PLAYOFF SPECIFIC RULES

These rules are for the playoffs, and supersede any other rules listed on this page.

TIME:
– Pool Play – games will be 25 minutes in length with a running clock
– Semis and Championship Games – 30 minutes long with a running clock

– There are no time-outs. (In case of injury the clock will stop at the discretion of the referee. Any stoppage by the referee will require the injured player to leave the field for a single play).

**IF time runs out and the team in possession has the opportunity to tie or win and is inside the 20-yard line, they maintain possession until they score or turn the ball over.

If the team who is ahead, commits a penalty in the last 2 minutes of a game the clock will stop, and not start until the following snap.

POSSESSION OF THE BALL:
– POOL PLAY – Possession is determined by coin flip
– CHAMPIONSHIP ROUNDS – Opening possession will be determined by higher seed from morning pool play. If similar seed there will be a coin flip.

OVERTIME (Elimination Games Only):
– A tiebreaker will occur, with a flip of a coin to determine possession. After a 2-minute break, the teams will each have 4 plays to score from the 20-yard line, until the tie is broken.
– In OT teams must attempt a conversion from either the 5 yard line (1 PT), or the 10 yard line (2 PT).
– If the score is still tied after 2 OT’s, beginning with the 3rd OT each team will have one play to score, and can decide to play it from the 5 yard line (1 PT), or the 10 yard line (2 PT).

Offensive Penalties:
– False Start: 5 yard penalty, dead ball and replay the down (any additional false starts on a drive will result in a loss of down)
– Delay of Game: Loss of down. In the last 2 minutes of a game the clock will be stopped.
– Unsportsmanlike Conduct: 15 yard penalty, and possible ejection

  • Two Unsportsmanlike penalties in a game will result in an automatic ejection
  • If a team incurs a 3rdunsportsmanlike conduct penalty the game will be forfeited by that team
  • As in high school rules, any player not on the field who leaves the sideline to enter a scuffle or fight, even if punches are not thrown, is automatically ejected

Defensive penalties:
– Holding/Illegal Bump: 10 yard penalty and down over
– Offsides: 5 yards penalty
– Pass Interference: 10 yard penalty, and down over
– Unsportsmanlike Conduct: 15 yard penalty, and replay the down (possible ejection)

PLAYERS ARE NOT ALLOWED TO PLAY FOR MULTIPLE TEAMS DURING THE DAY. THEY CAN PLAY WITH ONE TEAM, AND ONCE THEY PLAY A DOWN FOR THAT TEAM THEY ARE INELIGIBLE FOR ANOTHER TEAM EVEN A TEAM IN THE SAME PROGRAM.

TIE BREAKERS EXPLAINED IN DETAIL FOR POOL PLAY

The following teams will advance from pool play:
D1 – top 2 teams from each pool
D2 – top 2 teams from each pool
D3 – top team from each pool, and the best 2nd place team
D4 – top team from each pool, and the best 2nd place team

NOTE: Tie breakers never revert back to the top of the tie breaker list. For example, if three teams are tied and head to head is the first tie breaker and all three teams have a 1-1 record against each other, so the head to head doesn’t break any ties. The system will then go to the next tie breaker. If the next tie breaker is score differential and if team 1 has a 3 score differential, and team 2 has a 2 score differential, and team 3 has a 1 score differential then team 3 will be last, team 2 second, and team 1 first, even if team 2 beat team 1 head to head. Head to head got thrown out in the first step and does not get reverted back to even after team 3 is eliminated by differential.

  • Record – This is technically based on winning percentage which is computed as follows (Wins + .5 * Ties) / (Wins + Ties + Losses). For example, if one team is 1-1-1 and another is 0-0-3, they technically have the same record (winning percentage)
  • Head to Head – This breaks ties based on the record (or points, if points are used) against the teams tied with. For example if 3 teams have the same overall record at 4-2 and all 3 of the teams played each other an equal number of times and one teams record against the other two was 2-0 and another was 1-1 and the other was 0-2. This tie breaker would order them accordingly. If all three teams had identical 1-1 records, this tie breaker would not be used.
    It should be noted that this tie breaker is completely ignored if all of the teams tied do not play each other an equal number of times. For example if there are 3 teams tied and one team played the other two, but the other two did not play each this tie breaker will be ignored (regardless of the outcome of the two games played by the first team)
  • Head to Head Two Teams Only – This is the same as the head to head tie breaker, except this one will only be used if only two teams are tied. If there are three teams tied (even if they all played each other), this tie breaker will be ignored.
  • Pt Diff – The differential tie breaker determines the total difference between a team’s score versus their opponents. The largest differential wins the tie breaker.
  • Pts Scored – The total of a team’s score. The higher total wins the tie breaker.
  • Pts Allowed – The total of a team’s opponents score. The smallest total wins the tie breaker.
  • Wins in Pool Play – If one team finished with more wins, even though the winning percentage is a statistical tie, the team with the most wins will win the tie breaker.
  • Head to Head (REGULAR SEASON) – If two teams played in the regular season, the winning team wins the tie-breaker.
  • If a tie still cannot be broken an OT tiebreaker will be used.

Basics

FIELD:
The playing field will be 40 yards in length, plus a 10 yard end zone.

BALL SIZE:
7th/8th Grade – Division 1 – High School Size
7th/8th Grade – Division 2 – Division 2 – High School Size / Youth Size
5th/6th Grade – Junior Size
3rd/4th Grade – Pee-wee / Junior Size

EQUIPMENT:
Mouthguards are mandatory.

TIME:
All games will be 35 minutes in length with a running clock.
**IF time runs out and the team in possession has the opportunity to tie or win and is on or inside the 20-yard line, they maintain possession until they score or turn the ball over. 

No time-outs (In case of injury the clock will stop at the discretion of the referee. Any stoppage by the referee will require the injured player to leave the field for a single play).

If the team in the lead commits a penalty in the last 2 minutes of a game the clock will stop, and not start until the following snap.

A 35-second play clock is in effect, and begins on the referee’s whistle after the ball is spotted.

POSSESSION OF THE BALL:
Starting possession will be decided by a coin toss. All possessions start at the 40-yard line to start the game, or after a turnover on downs (the U10 level will start at the 35 yard line). Intercepted balls will be placed at the 30-yard line.


PLAY – HIGH SCHOOL SPECIFIC RULES

These rules are for the high school division only, and supersede any other rules listed on this page.

– 30 MIN GAMES
– 3.5 SECOND SACK CLOCK
– EMPTY SETS ARE ALLOWED
– AN OFFENSIVE PENALTY IS LOSS OF DOWN
– A TD IS WORTH 7 POINTS UNLESS THE OFFENSE ELECTS TO GO FOR 2 (A MISSED CONVERSION RESULTS IN JUST 6 POINTS FOR A TD)
– THE GAME ENDS AT THE EXPIRATION OF THE TIME UNLESS THERE IS A DEFENSIVE PENALTY (NO FINISHING OF DRIVES, EVEN INSIDE THE 20 YARD LINE)


Play

– Play is limited to seven on seven. Failure to comply will result in the offense having the choice of accepting the result of the play, or taking the down over.

– Coaches are allowed in the huddle, but must stay out of the defensive secondary when the ball is snapped. No more than 2 coaches in the huddle.

– Any offensive player not in the play must be back at least 10 yards behind the line of scrimmage. Any defensive player not in a play must stand on the sideline.

– Included in the offense’s seven must be a center. A center does not have to snap between his legs, but can be a player handing the ball off the ground to the QB. Once the ball is lifted off the ground the play clock begins.

– Offense must be lined up in a legal formation. Everyone is eligible to receive passes, except the center.

– Teams can run one draw play per possession between the tackles, but not from the 10-yard line and in.

– No empty sets…a RB has to be inside the tackle box at the snap of the ball. The offense cannot start in an empty set and motion inside the tackle box. A back has to be in the backfield between the tackles from the break of the huddle. The back must also be 4 yards behind the LOS.

– Backs must release from outside the offensive guard position.  No releasing over the center’s path.

– No fumbles, or stripping. The ball is dead if it touches the ground and the offense retains possession.

– There are no laterals

– Play ends with one hand touch below the neck.

– Regular substitution rules apply. There is no mandatory playing time.

– The QB has 3.7 seconds to release the ball or it is blown dead and a 5 yard sack is incurred. There is no rushing the QB.
– The 3/4 Grade division has 4 seconds.

– No double passes, or RB passes.

– No shovel passes. Passes between the tackle box must be caught in front of the line of scrimmage. Swing passes behind the line of scrimmage are allowed.

– Only one first down per series is possible, achieved when reaching the 20-yard line within 3 downs. Once a team is inside the 20 yard line they have 4 downs to score.

– The game cannot end on a defensive penalty, unless the offense declines it.


Scoring

Touchdown scores 6 points

1 extra point can be taken automatically

2 extra points by passing from the 10 yard line

OVERTIME (Championship Tourney Only):

A tiebreaker will occur, with a flip of a coin to determine possession. After a 2-minute break, the teams will each have 4 plays to score from the 20-yard line, until the tie is broken.


Penalties

All penalties will be enforced.  Emphasis is placed on pass interference, holding, unnecessary roughness, and unsportsmanlike conduct.

No blocking, or screening of opponents.

Only one bump is allowed off the line, and all bump and run must be executed with hands.  No forearms or shoulders allowed.  Safety is of utmost importance during the contest.

This is a minimal-contact game and any flagrant contact is cause for immediate ejection. As always any unsportsmanlike conduct is also cause for ejection. The referees’ decision is final on all plays, there will be no tolerance for arguing, and only a coach may ask for a rule clarification. Coaches control profanity, and are expected to eliminate profanity on their team.

Offensive Penalties:
– False Start: 5 yard penalty and replay the down (a 2nd or any subsequent false start on a series will result in a loss of down)
– Delay of Game: Loss of down
– Unsportsmanlike Conduct: 15 yard penalty, and possible ejection
– Any other offensive penalty will result in a loss of down.

Defensive penalties:

– Holding/Illegal Bump: 10 yard penalty, and down over
– Offsides: 5 yards penalty, ball is dead
– Pass Interference: 10 yard penalty, and down over
– Unsportsmanlike Conduct: 15 yard penalty, and possible ejection


Miscellaneous Rules

BLOOD RULE: If and when an official observes that a player is bleeding, has an open wound, or has an excessive amount of blood on his or her uniform, the player will be directed to leave the game. The injured player is not to return until the bleeding has stopped, the open wound is covered, and excessively bloody uniform is changed.

PROTEST: Protest must be made verbally with the tournament official by the offended team at the time of play. No judgment calls can be protested, only misinterpretation of the rules.

EJECTIONS: An ejection carries an automatic additional one game suspension.

ELIGIBILITY: Once a player plays a single play for one team, he is ineligible to play for another team the entire season, regardless of the situation.

League rules may be changed at any time if problems arise due to concerns with safety conditions, sportsmanship, or any other unforeseen issue


Coach Reminders

  1. Make sure you maintain control over your team’s parents. Be proactive and take care of the problem before it escalates.
  2. Officials call the penalties and run the clock…not teams or coaches.
  3. Please pick up trash at the end of your game.