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No alcohol consumption is allowed at the field prior to or during your scheduled game.
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A legal team will consist of seven offensive or defensive players and may start with six players present at game time.
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Teams must have uniforms distinctive from their opposing team. Home team will have choice of uniforms. All uniform tops must be tucked in to allow access to the flags. If a cutoff version of uniform top is worn it must be at least four inches above the flags. Uniforms with pockets or metal zippers are not allowed. Players wearing such will not be allowed to participate until violations are removed. Taping of uniform that will create a pinch point is not legal.
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All jewelry must be taped or removed. Once discovered by an official it must be removed in order to play. Medical required bracelets or tags are exempt from this rule. Medical tags must be securely taped with only the medical alert information showing.
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Flags used must be the Triple-Threat Flags. They must be clipped and not tied onto the player. Officials have the authority to test flags on any player at any time. Flags found to be tied so as not to come off will result in an Unsportsmanlike conduct.
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The dimensions of the field will be 80 yards in Length by 40 yards in width plus end zones 10 yards deep. The field will be marked off every 10 yards.
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All people associated with the SDAFFL whether it involves members or friends and family will conduct themselves both professionally and courteously while at the field or in dealing with other members and friends or family at the fields. If player's conduct results in ejection they will be asked to leave the property (sight and sound). They will have five minutes to comply. If they refuse, the offending team will forfeit the game.
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Any derogatory comments with profanity issued towards an Official, Board Member or opposing player while at the fields will result in an unsportsmanlike conduct call and resulting penalty yardage. Two Unsportsmanlike conduct calls during any one game will result in Immediate Ejection and suspension from the next scheduled game.
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Player ejections (caused by a player with two unsportsmanlike conduct penalties during a game) will automatically result in being ineligible for their next scheduled game.
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Each game will consist of two halves consisting of each thirty minutes in length with a running clock. Half time will be five minutes. Running clock stops for Time Outs, Injuries over 60 seconds in length and at the 2-minute warning. At the end of each half and after game time as expired there will be five un-timed plays. Extra point attempts do not count against the five un-timed plays.
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Each team receives two, 1-minute time-outs per half. Players must stay on the field during a time out. Towels and Drinks (Water or Gatorade etc.) may be brought to players on the field during the time out.
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Touchdowns are worth six points, extra point conversions are worth one point from 5 yards out, and two points from 10 yards out. After the touchdown and conversion play the opposing team will receive the ball on their own 20 yard line. There are no field goals in flag football. If an offensive player has their flag pulled in their own end zone, the result is a safety worth two points.
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Each half starts with a kickoff from the 30 yard line. The receiving team will have four players on the 40 yard line. Team may punt or use a tee (No throwing). If the ball is kicked out of bounds, the ball will be placed at the 40 yard line. If the ball is downed or goes through the end zone, a touch back is awarded and the ball will be placed on the receiver’s 20 yard line. A ball may only be advanced by the receiving team. If the kicking team is the first to touch a kicked ball, the ball is dead at that point and the receiving team takes possession from the spot.
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There is a rushing box on the defensive side of the ball five yards back from and five yards on both sides of the spot of the ball. No player may cross the line of scrimmage from inside the rushing box until the Quarterback has moved at least five yards to the right or left from the spot of the ball.
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There are no fumbles, the ball is dead when it hits the ground. On snaps, laterals, and muffed balls, the ball is dead and spotted where it lands.
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Player must have possession of the ball and one foot inbounds before going out of bounds or if in the judgment of an official that the receiver who had control of the ball and would have been in the field of play except for a defensive player making contact with the receiver.
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A receiver must make every effort to stay in bounds the entire play to be a legal receiver. If a player is chucked the receiver must immediately return to the playing field to remain an eligible receiver. A receiver may not use the out-of-bounds area to continue running his or her pattern and gain an advantage over the defense.
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Defenders may not run full speed (bull rush) through offensive players and make direct head on contact.
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Offensive line and multiple receivers in motion must set for one full second prior to snap. Also, any forward motion towards the line of scrimmage by a motion player prior to snap and one second set will result in illegal procedure penalty.
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The offense has only one run play per possession (not including conversion plays). The quarterback may not run within the neutral zone until he has achieved the five-yard point to the right or left from the point of receiving the snap. A runner shall not lower his head or shoulders and run directly into a defensive player. A runner may hurdle a player on the ground in a prone position who is not attempting to retrieve a flag. Diving in the vicinity of other players as a means of scoring is not allowed.
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Stiff-arming is not allowed, it is considered flag guarding. Any attempt to position hands or body over the flags to prevent the defender from grabbing them is flag guarding. Any defensive player who blocks an offensive player’s view of the ball without going for the ball themselves, will be penalized for face guarding.
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Any attempt through contact to prevent the player from obtaining a forward pass by either the offense or defense is pass interference. Making an attempt to retrieve the ball yourself is not pass interference. Pass interference will be spotted at the point of the foul (15 yard penalty for national events)
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In the event of a tie at the end of regulation, the home team will call the coin toss for overtime. The team first playing defense will choose the goal to defend. Once the end of field has been determined, it shall be used throughout the overtime. For first overtime, each team will get the ball on the opponents 20 Yard line. The team that scores the highest will win. If there is another tie, the second overtime will start at the same location. The highest score or team to move the ball the furthest wins.
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Any rules not specifically mentioned in here will be governed by the International Rules which are also being used for the Gay Games.