Black Friday Bowl Rules

Morven Park Black Friday Bowl Rules

The tournament is played in accordance with NFL Flag 5v5 Rules with the modifications listed below.

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I. Tournament Specific Rules

  • Rosters may have a maximum of 9 players.
  • All players must agree to and sign the waiver form before participating
  • Uniform shirts must match in color; numbers are NOT required during this event.
  • Games are 24 minutes total in length, two 12-minute 1/2s, with a 1 minute halftime.
  • Officials CANNOT stop the clock in tournament play.  Even injuries have a running clock.  Only timeouts will stop the clock.
  • One (1) 30 second timeout per team, per game.
  • There is NO overtime in pool play games, games can end in a tie.
  • The semi-final and championship games have one 5-minute add-on in the event of a tie.  If tied after the 5-minute add-on the game moves to a one for one single possession series until a team scores.
  • Tournament play is figured on a 10-point max scoring system (6 pts. for a win, 3 pts. for up to (3) touchdown max *regardless of win or loss, 3 pts. for a tie, 1 pt. for a shutout).
  • Tie breakers are determined by: 1. Points, 2. Head to Head, 3. Point Differential, 4. Fewest touchdowns allowed, 5. One for one single possession series.
  • In case of a forfeit, the official score will be 21-0 (resulting in the 10 point max for the winning team)
  • Mercy rule is in effect – a minimum 17 point margin with two minutes to play ends the game.
  • Footballs must be regulation size for your age group, teams may use Morven Park provided footballs or their own footballs.
  • Morven Park will provide flags for all games.  Official flag belts are Flag-A-Tag Sonic Boom Belts or Triple Threat Belts.

 

I. Tournament Rules by Division

Youth Divisions

  • Elementary School
    • Pee Wee Size Ball, Triple Threat Flag Belts
  • Middle School
    • Junior Size Ball, Triple Threat Flag Belts
  • High School
    • Youth Size Ball, Sonic Boom Flag Belts

Adult Division

  • Official Size Ball & Sonic Boom Flag Belts
  • The Adult division is open to males and females, but there are no special participation rules for females.
  • All touchdowns made by females are worth 9 points; touchdowns made by men are worth 6 points.

 

III. Game Procedures

  1. All spectators, coaches and players must settle at least 3 feet behind the field’s sideline.
  2. Each team and their spectators should take a side of the field.
  3. 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.
  4. The winner of the coin toss has the choice of offense or defense. The loser of the coin toss has the choice of direction. Teams may not choose to defer to the second half.
  5. The offensive team takes possession of the ball at its 5-yard line and has three (3) plays to cross midfield. Once a team crosses midfield, they have three (3) plays to score a touchdown.
  6. If the offense fails to score, the ball changes possession and the new offensive team starts its drive on its own 5-yard line.
  7. 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.
  8. All possession changes, except interceptions, start on the offense’s 5-yard line.
  9. Teams change sides after the first half. Possession changes to the team that started the game on defense.
  10. Teams must field a minimum of four players at all times.

 

IV. Equipment

  1. Morven Park will provide flags for all games.  Official flag belts are Flag-A-Tag Sonic Boom Belts or Triple Threat Belts.  Footballs must be regulation size for your age group, teams may use Morven Park provided footballs or their own footballs.
  2. Players must wear shoes. Football cleats are encouraged; however cleats with exposed metal are not allowed and must be removed.
  3. Players may tape their forearms, hands and fingers. Players may wear gloves, elbow pads, and kneepads. Braces with exposed metals are not allowed.
  4. Players must remove all watches, earrings and any other jewelry that the officials deem hazardous.
  5. No hats with bills; beanies & heat gear are permitted.
  6. Uniform shirts must match in color; numbers are NOT required during this event.
  7. Players’ jerseys must be tucked into the pants at all times if they hang below the belt line.
  8. Player pants/shorts must have no pockets! (safety hazard for flag pulling)
  9. Protective mouthpieces are required for youth players and encouraged for adult participants.
  10. Short colors may vary but need to be different then your team flag color.
  11. Inspections of all players are made by referees prior to the start of each game.

 

V. Field

  1. The field dimensions are 30 yards by 70 yards with two 10-yard end zones, and a midfield line-to-gain. No-Run Zones precede each line-to-gain by 5 yards.
  2. No-Run Zones are in place to prevent teams from conducting power run plays. While in the No-Run Zones, teams cannot run the ball in any fashion. All plays must be pass plays, even with a handoff.
  3. Stepping on the boundary line is considered out of bounds.

 

VI. Rosters

  1. Teams must consist of at least five players, with a maximum of nine players.
  2. All players that are participating must be on the roster by the first game.

 

VII. Timing and Overtime

  1. Games are 24 minutes total in length, two 12-minute 1/2s, with a 1 minute halftime.
  2. Each time the ball is spotted, a team has 30 seconds to snap the ball. Teams will receive one warning before a delay-of-game penalty is enforced.
  3. One (1) 30 second timeout per team, per game.
  4. Officials CANNOT stop the clock in tournament play.  Even injuries have a running clock.  Only timeouts will stop the clock
  5. There is NO overtime in pool play games, games can end in a tie.
  6. The semi-final and championship games have one 5-minute add-on in the event of a tie.  If tied after the 5-minute add-on, the game moves to a one for one single possession series until a team scores
  7. OT format is as follows:
    1. Each team is allowed a minimum of one possession. The only exception is if the first offensive team throws an interception. In this case, the game ends with the intercepting team winning.
      1. First possession choice goes to the winner of regulation coin toss.
      2. Each team gets a minimum of one possession.
    2. All regulation period rules and penalties are in effect.
    3. There are no time-outs.
    4. Each team will be scored based on points scored:
      1. If both teams score touchdowns and complete the same amount of points in conversions, the process is repeated.
      2. In the case of an interception, the ball will be marked at either the line of scrimmage or the point where the defender’s flags were pulled, whichever is the more advantageous spot to the defense.
      3. If Team B intercepts the ball and returns it for a touchdown, Team B wins.
    5. Change of Possession:
      1. Change of possession takes place when Team A’s forward progress is halted on downs or scores a touchdown.
      2. Team B takes possession on the same 5 yard line as Team A and advances in the same direction. Team B begins on the 5 yard line regardless of whether or not Team A’s possession ended in an interception.
    6. Multiple OT periods:
      1. First OT period – shown above: Scoring teams can go for 1 or 2 point PAT.
      2. Second OT Period: First possession goes to loser of regulation coin toss and scoring teams must go for 2 point PAT.

 

VIII. Scoring

  1. Touchdown: 6 points
    1. In the Adult division, all touchdowns made by females are worth 9 points; touchdowns made by men are worth 6 points.
  2. Point After Touchdown: 1 point from 5-yard line (pass only) or 2 points from 12-yard line (pass or run)
    1. A team that scores a touchdown must declare whether it wishes to attempt a 1-pt. conversion (from the 5-yard line) or a 2-pt. conversion (from the 12-yard line). Any change, once a decision is made to try for the extra point, requires a charged time out. Decision cannot be changed after a penalty. Interceptions on conversions cannot be returned.
  3. Safety: 2 points
    1. 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 when there is an offensive penalty in the end zone.

 

IX. Coaches

  1. Coaches must remain on the sidelines at all times.
  2. Coaches are expected to adhere to MPFFL philosophies, rules and codes of conduct.

 

X. 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 line of scrimmage and 7-yard rushing point before each play. It is an automatic dead ball foul if any player on defense or offense enters the neutral zone.
  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. Any official can whistle the play dead.
  6. Play is ruled “dead” when:
    1. The ball hits the ground (there are no fumbles, ball is spotted where it hit the ground).
    2. The ball carrier’s flag is pulled.
    3. The ball carrier steps out of bounds.
    4. A touchdown, PAT or safety is scored.
    5. The ball carrier’s knee or arm hits the ground.
    6. The ball carrier’s flag falls out.
    7. The receiver catches the ball while in possession of one or no flag(s).
    8. The 7 second pass clock expires.
    9. Inadvertent whistle.
  7. In the case of an inadvertent whistle, the offense has two options:
    1. Take the ball where it was when the whistle blew and the down is consumed.
    2. Replay the down from the original line of scrimmage.
  8. A team is allowed to use a time out to question an official’s rule interpretation. If the official’s ruling is correct, the team will be charged a time out. If the rule is interpreted incorrectly, the time out will not be charged and the proper ruling will be enforced. Officials should all agree upon any controversial call in order to give each team the full benefit of each call.

 

XI. Running

  1. The ball is spotted where the runner’s feet are when the flag is pulled, not where the ball carrier has the ball. Forward progress will be measured by the player’s front foot.
  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. Only direct handoffs behind the line of scrimmage are permitted. Handoffs may be in front, behind, or to the side of the offensive player, but must be behind the line of scrimmage. The offense may use multiple handoffs.
    1. “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. Absolutely NO laterals or pitches of any kind, the ball must pass the line of scrimmage when thrown.
  5. The player who takes the handoff can throw the ball from behind the line of scrimmage.
  6. Once the ball has been handed off in front, behind or to the side of the quarterback, all defensive players are eligible to rush.
  7. Runners may not leave their feet to advance the ball. Diving, leaping, or jumping to avoid a flag pull is considered flag guarding. Spinning is allowed.
  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. No blocking or “screening” is allowed at any time.
  10. Offensive players must stop their motion once the ball has crossed the line of scrimmage. No running with the ball carrier.
  11. 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.

 

XII. Passing

  1. All passes must be thrown from behind the line of scrimmage and received beyond the line scrimmage.
  2. Underhand or shovel passes are allowed, but must be received beyond the line of scrimmage.
  3. The quarterback has a seven-second “pass clock.” If a pass is not thrown within the seven seconds, play is dead, the down is consumed and the ball is returned to the line of scrimmage. Once the ball is handed off, the 7-second rule no longer is in effect.
    1. If the QB is standing in the end zone at the end of the 7-second clock, the ball is returned to the line of scrimmage (LOS).

 

XIII. Receiving

  1. All players are eligible to receive passes (including the quarterback, if the ball has been handed off behind the line of scrimmage).
  2. Only one player is allowed in motion at a time, parallel to the line of scrimmage.
  3. A player must have a 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 change the possession of the ball at the point of interception. Interceptions are the only changes of possession that do not start on the 5-yard line.
  6. Interceptions are returnable but not on conversions after touchdowns.

 

XIV. Rushing the Passer

  1. All players who rush the passer must be a minimum of seven yards from the line of scrimmage when the ball is snapped. Any number of players can rush the quarterback. Players not rushing the quarterback may defend on the line of scrimmage.
  2. Once the ball is handed off, the seven-yard rule no longer is in effect and all defenders may go behind the line of scrimmage.
  3. A special marker will designate a Rush Line seven yards from the line of scrimmage. Defensive players should verify they are in the correct position with the official on every play.
    1. A legal rush is:
      1. Any rush from a point 7 yards from the defensive line of scrimmage.
      2. A rush from anywhere on the field AFTER the ball has been handed off by the quarterback.
      3. If a rusher leaves the rush line early (breaks the 7 yard area), they may return to the rush line, reset and then legally rush the quarterback.
      4. If a rusher leaves the rush line early and the ball is handed off before they cross the line of scrimmage, they may legally rush the quarterback.
    2. A penalty may be called if:
      1. The rusher leaves the rush line before the snap crosses the line of scrimmage before a handoff or pass – Illegal Rush (5 yards LOS and first down).
      2. Any defensive player crosses the line of scrimmage before the ball is snapped – Offside (5 yards LOS and first down).
      3. Any defensive player, not lined up at the rush line crosses the line of scrimmage before the ball is passed or handed off – Illegal Rush (5 yards LOS and first down).
    3. Special circumstances:
      1. Teams are not required to rush the quarterback, seven second clock in effect.
      2. Teams are not required to identify their rusher before they play, however, if they do send a rusher, the rusher must verify with the official that they are in the correct position.
      3. If rusher leaves the 7-yard line before the snap, he/she may immediately drop back to act as defender with no offside penalty enforced.
  4. Players rushing the quarterback may attempt to block a pass; however, NO contact can be made with the quarterback in any way. Blocking the pass or attempting to block the pass and then making contact with the passer will result in a roughing the passer penalty.
  5. The offense cannot impede the rusher in any way. The rusher has the right to a clear path to the quarterback, regardless of where they line up prior to the snap. If the “path or line” is occupied by a moving offensive player, then it is the offense’s responsibility to avoid the rusher. Any disruption to the rusher’s path and/or contact will result in an impeding penalty. If the offensive player does not move after the snap, then it is the rusher’s responsibility to go around the offensive player and to avoid contact.
  6. A sack occurs if the quarterback’s flags are pulled behind the line of scrimmage. The ball is placed where the quarterback’s feet are when flag is pulled.
    1. A Safety is awarded if the sack takes place in the offensive team’s end zone.

 

XV. 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.
  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 jersey.

 

XVI. Formations

  1. Offense must have a minimum of one player on the line of scrimmage (the center) and up to four players on the line of scrimmage. The quarterback must be off the line of scrimmage.
    1. One player at a time may go in motion 1-yard behind and parallel to the line of scrimmage.
    2. No motion is allowed towards the line of scrimmage.
  2. Offensive players must come to a complete stop for one second before the ball is snapped unless he/she is the only player in motion.
  3. Movement by a player who is set or a player who runs toward the line of scrimmage while in motion is considered a false start.
  4. The center must snap the ball with a rapid and continuous motion between his/her legs to a player in the backfield, and the ball must completely leave his/her hands.

 

XVII. 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. 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.
  5. Defenders are not allowed to run through the ball carrier when pulling flags.
  6. Fans must also adhere to good sportsmanship, as well:
    1. Yell to cheer on your players, not to harass officials or other teams.
    2. Keep comments clean and profanity free.

 

XVII. Penalties

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

ii. Spot Fouls

Defensive Pass Interference

Automatic First Down

Holding

+5 yards & Automatic First Down

Stripping

+10 yards & Automatic First Down

Defensive Unnecessary Roughness

+10 yards & Automatic First Down

Screening, Blocking or Running w/ the Ball Carrier

-5 yards & Loss of Down

Charging

-10 yards & Loss of Down

Flag Guarding

-10 yards & Loss of Down

Offensive Unnecessary Roughness

-10 yards & Loss of Down

 

iii. Defensive Penalties

Offside

+5 yards from line of scrimmage & Automatic First Down

Illegal Rush (Starting rush from inside 7-yard marker)

+5 yards from line of scrimmage & Automatic First Down

Illegal Flag Pull (Before the receiver has the ball)

+5 yards from line of scrimmage & Automatic First Down

Roughing the Passer

+10 yards from line of scrimmage & Automatic First Down

Taunting

+10 yards from line of scrimmage & Automatic First Down

Defensive Pass Interference

SPOT FOUL, Automatic First Down

Holding

SPOT FOUL, +5 yards & Automatic First Down

Stripping

SPOT FOUL, +10 yards & Automatic First Down

Defensive Unnecessary Roughness

SPOT FOUL, +10 yards & Automatic First Down

 

iv. Offensive Penalties

Offside/False Start

-5 yards from line of scrimmage & Loss of Down

Illegal Forward Pass (Pass received behind the line of scrimmage or throwing a pass beyond the 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

Impeding the Rusher

-5 yards from line of scrimmage & Loss of Down

Screening, Blocking or Running with the Ball Carrier

SPOT FOUL, -5 yards & Loss of Down

Charging

SPOT FOUL, -10 yards & Loss of Down

Flag Guarding

SPOT FOUL, -10 yards & Loss of Down

Offensive Unnecessary Roughness

SPOT FOUL, -10 yards & Loss of Down

 

Thank you & we appreciate your efforts in creating a fun & enjoyable tournament.