Singapore - Hanoi 6v6 Rules v5

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2023

6v6 Co-ed Flag Football


Playing Rules
SINGAPORE/HANOI BALI BUNNY BOWL
SINGAPORE/HANOI FLAG FOOTBALL OFFICIAL TOURNAMENT
RULES
6-ON-6 FORMAT  Version 1  Feb 2023

Table of Contents
1. TOURNAMENT & GAME OVERVIEW ……………………………………………….2
2. PLAYER AND TEAM ELIGIBILITY…………………………………………………….3
3. SCORING………………………………………………………………………………...4
4. OVERTIME……………………………………………………………………………….4
5. POINTS AND TEAM STANDINGS…………………………………………………….5
6. SNAPS……………………………………………………………………………………5
7. PASSING…………………………………………………………………………………5
8. RECEIVING………………………………………………………………………………6
9. RUNNING…………………………………......................................................……...6
10. DEAD BALLS………………………………………………………………………...…7
11. RUSHING THE QUARTERBACK: 7-YARD RULE…………………………………7
12. RIGHT OF WAY & RIGHT OF PLACE……………………………………………….7
13. PENALTIES……………………………………………………………………………10
14. SPORTSMANSHIP……………………………………………………………………12
15. OFFICIATING………………………………………………………………………….12
16. PENALTY CARDS ( Strict Adherence to the FFP Player Code of Conduct)..….13

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1. TOURNAMENT & GAME OVERVIEW


1.1. Game schedules may vary depending on the availability of playing fields.

1.2. Game schedules will be released one (1) week prior to gameday. The organisers
reserve the right to reduce the number or length of games within a minimum of four (4)
days before the scheduled event.

1.3. Field of play: length 50 yd (45,75 m), additional end zones 10 yd (9,15 m), width 30 yd (22,90 m)

1.4. Game time during pool stages is thirty (30) minutes [ two fifteen (15) minute halves
running time] with a two-minute warning declaration (no stop time). Half-time break is
set at two (2) minutes.

1.4.1. There is no stop time except for team timeouts, official timeouts, and player injury
timeouts.

1.4.2. Two-minute warning will be sounded off every half but play shall not stop.

1.4.3. Each team is allowed one (1) thirty-second timeout per half.

1.5. Game time during playoff stages is thirty (40) minutes [ two twenty (20) minute halves running time] with a
two-minute warning declaration (no stop time). Half-time break is set at two (2) minutes.

1.5.1. Each team is allowed two (2) thirty-second timeout per half.

1.6. A coin toss determines first or second possession, and direction of play. If the winner of
the coin toss selects "POSSESION" the loser shall select "DIRECTION". After Halftime,

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both teams shall change field directions and FIRST POSSESSION shall be granted to
the team who previous selected DIRECTION in the first half.

1.7. The offensive line will consist of one (1) center that is eligible to receive.

1.8. The offensive team (OFFENSE) takes possession of the ball at its own 5-yard line and
has four (4) tries/downs to cross half field.

1.8.1. Once the OFFENSE crosses half field, it will have another four (4) downs to score.

1.8.2. If the OFFENSE fails to cross the half after 4 downs, the ball changes possession
and the new offensive team takes over at their own 5-yard line (Turnover on
downs).

1.9. Once the referee has spotted the ball, the OFFENSE shall have twenty-five (25) seconds
on the Play clock to snap the ball.

2. PLAYER AND TEAM ELIGIBILITY


ROSTER SIZE

2.1. 6v6 FORMAT - The maximum team roster size is eighteen (18) players, with at least two
(2) females. The organisers reserve the right to extend the maximum roster size as
necessary.

2.2. The organisers retain the right to alter the requirement to field 2 females ahead of
the tournament start date. In such cases, participating teams will be notified not
less than 1 week before the tournament, and additional rules which incentivise
female participation will come into effect. All details of the rules which incentivise
female will be communicated to teams in the same notification.

2.3. Rosters are considered FINAL as soon as the tournament opens. No players may be
added/switched once the roster is considered final. No player may switch teams
once the tournament has started.

UNIFORMS

2.4. Players must be in full & identical uniforms with individual names & jersey numbers.

2.5. Players shorts must not have pockets. Zip pockets will be allowed. Taping of pockets shall not be allowed.

PLAYER COUNT

2.6. Teams must field six (6) players at all times, with at least two (2) females.

2.7. Teams may NOT start any GAME DAY with less than six (6) players.

2.8. If a team begins with a complete roster on their first game of the day, and subsequently
ending with a team below the minimum number of players needed, that team may be
allowed to continue to play with a MAN DOWN upon agreement of the opposing team.
Otherwise, the team shall need to forfeit their remaining games.
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LEAGUE’S RIGHT TO REFUSE/DENY ENTRY OF PLAYER/S OR TEAM/S

2.10 The organisers reserve the right to deny any player/s or team/s who are deemed
detrimental to the Growth of the sport or do not align with standards that safeguard the
league and its Players.

3. SCORING
3.1. The point value of scoring plays shall be:

3.1.1. Touchdown 6 points.

3.1.2. Successful try from 5 yd - 1 point.

3.1.3. Successful try from 10 yd - 2 points.

3.1.4. Defense touchdown on a try - 2 points.

3.1.5. Safety - 2 points (points awarded to opponent).

3.1.6. Safety on a try - 1 point (point awarded to opponent).

3.1.7. Passing, receiving or running touchdown scored by a female – 8 points.

3.2. The team with the most number of points at the end of the game wins. In the event that
both teams are tied at the end of regulation, the game is declared a DRAW during the
elimination rounds but goes directly into OVERTIME for Wildcard, Semi-Final, and
Championship rounds (as these games cannot continue without a clear winner)

4. OVERTIME
4.1. A coin toss will determine first possession in an overtime period. The direction of play will
remain the same.

4.2. The ONE-STOP-ONE-GO RULE applies in overtime. Each team will have one (1)
attempt to score from either five (5) or ten (10) yards from the end zone.

4.2.1. A touchdown scored from five (5) yards is worth one (1) point.

4.2.2. A touchdown scored from ten (10) yards is worth two (2) points.

4.3. OVERTIME PERIOD is mandatory at the end of tied games during the PLAY-OFFS,
SEMI-FINALS, AND CHAMPIONSHIP rounds.

4.4. During OVERTIME, the game will end only when a clear winner can be declared,
regardless of the number of overtime periods use

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5. POINTS AND TEAM STANDINGS


5.1. A WIN is worth three (3) points in the team standings.

5.2. DRAWS are worth one (1) point each in the team standings.

5.3. A LOSS is worth zero (0) points in the team standings.

5.4. Team standings will be determined at the end of the elimination stage. Ties will be broken
using the following:

5.4.1. Win-over-the-other

5.4.2. Quotient system (Total scores in all games played)

6. SNAPS
6.1. The play is considered set when the ball is down on the field perpendicular to the Line of
Scrimmage (LOS) and the center/snapper extends his/her arm and touches the ball.

6.2. A snap that is fumbled, from a direct snap or from shotgun, is considered a dead ball.

6.3. A snap that goes directly into the end zone is considered a dead ball. The defense is
awarded two (2) points for the SAFETY.

6.4. A snap that goes out of the back of the end zone is considered a dead ball. The defense
is awarded two (2) points for the SAFETY.
7. PASSING
7.1. A PASS is defined as a throw made by a player and caught by another player.

7.2. A HAND-OFF is defined as the TRANSFER OF POSSESSION of the ball from one
player to another.
7.3. Only one (1) forward pass is allowed per play.

7.4. A forward pass caught by a female is awarded 1 first down per drive. A team can choose to take this first
down on any proceeding down (first, second, third or fourth down), but they must avail of it directly after the
play has ended and prior to the start of the next play. The team may also elect not to avail of the first down
and instead avail of it on a later play on the same drive. The onus is on the team to communicate their
choice to officials. If the offence starts the next play without availing of the first down, it cannot be awarded
to the previous down retrospectively.

7.5. Multiple hand-offs and laterals are allowed behind the LOS, but the movement of the ball
must be backwards. If a player runs in front of the QB and gets handed the ball, that will
be considered a forward pass.

7.6. Anyone from the team behind the LOS is eligible to throw/pass the ball as long as it isn't
preceded by a forward pass.

7.7. The player who takes the lateral or backward pass or hand-off may throw a forward pass
as long as he does not cross the LOS.
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7.8. Hand-offs cannot be made beyond the Line of Scrimmage (LOS) or the Center/Snapper
cannot receive a forward hand-off from from the Passer (QB) immediately after a direct
snap. Both instances shall be considered an ILLEGAL PROCEDURE and would result
in a 5 yard loss at Point of Infraction (POI) for the former and 5 yard loss from Line of
Scrimmage (LOS) for the direct snap.

8. RECEIVING
8.1. A catch is the act of firmly establishing and maintaining control of a live ball in flight.
A catch of an opponent’s pass or fumble is an interception.

8.2. A player who leaves the ground to make a catch or interception must have the ball
firmly controlled when first returning to the ground with any part of the body
touching the ground in bounds and then maintain complete and continuous
control of the ball throughout the process of contacting the ground to complete
the pass. If the player loses control of the ball and the ball touches the ground
before the process of the catch is completed, then it is not a catch.

8.3. If a player runs out of bounds while running his route, he is not eligible to be the first
player to receive the pass.

8.4. A receiver catching the ball mid-air and eventually falls to the ground is allowed to get up
and run, provided he has not been touched with one hand by a defensive player while
still down.

8.5. In the event that the ball carrier loses possession but the ball does not touch the ground,
any player may recover the ball.

8.5.1. If the ball is recovered by the OFFENSE, it may NOT advance the ball. The play is
whistled dead, with the ball spotted on the point of recovery.

8.5.2. If the ball is recovered by the DEFENSE, it may advance the ball to try to score.

9. RUNNING
9.1. The quarterback (QB) may not run the ball coming from the snap.

9.2. Once the QB legally hands-off the ball showing a clear transfer to another player, and the
ball is handed or passed back to the QB (laterally or behind), the QB then could either
RUN or PASS provided the pass is made behind the LOS.

9.3. Absolutely no laterals, pitches, handoffs, or passes of any kind is allowed after the ball
has crossed the line of scrimmage (LOS).

9.4. Spinning is allowed.

9.5. The ball is spotted where the ball carrier is positioned when the flag is pulled.

9.6. Anytime the ball carrier’s knee touches the ground, it is considered a dead ball.
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10. DEAD BALLS


10.1. A play is called dead when:

10.1.1. The ball carrier’s flag is pulled.

10.1.2. The ball carrier steps out of bounds.

10.1.3. The ball carrier’s flag falls out and is subsequently touched by a defensive player
with one (1) hand.

10.1.4. The ball carrier’s knee touches the ground.

10.1.5. A touchdown is scored.

10.1.6. If a receiver loses ball possession and the ball hits the ground on a run, no
fumble recovery is allowed. The ball is spotted where it hits the ground.

11. RUSHING THE QUARTERBACK: 7-YARD RULE


11.1. The defense may rush the quarterback provided that the rusher starts seven (7) yards
from the LOS when the ball is snapped. A special marker or field official will designate
seven (7) yards from the LOS.

11.2. A defender who lines up with all parts of their body more than 7 yards away from the
scrimmage line at the snap can establish themselves as a blitzer with a legal signal by
raising one hand clearly above the head at least during the last second prior to the
snap. This grants them right of way which supersedes the general right of way for the
offense, because they are pursuing the runner. The rush of a blitzer shall be
immediately after the snap, quick and straight towards the point where the
quarterback receives the snap in order to retain the right of way. If a blitzer is rushing
late, slowly, towards a different spot, changing direction during the rush or just does
not rush the quarterback, the player loses the right of way but still can participate as
any other defender.

11.3. A defender who does not give a signal and legally crosses the scrimmage line is a
rusher.

11.4. There are no limits to the number of rushers.

11.5. Players not rushing the QB may defend at the line of scrimmage (LOS).

11.6. Once the ball has been handed off, pitched, or passed, or even during a Fake Hand-
Off, the 7-YARD RULE is no longer in effect and all defenders are eligible to rush.

11.7. Male rushers crossing female offensive line will practice utmost caution when rushing.

12. RIGHT OF WAY & RIGHT OF PLACE

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12.1. RIGHT OF WAY (ROW) is given to a Player who has established a direction of movement
and doesn't change directional path. A Player with ROW has a higher chance of avoiding
penalty on contact except when contact is done against Player with Right of Place (ROP).

12.2. RIGHT OF PLACE (ROP) is given to a Player who maintains normal player posture and
doesn't make any lateral movement. ROP supersedes ROW when determining who will
be penalized for illegal contact.

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12.3. DETERMINING RIGHT OF WAY BY POSITION

QUARTERBACK

A) Once a Quarterback is set after the snap, the Quarterback shall always have
ROP. Any form of contact with any Defender while in the act of attempting to
throw shall result in a Roughing the Passer penalty against the Defense.

B) Once a Quarterback rolls out after the snap, the Quarterback shall always have
ROW. Any form of contact with any Defender while in the act of attempting to
throw while rolling out shall result in a Roughing the Passer penalty on the
Defense

B) Once a Quarterback hands off the ball, the Quarterback loses both RO P and ROW
and must either stop or avoid contact with any Defender. Any contact of a "moving"
Quarterback with a Defender after a hand-off shall result in a penalty on the
Offense.

BLITZER / RUSHER

A) Once a Blitzer/Rusher declares intention (by raising a hand) from 7 yards and
sprints to the Quarterback with a defined path after the snap, the Blitzer/Rusher
shall always have ROW.

B) If a Blitzer/Rusher doesn't declare intention (by raising a hand) from 7 yards or


beyond and runs into contact with a Receiver or impedes a Receiver's path, the
Blitzer/Rusher loses ROW. Penalty is on the Defense.

C) Once a Blitzer/Rusher declares intention (by raising a hand) from 7 yards and
rushes slowly to the Quarterback and changes his path due to a Quarterback
rolling out shall avoid contact with any Receiver, the Blitzer/Rusher then shall loses
ROW.

D) Once a Blitzer/Rusher declares intention (by raising a hand) from 7 yards and
sprints to the Quarterback and impedes or initiates contact with a Receiver, the
Blitzer/Rusher shall lose ROW. Penalty is on the Defense.

DEFENDER

A) Once a Defender sets a defensive position before the snap, the Defender has ROP
and Receivers must avoid the Defender. Penalty is on the Receiver if contact is
made on a Defender with ROP.

B) Once a Defender establishes ROP but extends the arms to impede a Receiver
from running a route, the Defender then loses ROP. Penalty is on the Defense.

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C) Once a Defender moves from a set position and impedes the path of a Receiver
other than the act of pulling the flag, the Defender loses ROP and the Receiver has
ROW.

RECEIVER / RUNNER

A) A Receiver / Runner, while running a route or running the ball downfield, should
always avoid contact with either a Rusher with a set path to the Quarterback or a
Defender chasing the Receiver. Illegal Contact under these circumstances shall
result in a Penalty on the Offense.

13. PENALTIES
13.1. The referee will call all penalties. The decision of a HEAD OFFICIAL is final and can
only be superseded by the League Commissioner if necessary.

13.2. Referees determine incidental contact, which may result from normal run of play.

13.3. Only the TEAM CAPTAIN may ask the HEAD REFEREE questions about rule
clarification and interpretation.

13.4. Games cannot end on a defensive penalty, unless the OFFENSE declines it.

13.5. GAME INTERRUPTION & UNSPORTSMANLIKE FOULS shall result in a 10 yard


Penalty on the offending Team. This may lead to Penalty Cards being issued or game
ejections. Personal Foul shall be logged permanently on a players record.

13.6. DEFENSIVE PENALTIES

13.6.1. ILLEGAL CONTACT: There shall absolutely be no contact downfield (holding,


blocking, etc.).
Penalty: Ten (10) yards Automatic 1st down at the Point of Infraction (POI).

13.6.2. OFFSIDES: If a defensive player is lined up on the neutral zone when the ball is
snapped, the player is deemed offsides. Play is whistled dead.

Penalty: Ten (10) yards from the LOS, repeat down.

13.6.3. PASS INTERFERENCE (DPI): A PI foul occurs when a player interferes with an
eligible receiver's ability to make a fair attempt to catch a forward pass. Pass
interference may include tripping, pushing, pulling, covering the receiver's face,
or pulling on the receiver's hands or arms.
Penalty: Five (5) yards Automatic 1st down at the POI.

13.6.4. HOLDING
Penalty: Five (5) yards Automatic 1st down at POI

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13.6.5. ILLEGAL FLAG PULL: When a defensive player pulls a receiver’s flag BEFORE
the receiver catches the ball, it is considered an illegal flag pull. Penalty:
Ten (5) yards from the POI, automatic 1st down.

13.6.6. ILLEGAL RUSHING: If a rusher starts less than seven (7) yards from, and crosses
the LOS, he is considered an illegal rusher. Penalty: Five (5)
yards from LOS, repeat down.
13.6.7. SWIPING
Penalty: Ten (10) yards from POI, automatic 1st down.

13.6.8 UNRETURNED FLAG: After de-flagging the ball carrier, the defensive player
must return the flag always. A warning may be issued prior to the penalty.
Penalty: Five (5) yards from POI, repeat down.

13.7. OFFENSIVE PENALTIES


13.7.1. FALSE START
Penalty: Five (5) yards from LOS, repeat the down.

13.7.2. OFFSIDES: When an offensive player lines up in the neutral zone when the ball
is snapped, he is called for offsides.
Penalty: Five (5) yards from LOS, repeat the down.

13.7.3. ILLEGAL MOTION: When there is more than one (1) receiver in motion, or when
the receiver in motion faces forward before the snap, it is considered an illegal
motion.
Penalty: Five (5) yards from LOS, repeat the down.

13.7.4. ILLEGAL FORWARD PASS: When the following occurs:


A) Any part of the passer’s body enters the neutral zone while passing
B) When the Quarterback hands-off to the center after a direct snap
C) If a Receiver catches a legal pass beyond the LOS and throws the ball a
second time, it is an illegal forward pass.

Penalty: Five (5) yards from POI, loss of down.

13.7.5. OFFENSIVE PASS INTERFERENCE (OPI)


Penalty: Ten (10) yards from the LOS, loss of down.

13.7.6. FLAG GUARDING


Penalty: Five (5) yards from POI, loss of down.

13.7.7. DELAY OF GAME


Penalty: Five (5) yards from the LOS, loss of down.

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13.7.8. ILLEGAL SNAP When the Ball is snapped before officials are set. Or if the ball
isn't snapped between the legs but rather to the side (Sissy Snap)
Penalty: Five (5) yards from the LOS, loss of down.

13.7.9. ILLEGAL CONTACT: Any contact on the field (bump-and-run, blocking, etc.)
Penalty: Ten (10) yards from the LOS, loss of down.

13.7.10 DIVING INTO THE ENDZONE


Penalty: Five (5) yards from EndZone, loss of down

13.7.11 REDZONE VIOLATION When the offense runs the ball within the “NO RUN
ZONE” which is 5 yards before Midfield and 5 yards before the Endzone.
Penalty: Five (5) yards from LOS, Repeat of down

14. SPORTSMANSHIP
14.1. Any unsportsmanlike conduct is strictly prohibited, and may be cause for ejection from
the game and/or the tournament. (RED CARD)

14.2. If any FFP official, the field monitor, or referee witnesses any unsportsmanlike conduct
(tackling, elbowing, cheap shots, excessive blocking, etc.), the game will be stopped,
and the offending player may be ejected from the game and/or the tournament. (RED
CARD)

14.3. Trash talking is illegal. Officials have the right to determine if the language is offensive,
and the offending player may be ejected from the game. (YELLOW CARD/RED CARD)

15. OFFICIATING
15.1. Teams must send at least four (4) players to officiate their assigned game. Each
referee will be assigned specific tasks.

15.2. HEAD OFFICIAL [ HO ]


15.2.1. Sets the LOS.
15.2.2. Counts down the play clock (25 sec) and QB throw (7 secs)
15.2.3. Signals the Penalty
15.2.4. Starts and ends a timeout.

15.3. LINE OFFICIAL [ LO ]


15.3.1. Must be stationed at the left out-of-bounds side of the offense.
15.3.2. Marks the new LOS after each play or penalty.
15.3.3. Checks for FALSE STARTS, OFFSIDES, and other LOS penalties.
15.3.4. Checks out-of-bounds plays on his side.

15.4. FIELD OFFICIAL [ FO ]


15.4.1. Must be stationed at the out-of-bounds side opposite the LINE OFFICIAL.

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15.4.2. Marks the 7-YARD LINE for rushers.


15.4.3. Checks for ILLEGAL RUSHING penalties.
15.4.4. Checks out-of-bounds plays on his side.
15.4.5. Declares Downs of each play
15.4.6. Spots the Play & Fouls Downfield

15.5. STATISTICIAN [ ST ]
15.5.1. Must be stationed at the out-of-bounds side opposite FIELD OFFICIAL.
15.5.2. Takes note of touchdowns, catches, tackles, sacks, interceptions, etc.
15.5.3. Ensures that the stat sheet is signed by representatives of both teams after the
game.
15.5.4. Keeps timeout count of each team.

15.6. All referees must have a copy of the rules on the field.

16. PENALTY CARDS ( Strict Adherence to the FFP Player Code of Conduct)

15.1 YELLOW CARD A Yellow Card is raised by a Head Official to signify a warning to a
player, coach, or team regarding his/her/their conduct during the game.

15.1.1 Yellow Card offenses covers deliberate or dangerous plays any time on the field,
Illegal play that is deliberately repeated, use of foul and abusive language,
aggressive and antagonistic attitude to another player, continuously disputing
official's decisions, and violent protestations .

15.1.2 Yellow Card shall be issued to any player who approaches the official aside from
the team captain in the event of a call verification.

15.1.3 Yellow Card shall not warrant any play time suspension but shall be marked and
logged under a player's permanent record of conduct in the league.

15.1 RED CARD A Yellow Card is raised by a Head Official to indicate that a player has
been ejected from the game.

15.1.1 Red Card can be issued after a Yellow Card, for serious offenses, if there’s a
repetition of dangerous and deliberate aggressive play or attitude towards other
players and officials.

15.1.2 Red Card can be issued by the head official without need of a warning (YELLOW
CARD), if a player, coach, or team shows any immediate escalation and violent
action against any player or official. Or if a player commits a flagrant foul.

15.1.3 Red Card warrants a player's ejection and a one game suspension. A Red Card
issued to an entire team will result in a one game default.

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15.1.4 Red Card is automatically raised to any strike thrown against any player or
official and warrants player's ejection from the field and an immediate ban from
joining any FFP sanctioned tournaments.

15.1.5 Red Card awarded player's name shall be logged permanently in the FFP
Players Records and can be used as future basis for player or team eligibility.

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RULEBOOK SUMMARY V1.0
Feb 2023

Play is whistled dead by the official:


DEADBALL Anytime the ball hits the ground or anytime a player’s knee touches the ground
DIRECT SNAP Dropped direct snaps. Spotted at the LOS
SHOTGUN Dropped shotgun snaps. Spotted where the ball is dropped
SHOTGUN IN THE ENDZONE Dropped shotgun snap in the endzone. Safety is called, Defense is awarded 2 points & possession
FALSE START Play is dead. Process the penalty
BALL CARRIER IS DE-FLAGGED Ball is spotted where the player was “tackled" (De-flagged)
BALL CARRIER IS OUT OF BOUNDS Ball is spotted where player went out of bounds
BALL CARRIER SCORES A TOUCHDOWN Play is dead. Possession changes
PERSONAL FOUL/ UNSPORTSMANLIKE CONDUCT Play is dead. Process the penalty

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