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The Game
- NO BLOCKING. NO CONTACT ALLOWED.
- A coin toss determines first possession. Team can elect to have 1) offense, 2) defense 3) choice of goal to defend. Loser of the coin toss has one of the remaining options.
- The offensive team takes possession of the ball at the 5-yard line and has three (3) plays to cross midfield. Once a team crosses midfield, they have three (3) plays to score a touchdown.
- If the offense fails to cross midfield, possession of the ball changes and the opposition starts their drive from their 5-yard line.
- If the offense crosses midfield and gains a first down, but fails to score a touchdown, possession of the ball changes and the opposition starts their drive from their 5-yard line.
- If the offense crosses midfield, gains a first down and scores a touchdown, then the offense must attempt an extra point play. After the extra point attempt, the ball changes possession and the opposition starts at their 5-yard line.
- All possession changes, except interceptions, start on the offense’s 5-yard line.
Timing
- Games are played to 28 minutes (2 – 14 minute halves, running clock) or 28 points (which ever comes first).
- Half Time – NO official half-time break is taken. Teams switch sides, and the game resumes. The team that started the 1st half on offense will begin the 2nd half on defense.
- Each time the referee spots the ball, the offense has 30-seconds to snap the ball. Officials will warn the offense when there is 10 seconds left to snap the ball. No quick snaps, referees must be set for the play to start.
- Running clock only stops on time-outs and injuries according to the referee’s discretion.
- In the result of a delay of game penalty, teams will receive one (1) warning while the game clock continues to run. The 2nd delay of game penalty results in the loss of a down and a 10-yard penalty (running clock will now be stopped to assess the delay of game penalty).
- Each team has only one (1) :60-second time-out per game (running clock does stop).
Scoring
- Touchdown: 6 points Forfeits: 28 points
- Extra Point: 1 point (1 play from the 5-yard line) or 2 points (1 play from the 12-yard line)
- Safety: 2 points (awarded to defense, in addition to possession of the ball)
Passing
- All passes must be forward and must be received beyond the line of scrimmage (LOS). Only one (1) forward pass per play.
- Absolutely NO laterals, pitches, swing passes, flare passes, or screen passes of any kind are allowed behind the LOS. All are deemed ILLEGAL plays and will result in a penalty. ONLY direct handoffs behind the LOS are permitted.
- Shovel passes are allowed, but must be received beyond the line of scrimmage.
- The quarterback has a seven (7) second “pass clock.” If a pass is not thrown within the seven (7) seconds, play is dead, loss of down. Once the ball is handed off, the seven (7) second rule no longer is in effect.
- If QB’s flag is pulled before the ball leaves his hand, play is dead where the flag was pulled.
- Interceptions may be returned. Play is ruled dead if the ball is intercepted on a PAT.
Receiving
- All players are eligible to receive passes (including the QB if the ball has been handed off behind the line of scrimmage).
- Only 1 player is allowed in motion at a time. (Players may not be moving forward when the ball is snapped)
- A player must have at least one foot in bounds when making a reception.
- If an offensive player runs out of bounds, that player becomes an ineligible receiver, unless deemed by the official that they were forced out of bounds by the defense.
- Once the ball has been advanced beyond the line of scrimmage, either by a runner or by a receiver catching a pass, the remaining offensive players cannot impede the defense from attempting to pull the offensive player’s flag. (i.e. No blocking or screening)
- Once the ball is advanced beyond the LOS, the current ball carrier is the only player allowed to have possession of the ball until the play is dead. Pitches beyond the LOS are illegal.
- Passes may not be intentionally tipped in any direction to another teammate.
- If a pass is tipped or blocked by a defender and the QB catches the ball, the play is dead and the ball is returned to the line of scrimmage.
No Run Zone
- “No Running Zones” are located 5 yards before mid-field and 5 yards before the goal line in each offensive direction.
- If the ball is spotted on or inside the no run zone, the offense MUST use a pass play to achieve a first down or touchdown.
Running
- The quarterback cannot run beyond the line of scrimmage with the ball.(Quarterback is deemed person who receives the snap)
- Only direct handoffs behind the line of scrimmage are permitted. Offense may use multiple handoffs. (Handoffs may be in front, behind, or to the side).
- The player who receives a handoff can throw the ball as long as they remain behind the LOS.
- Once the ball has been handed off, all defensive players are eligible to rush.
- The ball carrier must attempt to avoid any defender who has an established position. Running through the defender will result in the charging penalty.
- Spinning is allowed, but the ball carrier cannot leave their feet to avoid a defensive player. NO diving or jumping allowed by the ball carrier.
- The ball is spotted where the ball carrier’s flags are when the flag is pulled, NOT where the ball is. Ball and flags must break the plane for a 1st down and touchdown.
- Players may not block or screen at any time. Once a player begins to run downfield all other players must stop. You cannot get in the way of the defensive player.
Dead Ball
- The ball must be snapped between the legs, not off to one side to start play.
- Substitutions may be made on any dead ball. You must always substitute from the same side.
- Play is ruled “dead” when:
- Ball carrier’s flag is pulled.
- Ball carrier steps out of bounds.
- Incomplete pass.
- Touchdown or safety is scored.
- Ball carrier’s hand, knee or the ball touches the ground.
- Ball carrier’s flag falls out (ball is spotted where the flag is on ground; if a receiver’s flag falls out while running a route, the play is dead where he catches it).
- Any player that starts a play without a flag is down where they touch the ball.
- NOTE: There are no fumbles. The ball is spotted where the ball hits the ground. Any ball dropped in a forward motion will be brought back to last point of contact with the ball carrier.
Rushing the QB
- All players who rush the passer must be a minimum of 7 yards from the LOS and 1 yard over from the center position (either side) when the ball is snapped.
- Rushers have the right to an invisible direct line to the QB as long as he/she rushes from either side of the field and not up the middle. (Direct line must be established prior to the snap)
- Any number of players can rush the QB, as long as they are 7 yards from the LOS.
- Before each play the referee will mark off seven yards from the LOS.
- If a rusher is not 7 yards back when the ball is snapped, he/she CANNOT rush the QB. Once the ball has been handed off, all defenders may enter the backfield.
- A defender may not enter the backfield to defend a player, unless the ball has been handed off.
- Players not rushing the QB may defend from the LOS. (No contact/jamming by the defense)
- The rusher may not hit the QB’s arm, or knock the ball out of the QB’s hand. (Any contact with the QB will be considered a “roughing the QB” penalty, unless the defender is going for the QB’s flags.)
Penalties
- All penalties will be called by the referee.
- All defensive penalties result in the gain of five (5) yards from the line of scrimmage and an automatic 1st down, except for Holding, which will be assessed from the spot of the foul.
This includes: off-sides, illegal rush, roughing the QB, illegal contact, illegal flag pull, pass interference, face guarding (hindering the opponents vision without making an attempt to catch the ball)
- Holding: 5 yard penalty from the spot of the infraction and automatic first down.
- If the ball is within 5 yards from the goal, the ball is placed ˝ the distance to the goal.
- All offensive penalties result in the loss of five (5) yards from the line of scrimmage and a loss of down, except for Flag Guarding and Jumping, which will be assessed from the spot of the foul. This includes: illegal snap, false start, illegal motion, illegal forward pass, illegal pitch, illegal run, charging, impeding the rusher, blocking/screening downfield, illegal pick, pass interference (pushing off the defender)
- Flag Guarding: 5 yard penalty from the spot of the infraction, and a loss of down. A flag guarding infraction in the team's own end-zone will be ruled a safety.
- Jumping: If the ball carrier leaves their feet while running, in an attempt to avoid a defender, it will result in a 5 yard penalty from the spot the ball carrier left the ground, and a loss of down.
- Unsportsmanlike Conduct: Trash talking, foul language or taunting will result in a 15 yard penalty. This dead ball penalty will be assessed at the end of the previous play.
- If an offensive penalty occurs on third (3rd) down, the offense loses possession and the defense takes over on their own 5 yard line.
- Referees determine incidental contact that may result from normal run of play.
- ONLY the team captain may ask the referee questions about rule clarification and interpretations. Players cannot question judgment calls.
- Games cannot end on a defensive penalty, unless the offense declines it.
Overtime
- If the score is tied at the end of 28 minutes, teams move directly into overtime.
- In overtime, a coin flip determines which team goes first. Each team gets one (1) play.
- Ball is spotted at the 5-yard line and Team A gets one play.
- Measure the total yardage gained on that play. Keep that mark!
- Team B starts from the same 5-yard line and must gain more yardage than Team A.
- If both teams gain the same yardage (i.e. both teams make incomplete passes or both score) then each team goes again. An incomplete pass equals 0 yards.
- Negative yardage on a play is better than an interception, but not an incomplete pass.
- Defensive penalties except holding result in the gain of 5 yards from the LOS and another down. Offense can decline the penalty & take the result of the play. When holding occurs, you take the result of the original play, add 5 yards and the offense gets another down.
- An offensive penalty results in negative 5 yards and loss of possession.
- The winner of overtime is awarded one point (if they score a touchdown in overtime, they still are awarded only 1 point).
Players/Game Schedules/Attire
- Teams must be at their scheduled field 10 minutes prior to their scheduled game time.
- If a team or teams are late for their scheduled game, two points per minute will be awarded to the team that is on time up to the 14 minute mark. After 14 minutes, the team that is late automatically forfeits the game and the score will be recorded 28-0.
- If the late team shows up before the 14 minute timeline, the on time team will automatically have the right to choose offense or defense. The minutes (late) will be taken off the first half game clock, and the score will be adjusted accordingly.
For Example - (If a team is 5 minutes late, the game begins with 9 minutes left in the half and the score is 10-0)
- ADULT DIVISION – Teams consist of a maximum of 6 players. Games may start and end with only 3 players.
- YOUTH DIVISION – Teams consist of a maximum of 7 players. Games may start and end with only 4 players.
- Player changes must be made prior to a teams first scheduled game, and approved by tournament staff via a player change form. No player changes will be accepted after your first scheduled game. No exceptions for injured players or teams with open roster spots.
- The Holt Foundation reserves the right to change field size, number of scheduled games or shorten length of games.
- Cleats are allowed, except for metal spikes. Inspections can and will be made.
- Shirts must be tucked in at all times. No head gear with an extended bill. (hat, visor, etc).
- All players must wear a mouthpiece. Players cannot play without one. Mouthpieces will be available at the scoreboard tent for $2.00.
- Players may not play on multiple teams.
- Flags and footballs will be provided by The Holt Foundation, teams may not use their own.
- All players must carry photo I.D. or any other proof of age and name.
Sportsmanship/Roughing
- Trash talking and foul language will not be tolerated! This is a family atmosphere.
- Officials have the right to determine offensive language and actions. Trash talk is any verbal remarks or inappropriate behaviors that are offensive to the officials, opposing players or teams, and/or spectators. Referees will give each team one warning. If trash talking continues, an unsportsmanlike conduct penalty will be enforced and the offending player may be ejected from the game if deemed necessary.
- Remember, no blocking, screening, or tackling is allowed.
- NO fighting. If a player throws a punch, they will be ejected from the tournament. Anyone engaging in this type of physical behavior will be immediately removed from the park!
- The tournament director reserves the right to eject any player or team from the tournament.
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