League Rules
9on9 OFFICIAL RULES
2024 VERSION 1.2
TABLE OF CONTENTS
1. Field
2. Ball
3. Rosters, Uniforms, Player Safety
4. Definitions
5. Time
6. Overtime
7. Scoring
8. Pre-Game
9. Kick-Off
10. Set of Downs
11. Game Play and Formations
12. Punts
13. Possessions
14. Miscellaneous Rules
15. Penalties & Remedies
16. Referees and Staff
17. Referee Signals
FIGURE 1: FIELD DIAGRAM
1. FIELD
1.1. The playing field shall be 100 yards long, with a width of 53 1/3 yards unless being played at a High School, College or Pro field.
1.2. The four intersections of Goal Lines and Sidelines must be marked at inside corners of the End Zone and the Goal Line by pylons. Pylons must be placed at inside edges of white lines and should not touch the Field of Play. Pylons should also be placed at the 2 intersections of the Sidelines and the 40-yard Line, as well as the four intersections of Sidelines and 20-yard Lines if additional pylons are available.
1.3. All lines must be marked with a material that is not harmful to a person’s eyes or skin, and should be four inches wide, except for the Goal Lines, which should be eight inches wide.
1.4. All benches and other rigid features must be 10 yards or further back from the Out of Bounds line. If space permits these features may be placed further back.
1.5. The playing surface shall consist of grass or artificial turf.
1.6. The field will be as represented in Figure 1.
1.7. All markings or decorations on the field must not hinder the Players in any way.
1.8. On a field that is already marked with traditional tackle football markings, there are no additional markings required, simply place the pylons / cones at the 20 & 40-yard lines.
2. BALL
2.1. All balls must be High School, College or Pro Official Sized.
3. ROSTERS, UNIFORMS, AND PLAYER SAFETY
3.1. Each team will have 9 Players on the field.
3.2. Teams can arrive 15 min before the start of a game to warm up and need 8 players to begin a game. Team Players, Coaches and Representatives must have Government IDs with them and must be prepared to show their IDs at any time to League Representatives or Officials. Teams must agree to all waivers and League rules prior to the game. Teams must check in with the League 10 minutes prior to the game and be ready to present IDs, sign documents and have their picture taken for Team Player profiles. If a game is not started 5 minutes after it is scheduled due to insufficient players, the result of the game is an automatic forfeit.
3.3. Every team is allowed to have a maximum of 25 Players with 25 active players for any particular game. All Players must be Registered with the league and active players list must be reported 60 minutes prior to the game. The Team roster fee is for 18 players on a team, it’s $40 additionally per player above the 18 registered. Players are only allowed to play on one team unless they consult with the League and inform their current team they are switching teams for the rest of the season during the 6th game of the season. Any Unauthorized Player playing on a team can result in a ban of the league / forfeit of the game / season for the player and team.
3.4. Player uniforms must have numbers on the front and back of shirts.
3.5. Players must wear solid colored shorts that match the rest of their team.
3.6. Players must have the same colored shirt and shorts as the rest of their team and wear clearly opposite colors of the opposing team.
3.7. No heavy jewelry is allowed to be worn. League officials and representatives can ask players to remove jewelry at any time if the officials believe it can harm anyone on the field.
3.8. Players can only wear baseball backwards when playing. Bucket hats, Soft protective gear with no visible logos can be worn. Players can not wear helmets or shoulder pads. League officials and representatives can ask players to remove head wear at any time if the officials believe it can harm anyone on the field.
3.9. Only registered players, league approved representatives, coaches are allowed on a Team’s sideline. Please register any players or representatives. Players must be on their own team’s sideline.
3.10. Players are encouraged to bring their own Water to stay hydrated. Water will not be provided at games by the league
3.11. National Sports League is not responsible for any injury, property damage or other damages that may occur and all who participate and play in the league agree and understand this. Keep your head up. Do not butt, ram, spear, fight or strike anyone at anytime. Contact in football may result in Concussion/Brain Injury which at times can't be prevented. Symptoms include loss of consciousness or memory, dizziness, headache, nausea or confusion. If you have symptoms, immediately stop and report them to your coach, trainer, and parents. Do not return to a game or contact until all symptoms are gone and you receive medical clearance. Ignoring this warning may lead to another and more serious or fatal brain injury that he National Sports League is not responsible for. All participants agree to the rules and agree that there are NO REFUNDS.
3.12 NO WEAPONS, DRUGS AND ALCOHOL OF ANY KIND IS ALLOWED AT THE FACILITIES. TEAMS WHO DO NOT FOLLOW THIS RULE CAN BE BANNED WITHOUT WARNING. THIS INCLUDES INSIDE A VEHICLE IN A PARKING LOT.
4. DEFINITIONS
4.1. Ball Ready for Play – A Dead Ball is Ready for Play when the ball is placed down by an Official at the spot where the ball will next be put in play, and the Referee signals for the 25 second Play Clock to start.
4.2. Blitz – On a Blitz, the Defensive team may rush the Quarterback as soon as the ball is Snapped. All Defensive players are eligible to Blitz. There is no limit to the number of Defensive Players that can Blitz on a given scrimmage play. There is no rushing on Kick-Offs or Punts.
4.3. Boundary Lines – The Boundary Lines are the End Lines and the Sidelines and enclose the field upon which the game is played.
4.4. Box – There are Boxes on the Field of Play, each box is 5 yards
4.5. Controlled Time – Controlled Time is the period of the game where Running Time is suspended per the rules set out in Rules 5.3, 5.4.4, 5.6.2, 5.9, 9.9.2, 15.27. 4.6. Conversion – A Conversion is a play that takes place after a Touchdown. The rules for Conversions are set out in Rule 7.5.
4.7. Dead Ball – A Dead Ball is one that is not in play, where the runner is declared down or a pass is declared Incomplete.
4.8. Defense – The team that starts the Down without the ball is the Defense.
4.9. Disqualified Player – A Disqualified Player is one who is prohibited from further participation in the game. He must leave the premises after a reasonable period of time and is not permitted to reappear in his team uniform or return to any area near the game other than to which spectators have access. The Referee will disqualify a Player who has received two different penalties that put his team Man Down.
4.10. Down – A Down is a period of action that starts when the ball is Snapped and ends when the ball is declared Dead. The Offensive team has four Downs, a Set of Downs, to achieve either a score or obtain a fresh Set of Downs by crossing the appropriate yard line.
4.11. End Lines – The End Lines are the lines at each end of the field and are perpendicular to the Sidelines.
4.12. End Zone – The End Zone is the rectangle formed by the Goal Line, the End Line, and the Sidelines. The Goal Line and the pylons are in the End Zone.
4.13. Field of Play – The Field of Play is the rectangle formed by the Goal Lines and the Sidelines.
4.14. First Half – The first 20-minute period of the game.
4.15. First/Second/Third/Fourth Down – The initial Down in each Set of Downs is the First Down, the second is Second Down, etc. If the Offensive team fails to reach the Box they are required to reach after Fourth Down, the Defensive team starts a new Set of Downs at the spot where the Offensive Player was ruled down.
4.16. Force Out – A Force Out takes place when a Player attempting to catch a ball lands Out of Bounds due primarily to the influence of contact with an opposing Player. A Force Out will be considered a catch at the point where the Offensive Player left the Field of Play.
4.17. Forward Pass – A Forward Pass is a ball thrown by an Offensive Player that travels to a point that is closer to the Defensive Team’s End Zone than the Offensive Team’s End Zone. Forward passes are not permitted on returns of Kick-Offs or Punts.
4.18. Foul – A Foul is any infraction of a playing rule for which a penalty is prescribed.
4.19. Replay Down – When two penalties offset
4.20. Free Play – A Free Play is a play where the team in possession of the ball continues to play after a pre snap penalty. See Offside Rules
4.21. Free Runner – A Free Runner has possession of the football and would be deemed likely by the Officials to have scored in the absence of a tackle or if the Defense attempted to illegally cause a fumble at the goaline near the endzone.
4.22. Fumble or Unintentional Stripped Ball – Any time a runner, on Offense or Defense, loses possession of the ball, either on his own or because the ball is stripped out, he will be considered down at the point where the ball hits the ground unless behind the Line of Scrimmage. If the ball was fumbled behind the Line of Scrimmage or muffed from a snap then the ball can only be picked up by a player in the up position (player in not on the ground or diving to recover the ball), diving is never allowed and is a 15 yard penalty for either team and the play will be ruled dead, if the defense picks up the ball in the up position then the defense can advance the ball until downed, if the defense dives to recover the ball offense will still have possession and 15 yards against the defense. If the ball is fumbled or laterally into the back of their own endzone it is ruled a safety. If the ball is fumbled in the opposing team’s endzone it is ruled a touchback and the ball will be turned over to the other team and placed at the 20 yard line, unless the ball was intentionally caused by the defense, then the play will be ruled a Touchdown for the Offense due to the Free Runner rule. The ball must be picked up while up and no player shall dive after a ball on the ground. In instances where the ball is unintentionally stripped by a Defensive Player and the ball does not hit the ground, only the team in possession of the ball can recover it. If recovered by the possessing team, they may continue the play. Note: Intentional swiping at or stripping of a ball in possession is a tackling foul. (See Rule 15.28)
4.23. Game Clock – The Game Clock keeps time for the entire game, in both the Running and Controlled Time segments of the game and is managed by the Time Keeper. Ideally, the Game Clock will be visible on all four sides of the field.
4.24. Goal Lines – The Goal Lines are the lines between the Sidelines that separate the End Zone from the Field of Play. The Goal Lines are vertical planes that are parallel to and 10 yards from the End Lines.
4.25. Handoff – A hand to hand transfer of the ball from one player to another.
4.26. Hash Mark – A Hash Mark is a mark of 4 inches x 2 feet and are used to measure each yard line.
4.27. Incomplete Pass – An Incomplete Pass is a Pass that is not caught.
4.28. Interception – A pass caught by the opposing team is an Interception. The Defense must obtain complete control of the ball in order to be ruled an Interception. Complete control is determined at the discretion of the Officials.
4.29. Lateral – A Lateral is a sideways or backwards Pass or Pitch from one Offensive Player to another. Laterals are permitted on all plays and points on the field, including Kick-Offs and Punts. Laterals that are dropped are treated as Fumbles if behind the Line of Scrimmage. Players may never dive or go to the ground to recover the ball.
4.30. League – The League refers in these rules to the National Sports League.
4.31. Line of Scrimmage – The Line of Scrimmage is the vertical plane of the yard line that passes through the forward point of the ball after it has been placed on the ground and made ready for play by the Officials.
4.32. Live Ball – The Ball is Live when it has been snapped from the Line of Scrimmage. The ball will remain Live until it is ruled Dead and the Down is over.
4.33. Loss of Down – Loss of Down is a remedy for a variety of penalties in Flag Football. A team that is penalized Loss of Down must start a new play with one less Down remaining in the Set of Downs. For example, a team penalized for Loss of Down on 1st Down would start the next play as 2nd Down.
4.34. Man Down – A team is Man Down when one of their Players has committed an infraction that causes the Officials to send that Player off the field for 2, 3 or 4 plays, the number of plays being based on the penalty. Sent off players must remain past any End Line and the Sideline opposite their team’s bench. No other Players may substitute for a Player who has been sent off. If a Player is ejected from the game for two Man Down penalties, another Player who was on the field at that time must serve his penalty on the second infraction. If a team is Man Down and surrenders a Touchdown, then they may resume play with a full complement of players defending the conversion or until a change of possession.
4.35. Midfield – Midfield is the 40-yard Line
4.36. Muff - A muff is an "uncontrolled touch" of the football by a player on the returning team after it is punted/kick-off and will be treated as a fumble. The defense can only down a muffed ball by touching it and can never pick up the ball or dive at the ball.
4.37. Offense – The team that starts the Down in possession of the ball is the Offense. 4.39. Opposing Territory – The area of the field between Midfield and the End Zone toward which a team’s Offense drives.
4.38. Out of Bounds – A Player is Out of Bounds when he touches a Boundary Line, or when he touches anything that is on or outside a Boundary Line, except a Player or an Official.
4.39. Out of Bounds Spot – Wherever an Offensive Player with the ball exits the Field of Play will be the spot of the next Down. The spot will be established by the position of the Player’s flag that is furthest from the End Zone at the point where the runner crossed the Sideline.
4.40. Overtime – Overtime is the third period of the game that is played only if the score is tied at the end of the Second Half. The rules of Overtime are set out in Section 6.
4.41. Own Territory – The area of the field between Midfield and the End Zone away from which a team’s Offense drives.
4.42. Pass – A Pass is an act by a Player of directing the ball to a teammate in the air.
4.43. Play Clock – The Time Keeper will manage The Play Clock. Once the Officials put the ball in play and start the Play Clock, the Offensive team will have 25 seconds to snap the ball or they will be guilty of Delay of Game. Ideally, the Play Clock will be visible on both sidelines.
4.44. Possession – A Possession is defined as a period where the Offense is awarded the opportunity to complete at least one Set of Downs.
4.45. Punt Play – A Punt is a play where the Offense Punts the ball on Fourth Down to the Defense. A Punt must be declared in advance of the play to the Referee by the Offense. There is not a snap on Punt Plays and is treated similar to Kick-Offs. The rules associated with a Punt are set out in Rule 12.
4.46. Quarterback – The Quarterback is the Offensive Player who first touches the ball after the Center’s Snap.
4.47. Receiving Team – The Receiving Team position themselves on their own side of Midfield until the Kicking Team initiates the Kick-Off.
4.48. Running Time – Running Time is the period of the game where the clock stops only on Time Outs. The rules of Running Time are set out in Section 5.2 and 5.4. 4.51. Second Half – The second 30-minute period of the Game.
4.49. Set of Downs – See Rule 4.15 and Rule 10.
4.50. Sidelines – The Sidelines are the lines on each side of the field and are perpendicular to the End Lines. The Sidelines separate the Field of Play from the area that is Out of Bounds. 4.51. Simultaneous Possession – Simultaneous Possession occurs when a Forward Pass is caught by Offensive and Defensive Players at exactly the same time.
4.52. Snap – The Snap is the act of removing the ball from the ground and delivering it to another Player on the Offensive team. The Snap must go through the legs of the Offensive Player delivering the ball.
4.53. Stationary Pick – A Stationary Pick is permissible only on plays from scrimmage and not during Punts. A Pick is the act by a Player of using his body position to impede the progress of a defense Player without using his hands or arms. For a Pick to be legal, the Offensive Player must clearly establish his position before he makes contact with a Defensive Player. Picks may only be set after a Player has possession of the ball.
4.54. Touchdown – A Touchdown is a scoring play. The scoring team receives 6 points for a Touchdown scored by a Man and 7 points when scored by a Woman. Women must be the first or second person to have possession of the ball after a snap unless the ball is lateralled / handed off more than once than the first woman possession does not count. Forward progress for the purpose of determining a Touchdown is determined by the position of the front of the ball of the Player in control of the ball attempting to enter the End Zone. In addition, a receiver must have both feet down inside the Field of Play with control of the football to score a Touchdown.
5. TIME
5.1. Game Duration: Unless tournament rules dictate otherwise, each game will be 40 minutes in duration, consisting of 4, 10-minute Quarters. There will be no change of field between quarters only at Halftime and no stoppage between quarters. Halftime is only 45 seconds.
5.2. Running Clock Time: The game will be played under Running Clock Time. The Game Clock will stop momentarily only for Injury and Referee Time Outs. For injuries the Running Clock will resume once the injured player is removed off the playing field and the referees announce the resume of play unless under 2 minutes of play then a time out may be forced to be used by the injured player’s team if they aren’t removed from the field in 1 minute. The injured player must sit out 4 plays. In the event of an injury that lasts longer than 2 minutes, the playing field may be shortened to give the injured player space of at least 10 yards. Running Clock Time will be suspended in the last 2 minutes of both halves and Controlled Time will be in effect.
5.3. Controlled Time: The last 2 minutes of the Both Halves will be played under Controlled time.
5.4. Starting and Stopping the Clock:
5.4.1 During Running Time the Game Clock will not stop after any scoring plays or penalty that occurs and will remain running during a Conversion. Teams will still have a 25 second play clock after a score once referees set the spot of the ball.
5.4.2 The clock will restart on the subsequent release of the Kick-Off or Snap of the next Play.
5.4.3 1- and 2-min Warning: The Game Clock will not stop for a 2-minute warning in the First Half but will be in Controlled Time Clock. There will stop for a 2-minute warning in the Second Half. The stop is not an Official Clock Time Out and the 25 second Play Clock is still in effect.
5.4.4 During Controlled Time the Game Clock will stop if any of six conditions are met and restart on the next Snap or release of the subsequent Kick-Off:
a) A Player in possession of the ball steps out of bounds going forward;
b) An attempted Pass is Incomplete;
c) Change of possession;
d) Scoring play;
e) Conversion play;
f) Penalty;
g) A Team or Referee Time Out;
5.4.5 Penalty - If a Penalty is declined during Controlled Time, the Game Clock will restart on the Ready for Play whistle.
5.4.6 During Running Time the Game Clock will stop at the beginning of all Referee Time Outs and resume when the Referee restarts the Play Clock.
5.5. Time Out Length: Referee - 1 or 2 minutes; Change of possession - 1 minute; Between halves - 1 minute; Team - 30 seconds, unless the Referee chooses to extend; Between Regulation and Overtime (or subsequent overtimes) - 1 minute.
5.6. Injury Time Outs will last a minimum of 1 minute and will be called by the Referee if he perceives that a player requires medical assistance.
5.6.1 Injury During Running Time, an injured player must leave the Field of Play or their team forfeits one of their Time Outs.
5.6.2 Injury During Controlled Time or with less than one-minute remaining in the First Half, the injured player’s team will automatically forfeit a Time Out unless the
injury was the result of an act that resulted in a penalty to the other team. In Controlled Time, if the team of the injured player has no timeouts remaining the opposing team has the option to run the Game Clock 10 seconds and the Game Clock will restart on the Ready for Play Whistle.
5.7. Team Time Outs: Each team will get 2 thirty second Time Outs per half. Time Outs not called in the First Half will not carry over to the Second Half. Time Outs may be called by a player on the field and/or a designated sideline coach. A Team cannot call 2 Time Outs prior to a play. However, each team may call 1 Time Out prior to the same play. Teams are allowed two Challenges per game only if game film is available to be reviewed, see rule 16.9.
5.8. The Play Clock: Will start when the Referee sounds the Ready for Play whistle and the Offense will have 25 seconds to start a new play. Failure to start a new play in the allotted time will result in a penalty for Delay of Game, resulting in Loss of Down.
5.9. 10-Second Run off: During controlled time, any penalty committed that stops the clock will be subject to a 10-second run off, at the option of the non-offending team. If the 10- second run off is accepted, the game clock will start on the Referee's ready for play whistle. If Game Clock was stopped at the time of the penalty, there is no run off and the Game Clock will start at the ready for play whistle. If there is less than 10 seconds remaining on the Game Clock and a run off occurs, the game will be over UNLESS there is a stoppage of the game due to Official reviewed replay/challenge.
6. OVERTIME
6.1. If the score of the game is tied after game regulation, Sudden Death Overtime will be played if the overtime won’t go past 2 minutes prior to the next scheduled game unless the game is a Playoff. During Overtime, Team Time Outs are not allowed. The Game Clock will be turned off but the 25 second Play Clock is still in effect right after a change of possession and spot of the ball is set. Each Team will have 1 play to score from their Opponent’s 10-yard Line. If both teams fail to score after 4 possessions the game will end in a tie unless the game is a playoff game.
6.2. Possession: The team that won the coin toss at the beginning of the game will get to choose to take the ball or play defense. The team whom can choose will alternate after each Overtime period.
6.3. End of Field: Both Teams will defend the same End Zone and have chances to score. If both teams score in their first possession then the next Overtime possession will occur.
6.4. Interception: Just like the Extra Point, Players can run back an Interception during Overtime. If the Intercepting team previously scored on their last possession the game will end.
Conclusion: The first team to score on their possession and stop the opposing team when on Defense in Overtime wins the game. If the score is tied at the end of the Overtime period, an additional Overtime period will be played until there is a winner. If both teams fail to score after 4 possessions the game will end in a tie unless the game is a playoff game.
7. SCORING
7.1. How: After the player retains possession of the ball, the ball must cross the Goal Line in order to score a Touchdown.
7.2. Possession in the endzone: Prior to possession, a Player landing in the End Zone must place both feet or another body part (i.e. forearm, knee, shoulder) completely inside the field of play.
7.3. Touchdown: will earn 6 points if scored by a Man; 7 points if scored by a Woman who is the first or second player who possesses the ball after the snap except for play with more than one lateral / handoff.
7.3.1 Defensive TD: Interceptions may be returned for a score and the same rule applies as rule 7.3.
7.4. Safety: Will earn 2 points for the Defense if they pull an Offensive Player’s flag in his own End Zone while the Offensive Player has possession of the ball or if a Quarterback commits Intentional Grounding in the End Zone or if a player laterals the ball the back of the endzone / fumbles out of bounds. Flag Guarding in the End Zone also results in a Safety.
7.5. Conversion: After a Touchdown is scored, the ball will be spotted at the middle of the field and scoring team will have the opportunity to earn extra points via a Conversion. 7.5.1 Point values - Conversions attempted from the: 5-yard Line - 1 point; 10-yard Line - 2 points; 20-yard Line - 3 points.
7.5.2 If the Defense intercepts the ball and returns it to the Opposing End Zone, they will be awarded 2 points.
7.5.3 Defense can blitz anytime during a Conversion play
7.5.4 A safety on a conversion – the appropriate team will be awarded 1 point 7.5.5 Conversion PENALTIES:
7.5.5.1 If the Defense commits a penalty (other than DPI) during a failed conversion not starting at the 5-yard line (prior to a turnover) - the
Conversion will be replayed with the ball spotted at the next closest Conversion spot while keeping the same point value.
7.5.5.2 If the Defense commits any penalty on a Conversion that starts at the 5-yard Line (prior to a turnover) - the Conversion will be replayed and the ball will be spotted half the distance to the goaline. 7.5.5.3 EXAMPLE: A Defensive penalty on a 3-point Conversion will result in a replay of the 3-point Conversion from the 10-yard Line. The next Defensive penalty would result in a 3-point Conversion from the 5-yard Line and a subsequent Defensive penalty would result in the Conversion to be replayed and the ball will be spotted half the distance to the goaline. 7.5.5.4 Defensive Pass Interference in the end zone ON A CONVERSION: ANY point value attempt will result in the offense being awarded the ball at the 2-yard line with the same point value for the attempt.
7.5.5.5 Tackling or Intentional Holding a Free Runner during a conversion results in an automatically successful attempt for the converting team. If this occurs on a Defensive return, the Defense is awarded 2 pts no matter where the Conversion began.
7.5.5.6 Any penalty (other than tackling) committed by the Converting team during a Defensive return: will result in the Defensive team being awarded the ball with a new series of downs, at the 40-yard line.
7.5.5.7 Any penalty by the Converting team PRIOR to a TURNOVER OR Defensive return team AFTER a TURNOVER - will result in a failed conversion.
7.6 WOMEN SCORING: If a Woman scores, 1 point will be added, additionally to a Touchdown, Safety or Conversion with exception of Overtime if one team does not have any Women active on the roster. Women must be the first or second person to have possession of the ball after a snap unless the ball is lateralled / handed off more than once than the first woman possession does not count.
8. PRE-GAME
8.1. Prior to the start time of the game, each team will send Captains to meet the Officials on the field for a coin toss. The teams will change direction in the second half. 18
8.2. Any of the players on the field and any sideline coach who may call time-outs during the game.
9. KICK-OFF
9.1. Prior to the Kick-Off, the Receiving team can line up in any formation so long as they have 5 Players on the front Line 10 yards away from the Kicking team line. With the exception of the Kicker, the Kicking Team is not permitted to run up as the ball is kicked and must keep one foot on the 35-yard Line (40-yard Line for Women’s Division) until the ball is released. The kicking team can only touch the ball down and can never recover the ball. Neither team can ever dive to recover the ball and the ball must be picked up by the Receiving team if to recover and advance if the ball is on the ground. The Kick-Off will occur at the beginning of the 1st and 2nd Halves and after any Touchdown or Safety (Unless the team elects to attempt an Onside Play in the 2nd Half).
9.2. A player from the Kicking Team will initiate a Kick-Off by Kicking the ball from behind his team’s 35-yard Line (40-yard Line for Women’s Division). The Game Clock will be re-started, if necessary, when the ball is released by the Kicking Team. The kicking team can only touch the ball down and can never recover the ball.
9.3. The Receiving Team, either by catching the ball in the air or picking it up off of the ground, may advance any Kick-Off. Either team can never dive to recover the ball.
9.4. If the ball is caught by the Receiving Team and the Receiving Player elects to place a knee on the ground in the Receiving Team’s End Zone or the ball bounces from the End Zone beyond any Sideline or the End Line, the Receiving Team will start with a First Down at its own 20-yard Line, and must cross the first down Line to receive a new Set of Downs. If the Receiving Team fails to pass the first down marker Line, then they will not receive a new Set of Downs.
9.5. If the Kick-Off initially hits the ground before the Receiving Team’s Goal Line, the ball may either be picked up and returned by the Receiving Team or downed by the Kicking Team like a traditional NFL Punt regardless if the Return team touches the ball first. The ball can never be recovered by the Kicking Team and no player on either side is ever allowed to dive for the ball.
9.6. Once downed by the Kicking Team, the result is a Dead Ball with the ball spotted where it was first touched.
9.7. If the Receiving Team muffs the ball on a fly or bounce, the ball can still be picked up and advanced by the Receiving Team. No player on either side will ever dive to recover the ball.
9.8. If the Receiving Team, drops the ball in the End Zone, the result of the play will be a Touchback.
9.9. Onside Play: In lieu of a Kick-Off, the Team who just scored has the option to elect an optional play, called an Onside Play if they are down by 12 points or more in the second half. An Onside Play is directly equivalent to a Fourth Down play and the ball will be spotted at the Team who just scored 30-yard Line and must cross the opposing Team’s 35 yard Line to receive a new Set of Downs. Onside Kicks are not allowed on Kick-Offs. The receiving team will always get the ball after a ball is kicked.
9.9.1. First Half Game Clock: if stopped under one minute, it will begin at the start of this play.
9.9.2. During Controlled Time: this is still a timed play and the Game Clock will begin once the ball is Kicked.
9.10. After a Safety: If a team surrenders a Safety, the team that surrendered the Safety must execute a Kick-Off or can Punt from the 30-yard line (40-yard Line for Women’s Division) on the opposite side of the field from where the Safety occurred.
10. SET OF DOWNS
10.1. The Offense will have one Set of Downs to advance the ball to the first down marker of 10 yards (20 Yards on non marked fields), they will receive a new Set of Downs if successful.
10.2. During the start of a new Possession or new set of downs the Offense must cross the first down yard marker to receive a new Set of Downs.
10.3. Spotting the Ball: On plays that end in between the Hash Marks, the ball will be spotted where the play ends. If a play ends outside the Hash Marks, the ball will be spotted in-line with the nearest Hash Mark. If the field does not have hash marks, the ball will be spotted in the center of the Field of Play. Hash Marks may vary depending on the game field and if multiple Hash Marks are visible the closer distance marks to each other will be used.
11. GAME PLAY and FORMATIONS
11.1 Formations
11.1.1 Number of players: Each team will consist of 9 Players on the field during any play unless a team is playing a man down. Prior to a play 10 players can be in a huddle but the rest of the team must be at their own sideline and 2 yards behind the field of play.
11.1.2 On the Line: The Offense must have a minimum of 5 Players set on the line of scrimmage. 4 players must be off the Line of scrimmage. A player lined up directly behind the Center (typically the Quarterback) CAN move toward and back but must stay set prior to the snap for 1 second and can’t run up to the line if starting off set in a shotgun position.
11.1.5 Defense: There is no required formation for the Defense.
11.2 Offensive Play
11.2.1 QB Advance: The Quarterback can advance past the Line of Scrimmage to rush except on the goal line within 5 yards of the opposing teams endzone unless the QB runs outside the hashes prior to crossing the Line of Scrimmage or another Offensive player having Possession first. See 15.21. For full explanation of Illegal rushes. The ball can’t be thrown forward once the ball is past the line of scrimmage.
11.2.3 Motion: Once Offense set in formation prior to the snap, the Offense is allowed to have 1 Player in motion at any time so long as that player's motion is not toward the Line of Scrimmage. second.
11.3 Eligible Receivers
11.3.1 Only five Offensive Players are eligible receivers. Only two players at either end of the Line of Scrimmage are eligible receivers. In Most formations the Offensive Players lined up next to the Center will not be eligible for a pass. A player who is lined up next to the Center and is eligible for a pass in a legal formation must declare eligible to the referee before the start of the play. The referee will announce this and point to the player in question. Players who line up next to the Center and desire to be eligible in a legal formation must report eligible at least one time during the game. After the first time reporting they do not have to report eligible for the rest of the game but must always be in the same position that the initial player reported eligible. The Three other Players not including the Quarterback that are ineligible for a pass can only go 1 yards forward on pass plays prior to the ball being thrown if they are lined up next to the center or is the center.
11.4 Laterals
11.5.1 Unlimited Laterals are allowed.
11.5.2 Forward passes are permitted after Handoffs and Laterals as long as the ball and the passer completely has not crossed the Line of Scrimmage. Only one forward pass is allowed behind the Line of Scrimmage.
11.5.3 Laterals can be intercepted and returned.
12. PUNTS
12.1 Teams are only allowed to Punt on 4th Down. Punts are treated like Kick Offs with the exception that the Offense must Punt the Ball similar to a traditional NFL Punt after a safety. The Offense Punting can’t recover the ball ever. Either team is not allowed to dive to recover the ball. Players must pick up the ball while up, no player shall attempt to recover the ball while laying on the ground or diving similar to a fumble behind the line of scrimmage. The Punting team must have 4 Players on both sides of the Punter. Prior to the play the receiving defensive team must have 5 Players on the line 10 yards away from the line of scrimmage just like a Kick Off.
12.2 The team that is Punting must announce their intentions to the Referee before the Ready for Play whistle and must give the defense at least 5 seconds to set up its formation. The 25 second Play clock is still in effect. No fake punts are allowed.
12.3 A Punt play starts immediately after the Punt. The Punting team must wait until the ball is punted prior to moving forward.
12.4 A Punt is kicked in the air and will have the similar treatment under the rules as a Kick Off, as referred to in Section 6, with Punting Team lining up at the Line of Scrimmage and the Receiving Team lining up a minimum of 10 yards from the Line of Scrimmage.
13. POSSESSION
13.1. A catch or interception is ruled complete as soon as a Player has control of the ball and one foot touch completely inbounds. If another part of a Player’s body hits the ground before his feet, not including hands, then the initial contact with the ground from that body part must be completely inbounds. For avoidance of doubt, as soon as the Player is ruled Out of Bounds, the play is over and a catch or interception shall be ruled complete if the above requirements are met.
13.2. Past the Line of Scrimmage if a Player loses possession of the ball, with or without the influence of the opposing team, when the ball hits the ground, the runner is considered to have had their flag pulled and the play is dead. The ball will be spotted either: where the runner loses control of the ball, if fumbled forward OR the spot where the ball hits the ground if the ball is fumbled backward. (Similar to the illegal lateral penalty)
13.3. In a rare event of a Simultaneous Possession of a Forward Pass will be ruled to be a catch for the Offense regardless of the order of whose feet touch the ground first. Both players must complete the catch in-bounds otherwise the Pass will be ruled incomplete. If one player controls the ball in their hands before another player whether in the air or on the ground, the catch will not be considered simultaneous possession.
14. MISCELLANEOUS RULES
14.1. Sideline Personnel - Coaches are allowed anywhere on the sideline between the 20-yard Lines and 2 yards off the field.
14.2. Players who fall to the ground - regardless of whether it was due to incidental contact from other players may get up and continue to run. However, when on the ground, a player in possession of the ball is considered down when contacted by a defender with any part of the defender’s body if the player in possession is still on the ground.
14.3. Loss of Down penalties - imposed on the Offense on Fourth Down result in change of possession at the previous Line of Scrimmage.
14.4. Offsetting Fouls - If penalties are called on both Teams during any play without a Lateral or Forward Pass being intercepted, the result is a replay of the Down or Punts even if the penalties differ in severity. If an interception occurs during a play and there is no penalty on the intercepting team until after gaining possession, the interception will count and the ball will be spotted with a First Down at the spot of the interception. However, if both the Offense and Defense commit penalties before an interception, the penalties will offset and the play will be replayed.
14.5. After an inadvertent whistle - by the Referee, the Offense has the option of replaying the down or keeping the progress made on the play at the point when the whistle was sounded.
14.6. Forward progress - is measured by the position of the front of the ball when either flag is pulled.
14.7. Defensive Contact - Defensive Players can initiate contact with open hands from the waist to the shoulders of an Offensive Player within 5 yards of the Line of Scrimmage so long as the contact is not sustained by the Defensive Player by grabbing or holding onto the Offensive Player. Players can’t intentionally attempt to shove an opposing player to the ground.
14.8.Game Ending Penalties - Games cannot end on a penalty unless the offense declines the defensive penalty. In the event of a Defensive penalty on a play where time runs out, the Offense will be awarded one more play, with the Play Clock in motion, but the Game Clock not in use.
14.9.Tournament and Playoff Play
14.11.1 Number of Quarters, game length and field length may be modified based on tournament and playoff specifications.
15. PENALTIES & REMEDIES
If not implicitly or explicitly stated below, all penalties can be declined by the non-offending team and the result of the play will stand. If one team commits multiple penalties on the same play and the other team commits zero, the non-offending team has the option to pick which penalty to enforce. All penalties that occur on an Interception, Kick-Off or Punt return by the Return Team will result in First Down where the return began in addition to the penalty yardage.
15.1. ILLEGAL BLOCKING / Holding (10 Yard Penalty): Illegal Blocking is defined as the act by an Offensive Player of forcing a Defensive Player to change his position on the field through physical contact initiated by blocking another player in the back or below the waist or cut blocking or using their shoulder or tripping. Holding, which is defined as an Offensive Player grabbing or holding onto a Defensive Player to impede his motion, is also considered illegal Blocking. A pick set prior to possession of the ball by a Receiver, or prior to the Quarterback’s crossing the Line of Scrimmage in possession of the ball, will be treated as a Block. Players that are lined up next to the Center or is the Center can block in the back if the opposing Defensive player is within 3 yards of the Line of Scrimmage. Players can never violently block a player on the back. At any given time Players are not allowed to blindside block a Player using their shoulder or violently pushing a player to the ground. Once a player with possession is past a blocking offensive player 10 yards away they must stop blocking or not initiate a block with a Defensive Player at any time.
15.1.1 The remedy is 10 yards and if the foul is beyond the end of the run, the ball is placed at the end of the run minus 10 yards;
15.1.2 If behind the end of the run, the ball is placed 10 Yards after the gain of the run.
15.1.3 At the Referee’s discretion, a Player committing a Block may be sent off the field, thus putting his team a Man Down for 3 plays.
15.2. CHARGING (10 Yard Penalty from the spot of the foul): The remedy for Charging is the same as for Blocking (Rule 15.1), including the Referee’s discretionary ability to send a Player off the field, putting his team a Man Down for 3 plays. Charging takes place when an Offensive Player running with the ball makes significant physical contact with a Defensive Player who had established a
stationary position on the field such as lowering the shoulder and where the Offensive Player had the opportunity to recognize that the Defensive Player has established position. Generally, an Offensive Player running with the ball has the right of way and will not be called for Charging if the Defensive Player is in motion or established his position in a manner that gave the Offensive Player no opportunity to avoid contact.
15.3. DEFENSIVE HOLDING (Spot Foul): Defensive Holding occurs when a Defensive Player holds onto a part of the body or uniform of a ball carrier where the Offensive Player’s progress is impeded in a meaningful way. The remedy is an automatic First Down at the spot of the Foul if accepted.
15.4. INTENTIONAL DEFENSIVE HOLDING (Touchdown / 10 Yards for the for the Offense for the Conversion): Occurs when a Defensive Player holds onto a part of the body or uniform of a Free Runner. A Free Runner has possession of the football with no defenders in front of him and would be deemed likely by the Officials to have scored in the absence of the tackle or intentional defensive hold. This will fall under the same rules as Tackling a free runner Rule 15.30.
15.5. DEFENSIVE PASS INTERFERENCE (DPI) (Spot Foul, Automatic 1st Down): DPI occurs when bodily contact initiated by a Defensive Player prevents an Offensive Player from attempting to catch a likely catchable Pass.
15.5.1 DPI can also occur when a Defensive Player holds onto a part of the body or uniform of an Offensive Player 5 yards or more from the Line of Scrimmage prior to a Pass being thrown where the Offensive Player’s progress is impeded in a meaningful way.
15.5.2 DPI also occurs when a Defensive Player forces an Offensive player out of bounds prior to a pass being thrown where the Offensive player would otherwise be deemed ineligible.
15.5.3 DPI penalties in the field of play – is an automatic 1st down at the spot of the foul
15.5.4 DPI penalties in the End Zone - the Offense is awarded First Down at the opposing 2-yard Line or the previous Line of Scrimmage, whichever is closer to the End Zone.
15.5.5 A Force Out by a Defensive Player has the same remedy as DPI unless it occurs in the End Zone, in which case, the Offense will be awarded a Touchdown.
15.5.6 If the Pass is determined to be uncatchable - no Penalty will be called.
15.6. DELAY OF GAME: Delay of Game occurs if the Offense does not start a new play before the Play Clock expires.
15.6.1 On a Scrimmage play - The remedy is a loss of 5 Yards
15.6.2 On a Kick-Off - The Receiving Team will start its Possession at their own 35 yard line
15.6.3 On a Punt - 5 Yards Penalty and Redo Punt
15.7. PUNT OUT OF BOUNDS: The Punting Team can kick the ball Out of Bounds. If untouched the receiving team will always be awarded the ball if kicked out of bounds.
15.7.2 Punt Out of Bounds - The ball will be placed wherever the ball was last in bounds in the air.
15.8. DIVING: Defensive players may dive to pull flags or attempt to catch the ball, but the offense may not dive for the purpose of establishing forward progress. The Referee will determine where the player started to dive and spot the ball there. The Player who dives on Defense will be penalized and will be forced to sit out the remainder of the possession although the offense will not be forced to play with eight players. Diving is never allowed to recover a ball on the ground and is a 15 yard penalty.
15.9. EARLY PULL (10 Yard Penalty): If a Defensive Player removes an Offensive Player’s flag before that Player possesses the ball, the Referee should say “Early Pull” and play continues unless the player fakes a handoff or possession on a Play Action. The Defense will still need to pull a flag of the ball carrier or one hand touch the ball carrier to end the Play. (See Unsportsmanlike Conduct for additional rules)
15.10.ENCROACHMENT (5 Yard Penalty): If the Defense crosses the Line of Scrimmage prior to a snap an Encroachment penalty occurs when a team crosses the Line of Scrimmage
15.10.1 If the Defense continually encroaches after 3 times in one drive, a 15 Yard Unsportsmanlike Conduct penalty may also be called on the Defense, with the appropriate remedy enforced.
15.10.2 With under 2 minutes left in either Half, if an Encroachment penalty is accepted, the Offense will have the option of an untimed down (not a free down). The game clock will resume at the Snap of the next play.
15.11.FALSE START (5 Yard Penalty): If any member of the Offensive Team crosses the Line of Scrimmage before the ball is snapped, it is a Dead Ball and the Offense is penalized with Loss of Down. This also applies to Onside Plays.
15.12.OFFSIDE (5 Yard Penalty OR ball on the 35 yard line for Kick-Offs ):
15.12.1 KIcking Teams crossing the Line of Scrimmage before a Kick-Off or Punt. On a Kick-Off or Punt, the Receiving Team will have the option of keeping the result of the play or getting the ball on their 35-yard Line on a Kick-Off and 5 Yard Penalty on Punts and redo Punt. Game Clock may be restarted to the time of the previous play if under 2 minutes of either half if penalty is accepted.
15.12.2 If any member of the Defensive Team crosses the Line of Scrimmage before the ball is snapped, the play continues and the remedy for the Offensive Team is that they may accept the result of the play or replay the Down. If the result of the play is accepted.
15.13.FLAG DELAY (5 Yard Penalty): The Defender who pulls a flag is required to immediately drop the flag on the ground or hand it to an Official or the Player it was pulled from.
15.13.1 If the Defensive Player carries the flag away or throws the flag away from the Offensive Player and causes undue delay of the game, the Officials may reset the Game and Play Clocks accordingly.
15.13.2 A 15 Yard Unsportsmanlike Conduct penalty may also be called on the Defense, with the appropriate remedy enforced.
15.14.FLAG-GUARDING (10 Yards): The remedy for Flag-Guarding is a spot foul and Loss of 10 Yards.
15.14.1 Flag-Guarding is deemed to have occurred when an Offensive Player in possession of the ball creates contact with a Defensive Player using their hands to grab an opposing player, or arms, use elbows or use the ball to prevent a Defensive Player from pulling his flag.
15.14.2 Flag-Guarding that occurs after an Interception or on a Return will result in the ball being spotted where the infraction took place and a 10 Yard Penalty
15.14.3 A Player in possession of the ball can prevent an opposing player with their hands but only to swipe away an opposing player's hand, but not grab or push another player’s body.
15.15.FLAG TAMPERING (15 Yard Penalty): Any attempt to tamper with Flags that would make them more difficult to pull including but not limited to using adhesives, knots and stronger magnets will result in an automatic game Disqualification and the offending team playing Man Down for the remaining duration of the game.
15.16.ILLEGAL CONTACT BY THE OFFENSE (10 Yards): The remedy for Illegal Contact by the Offense is Loss of Down at the previous spot. Illegal Contact occurs when an Offensive Player, running a passing route, uses his hands, arms or shoulders to meaningfully alter the position or direction of the defender in order to gain an advantage.
15.17.ILLEGAL HANDOFF (5 YARDS WITHIN THE OPPOSING TEAM’S ENDZONE and is a 5 Yard Penalty): The remedy for an Illegal Handoff is Loss of Down and any yardage gained. An Illegal Handoff is any transfer of the ball from the Quarterback to another Offensive Player who is lined up and set within 4 yards of the line of scrimmage and is moving toward the line of scrimmage when the ball is transferred from one to the other. Laterals that travel sideways or backwards are permitted to a player moving forward, as well as handoffs to Players not moving toward his scoring end zone.
15.18.ILLEGAL LATERAL FORWARD (Dead Ball, Ball will be placed at the spot of the foul): A Lateral that either goes forward beyond the Line of Scrimmage or during a Kick-Off or Punt is an Illegal forward pass.
15.19.ILLEGAL FORWARD PASS (10 Yards from the previous spot): Any forward pass thrown where the entire body of the passer has been beyond the line of scrimmage within the down is ruled dead unless intercepted by the Defense.
15.20.ILLEGAL MOTION (5 Yard Penalty): The remedy for Illegal Motion is false start 5 yard penalty. Illegal Motion is any motion by an Offensive Player behind the Line of Scrimmage after the offense is already set that moves toward their line of scrimmage before the ball is Snapped, or more than 1 Player is in legal motion. This results in a Dead Ball and play is stopped. The player who starts off directly behind the Center (Typically the QB) can move toward and back but must stay set for 1 second prior to the snap. No run up to the center if the Player starts set in a shotgun position and the player must wait one second to be set.
15.21.ILLEGAL QUARTERBACK RUN (5 Yard Penalty): The remedy for an Illegal Quarterback Run is Loss of Down and any yardage gained. An Illegal Quarterback Run takes place if the Quarterback lines up under center or is within 4 yards away from the center when the play is within 5 yards of the endzone and runs across the Line of Scrimmage inside the hash marks before any Defensive Players cross the Line of Scrimmage. A Quarterback can scramble outside the hashes to cross the Line of Scrimmage or run outside the hashes then come back within the hashes to attempt to run across the Line of Scrimmage. Quarterbacks who are set at least 4 yards away from the center can run at any time.
15.22.INELIGIBLE RECEIVER DOWNFIELD (5 Yard Penalty): Only 5 receivers are allowed downfield on Offense Pass thrown beyond the Line of Scrimmage. No Offensive player may run Out of Bounds without the ball and then touch the ball on the current play. In addition, this foul is also called when a Center is the first player to touch the ball after the Quarterback. Only two players at either end of the Line of Scrimmage are eligible receivers. In Most formations the Offensive Players lined up next to the Center will not be eligible for a pass. A player who is lined up next to the Center and is eligible for a pass in a legal formation must declare eligible to the referee before the start of the play. The referee will announce this and point to the player in question. Players who line up next to the Center and desire to be eligible in a legal formation must report eligible at least one time during the game. After the first time reporting they do not have to report eligible for the rest of the game but must always be in the same position that the initial player reported eligible. The Three other Players not including the Quarterback that are ineligible for a pass can only go 1 yard forward on pass plays prior to the ball being thrown if they are lined up next to the Center or is the Center, while all other players remain behind the Line of Scrimmage. If an Offensive Player commits this foul and then catches a ball, the pass will be ruled incomplete.
15.23.INTERFERENCE WITH A KICK-OFF OR PUNT RETURN (10 Yard Penalty): Kicking Teams must give the Receiving Player a half-yard buffer zone to catch any Kick-Off or Punt. The remedy for Interfering with a Kick-Off or Punt is that the Offensive team takes Possession at the spot of the Foul plus 10 yards.
15.24.INTENTIONAL GROUNDING (10 Yards): Intentional Grounding occurs when a Quarterback is being imminently pressured from the Defense and throws a forward pass is not thrown in the vicinity of a receiver with an exception of being outside the Hash Marks and pocket and must be thrown past the Line Of Scrimmage. The remedy will be Loss of 10 yards from the previous spot. If this foul occurs in an End Zone, the play will result in a Safety.
15.25.MISSING FLAG: A Missing Flag violation occurs when a Player begins a play without flags attached or it becomes unattached before possession of the ball but not from an Early Pull. The remedy for a Missing Flag is the Player missing a flag is deemed to be down as soon as the player is touched by an opposing player.
15.26.MOVING PICK (5 Yards): The remedy for a Moving Pick is a 5 Yard Penalty from the previous spot. A Moving Pick violation occurs when an Offensive Player without the ball is moving when he impedes the progress of a Defensive Player in pursuit.
15.27.ROLLING: An Offensive Player who Rolls on the ground for the purpose of preventing his flag from being pulled will be deemed to be down at the spot where he first commenced to Roll. Dipping, jumping and spinning, not into a defender, are permitted legal evasive moves for Offensive Players.
15.28.ROUGHING THE PASSER (15 Yard Penalty): Roughing the Passer occurs when a Defensive Player makes contact, intentionally or not, with the throwing arm or shoulder of any Offensive Player attempting a forward pass. The remedy is an automatic first down from where the play ended and 15 Yards will be awarded if the Offense gained a First Down on the play. The Referee also has discretion to send player off for 3 plays for a Man Down situation.
15.29.TACKLING (15 Yard Penalty): Tackling is defined as the intentional act of a Defensive Player disrupting an Offensive Player’s progress through physical contact initiated by the Defensive Player, such that he loses significant momentum and/or falls to the ground. At the conclusion of the play, the Offense will receive the yardage gained and a First Down plus 15 Yards. If the play ends with a loss, the ball will be spotted at the previous spot with a First Down. In addition, a Player committing a tackle will be sent off the field, putting his team Man Down for 3 plays.
15.30.TACKLING A FREE RUNNER or INTENTIONAL DEFENSIVE HOLD: A Free Runner has possession of the football with no defenders in front of him and would be deemed likely by the Officials to have scored in the absence of the tackle or intentionaldefensive hold. The team whose Free Runner is Tackled will have the option to either a) have a First Down on the Opponent’s 10-yard Line or where tackled. If this penalty occurs during Controlled time, the Offense will be guaranteed 3 plays no matter which option it choses from either the 10-yard Line or after a Kick-Off regardless of the Game Clock (up to and including after the expiration of regulation time) unless it commits a Turnover.
15.31.TOO MANY PLAYERS (5 Yard Penalty): If the Offense starts a play with more than 9 Players on the field, the play is dead and the Offense loses the Down. If the Defense starts a play with more than 9 Players on the field, the play continues as a Free Play, with the Offense having the option to take the result of the play or replay the Down. 10 Players can be in a huddle prior to a play.
15.32.UNSPORTSMANLIKE CONDUCT (15 Yard Penalty): Unsportsmanlike Conduct is when any of the following occurs:
• A player/coach/fan of a team disrespects an official either verbally or physically
• Taunting of players from the opposing team
• Fighting/Punching
• Illegal contact above the shoulders
• Pretending or acting as if a penalty has occurred in an attempt to influence a Referee’s decision-making
• Intentionally hurting anyone
• If a defender pulls a non-runners flag, including their own, during a play
• Spectators who are disrupting the game
The remedy for a Player’s first Unsportsmanlike Conduct is the offending Player is sent off the field for 2 plays and his team plays Man Down. On a Player’s second offense he must be ejected and another player from his team who was on the field at the time of the penalty must sit out 4 plays with the team Man Down (at the choice of the fouling teams’ captain/designated head coach). Officials at their discretion can eject a player on their first Unsportsmanlike penalty and enforce a 4-play penalty similar to a second offense. Any player ejected from a game will be ruled ineligible for the next game and possible ban from the league depending on the severity.
15.33.UN-TUCKED BALL CARRIER/UNALIGNED FLAGS: Prior to a Snap, whenever the Referee observes any Player with his shirt covering any part of his flags or his flags to be unaligned and not at his hips, the Referee will warn the player. If the player does not
comply prior to the play, the Referee will yell the offending player’s number and “One hand touch.” That player shall then be deemed down as soon as a Defensive Player touches him.
16. REFEREES AND STAFF
16.1. All Officials will be trained and credentialed by the League.
16.2. The League plans on having three Officials each game. There will be at least two to three Officials for each game. Up to six Officials will work each game: one Referee, two Linesmen and two Field Judges, and a Timekeeper.
16.3. The Referee is the senior most Official and can overrule any of the other Officials. The Referee will start each play 10 yards behind the Quarterback. Generally, the Referee should defer to the judgment of the Official who had the best view of the play in question.
16.4. The Linesmen will stand outside the Sidelines on either side of the field near the Line of Scrimmage.
16.5. The Field Judges will be stationed on the Defensive side of the Line of Scrimmage, on the sidelines in the vicinity of the furthest Defensive Player from the Line of Scrimmage. 16.6. The Timekeeper will be responsible for operating the Game, Play and Go Clocks. 16.7. All Officials will wear uniforms provided by the League. Black and white striped shirts, black hat, black pants, and black shoes for Linesmen and Field Judges. The Referee will wear a white hat.
16.8. If available One additional staff member can be responsible for keeping track of where the ball is spotted using a conspicuous pole placed on the sideline and can be the timekeeper if and only additional staff members are available.
16.9. Instant replay review of disputed calls is permitted ONLY IF GAME FILM IS AVAILABLE for team’s who use a challenge. Only 2 Challenges are allowed per team the entire game including overtime. If the team that challenges isn’t right about the challenge or the play stands after review then they will lose a timeout. The officials are responsible for reviewing each play and will let all Referees know if a play needs to be changed. Officials will have 90 seconds to determine if the play should stand or be overturned. Teams cannot request a play to be reviewed if they are out of timeouts or have used two challenges. Conclusive proof must be proven with Game film to overturn the result of the play or else the play will stand.
16.10. All plays are reviewable by challenges including penalties only if any penalties were called during the play being reviewed.