
Flag Football League Rules
South-City Classic Official Rulebook
TABLE OF CONTENTS
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Definitions
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The Game
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Periods and Timing
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Live Ball and Dead Ball
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Series of Downs and Line to Gain
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Snapping and Passing the Ball
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Scoring
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Conduct of Players and Fouls
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Penalty Enforcement
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Officials and Their Duties
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The Playing Field and Equipment
RULE 1 - DEFINITIONS
SECTION 1. Spots
ARTICLE 1. Enforcement Spot
An enforcement spot is the point from which the penalty for a foul is enforced.
ARTICLE 2. Dead Ball Spot (DB)
The dead ball spot is the point at which the ball becomes dead.
ARTICLE 3. Spot of Foul (SF)
The spot of the foul is the point at which that foul occurs. If out of bounds, it is the adjacent spot on the sideline. If behind the goal line, the foul is in the end zone.
ARTICLE 4. Out-of-Bounds Spot
The out-of-bounds spot is the point at which the ball becomes dead due to being out of bounds.
SECTION 2. Foul, Penalty and Violation
ARTICLE 1. Foul
A foul is a rule infraction for which a penalty is prescribed by rule. A flagrant foul is a rule infraction that places an opponent in danger of injury.
ARTICLE 2. Penalty
A penalty is a result imposed by rule against a team that has committed a foul and may include one or more of the following: loss of yardage, loss of down, automatic first down, or disqualification. If the penalty involves loss of a down, the down shall count as one of the four in that series.
ARTICLE 3. Violation
A violation is a rule infraction for which no penalty is prescribed; it does not offset a foul.
ARTICLE 4. Loss of a Down (LOD)
"Loss of a down" means the current down counts as used and the offense advances to the next down in the series. The offense loses the right to replay the current down.
Example: If a penalty with "loss of down" occurs on 2nd down, the next play will be 3rd down (the offense has lost the opportunity to replay 2nd down). The down number advances by one.
SECTION 3. Shift and Motion
ARTICLE 1. Shift
A shift is a simultaneous change of position by two or more offensive players after the ball is made ready for play and before the snap. The shift ends when all players have been stationary for one full second.
ARTICLE 2. Motion
A motion is a change of position by one offensive player after the end of a shift and before the snap.
SECTION 4. Handling of the Ball
ARTICLE 1. Hand-off
A hand-off is a successful transfer of possession from one teammate to another that does not involve a pass. A fake hand-off is any movement of the runner with the hands towards a nearby teammate that simulates a transfer of possession. A faked pass (pump or simulated pitch) or the runner turning the body towards a teammate without movement of the hands is not a fake hand-off.
ARTICLE 2. Pass
A pass is any intentional act to throw the ball in any direction or drop it to the ground. A pass is identified by a period where the ball is not in any player's possession. A pass starts with the final release after firm control during an intentional movement of the hand or arm. A pass continues to be a pass until it is completed to a player or the ball becomes dead.
ARTICLE 3. Fumble
A fumble is any act other than passing or successful handing that results in loss of player possession. A fumble can only occur after a player gains possession of a ball.
ARTICLE 4. Possession
Possession means firmly holding or controlling a live ball. A change of team possession (COP) occurs when an opponent gains possession of the ball.
ARTICLE 5. Batting
Batting the ball is intentionally striking it with the hands or arms.
ARTICLE 6. Kicking
Kicking the ball is intentionally striking it with the knee, lower leg, or foot and is illegal.
SECTION 5. Passes
ARTICLE 1. Forward and Backward Pass
A pass is forward if the ball first touches anything beyond the spot where the ball is released. All other passes are backward passes, even if lateral (parallel to the scrimmage line). A snap becomes a backward pass when the snapper releases the ball. If a snapper loses control of the ball as they begin the snap, it is an illegal snap.
ARTICLE 2. Crosses Scrimmage Line
A legal forward pass has crossed the scrimmage line when it first touches anything beyond the scrimmage line in bounds.
ARTICLE 3. Catch and Interception
A catch is the act of firmly establishing and maintaining control of a live ball in flight. A catch of an opponent's pass or fumble is an interception. A player who leaves the ground to make a catch or interception must have the ball firmly controlled when first returning to the ground with any part of the body touching the ground in bounds and then maintain complete and continuous control of the ball throughout the process of contacting the ground to complete the pass. If the player loses control of the ball and the ball touches the ground before the process of the catch is completed, then it is not a catch.
ARTICLE 4. Sack
A sack is the removal of a flag (flag pull) from the quarterback behind the scrimmage line who is in possession of a live ball. A player is in possession of the ball until the ball is completely released.
SECTION 6. Holding, Shielding, Contact and Aiming
ARTICLE 1. Holding
Holding is grasping an opponent or their equipment, not releasing immediately, and impacting the opponent.
ARTICLE 2. Shielding
Shielding is obstructing an opponent without contact by moving into their path. A moving player without right of way who impedes an opponent from running a pass route, getting to the runner, or impedes a legal blitzer is guilty of shielding. A player standing still (with the right of place) is not shielding, even if the player is obstructing an opponent.
ARTICLE 3. Contact
Contact is touching an opponent with impact. Touching with no impact is not a foul.
ARTICLE 4. Aiming
Aiming is to target and initiate contact with an opponent or to run into an opponent on purpose, even with right of way. Aiming is any deliberate or avoidable contact with excessive force, even in an attempted flag pull or while playing the ball during a pass. Aiming is to attack a ball in possession or take away the ball from the runner.
SECTION 7. Flag Pulling, Flag Guarding, Jumping, Dipping, Spinning and Diving
ARTICLE 1. Flag Pull
A flag pull is the removal of one or more flags from an opponent with one or more hands. The ball shall be spotted at the location of the ball when the flag is pulled, not at the location of the ball-carrier's hips or body.
ARTICLE 2. Flag Guarding
Flag guarding is an attempt by the runner to avoid a flag pull by covering the flag with any part of the body (hand, arm, or leg) or with the ball. Flag guarding is also leaning the upper body forward (diving) or stretching out a hand, with or without the ball, towards the opponent to make it more difficult for the defender to reach the flag.
ARTICLE 3. Jumping
Jumping is an attempt by the runner to avoid a flag pull by pushing off the ground and thus raising the level of the flags significantly compared to regular running. Jumping is a type of flag guarding and illegal.
ARTICLE 4. Dipping
Dipping is an attempt by the runner, with continuous movement, to avoid a flag pull by extra bending of the knees and lowering the level of the flags significantly compared to regular running. Dipping is legal.
ARTICLE 5. Spinning
Spinning is an attempt by the runner to avoid a flag pull by rotation of the body along the vertical axis. Spinning is legal if the height of the flags is not significantly raised. Spinning combined with dipping is legal; combined with jumping is illegal.
ARTICLE 6. Diving
Diving is an attempt by the runner to avoid a flag pull by leaning the upper body forward, with or without jumping, dipping, or spinning. Diving is a type of flag guarding and is illegal.
SECTION 8. Right of Place and Right of Way
ARTICLE 1. Right of Place (ROP)
Right of place is given to any stationary players who maintain normal player posture and make no movements in any horizontal direction to change their position. A purely vertical movement, including a lift from the ground in order to throw or catch a pass, does not mean that a previously established right of place has been lost. Right of place supersedes right of way when determining who is guilty of a foul.
ARTICLE 2. Right of Way (ROW)
Right of way is given to a player according to rule who has established a direction of movement in a regular manner and does not alter that direction. A player with right of way has a higher privilege when determining who is guilty of a foul than all other players except those with right of place.
RULE 2 - THE GAME
SECTION 1. The Teams
ARTICLE 1. Team Composition
Each team shall have exactly 5 players on the field at a time. A team may have additional players on its roster who serve as substitutes.
ARTICLE 2. Participation
Participation by more than five players of one team is illegal.
PENALTY - 5 yards, spot of foul is the scrimmage line, enforced from the scrimmage line.
ARTICLE 3. Minimum Team Size
A team must have at least 5 players to begin and continue a game. If a team cannot field 5 players, the game shall be forfeited.
ARTICLE 4. Team Captains
Each team shall designate a team captain before the game begins. The team captain is the only player who may address officials regarding interpretations of rules. Team captains represent their team during the coin toss.
SECTION 2. Substitutions
ARTICLE 1. Substitution Procedures
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Any number of legal substitutes may enter the game to replace teammates after the ball is dead. The offense may substitute until the snapper touches the ball. The defense may substitute until the ball is snapped.
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After the ball has been snapped, no substitute from either team shall enter the field of play.
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PENALTY - 5 yards, spot of foul is the scrimmage line, enforced from the scrimmage line.
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No offensive player shall enter or leave the field of play after the snapper has touched the ball.
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No simulated replacements or substitutions may be used to confuse opponents. No tactic associated with substitutes or the substitution process may be used to confuse opponents.
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PENALTY - Ball remains dead, 5 yards, enforced from the scrimmage line.
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RULE 3 - PERIODS AND TIMING
SECTION 1. Playing Time
ARTICLE 1. Length of Play and Intermission
The total playing time shall be 40 minutes, divided into two halves of 20 minutes each, with a 3-minute intermission between halves.
ARTICLE 2. Extension of Periods
A period shall be extended until a down has been played which is free from live ball fouls (without loss of down) for which the penalty is accepted. If offsetting fouls occur during a down in which time expires, the down will be repeated. No period shall end until the ball is dead and the Referee declares the period ended.
ARTICLE 3. Timing Devices
The game clock shall be kept by a game operator and the 25-second play clock shall be kept by a referee.
ARTICLE 4. When Clock Starts
When the game clock has been stopped by rule, it shall be started when the ball is next legally snapped.
Exception: The game clock will start at the ready for play when it was only stopped at the Referee's discretion.
ARTICLE 5. When Clock Stops
The game clock shall be stopped when each half ends, for a charged team timeout, for an injury timeout, or at the Referee's discretion.
The game clock shall run continuously except during the last 1 minute of the first half and the last 2 minutes of the second half.
Within the last 1 minute of the first half and the last 2 minutes of the second half, the clock shall stop for:
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Incomplete pass
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Active ball-carrier stepping out of bounds
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Penalties
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To award a first down, also after a change of team possession
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When a score is made and during and after the following try
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When a charged timeout is granted
The game clock shall not run during an extension of a half or overtime.
ARTICLE 6. Running Clock
If the score difference is 30 points or more at the Referee's notification, the clock will not stop for situations it normally would do so for in the last 2 minutes. The Referee will inform both teams at the Referee's notification that the clock will no longer be stopped (running clock) for the remainder of the half. After the Referee's notification, the status of the clock (standard or running) will not change even if the score difference goes below 30 or reaches 30 or more points.
ARTICLE 7. Offensive Penalties During the Final Minutes
If the offense commits a penalty that causes the clock to stop during the final 1 minute of the first half or the final 2 minutes of the second half, and the offense has no timeouts remaining, there shall be a 10-second runoff from the game clock in addition to the yardage penalty.
Applicable Penalties: The 10-second runoff applies to the following offensive fouls when committed with a running clock:
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False start
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Delay of game
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Illegal substitution
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Encroachment/Offside by offense
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Any other offensive penalty that stops the clock
Exception: The defense may decline the 10-second runoff and accept only the yardage penalty.
Timeout Option: The offense may avoid the 10-second runoff by using a charged timeout, if one is available. If the offense has no timeouts remaining, the runoff is mandatory (unless declined by the defense).
Example: With 45 seconds left in the game and the clock running, the offense commits a false start with no timeouts remaining. Result: 5-yard penalty, replay of down, and 10 seconds run off the clock (new time: 35 seconds).
SECTION 2. Timeouts
ARTICLE 1. Number of Timeouts
Each team is allowed one 30-second timeout per half.
ARTICLE 2. Timeout Duration
Each timeout shall last 30 seconds. The Referee shall notify both teams when 20 seconds have elapsed and when the timeout has ended.
ARTICLE 3. Requesting Timeout
A timeout may be requested by any player on the field or the team captain. The request must be made to an official before the ball is snapped. Once the ball is ready for play, a timeout request must be made immediately.
ARTICLE 4. Charged Timeouts
A charged timeout is one of the timeouts allowed per half. When a team has used its allowed timeout, no additional timeouts may be granted except for injury or official's timeout.
ARTICLE 5. Injury Timeout
An official may grant an injury timeout when a player is injured and requires attention. If the injured player's team has a timeout remaining, it may be charged as a team timeout. If no timeouts remain, the game clock shall stop while the injured player receives attention and is removed from the field. The injured player must miss at least one play.
ARTICLE 6. Official's Timeout
The Referee may call an official's timeout at their discretion for game administration purposes, including but not limited to: equipment repairs, field maintenance, or resolving timing or scoring discrepancies. Official's timeouts are not charged to either team.
ARTICLE 7. Timeout Procedures
When a timeout is granted:
a. The game clock shall stop
b. Players may go to their team's sideline
c. Coaches may confer with players
d. The ball shall be placed at the spot where it became dead or will be put in play
SECTION 3. Overtime
ARTICLE 1. Overtime Structure
If the game is tied at the end of regulation, the game shall enter overtime. Each team will be given 3 attempts on offense to score either a 1-point or 2-point conversion.
ARTICLE 2. Starting Overtime
A coin toss shall determine which team has the choice of possessing the ball first or second. Teams will alternate offensive possessions.
ARTICLE 3. Scoring in Overtime
Offenses may elect to attempt either a 1-point conversion (from the 5-yard line) or a 2-point conversion (from the 10-yard line) on each of their three attempts. Teams may choose differently on each attempt.
ARTICLE 4. Determining the Winner
The team with the most points scored during their 3 attempts shall win the game.
ARTICLE 5. Tied After Overtime
If teams are tied after each has had 3 attempts, additional overtime periods shall be played using the same format until a winner is determined.
RULE 4 - LIVE BALL AND DEAD BALL
SECTION 1. Definitions
ARTICLE 1. Live Ball
The ball is live at the snap (when the center legally moves the ball to the quarterback) and remains live until an official's whistle blows the ball dead. During a live ball, the play is in motion. Players can advance the ball, pass, run, and on defense, pull flags or intercept the ball. Penalties that occur during a live ball (e.g., pass interference, illegal rushing, holding) are enforced at the end of the down.
ARTICLE 2. Dead Ball
A dead ball is a ball not in play. It refers to the period immediately before the snap (between plays) or after the play has been whistled dead.
SECTION 2. When Ball Becomes Dead
ARTICLE 1. Dead Ball Becomes Alive
For the next down, the ball shall be put in play at the spot midway between the sidelines, laterally in line with the spot where the ball was when it became dead by rule (where the ball was located when the flag was pulled, not where the ball-carrier's body was), or at the spot where the ball has been placed following completion of an accepted penalty or to award a new series. After a dead ball is made ready for play, it becomes a live ball with the start of a legal snap. A ball snapped before it is made ready for play or is illegally snapped remains dead. A foul before the ball is snapped (delay of game, encroachment, false start, disconcerting signal, illegal blitzer signal) will cause the ball to remain dead.
ARTICLE 2. Live Ball Becomes Dead
A live ball becomes dead by rule and an official shall sound a whistle when:
a. The ball hits the ground (including incomplete passes and fumbles)
b. The ball-carrier's flag is pulled
c. The ball-carrier steps out of bounds
d. Any part of the runner's body except their hand or foot touches the ground
e. A runner simulates placing the knee on the ground
f. A player with fewer than two flags is in possession of the ball
g. A player with flags not positioned correctly is in possession of the ball and the player themselves is responsible
h. The ball-carrier's flag falls off before being pulled and they are touched by a defender
i. A touchdown, touchback, safety, or successful try occurs
j. The 6-second pass clock expires
k. A foul which causes the ball to become dead (e.g., illegal kick or delay of pass) occurs
l. An official blows the whistle
On an inadvertent whistle by an official, the ball becomes dead and the team in possession may elect either to put the ball next in play where it was declared dead or to replay the down.
RULE 5 - SERIES OF DOWNS AND LINE TO GAIN
SECTION 1. Series of Downs
ARTICLE 1. Number of Downs
A team in possession shall have four consecutive downs to advance to the line to gain.
ARTICLE 2. Line to Gain
The line to gain in any series shall be the midfield line (40-yard line) for teams starting from their own 5-yard line. Once midfield is reached, the line to gain becomes the opponent's goal line.
ARTICLE 3. Award of New Series
A new series of downs shall be awarded when:
a. A team crosses midfield (first down)
b. After a change of team possession
c. After a penalty that includes an automatic first down
d. After a touchdown
e. After a safety or touchback
ARTICLE 4. Turnover on Downs
If the offense fails to reach the line to gain after four downs, the ball shall be awarded to the opponent at the spot where the ball became dead on the fourth down.
ARTICLE 5. Punt Option
Teams may elect to "punt" on any down. When a team elects to punt, the ball shall be awarded to the opposing team on that team's 5-yard line. There is no physical punting; this is a strategic option to give possession to the opponent.
SECTION 2. Measurements
ARTICLE 1. Measurement Procedures
The Referee shall determine if the line to gain has been reached. When a measurement is required, it shall be made at the forward point of the ball when it became dead.
ARTICLE 2. Crossing Midfield
A first down is awarded when the ball crosses the midfield line (40-yard line). The ball must break the plane of the midfield line for a new series to be awarded.
ARTICLE 3. Goal Line as Line to Gain
Once a team has crossed midfield, the opponent's goal line becomes the line to gain. Teams have four downs to score a touchdown.
RULE 6 - SNAPPING AND PASSING THE BALL
SECTION 1. The Scrimmage
ARTICLE 1. Ball Ready for Play
Ready for Play
No player shall put the ball in play before it is ready for play.
Note: If the ball is snapped after the ball is declared ready but before all the officials are ready, any official shall stop the play immediately without penalty and the Referee will order the down to be replayed. The Referee shall take care only to declare the ball ready for play if all officials are ready and in position.
Delay of Game
The ball shall be put in play within 25 seconds after the Referee has declared the ball ready for play.
PENALTY - Ball remains dead, 5-yard penalty enforced from the dead ball spot, replay down.
6-Second Clock Violation
The quarterback has 6 seconds to pass or hand-off the ball after the snap. If this limit is exceeded, the ball becomes dead at the scrimmage line. The play may continue if the quarterback's arm is in motion at the count of 6.
PENALTY - Loss of down at the scrimmage line.
ARTICLE 2. Offensive Team Requirements
There is no minimum or maximum number of players required to be on the scrimmage line at the snap.
A. Offside
After the snapper touches the ball and before the ball is snapped, all offensive players shall be in bounds and behind their side of the scrimmage line (encroachment if on defense).
PENALTY - Play is blown dead, 5-yard penalty enforced from the original dead ball spot, replay down.
B. False Start
No offensive player shall make a false start or make any abrupt movement that simulates the beginning of a play.
PENALTY - Ball remains dead, 5 yards enforced from the dead ball spot, replay down.
C. Illegal Shift
When the snap starts, one offensive player may be in motion, but may not be moving toward the opponent's goal line. When the snap starts and two or more players are moving, it is an illegal shift. This is not the NFL, so WRs are allowed not to be perfectly still, but two may not be in real movement at the same time.
PENALTY - Ball remains dead, 5 yards enforced from the dead ball spot, replay down.
D. Illegal Rush (QB)
The quarterback cannot run with the ball beyond the scrimmage line unless the defense has first crossed the line of scrimmage in an effort to rush. If the QB runs without a defensive player crossing the line, it is an illegal rush.
PENALTY - Play is blown dead, 5-yard penalty enforced from the original dead ball spot, replay down.
E. Illegal Rush (RB)
When the ball is snapped on or inside the 5-yard line going towards the opponent's end zone or first down line (no-running zone), the offense shall only make a forward pass play. Teams are allowed to hand off and pitch the ball backwards behind the line of scrimmage within the no-run zone, but only the original QB may run if rushed. If the QB pitches the ball to another player within the no-running zone, that player may not cross the line of scrimmage, but they may throw the ball.
PENALTY - Play is blown dead, 5-yard penalty enforced from the original dead ball spot, replay down.
ARTICLE 3. Handing the Ball
a. The offense may hand off or pitch the ball multiple times and still pass the ball as long as all involved players are behind the scrimmage line and all pitches have been backwards.
b. Forward hand-offs still allow for a pass to be completed; forward pitches count as an offense's one forward pass per play.
ARTICLE 4. Defensive Team Requirements
Offside/Encroachment
Before the ball is snapped, all defenders shall be in bounds and behind their scrimmage line (offside).
PENALTY - Play is blown dead, 5-yard penalty enforced from the original dead ball spot, replay down.
Distracting
No defender shall use words or signals that disconcert opponents when they are preparing to put the ball in play (intentional distracting sounds).
PENALTY - Play is blown dead, 5-yard penalty enforced from the original dead ball spot, replay down.
Legal Rushing and Illegal Early Rush
The referee will call out the 6-second clock aloud for the entire field to hear. After "2" has been completed, any amount of defenders may cross the line of scrimmage to rush the passer.
If the offense hands the ball off or pitches the ball, the defense may cross immediately and not wait for "2" to be completed.
If a defender crosses the line of scrimmage before "2" has been completely said aloud, it is an illegal early rush. This includes being drawn offside by a fake hand-off.
PENALTY - Play is allowed to continue; if accepted - 5 yards enforced from original line of scrimmage, replay down.
Roughing the Passer
No defensive player may rush the passer and create contact. All rushers must either avoid contact outright or only go for the QB's flags. If the QB cannot step into the throw because the defender is airborne in their path, that is also roughing the passer, even if the QB avoids the contact.
PENALTY - Once play is dead, if accepted - 5 yards enforced from original line of scrimmage, replay down.
SECTION 2. Passes and Fumbles
ARTICLE 1. Backward Passes and Pitches
A runner may pass/pitch the ball backwards at any point. The pass must be clearly backwards. All close to horizontal pitches will be called as down at the spot.
ARTICLE 2. Complete Pass
Any pass caught by an eligible player touching the ground in bounds is completed and the ball continues in play unless completed in the opponent's end zone.
ARTICLE 3. Incomplete Pass
Any pass is incomplete if the ball touches the ground when not firmly controlled by a player. It also is incomplete when a player jumps and receives the pass but first lands on or outside a boundary line. When a forward pass is incomplete, the ball belongs to the passing team at the previous scrimmage line, which is the dead ball spot. When a backward pass is incomplete, the ball belongs to the passing team at the spot of the last player's possession, which is the dead ball spot.
ARTICLE 4. Fumble
When a fumble hits the ground, the ball is dead and belongs to the fumbling team at the spot where the fumbler lost possession; this is the dead ball spot. If the fumbler or an opponent gains possession before the ball becomes dead, the ball continues in play. If the fumble is forward, no teammate of the fumbler may advance the ball.
ARTICLE 5. Illegal Touching
All inbound players are eligible to touch, bat, or catch a pass.
No offensive player who goes out of bounds voluntarily during a down shall touch a pass first.
If an offensive player is forced out of bounds due to a foul and immediately returns to the field of play or end zone, the player remains eligible to touch or catch a pass.
PENALTY - Loss of down at the scrimmage line.
SECTION 3. Forward Pass
ARTICLE 1. Legal Forward Pass
A team may make one forward pass during each scrimmage down before team possession changes, provided the pass is thrown from a point behind the scrimmage line.
ARTICLE 2. Illegal Forward Pass
A forward pass is illegal:
a. If thrown by an offensive player who is fully beyond the scrimmage line when the ball is released
b. If thrown after a runner has gone beyond the scrimmage line
c. If it is the second forward pass by the offense during the same down
d. If thrown after team possession has changed during the down
PENALTY - 5 yards, also loss of down if by offense prior to change of team possession, enforced from the spot of foul.
ARTICLE 3. Pass Interference
Pass interference is physical contact on a legal forward pass play up to the point where the pass is touched by a player or falls incomplete. Pass interference is contact that interferes with an opponent whilst the ball is in the air. It is the responsibility of the defender to avoid the opponents. It is not pass interference when two or more eligible players are making a simultaneous and fair attempt to touch, bat, or catch the pass. Eligible players of either team have equal rights to the ball, but it is the responsibility of the player in the disadvantageous position to avoid the opponent. (If you can't block it cleanly, give up the ball and go for flags.)
PENALTY - 15 yards enforced from the original line of scrimmage. Loss of down for fouls by offense. Automatic first down for fouls by defense.
Note: Contact on a pass play before the pass has been thrown or if the pass does not cross the scrimmage line is a foul for illegal contact.
RULE 7 - SCORING
SECTION 1. Value of Scores
ARTICLE 1. Scoring Plays
The point value of scoring plays shall be:
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Touchdown: 6 points
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Successful Extra Point Attempt from 5 yards: 1 point
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Successful Extra Point Attempt from 10 yards: 2 points
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Safety: 2 points (points awarded to opponent)
SECTION 2. Touchdown
ARTICLE 1. How Scored
A touchdown shall be scored when:
a. The ball in possession of a runner advancing from the field of play penetrates the plane of the opponent's goal line when their flag is pulled.
b. A player catches a pass in the opponent's end zone
SECTION 3. Extra Point Attempts
ARTICLE 1. How Scored
The points shall be scored according to the point value elected to be attempted if the extra point try is successful.
ARTICLE 2. Opportunity to Score
An extra point attempt is an extra down with the opportunity for the offensive team to score 1 or 2 points.
A. The ball shall be put in play by the team that scored a 6-point touchdown. If a touchdown is scored during a down in which time expires, the try shall be attempted. The scoring team shall decide to go for 1 or 2 points prior to the ball being declared ready for the attempt.
B. The attempt begins when the ball is made ready for play.
C. The snap shall be midway between the sidelines on the opponent's 5-yard line (1 point) or 10-yard line (2 points).
D. The attempt ends when either team scores or the ball becomes dead by rule.
E. Accepted defensive penalties on extra point attempts will require either repeating the try or the try results in a score or the end of the try. If the try is repeated after a penalty, it is still worth the same value as before. (1-point attempts are now attempted from the 2-yard line; 2-point attempts are now attempted from the 5-yard line.)
F. Accepted offensive penalties on extra point attempts result in a failed attempt.
ARTICLE 3. Next Play
After an extra point attempt, the ball shall be put in play by the opponent on its own 5-yard line if no penalty will be enforced.
SECTION 4. Safety
ARTICLE 1. How Scored
It is a safety when the ball becomes dead with any part on or behind the goal line, except for an incomplete pass or fumble from outside the end zone, and the team defending this goal line is responsible for the ball being there.
ARTICLE 2. Snap After a Safety
After a safety, the ball shall be put in play by the scoring team at its own 5-yard line.
SECTION 5. Touchback
ARTICLE 1. When Declared
It is a touchback when:
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The ball becomes dead with any part on or behind the goal line, except for an incomplete pass or fumble from outside the end zone, and the team attacking this goal line is responsible for the ball being there
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A defender intercepts a pass between their own 5-yard line and their goal line and their original momentum carries the player into the end zone and the ball remains in the end zone where it becomes dead
ARTICLE 2. Snap After a Touchback
After a touchback, the ball shall be put in play by the defending team at its own 5-yard line.
SECTION 6. Onside Kick Alternative
ARTICLE 1. When Allowed
A team may only attempt an "onside kick play" if they are losing and the game is within its final 2 minutes.
ARTICLE 2. Onside Kick Play Setup
The offense will receive one opportunity from their own 15-yard line to convert a first down (reach midfield).
ARTICLE 3. Successful Conversion
If the offense successfully reaches midfield and gains a first down, they retain possession and continue with a normal offensive series.
ARTICLE 4. Failed Conversion
If the offense fails to convert a first down, the opposing team will receive the ball at the spot where the offense was declared down on their final attempt.
RULE 8 - CONDUCT OF PLAYERS AND FOULS
SECTION 1. Contact Fouls
ARTICLE 1. Illegal Contact (IC)
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No player shall intentionally contact an opponent or an official
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No player shall step, jump, or stand on another player
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No player shall hold another player
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All stationary players have the right of place and opponents shall avoid contact
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The runner has no right of way and is fully charged with avoiding contact with opponents
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All offensive players have the right of way as long as a legal forward pass is still possible and defenders shall avoid contact. When the forward pass is in the air, all players have the right to play the ball, but not by aiming (playing through) an opponent
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All defensive players rushing have the right of way and offensive players shall avoid contact
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No player shall commit aiming
Note: If there is no contact, it could still be a shield by the offensive player.
PENALTY - 5 yards enforced from the spot of the foul. Automatic first down for fouls by defense. Loss of down for offense (goes to next play).
ARTICLE 1A. Defensive Holding
Holding will be called whenever a defensive player grabs and substantially turns, slows down, or trips up an offensive receiver during their route, before the ball has left the QB's hands.
PENALTY - 5 yards from the original line of scrimmage, automatic first down.
ARTICLE 1B. Flag Pull Holding
Flag pull holding is holding or contact occurring during a flag pull attempt. There are two levels of flag pull holding penalties:
Level 1: Minor Holding
Minor holding includes:
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Brief jersey holding and tugging
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Gently pushing a receiver out of bounds
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Wrapping up field arm around runner
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Running into a ball carrier - minor contact during a flag pull attempt
PENALTY - 5 yards from the spot of the foul, no automatic first down. If minor holding occurs on 4th down, the penalty results in a replay of 4th down (not an automatic first down).
Level 2: Excessive Holding
Excessive holding includes:
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Grabbing and holding onto a jersey
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Forcefully pushing a runner down or out of bounds rather than attempting a clean flag pull
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Stripping the ball from the receiver's hands
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Tackling the ball carrier
PENALTY - 5 yards from the spot of the foul, automatic first down.
ARTICLE 1C. Unnecessary Roughness
Any excessive physical action against an opposing player during or after the play. Includes: wrapping up, tackling, or grabbing and holding a ball carrier when trying to pull a flag, hitting a quarterback's arm as a rusher, or roughly pushing an offensive player out of bounds. Any player who receives two unnecessary roughness penalties in one game shall be ejected from the game.
PENALTY - Defensive unnecessary roughness: 15 yards from the original line of scrimmage, automatic first down. Offensive unnecessary roughness: 15 yards from the original line of scrimmage, loss of down.
ARTICLE 2. Game Interference
No spectator, coach, or substitute shall contact or interfere in any way with the ball, a player, or an official during the game.
PENALTY - 15 yards, also loss of down if by offense prior to change of team possession, enforced from the basic spot. Automatic first down for fouls by defense.
SECTION 2. Non-Contact Fouls
ARTICLE 1. Unsportsmanlike Acts
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Use of abusive, threatening, or obscene language or gestures, or engaging in such acts that provoke ill will or are demeaning
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If a player is neither returning the ball to the next spot nor leaving it near the dead ball spot
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If a player is neither immediately returning a pulled flag to the opponent nor leaving it near the spot where it has been pulled. It is preferable for players to return the flag to the opponent
Any player or coach who commits two unsportsmanlike acts during the same game shall be ejected.
PENALTY - 15 yards enforced from the dead ball spot, administered as a dead ball foul.
ARTICLE 2. Unfair Acts
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No player shall shield/block an opponent.
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PENALTY - 5 yards enforced from the spot of the foul.
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Blocking: Once an offensive player has caught the ball, all other offensive players must stop and are only allowed to be in the defense's way if their feet are planted. Any active movement to obstruct a defender constitutes blocking.
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PENALTY - 5 yards from the spot of the foul, loss of down.
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Charging: It is the offensive player's responsibility, when running with the ball, to move out of the defense's path. Any intentional or unintentional contact by the offense to "go through" a defender will be called as charging.
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PENALTY - 5 yards from the spot of the foul, loss of down.
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No runner shall commit jumping or diving.
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PENALTY - 5 yards, also loss of down if by offense prior to change of team possession, enforced from the spot of foul.
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No runner shall commit flag guarding.
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PENALTY - 5 yards, also loss of down if by offense prior to change of team possession, enforced from the spot of foul.
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No player shall pull a flag from an opponent other than the runner, an opponent who simulates being the runner, or when an opponent has touched the ball in flight.
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PENALTY - 5 yards enforced from the basic spot.
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No player shall intentionally kick a pass or a fumble. This foul does not change the status of the ball, except if a teammate of the fumbler kicks the ball.
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PENALTY - 5 yards enforced from the basic spot.
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Participation by more than 5 players of one team is illegal.
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PENALTY - 5 yards, spot of foul is the scrimmage line, enforced from the scrimmage line.
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No player wearing illegal equipment or missing mandatory equipment shall be permitted to play. A player with a bleeding wound shall leave the field. Players shall leave the field immediately after being ordered to do so by an official.
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VIOLATION - Charged timeout for the offending team.
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PENALTY - 5 yards if no timeouts remain.
RULE 9 - PENALTY ENFORCEMENT
SECTION 1. Basic Principles
ARTICLE 1. Penalty Acceptance and Declination
The captain of the offended team has the option to accept or decline any penalty. Some penalties (such as offside, false start, delay of game) result in a dead ball and are automatically enforced.
ARTICLE 2. Basic Spot
The basic spot is the spot where the run or related run ends. For loose ball plays (passes, fumbles), the basic spot is the previous spot (line of scrimmage). For running plays, the basic spot is the dead ball spot.
ARTICLE 3. Enforcement Spots
Penalties are enforced from one of the following spots:
a. Previous Spot: The spot where the ball was put in play (scrimmage line)
b. Spot of Foul: The yard line where the foul occurred
c. Dead Ball Spot: The spot where the ball became dead
d. Succeeding Spot: The spot where the ball would next be put in play
SECTION 2. Types of Fouls
ARTICLE 1. Live Ball Fouls
A live ball foul is a foul that occurs during a down. Live ball fouls are enforced at the end of the down unless they cause the ball to become dead immediately.
ARTICLE 2. Dead Ball Fouls
A dead ball foul is a foul that occurs after the ball is dead or before it becomes alive. Dead ball fouls are enforced from the succeeding spot.
ARTICLE 3. Pre-Snap Fouls
Fouls that occur before the snap (delay of game, encroachment, false start, offside) cause the ball to remain dead and are enforced from the dead ball spot with a replay of the down.
SECTION 3. Multiple Fouls
ARTICLE 1. Offsetting Fouls
When both teams commit fouls during the same down, the fouls offset and the down is replayed from the previous spot. No penalty yardage is assessed.
ARTICLE 2. Double Fouls
When both teams commit fouls during the same down and one or both fouls occur after a change of possession, the team last gaining possession retains the ball. All fouls are declined by rule and the down is not repeated.
ARTICLE 3. Multiple Fouls by Same Team
When one team commits more than one foul during the same down, the offended team may choose which penalty to enforce. Only one penalty may be enforced.
SECTION 4. Special Enforcement
ARTICLE 1. Half-Distance Enforcement
When a penalty would move the ball more than half the distance to the offending team's goal line, the penalty shall be half the distance from the spot of enforcement to the goal line.
ARTICLE 2. Automatic First Down
The following defensive fouls result in an automatic first down in addition to yardage penalties:
a. Pass interference (15 yards)
b. Defensive holding (5 yards)
c. Roughing the passer (5 yards)
d. Unnecessary roughness (15 yards)
e. Unsportsmanlike conduct (15 yards)
f. Flag pull holding - Excessive (5 yards)
ARTICLE 3. Loss of Down Penalties
The following offensive fouls result in a loss of down in addition to any yardage penalties:
a. Illegal forward pass (5 yards)
b. Illegal touching (at scrimmage line)
c. Pass interference (loss of down, ball returns to original line of scrimmage)
d. Unsportsmanlike conduct (10 yards)
e. Charging (5 yards from spot of foul)
f. Flag guarding (5 yards from spot of foul)
g. Jumping/Diving (5 yards from spot of foul)
SECTION 5. Penalty Summary
ARTICLE 1. 5-Yard Penalties
The following fouls result in 5-yard penalties:
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Delay of game (replay down)
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Offside/Encroachment (replay down)
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False start (replay down)
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Illegal shift (replay down)
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Illegal rush by QB (replay down)
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Illegal rush by RB (replay down)
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Illegal early rush by defense (replay down if accepted)
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Roughing the passer (automatic first down)
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Illegal forward pass (loss of down)
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Illegal contact (automatic first down if defense; loss of down if offense)
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Shielding (from spot of foul)
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Charging (from spot of foul, loss of down)
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Flag guarding (from spot of foul, loss of down)
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Jumping/Diving (from spot of foul, loss of down)
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Illegal flag pull (from basic spot)
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Intentional kicking (from basic spot)
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Illegal participation (more than 5 players)
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Illegal equipment (if no timeouts remain)
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Blocking (from spot of foul, loss of down)
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Defensive holding (automatic first down)
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Flag pull holding - Minor (from spot of foul, replay of down on 4th down)
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Flag pull holding - Excessive (from spot of foul, automatic first down)
ARTICLE 2. 15-Yard Penalties
The following fouls result in 15-yard penalties:
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Pass interference by defense (automatic first down)
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Game interference (automatic first down if defense; loss of down if offense)
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Unsportsmanlike conduct (automatic first down if defense; loss of down if offense)
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Unnecessary roughness (automatic first down if defense; loss of down if offense)
ARTICLE 3. Loss of Down Only
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Illegal touching of forward pass (at scrimmage line)
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6-second clock violation (at scrimmage line)
ARTICLE 4. Half-Distance to Goal
When defensive pass interference occurs in the end zone, the ball is placed half the distance to the goal line.
RULE 10 - OFFICIALS AND THEIR DUTIES
SECTION 1. The Officials
ARTICLE 1. Number and Positions
Games shall be officiated by a minimum of two officials: a Referee and a Line Judge. Additional officials may be used when available.
ARTICLE 2. Jurisdiction
The officials' jurisdiction begins 30 minutes before the scheduled kickoff and ends when the Referee declares the score final. Officials have authority to rule on any situation not specifically covered in the rules.
ARTICLE 3. Crew Composition
The officiating crew consists of:
a. Referee: The Referee has general oversight and control of the game
b. Line Judge: Monitors the line of scrimmage, counts the 2-second rush clock aloud, and assists with timing
SECTION 2. Duties of Officials
ARTICLE 1. Referee Duties
The Referee shall:
a. Have general control of the game
b. Make final decisions on all matters not assigned to other officials
c. Declare the ball ready for play
d. Declare when each period ends
e. Enforce all penalties
f. Notify teams when the running clock rule is in effect
g. Make all measurements for first downs
h. Resolve disputes regarding rule interpretations
i. Maintain game time (or designate the game operator/stream operator to do so)
ARTICLE 2. Line Judge Duties
The Line Judge shall:
a. Monitor the line of scrimmage for offside and encroachment violations
b. Count aloud the 2-second rush clock for defensive rushers
c. Monitor the 6-second live play clock
d. Assist in spotting the ball
e. Monitor for illegal contact and blocking
f. Assist the Referee with game administration
ARTICLE 3. Authority to Enforce Rules
Any official may call any foul. Officials should confer when necessary to ensure correct enforcement. The Referee makes the final decision if officials disagree.
ARTICLE 4. Whistle Use
Officials shall blow their whistle to:
a. Declare the ball dead
b. Stop play for a foul
c. Stop play for an injury
d. Signal the end of a period
e. Stop play for any other reason requiring official intervention
SECTION 3. Official Signals
ARTICLE 1. Standard Signals
Officials shall use standard football signals to indicate:
a. Touchdown (arms raised straight above head)
b. First down (arm pointing toward offended team's goal line)
c. Timeout (hands forming T above head)
d. Penalty flag (throwing yellow flag on field)
e. Dead ball (whistle and waving arms)
f. Incomplete pass (waving arms side to side)
g. Clock stop (raising one arm straight up)
h. Start clock (circular motion with arm)
ARTICLE 2. Penalty Signals
After a foul, officials shall:
a. Throw a penalty flag at or near the spot of the foul
b. Stop play when appropriate
c. Announce the foul to both team captains
d. Indicate the penalty yardage and enforcement
e. Allow the offended team to accept or decline the penalty
f. Enforce the penalty or repeat the down as appropriate
SECTION 4. Replay and Review
ARTICLE 1. No Replay Review
There is no instant replay or video review in this league. All official's decisions are final.
ARTICLE 2. Correctable Errors
Officials may correct obvious errors in:
a. Score
b. Down number
c. Clock time
d. Penalty enforcement
Such corrections may be made at any time before the ball is next snapped or before the period ends.
RULE 11 - THE PLAYING FIELD AND EQUIPMENT
SECTION 1. The Playing Field
ARTICLE 1. Field Dimensions
The playing field shall be 80 yards long and 30 yards wide. The field is divided into two halves of 40 yards each.
ARTICLE 2. End Zones
There shall be an end zone at each end of the field. Each end zone shall be 10 yards deep and 30 yards wide.
ARTICLE 3. Field Markings
The field shall be marked with:
a. Sidelines: Lines marking the sides of the field (30 yards apart)
b. End Lines: Lines marking the back of each end zone
c. Goal Lines: Lines separating the field of play from the end zones
d. Midfield Line (40-yard line): Line dividing the field in half
e. 5-Yard Lines: Lines marking each 5-yard increment
f. Yard Line Numbers: Numbers indicating yard lines (5, 10, 15, 20, 25, 30, 35, 40)
ARTICLE 4. Team Areas
Each team shall have a designated team area (sideline) on opposite sides of the field. Players, coaches, and team personnel must remain in their designated area during play.
Both team's sidelines must remain at least 10 yards away from either endzone. (No player/coach can be standing around the endzone as it disrupts the referees view)
SECTION 2. The Ball
ARTICLE 1. Ball Specifications
The game shall be played with a regulation football appropriate for the age and skill level of participants. The ball should be properly inflated according to manufacturer specifications.
ARTICLE 2. Ball Provided
The home team shall provide the game ball. Both teams may agree to use a different ball if mutually acceptable.
SECTION 3. Player Equipment
ARTICLE 1. Required Equipment
All players must wear: a. Flags: Each player must wear two flags, one on each hip, attached to a belt
b. Athletic footwear: Cleats or athletic shoes (metal cleats prohibited)
c. Shirt/Jersey: Each team must wear matching colored shirts or jerseys to distinguish teams
d. Shorts/Pants: Athletic shorts or pants
ARTICLE 2. Flag Specifications
a. Each player must wear two flags attached to a belt at hip level
b. Flags must be positioned one on each side of the body at the hips
c. Flags must be securely attached but designed to detach when pulled
d. Flags must be a contrasting color to the player's uniform
e. Flags must hang freely from the belt and not be tucked or secured
ARTICLE 3. Prohibited Equipment
Players shall not wear: a. Hard, unyielding, or dangerous equipment (pads, braces, helmets with hard surfaces)
b. Jewelry (rings, watches, necklaces, earrings, bracelets)
c. Equipment with exposed knots, metal, or hard materials
d. Headwear with hard bills or brims
e. Anything deemed dangerous by officials
ARTICLE 4. Permitted Equipment
Players may wear: a. Soft, pliable headwear (knit caps, headbands)
b. Gloves
c. Soft knee or elbow pads
d. Mouthguards (recommended)
e. Medical alert bracelets or necklaces (must be taped down)
ARTICLE 5. Equipment Inspection
Officials shall inspect player equipment before the game and may require removal or modification of any equipment deemed dangerous or illegal. A player with illegal equipment may not participate until the equipment is corrected. If the player's team has no timeouts remaining, a 5-yard penalty shall be assessed.
SECTION 4. Uniforms
ARTICLE 1. Team Uniform Requirements
a. All players on a team must wear matching colored shirts or jerseys
b. Teams must wear contrasting colors to distinguish from opponents
c. If teams have similar colors, the home team must change or wear pinnies
ARTICLE 2. Player Numbers
Player numbers are recommended but not required. If used, numbers must be clearly visible and unique to each player on the team.
ARTICLE 3. Uniform Modifications
Players may not modify uniforms in a way that: a. Creates an unfair advantage
b. Deceives opponents
c. Makes flags difficult to pull
d. Violates safety standards
SECTION 5. Game Equipment
ARTICLE 1. Required Game Equipment
The following equipment must be present for games: a. Game ball
b. Penalty flags (for officials)
c. Timing device (stopwatch or visible game clock)
d. Down marker
e. First down chains or markers
f. Pylons or cones to mark goal line corners
ARTICLE 2. Optional Equipment
The following equipment is recommended but not required: a. Scoreboard
b. Line markers for yard lines
c. Sideline markers
APPENDIX A - APPROVED RULINGS AND SPECIAL SITUATIONS
Live Ball Becomes Dead
Situation 1:
A runner stumbles and, in order to regain their balance, places their hand on the ground or pushes off the ground using the ball whilst maintaining possession of it. They then continue their run.
RULING: The play continues; none of the requirements to make the ball dead are met.
NOTE: If the runner loses control of the ball on contact with the ground, it will be a fumble and the ball is dead.
Situation 2:
A receiver loses one flag at the start of the play, continues their route, completes the catch, and makes some more yards before a defender is able to pull the remaining flag.
RULING: The pass is complete, but the ball is dead with the catch. The yards after the catch will not count and the defense does not need to pull any flag. It will be the same ruling if the receiver loses both flags before the catch.
NOTE: There is a difference in the ruling if the receiver loses one flag by accident alone or if the flag is illegally pulled by a defender. The WR is alive and the other flag must be pulled if illegally pulled early. If the receiver is able to pick up the flag and attach it compliant to the rule before the pass is completed, the ball remains alive and play continues.
Pass Interference
Situation 1: Illegal Screen
After the snap, the quarterback rolls to the right and the snapper runs a route to the right. The receiver from the right side moves into the way of the defender who is covering the snapper. The defender has to run around the receiver to avoid contact and the snapper is open to receive the pass.
RULING: Penalty for shielding/screening by offense. It is not pass interference because the ball is not in the air. If there was contact between receiver and defender, it would be aiming by offense.
NOTE: If the receiver is standing still, then the defender has to avoid contact because the ROP of the receiver supersedes any ROW.
Situation 2: Crossing Routes
Two receivers are positioned to the right of the formation; the outside receiver goes at an angle inside, the inside receiver goes to the outside and then downfield (wheel route). The defenders in individual coverage collide as they are crossing to cover their respective receiver.
RULING: No foul; the offense is not responsible for the actions of the defenders.
NOTE: If the outside receiver is crossing the running lane of the inside defender in order to obstruct them in their coverage, it will be a foul for shielding. This is a very tough call and requires experience to judge.
Situation 3: Push-Offs
A receiver is running straight at the defender. Immediately in front of them, the receiver cuts to the outside and pushes themselves slightly off. The defender keeps their balance but cannot close the gap to the receiver before the catch is made; after the completion they pull the flag.
RULING: Offense pass interference (or illegal contact). There is contact with impact by the receiver before the pass is thrown. The impact is not on the defender; it is on the WR to accelerate and gain extra separation from the defender.
Right of Place, Right of Way
Situation 1:
A defender lines up close to the scrimmage line directly in front of a receiver (individual coverage).
RULING: The receiver must avoid contact for the first few steps because the defender has ROP. If the defender starts to move, they will lose ROP and must avoid contact with the receiver and give room for the pass route.
Situation 2:
A defender lines up close to the scrimmage line directly in front of a receiver. At the snap, the defender moves immediately inside and collides with the receiver who is also going towards the middle.
RULING: Illegal contact foul by the defense. Once the defender moves, the ROP is lost and they are charged with avoiding contact. The receiver has to avoid the place where the defender stands at the snap, but they cannot anticipate in which direction the defender will move.
Situation 3:
A defender lines up close to the scrimmage line directly in front of a receiver and stretches their arms sideways to shield the receiver. After the snap, the defender does not move and the receiver, in trying to run around the defender, contacts an arm of the defender.
RULING: Aiming by the defender. Even with ROP, the defender shall not seek contact with an unnecessary act.
NOTE: The same ruling will apply to a snapper who is shielding a blitzer by stretching the arms sideways.
Situation 4:
A defender is in zone coverage and looking at the quarterback when an offensive receiver runs across the field and intentionally hits the defender from behind.
RULING: Aiming by the offense. Even with ROW, a player is not allowed to aim and hit an opponent.
Situation 5:
A defender is squeezing the runner towards the sideline. The runner tries to stay in bounds by keeping the lane rather than going out of bounds and, as a result, makes contact with the defender.
RULING: Aiming by the runner. The runner must avoid contact and has no ROW.
Situation 6:
Two defenders squeeze the runner between them. The runner tries to hit the gap between the defenders and contacts one or both defenders.
RULING: Aiming by the runner. The runner must avoid contact even when this stops the forward progress.
Roughing the Passer
Situation 1:
The blitzer stops in front of the quarterback after the ball has been released and pushes the quarterback with the hands at the hip such that the quarterback must take 2 steps to regain balance.
RULING: Penalty for illegal contact defense.
Situation 2:
The blitzer stops in front of the quarterback as the ball is released. The natural throwing movement with a step forward brings the quarterback into contact with the blitzer.
RULING: No fouls for the contact as both players are standing and have the ROP.
Situation 3:
The blitzer jumps straight up in the air as the quarterback releases the ball. The quarterback takes 3 steps forward after releasing the ball and contacts the blitzer.
RULING: Penalty for illegal contact offense. The blitzer has ROP despite the jump and the quarterback's actions mean that they are responsible for the contact. If the momentum of the jump had carried the blitzer into the quarterback, then the foul would have been against the defense.
Situation 4:
As the quarterback starts to release the ball, the blitzer jumps forward in an attempt to deflect it and hits the ball or arm prior to leaving the quarterback's hand.
RULING: Penalty for aiming because the point of attack was a ball in possession of a runner.
Unsportsmanlike Acts
Situation:
The quarterback throws an interception and a defender runs back for an easy touchdown. Before crossing the goal line, the defender taunts the quarterback using words or gestures.
RULING: Touchdown. Penalty for unsportsmanlike conduct. The penalty will be enforced on the try. Next play: 1-point try from 15-yard line or 2-point try from 20-yard line.
Flag Pulling
Situation 1:
A runner is waving their hands near their hips as a close defender attempts a flag pull. There is no contact but the defender misses the flag.
RULING: Penalty for flag guarding. A hand (or ball) in front of the flag restricts access and creates a disadvantage, even without contact.
Situation 2:
A runner is waving their hands near their hips as a far-off defender dives towards them in a desperate attempt to make a flag pull. There is no contact and the defender misses the flag by a distance.
RULING: No fouls. There has to be a serious attempt at a flag pull to make the action of the runner a foul. Diving and jumping by a defender are legal.
Situation 3:
A runner is running straight towards a defender and before they meet, the runner bends the upper body forward.
RULING: Offense penalty for diving. The defender has to avoid the head and body of the runner and the runner's actions in this instance restrict access to the runner's flags and create a disadvantage, regardless of contact.
Situation 4:
A runner is running straight towards a defender and extends the ball forward to gain extra yardage before being deflagged.
RULING: Penalty for flag guarding. The defender must avoid contact with the ball in player's possession and the runner's actions in this instance restrict access to the runner's flags and create a disadvantage, regardless of contact.
Situation 5:
A runner is chased by a defender and before getting caught, the runner extends the ball forward to gain extra yardage before being deflagged.
RULING: No foul. As the flag pull is from behind, the extension of the ball does not obstruct the defender.
Situation 6:
A runner is spinning to avoid a flag pull from a defender. During the spin, the defender is contacted by the runner's elbow.
RULING: Illegal contact by the runner. The spin by the runner, although not illegal in itself, means that the runner is responsible for the contact.
NOTE: The same ruling applies if a runner causes contact by dipping.
Situation 7:
A runner is dipping to avoid a flag pull from a defender with the ball held with both hands in front of the chest and the elbows stretched sideways. The defender reaches down to pull the flag but hits the arm of the runner which is in front of the flag due to the dip.
RULING: Flag guarding by the runner. The dip by the runner, although not illegal in itself, means that the runner is responsible for restricting access to the flag.
Situation 8:
A runner stops and jumps upward with a spin in order to avoid a flag pull from a defender.
RULING: Jumping by the runner. The jump by the runner restricts access to the runner's flags by raising their level.
Situation 9:
A runner stops and jumps sideways (or backward) with (or without) a spin to avoid a flag pull from a defender.
RULING: No foul. A jump in any direction without significantly changing the level of the flags is legal.
NOTE: To lower the flags (dipping) is legal too.
Situation 10:
A runner is moving along the sideline towards the corner of the end zone. The defender tries to squeeze the runner out of bounds by a fast and steady closing of the gap to the sideline but makes no attempt at a flag pull. The runner jumps toward the goal line and, even after contact with the defender, is able to touch the pylon with the ball before then touching the ground out of bounds.
RULING: It would be a touchdown, but penalty for illegal contact (aiming) by the runner. As long as the defender acts predictably, the runner has to anticipate the defender's action. There is no foul for diving/jumping as there is no attempt at a flag pull.
NOTE: It would be a second foul for diving (with jumping) if the defender makes an attempt for a flag pull. The defense could choose to accept either of the penalties.
Situation 11:
A runner is moving along the sideline towards the corner of the end zone. The defender comes slowly toward the runner parallel to the sideline with a distance of 2 yards to it. The runner tries to sneak through the gap past the defender. At the last moment, the defender suddenly steps into the lane of the runner and both collide.
RULING: Penalty for aiming by the defender. The runner cannot anticipate the last move of the defender and has no chance to avoid contact; the defender has to play in a predictable way.
NOTE: If there are actions by both players and there is doubt as to who is responsible, it is a foul by the offense.
ROSTER ADJUSTMENTS & INJURY REPLACEMENTS
🛑 Roster Deadline:
No new players may join a team after Week 8.
✅ Eligibility Requirements
New players may only join a team if the team’s full season fee is paid.
(It is recommended that new players help cover the cost of the injured player's fee.)
📅 Player Additions Timeline
Weeks 1–3:
Teams may add any new player as long as the roster limit of 13 players is not exceeded.
Weeks 4–8:
Teams may only add new players as injury replacements.
One replacement per injured player (MUST BE SAME PERSON).
⚠️ Injury Replacement Rules
The injured player must have a season-ending injury OR BE PLACED ON THE IR LIST TO BE REPLACED.
The replacement must be approved by the League Admin at least 3 hours before game time.
📝 Injured Reserve (IR) List
Teams may place up to 2 players on the IR List.
Players on IR can be temporarily replaced during recovery.
Once an IR player returns, their replacement must step away from the team for the remainder of the season UNLESS REPLACEING A DIFFERENT PLAYER.
PLAYERS MAY BE ON THE IR LIST FOR UP TO 5 WEEKS, IF THEY DO NOT RETURN FOR THE 5TH GAME THEY WILL BE INELIGIBLE TO RETURN THAT SEASON.

3-on-3 League Rules
A. GAME ADMINISTRATION
1. Number of Players:
-
Each team must have a minimum of 3 players and may consist of a maximum of 6 players. A team shall have no more than 3 players on the court at any time. All games must start with at least 3 players on each team.
2. Authorized Equipment & Apparel:
-
No player shall be allowed to wear a guard, cast, hard brace or other potentially dangerous equipment on their elbow, hand, wrist, finger or forearm, including equipment made of hard leather, plastic, plaster or metal, even if the equipment is covered with soft padding. Soft braces, sleeves and wraps will be allowed unless they pose a danger to other players.
3. Timeouts
-
Each team is allowed a single one-minute timeout per game. The clock will stop during a timeout.
B. GAME RULES
1.Start of the game:
-
3on3 basketball starts with a coin toss. The team that wins the coin toss gets to decide whether it wants the ball at the start of the game or at the start of a potential overtime.
2. Game time and overtime:
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Our 3on3 games will be 20 minutes with a running clock. If the score is tied after 20 minutes, the game goes into overtime. During overtime, the first team to score ten points is the winner.
3. Scoring
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Baskets made from inside the 3-point line count for 2 points. Baskets made from outside the 3-point line count for 3 points. A player is considered outside the 3-point line when neither foot is inside nor touching the line. Each free throw counts for 1 point.
4. Checked Ball
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The ball must be “checked” by an opposing player before it is put into play. The “check-in” must occur behind the designated line above the 3-point line and not any out-of-bounds line. The on-ball defender must remain below the 3-point line until the ball is “checked” and possessed. The ball may be passed, dribbled or a shot may be attempted once it is “checked” and possessed.
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Continuation after a successful basket: After a successful basket, possession of the ball changes. There will be “check” between the now defensive team and the team on offense before play will continue.
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Continuation after offensive rebound: If the offensive team gets an offensive rebound, it may immediately shoot at the basket without first bringing it behind the 3-point line again.
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Continuation after a defensive rebound, block or steal: If the defending team wins the ball via a defensive rebound, block or steal, it must first bring the ball behind the 3-point line before it may attack.
5. Taking It Back
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The ball must be “taken back” behind the 3-point line on each change of possession, regardless of whether or not a shot was attempted. The ball is considered behind the 3-point line when neither foot of the player possessing the ball is inside nor touching the line. A takeback violation occurs as soon as a player attempts a shot and results in loss of possession and any points just scored.
6. Ball Out-of-Bounds
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A ball out-of-bounds will be called by the court referee and will be thrown in from their marked position from behind the out-of-bounds line.
7. Change of Possession
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The ball must change possession after scoring baskets and after all made free throw attempts, with the exception of a Technical, Intentional or Flagrant foul. There is no “make it, take it” rule.
8. Stalling
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Stalling is prohibited at all times. Stalling involves a style of play in which a team does not actively attempt to advance the ball toward the basket and shoot the ball at the basket. It is a method used in an attempt to run out the game clock to preserve a win. Stalling is considered an unsportsmanlike act and will result in a technical foul against the offending team.
7. Jump Ball
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There is no alternating possession when there is a jump ball. In all jump ball situations, the ball is awarded to the defensive team.
8. Dunking
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There is to be no hanging on the rim when dunking. Dunking is allowed, but players must respect the facility being used. Unauthorized dunking or hanging on the rim is an unsportsmanlike act and will result in a technical foul.
9. Substitutions
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Substitutions may only be made during a timeout or a “dead ball” situation and must involve a player on that team’s roster.
C. FOULS
Fouls and Free throws:
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All Defensive Non-Shooting fouls will result in the offense retaining possession.
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All offensive fouls will result in a change of possession.
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If a player is fouled on a 2pt attempt, they will get 1 free throw worth 2 points.
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If a player is fouled on a 3 pt attempt, they will get 1 free throw worth 3 points. .
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ALL FREE THROWS ARE LIVE AND MAY BE REBOUNDED
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If the original shot is still made even after being fouled, the offense will not shoot a free throw and instead just retains the ball. (I.E. The shot will count, and the offense keeps the ball, no free throw attempt)
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The clock will stop for free throws during the final minute of all games.
BONUS
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Teams have 6 Team Fouls before they are in bonus. When a team commits their 7th foul, the other team will begin to receive one, 2-point free throw for all penalties.
1. Common Foul
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Basketball referees will call fouls for all games.
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A made basket shall not count when an offensive foul occurs.
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A Team will be in Bonus after they record their 6th Foul (Free throws awarded on the next foul)
2. Intentional Foul
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An Intentional foul includes, but is not limited to, a foul designed to neutralize an opponent’s obvious advantageous position. It may be an act that is not a legitimate effort to directly play the ball or while attempting to play the ball, results in excessive contact.
3. Technical Foul
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A Technical foul includes, but is not limited to, unsportsmanlike acts such as taunting, baiting or trash talk by a player. Taunting and baiting can involve derogatory remarks or gestures that incite or insult a player, basketball referee, league official or fan. Trash talk involves a deeply personal, verbal attack directed toward any person involved in the event. In extreme cases the player may be suspended from play and removed from the court for the remainder of that game and possibly for the rest of the season. A Technical foul will also be assessed if a team is stalling in the interest of preserving a winning margin.
4. Flagrant Foul
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A Flagrant foul may be an act of a violent or aggressive nature or one that displays unacceptable conduct. It may or may not be intentional. It may involve violent or aggressive contact such as striking, kicking, kneeing, moving under an opponent who is in the air, and crouching or hipping in a manner that could cause severe injury to the opponent. It may also involve “dead ball” contact or dialogue which is extreme or persistent, aggressive or abusive. A Flagrant foul will also be assessed on any player who comes into physical contact with or assaults a basketball referee or league official. A player committing a Flagrant foul will be suspended from play for the remainder of that game and possibly for the rest of the season, as determined by a league official.