5 man Tourney Rules :
Tournament RULES
FIELD DIMENSIONS 60 length x 30 width – 8 yard end zones – 30 yard halves
BALL All games will use a regulation-size football. Teams may use their own regulation-size football.
START OF GAME A coin toss determines first possession. The team that wins the coin toss can elect to start with the ball or chose direction. Teams will switch direction and possession at halftime.
POSSESSIONS All possessions start from the 5 yard line except interceptions. The offensive team takes possession of the ball at their 5-yard line & has 3 plays to cross mid-field. Once a team crosses mid-field they have 3 plays to score. If the offense fails to cross mid field or score, the ball changes possession. All interceptions may be returned and the ball will be spotted at the end of the play.
ROSTER
Teams must have a minimum of 5 players. Teams are allowed up to maximum of 9 players. Players must be on the roster to play in the game unless permission is granted by the field supervisor.
UNIFORM
Although we want every team and player to be in uniform because it looks nice and creates a better atmosphere out at the field it is not mandatory to play.
- Shirts or jerseys must be tucked in at all times
- Flags must be worn on each side of the players’ hips
- If a player has anything hanging from their belt (i.e. gloves, towel etc…) the item will be considered a flag and may be pulled by the other team
- Players with pockets must tape up their pockets prior to playing.
- No metal spikes/cleats of any kind
GAME CLOCK FORMAT
Each game is 24 minutes long with two 12-minute halves and a 1 minute half-time. Possession and direction will change at the end of the first half.
RUNNING CLOCK – The game clock will not stop unless a time out has been called or the official feels it is necessary. The offense has 30 seconds to snap the ball from the time it is spotted.
PRO CLOCK – PLAYOFFS ONLY! In effect for the final two minutes of the game only if the point difference is 8 points or less. The clock will stop on/for:
- Out of bounds
- Possession change
- Incomplete pass
- Loss of yards or no gain
- Penalty committed by the team with the lead
- Time outs and Extra points
- The clock will stop on any score and will NOT run during an extra point
- If the score makes the point deference greater than 8, Pro Clock is NOT in effect and the clock runs
- If the Extra point makes the point deference greater than 8 points the clock will not start until the ball is snapped to start the next drive.
TIME OUTS
- Each team has 1 time outs per game.
- Time outs will only stop the game clock for 30 seconds.
- The offense must snap the ball at the completion of the time out.
- If a time out is called after a touchdown the clock will not restart until the non-scoring team snaps the ball to start their possession.
SCORING
- Touchdown = 6 points
- Extra Point = 1 point (from 5 yards out) or 2 points (from 12 yards out)
- Safety = 2 points
- Interception returned during an extra point attempt = 2 points
Once a team chooses to go for 1 or 2 and the ball has been spotted they may not change (even after a penalty). The only exception is if the official accidentally provided the wrong score.
RUSHING THE QUARTERBACK
- Players that rush the quarterback must be a minimum of 7 yards from the line of scrimmage when the ball is snapped
- Players that are not 7 yards from the line of scrimmage when the ball is snapped may not cross the line of scrimmage before a handoff or lateral has occurred.
- The official will designate 7 yards from the line of scrimmage
- If the offense elects to snap the ball prior to the official marking rush line there is no illegal rush.
- Any contact with the Quarterback above the flag belt or below the knee will be considered roughing the passer.
- The rusher may attempt to knock down a pass once the ball has left quarterbacks hand but must still avoid hitting the Quarterback.
- The rusher may not intentionally knock the ball out of the quarterback’s hand. No stripping.
RUNNING
- Teams are allowed to run the ball if they are outside the no run zone. The no run zones are located 5 yards before mid-field and 5-yards before the end zone.
- A player may not run unless they have received a handoff or lateral.
- Multiple handoffs are allowed behind the line of scrimmage. There may be only one lateral behind the line.
- No handoffs or laterals beyond the line of scrimmage.
- All plays in the no run zone must be forward passes caught beyond the line of scrimmage.
- The lead flag must break the plane of the mid-field or goal line to be considered a 1st down or touchdown.
PASSING
- The person receiving the snap from the center is considered the quarterback.
- The quarterback has 5 seconds to pass, handoff or lateral the ball if the defense does not cross the line of scrimmage. If the ball is not thrown within 5 seconds, the play is dead, and considered an incomplete pass. The ball returns to the line of scrimmage.
- The official will count to 4 out loud and blow the whistle on 5.
- There is no 5 second count after the ball has been handed off or lateraled.
- There is no 5 second count if the defensive team crosses the line of scrimmage, legally or illegally.
- All interceptions may be returned.
- Only one forward pass per play. The ball must be thrown behind the line of scrimmage
- The quarterback must release the ball before rusher pulls his flag, otherwise the play ends in a sack.
- If the ball hits the ground on a lateral it is spotted where it hits the ground, unless the ball is deflected by the defender then it is spotted at the point of deflection. Intercepted laterals may be returned
RECEIVING
- All players are eligible to receive a pass, including the original quarterback.
- If both the receiver and defender come down with the ball, possession goes to the offense
- The receiver must control the ball (ref’s discretion) and have the first foot in bounds before any other part of the player touches out-of-bounds.
- Players that run out of bounds during a play are not eligible to come back in-bounds and be the first to touch the ball.
- Players pushed out of bounds are eligible to make a reception
START OF PLAY
- The ball must always be placed on the line of scrimmage to start a play. You can move the ball from sideline to sideline but not forward or backwards.
- Players may not be moving forward when the ball is snapped.
- The ball must be snapped between the legs of the center with the center facing the line of scrimmage to start a play.
- Only one offensive player may be in motion at the time the ball is snapped.
END OF PLAY
- The ball carrier has their flag pulled.
- The ball carrier steps out of bounds.
- Incomplete pass.
- If the defender pulls a receivers flag prior to the receiver touching the ball, the defense must pull the remaining flag to end the play. If both flags are pulled prematurely, it will be considered an illegal flag pull and the defense must touch the player with one hand to end the play.
- If the defender pulls a flag in the backfield just after the ball is handed off or lateralled it is not considered premature. If the player missing a flag receives the ball again, the defense must touch the player with one hand to end the play.
- The ball carrier has their body other than the hand or foot touch the ground.
- The ball touches the ground.
- Touchdown, extra point or safety is scored.
- Official blows whistle.
- In the event the official blows their whistle prematurely the team with possession of the ball will have the choice to accept the result of the play where the whistle was blown or replay the down. If the ball is airborne when the whistle is blown the play is dead and the down is repeated.
OVERTIME
- A coin flip determines choice of possession
- Team that wins the coin flip will elect to be offense or defense. The first offensive team will choose to go for a 1 point or 2 point attempt. The second team can match or go for the win.
- If the score is still tied, the process will be repeated.
- If after two cycles and the score is still tied, the first team in OT must go for 1 and if successful the other team must go for 2. If first team is unsuccessful then the 2nd team may go for either option.
DEFENSIVE PENALTIES
All defensive penalties are 5 yards and an automatic first down.
DEFENSIVE PENALTIES ENFORCED FROM THE LINE OF SCRIMMAGE:
- Delay of game – Intentionally slowing down the start of the next play.
- Illegal contact – No bump and run, holding a receiver during their route or pushing a player out of bounds. The officials will determine incidental contact which may result from normal play.
- Illegal flag pull – Pulling both flags prior to the player touching the ball or pulling a players flag away from the ball.
- Illegal rush – Entering the backfield prior to the ball being handed off or lateraled. There is no defensive penalty if the player started the play from 7 yards out or the offense snapped the ball before the official was set.
- Offside – Crossing the line of scrimmage prior to the ball being snapped.
- Roughing the passer – Any contact with the Quarterback above the flag belt or below the knee will be considered roughing the passer.
- Stripping – Behind the LOS Intentionally knocking the ball out of a player’s hand. You must play the flags.
DEFENSIVE PENALTIES ENFORCED FROM THE SPOT OF THE FOUL:
- Holding – preventing the ball carrier from trying to advance the ball
- Pass interference – Contact while the ball is in the air prior to the receiver touching the ball • Stripping – Intentionally knocking the ball out of a players hand beyond the line of scrimmage.
OFFENSIVE PENALTIES
All offensive penalties are 5 yards and loss of down except illegal motion, false start and delay of game which are 5 yards but not a loss of down.
OFFENSIVE PENALTIES ENFORCED FROM THE LINE OF SCRIMMAGE:
- Delay of game – The offense has 30 seconds to snap the ball once the ball has been set. The official will count down the last 10 seconds.
- False start – Simulating the start of a play, crossing the line of scrimmage prior to the ball being snapped or moving forward at when the ball is snapped.
- Illegal contact – The receiver may not push off the defender to create separation.
- Illegal forward pass – Two forward passes or throwing the ball after crossing the line of scrimmage.
- Illegal motion – More than one person in motion or anyone moving forward at the time the ball is snapped.
- Illegal pick – Players may not intentionally set a pick to free up another receiver.
- Illegal run – Running the ball, or a pass caught behind the line of scrimmage, inside the no run zone.
- Impeding the rush – It is only impeding the rush if:
- Prior to the snap, the rusher lined up 2 yards to either side of the center and had a clear path to the quarterback.
- The rusher does not change direction to chase the quarterback.
- The receivers get in the way of the rusher trying to chase the quarterback. (The rusher must avoid contact with the center running straight up the field.)
- Pass Interference – Offense initiates contact with the defensive player while the ball is in the air.
OFFENSIVE PENALTIES ENFORCED FROM THE SPOT OF THE FOUL:
- Blocking or Screening – The offense may not intentionally get in the way of the defender trying to pull a flag.
- Charging – The movement of the ball carrier directly at the defense player who has established possession on the field. This includes lowering the head, making contact with the defender with a shoulder, chest or forearm.
- Flag guarding – An act by the ball carrier to prevent the defender from pulling the ball carrier’s flags by stiff arm, lowering elbow or head or by blocking access to the runner’s flags with a hand or arm.
- Diving – Players may not dive to advance the ball.
- Hurdling – Players may not jump over a player on the ground.
PERSONAL FOUL / UNSPORTSMANLIKE CONDUCT
All personal foul and unsportsmanlike conduct penalties are 15 yards and loss of down or automatic first down. Teams may be penalized for the behavior of spectators as well.
- Confrontational language.
- Taunting or trash talking.
- Tackling, elbowing, cheap shots or overaggressive play.
- Swearing or other offensive language.
- Verbal abuse towards an official
Official will use their discretion to determine the severity of the infraction and may choose to warn a player or spectator or penalize the team.
If the actions are repeated or severe, the official may eject the player or spectator from the game. Play will not resume until the person who has been ejected has left the field.
Taunting/Trash Talking will not be tolerated – Players may be removed from the game and fields at the official’s discretion. Fighting will not be tolerated. Players involved in a fight will immediately be ejected from the game. The league will determine the length of suspension for the person involved.
4 on 4 LEAGUE RULES
- The Game
- Uniform
- Game Clock Format
- Rushing the quarterback
- Running
- Passing
- Receiving
- Start of play
- Last Man Rule
- Overtime
- Defensive Penalties
- Offensive Penalties
- Personal foul and unsportsmanlike conduct
- FIELD DIMENSIONS 70 x 25 – 10 yard end zones – 25 yard halves
- START OF GAME A coin toss determines first possession. The team that wins the coin toss can elect to start with the ball or chose direction or differ. The team that loses the toss will choose the other. Teams will switch direction and possession at halftime and play will resume.
- UNIFORM
- Shorts/Pants For the safety of the players no pockets are allowed. We would prefer teams to wear the same colored short or pant. Although we want every team and player to be in uniform because it looks nice and creates a better atmosphere out at the field it is not mandatory to play.
- POSSESSIONS All possessions start from the 5 yard line except interceptions. The offensive team takes possession of the ball at their 5-yard line & has 3 plays to cross mid-field. Once a team crosses mid-field they have 3 plays to score. If the offense fails to cross mid field or score, the ball changes possession. All interceptions may be returned and the ball will be spotted at the end of the play.
- BALL All games will use a regulation-size football. Teams may use their own regulation-size football.
- THE GAME
- Shirts or jerseys must be tucked in at all times
- Flags must be worn on each side of the players’ hips
- If a player has anything hanging from their belt (i.e. gloves, towel etc…) the item will be considered a flag and may be pulled by the other team
- No metal spikes/cleats of any kind
- Each game is 40 minutes long with two 20-minute halves. Possession and direction will change at the end of the half with a 5 minute halftime.
- ***Pro Clock In effect for the last minute of the game only if the point difference is within 8 points. The clock will stop on:
- Out of bounds
- Possession change
- Incomplete pass
- Loss of yards or no gain
- Penalty committed by the team with the lead
- Time out
- GAME CLOCK FORMAT
- Running Clock The game clock will not stop unless a time out has been called or the official feels it is necessary. The offense has 30 seconds to snap the ball from the time it is spotted.
- Time Outs
- Each team has 2 time outs per game
- Time outs will only stop the game clock for 30 seconds
- The offense has 30 seconds to snap the ball upon the completion of the time out.
- If a time out is called after a touchdown the clock will not restart until the non-scoring team snaps the ball to start their possession
- Scoring
- Touchdown = 6 points
- Extra Point = 1 point (from 5 yards out) or 2 points (from 12 yards out)
- Safety = 2 points
- Interception returned during an extra point attempt = 2 points
- RUSHING THE QUARTERBACK
- Players that rush the quarterback must be a minimum of 7 yards from the line of scrimmage when the ball is snapped
- Once a team chooses to go for 1 or 2 and the ball has been spotted they may not change (even after a penalty). The only exception is if the official accidentally provided the wrong score.
- Players that are not 7 yards from the line of scrimmage when the ball is snapped may not cross the line of scrimmage before a handoff or lateral has occurred
- The official will designate 7 yards from the line of scrimmage
- If the offense elects to snap the ball prior to the official marking rush line there is no illegal rush
- Players that rush the quarterback must avoid excessive contact with the quarterback’s arm and body
- The rusher may attempt to knock down a pass once the ball has left quarterbacks hand
- The rusher may not intentionally knock the ball out of the quarterback’s hand. No stripping.
- RUNNING
- Teams can run the ball if they are outside the no run zone. The no run zones are located 5 yards before mid-field and 5-yards before the end zone.
- A player may not run unless they have received a handoff or lateral.
- Multiple handoffs are allowed behind the line of scrimmage.
- There may be only one lateral behind the line of scrimmage.
- No handoffs or laterals beyond the line of scrimmage.
- All plays in the no run zone must be passes caught beyond the line of scrimmage.
- If the ball is placed on the back of any player, that player must run the ball.
- The lead flag must break the plane of the mid-field or goal line to be considered a 1st down or touchdown.
- PASSING
- The person receiving the snap from the center is considered the quarterback.
- The quarterback has 5 seconds to pass the ball if the defense does not cross the line of scrimmage. If the ball is not thrown within 5 seconds, the play is dead, and considered an incomplete pass. The ball returns to the line of scrimmage.
- The official will count to 4 out loud and blow the whistle on 5.
- There is no 5 second count after the ball has been handed off or lateraled.
- There is no 5 second count if the defensive team crosses the line of scrimmage.
- All interceptions may be returned.
- Only one forward pass per play, no forward pass may be lateraled, pitched, or handed off.
- The quarterback must release the ball before rusher pulls his flag, otherwise the play ends in a sack.
- If a lateral is deflected it is spotted at the point of deflection unless another an offensive player touches the ball before it hits the ground or the ball is intercepted.
- If a pitch back is deflected the ball is spotted at the point of deflection.
- RECEIVING
- All players are eligible to receive a pass, including the original quarterback.
- If both the receiver and defender come down with the ball, possession goes to the offense
- The receiver must control the ball (ref’s discretion) and have the first foot in bounds before any other part of the player touches out-of-bounds.
- Players that run out of bounds during a play are not eligible to come back in-bounds and be the first to touch the ball.
- Players pushed out of bounds are eligible to make a reception
- START OF PLAY
- The ball must always be placed on the line of scrimmage to start a play. You can move the ball from sideline to sideline but not forward or backwards.
- Players may not be moving forward when the ball is snapped.
- The ball must be snapped between the legs of the center with the center facing the line of scrimmage to start a play.
- Only one offensive player may be in motion at the time the snap.
- END OF PLAY
- The ball carrier has their flag pulled.
- The ball carrier steps out of bounds.
- Incomplete pass.
- If the defender pulls a receivers flag prior to the receiver touching the ball, the defense must pull the remaining flag to end the play. If both flags are pulled prematurely, it will be considered an illegal flag pull and the defense must touch the player with one hand to end the play.
- If the defender pulls a flag in the backfield just before the ball is handed off, pitched back or lateraled it is not considered premature. If the player missing a flag receives the ball again, the defense must touch the player with one hand to end the play.
- If a player starts with a missing flag, the player is down where they touch the ball. If the players flag falls off after the snap, they must be touched to be marked down.
- The ball carrier has their knee, forearm or shorts touch the ground. The hand touching the ground does not end a play.
- The ball touches the ground.
- Touchdown, extra point or safety is scored.
- Official blows whistle.
- In the event the official blows their whistle prematurely the team with possession of the ball will have the choice to accept the result of the play where the whistle was blown or replay the down. If the ball is airborne when the whistle is blown the play is dead.
- LAST-MAN-RULE
- If there is no one between the ball carrier and the goal line and the defender commits an intentional foul to save a touchdown, the offense will be awarded a touchdown.
- OVERTIME
- A coin flip determines choice of first possession.
- Each team has at least one possession in overtime.
- In the first overtime, teams may elect to go for one or two points
- If the score is tied at the end of the first overtime, the game will go into a second overtime.
- The team that started with the ball in the first overtime will start with the ball in the second overtime. They must go for 1 point. If they make the extra point the opposing team must go for two points. If they do not make the extra point the opposing team will go for one point.
- If additional overtimes are needed, the rules of the second overtime apply to each overtime. Teams alternate who starts with the ball each overtime.
- The team that wins overtime is awarded one point.
- Interceptions in overtime are considered a dead ball.
- All defensive penalties are 5 yards and an automatic first down.
- Delay of game Intentionally slowing down the start of the next play.
- Illegal flag pull Pulling both flags prior to the player touching the ball.
- Offside Crossing the line of scrimmage prior to the ball being snapped.
- Stripping Intentionally knocking the ball out of a players hand behind the line of scrimmage.
- Pass Interference Contact while the ball is in the air prior to the receiver touching the ball.
- OFFENSIVE PENALTIES Offensive penalties enforced from the line of scrimmage:
- Delay of Game The offense has 30 seconds to snap the ball once the ball has been set. The official will count down the last 10 seconds.
- Illegal Contact The receiver may not push off the defender to create separation.
- Illegal Motion More than one person in motion or anyone moving forward at the time the ball is snapped.
- Illegal Run Running the ball, or a pass caught behind the line of scrimmage, inside the no run zone.
- Impeding the Rush It is only impeding the rush if:
- Illegal Pick Players may not intentionally set a pick to free up another receiver.
- Illegal Forward Pass Two forward passes or throwing the ball after crossing the line of scrimmage.
- False Start Simulating the start of a play, crossing the line of scrimmage prior to the ball being snapped or moving forward at when the ball is snapped.
- Blocking or Screening The offense may not intentionally get in the way of the defender trying to pull a flag.
- All offensive penalties are 5 yards and loss of down except illegal motion, false start and delay of game which are 5 yards but not a loss of down.
- Stripping Intentionally knocking the ball out of a players hand beyond the line of scrimmage.
- Holding preventing the ball carrier from trying to advance the ball (Yardage added to the end of play)
- Defensive penalties enforced from the spot of the foul:
- Roughing the Passer The officials will determine incidental contact which may result from normal play.
- Illegal rush Entering the backfield prior to the ball being handed off, pitched or thrown back. Players that are 7 yards out at the start of the play may enter the backfield at any time.
- Illegal contact No bump and run, holding a receiver during their route or pushing a player out of bounds. The officials will determine incidental contact which may result from normal play.
- Defensive penalties enforced from the line of scrimmage:
- DEFENSIVE PENALTIES
- Prior to the snap, the rusher needs to line up so that he has a clear path to the quarterback.
- The rusher does not change direction to chase the quarterback.
- The receivers get in the way of the rusher trying to chase the quarterback. Rush lane has been established.
- Lane must be 2 feet clear of space between center and receivers
- Charging The movement of the ball carrier directly at the defense player who has established possession on the field. This includes lowering the head, making contact with the defender with a shoulder, chest or forearm.
- Diving Players may not dive to advance the ball.
- PERSONAL FOUL AND UNSPORTSMANLIKE CONDUCT All personal foul and unsportsmanlike conduct penalties are 15 yards and loss of down or automatic first down. Teams may be penalized for the behavior of spectators as well.
- Hurdling Players may not jump over a player on the ground. Player cannot leave both feet off the ground to avoid flag pull.
- Flag Guarding An act by the ball carrier to prevent the defender from pulling the ball carrier’s flags by stiff arm, lowering elbow or head or by blocking access to the runner’s flags with a hand or arm.
- Offensive penalties enforced from the spot of the foul:
- Confrontational language.
- Taunting or trash talking.
- Tackling, elbowing, cheap shots or overaggressive play.
- Swearing or other offensive language. If the actions are repeated or severe, the official may eject the player or spectator from the game. Play will not resume until the person who has been ejected has left the field. Players or spectators ejected from games that are approved to return to the league must pay a $25 fine before they are allowed back out at the fields.
- Fighting will not be tolerated. Players involved in a fight will immediately be ejected from the game. The league will determine the length of suspension for the person involved. Both game officials and league commissioner will discuss whether violation is deserving of game suspensions.
- Official will use their discretion to determine the severity of the infraction and may choose to warn a player or spectator or penalize the team.
TOURNAMENT RULES
THE GAME
FIELD DIMENSIONS 70 length x 25 width – 10 yard end zones – 25 yard halves
BALL All games will use a regulation-size football. Teams may use their own regulation-size football.
START OF GAME
A coin toss determines first possession. The team that wins the coin toss can elect to start with the ball or choose direction. The team that loses the toss will choose the other. Teams will switch direction and possession at halftime and play will resume.
POSSESSIONS All possessions start from the 5 yard line except interceptions. The offensive team takes possession of the ball at their 5-yard line & has 3 plays to cross mid-field. Once a team crosses mid-field they have 3 plays to score. If the offense fails to cross mid field or score, the ball changes possession. All interceptions may be returned and the ball will be spotted at the end of the play.
UNIFORM
SHIRTS – We would prefer teams to be in uniform and wear the same colored shirts. Although we want every team and player to be in uniform because it looks nice and creates a better atmosphere out at the field it is not mandatory to play.
SHORTS/PANTS – For the safety of the players no pockets are allowed. We would prefer teams to wear the same colored short or pant.
- Shirts must be tucked in at all times.
- Flags must be worn on each side of the players’ hips
- Players with pockets must tape up their pockets prior to playing
- No metal spikes/cleats of any kind
GAME CLOCK FORMAT
Each game is 24 minutes long with two 12-minute halves and a 1 minute half-time. Possession and direction will change at the end of the first half.
RUNNING CLOCK – The game clock will not stop unless a time out has been called or the official feels it is necessary. The offense has 30 seconds to snap the ball from the time it is spotted.
PRO CLOCK – In effect for the last minute of the game only if the point difference is 8 points or less. The clock will stop on/for:
- Out of bounds
- Possession change
- Incomplete pass
- Loss of yards or no gain
- Penalty committed by the team with the lead
- Time outs and Extra points
TIME OUTS
- Each team has 2 time outs per game.
- Time outs will only stop the game clock for 30 seconds.
- The offense must snap the ball at the completion of the time out.
- If a time out is called after a touchdown the clock will not restart until the non-scoring team snaps the ball to start their possession.
SCORING
- Touchdown = 6 points
- Extra Point = 1 point (from 5 yards out) or 2 points (from 12 yards out)
- Safety = 2 points
- Interception returned during an extra point attempt = 2 points
Once a team chooses to go for 1 or 2 and the ball has been spotted they may not change (even after a penalty). The only exception is if the official accidentally provided the wrong score.
END OF GAME
DURING POOL PLAY – The game will end when a team scores 28 points or the game clock expires, whichever comes first. If the score is tied at the expiration of the game clock the game will go into overtime.
Note: The final score will reflect the total points scored and may exceed 28. For example if a team has 27 points and scores a touchdown the final score will be 33. There is no extra point try once a team passes 28 points.
DURING TOURNAMENT PLAY (playoffs) – The game will end at the expiration of the game clock or overtime only.
RUSHING THE QUARTERBACK
- Players that rush the quarterback must be a minimum of 7 yards from the line of scrimmage when the ball is snapped
- Players that are not 7 yards from the line of scrimmage when the ball is snapped may not cross the line of scrimmage before a handoff or lateral has occurred.
- The official will designate 7 yards from the line of scrimmage
- If the offense elects to snap the ball prior to the official marking rush line there is no illegal rush.
- Players that rush the quarterback must avoid excessive contact with the quarterbacks arm and body
- The rusher may attempt to knock down a pass once the ball has left quarterbacks hand
- The rusher may not intentionally knock the ball out of the quarterback’s hand. No stripping.
RUNNING
- Teams are allowed to run the ball if they are outside the no run zone. The no run zones are located 5 yards before mid-field and 5-yards before the end zone.
- A player may not run unless they have received a handoff or lateral.
- Multiple handoffs are allowed behind the line of scrimmage.
- There may be only one lateral behind the line of scrimmage.
- No handoffs or laterals beyond the line of scrimmage.
- All plays in the no run zone must be passes caught beyond the line of scrimmage.
- If the ball is placed on the back of any player, that player must run the ball.
- The lead flag must break the plane of the mid-field or goal line to be considered a 1st down or touchdown.
PASSING
- The person receiving the snap from the center is considered the quarterback.
- The quarterback has 5 seconds to pass, handoff or lateral the ball if the defense does not cross the line of scrimmage. If the ball is not thrown within 5 seconds, the play is dead, and considered an incomplete pass. The ball returns to the line of scrimmage.
- The official will count to 4 out loud and blow the whistle on 5.
- There is no 5 second count after the ball has been handed off or lateraled.
- There is no 5 second count if the defensive team crosses the line of scrimmage.
- All interceptions may be returned.
- Only one forward pass per play. The ball must be thrown behind the line of scrimmage, no forward pass may be lateraled, pitched, or handed off.
- The quarterback must release the ball before rusher pulls his flag, otherwise the play ends in a sack.
- If the ball hits the ground on a lateral it is spotted where it hits the ground, unless the ball is deflected by the defender then it is spotted at the point of deflection.
- Intercepted laterals may be returned
RECEIVING
- All players are eligible to receive a pass, including the original quarterback.
- If both the receiver and defender come down with the ball, possession goes to the offense
- The receiver must control the ball (ref’s discretion) and have the first foot in bounds before any other part of the player touches out-of-bounds.
- Players that run out of bounds during a play are not eligible to come back in-bounds and be the first to touch the ball.
- Players pushed out of bounds are eligible to make a reception
START OF PLAY
- The ball must always be placed on the line of scrimmage to start a play. You can move the ball from sideline to sideline but not forward or backwards.
- Players may not be moving forward when the ball is snapped.
- The ball must be snapped between the legs of the center with the center facing the line of scrimmage to start a play.
- Only one offensive player may be in motion at the time the ball is snapped.
END OF PLAY
- The ball carrier has their flag pulled.
- The ball carrier steps out of bounds.
- Incomplete pass.
- If the defender pulls a receivers flag prior to the receiver touching the ball, the defense must pull the remaining flag to end the play. If both flags are pulled prematurely, it will be considered an illegal flag pull and the defense must touch the player with one hand to end the play.
- If the defender pulls a flag in the backfield just after the ball is handed off or lateralled it is not considered premature. If the player missing a flag receives the ball again, the defense must touch the player with one hand to end the play.
- If a player starts with a missing flag the player is down where they touch the ball.
- If a flag falls off on its own after the snap, the player must be touched to be down.
- The ball carrier has their body other than the hand or foot touch the ground.
- The ball touches the ground.
- Touchdown, extra point or safety is scored.
- Official blows whistle.
- In the event the official blows their whistle prematurely the team with possession of the ball will have the choice to accept the result of the play where the whistle was blown or replay the down. If the ball is airborne when the whistle is blown the play is dead and the down is repeated.
LAST MAN RULE
- If there is no one between the ball carrier and the goal line and the defender commits an intentional foul to save a touchdown, the offense will be awarded a touchdown.
OVERTIME
- A coin flip determines choice of first possession.
- Each team has at least one possession in overtime.
- In the first overtime, teams may elect to go for one or two points
- If the score is tied at the end of the first overtime, the game will go into a second overtime
- The team that started with the ball in the first overtime will start with the ball in the second overtime. They must go for 1 point. If they make the extra point the opposing team must go for two points. If they do not make the extra point the opposing team will go for one point.
- If additional overtimes are needed, the rules of the second overtime apply to each overtime. Teams alternate who starts with the ball each overtime.
- The team that wins overtime is awarded one point.
- Interceptions in overtime are considered a dead ball.
DEFENSIVE PENALTIES
All defensive penalties are 5 yards and an automatic first down.
DEFENSIVE PENALTIES ENFORCED FROM THE LINE OF SCRIMMAGE:
- Delay of game – Intentionally slowing down the start of the next play.
- Illegal contact – No bump and run, holding a receiver during their route or pushing a player out of bounds. The officials will determine incidental contact which may result from normal play.
- Illegal flag pull – Pulling both flags prior to the player touching the ball or pulling a players flag away from the ball.
- Illegal rush – Entering the backfield prior to the ball being handed off or lateraled. There is no defensive penalty if the player started the play from 7 yards out or the offense snapped the ball before the official was set.
- Offside – Crossing the line of scrimmage prior to the ball being snapped.
- Roughing the passer – The officials will determine incidental contact which may result from normal play.
- Stripping – Intentionally knocking the ball out of a players hand behind the line of scrimmage.
DEFENSIVE PENALTIES ENFORCED FROM THE SPOT OF THE FOUL:
- Holding – preventing the ball carrier from trying to advance the ball (yardage added to the end of play)
- Pass interference – Contact while the ball is in the air prior to the receiver touching the ball
- Intentionally knocking the ball out of the ball carriers hands
- Stripping – Intentionally knocking the ball out of a players hand beyond the line of scrimmage.
OFFENSIVE PENALTIES
All offensive penalties are 5 yards and loss of down except illegal motion, false start and delay of game which are 5 yards but not a loss of down.
OFFENSIVE PENALTIES ENFORCED FROM THE LINE OF SCRIMMAGE:
- Blocking or Screening – The offense may not intentionally get in the way of the defender trying to pull a flag.
- Delay of game – The offense has 30 seconds to snap the ball once the ball has been set. The official will count down the last 10 seconds.
- False start – Simulating the start of a play, crossing the line of scrimmage prior to the ball being snapped or moving forward at when the ball is snapped.
- Illegal contact – The receiver may not push off the defender to create separation.
- Illegal forward pass – Two forward passes or throwing the ball after crossing the line of scrimmage.
- Illegal motion – More than one person in motion or anyone moving forward at the time the ball is snapped.
- Illegal pick – Players may not intentionally set a pick to free up another receiver.
- Illegal run – Running the ball, or a pass caught behind the line of scrimmage, inside the no run zone.
- Impeding the rush – It is only impeding the rush if:
- Prior to the snap, the rusher needs to line up so that he has a clear path to the quarterback.
- The rusher does not change direction to chase the quarterback.
- The receivers get in the way of the rusher trying to chase the quarterback.
- Lane Must be 2 feet clear of space between center and receivers.
- Pass Interference – Offense initiates contact with the defensive player while the ball is in the air.
OFFENSIVE PENALTIES ENFORCED FROM THE SPOT OF THE FOUL:
- Charging – The movement of the ball carrier directly at the defense player who has established possession on the field. This includes lowering the head, making contact with the defender with a shoulder, chest or forearm.
- Flag guarding – An act by the ball carrier to prevent the defender from pulling the ball carrier’s flags by stiff arm, lowering elbow or head or by blocking access to the runner’s flags with a hand or arm.
- Diving – Players may not dive to advance the ball.
- Hurdling – Players may not jump over a player on the ground. Player cannot leave BOTH feet off the ground to avoid flag pull.
PERSONAL FOUL / UNSPORTSMANLIKE CONDUCT
All personal foul and unsportsmanlike conduct penalties are 15 yards and loss of down or automatic first down.
Teams may be penalized for the behavior of spectators as well.
- Confrontational language.
- Taunting or trash talking.
- Tackling, elbowing, cheap shots or overaggressive play.
- Swearing or other offensive language.
Official will use their discretion to determine the severity of the infraction and may choose to warn a player or spectator or penalize the team.
If the actions are repeated or severe, the official may eject the player or spectator from the game. Play will not resume until the person who has been ejected has left the field.
Fighting will not be tolerated. Players involved in a fight will immediately be ejected from the game. The league will determine the length of suspension for the person involved.