THE BASICS
- A coin toss determines first possession.
- The offensive team takes possession of the ball at its 10-yard line and has four plays to cross the first down line. Once a team crosses this line, it has four more plays to get another first down line and then four to score a touchdown.
- On fourth down teams may go for a conversion or may decide to punt the ball which automatically brings the ball to the opposing team’s 10 yard line. If fourth down conversion fails, the opposing team receives possession of the ball at the line of scrimmage.
- A coin toss determines choice. Teams whom elect to defer to the second half will have the choice of receiving or defending the opening possession in the second half
PLAYERS
- Teams must field a minimum of five players at all times.
- Teams consist of 7 or 8 players (Scouts, Juniors, Seniors, Varsity, Vets, Girls) and 10 players (Pro) – Six on the field at a time.
- After game 4 Pro rosters must be set. No player will be allowed to participate unless they are on the final roster.
- For all youth games (Scouts, Juniors, Seniors, Varsity), opposing coach must agree to a team bringing in a player to substitute for a player who is not on the roster. Teams that have at least 6 players can not pick up any player.
- No player who is on a team may substitute for a missing player on another team within the same league.
- All High School players must be in the Vets league if they are also playing in the Pro League
- If a player has 2 games going on at once (2 leagues), they may only participate in 1 of the games.
- Players must wear their jersey (Scouts, Juniors, Seniors, Varsity). A timeout (per player without jersey) will be taken away from a team if a player on that team does not bring his/ her jersey.
TIMING
- Games are played to 20 minute halves. The clock will stop in the last two minutes of each half on incomplete passes, out-of-bounds play, time-outs, first downs, and change of possession and scores. Clock will start on first down once the “ready to play” whistle.
- The clock will stop on all scores throughout the game and will resume on the first down snap.
- If the score is tied at the end of 40 minutes, teams move directly into overtime. The official system for overtime is the Kansas Tie Breaker. Coin toss determines first possession. Team receives the ball on the 20-yard line and has four plays to score. Opponent has four plays to match score. After one overtime period (2 in the playoffs), the game will proceed to the “longest play” format where each team will have 1 play from scrimmage. The team with the furthest play, will win. Interceptions are dead in overtime. There are no time outs in overtime
- 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 (unless under two minutes of each half).
Each team has two 60-second time outs per half.
- Clock will stop for injury time-outs on referee discretion.
- Officials can stop the clock at their discretion. Clock will stop on discussions among officials.
- If a team in the Vets, Pros and/or Girls leagues has a 16-point lead within the last 2 minutes of the game, the clock will continue to run, unless time outs are used. (Youth leagues, pro clock regardless of stats).
SCORING
- Touchdown:
6 points
Extra point:
1 point (played from 5-yard line) or
2 points (played from 12-yard line)
Safety:
2 points
- If an interception is returned for a touchdown on a conversion, it is considered a safety and two points will be rewarded to the scoring team.
SUBSTITUTIONS
- Substitutions may be made on any dead ball.
Play is ruled “dead” when:
— Ball carrier’s flag is pulled
— Ball carrier steps out of bounds
— Touchdown or safety is scored
— Ball carrier’s knee hits the ground
- Hand touching the ground without ball is a live ball
Note: There are no fumbles. The ball is spotted where the ball hits the ground.
OFFENSE
- In the Scouts and Juniors leagues only, the QB can run with the ball only if he/she is rushed
- Scouts QB can run without being rushed only once per drive.
- The quarterback cannot run with the ball (Unless Scouts league, see above).
- Offense may use multiple handoffs, laterals or pitches.
- The player who takes the handoff can throw the ball from behind the line of scrimmage. All players are eligible to receive passes including the original quarterback if the ball has been handed off behind the line of scrimmage.
Once the ball has been handed off, all defensive players are eligible to rush.
- Spinning is allowed, but players cannot leave their feet to initiate contact. No diving.
- The ball is spotted where the ball is when the flag is pulled.
- If a player's flag falls off during a play, the defenders must touch the ball carrier to make the play dead.
- Teams may use a variety of formations. Players may line up anywhere on their side of the line of scrimmage.
- All offensive players with the exception of the ball carrier must stand still once a reception has occurred. Players must remain in that position until the play is whistled dead. Running with the ball carrier can be construed as screening if obstructing a defensive player’s path to the ball carrier.
- As in tackle football, only one player is allowed in motion at a time.
- Players must have at least one foot in bounds when making a catch
- The ball must be snapped between the legs, not off to one side, to start play.
- The center is not eligible to receive hand-offs under the legs. Handoffs must be placed on the back of the center or wrapped around into the belly.
- The quarterback has a seven-second “pass clock.” If a pass is not thrown within the seven seconds, play is dead, loss of down. Once the ball is handed off and/or the rusher broke the plane of the LOS, the seven-second rule no longer is in effect. The referee will call out 4…5…6 and then the whistle will be blown on #7.
- Only one forward pass is allowed per play.
- No stiff-arming allowed while running with the ball
- Flag guarding is the attempt by the ball carrier to obstruct the defender access to the flags by stiff-arming, dropping of hand, arm or shoulder, intentionally covering flags with football or jersey.
DEFENSE
- All players who rush the passer must have an unobstructed path to the passer and be a minimum of seven yards from the line of scrimmage when the ball is snapped. Any number of players can rush the quarterback.
- The rush line is the goal line when offensive team is within 7 yards from the goal line.
- 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. A special marker, or the referee, will designate seven yards from the line of scrimmage.
- Remember, no blocking or tackling is allowed.
- Interceptions may be run back from anywhere on the field of play, including the end zone (except extra points in overtime).
- The player(s) rushing the quarterback must make an attempt to pull the flag and not make a play on the ball.
- No bumping/chucking or obstructing receiver.
- Interceptions may be returned.
- A legal Flag Pull takes place when the ball carrier is in full possession of the ball, however, once the receiver touches the ball, his flag may by pulled. Once the receiver makes full possession of the ball, the ball will be spotted where the flag was originally pulled. This will avoid a player bobbling the ball down the field.
- It is illegal to attempt to strip the ball or pull from the ball carrier’s possession at any time.
- If the rusher breaks the seven-yard area before the snap of the ball, rusher cannot break the line of scrimmage. The play still continues, but the rusher cannot rush the QB. However, the rusher can now defend.
- If holding or illegal contact is called when a defensive player is the “last man” between the ball carrier and the end zone, a touchdown will be called.
- If the ball carriers flag falls off accidently during the run of play, that ball carrier must be touched anywhere (note: illegal flag pull is the pulling of a flag during run of play when player does not yet have possession of the ball)
Sportsmanship/Roughing
- FOUL PLAY WILL NOT BE TOLERATED.
Any unsportsmanlike or roughing behavior - 15 yards LOS and loss of or automatic first down depending on offender. First occurrence comes with warning and further occurrence results in player ejection from game. Any player ejected for any reason will serve a minimum 1 game suspension.
- Remember, no blocking, screening, or tackling is allowed.
- If the Field Monitor or Referee witnesses any acts of tackling, elbowing, cheap shots, blocking, or any unsportsmanlike act, the game will be stopped and the player will be ejected from the game. Any player ejected for any reason will serve a minimum 1 game suspension.
- Trash talking is illegal. Officials have the right to determine offensive language. (Trash talk is talk that may be offensive to officials, opposing players, teams, or spectators.) If trash talking occurs, the referee will give one warning. If it continues, the player or players will be ejected from the game. Any player ejected for any reason will serve a minimum 1 game suspension.
- Fighting will result in immediate expulsion from the league.
Penalties
- Any official can call any penalty.
- The referee will call all penalty enforcements.
- Referees determine incidental contact that may result from normal run of play.
- Only the team captain or head coach may ask the referee questions about rule clarification and interpretations. Players cannot question judgment calls.
- Game and first half cannot end on a defensive penalty, unless the offense declines it.
Dead Ball/ Pre-Snap Penalties:
Motion, Off-sides, Delay of Game: 5 yards and replay down
Unsportsmanlike/ Roughing Penalties: 15 yards and (automatic first down or loss of down)
Spot Fouls:
Flag Guard, Illegal Contact, Pass Interference, Holding, Tripping, Screening, Illegal Flag Pull, Flag Guarding: 10 yards from spot (non-penalized team may decide to decline penalty)
Illegal Rush: 10 yards from line of scrimmage (offense may decline)
Illegal Forward Pass: 10 yards from line of scrimmage (defense may decline)
Impeding the rusher: 10 yards from line of scrimmage (defense may decline)
|