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Rule 3: Game Clock/Timing  

Section 1 - GAME LENGTH

Article 1: Playing time shall be fifty (50) minutes, divided into two halves of 25 minutes each.  Intermission between halves shall be 5 minutes. 

Section 2 - CHOICES

Article 1: Approximately three minutes before the start of the game, the referee will meet at mid-field with the captains of each team. One of the captains of one of the teams, as designated by the referee, will call a coin toss (heads or tails). The winner of the coin toss will have one of two choices, either to select which team will receive, or the goal that the team will defend. The loser is automatically given the other option. At the start of the second half, the teams change ends of the field. The team that lost the pre-game coin toss is given the choice between kicking or receiving. There is no coin toss prior to the start of the second half.

Section 3 - STARTING THE GAME

Article 1: Should a team not make the designated kick-off time, a five (5) yard penalty will be assessed for delay of game. If a team is still not available for play after a grace period of seven (7) minutes, the non-appearing team will forfeit the game by a score of 13 to zero. If a team is delayed because their earlier scheduled game ran into overtime, or their last playing site is too far away from the new game site to preclude the possibility of arriving on time, they will not be penalized or be required to forfeit. Failure to return to the field ready for play within one (1) minute, after the five minute half-time intermission and the referee’s whistle signaling the end of half-time will result in a five (5) yard penalty against the offending team for delay of game.

Section 4 - CLOCK/TIMING

Article 1:  The clock will start when the kick-off is touched by a player on the receiving team or when the ball has traveled 10 yards on the kick-off and is touched by any player. The clock will run continuously during each half, except:

Article 2:  The clock will stop:

1.         During team time outs.

2.         After each score and after touchbacks, while the ball is being readied for play. The clock will re-start when the ball is snapped for the next scrimmage play, or is touched on the kick-off.

3.         During tries for extra points after touchdowns.

4.         When the two (2) minute warning is given near the end of the first half and near the end of the game; however, once the time is given to each team, the clock will re-start when the ball is snapped for the next play.

5.         During the time period after the two-minute warning, following all legal incomplete passes, and when the ball is legally spiked by the passer.

6.         During this two (2) minute period, for defensive penalties, unless it benefits the defensive team. In the event of an offensive penalty - even if a pass is incomplete or spiked - the clock will not stop.

If, in the judgment of the referee, conditions or situations on the field are not in the best interests of continuous play, the referee may stop the clock until the referee is satisfied that play should continue.

Article 3:  The referee has sole control and discretion concerning clock management - including designating which official shall keep the official time. Official time is kept by the designated timekeeper. Stadium clocks, if available, are to be used as a guide only.  

Section 5 - TIME OUTS

Article 1: EACH TEAM WILL BE ENTITLED TO FOUR (4) TIME OUTS PER REGULATION TIME PER GAME. THESE TIME OUTS MAY BE TAKEN AT ANY POINT IN THE GAME.   A time out will last one minute from the time the clock is stopped until the referee blows the whistle and marks the ball ready for play.

Article 2:  During an authorized time out, a maximum of three (3) coaches, trainers, etc. may enter the field to confer with players. Having more than three (3) coaches, etc. on the field during time outs will result in a five-yard penalty for illegal participation - except for treating an injured player.

Article 3:  TIME OUTS MAY BE CALLED BY ANY ON-FIELD PLAYER, BUT NOT BY SIDELINE PERSONNEL.

Article 4:  Should time need to be called to treat an injured player or correct player equipment, that time will be treated as a charged time out - if time outs are available. Following the two (2) minute warnings, should no time outs be left, any player injuries and/or player equipment repairs will not stop the clock.  Exception:  in the case of severe injury, it is the discretion of the referee to stop the clock by declaring an official’s time out.

Article 5:  Calling a time out when no time outs are left, will result in a five-yard penalty to the offending team for delay of game.

Article 6: Only one timeout per overtime period.

Section 6 - PUTTING THE BALL IN PLAY

Article 1:  After each play, the referee will set the ball in position for play, chop with the arm and blow the whistle to indicate the ball is ready for play.  From that point on, the team with the ball (offense) has 25 seconds to snap the ball and begin its next play.  Failure to put the ball in play within the allotted time will result in a five-yard penalty against the offense, for delay of game.

Rule 2: Field of Play
Rule 4: Field of Play




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