HAWAIIAN ISLAND FLAG FOOTBALL

RULE BOOK - 2020

 

DIVISIONS

A:  Grades 4-6

B:  Grades 2-3

C:  Grades K-1

I:   Grades 7-8 (Intermediate Division)

 

Note:  Players may play up in Divisions; but cannot play down in Divisions.  Players may not play on multiple teams in the same age division.

 

PLAYERS

  1. Home teams wear dark color jerseys; visiting teams wear light color jerseys.
  2. A Division: Teams consist of 6 players on the field at a time. B, C, I Divisions: Teams consist of 5 players on the field at a time.
  3. Teams must start a game with a minimum of four players. A team with insufficient number of players may play with four players on the field, but no fewer than four.

 

COACHES

A, I Divisions:  One coach is allowed on the field on offense only.

B, C Divisions:  One coach is allowed on the field for both offense and defense.

 

EQUIPMENT

  1. Players must wear shoes. Football cleats are encouraged; however cleats with exposed metal are not allowed and must be removed.
  2. Players must wear mouth pieces.
  3. Players must remove all watches, earrings and any other jewelry that the officials deem hazardous. This includes sunglasses unless it is prescribed by an Ophthalmologist.
  4. Players’ jerseys must be tucked into the pants if they hang below the belt line.
  5. The flags must be on the player’s hips and free from obstruction. Deliberately obstructed flags will be considered flag guarding.
  6. The extra length of the flag belts must be taped or tucked in.
  7. Offense may elect to use their own ball (A, I Divisions: no smaller than Junior size; B, C Divisions: no smaller than Pee wee size).

 

FIELD

  1. The field dimensions are 30 yards by 60 yards with two 10-yard end zones, and a midfield line-to-gain.
  2. Stepping on the boundary line is considered out of bounds.

 

GAME

  1. At the start of each game, captains from both teams shall meet at midfield for the coin toss to determine who shall start with the ball. The visiting team shall call the toss.
  2. The winner of the coin toss has the choice of offense or defense and the loser of the coin toss has the choice of direction.
  3. The offensive team takes possession of the ball at its 5-yard line and has four (4) plays to cross midfield. Once a team crosses midfield, they have four (4) plays to score a touchdown.
  4. If the offense fails to score, the ball changes possession and the new offensive team starts its drive on its own 5-yard line.
  5. If the offensive team fails to cross midfield, possession of the ball changes and the opposition starts its drive from its own 5-yard line.
  6. All possession changes, except interceptions, start on the offense’s 5-yard line.
  7. Teams change sides after the first half. Possession changes to the team that started the game on defense.

 

TIMING

  1. Games are played on a 50 minute continuous clock with two twenty-five minute halves. The clock stops only for timeouts.
  2. Halftime is three minutes long.
  3. Each time the ball is spotted, A and I Divisions have 30 seconds to snap the ball (B Division has 40 seconds, C Division has 45 seconds). Teams will receive one warning before a delay-of-game penalty is enforced.
  4. Each team has two 30-second time outs per game (team must stay on the field during time out).
  5. Officials may stop the clock at their discretion.
  6. In the event of an injury the clock will stop and then restart when the injured player is removed from the field of play.
  7. Final minute of the game (if the score is within 8 points): Clock will stop for change of possession, incomplete pass, out of bounds, and first downs,
  8. If the score is tied at the end of 50 minutes, the game should be determined a tie (except playoffs/super bowl).
  9. If a touchdown is scored as time expires, the extra point shall be attempted if it may affect the outcome of the game.

OVERTIME (PLAYOFFS/SUPER BOWL ONLY)

  1. There will be a coin toss and the winner may elect to start with offense or defense. Loser chooses direction.
  2. Each team gets one possession starting at midfield.
  3. If the first team with the ball scores, then the second team will also get a chance starting at midfield.
  4. All regulation period rules and penalties are in effect.
  5. Must go for two-point conversion after touchdown.
  6. There are no time-outs.
  7. If the score is tied after the second team has had their possession, then repeat until there is a winner.
  8. A defensive score ends the game (example: pick 6 or safety).

 

SCORING

  1. Touchdown: 6 points
  2. PAT (Point After Touchdown) 1 point (5-yard line) or 2 points (10-yard line)
  3. Safety: 2 points. A Safety occurs when the ball carrier is declared down in his/her own end zone. They can be called down when their flags are pulled by a defensive player, their flag falls out, they step out of bounds or they hit the ground with their knee or arm. A Safety also occurs if the ball carrier drops the ball or the snap hits the ground or when there is an offensive penalty in the end zone.

B, C Divisions:  There are no safeties: ball will come out to the five yard line and loss of down.

 

MERCY RULE

  1. Mercy Rules will go into effect whenever a team is 35 points ahead.
  2. Team trailing will have possession at midfield and be given as many downs as it takes to score. Once the team scores, possession will go back to the other team and play will continue as normal until one team goes ahead by 35 points, then Mercy Rules will be in effect again.
  3. No pass rushing under Mercy Rules.

 

LIVE BALL/DEAD BALL

  1. The ball is live at the snap of the ball and remains live until the official whistles the ball dead. 2. The official will indicate the neutral zone and line of scrimmage. It is an automatic dead ball foul if any player on defense or offense enters the neutral zone. In regard to the neutral zone, the official may give both teams a “courtesy” neutral zone notification to allow their players to move back behind the line of scrimmage.
  2. C Division only: Defensive players must line up at least 5 yards off the line of scrimmage, unless the ball is inside their own 5 yard line or inside the no run zones (defense may lineup on the line of scrimmage in the no run zones).  
  3. A player who gains possession in the air is considered in bounds as long as one foot comes down in the field of play.
  4. Substitutions may be made on any dead ball.
  5. Play is ruled “dead” when:
  6. The ball hits the ground.
  7. The ball carrier’s flag is pulled.
  8. The ball carrier steps out of bounds.
  9.   A touchdown, PAT or safety is scored.
  10. The ball carrier’s knee or arm hits the ground.
  11. The ball carrier’s flag falls out.
  12. The receiver catches the ball while in possession of one or no flag(s).

 

NOTE: There are no fumbles. The ball is spotted where the ball hit the ground at the time of the fumble.

 

NO RUN ZONES

  1. No running plays are allowed from inside the opponent’s 5 yard line, and within 5 yards before the midfield line.
  2. A pass must be caught beyond the line of scrimmage in the “no run zone.” If the pass is not caught beyond the line of scrimmage, it will be considered a run play.
  3. If a team is in the "no run zone" and the ball is handed off and then passed and caught beyond the line of scrimmage it will be considered a pass play.

 

RUNNING

  1. The ball is spotted where the ball is when the flag is pulled.
  2. The quarterback cannot directly run with the ball. The quarterback does have the ability to scramble in the back field, but cannot advance the ball beyond the line of scrimmage. The quarterback is the offensive player that receives the snap.
  3. “Center Sneak” play – The ball must completely leave the center’s hands on the snap and he/she must step backwards off the line of scrimmage in order to receive a direct handoff from the QB before advancing the ball.
  4. Laterals are allowed behind the line of scrimmage only.
  5. The player who takes the handoff can throw the ball from behind the line of scrimmage.
  6. Runners may not leave their feet to advance the ball. Diving, leaping, or jumping to avoid a flag pull is considered flag guarding.
  7. Spinning is allowed, but players may not leave their feet to avoid a flag pull.
  8. Runners may leave their feet if there is a clear indication that he/she has done so to avoid collision with another player without a flag guarding penalty enforced.
  9. Flag Obstruction – All jerseys MUST be tucked in before play begins. The flags must be on the player’s hips and free from obstruction. Deliberately obstructed flags will be considered flag guarding.
  10. No blocking or screening allowed.

 

PASSING

  1. All passes must be thrown from behind the line of scrimmage.
  2. A backwards pass may be caught behind the line of scrimmage and passed again.
  3. No intentional grounding rule

 

RECEIVING

  1. All players are eligible to receive passes (including the quarterback, if the ball has been handed off, pitched, or thrown backward, behind the line of scrimmage). There may not be two forward passes.
  2. Only one player is allowed in motion at a time.  All motion must be parallel to the line of scrimmage and no motion is permitted towards the line of scrimmage.
  3. A player must have at least one foot inbounds when making a reception.
  4. In the case of simultaneous possession by both an offensive and defensive player, possession is awarded to the offense.
  5. Interceptions are returnable; except on extra point conversions.

 

RUSHING THE PASSER

A, Division:

  1. Rusher must start from at least 10 yards from the line of scrimmage. Referee will mark the 10 yard spot.  Any number of players may rush provided they start from 10 yards back from the line of scrimmage.  If Rusher makes contact with the quarterback while the quarterback is attempting to pass, it will be a roughing the passer penalty and automatic first down.
  2. Defense may not cross the line of scrimmage until ball is handed off, pitched, or passed; unless defender starts from 10 yards back from the line of scrimmage.
  3. Offense has 7 seconds to pass, referee will blow the whistle at 7 seconds, and the play will be called dead. (If the ball has been handed off, pitched, or thrown backward, behind the line of scrimmage; and then passed again, the passing clock will be turned off).
  4. Rusher may jump and try to block the pass, but will be called for roughing the passer if he makes any contact with the passer.

 

I Division:

  1. Rusher must start from at least 7 yards from the line of scrimmage. Referee will mark the 7 yard spot.  Any number of players may rush provided they start from 7 yards back from the line of scrimmage.  If Rusher makes contact with the quarterback while the quarterback is attempting to pass, it will be a roughing the passer penalty and automatic first down.
  2. Defense may not cross the line of scrimmage until ball is handed off, pitched, or passed; unless defender starts from 7 yards back from the line of scrimmage.
  3. Offense has 7 seconds to pass, referee will blow the whistle at 7 seconds, and the play will be called dead. (If the ball has been handed off, pitched, or thrown backward, behind the line of scrimmage; and then passed again, the passing clock will be turned off). 

 

B, C Divisions:

  1. There is no rushing the passer.
  2. Defense may not cross the line of scrimmage until ball is handed off, pitched, or passed.
  3. Offense has 7 seconds to pass, referee will blow the whistle at 7 seconds, and the play will be called dead. (If the ball has been handed off, pitched, or thrown backward, behind the line of scrimmage; and then passed again, the passing clock will be turned off). 

 

FLAG PULLING

  1. A legal flag pull takes place when the ball carrier is in full possession of the ball.
  2. Defenders can dive to pull flags, but cannot tackle, hold or run through the ball carrier when pulling flags.
  3. It is illegal to attempt to strip or pull the ball from the ball carrier’s possession at any time.
  4. If a player’s flag inadvertently falls off during the play, the player is down immediately upon possession of the ball and the play ends.
  5. A defensive player may not intentionally pull the flags off of a player who is not in possession of the ball.
  6. Flag guarding is an attempt by the ball carrier to obstruct the defender’s access to the flags by stiff arming, dropping the head, hand, arm or shoulder, or intentionally covering the flags with the football jersey.

 

 

FORMATIONS

  1. Offense must have a minimum of one player on the line of scrimmage (the center). The quarterback must be off the line of scrimmage
  2. Only one player is allowed in motion at a time. All motion must be parallel to the line of scrimmage and no motion is permitted towards the line of scrimmage.
  3. Movement by a player who set is considered a false start.
  4. A Division: The center must snap the ball with a rapid and continuous motion between his/her legs to a player in the backfield. (B, C Divisions may center the ball from the side).
  5. If the ball hits the ground on the center exchange, the play is dead. (C Division only: Ball will be allowed to hit the ground once during the center exchange, but if the ball hits the ground a second time during the play, the play is dead).

 

UNSPORTSMANLIKE CONDUCT

  1. If the field monitor or referee witnesses any acts of intentional tackling, elbowing, cheap shots, blocking or any unsportsmanlike act, the game will be stopped and the player will be ejected from the game. The decision is made at the referee’s discretion. No appeals will be considered. FOUL PLAY WILL NOT BE TOLERATED!
  2. Offensive or confrontational language is illegal. Officials have the right to determine offensive language. If offensive or confrontational language occurs, the referee will give one warning. If it continues, the player or players will be ejected from the game.
  3. Players may not physically or verbally abuse any opponent, coach or official.
  4. Ball carriers MUST make an effort to avoid defenders with an established position. This includes lowering the head, making contact with the defender with a shoulder, forearm, or the chest.
  5. Defenders are not allowed to run through the ball carrier when pulling flags.

 

PENALTIES

  1. General
  2. The referee will call all penalties.
  3. Referees determine incidental contact that may result from normal run of play.
  4. All penalties will be assessed from the line of scrimmage, except as noted. (spot fouls)
  5. Only the head coach may ask the referee questions about rule clarification and interpretations. Players may not question judgment calls.
  6. Games may not end on a defensive penalty, unless the offense declines it.
  7. Penalties are assessed live ball then dead ball. Live ball penalties must be assessed before play is considered complete.
  8. Penalties will be assessed half the distance to the goal yardage when the penalty yardage is more than half the distance to the goal.
  9. Spot Fouls

Defensive Pass Interference                              Automatic First Down

Holding                                                             Automatic First Down

Stripping                                                           + 5 yards & Automatic First Down

Defensive Unnecessary Roughness                   + 5 yards & Automatic First Down

Screening, Blocking or Running with Ball Carrier  - 5 yards & Loss of Down

Illegal lateral                                                      - 5 yards & Loss of Down

Charging                                                           - 5 yards & Loss of Down

Flag Guarding                                                   - 5 yards & Loss of Down

Offensive Unnecessary Roughness                    - 5 yards & Loss of Down

iii. Defensive Penalties

Offside                                                             + 5 yards from line of scrimmage & Repeat Down

Illegal Rush                                                       + 5 yards from line of scrimmage & Automatic 1st Down

Illegal Flag Pull (before the receiver has ball)      + 5 yards from line of scrimmage & Automatic 1st Down

Taunting                                                            + 5 yards from line of scrimmage & Automatic 1st Down

Roughing the Passer                                         + 5 yards from line of scrimmage & Automatic 1st Down

Defensive Pass Interference                              SPOT FOUL, Automatic 1st Down

Holding                                                             SPOT FOUL, Automatic 1st Down

Stripping                                                           SPOT FOUL + 5 yards & Automatic 1st Down

Defensive Unnecessary Roughness                   SPOT FOUL + 5 yards & Automatic 1st Down

 

  1. Offensive Penalties

Offside / False Start                                          - 5 yards from line of scrimmage & Loss of Down

Illegal Forward Pass (past line of scrimmage)     - 5 yards from line of scrimmage & Loss of Down

Offensive Pass Interference                               - 5 yards from line of scrimmage & Loss of Down

Illegal Motion (More than one person moving)     - 5 yards from line of scrimmage & Loss of Down

Delay of Game                                                  - 5 yards from line of scrimmage & Loss of Down

Screening, Blocking or Running with Ball Carrier - 5 yards & Loss of Down

Running plays in the "no run zone"                     - 5 yards from line of scrimmage & Loss of Down

Illegal lateral                                                      SPOT FOUL, - 5 yards & Loss of Down

Charging                                                           SPOT FOUL, -5 yards & Loss of Down

Flag Guarding                                                   SPOT FOUL, -5 yards & Loss of Down

Offensive Unnecessary Roughness                    SPOT FOUL, -5 yards & Loss of Down