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ACFL 2-Hand Touch Football League Rules
(Revised
Aug 21, 2008 )
2
Referees per game =3D $55 per team, per game
Roster Ru= les
1. The head coach is responsible for making every play= er aware of every rule prior to any participation by a player in any game or a= ny portion of a game or activity.
2. Every player must sign both the pre-season insura= nce waivers/registration forms and the on-field insurance waiver/game registrat= ion form prior to participating <= i>or receiving a forfeit win in = span> any ACFL game or activity or = any portion of any ACFL game or activity. The waiver must be presented to the league at the league address (ACFL, 48 Bi-State Plaza, #136, Old Tappan, NJ 07675) or in person at a designated, prearranged location and must be in the possession of league officials prior to the start of the season. The league provides no medical insurance of any form.
2a. Every participant must sign a w= aiver on game day prior to participating in any event. This includes a team receiving a forfeit win.. Participation by a= ny player without having signed the on-field waiver will result in a 15 yard unsportsmanlike conduct penalty. The waiver, provided to all head coach= es, must be signed by the entire team and turned in to the referee before the s= tart of the game. For players arriving late, the team has the option to use a time-out to allow that team member(s) to sign the waiver and join the game/event or wait until halftime. If there are no time-outs remaining, the team may opt to take a Delay of Game penalty to allow the player(s) to participate (see Delay of Game penalty in Penalty Yardage section).<= /p>
2b. If it is determined that a player(s) played in a game with=
out
signing the pre-season waiver and paying any additional fees (if necessary) that team will
suffer a forfeit of that, plus the next, game -- plus any previous games in
which that player participated. Signature checks based on pre-season form
registrations may be made at any point in the season.
2c. Players can be added or dropped up to the mid-way point of the season. After the mid-season
games, all rosters will be frozen. Players many be dropped, but no new play=
ers
may be added. Before the mid-way point of the season, a player may be swapp=
ed
for another player and no new fee is required, however no player may play a=
ny or
part of any game or activity without submitting a signed waiver/registration
form. Maximum roster limits for A league teams a=
re 17
and for B league - 16. You can carry more players by paying a $40 per player
fee (over the set limits).
2d. Playoff eligibil=
ity. A player must play =
in at
least half of the team's regular season games to be considered eligible for=
the
playoffs. That player's name and signature must appear on half of the game =
day
sign in forms to be eligible. However, in the case where a player is injured
and is unable to play for the half of the regular season games but can come
back in time for post season, there is an exception. Injured players can
receive attendance credit by being present at the game and printing and sig=
ning
name on waiver and writing "IR" next to it (signature must match =
that
which was submitted on the Preseason Waiver). If the injured player signs h=
is
name on half of the Gameday Waivers, he will be eligible come playoff time.=
In
the event that it is not physically possible for a player to attend half the
games to sign in for eligibility, special circumstances may be reviewed by =
the
league. (Head coaches must call Jeff Thomas . at
201-845-4555 ext 507 prior to
eligibility expiration.)
2d.1 . <=
span
style=3D'font-family:"Verdana","sans-serif";color:black'>Any player on a te=
am
that forfeits a game will NOT receive credit for a game played (to determine
playoff eligibility). All players on the team that receives a forfeit=
win
will receive credit for a game played.
2e. The league only recognizes players who have had their Pre-Season Registration Forms turned in by
their coach. No other players are eligible. The only players allowed on a
playoff roster are players whom the league recognizes by way of their
Pre-Season forms. ONLY if the League Office is in possession of the Pre-Sea=
son
form and that player meets the minimum games played criteria (see rule 2c) =
and
is not under league suspension, can he play. If there is any question as to=
a
players eligibility, the league reserves the right to request a signature m=
atch
by that player. The signature must match Pre-Season form turned in by the c=
oach
at the beginning of the season. No match, no eligibility, no playoffs.
3. The league reserves the right to allow whomever it
chooses and to refuse whomever it chooses.
3a. Home Field Schedul=
ing:
ACFL will do
everything possible to schedule teams at their '"home field" duri=
ng
the regular season.
The ACFL reserv=
es the
right to schedule all post season/ play-off games in accordance with the we=
ekly
match-ups.
" Home
field" will be taken into consideration when scheduling post season
match-ups but cannot be guaranteed.
Participa= tion Rules
4. The dimensions of the two-hand touch playing
field will be 70 yards long (plus ten-yard end zones) and 40 yards w=
ide
for the "A" League and 70 yards long (plus ten-yard end zones) an=
d 35
yards wide for the "B" League.
5. Games will consist of seven on seven in the A League, six on six in the B League. A team can play with a minimum of five players in A, five pla= yers in B -- any less is a forfeit. However, if they play with the minimum, the other team can still play with all their allowed players if they choose. On= ce game time arrives, the game will be started as soon as both teams have the minimum player requirement. There will be no waiting for additional players= to arrive if there are sufficient numbers to start a game. If a team does not = have minimum number of required players after 15 minutes of a game time, it will lose by forfeit. Referees will wait 15 minutes from game time for late arri= ving players to meet the minimum. Any time spent waiting after gametime will be deducted from the first half. The “on-time” team wins the toss = and a 15-yard penalty is assessed on the kickoff. A forfeit will be recognized officially as a 28-10 game. There are no non-roster players or players from other ACFL teams permitted to play on any other ACFL team, at any time for = any reason. All players must have a signed registration form in ACFL possession= by the Friday prior to a game. Again, rosters freeze after the midway point.= span>
5a. If a team forfeits prior to the start of a game,
the team that DOES show up DOES NOT have to pay the referee. The team that
forfeits is obligated to mail a check to the league to cover the costs of b=
oth
referees ($110). This check MUST be received prior to the team's next
game or will not be allowed to play its next game. There will be no "n=
ext
Sunday at the field" collections. Unpaid forfeits will result in an
unreturned forfeit deposit.
5b. . Procedure to Avoid Forfeit Fee
Any team that forfeit=
s must
send in the entire referee fee for the
>forfeited game ($=
110) to
the League Office (48 Bi-State Plaza, #136, Old
>Tappan, NJ 07675)=
and
ensure that the payment arrives no later than the Friday following the miss=
ed
game.
> If a team realizes that they=
will not
be able to field a team for a game,
>they can avoid pa=
ying the
forfeit fee by notifying the League Office
> by calling the following number,
201-767-6054, no later than the
Friday( before the game) prior to 7PM and leaving a message stating =
that
you are forfeiting that Sunday's game.
>If these two call=
s are
made in time then you (forfeiting team) will not be
>responsible for t=
he $110
forfeit fee. Keep in mind tha=
t if
you forfeit
>twice during the =
season
the league reserves the right to expel you from the
>league. If a team forfeits their last game=
of
the season they must pay the
>forfeit fee before
playing the following year. T=
he
head coach will be
>responsible so if=
the
team disbands and comes back scattered the following
>year the team tha=
t the
head coach goes to will not be allowed to play until
>satisfying the fo=
rfeit
fee requirement.
5c. Each " B" league team roster may contain a maximum of five ( 5 ) active "A" league players and flag players. A player who quarterbacks (QBs) in the "A" league or flag league may not throw a forward pass in the "B" league.
VIOLATION OF THIS RULE 5c WILL RESULT IN THE GAME BEING FORFEI= TED .
6. The following are the only acceptable footballs= al= lowed in an official ACFL game: the official Wilson NCAA 1001, 1005 or 1205 ball , the official Wilson NFL ball AND the Wilson Classic Including tackified versions. The ball must be properly inflate= d to the referees' satisfaction (12 to 13 pounds).
6a. A team can switch balls at any time assuming it is f= or a league-approved football and it is done within the 30-second play clock.
7. If a heavy snow hits the night prior to a game, we will likely cancel. If it snows two nights prior or the day before or in all other instances where the roads have time to be cleared, we play as schedul= ed. In the event of a cancellation, it is the responsibility of the coach to in= form the entire team by phone. League officials will NOT call coaches. If you ha= ve any doubt about a game in inclement weather, call the appropriate Weather P= hone number, currently (201) 767-6054 starting at 6:30a.m. on Sunday morning. If= the field is extremely wet and there is a real chance that the field will be destroyed by use, league officials could cancel a game sight unseen due to extreme wet conditions. (We need to keep our fields.) Every attempt will be made to resc= hedule games postponed due to weather conditions.
8. The coach of the winning team must call in his scor=
e by
5 p.m. on Sunday to the appropriate number, currently (201) 767-6054. Games=
not
called in will go down as 0-0 in the standings. You may call the ACFL Score
Phone at the appropriate number, currently (201) 767-6054, for a recap of t=
he
entire day's results after 6 p.m. on Sunday.
9. A team may wear any color as their team color.
Colors must remain the same throughout the season unless league approval is
granted. If two teams have similar color play and one has the official ACFL foot=
ball
jersey, the team with the official ACFL football jersey will NOT have to we=
ar
the pinnies ( regular season and post season). Teams can also purchase offi=
cial
ACFL patches for their existing jerseys and NOT have to wear pinnies. If bo=
th
teams have the official ACFL football jersey then the team with more ACFL y=
ears
in regular season and better record in the playoffs have the choice. If a
determination cannot be made to the satisfaction of the referees, the winne=
r of
a coin toss with decide which team wear the pinnies.
NOTE
: OFFICIAL ACFL FOOTBALL JERSEY MEANS A JERSEY THAT HAS THE ACFL PATCH AFFI=
XED
TO IT.
9a. Players must wear shirts of the same color. Ex=
. If a
team is red, everyone one the team must wear red. Any player not in the pro=
per
color may not be allowed to play. The final decision is up to the referees =
as
to what is acceptable. An opposing coach will want to bring it to the atten=
tion
of the referee before the start of a game. Once a player starts a game with=
a
different color shirt, he will be allowed to complete the game this way.
Coaches may want to keep some extra shirts of their color just in case.
=
9b.=
No
football pads or hard knee braces/casts, no metal cleats, no foreign substances =
&nb=
sp; =
&nb=
sp; =
&nb=
sp; =
&nb=
sp;
substances on football or hands. Receiver gloves=
are
legal. Mouth guards are sugge=
sted.
It is suggested that every coach
have a First-Aid kit. =
10.
GAME CLOCK: Games will consist of two 35-minute, running time , halves
with a two-minute warning at the en=
d of
each half. Neither half can end on a defensive penalty that is accepted. Inside two minutes, normal
football clock-stoppage rules will apply and is defined as follows: The clo=
ck
will not stop for a first down when the play ends in the field of play. The
clock stops after change of possession, incomplete passes (including
“quick spikes”), plays ending out of bounds, time-outs and
touchbacks and restarts on the ensuing snap . The clock stops for all score=
s,
and restarts when receivers touch the ensuing kickoff. and advance the ball=
in
the field of play. Clock doesn't run during extra points. The clock stops f=
or
all referee time-outs including penalty enforcement and restarts on
"ready" whistle unless play dictates otherwise. For "delay of
game" penalties the clock starts on the snap. When a fumble occurs the
clock is stopped, ball is reset, and clock restarts on the ” ready=
221;
whistle. If the clock is stopped for an injury timeout, the team is charged
with a timeout. If no timeouts are left, the team is assessed a five (5) ya=
rd
delay of game penalty. If an inadvertent whistle is sounded Inside two minu=
tes of
either half,the clock will be stopped to administer the result of the
inadvertent whistle. The clock will then be restarted when the
ready-for-play whistle is sounded.
. Note: During the first thirty-three(33) minutes of either half, the clock is stopp=
ed and
restarted on the ” ready” whistle for an injury timeout.( Per R=
ule
11).
.
10a. THE TOSS: The visiting team always has fi=
rst
choice of toss, at start of game and first overtime session.
The team that wins the toss may elect to: 1) receive, 2) kick,=
3)
choose direction, or 4) defer. Captains bring their sign-in sheets & ref
fees to the toss.
In overtime, the
choices at the toss to start the first overtime session are to 1). Go on offense, 2) Go on
defense or 3). Choose direction.
If the game remains tied after the first overtime session , the
first choice of the toss options goes to the team that lost the toss to sta=
rt
the overtime.
If game still remains tied the first choice of the toss options
alternates between the teams at the start of every new session.
Note: There is only one coin toss in the overtime segment of t=
he
game and it occurs at the start the first overtime session .
10b. SCORING: Tou= chdown =3D 6 points.... Safety =3D 2 points (ensuing kickoff may be punted or kick= ed, with tee, from 20-yard-line). PAT =3D 1 point (run/pass from 5-yard-line) ...OR.= .. 2 points (run/pass from 10-yard-line). {There is no blitz during any extra po= int down}<= o:p>
10c. If the game is tied after regulation, th=
ere is
a one-minute intermission and the captains are brought to the center of the
field for a coin toss. The winner of the toss can either choose 1.) to go on
offense, 2.) to go on defense, or 3.) to defend a goal. Each team will have
four plays starting from the 20-yard line (in an equal number of sets) to go
for a touchdown AND the conversion. After each completed set the option to =
pick
from the three choices alternates to each team. A winner is declared when o=
ne
team scores more points than the other during a complete set. An intercepti=
on
returned for a TD ends the game. If an interception is not returned for a
touchdown, it comes back to the 20-yard line. Sets are repeated until a win=
ner
is declared. Each team gets one (1) time-out during each overtime set. A te=
am
can go for either one or two points in an extra-point conversion attempt.
10d .MERCY RULE: If a team is winning by 18 or more points, at the two-minute warning of the second half, the game will be ended.
11. If an injury occurs in the first thirty-three (3= 3 ) minutes of either half= , the clock will automatically be stopped. An injury occurring in the last two ( = 2) minutes of either half will require a team to use a timeout. If the = team has no timeouts left, they will be assessed a five (5)yard delay of game penalty.
12. Each team will have three timeouts per half in a regulation game. A captain will be designated for each team before the start of the game. The captain will be the only person who can c= all the timeouts.
13. 30-SECOND= PLAY CLOCK: The defense has 30 seconds to return the ball to the line of scrimmage after completion of the play. Once the ball is set, and the “ready” whistle is sounded, the offense has 30 seconds to snap = the ball. The Line Referee will issue a fifteen (15) second warning and continue the count down with a silent hand motion. He will continue t= he silent hand motion until the five(5) second point at which time he will both motion and announce the last five (5) seconds as 5, 4, 3, 2,1 . Delay of Game (5 yards) is the p= enalty for the violation of either of these offenses.
Game
Rules :
14. A ball carrier will be considered "tackled " when clearly touched by a defender with two hands,
simultaneously, anywhere below the neck. Defenders may not take out a ball
carrier's legs to <=
/span>"tackle"=
him. Also, if a
ba=
ll
carrier =
falls to the gr=
ound
(one knee touches at minimum) without being touched, a defender <=
span
style=3D'font-family:"Arial","sans-serif";color:#993366'>need only=
i>
touch
him with =
one hand to
&q=
uot;tackle"
him. =
If a ball, in
possession of a player, touches the ground, the play is dead at that spot and the referee will blow=
his
whistle to stop the play.
15. After the snap there will be a slow three Mississippi count, called out by the referee. After the count, defense player(s) can rush the quarterback. (See RULE #18 for blitzing.)
16. The offense can keep a player, or players, in the backfiel= d to= block for the quarterback from the rush. These players may only block behind the = line of scrimmage. However, everyone is eligible.
17. All blocking must be done with open hands an= d with arms away from the body. Additionally, the blocks must be between the shoul= ders and the waist. There will be no chop blocks or blocks to the head. You cann= ot leave your feet to block. You cannot push someone over; the point of this type of blocking is to just get in someone's way. Anyone lowering their shoulder, using their forearms, leaving their feet or blocking with their h= ands close to the body (as opposed to outstretched arms) will receive a major penalty and could be ejected.
18. There will be one blitz allowed per series. On a bli= tz, in the "A" and " B " Leagues, the defense can blitz ANY NUMBER of players. Once again, any offensive player behind the line of scrimmage can block the blitzer. Defensive players cannot tag the quarterba= ck on the top of shoulders, neck or head area. This will result in a major infraction. On a snap that hits the ground, touched or untouched by the QB,= the status of the blitz will be determined by the location of the defensive player(s) at the time the ball hits the ground. The ball is dead at the spo= t.
18a. If the quarterback FAKES a pitch, lateral or handoff and keeps the ball, the defense must wait until the ref counts the three Mississippi before rushing or be charged with a blitz.
18b. If a player blitzes and then the ball is lateraled or handed off it
is considered a blitz as long as the blitzer crossed the Line of Scrimmage (LOS)=
before the lateral or handoff.=
18c. If the ball is lateraled or handed off, the defense can rush
immediately.
18d. If any offensive player makes contact with the defense anywh=
ere
along the LOS, the defense can commence their rush.
18e. It is not an automatic run play once the quarterback leaves the
pocket. Except during a blitz, a player(s) can only rush in before the end =
of
the count when the QB crosses the line of scrimmage or if he hands off or
laterals the ball to another player behind the line.
19. Blocking is allowed on running plays. On= ce the offensive team initiates a block and continues to block beyond the neutral zone ( more than 2 yards beyond the Line of Scrimmage {L= OS } ) , the resulting play must be a run or a penalty will be assessed.. If a t= eam runs a "flea-flicker" where the quarterback hands off or pitches = the ball to a teammate and he begins to run with the ball before pitching it ba= ck to the quarterback for a pass, the offensive player(s) CANNOT initiate a bl= ock over the line of scrimmage because it is still considered a passing play by= the offense. Even if the player who receives the pitch/handoff then fakes the r= un but does not cross the line of scrimmage, the offense cannot initiate a blo= ck to open a lane. They can, however, block any defenders that might be enteri= ng the backfield to make a "tackle" immediately following the handof= f or pitch, as is allowed. Since a flea-flicker is considered a pass play, anyone offensive player blocking over the line of scrimmage is illegally blocking.=
20. There will be no contact (besides incidental contact) by the defensive team (including chucking) on the offensive receiv= ers as they run their patterns -- off the line or at any time. Illegal contact = is a 10-yard penalty, unless it is illegal contact to the head or neck where it = is a 15-yard penalty and possible ejection. Holding to try to slow a player off = the line is considered illegal contact and is a 10-yard penalty. Enforced from = the line of scrimmage A receiver may not initiate a block beyond the line of scrimmage and then release for a pass., this is considered offensive pass interference and is a 10-yard penalty. Enforced from the line of scrimmage<= /span>
21. Bullrushing is allowed. This is when a defensive pla= yer attempts to push back the offensive blocker in pursuit of the quarterback or during a punt. The rusher is not limited to merely running around or evading the blocker. HOWEVER, the rusher cannot get a running start at the stationary offensive player. And as alway= s, there can be no lowering the shoulder or use of forearms. Even on a bullrush the hands must be open and away from the body.
22. A touchdown , extra point(s) or first down will be recorded wh=
en the
ball (while in a player's obvious possession) "breaks the plane”=
of
the goal line or mid-field line. It is not necessary for the pla=
yer
to have any part of his body in the end zone or across the midfield =
line
to score a touchdown or extra
point(s) or to gain a first down.
23. The offensive team has four downs to=
get a
first down or score a touchdown. A first down is achieved by advancing t=
he
ball across the mid-field line. A player in possession of the ball m=
ay
jump , dive and/or crawl to advance the ball. A player may also extend the =
ball
forward to gain yardage. In all cases the foremost point of the ball at the
time of the “tackle” determines the forward progress spot.<=
/span>
23a. If the receiving team commits a penalty du= ring a down on which a punt has been declared, the kicking team may choose to acce= pt the result of the play or accept the penalty. If the kicking team accepts t= he penalty, they may choose to run a play from scrimmage or to punt. Whatever their choice, the kickers will not be charged with a timeout (or delay of g= ame penalty if there are no timeouts remaining).
24. There are no fumbles. A ball is considered
"dead" when it hits the ground (including a fumbled exchange betw=
een
the center and quarterback). The same is true if a receiver touches -- but =
does
not catch -- a kick or punt. The ball will be spotted where it hits the gro=
und
or is touched , which ever spot is furthest from initial spot of touching. =
In
addition, a ball is considered dead at the spot it "touches" the
ground even while in the possession of the runner. . A fumble can be
intercepted ( caught in the air) and advanced by either team.
NOTE: If a kick =
or
punt hits the ground and touches a receiver ,that player is the only one who
can catch the muff and advance. If subsequent to the muff the ball hits the
ground or is caught by any other player the ball is dead and is placed at t=
he
furthest spot from the LOS , either spot of initial muff or final dead ball
spot.
24b: INADVERTENT WHISTLE :
During a down ,or =
during a
down in which the penalty for a foul is declined , if an inadvertent whistle
occurs while:
a). A legal forward pass or snap i=
s in
flight, or during a legal kick, the down shall be replayed.
b). The ball is loose follow=
ing a
backward pass, fumble, illegal forward pass or illegal kick, the team last =
in
possession may choose to put the ball in play where possession was lost or
replay the down.
c). The ball is in player possession, =
that
team may choose to accept the play at that spot or replay the down.
If an inadvertent =
whistle
occurs during a down in which a foul occurs prior to the inadvertent
whistle, and the pe=
nalty
is accepted, the inadvertent whistle is ignored.
25. A receiver must have two feet in bounds wh= en a catch is made. If a player goes out-of-bounds, he can return to make a tag = or a block but may not touch the ball. Out-of-bounds, in this case, means one fo= ot out. The penalty for touching the ball is illegal participation, a ten-yard penalty assessed from the Line of Scrimmage
26. A team may choose to punt at any time -- but you cannot throw a punt, it must be kicked out of hand. A snap IS mandatory. . When the snap hits the ground, touched or untouched by an offensive player,= the ball is dead at the spot. The teams will again line up for a punt with this spot as new line of scrimmage. The receiving team must have a minimum of three(3) players in 7 on 7 or two = ( 2) players in 6 on 6 on the = Line of Scrimmage at the time of the kick. The receiving team cannot blitz the p= unter, however they can rush the punter after the three Mississippi count. There will be no movement downfield by either team until the ball is punted. A pu= nt may be advanced out of the endzone You cannot fake a punt. If a team declares they want to punt and then decides to go for it instead, a timeout must be used to declare the switch. If the team makes a switch and they hav= e no time outs left, it is considered a delay of game penalty in which the ball = is spotted back five yards. Then the team can declare the switch.
26a. There is no reason to scramble for the ball on a blocked = punt on= ce it touches the ground behind the line of scrimmage. However, if either team catches a blocked punt in behind the line of scrimmage, it can be advanced.= If a blocked punt hits the ground beyond the line of scrimmage, it can be adva= nced only by the receiving team.
26b. When in a punt formation the center snaps the =
ball
and it hits the ground before the punter catches it or the punter drops it =
the
ball is dead and the new line of scrimmage is the spot the ball hits the gr=
ound
and the ball is re-kicked. NOTE: If a snap is dropped or hits the ground in=
the
end zone it is a safety.
26c. A PUNT ,TOUCHED BY ANY MEMBER O=
F THE
KICKING TEAM ,THAT CONTINUES =
TO
MOVE, IS CONSIDERED A “LIVE” Ball AND MAY BE PICKED UP AND ADVA=
NCED
BY THE RECEIVERS
27. Blocking is allowed on kickoffs and punt returns =
b>--
keeping within the strict guidelines for blocking -- just to get in someone=
's
way, not to barrel anyone over.
28. The ball must be snapped to a quarterback by a teammate and the =
ball
must be on the ground when snapped. The quarterback can line up under cente=
r or
in the shotgun. There must be a definite ball exchange between the center a=
nd
the quarterback where the quarterback establishes possession. Just touching=
the
ball and letting the center maintain possession to initiate a run play is n=
ot
an established possession by the quarterback. A snap that hits the ground is
dead at the spot and the down counts. Defense may not impede (by slapping,b=
locking,
etc.) the exchange. This will result in an illegal procedures penalty (five
yards).
29. The ball can be hiked to anybody behind the line of scrimm= age by= a center. Whomever the ball is hiked to is considered the quarterback for that play. There can be silent hikes.
30. It is not an automatic run play on= ce the quarterback leaves the pocket (same as 9D). Except during a blitz, a player= (s) can only rush in before the end of the count when the quarterback crosses t= he line of scrimmage or if he hands off or pitches the ball to another player behind the line.
31. A flagrant personal foul call can be levied ev=
en if
a ball is uncatchable; assuming it is excessive intentional behavior/contac=
t.
The play will be brought back to the line of scrimmage and a 15-yard penalty
will be assessed and could result in an ejection of the offending player=
. An
automatic first down will also be declared if penalty is on the defense.
32. If the situation presents itself, a team can declare they = are taking a knee to run out the clock. In this case, the quarterback must take= the snap and touch his knee to the ground immediately. There are no fakes after= the "taking a knee" declaration to the officials. The play is over wh= en the person with the ball touches his knee to the ground. He does not have t= o be touched by the defense. The defense cannot attempt to strip or punch the ba= ll loose. Keep in mind that even upon declaring to take a knee, a fumbled snap results in a dead ball and the clock will automatically stop after the two-= minute warning and be restarted after the referee sets the ball and gives the ready signal.
33. No player may rough touch or shove any player
THE NAME OF THE GAME IT TO PLAY THE BALL AND NOT THE PLAYER !.=
34. GAME CLOCK AFTER EXTRA POINT TRY. Following an EXTRA POINT attempt ,=
the
SCORING(kicking) team has 60
seconds within which they must kickoff to the receiving team. However, the
SCORING(kicking) team may kic=
k the
ball in under that allotted time (for example, in 15, 20 or 25 seconds). In
this way, the offense determines the start of play assuming they do not go =
past
60 seconds (delay of game, 5 yards). This 60-second allotment works much the
same as the 30-second play clock, where there is no requirement to wait the
full 30 seconds. As with the 30-second play clock, the SCORING (kicking) te=
am
must wait for the official's "ready" whistle after the ball has b=
een
set.
35. This is a two-hand-touch, recreational league.<=
span
style=3D'font-size:10.0pt;font-family:"Arial","sans-serif";color:black'> Ta=
gs are
with two hands at the same time. Players may not grab a player's shirt or p=
ants
with one hand and then tag him with the other in order to facilitate a
"tackle." This will be considered a holding penalty and a 10-yard
penalty will be assessed. The down will count as this is considered an
"end-of-the-run" foul. It is not necessary to push, shove, or kno=
ck a
player over or roughly tag an opposing player. Behavior of this kind will be
treated as unnecessary roughness and will be penalized as such. Rough tags =
are
a referee's call. Roughing the pass=
er ,
as defined in 35c, is a 15 yard penalty assessed from LOS ( if pass in
incomplete or a sack occurs) , or from the end of the run , and an automatic first down is dec=
lared.
35a. Definition of QB sack: The QB is considered to be tagged (sacked) when a defender tags him (with two hands at the same time) prior to the ball being released, as in a forward or backward pass or hand-= off. The position and/or motion of the QB’s arm has no bearing on the call= .
35b.
Remember, better that a referee should miss a tag than to call one he didn't
see because he was blocked from view -- even if it appeared the player may have been tagged. Refs a=
re
going by their best judgment on a lot of these calls and harassing them may=
get
you ejected...permanently. Only the coach or captain can maturely question =
the
referee's judgment without repercussions.
35c. Rough=
ing
the passer is defined as while the passer is in the act of throwing a forwa=
rd
pass:
·
Any contac=
t is
made with the passer’s throwing hand whether the ball is touched or n=
ot
·
Any contac=
t is
made above the passer’s shoulders, including an attempt to make a
“tackle”.
·
Any rough =
tag is
made to the passer including pushing , shoving or any other attempt to knock
the passer over.
35d.
Illegal Use of Hands , Penalty Yardage # 19
35d.1
There are no “stiff arms” allowed by any player.
35d.2 No
runner player shall use his h=
ands
to prevent an opponent from
tackling him in accordance with Rule 14. This includes hand swipe or any ot=
her
act to prevent opponent from =
making
a tackle . This act will be considered an illegal cont=
act
foul and a 10-yard penalty will be assessed from the end of the play(
succeeding spot). . The down will count as this is considered an
"end-of-the-run" foul.
36. Safeties are allowed. They are two points and the =
team
who scored the safety receives the ball on a kickoff.. A safety is also sco=
red
when the offensive team commits a penalty in the end zone or commits a fumb=
le
in the end zone. The safety kickoff alignment is the same as a regular kick=
off.
The ball may be place kicked (from tee or while being held on the ground by=
a
teammate) or punted in the proximity of the center of the yard line. This is
considered a free kick.
NOTE 1 : A F=
REE
KICK TOUCHED BY ANY ME=
MBER
OF THE KICKING TEAM IN THE NEUTRAL ZONE IS DECLARED DEAD
IMMEDIATELY . THE RECEIVING TEAM HAS THE OPTION OF 1). ACCEPTING A 15 YARD UNSPORTSMANLIKE
PENALTY FROM THE SPOT OF THE TOUCH AND PUTTING BALL IN PLAY ,FIRST DOWN OR 2). ACCEPTING=
A 10
YARD PENALTY ENFORCED FROM THE SPOT OF THE KICK AND HAVING THE BALL REKICKE=
D.
REMEMBER, THERE ARE NO ONSIDE KICKS.
NOTE 2 : A FREE KICK, FIRST TOUCHED BY ANY MEMBER OF THE KICKING TEAM<=
span
style=3D'mso-spacerun:yes'> ,BEYOND THE NEUTRAL ZONE, THAT CON=
TINUES
TO MOVE, IS CONSIDERED A “LIVE” BALL AND MAY BE PICKED UP AND
ADVANCED BY THE RECEIVERS
37. One player can go into motion prior to the snap= , b= ut this must be side to side. It is an illegal motion (live ball) penalty if a player is moving toward the line of scrimmage at the time of the snap. It i= s an illegal shift penalty (live ball) if two (2) or more players are moving at = the time of the snap.
38. Kickoffs are from the 20-yard line an=
d MUST
BE PLACE KICKED (from tee or while being held on the ground by a teammate) =
in
the proximity of the center of the yard line. There are no onside kicks.=
Any
kick that lands between the restraining lines is “live” and may=
be
advanced. If a kickoff travels out of the end zone or goes out of bounds
after crossing the goal line, the ball will be placed on the 15-yard line. A
ball downed in the end zone will be placed on the 15-yard line. If a kickoff
goes out of bounds untouched before reaching the end zone, the recei=
vers
have the choice to have the ball placed on their 30-yard line or where the =
ball
goes out of bounds. Any player(s) crossing their restraining line before the
kick will be flagged for offsides. This is considered a " live &quo=
t;
ball foul and a five-yard penalty will be enforced, if accepted, and=
the
ball will be rekicked. Also, a neutral zone of 15 yards will be recognized =
the
receiving teams restraining line is midfield (35-yard line) assuming no
succeeding spot penalty. The receiving team must keep at least three (3)
players within 5 yards of the restraining line (in B league, 2 players).
NOTE 1 : A KICKOFF TOUCHED BY ANY MEMBER OF THE KICKING TEAM<=
span
style=3D'mso-spacerun:yes'> IN
THE NEUTRAL ZONE IS DECLARED DEAD IMMEDIATELY . THE RECEIVING TEAM H=
AS
THE OPTION OF 1). ACCEPTING A=
15
YARD UNSPORTSMANLIKE PENALTY FROM THE SPOT OF THE TOUCH AND PUTTING BALL IN
PLAY ,FIRST DOWN OR 2).
ACCEPTING A 10 YARD PENALTY ENFORCED FROM THE SPOT OF THE KICK AND HAVING T=
HE
BALL REKICKED.
REMEMBER, THERE ARE NO ONSIDE KICKS.
NOTE 2 : A FREE KICK, FIRST TOUCHED BY ANY MEMBER OF THE KICKING TEAM<=
span
style=3D'mso-spacerun:yes'> ,BEYOND THE NEUTRAL ZONE, THAT CON=
TINUES
TO MOVE, IS CONSIDERED A “LIVE” BALL AND MAY BE PICKED UP AND
ADVANCED BY THE RECEIVERS
39. The defense must be within ten yards of the line of scrimm= age at= the snap of the ball, except on a punt. Remember, no fake punts.
40. General referee alignment. One referee will stay= in the proximity of the line of scrimmage, call out the count, and be responsi= ble for all calls in that area. The other official will be down the field and be responsible for the calls in his area. There may be additional referees add= ed for playoffs and will divide the field accordingly. The official's ruling is final. If he doesn't see it, it didn't happen.
41. Defensive and Offensive pass interference penalties can
only be called when the pass is ruled "catchable". Defensive Pass=
Interference
will result in the ball being placed at the spot of infraction plus repeat =
of
down. It is not an automatic first down unless the spot of the foul will pl=
ace
the team past the first down marker. In this case a first down will be awar=
ded.
Offensive pass interference will result in a 10-yard penalty from the line =
of
scrimmage. Either penalty could result in an ejection at the referee's
discretion.
NOTE: Face Guarding is a f= orm of Pass Interference (PI) . Face guarding is defined as a player ( offense or defense) who turns his back to the ball and directs his atte= ntion to his opponent and waves his arm(s) to block the vision of the potential receiver or interceptor. There is no attempt by the player ( offense or defense) to lo= ok back at the ball. No contact = need be made for PI to be called.
42. Any blocking on a non-running play wi= ll give the defense the option of the result of the play or the assessment of a 10-yard penalty, from line of scrimmage, and repeat of down. Of course, blocking by the offense is permitted on a passing play only after a ball is caught.
43. If a defender(s) crosses the line of scrimmage<= span style=3D'font-size:10.0pt;font-family:"Arial","sans-serif";color:black'> be= fore the three count, the defense will be charged with a blitz. If the blitz has already been used in this series, the defense will be assessed a five-yard penalty. The offense can choose to decline the penalty and take the result = of the play.
44. (The 'New' Bulldog Rule). Should the defense go offside, the offense h= as the option of accepting the results of the play or the penalty with or without = the distance ( 5 yards) being enforced. Should the defense continue to go offsi= de during the same down, an unsportsmanlike conduct (15 -yard) foul may be assessed.
45. Holding or any form of illegal contact (b=
y the
offense or defense) will result in a 10-yard penalty. Running someone over =
when
blocking or at any other time will result in a 15-yard penalty ,an
automatic first down and possible ejection.
46. Laterals ( backward passes) are allowed at any time= . A forward pass thrown from beyond the LOS is illegal. The defending team = has the option to take the “live” ball foul , a penalty (5 y= ards and loss of down) or the result of the play. You may not lateral back to someone behind the line of scrimmage once you've crossed it and have that person throw a forward pass. Nor can you step over the line of scrimmage an= d go back behind it and pass. Remember, there is only one forward pass allowed p= er play.
46a. Intentional grounding occurs wh= en the quarterback releases the ball in an attempt to avoid a sack with no receive= rs in proximity. This is considered an illegal forward pass which is a five-ya= rd penalty , assessed from spot of the pass and loss of down. Unlike the NFL, there is no "tackle box," therefore this penalty can occur f= rom sideline to sideline.
46b. The QB may quick spike the ball immediately upon taking the snap
(from under center or from the shotgun formation during any down in =
the
last two (2) minutes of each half. This is defined as a "quick spike&q=
uot;
and is not intentional grounding. The ball will remain on the same line of
scrimmage as if it were an incomplete pass and the clock will be stopped. If
the defense blitzes on what is an immediate quick spike, it will be up to t=
he
discretion of the referee as to whether or not a blitz occurred at any point
before the QB released the ball.
47. After a team scores, they have the choice of= going for a one- or two-point conversion. The one-point attempt will take place f= rom the five-yard line and the two-point attempt will be from the ten-yard line= . PAT's can be run back. If the defending team intercepts a pass and runs the ball = all the way back, they will be awarded one or two points, depending on what the offense was trying for -- and, the team originally making the PAT attempt w= ill have to kick off, not the team that ran back the PAT. If an intercepting player goes into the endzone trying to avoid bei= ng tagged and is tackled in the endzone a safety is declared and one(1) point<= span style=3D'mso-spacerun:yes'> is added to the opponent’s s= core. ( this includes a play where the interception was caught in the endzone and= the interceptor comes out of the endzone and goes back in). Regardless if a team has used = its blitz or not, there is no blitzing on the extra point attempt.
48. Illegal participation will be called wh=
en a
player goes out of bounds, returns to the field and touches the ball. The
player may return to block or “tackle” the ball carrier.Thi=
s is
a 10-yard penalty. Of course, if he is bumped out it is a penalty on the ot=
her
team since there is no chucking. If bumped out, player may come back in and
participate in the play, providing he does so immediately. It will not be
offsetting penalties for a chuck out of bounds and an illegal participation.
This penalty will be assessed from the line of scrimmage and not from the p=
oint
of infraction.
48a. It is also
illegal if a team has too many men on the f=
ield.
=
1).=
In
the huddle before the snap, dead ball foul , 5 yard penalty( Illegal
substitution)
=
2).
After the snap , live ball foul, 10 yard penalty if accepted.( Illegal
participation)
49. Players on the sidelines may not travel past t= he 20-yard line. This is to be called at the discretion of the referees. It is= a rule to prevent distraction in the "red-zone." First offense is a warning. Repeated offenses may lead to a five-yard penalty.
50. If a player grabs a jersey with one hand, in an
attempt to make a tag, and then tags with the other, it is a 10-yard penalty
from the spot of the foul and down counts. Also, a "tag" is two h=
ands
touching simultaneously, not one at a time.
51. SIDELINES: All players and coach=
es
must stay in the area between the 20-yard-lines. All coaches are responsible
for keeping all spectators 5 yards from sideline. Anytime a coach enters the
playing field to question a call a time-out will be assessed. If a coach
requests a timeout to question a rule and the rule is not changed, the team=
is
charged with a timeout or assessed a five (5) yard delay of game penalty if=
no
timeouts are left. All coaches should have garbage bags to clean up their
sidelines before leaving the field. Leaving garbage on the field will resul=
t in
a $50 fine, which must be paid before the next week's game or the team will
forfeit until they pay fine.
51a . The home team ( team t=
hat
secures the field ) has the option to choose a sideline
52 . False Start , Def=
inition
:
After becoming set, it is a false start (dead ball) penalty if=
an
O-lineman ( Center and the two players&nbs=
p;
adjacent to the center=
)
moves before the snap or any offensive player makes any movement that simul=
ates
action at the snap.
NOTE : if a defensive player is in the neutral zone at the tim= e of the false start or offensive offsides, the ball is declared dead and a defensive offsides penalty is declared.
53. Offside , Definition :
1).
Defensive offside occurs when any defensive player enters the neutral zone<=
span
style=3D'mso-spacerun:yes'> prior to the snap. This is a live =
ball
foul unless the official declares the rush is unabated to the QB, at which =
time
the whistle will blow declaring the play dead.
2).
Offensive offside occurs when any player other than the center <=
i>and=
the
two players adjacent to the center enter the neutral zo=
ne
before the snap.The whistle will blow declaring the
play dead.
Penalty Yardage
1.
Illegal block
(blocking on passing plays before the ball is caught, offensive player cros=
sing
the line of scrimmage to initiate a block on a non-running play) -and offen=
sive
holding are 10 yard penalties enforced from Line of Scrimmage (LOS)
2.
2. Personal Foul
(blocking above the shoulders, clipping, blocking below the waist) - 15-yar=
ds
3. Illegal motion, illegal shift - 5 yards from line of scrimmage
4. Illegal contact - 10 yards from line of scrimmage
5. Delay of game - 5 yards, stop clock.during last 2 minutes of each
half.
6. Defensive pass interference - spot of foul and repeat of down.
....Offensive pass interference - 10-yard penalty. From
line of scrimmage
7. Offsides and False star=
ts -
5 yards
8. Illegal formation (defense not within 10 yards of line of scrimma=
ge)
- 5 yards
9. Unsportsmanlike penalty - 15 yard penalty and warning
9a. 2nd unsportsmanlike penalty on the same player - 15 yard and
automatic ejection from the game. ADDITIONAL PENALTIES WILL BE ASSESSED AT =
THE
DI SCRETION OF THE REFEREE/LEAGUE OFFICIALS (See Conduct).
10. Illegal forward pass - 5 yards, from spot of pass , and loss of down.
11. Kickoff goes out of bounds - ball will be placed either 30 yards
from the kickoff spot { placed at receiver’s 30 -yard line if
kickoff is from kicker’s 20 yard line} or spot it goes out of bounds
(receiver's choice)
12. Personal Fouls/ Unnecessary Roughness of any kind, i.e., barreli=
ng a
player over when blocking, on a kickoff or at any time, rough tackle/ touch, contact with potential rece=
iver
(offense or defense), fightin=
g of
any kind including throwing of punches whether there is contact or not is a
live ball foul A 15-yard penalty (and possible ejection ) will be enforced =
from
line of scrimmage or spot of " rough " touch. If penalty is on
defense , a first down will be declared after penalty enforcement. If
penalty is on offense the down counts after penalty enforcement.
13. Roughing the passer - 15 yards added on to the end of the run OR FROM LOS ( if incomplete pass or
sack) AND an automatic first =
down
is declared .
Definition of Roughing the Passer:
=
Roughing the passer is defined as while the passer is in the act of
throwing
=
a forward pass:
·
Any
contact is made with the passer’s throwing hand whether the ball is
touched or not
·
Any
contact is made above the passer’s shoulders, including an attempt to
make a “tackle”.
·
Any
rough tag is made to the passer including pushing , shoving or any other
attempt to knock the passer over.
14. Illegal participation - 10 yards from line of scrimmage
15. Holding the runner to make a tag - 10 yards from "end of
run" and down counts
16. Stripping the runner - 10 yards from "end of run" and =
down
counts
17. Unfair acts - any action not specified in rules and/or deemed
actions that make a travesty of the game. Penalty - referee can award any
penalty he sees fit, including a score.
=
18. Illegal Substitution – 5 yards
19. Illegal Use of Hands- 10 yards from end of play (
succeeding spot) and lose of down =
=
Definition of ILLEGAL USE OF HANDS:
=
35d.1 There =
are
no “stiff arms” allowed by any player. This will be conside=
red an
illegal contact foul and a 10-yard penalty will be assessed. The down will
count as this is considered an "end-of-the-run" foul.
35d.2 No runner player shall use his h= ands to prevent an opponent from t= ackling him in accordance with Rule 14. This includes hand swipe or any other act to prevent opponent from making a tackle . This act will be considered an illegal cont= act foul and a 10-yard penalty will be assessed from the end of th