Powder Puff Football

Click here to download photos from Powder Puff football 2010

 

Please Read Rules Carefully to Avoid Confusion on the Field:

I) Players
2) Equipment
3) Game Overview
4) Playing the Game
5) Penalties
6) Overtime

1) Players

  • The games are to be played between 2 teams of 7 players each. There must be 6 players present at the beginning of the game to avoid a forfeit.
  • Each team is required to designate a team-speaking captain. The captain’s first choice of accepting or declining any penalty is irrevocable. This captain is responsible for relaying information to his players and controlling his sideline. It is the team captain’s responsibility to keep his team in control.

2) Equipment

  •  Each player on the field must have a flag belt on that matches his teammates’ flags. Each player must have 2 flags attached to his flag belt.
  • The following equipment is illegal: metal spikes, billed hats, jewelry, hooded sweatshirts, and any questionable padding or braces (rubber cleats are acceptable).
  • All players will wear matching pinnies with a full short/long sleeve T-shirt underneath. NO SLEEVELESS T-SHIRTS.

3) Game Overview

  • The playing field will be 40 yards by 80 yards and is divided into four 20-yard zones with a 20 yard end zone.
  • A coin-toss will be conducted five-minutes before the game to determine which team will possess the ball. The winning team has the option of offense, defense, or choose which end zone to begin the game. 
  • The game consists of two 20-minute halves (running clock). Half-time shall be 5 minutes. Only a team or official’s timeout or an inadvertent whistle can stop the clock during the running clock period. In the last 2 minutes of each half the clock stops for:
    • Incomplete pass starts on the snap
    • Out-of bounds starts on the snap
    • Any score starts on the next snap (after conversion)
    • Team Time out starts on the snap
    • Touchback starts on the snap
    • Penalty dependent on the previous play
    • Referee time out starts at his/her discretion
  • Each team is allowed I time out per half. Timeouts will not carryover to the second half or overtime. Timeouts will last for 1 minute. 
  • A first down will be awarded each time the offense crosses a 20 yard zone line.

4) Playing the Game

  • Scoring:
    • Touchdown: When the ball breaks the plane of the goal line. A touchdown is worth 6 points.
    • Safety: When a ball carrier’s flag is removed in their end zone. A safety is worth 2 points.
    • Extra point: After a score, the team must decide whether to try for 1 or 2 points.
    • 1-point conversion shall be tried from the 5-yard line
    • 2-point conversion shall be tried from the 10-yard line.
    • Any interception returned for a touchdown during the try is worth 2 points for the defense.
  • At the start of each half and after an extra point attempt the offense will take possession at their 20 yard line.
  • Play clock: the offense has 25 seconds to put the ball into play after the ready-for-play whistle. The play clock starts when the ball is marked.
  • A player is ruled down when a flag belt clip is broken by an opponent or if the ball carrier steps out of bounds or if their knee touches the ground. The spot of the ball determines the next line of scrimmage.
  • A player is out-of bounds when he/she touches the sideline with a foot or any other body part. NOTE: Only one foot must be inbounds for a pass to be completed.
  • If the flag belt falls off, the player is down.
  • The ball is declared dead when it touches the ground:
    on a fumble
    on a lateral pass
    on a forward pass 
  • Moving screens/blocks are permitted in flag football. Blocking may occur only on the line of scrimmage. Screening may occur downfield when the ball carrier has passed the line of scrimmage. NOTE: The difference between the two:
    blocking--- the offensive player extends his hands
    shielding--- the offensive player gets in the way of the defender without extending his hands
  • Everyone one is eligible.

5) Penalties

  • Intentional grounding: Grounding the ball to avoid a sack. Penalty: A loss of down, and the ball is marked from the spot of the foul.
  • Illegal forward pass: throwing the ball from beyond the line of scrimmage. Penalty: A loss of down; the ball is marked at the previous line of scrimmage.
  • 5 yard infractions:
    • Diving: When the ball carrier leads with his head to advance the ball, the ball will be marked dead from the spot of the jump (5 yards from the foul).
    • Flag guarding: Intentional use of one’s arms or elbows to prevent the defense from pulling a flag belt fairly. Stiff-arming is not allowed and if warranted, an unsportsmanlike conduct or ejection will result (5 yard penalty upon spot of infraction).
    • Delay of Game: The offense does not snap the ball within 25 seconds.
    • Encroachment: When the defensive player crosses the line of scrimmage before the snap.
    • False start: Simulating the snap of the ball.
    • Illegal motion: When an offensive player (the one going in motion) moves toward the line of scrimmage prior to the snap.
    • Illegal shift: 2 players are in motion at the time of the snap.
    • Illegal Participation: When an offensive player steps out of bounds and then is the first player to touch the ball.
    • Offensive Pass interference: Can occur any time after snap (5 yards and loss of down).
    • Illegally secured flag belt: Flag belt is tied or tucked in pants or shorts. Player is ejected on second offense.
  • 10 yards infractions: (These will be subjective calls under the ref’s discretion,)
    • Defensive Pass Interference/Holding: Making contact with the receiver after five yards.
    • Unsportsmanlike conduct: Non-physical fouls (Player is ejected on second offense) i. e. cursing, complaining arguing with officials, trash talking, etc.
    • Unnecessary Roughness: Any physical contact i.e.: pushing, lowering shoulder, running into a player, stiff arming, tackling, and illegal blocking. If excessive, the player may be ejected without warning. The offensive blocker may not use any body part to initiate contact. The defense may not physically restrict a player‘s forward movement while trying to get a flag belt
  • Ejections:
    • An ejection occurs after a player has been issued 2 unsportsmanlike conduct penalties. If severe unnecessary roughness, he may be ejected after the first occurrence.
    • Once a player has been ejected, he must leave the fields immediately. If a player refuses to leave the field, the game shall be ended.
    • An ejected player must meet with the Intramural Director before he can play again in ANY Intramural sport or league. NO EXCEPTIONS!
    • OFFICIAL’S AUTHORITY: An official assumes authority 15 minutes prior to the scheduled game time, and until they have left the field. The officials have the authority to rule on any situation not specifically covered in the rules. His/her decision is final, unless ruled otherwise by the supervisor on duty or the Director of Intramural Sports. The official has the right to eject players or have them sit out of part or all of the game. Fans, coaches, and spectators are a part of a team and any fouls they commit will go against their team.

6) Overtime

  • The ball will be placed on the 10-yard line; the offense will have two downs to score.
  • After a score, the offense can choose which extra point attempt.

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