2020 Turkey Bowl (New England teams only)

Football (7v7) Tournament  -  December 12, 2020

 [Event is Over]
5v5 RULES & REGULATIONS
Game Set-up --------------------------------------------------------------------------2-3
Terminology-----------------------------------------------------------------------3-4
Equipment-----------------------------------------------------------------------4-5
Field-----------------------------------------------------------------------5
Timing and Overtime----------------------------------------------------------------6-7
Scoring-----------------------------------------------------------------------8  
Live Ball/Dead Ball-----------------------------------------------------------------9-10
Running-----------------------------------------------------------------------11-12
Passing-----------------------------------------------------------------------12
Receiving-----------------------------------------------------------------------13
Rushing the Passer-----------------------------------------------------------------13-15
Flag Pulling ------------------------------------------------------------------------15  
Formations --------------------------------------------------------------------------16  
Unsportsmanlike Conduct-----------------------------------------------------------17-18
Penalties-----------------------------------------------------------------------18-19
i. General ii. Spot Fouls iii. Defensive Penalties iv. Offensive Penalties
6U/4U Guidelines------------------------------------------20
FIGHTING/CELEBRATING GUIDELINES—-----------------------21-22
GAME SET-UP AND FLOW
1. At the start of each game, captains from both teams meet at midfield for the coin toss to
determine who starts with the ball. The visiting team calls the toss.  
2. The winner of the coin toss has the choice of offense or defense. The loser of the coin toss
has the choice of direction. There is no option to defer. Teams will automatically switch
sides of the field and the team that started the game with possession will begin the 2nd half
on defense.  
3. The offensive team takes possession of the ball at its 5-yard line and has four (4) downs
to cross midfield. Once a team crosses midfield, it has three (3) downs to score a
touchdown.
• If the offensive team fails to cross midfield after 3rd down and elect to "punt" on 4th
down, possession of the ball changes and the opposing team will start a new possession
from its own 5-yard line. If the offensive team goes for it on 4th down and does not cross
midfield, the opposing team will start a new possession from the spot where 4th down
ended.  
• Any time there is a ‘PUNT or PLAY decision on 4th or 3rd down, the referee WILL ask
the offense’s Head Coach to declare ‘Punt or Play’. The coach MUST make an immediate
decision or risk a delay of game penalty.  
• Teams may use a timeout to change the declaration of “Play” at any time prior to the
expiration of the play clock.  
• After crossing midfield, if the offense fails to score on 3rd down, the ball changes
possession and the new offensive team starts at its 5-yard line.
● THE SPOT IS WHERE THE FLAG IS PULLED NOT BALL.
For example: If a player reaches the ball into the endzone and flags are pulled
before the end zone it is not a touchdown it is down where the flag was pulled.  
TERMINOLOGY
● Boundary Lines- The outer lines marking the playing field's perimeter, including
sidelines and end zones.
●  Line of Scrimmage (LOS) -an imaginary line running through the point of the
football and across the width of the field.  
● Line-to-Gain- The yard line the offense must reach for a first down.  
● Rush Line- An imaginary line 7 yards from the line of scrimmage on the defense's
side.  
● Offense- The team with possession of the ball.  
● Defense- The team trying to stop the offense and regain possession.
●  Passer- Any offensive player who throws the ball, not just the quarterback.  
● Rusher- The defensive player who starts from the rush line and tries to pressure the
quarterback by either pulling flags or blocking passes.
●  Live Ball Refers to the period of time that the play is in action. Generally used in
regard to penalties.Live ball penalties are considered part of the play and must be
enforced before the down is considered complete.  
● Dead Ball- The time between plays when no action is occurring.  
● Whistle- Official's signal to stop play for timeouts, end of plays, or game periods.
● Inadvertent Whistle- An official’s whistle that is sounded in error.  
● Charging- When a ball-carrier illegally runs directly into a set defensive player. This
includes leading with the head or making contact with shoulder, forearm, or chest.  
● Flag Guarding- An illegal act when the ball-carrier tries to block defenders from
pulling their flags - whether by stiff-arming, dropping their elbow/head, or using the
ball itself as a shield.  
● Shovel Pass- A legal forward pass across the LOS (Underhand, backhand or by
pushing the ball forward).  
● Lateral- A backward or parallel toss of the ball by the ball-carrier.  
● Unsportsmanlike- Conduct Confrontational or offensive behavior or language
EQUIPMENT CHECKLIST
1. All players must wear official flag belts and flags need to be facing outward when placed
on the player. All players MUST wear mouth guards at all times while on the field.Game
balls should be age specific.  
2. Players must wear Cleats or shoes. (NO METAL CLEATS) cleats with exposed metal are
never allowed and must be removed.  
3. Players may tape their forearms, hands and fingers. Players may wear gloves, elbow
pads and knee pads. Braces with exposed metals are not allowed.
4. Players must remove all jewelry and hats. Headbands or winter beanies are allowed.  
5. Players may wear soft shell helmets, halos and sunglasses but they must be secured at all
times while on the field. Prescription glasses are permitted without a strap.
6. Players’ jerseys must be tucked into shorts or pants, if they hang below the belt line.  
7. We recommend players wear shorts or pants that do not have pockets or belt loops.
Games will not be delayed for a player to tape their pockets.  
8. Participants must bring their own mouth guards to the field. Extra belts and mouth
guards may be available for purchase.
9. league footballs will be provided if you need one. • Flag belts and flags cannot be the
same color as the player’s shorts or pants.
10. Earrings, nose rings, lips rings NOT ALLOWED!
11. If Hats, Glasses, anytype of SLEEVES ON BODY fall off during play they cannot be
placed back on the player for the duration of the game.  
12. ALL PLAYERS & COACHES CHECK IN 10-15 MINS BEFORE GAME TIME
WITH OFFICIAL.  
*SIZE OF FOOTBALLS PER DIVISION
4U-Peewee or a NFL Small ball
6U/8U-Peewee
10U-12U-JUNIOR
12U/14U-YOUTH SIZE
14+-OFFICIAL SIZE OR HIGH SCHOOL
FIELD DIMENSION & LAYOUT
* 25 yards wide × 70 yards long with 10-yard endzones
1. field layout will have a midfield line to gain for a first down. ‘No Run Zones’ are located
5 yards prior to midfield and 5 yards prior to the opponent’s endzone.  
2. Stepping on the boundary line is considered out of bounds.  
3. ‘No Run’ Zones are in place to prevent teams from conducting run plays. While in the
‘No Run’ Zones, teams cannot run the ball across the line of scrimmage. All plays must
result in a forward pass across the Line of Scrimmage.  
4. The referee will spot the ball in the middle of the field prior to the ‘Ready to Play’
whistle. The ball may NOT be closer than 10-yards to any sideline.  
TIMING & OVERTIME
1. Regular Season Games are played on a 48-minute continuous clock with 2 - 24-minute
halves, unless one team gains a 35-point advantage, which will end the game. Teams can
agree to continue without changing the score. The clock stops for halftime, injuries and at
the Officials’ discretion. TOURNAMENT PLAY: 2 – 12 min running clock halves
2. Halftime is 2 minutes. (1 MINUTE HALFTIME IN TOURNAMENT PLAY)
3. REGULAR SEASON PLAY: Once the ball is spotted, a team will have 40 seconds to
snap the ball. TOURNAMENT PLAY: A 25-second PLAY CLOCK will be used.  
4. REGULAR SEASON PLAY: Teams will have 1 - 60-second timeout per half. They do not
carry over. TOURNAMENT PLAY: Teams will have 3 – 30 second timeouts for the entire
game.
5. Officials will stop the clock for team timeouts, player injuries and at their discretion.  
6. If the score is tied at the end of regulation play, an overtime period will be used to
determine the winner. Overtime format is as follows:
• Home team calls the coin toss to determine the team that chooses to be on offense or
defense first.  
• If a second round of overtime must be played, the team that lost the coin toss will get to
choose offense or defense for the start of the second round of overtime. This process
continues with teams alternating the choice to be on offense or defense to start every round
of overtime.  
• The referee will determine which end of the field the entire overtime will be played.  
A. 1st OVERTIME: Each team will get one (1) play from the defense’s 5-yard line for one
point or the defense’s 10-yard line for two points. Each team has the choice to go for 1 or 2
points in the first OVERTIME PERIOD ONLY.  
• Example: Team A starts on offense and chooses to go for one point from the 5-yard line
and is successful. Team B is then on offense and can choose to either go for one point from
the 5-yard line to tie and force a second round of overtime or to go for two points from the
10-yard line for the win.  
• If the second team on offense in an overtime round fails to beat or match the team that
went first, the game is over.  
B. Starting with the 2nd overtime, both teams must attempt a 2 point conversion from the
10-yard line.  
C.3rd/4th OT will be a 1v1 with the QB that WAS PLAYING MAJORITY OF THE
GAME. They will declare if they want to use one side of the field and QB has 5 Secs to
release the ball.
D. Starting with the 5TH overtime, each team will get 1 play from the 5 yard line going out
from the endzone. The team with the most yards will be the winner. The team with the most
yards will be awarded 1 point added to their final score.  
E. The Final Score will be recorded to include all points scored in the Overtime periods. E.
All regulation period rules and penalties are in effect.
F. There are no timeouts in Overtime. Each team will be afforded one (1) ‘coaches
challenge’ for the entire overtime session. Challenge MUST be a misapplication of a rule,
NOT a judgement call by an official.  
G. Interceptions are returnable for a score in OT and are worth 2 points.
• Interceptions returned for a score in the first or second overtime period, the game is over.  
• Interceptions advanced in the third overtime period, the game is over
SCORING GUIDE
1. Touchdown: 6 points  
2. PAT (point after touchdown) 1 point (5-yard line) or 2 points (10-yard line)
• A 1 point extra point is pass only; 2 point extra point can be a run or pass.  
3. Interceptions returned for scores during a regulation scrimmage down are worth 6
points. 1 and 2 pt. extra point conversions or overtime interceptions returned are worth 2
points.
4. Safety: 2 points
• A safety occurs when the ball-carrier is declared down in his/her own end zone. Runners
can be called down when their flags are pulled by a defensive player, a flag falls out (THEY
NEED TO BE TOUCHED TO BE CONSIDERED DOWN), they step out of bounds, their
knee or ELBOW touches the ground, a fumble occurs in the end zone or if a snapped ball
lands in or beyond the end zone.  
5. A team that scores a touchdown must declare whether it wishes to attempt a 1-point
conversion (from the 5-yard line) or a 2-point conversion (from the 10-yard line). Any
change, once a decision is made to try for the extra point, requires a charged timeout. A
decision cannot be changed after a penalty.
6. REGULAR SEASON PLAY: When 1 team is winning by 35 points or more, the game is
over. TOURNAMENT PLAY: When 1 team is winning by 28 points or more, the game is
over.  
7. Forfeits will be scored 35-0 for the winning team. TOURNAMENT PLAY score will be
28-0.  
8. The coaches, officials and scorekeeper must verify the score sheet. If a coach does not
verify the score sheet before leaving the field, the scorekeeper will note on that score sheet
and the score will be FINAL.
LIVE BALL/DEAD BALL REGULATIONS
1. The ball is live at the snap of the ball and remains live until the official whistles the ball
dead.  
2. The official will indicate the neutral zone and line of scrimmage.
• It is an automatic dead ball foul if any player on defense or offense enters the neutral
zone. The game officials may give teams a “courtesy” neutral zone notification to allow
their players to move back behind the line of scrimmage.  
3. A player who gains possession of the ball in the air is considered in bounds, as long as the
first foot or a body part other than the hand, contacts the ground in the field, while
maintaining possession.
4. Substitutions may be made during any dead ball period.
5. The defense may not mimic the offensive team signals by trying to confuse the offensive
players, while the quarterback is calling out signals to start the play. Other unfair acts
would be; not returning five (5) eligible players to the field of play after halftime, a team or
officials' time  
6. out prior to the ‘Ready to Play’ signal by the referee. This will result in an
unsportsmanlike conduct penalty on the Head Coach.
7. Any official can whistle the play dead.  
8. Play is ruled “dead” when:
a. The ball hits the ground.
• If the ball hits the ground as a result of a snap, backwards pitch or lateral, the ball will be
placed where the ball hit the ground.  
b. The ball-carrier’s flag is pulled.
c. The ball-carrier steps out of bounds.  
d. A touchdown, PAT or safety is scored.  
e. The ball-carrier’s knee, shin, leg, forearm or arm hits the ground. (NOT THE HAND
STILL LIVE PLAY)
f. The ball-carrier’s flag falls out. (NEEDS TO BE TOUCHED TO BE DOWN)
g. The receiver catches the ball while in possession of 1 or 0 flag(s) NEEDS TO BE
TOUCHED TO BE DOWN.
h. The 7 second pass clock expires.
i. Inadvertent whistle
j. Ball-carriers leave their feet to dive, jump or hurdle a player. (Exception: A PLAYER
CAN DIVE TO CATCH A PASS OR PULL A FLAG)  
NOTE: Fumbles / loss of possession: Ground contact must be made for the play to be dead
at that spot. A fumble is loss of possession by a player, resulting in the ball contacting the
ground.  
8. If an inadvertent whistle occurs, the team in possession has two options:  
• Take the ball where the whistle blew and the down will count
• Replay the down from the original line of scrimmage  
If an IW occurs on the last play of the half or game, the offense will be awarded one
untimed down and given those two options.  
9. A team is allowed to use a timeout to question an official’s rule interpretation. If the
official’s ruling is correct, the team will be charged a timeout. If the rule is interpreted
incorrectly, the timeout will not be charged and the proper ruling will be enforced.  
RUNNING GAME
1. The ball is spotted where the ball is when the flag is pulled. ********
2. The quarterback cannot directly run with the ball across the Line of Scrimmage. The
quarterback is the offensive player who receives the snap under center directly or in
shotgun formation.  
3. Direct handoffs, pitches, and laterals are permitted behind the line of scrimmage only. If
this takes place, after the ball carrier crosses the line of scrimmage, the play is to be blown
dead by the official. The ball shall be placed at the spot possession was lost for the next
play.
• “Center sneak” play is NOT allowed. The QB may NOT handoff, pitch or lateral the ball
first to the center.
• Any player who receives a handoff, backward pass, pitch or lateral can throw the ball
from behind the line of scrimmage.  
• Once the ball has been handed off, in front, behind or to the side of the quarterback, or a
backward pass, pitch or lateral has occurred, the 7-second passing clock is eliminated and
all defensive players are eligible to rush.  
4. Teams are not allowed to run in the ‘NO RUN ZONES’ - (Reminder: Each offensive
team approaches only TWO no-run zones in each drive – one 5 yards from midfield to gain
the first down and one 5 yards from the goal line to score a TD).
***NOTE: 4u DOES NOT HAVE ANY NO RUN ZONES
5. Runners are not permitted to jump, leap or hurdle, in the officials' judgement, while
advancing the ball. The play is to be blown dead and the ball spotted where the jump, leap
or hurdle occurred.  
6. Ball carriers may leave their feet and the play will continue for spinning, jump cuts,
QB’s passing or if there is a clear indication that he/she has done so to avoid a collision with
another player. The play will continue without stoppage. However, if while leaving the
ground, illegal contact is made, a penalty may be enforced by the official.
7. No blocking or “screening” is allowed at any time.
8. Offensive players in close proximity of the ball carrier must stop their motion once the
ball has crossed the line of scrimmage. No running with the ball carrier.  
9. Flag obstruction – All jerseys MUST be tucked in before play begins. The flags must be
on the player’s hips and free from obstruction. Deliberately obstructed flags will be
considered flag guarding.  
10. Once the ball is advanced beyond the LOS, the current ball carrier is the only player
allowed to have possession of the ball until the play is dead
PASSING
1. Only 1 forward pass, thrown from behind the line of scrimmage, is permitted each
offensive play. The ball must be released prior to crossing the line of scrimmage. There can
be unlimited backward passes behind the line of scrimmage.  
• Passes may be thrown backwards behind the line of scrimmage.
• There is no intentional grounding. The quarterback may throw the ball anywhere across
the line of scrimmage to avoid a sack.  
• All forward passes that do not cross the line of scrimmage are illegal forward passes,
unless touched by a defender. All forward passes must go beyond the line of scrimmage.
2. Shovel passes are allowed and must be a forward pass, from behind the line of
scrimmage, and received beyond the line of scrimmage.  
3. The quarterback has a 7 second “pass clock.” If a pass is not thrown within 7 seconds,
the play is dead, the down counts and the ball is returned to the line of scrimmage.  
Once the ball is handed off, pitched or lateraled behind the line of scrimmage, the 7 second
rule is no longer in effect.  
• If the QB is standing in the end zone at the end of the 7 second clock, the ball is returned
to the line of scrimmage (LOS). ****
• If the quarterback throws the ball and then catches it, the play is dead and treated like an
incomplete pass.  
RECEIVING
1. All players are eligible to receive passes (including the quarterback if the ball has been
handed off, pitched or lateraled behind the line of scrimmage).
2. A player must have at least one foot or other body part in bounds, contacting the ground
first with possession.  
3. In the case of simultaneous possession by both an offensive and defensive
player,possession is awarded to the offense.
4. Interceptions are returnable. If returned for a score during regular game play, the score
will be worth six points, two points if returned during conversions and/or overtime.
5. If a Receivers flag is pulled before he/she has possession they will need to be touched to
be declared down.
RUSHING THE PASSER
1. All players who rush the passer must be a minimum of 7 yards from the line of
scrimmage when the ball is snapped. Up to FIVE (5) players can rush the quarterback.
Rushers MUST identify themselves by raising their hand before the snap. Rushers MUST
rush the passer immediately after the snap. Delayed rush is ALLOWED. Players not
rushing the quarterback can defend the line of scrimmage. REGULAR SEASON LEAGUE
PLAY - 6U,4U  Defenders may not rush the passer.  
2. Once the ball is handed off, pitched or lateraled backwards behind the line of  
scrimmage, all defenders may cross the line of scrimmage to defend and pull the flag.  
3. A special marker, or the referee, will designate a rush line 7 yards from the line of
scrimmage. Defensive players should verify they are in the correct position with the official
on every play. A legal rush is:
• Any rush by ANY designated rushers, 7 yards from the line of scrimmage.
• A rush from anywhere on the field AFTER the ball has been handed off, pitched or
thrown backwards by the player receiving the snap.  
A penalty may be called if:  
• The rusher leaves the rush line before the snap and crosses the line of scrimmage before a
handoff, pitch, lateral or pass – Illegal rush (5-yards from the line of scrimmage and first
down).  
• Any defensive player crosses the line of scrimmage before the ball is snapped –
Encroachment (5-yards from line of scrimmage and first down).  
• Any defensive player not lined up at the rush line crosses the line of scrimmage before the
ball is passed, pitched, lateralled or handed off – Illegal rush (5-yards from the line of
scrimmage and first down).  
• If the offense draws the identified rusher(s) across the 7 yard marker prior to the snap of
the ball, the rusher(s) CANNOT legally rush. Jumping the rush is not a penalty until the
rusher crosses the line of scrimmage prior to a handoff, pitch, lateral or forward pass.
Teams are never required to rush the quarterback with the 7 second clock in effect  
4. Players rushing the quarterback may attempt to block a pass; however, contact to the
QB, unless ruled incidental by the official, would result in a roughing the passer penalty.
5. The offense cannot impede the rusher in any way. The rusher has the right to a clear
path to the quarterback, regardless of where they line up prior to the snap. The PATH is
set pre-snap from the rusher or rushers directly to the QB. PATH does not move once the
quarterback moves. If the “path or line” is occupied by a moving offensive player, then it is
the offense’s responsibility to avoid the rusher. Any disruption to the rusher’s path and/or
contact will result in an ‘Impeding the Rusher’ penalty. If the offensive player does not
move after the snap, then it is the rusher(s) responsibility to go around the offensive player
and avoid contact.
6. A sack occurs if the quarterback’s flags are pulled behind the line of scrimmage. The
ball will be spotted where possession of the ball is when the flag is pulled.
• A 2-point Safety is awarded if a flag pull takes place in the offensive team’s end zone
FLAG PULLING
1. A legal flag pull takes place when the ball-carrier is in full possession of the ball.
2. Defenders can dive to pull flags but cannot tackle, hold or run through the ball carrier
when pulling flags.  
3. It is illegal to attempt to strip or pull the ball from the ball carrier’s possession at any
time.  
4. If a player's flag inadvertently falls off during a play while that player has possession,
the player NEED TO BE TOUCHED BY THE DEFENDER TO BE CONSIDERED
DOWN. The ball is placed where the PLAYER IS TOUCHED.  
5. If a player who has one or no flags on their belt takes possession of the ball, NEEDS TO
BE TOUCHED BY THE DEFENDING TEAM TO BE CALLED DOWN.
6. A defensive player may not intentionally pull the flag(s) off a player who is not in
possession of the ball.  
7. Flag guarding is an attempt by the ball carrier to obstruct the defender’s access to the
flags by stiff arming, dropping the head, hand, ball, arm or shoulder or intentionally
covering the flags with the football jersey
FORMATIONS
1. Offenses must have a minimum of one player on the line of scrimmage (the center) and
up to four players on the line of scrimmage. The quarterback must be off the line of
scrimmage.  
2. Movement simulating the snap, by a player who is set, is considered a false start.  
3. The center must snap the ball with a rapid and continuous motion between his/her legs
to a player in the backfield, and the ball must completely leave his/her hands.  
**Only one player is allowed in motion when the ball is snapped. The player MUST be in
motion, off the line of scrimmage. All motion must be parallel or backwards to the line of
scrimmage when the ball is snapped.
**Players may shift positions on offense at any time, all players must still reset for 1
second, prior to the snap.


Practices are mandatory and at coach’s discretion for playing time. If practices are not being held that’s a different story, but if practices are being held it’s each athlete and parents duty to attend practices. This will either help them or hurt them depending on their accountability.
UNSPORTSMANLIKE CONDUCT
1. If the field monitor or referee witnesses any acts of intentional tackling, elbowing, cheap
shots, blocking or any unsportsmanlike act, the game will be stopped and the player will be
ejected from the game. The decision is made at the referee's discretion. No appeals will be
considered. INTENTIONAL PHYSICAL PLAY WILL NOT BE PERMITTED!
2. Offensive or confrontational language is NOT allowed. Officials have the right to
determine offensive language. If offensive or confrontational language occurs, the officials
will determine if a warning or immediate ejection is warranted.
3. Players or Coaches may not physically or verbally abuse any opponent, coach or official.
4. Ball-carriers MUST make an effort to avoid defenders with an established position.
5. Defenders must give free releases off the line of scrimmage to offensive players and are
not allowed to run through the ball carrier when pulling flags. Offensive players may NOT
initiate contact at the line of scrimmage with defenders.
6. Fans must also adhere to good sportsmanship as well:  
• Yell to cheer on your players, not to harass officials or other teams.  
• Comments must be clean and profanity free.  
• Compliment ALL players, not just one child or team.  
● COACHES, PLAYERS, FANS WILL BE GIVEN A 2 STRIKE RULE IF THEY
VIOLATE AND HAVE EARNED ALL STRIKES THEY WILL NOT COMPETE
IN THE PLAYOFFS AND HEAD COACH WILL BE SUSPENDED.
● IF THEY ALREADY HAD BOTH STRIKES AND WANT TO CONTINUE THE
POOR BEHAVIOR THE OFFENDER WILL BE REMOVED AND BANNED
FROM THE LEAGUE. 7 POINTS WILL BE AWARDED TO THE OTHER TEAM
ALONG WITH UNSPORTSMANLIKE PENALTY.
● IF THE SAME TEAM CONTINUES WITH THE BEHAVIOR THE TEAM WILL
FORFEIT THE SEASON.  
1. Fans are required to keep fields safe and kids friendly and adhere to league requirements
for seating:  
• Parents, younger kids and equipment such as coolers, chairs and tents a minimum of 10
yards off the field in the end zone area.
• Stay in the end zone area, not between fields.  
• Dispose of ALL trash in designated trash cans.  
1. Unsportsmanlike conduct penalties:  
• Defense + 10 yards from line of scrimmage and automatic first down  
• Offense - 10 yards from line of scrimmage and loss of down  
• Two (2) unsportsmanlike penalties on any player or coach in a game result in a
disqualification and may lead to additional discipline.
PENALTIES  
1. The referee will administer all penalties.  
2. The officials will determine incidental contact that may result from the normal run of
play.  
3. All penalties will be assessed from the line of scrimmage, except as noted. (Spot fouls)  
4. Only the team captain or head coach may ask the referee questions about rule
clarification and interpretations. Players may not question calls.  
5. Games or halves may not end on a defensive penalty unless the offense declines it.
6. Penalties are assessed live ball then dead ball. Live ball penalties must be assessed before
play is considered complete.  
7. Penalties will be assessed half the distance to the goal yardage when the penalty yardage
is more than half the distance to the goal.  
8. Spot fouls administered in the end zone: Defensive (Ball on one-yard line, first down) /
Offensive (Safety)
DEFENSIVE SPOT FOULS
● Defensive pass interference Automatic first down
●  Holding/Illegal Contact +5 yards and automatic first down
●  Stripping +5 yards and automatic first down
OFFENSIVE SPOT FOULS
● Screening or blocking -5 yards and loss of down  
● Charging -5 yards and loss of down  
● Holding/Illegal Contact -5 yards and loss of down
●  Flag guarding -5 yards and loss of down
DEFENSIVE PENALTIES
● Defensive unnecessary roughness +10 yards and automatic first down  
● Defensive unsportsmanlike conduct +10 yards and automatic first down  
● Offside / illegal substitution +5 yards from line of scrimmage and automatic first
down  
● Illegal rush (Starting rush from inside 7-yard marker) +5 yards from line of
scrimmage and automatic first down
●  Illegal flag pull (Before the receiver has the ball) +5 yards from line of scrimmage
and automatic first down  
● Roughing the passer +5 yards from line of scrimmage and automatic first down  
● Taunting +10 yards from line of scrimmage and automatic first down
OFFENSIVE PENALTIES
● Offensive unnecessary roughness -10 yards and loss of down
●  Offensive unsportsmanlike conduct -10 yards and loss of down
● Offside / false start / illegal substitution -5 yards from line of scrimmage and loss of
down
●  Illegal forward pass (Any pass received or lands behind the line of scrimmage or
throwing a pass after crossing the line of scrimmage) -5 yards from line of
scrimmage and loss of down  
● Offensive pass interference -5 yards from line of scrimmage and loss of down  
● Illegal motion (More than one person moving) -5 yards from line of scrimmage and
loss of down  
● Delay of game -5 yards from line of scrimmage and loss of down
●  Impeding the rusher -5 yards from line of scrimmage and loss of down  
● Taunting -10 yards from line of scrimmage and loss of down
●  Illegal Procedure -5 yards from line of scrimmage and loss of down
● Calling timeout without having any left -10 yard penalty and Loss of Down  
6U GUIDELINES
● NO RUSHING  
● 7 SEC CLOCK
● THERE IS NO RUN ZONES HAVE TO PASS
● 4 DOWNS TO THE 1ST DOWN WHICH IS HALF THE FIELD 3 DOWNS TO
THE END ZONE
● EXTRA POINT RULES ARE THE SAME
● OT SAME RULES
4U GUIDELINES
• 'No Run' zones are eliminated. Teams may run the ball anywhere on the field.
• Defenders may NOT rush the passer unless there is a legal handoff executed in the
backfield.  
• One Coach for each team is permitted on the field pre and post snap to help their players,
but post snap at a safe distance to plays completion.
• If the ball falls to, or touches the ground during the initial center to quarterback
exchange, the play is ruled a 'Do Over' with no loss of down, once per down. On a second
consecutive occurrence, the down is consumed.  
• Defenders MUST line up at least THREE yards from the line of scrimmage prior to the
snap. If the ball is spotted on or inside the 5-yard line, the distance is reduced to three (1)
yards.
FIGHTING WILL NOT BE TOLERATED
● If a player/COACH throws a punch, he is ejected immediately and cannot return for the
current and next game. If a coach starts a fight they will forfeit their coach position for
the year and if wanting to challenge the decision the coach will need to rebuttal with a
formal appeal. If the team benches clear and it results in a fight both of the teams will be
ejected and cannot return and will forfeit the season. IF A PLAYER WHO IS PUNCHED
& RETALIATES BUT DOES NOT SWING BACK, WILL BE REQUIRED TO SIT
OUT A SERIES. IF A PLAYER IS PUNCHED AND SWINGS BACK, HE WILL BE
EJECTED FOR THE GAME. Each team is responsible for their fans, coaches and
players!
A ADULT WHO IS IN A PHYSICAL ALTERCATION WILL BE BANNED FROM ALL
ROSWELL PARKS AND WILL ADHERE A APPEAL THROUGH THE CITY OFFICIALS
TO BE REINSTATED.
Celebrations
We encourage celebrations. However, we do not tolerate taunting. Keep it fun and keep it
quick so as not to unnecessarily delay game play. If during a celebration your players pass
the other team's hash, you will be penalized for taunting.
BALLHEAD NOTE: Circling or touching players from the opposite team will result in a
taunting penalty. Second infarction may result in ejection at the discretion of the Field
General.
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