2025 WINTER CLASSIC – RULES
GENERAL
The offense will Start on the 40-yard line.
There will be a coin flip before each game for 1st possession on day one.
On day two (non-pool play games), the higher seed will choose which team gets the ball first.
Games are played with a 22-minute running clock. The clock will not stop at any point during the game unless called for by the official.
Teams will not have any timeouts.
The player is down when he is touched with one hand below the neck and above the ankle.
QB will have 4.0 seconds to throw. The four-second clock starts on the snap of the ball. Refs will whistle the play dead if the quarterback still has possession of the football after the four-second mark.
There will be no blitzing by the defense at any point during the game.
Running by the offense is not permitted at any time.
No pre-setting. The offense will always set the ball with the QB tee regardless of shotgun or under center.
There are NO untimed downs with the exception of the extra point if a team scores a touchdown or there is a penalty as the game clock expires.
The Refs and Field Managers can stop the clock to ensure the proper application of the rules outlined herein.
Ball Size
12U/14U= TDY (Youth)
15U/18U= High School Regulation
TEAMS, COACHES AND GAME MANAGERS
The maximum number of players on one team is twenty-four (24). Bands will not be issued for more than 24 players.
Players must remain on their sidelines during the game.
Players and coaches respect the teams that are playing. Do not warm up on their sidelines.
Please keep players on the sideline back during the game and clean up all trash after your game.
Maximum of four (4) coaches per team - only two coaches will receive free entry wristbands.
One Offensive Coach and no more than two players can be on the field (players must be on one knee) during play. The 1st time is a warning, and the 2nd-time delay of game will be assessed (which is a loss of down and a 5-yard penalty). Defensive coaches are not permitted to be on the field at any time.
Each game will have at least 2 referees and a Field Manager. When available, 15U and 18U games will have three refs. Coaches will be responsible for signing the final game score sheet after each contest.
The Referees and Field Managers will be in charge of maintaining order during the game and ensuring these rules are enforced properly. The head Official will be responsible for yelling the score to both teams as points are awarded.
Players are only permitted to play on one team within their age division, and they must be registered on the team's roster. All players must have a wristband to be eligible to compete. This will be monitored by Field Managers and tournament staff. Any players that are caught competing without a wristband or playing on multiple teams will be eliminated from the tournament and the team will forfeit their game. PLAYERS CANNOT PLAY ON MORE THAN ONE TEAM FOR THE ENTIRETY OF THE EVENT.
PLAYER ELIGIBILITY
Every participant will be required to check in at the registration table. Please arrive at least one hour before game time to allow time for the registration process.
Teams must have all players registered in Zorts in order to expedite the certification process. Teams/players that have not completed this process properly will be moved to the back of the registration line to allow the team who completed the process properly to check-in.
All players must meet the age requirements by division to participate in the event.  All players will be given wristbands during registration. Each player must leave their wristband on for the entirety of the event. If players lose their wristband, they must complete the certification check-in process again. There will be a $10 fee to replace a wristband. Any team caught using an ineligible player will be disqualified from the event along with that player.
GAME TIMES AND LATE POLICY
Each game will last 22 minutes.
Running clock with no timeouts.
Please arrive at least 30 mins before the scheduled game time (at least one hour before the first game to check in).
Teams must be onsite and ready to start on time. The game clock will start at the originally scheduled game time or the game time specified by the Event Director.  Five minutes late, 7 points will be awarded to the team that is present on time and they will possess the ball first. Ten minutes late, the team will forfeit the game.  A win by forfeit will result in a 7-0 final score. (Registration will not be a reason to hold up games. Game times are final and you must be at the field ready to compete by game time.)
The scoring team will be allowed an extra point attempt if a touchdown is scored and time runs out.
The head official will keep the time and will be located by the offensive huddle; The head official will blow the whistle to start the clock.
OFFENSE
The offense has three downs to gain a first down or it will result in a turnover on downs. The Offense will start on the 40 yard-line with the option of using either hash. The first downs will be at the 25-yard line and 10-yard lines. Once the 1st down is achieved inside the 10-yard line you will have three downs to score. There are no fourth downs.
Only the five skill positions are eligible to catch a pass. If using a center, he is ineligible to catch a pass.
After a score, the offense can go for
One (1) point at the 5-yard line
Two (2) points at the 10-yard line.
*The ball may be placed on either the hash or the middle.
There are no runs on any downs.
The 1ST player to receive the ball from the snap is considered the QB. All passes must cross the line of scrimmage.  The 2nd player to possess the ball is not allowed to throw the ball. The only laterals that will be allowed will be laterals that occur after the completion of a forward pass.
No blocking will be allowed - this will result in a 5-yard penalty from the previous line of scrimmage and a loss of down.
All fumbles beyond the line of scrimmage are dead where they lay. A muffed snap is not a fumble/dead ball. The 4.0 second count remains in effect on snaps.
The offensive team is responsible for retrieving and returning the ball to the previous spot or the new line of scrimmage.
All offensive formations must be legal sets. Receivers’ alignment should respect the tackle box.
All offensive substitutions must enter behind the offense.
SCORING
Six (6) points for a touchdown.
One (1) point for a PAT from the 5-yard line.
Two (2) points for a PAT from the 10-yard line.
Two (2) points for a defensive stop.
Three (3) points for interception (no run backs or “pick sixes” & the ball will be placed on the 40-yard line and possession will be awarded to the intercepting team).
Turnover on a PAT is a dead ball (including interception) and no points will be awarded.
If there is a defensive stop or an interception that occurs with no time on the clock, the defense will still be awarded two (2) points for the defensive stop or three (3) points for the interception.
Official scores will be kept by the head official on the field.
OFFENSE PENALTIES
False Start = Loss of Down
Delay of Game = Loss of Down
Each team will have 25 seconds to snap the ball once it has been marked ready for play by the official or a delay of game penalty will be assessed.
Offensive Pass Interference = 5-yard penalty and Loss of Down
If there is an offensive penalty at the 40-yard line, the Offensive team will just be penalized with a loss of down - the ball will remain at the 40-yard line.
The offensive team is responsible for retrieving and returning the ball to the previous spot or the new scrimmage spot. The clock does not stop and any delay by the offense in retrieving and returning the ball will result in a delay of game and a loss of down.
Dead ball penalties on the offense assessed after the play would result in a 15-yard penalty.
Back-to-back delay of game penalties will result in a change of possession and the defense will be given 2 points. The ball will be placed on the 40-yard line.
If the scoring team is assessed a dead ball penalty after a touchdown, they will forfeit their extra point opportunity.
Runs are not allowed at any time during the game. If a team runs the ball, the play will be blown dead immediately, and the offense will be assessed a loss of down. If it occurs on 3rd down the ball will be turned over to the other team.
DEFENSIVE PENALTIES
If a defensive player is off-sides, the play will be whistled dead, and a 5-yard penalty will be assessed.
Defensive pass interference = 10-yard penalty from the line of scrimmage and an automatic first down.
Defensive holding = 10-yard penalty from the line of scrimmage and an automatic first down.
If a defensive pass interference or holding occurs with the play starting inside the 10-yard line, it will result in half the distance to the goal and an automatic 1st down.
Defensive pass interference on an extra point is half the distance for the same number of points. Ex. Going for two (2) from the 10-yard line, pass interference occurs in the endzone – the ball is moved to the 5-yard line, and if converted offense is awarded two (2) pts.
Any dead ball penalty on the defense after a change of possession or touchdown will result in a loss of down for that team’s offense when they begin their ensuing possession.
Blitzes are not allowed at any time during the game. If a team blitzes, they will be assessed a 5-yard penalty, and the down will be replayed.
The responsibility to avoid contact is with the defense.
Dead Ball penalties on the defense assessed after the play would result in a 15-yard penalty or half the distance to the goal from the spot of the ball and an automatic first down.
A game can does not end on a defensive penalty.
Tackling or unnecessary roughness will be an unsportsmanlike penalty (No Warning). Resulting in a 15-yard Penalty and an automatic 1st down, and subject to an ejection of the player. Diving at the legs of an offensive player will be considered unnecessary roughness.
Punting the Ball will result in a personal foul, if on a change of possession, the penalty will result in a loss of down and the ball placed on the 40yd line.
TIEBREAKER/OVERTIME RULES
Any game that ends in a tie will result in Overtime.
The referee will select a team to call the coin toss in overtime, at his/her discretion.
The winner of the coin flip will select if they want to be 1st offense or defense.
The ball will be marked on the 10-yard line and NCAA overtime rules will apply. Each Team has three attempts at the end zone.
Only offensive scoring will count in overtime.
After the 1st overtime, both teams must go for two (2) points (spot ball @ 10-yard line) after a Touchdown. *If a game goes into a 2nd overtime, the team that gets the ball 2nd in the 1st overtime will receive the ball 1st in the 2nd overtime.  If there is a 3rd overtime, then the teams will switch again.
All regulation rules and penalties apply.
TOURNAMENT SEEDING
All teams will be seeded into the Day Two Tournament based on the win/loss record, head-to-head matchup, and points against the day before in pool play.
FIGHTING WILL NOT BE TOLERATED
If a player throws a punch, he is ejected immediately and cannot return to the tournament. If the team benches, clear and it results in a fight both of the teams will be ejected and cannot return. If a player is punched and retaliates but does not swing back, he will be required to sit out a series. If a player is punched and swings back, he will be ejected from the tournament. Each team is responsible for its fans, coaches, and players!
CELEBRATIONS
Celebrating with your teammates is encouraged. However, we will not tolerate taunting or directing celebrations toward the opposing team or fans. Keep it fun and keep it quick so as not to unnecessarily delay gameplay. If during a celebration your players pass the other teams hash, you will be penalized for taunting (15-yard dead ball penalty)
Circling or touching players from the opposite team will result in a double taunting penalty plus two (2) points being awarded to the non-offending team. A second infraction may result in ejection at the discretion of the Field Manager.
GENERAL
The offense will Start on the 40-yard line.
There will be a coin flip before each game for 1st possession on day one.
On day two (non-pool play games), the higher seed will choose which team gets the ball first.
Games are played with a 22-minute running clock. The clock will not stop at any point during the game unless called for by the official.
Teams will not have any timeouts.
The player is down when he is touched with one hand below the neck and above the ankle.
QB will have 4.0 seconds to throw. The four-second clock starts on the snap of the ball. Refs will whistle the play dead if the quarterback still has possession of the football after the four-second mark.
There will be no blitzing by the defense at any point during the game.
Running by the offense is not permitted at any time.
No pre-setting. The offense will always set the ball with the QB tee regardless of shotgun or under center.
There are NO untimed downs with the exception of the extra point if a team scores a touchdown or there is a penalty as the game clock expires.
The Refs and Field Managers can stop the clock to ensure the proper application of the rules outlined herein.
Ball Size
12U/14U= TDY (Youth)
15U/18U= High School Regulation
TEAMS, COACHES AND GAME MANAGERS
The maximum number of players on one team is twenty-four (24). Bands will not be issued for more than 24 players.
Players must remain on their sidelines during the game.
Players and coaches respect the teams that are playing. Do not warm up on their sidelines.
Please keep players on the sideline back during the game and clean up all trash after your game.
Maximum of four (4) coaches per team - only two coaches will receive free entry wristbands.
One Offensive Coach and no more than two players can be on the field (players must be on one knee) during play. The 1st time is a warning, and the 2nd-time delay of game will be assessed (which is a loss of down and a 5-yard penalty). Defensive coaches are not permitted to be on the field at any time.
Each game will have at least 2 referees and a Field Manager. When available, 15U and 18U games will have three refs. Coaches will be responsible for signing the final game score sheet after each contest.
The Referees and Field Managers will be in charge of maintaining order during the game and ensuring these rules are enforced properly. The head Official will be responsible for yelling the score to both teams as points are awarded.
Players are only permitted to play on one team within their age division, and they must be registered on the team's roster. All players must have a wristband to be eligible to compete. This will be monitored by Field Managers and tournament staff. Any players that are caught competing without a wristband or playing on multiple teams will be eliminated from the tournament and the team will forfeit their game. PLAYERS CANNOT PLAY ON MORE THAN ONE TEAM FOR THE ENTIRETY OF THE EVENT.
PLAYER ELIGIBILITY
Every participant will be required to check in at the registration table. Please arrive at least one hour before game time to allow time for the registration process.
Teams must have all players registered in Zorts in order to expedite the certification process. Teams/players that have not completed this process properly will be moved to the back of the registration line to allow the team who completed the process properly to check-in.
All players must meet the age requirements by division to participate in the event.  All players will be given wristbands during registration. Each player must leave their wristband on for the entirety of the event. If players lose their wristband, they must complete the certification check-in process again. There will be a $10 fee to replace a wristband. Any team caught using an ineligible player will be disqualified from the event along with that player.
GAME TIMES AND LATE POLICY
Each game will last 22 minutes.
Running clock with no timeouts.
Please arrive at least 30 mins before the scheduled game time (at least one hour before the first game to check in).
Teams must be onsite and ready to start on time. The game clock will start at the originally scheduled game time or the game time specified by the Event Director.  Five minutes late, 7 points will be awarded to the team that is present on time and they will possess the ball first. Ten minutes late, the team will forfeit the game.  A win by forfeit will result in a 7-0 final score. (Registration will not be a reason to hold up games. Game times are final and you must be at the field ready to compete by game time.)
The scoring team will be allowed an extra point attempt if a touchdown is scored and time runs out.
The head official will keep the time and will be located by the offensive huddle; The head official will blow the whistle to start the clock.
OFFENSE
The offense has three downs to gain a first down or it will result in a turnover on downs. The Offense will start on the 40 yard-line with the option of using either hash. The first downs will be at the 25-yard line and 10-yard lines. Once the 1st down is achieved inside the 10-yard line you will have three downs to score. There are no fourth downs.
Only the five skill positions are eligible to catch a pass. If using a center, he is ineligible to catch a pass.
After a score, the offense can go for
One (1) point at the 5-yard line
Two (2) points at the 10-yard line.
*The ball may be placed on either the hash or the middle.
There are no runs on any downs.
The 1ST player to receive the ball from the snap is considered the QB. All passes must cross the line of scrimmage.  The 2nd player to possess the ball is not allowed to throw the ball. The only laterals that will be allowed will be laterals that occur after the completion of a forward pass.
No blocking will be allowed - this will result in a 5-yard penalty from the previous line of scrimmage and a loss of down.
All fumbles beyond the line of scrimmage are dead where they lay. A muffed snap is not a fumble/dead ball. The 4.0 second count remains in effect on snaps.
The offensive team is responsible for retrieving and returning the ball to the previous spot or the new line of scrimmage.
All offensive formations must be legal sets. Receivers’ alignment should respect the tackle box.
All offensive substitutions must enter behind the offense.
SCORING
Six (6) points for a touchdown.
One (1) point for a PAT from the 5-yard line.
Two (2) points for a PAT from the 10-yard line.
Two (2) points for a defensive stop.
Three (3) points for interception (no run backs or “pick sixes” & the ball will be placed on the 40-yard line and possession will be awarded to the intercepting team).
Turnover on a PAT is a dead ball (including interception) and no points will be awarded.
If there is a defensive stop or an interception that occurs with no time on the clock, the defense will still be awarded two (2) points for the defensive stop or three (3) points for the interception.
Official scores will be kept by the head official on the field.
OFFENSE PENALTIES
False Start = Loss of Down
Delay of Game = Loss of Down
Each team will have 25 seconds to snap the ball once it has been marked ready for play by the official or a delay of game penalty will be assessed.
Offensive Pass Interference = 5-yard penalty and Loss of Down
If there is an offensive penalty at the 40-yard line, the Offensive team will just be penalized with a loss of down - the ball will remain at the 40-yard line.
The offensive team is responsible for retrieving and returning the ball to the previous spot or the new scrimmage spot. The clock does not stop and any delay by the offense in retrieving and returning the ball will result in a delay of game and a loss of down.
Dead ball penalties on the offense assessed after the play would result in a 15-yard penalty.
Back-to-back delay of game penalties will result in a change of possession and the defense will be given 2 points. The ball will be placed on the 40-yard line.
If the scoring team is assessed a dead ball penalty after a touchdown, they will forfeit their extra point opportunity.
Runs are not allowed at any time during the game. If a team runs the ball, the play will be blown dead immediately, and the offense will be assessed a loss of down. If it occurs on 3rd down the ball will be turned over to the other team.
DEFENSIVE PENALTIES
If a defensive player is off-sides, the play will be whistled dead, and a 5-yard penalty will be assessed.
Defensive pass interference = 10-yard penalty from the line of scrimmage and an automatic first down.
Defensive holding = 10-yard penalty from the line of scrimmage and an automatic first down.
If a defensive pass interference or holding occurs with the play starting inside the 10-yard line, it will result in half the distance to the goal and an automatic 1st down.
Defensive pass interference on an extra point is half the distance for the same number of points. Ex. Going for two (2) from the 10-yard line, pass interference occurs in the endzone – the ball is moved to the 5-yard line, and if converted offense is awarded two (2) pts.
Any dead ball penalty on the defense after a change of possession or touchdown will result in a loss of down for that team’s offense when they begin their ensuing possession.
Blitzes are not allowed at any time during the game. If a team blitzes, they will be assessed a 5-yard penalty, and the down will be replayed.
The responsibility to avoid contact is with the defense.
Dead Ball penalties on the defense assessed after the play would result in a 15-yard penalty or half the distance to the goal from the spot of the ball and an automatic first down.
A game can does not end on a defensive penalty.
Tackling or unnecessary roughness will be an unsportsmanlike penalty (No Warning). Resulting in a 15-yard Penalty and an automatic 1st down, and subject to an ejection of the player. Diving at the legs of an offensive player will be considered unnecessary roughness.
Punting the Ball will result in a personal foul, if on a change of possession, the penalty will result in a loss of down and the ball placed on the 40yd line.
TIEBREAKER/OVERTIME RULES
Any game that ends in a tie will result in Overtime.
The referee will select a team to call the coin toss in overtime, at his/her discretion.
The winner of the coin flip will select if they want to be 1st offense or defense.
The ball will be marked on the 10-yard line and NCAA overtime rules will apply. Each Team has three attempts at the end zone.
Only offensive scoring will count in overtime.
After the 1st overtime, both teams must go for two (2) points (spot ball @ 10-yard line) after a Touchdown. *If a game goes into a 2nd overtime, the team that gets the ball 2nd in the 1st overtime will receive the ball 1st in the 2nd overtime.  If there is a 3rd overtime, then the teams will switch again.
All regulation rules and penalties apply.
TOURNAMENT SEEDING
All teams will be seeded into the Day Two Tournament based on the win/loss record, head-to-head matchup, and points against the day before in pool play.
FIGHTING WILL NOT BE TOLERATED
If a player throws a punch, he is ejected immediately and cannot return to the tournament. If the team benches, clear and it results in a fight both of the teams will be ejected and cannot return. If a player is punched and retaliates but does not swing back, he will be required to sit out a series. If a player is punched and swings back, he will be ejected from the tournament. Each team is responsible for its fans, coaches, and players!
CELEBRATIONS
Celebrating with your teammates is encouraged. However, we will not tolerate taunting or directing celebrations toward the opposing team or fans. Keep it fun and keep it quick so as not to unnecessarily delay gameplay. If during a celebration your players pass the other teams hash, you will be penalized for taunting (15-yard dead ball penalty)
Circling or touching players from the opposite team will result in a double taunting penalty plus two (2) points being awarded to the non-offending team. A second infraction may result in ejection at the discretion of the Field Manager.
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