RULES
· Games are 6 on 6
· Teams consist of 8-12 players
· Four 10-minute running clock quarters (1 minute break between quarters, 2-minute break at half)
· Coin flip winner determines choice of possession. The team that loses the coin toss choses what endzone they will defend.
· Two 30-second timeouts per half
· The clock will only stop for time-outs and injuries (it does not stop for incomplete passes, out of bounds, change of possession)
· The clock will also stop in the final minute of the game if there is an offensive penalty, while the defense is trailing, or vice versa.
· If a timeout is called after a touchdown, the clock will not start until the play after the conversion attempt.
· Teams switch sides at halftime
· Overtime (overtime will only happen in playoffs)– if the score is tied, an overtime period will take place with each team receiving a possession. (except if an interception occurs on first drive)
· Coin flip determines choice of 1st or 2nd possession
· Possession begins at the 10 yard line with 3 downs to score. (both teams will go in the same direction)
· If a touchdown is scored, a team can elect to go for a 1 or 2 point conversion.
· If an interception occurs at ANY time besides an extra point attempt the team with the interception wins.
· If the game is still tied, overtime will be repeated with 2 downs to score until there is a winner.
General
· Each possession to begin a half, after a score, or after a turnover on downs starts at the 5 yard line
· 30 second play clock
· Offense has three plays to get a first down and then the option to go for it on 4th down only before midfield. If they fail to get the first down the defense takes possession at the spot. Three plays to score once midfield is crossed.
· Interceptions can be returned, and possession will begin where the defenders flagged is pulled.
· QB has to throw the ball within:
· K – 2nd grade – 6 seconds
· 3rd-4th grade – 5 seconds
5th-8th grade- 4 seconds
· If the QB does not release the ball before time expires, it is a sack, with the ball being placed 5 yards back from the previous spot. QB cannot run the ball after receiving the snap.
· If a sack occurs inside the 5 yard line the ball will be placed half-way between the spot of the ball and the goal line.
· RUN PLAY DEFINED- a run play is when the ball carrier crosses the line of scrimmage, or if the flag is pulled before the player throws the ball from a lateral pass. A play in which a player takes a hand-off or lateral from the quarterback, and then throws a forward pass will be considered a pass play, and not count as a team’s run play. A fumbled hand-off will be considered a run play. A fumbled exchange between the center and QB will not be considered a run.
· No shovel passes allowed all passes must be thrown in an overhand manner.
· Defensive players cannot cross the line of scrimmage until a handoff has occurred – No rushing the QB
· Offense can run the ball once every first down (no direct QB runs)
· EXCEPTION: In the K – 4th grade division teams may run the ball without limit
· There are no runs within five yards of the midfield first down, or five yards of the goal line.
· One first down at midfield.
· Ball is placed where the ball is when the flag is pulled· Snapped ball has to pass between the center’s legs.
· Center cannot take a handoff from the QB.
· All players are eligible to receive a pass or handoff.
· No jumping (the ball will be placed where the runner left his feet)
· A receiver must have one foot in bounds when making a reception.
· Only one player can be in motion at the same time.
· No tackling or blocking.
· A fumbled ball can be caught by the defensive team and advanced but is dead if it hits the ground and the offense retains possession. No stripping by the defense. Any fumble caused from contact with a defensive player is dead at the spot. Any forward fumble that is caught in the air by an offensive player other than the player who fumbled will be brought back to the spot of the fumble.
· A play is dead when:
· Flag is pulled.
· Runner’s knee touches the ground.
· Runner steps out of bounds.
· If a player loses their flag then the opposing team must touch them, and the player will be down.
· Games cannot end on a defensive penalty.
· If the offense commits a penalty on the games’ final possession the game is over.
· Coaches are not permitted on the field at the 5th-8th grade divisions.
· Only 1 coach on the field at the 1st-4th Divisions, and must be 10 yards from the line of scrimmage whether coaching on offense or defense at the snap of the ball.
· Two coaches on the field in K Division only and must be 10 yards from the line of scrimmage whether coaching on offense or defense at the snap of the ball.
Mercy Rules
· If a team is up by 30 or more they must play with 5 players. Only 1 down to get a first down and 1 down to score after crossing midfield.
· If a team is down by 30 or more points they have unlimited runs (except in the no run zone).
· If a team is down by 30 points they will receive 4 downs to gain a first down and 4 downs after crossing midfield.
. Rules go back to normal play if/when score is not Mercy applicable.
Scoring
Touchdowns = 6 points
Extra Point (5 yard line) = 1 pt
Extra Point (10 yard line) = 2 pts
Safety = 2 pts N/A Kinder Level
Defensive Extra Point Return = 2 PTS from either 5 yard line or 10 yard line
Penalties: NO PENALTIES WILL RESULT IN AUTOMATIC 1ST DOWN EXCEPT UNSPORTSMANLIKE CONDUCT
Defensive
· Defensive Pass Interference – 10 yard penalty and down over
· Illegal Contact (holding, jams, etc.) – 5 yard penalty and down over
· Illegal Flag Pull (before player has ball) – 5 yard penalty and down over
· Off-sides – 5 yard penalty and replay the down
· Illegal Rushing (before a hand-off has occurred) – 5 yard penalty and replay the down
· Tackling – 10 yard penalty from the tackle and down over
· Tackle From Behind w/clear path to end zone – Automatic Touchdown
· Palpably Unfair Act – when referee determines a palpably unfair act deprived a team of a touchdown, or a longer play, a touchdown will be rewarded, or a distance penalty will be determined by the referee after consultation with other officials
· Unsportsmanlike conduct – 15 yard penalty and automatic 1st down (possible ejection – automatic ejection for 2nd unsportsmanlike)
· Unsportsmanlike conduct will not be tolerated (Rough play, verbal abuse, trash talking, etc. is cause for an ejection)
· If an unsportsmanlike tackle occurs when a runner has a “clear-path” to the end zone, the offensive team will be rewarded with a touchdown
· Any ejection will be reviewed by the league and can be cause for suspension or expulsion from the league.
. Coaches' interference will result in a 15 yard unsportsmanlike conduct penalty. Referee will use discretion on a clear path to the endzone ruling which may result in a touchdown being rewarded.
Offensive
· Offensive Pass Interference – 5 yard penalty and loss of down
· Illegal motion (2 men in motion) – 5 yard penalty and replay the down
· False Start – 5 yard penalty, play blown dead
· Illegal Forward Pass – ball is dead loss of down
· Blocking – ball is dead at the spot of the block and a 5 yard penalty
· Leaping – ball is dead at the spot
· Flag Guarding (including stiff arms) – ball is dead at spot
· Unsportsmanlike conduct – 15 yard penalty (possible ejection – automatic ejection for 2nd unsportsmanlike)
· Unsportsmanlike conduct will not be tolerated (Unnecessary contact, verbal abuse, trash talking, etc. is cause for an ejection)
· Delay of Game – clock is stopped and a 5 yard penalty
· There is no intentional grounding penalty
League rules subject to change at any time.