- I understand and agree ever participant must complete the camp waiver as requested by MOOSE ATHLETIC CENTER.
- I authorize the sport camp staff to secure the proper medical care as necessary to insure my child’s well-being.
- I hereby acknowledge that I am responsible for medical charges incurred during sports camp participation.
- I further understand that the sports camp carries an excess medical insurance policy for sports injuries to the camper that may result from camper activities. Camp insurance has limits and exclusions and any secondary charges not covered under this plan will be my responsibility. This policy may only be utilized after my primary insurance company has processed the claims and issued an explanation of benefits.
- I also give permission for the camp directors and/or associates to take pictures of my team and athletes to use for further promotions.
- Payment for camp may be made payable to Prevail Sports LLC from link provided below. Payment will be accepted up until 22 April 2023, unless otherwise discussed with the league organizer.
By completing this registration form and signing below, you certify that you agree to these Terms and Conditions and all league rules provided herein.
7 versus 7 Flag Rules
GENERAL RULES
1. At the start of each game, captains from both teams meet at midfield for the coin toss to determine who starts with the ball. The visiting team calls the toss.
2. The winner of the coin toss determines which position they will take first, offense or defense. The loser of the coin toss determines the direction. Whichever team who started the game on defense will start the second half on offense.
3. The offensive team takes possession of the ball at their 5-yard line and has four plays to cross midfield. Once a team crosses midfield, they have four plays to score a touchdown. Crossing midfield is the only opportunity for an offense to gain a first down within a single possession.
4. If offense fails to score, the ball changes possession and the new offensive team starts its drive on their 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 their own 5-yard line.
6. If the defense intercepts the ball, a defensive player can attempt to return it until down, out of bounds, or possession of the ball is lost.
7. All possession changes, except interceptions, start on the offense’s 5-yard line.
8. Teams change sides after the first half. Possession changes to the team that started the game on defense.
POSITIONS/ OFFENSE
1. There are seven players on offense consisting of a center, a quarterback and five eligible receivers. Two of those receivers must be on the line of scrimmage at the time of the snap – 1 positioned on each side of the center.
a. Center: This player’s sole responsibility is to snap the ball to begin the play, a critical skill at all levels of football. The center is the only ineligible player on the field. Once the center has delivered the football to the quarterback – either directly or from a pistol or shotgun formation – the center must remain in that position except in the case of a turnover, when he or she is then eligible to pull the ball-carrier’s flag.
b. Quarterback: This player receives the snap from the center and initiates the play either through a handoff or pass. The quarterback cannot directly run with the ball across the line of scrimmage without first handing the ball off to a teammate and then receiving a second handoff back or receiving a pass.
c. Receiver/back: Any player who does not initiate the snap nor receive the snap is considered an eligible receiver/back and can either receive a handoff or catch a pass. Two receivers must be on the line of scrimmage at the time of the snap – on opposite sides of the center – while the other three receivers are at least one yard behind the line of scrimmage in either a slot or running back position. No player other than the quarterback may line up within three yards of the center.
EQUIPMENT
1. Each player must wear a uniform shirt in unison with their team and a flag belt with flags attached by either Velcro/ adhesive or the ball-and-cup model.
a. NOTE: Flag belts may not be the same color as the shorts or pants.
2. Teams will use footballs suitable for the age division.
3. Mouth pieces are mandatory for practices and games.
4. Players’ jerseys must be tucked into shorts or pants if they hang below the belt line.
TIMING AND OVERTIME
1. For grades 1-5, games are played on a 40-minute continuous clock with two 20-minute halves.
2. For grades 6-9, they will play two 30 minute games consisting of two 15 minute halves.
3. Game clock stops for timeouts or injuries only. Only the officials can stop the clock at their discretion for injury, to stop a team from delaying, or other unsportsmanlike conduct.
a. In the event of an injury, the clock will stop then restart when the injured player is removed from the field of play and both teams are lined up ready to restart the play.
4. Halftime is five minutes.
5. Each time the ball is spotted, a team has 20 seconds to snap the ball.
a. Teams will receive one warning before a delay-of-game penalty is enforced.
6. Each team is allotted one 30-second timeout per half.
7. In playoff games only, if the score is tied at the end of 40 minutes, an overtime period will be used to determine a winner.
8. The overtime format is as follows:
a. A coin flip will be used to determine offense and defense.
b. If a second round of overtime must be played, the team that lost the coin toss will
get to choose offense or defense for the start of the second round of overtime. This process continues with teams alternating who gets to choose to be on offense or defense to start out during every round of overtime.
c. The referee will determine which end of the field the overtime will take place.
d. Each team will take turns getting one play from the defense’s 5-yard line for one point or the defense’s 10-yard line for two points. Whether to go for one or two points is up to the offensive team. If the offensive team converts, the team that defense then gets a chance on offense to win or tie by converting a one- or twopoint play of its own.
i. Example: Team A starts on offense and chooses to go for one point from the 5- yard line and is successful. Team B is then on offense and can choose to either go for one point from the five-yard line to tie and force a second round of overtime or to go for two points from the 10-yard line for the win.
e. If the second team on offense in an overtime round fails to beat or match the team that went first, the team that went first wins. 9. All regulation period rules and penalties are in effect
10.There are no timeouts in overtime.
SCORING
1. Touchdown equals 6 points
2. PAT (point after touchdown) 1 point from the 5-yard line or 2 points from the 10-yard line.
a. Because of the no-run zone, a one-point PAT is pass only; two-point PAT can be run or pass.
3. A team that scores a touchdown must declare prior to the snap whether it wishes to attempt a one- or two-point conversion. Any change, once a decision is made to try for the extra point, requires a charged timeout. A decision cannot be changed after a penalty.
4. Interceptions on conversions cannot be returned.
COACHES
1. One coach is allowed on the field to call plays and direct players as needed.
2. Once the quarterback begins his or her cadence, however, coaches can no longer speak and must be behind the deepest offensive and defensive players and out of the action.
3. Coaches can assist in the alignment of their players to facilitate a fast-paced game,
but coaches on the field may not provide extra instruction or make audibles to play calls once the huddle is broken. Coaches on the sidelines can provide this information to players on the field.
RUNNING
1. The ball is spotted where the runner’s front foot is when the flag is pulled, not the position of the ball.
2. The quarterback cannot directly run with the ball.
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 take place behind the line of scrimmage. The offense may use multiple handoffs.
4. The “center sneak” play is not allowed as centers are ineligible to receive handoffs or catch passes.
5. No laterals of any kind are allowed, including pitches and throwbacks.
6. No-Run Zones are located five yards before the end zone and five yards before midfield in the direction the offense is headed. They are designed to avoid short-yardage and power-running situations. Teams are not allowed to run in these zones.
a. For grades 1st-5th No-Run Zones are waived.
7. Any player who receives a handoff can throw the ball from behind the line of scrimmage.
8. Once the ball has been handed off in front, behind or to the side of the quarterback, all defensive players are eligible to rush.
9. Runners may not leave their feet to advance the ball. Diving, leaping or jumping to avoid a flag pull is considered flag guarding.
a. 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.
10.Spinning is allowed, but players cannot leave their feet to avoid a flag pull. Players spinning out of control will be called for flag guarding.
11.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.
12.No blocking or “screening” is allowed at any time.
13.Offensive players without the ball must stop their motion once the ball has crossed the line of scrimmage. There is no running with the ball-carrier.
14.Flag obstruction – All jerseys must be tucked in before play begins. Flags must be on the player’s hips and free from obstruction. Deliberately obstructed flags will be considered flag guarding.
PASSING
1. All passes must be from behind the line of scrimmage, thrown forward and received beyond the line of scrimmage.
2. The quarterback may throw the ball away to avoid a sack. The pass must go beyond the line of scrimmage and be in the vicinity of a receiver.
3. Quarterbacks cannot spike the ball dead unless the ball travels beyond the line of scrimmage and is in the vicinity of a teammate.
4. A seven-second pass clock begins upon the snap and continues until there is a handoff or pass. If the seven-second clock expires while the quarterback still has the ball, the play is blown dead, a down is lost and the ball is returned to the line of scrimmage as if an incomplete pass occurred.
5. Shovel passes are allowed but must be received beyond the line of scrimmage.
6. Any player who has received a legal handoff can throw the ball forward.
RUSHING THE PASSER
1. All players who rush the passer must be a minimum of seven yards behind the line of scrimmage when the ball is snapped. Any number of players can rush the quarterback. Players not rushing the quarterback can defend on the line of scrimmage.
2. Once the ball is handed off, the seven-yard rule is no longer in effect, and all defenders may go behind the line of scrimmage.
3. A marker, or the referee, will designate a rush line seven yards from the line of scrimmage.
4. Defensive players should verify they are in the correct position with the official on every play.
5. A rusher who leaves the rush line early (breaks the seven-yard area) may return to the rush line, reset, and then legally rush the quarterback.
6. Teams are not required to rush the quarterback.
7. Teams are not required to identify their rusher before the play.
8. 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 still results in a roughing the passer penalty.
9. The offense cannot impede the rusher in any way. The rusher has the right to a clear path to the quarterback, regardless of where he or she lines 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 the rusher 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.
10.A sack occurs if the quarterback’s flag is pulled behind the line of scrimmage. The ball is placed where the quarterback’s front foot was when the flag was pulled.
11.A safety is awarded if the sack takes place in the offensive team’s end zone. The ball will be returned to the offense on the line of scrimmage or 5-yard line with a loss of down.
SUNDAY GAMES
Moose Athletic Club
1911 Crain Hwy S, Glen Burnie, MD 21061-5573, United States Glen Burnie, MD 21061
Ø 1st and 2nd grade o (Games will start at 1:00 each team will get one 40 min game)
Ø 3rd and 4th grade o (Games will start at 2:30 each team will get one 40 min game)
Ø 5th grade
o (Games will start at 3:30 each team will get one 40 min game)
SATURDAY GAMES
Moose Athletic Club
1911 Crain Hwy Hwy S, Glen Burnie, MD 21061-5573, United States Glen Burnie, MD 21061
Ø 6th grade o (Games will start at 4:00pm each team will get two 30 min games)
Ø 7th grade o (Games will start at 5:30pm each team will get two 30 min games)
Ø 8th grade o (Games will start at 6:30pm each team will get two 30 min games)
Ø 9th grade o (Games will start at 7:30pm each team will get two 30 min games)