaining their current position.
    • PENALTY: 10 Yard penalty from the line of scrimmage and replay of down.
  • Flag Guarding– A ball carrier’s hands or arms prevents a defensive player from grabbing the flag:
    • PENALTY: 10-yard penalty from the spot of the infraction.
    • The penalty will be assessed from the spot of the foul but no replay down will be awarded.
  • Blocking – Intentional or unintentional interference by an offensive player to prevent a defensive player from pursuing or tackling a ball carrier.  A block on a defensive player pursuing the intended receiver while the ball is in the air or before the ball is thrown will be ruled a “pick”. Unintentional interference will be base on the discretion of the referee
    • PENALTY: With contact, 10-yard penalty, loss of down.
    • If the block occurs behind the line of scrimmage, the penalty is enforced from the previous spot.  If the contact occurs past the line of scrimmage it is marked from spot of the foul. In both scenarios, it is a loss of down penalty.
  • Illegal Forward Pass – Quarterback’s entire body crosses the line of scrimmage before releasing a forward pass.
    • PENALTY: 5 yards from the previous line of scrimmage and loss of down. Penalty is a “live ball foul” enforced at the conclusion of the play and may be declined by the defense.
  • Illegal Forward Handoff- the quarterback can not hand the ball forward to a player who is over the line of scrimmage. 
    • PENALTY: 5 yards from the previous line of scrimmage and loss of down. Penalty is a “live ball foul” enforced at the conclusion of the play and may be declined by the defense.
  • Offside – Offensive player lined up across the line of scrimmage prior to the snap.
    • PENALTY: 5 yards from line of scrimmage and replay down. The play is blown dead at time of the snap.
      • NOTE: It is common for refs to issue “warnings” for players that are clearly lined up offside prior to the snap and this is consistent with the spirit of the game.  However, this is not mandatory to give warnings and all players are responsible for their position in relation to the line of scrimmage prior to the snap.
  • False Start – All players that are not the one permitted legal receiver in motion must be stationary prior to the snap of the ball for at least one second.  Any “quick or jerky” movement (as defined by NCAA and enforced by referee judgment) that simulates the defender
    • PENALTY: Play is blown dead at time of infraction and results in 5 yard penalty from line of scrimmage and a replay of the down.
  • Jumping / Hurdling – A player leaving his or her feet in an effort to jump or hurdle a defender is a dangerous play and is not legal.  Jumping to avoid a flag pull is also not legal. Both of these actions give the runner an advantage and put the defender at a disadvantage similar to guarding your flag as an offensive player.
    • Jumping to avoid a flag pull – PENALTY: 5 Yard Non-Contact Flag Guard
    • Jumping or Hurdling that results in contact with the defender – PENALTY: 10 Yard Contact Flag Guard
  • Illegal QB Rush – Occurs when the quarterback crosses the line of scrimmage prior to being rushed by a defensive player, in an effort to advance the ball for positive yardage.
    • PENALTY: 5 Yards and Replay Down (Can be accepted or declined by the defense)

 

Defensive Penalties

  • Illegal Contact – Contact by a defensive player against an offensive player:
    • PENALTY: 10-yard penalty and an automatic first down -can be declined by the offense.
      • The contact is assessed as stated above whether it was “intentional or not”.  The referee doesn’t have to infer the motive of the player and above the mentioned contact will be enforced either way.  The defensive player must be able to control his or her movements as any unnecessary or excessive contact in the attempt to pull a flag, will be called and enforced as stated above.
    • Some Common Forms of Illegal Contact:
      • Pushing a player out of bounds instead of pulling flag
      • Making contact with a receiver either at the line of scrimmage, downfield or after the ball has passed them.  It will be called for contact on pass that was ruled “uncatchable” where pass interference would normally be called.
      • Stripping or attempting to strip the ball
    • Defensive Pass Interference – Contact by a defensive player while the ball is in the air that demonstrably prevents an offensive player from possibly catching a pass.
      • PENALTY – 15 Yards from the Previous Line of Scrimmage and Automatic First Down
      • If the previous spot is inside 10 yards, the resulting enforcement spot will be half the distance to the goal.
  • Offside / Encroachment– Any defensive player:
    • Lining up in the neutral zone prior to the snap
      • NOTE: It is common for refs to issue “warnings” for players that are clearly lined up offside prior to the snap and this is consistent with the spirit of the league.  However, this is not mandatory to give warnings and all players are responsible for their position in relation to the line of scrimmage prior to the snap.
      • Crossing the line of scrimmage before the ref completes the 4-second count (unless there is transfer of the ball in the backfield).  Play-action is not a transfer and a defender can be called offside on such play.
      • A defensive player crossing into the neutral zone in an attempt to or causes a false start by the offense.  A defensive player coming over the line and making contact with any member of the offense before the snap would be considered encroachment.
        • NOTE: Immediately blown dead at the time of this specific infraction
      • PENALTY: 5-yard penalty and replay down. Play is allowed to continue (on offside play only) and offense may elect to accept or decline.  The play is blown dead if encroachment

 

Equipment

  • Belts and flags are provided for you. Shirts are provided by the league and must be tucked in 

 

Forfeits 

  • No Show (no one from one of the teams is present at game time)
  • Not enough players (5)
  • Improper conduct (based on the discretion of the referees)