2014 Southern Missouri Pro Buzzball League Definitions, Rules and Regulations

Definitions

Buzzball: Buzzball is the term we use for electric football. The original game of electric football is still around and being played all over the country. Buzzball is a higher end version of the game of electric football. The figures are more detailed. The games are nicer and quieter.

TTQB: The triple threat is the plastic player (typically white or yellow) that throws and kicks the football.

Player: The plastic football player painted and detailed in the specific team.

Base: Every player must have a base on them. A base is a plastic platform that slides onto each player and has the prongs under it so that they players can move correctly on the game boards.

TTC Base: Total team control bases (and we use the word total lightly) are bases with a dial in them that allows you to turn the dial to make players run to the left, right, sit in a zone or run straight. TTC bases are typically stronger than rookie bases and not as fast.

Rookie Base: A rookie base does not have a dial and typically is set up to do one task. It will either run straight or turn depending on how it's set up. Rookie bases are slightly smaller and typically faster than TTC bases. They are typically not as strong as TTC bases.

Base Length/Width: Because of the various sizes of game boards we do not typically measure in yards. When describing distances we typically use terms like base length and base width. This is the distance of the length of a plastic base or the width of a plastic base.

Set: How a coach informs the opposing coach that his formation is set and he will not change anything else prior to audibles.

Audible: After both the offense and defense are set the offense has the option to audible up to (2) players. An audible is simply pivoting a player and/or turning the dial on its base. Offensive linemen are the only five players that cannot be adjusted in an audible.

Ping: Slang for hitting a receiver (or defender) with the ball. “Ping that dude!” “I pinged him.”

Looper: Slang term for a blitzing linebacker or defensive end that “loops” into the offensice backfield. Rules and Regulations

Coin toss: Each game will begin with a coin toss. The away team calls either heads or tails before the coin is tossed. The winner of the coin toss can either: kick, receive or defend a particular endzone. The team that receives the opening kickoff will kickoff to the opposing team after halftime. Teams will also switch which endzone they defend for the second half of the game. Length of games: Each game will consist of four quarters and an overtime quarter if needed. Each quarter is (8) plays in length and each team is given (3) timeouts per half. Overtime: If at the end the game the score is tied we will go into an overtime period. The away team calls either heads or tails before the coin is tossed. The winner of the coin toss can either: kick, receive or defend a particular endzone. The opposing team then chooses which endzone they will defend. The first team to score in overtime is the winner. If time is an issue the overtime will consist of one or two plays from the (50) yard line. The team with the most points or yards at the end of that overtime period will be the winner.

Timeouts: Each team is granted (3) timeouts per half. Timeouts cannot be carried over to the second half. A timeout adds an additional play to the half. Each half has (16) plays in it but if each coach uses all three of their timeouts there can be as many as (22) plays in a half. A coach cannot complete the final play and then decide to call a timeout.

Kickoffs: When a kickoff occurs the kicking team lines up on their (30) yard line and the return team lines up on their (50) yard line and behind. The return team places their return man in the center of the field at the goal line during setup. Once all players are set on both the kickoff and return team the kicking team can move the return man anywhere on the goal line between the yard numbers on the field. The return man is replaced with a referee or ball marker. The game is turned on for (4) seconds to simulate hang time. Once the (4) seconds has expired the return team can either return the kick by putting the SAME RETURN MAN back where the kicking team placed the marker OR take a knee and take the ball at the 20 yard line. If the return team opts to return the kick only the return man can be pivoted (no blockers). Once the return man is set up and pivoted then the non engaged defenders (players whose bases are not touching the base of an opposing player) can be pivoted to make the tackle. The game is then turned on until the return man is tackled (any base touch), runs out of bounds or loses forward progress. Punts: If the game is in the first, second or third quarter and you have not crossed the fifty yard line then you must on fourth down unless you are trailing by more than 14 points. If you have crossed the fifty yard line and it is fourth and two or less you can go for it. If it is fourth down and more then two and you are across the fifty yard line you must either attempt a field goal (if you are 46 yards or closer) or punt unless you are in the fourth quarter and trailing in score. If you are in the fourth quarter and you are trailing in score you do not have to punt on fourth down. A punt can be either (40) or (45) yards and the choice is up to the offense. You must pick one of the distances and it CANNOT be a distance between 40 and 45 yards. There are not returns on a punt. If the offense is within forty yards from the endzone and they elect to punt it is a and the opposing team takes over on the twenty yard line.

Tackling: On a passing play a player is tackled when the base of an opposing player touches the base of the ball carrier. If the ball carrier runs into the back of a defender it is a tackle. If the offense sets up for a run and hands off to a the defense must tackle the running back with the front of their base (either front or front corners) for it to be a tackle. Quarterback keeper plays and pass plays are any base tackles.

Set-up Clock (Not Used but you should be set up within this time period): In order to keep the games moving on schedule we will enforce a set-up clock at all league gatherings. Once all players are separated from each other the defense starts the clock and the offense will have (60) seconds to set up and say “SET.” Once the offense says "set" they cannot touch their players until it is time for audible's. When the offense says, “SET” then the offensive coach starts a (30) second clock for the defense once the (60) second clock has expired. The defense then has (30) seconds to finish setting up their players. The offense must say “set” BEFORE the (60) seconds has expired. Failure to set up in time will result in a (5) yard penalty. On the defensive side of the ball once the (30) second clock expires hands are lifted from the board. Any players laying down or further than the allowed (30) yards behind the LOS are removed from the field for that play unless the defense uses a time out. If the defense calls a timeout (30) seconds are taken off the clock and the offense can adjust their play along with the defense. There will not be a setup clock on kickoffs, the first play after the kickoff, the first play after a change of possession or after a timeout is called.

Field Goals: Field goals can be attempted on any down as long as the line of scrimmage is (47) yards or closer to the endzone. No field goals can exceed (64) yards. In the event of a field goal attempt the offense sets up only the kicker placed (7) yards behind the line of scrimmage (front of the kickers base). If the kick is missed then the defense takes over at the spot of the kick.

On-Side Kick: If a team scores and they are still losing they may attempt an on-side kick. The team kicking must call out on-side kick before the teams are setup. Both squads are set up on the same yard lines as a normal kickoff (30 & 50). The TTQB is placed on the board (the TTQB is the eleventh man) and the kick is attempted. The ball must go at least (10) yards and not further than (30) yards before it is considered a live ball. If the ball goes at least (10) yards and does not touch a player all players are pivoted toward the ball and the game is turned on for (4) seconds. The ball is recovered by the first player to touch the ball (any part of the base). Once the ball is recovered the ball it is down at that point. If the kicked ball hits a player on the receiving team that player has the ball and pivots occur just like a normal kickoff return and that player can advance the kickoff. If no one touches the ball after the (4) seconds have expired it is the receiving team's ball at the spot where the ball is. If the football does not go (10) yards it is the receiving team's ball on their opponents (40) yard line. Only one kick will be attempted. OFFENSE Passing: If a coach is planning a pass play after the final audibles are made the offensive coach must state PASS. The quarterback's base must be set to either spin in circles (in the pocket), put on a stand-still base, rollout away from or parallel to the line of scrimmage or the QB can run forward but the game must be shut off before he touches the O-linemen. The quarterback must keep the ball if the coach states PASS and the quarterback is running forward and touches the linemen's base. If a coach sets his offense for a pass play and all of the receivers are engaged by the opposite team, or run out of bounds when the game is shut off AND the quarterback is within the hash marks than there are two options. The quarterback can keep the ball and run (bases cannot be altered or pivoted by the offense or defense) or take a coverage sack. In the event of a coverage sack the new line of scrimmage is at the location of the quarterback when the game was shut off. If the entire base of the quarterback is outside the hash marks when the game is originally shut off than the quarterback can “throw it away” and the next play continues at the original line of scrimmage. If a coach sets up his offense for a pass play he turns the game on until a receiver gets open. Once the game is stopped the TTQB replaces the existing quarterback and a pass is attempted. For a receiver to “catch” the pass the football must hit the receiver (any part of the body or the base) on the fly without bouncing. If the pass is complete the TTQB is replaced with the quarterback and the quarterback can be used to block if the receiver is behind the line of scrimmage. Any defensive players not engaged by the opposing team can be pivoted to make a tackle. No offensive players can be pivoted on a TTQB pass unless the receiver is behind the LOS (the receiver must still be in front of the quarterback even if he is behind the LOS). If the receiver is behind the LOS both the receiver and up to (2) unengaged blockers can be pivoted if the pass is completed. If the receiver is over the LOS no offensive players can be pivoted. Before any players are pivoted the coach must mark the location of the player(s) with a ref or a marker. If the distance from the quarterback to the receiver is (5) yards or less it is considered a shovel pass and the coach does not have to use the TTQB. In the event of a shovel pass there cannot be any player between the quarterback and the intended receiver; there must be a clear lane and players can be pivoted and unengaged defenders can still be pivoted to make the tackle).

Rushing: If a coach is planning a running play than after the final defender is placed on the board and the final audibles are made the offensive coach must say RUN. The offense can either inform the defense who the ball carrier is or the game is turned on until the quarterback's base touches the linemen's base and then turned off immediately. Once the quarterback's base touches the linemen and the game is shut off the quarterback can either keep the ball or pitch to a running back that is within (2) base lengths or less from the quarterback and behind him. If a player is between the quarterback and running back a pitch cannot be made. Players cannot be adjusted or pivoted on a running play. If the game is turned on and a runner is not designated and the quarterback is “pushing” the offensive linemen then it is considered a . If it is a running play and when the game is shut off there is no one to pitch to the quarterback must keep the ball. If he is set to stay in the pocket and there is no one to pitch to it is a sack. On a running play the game remains on until the ball carrier is tackled, runs out of bounds or loses forward progress. A player that is not in the backfield cannot be given a direct snap and start with the ball. Players in the backfield must follow the following rules. Running backs must be at least 10 yards off of the line of scrimmage (front of the base at least 10 yards off the LOS). As long as the first back is 10 yards off the LOS the second running back can be touching the back of his base. If a running back lines up in the “I” formation behind the quarterback and the quarterback is not 10 yards from the LOS then that running back must be a base length away from the quarterback. The offense can only pitch to a player that is within (2) base lengths from the quarterback and behind him. Receiving: In order for a receiver to “catch” a pass the ball must hit the receiver anywhere on his body or base. The ball must hit the receiver on the fly. The ball is “caught” by the first nonengaged player that the ball touches. A reception cannot be made by a player whose base is engaged by an opposing player. Once the receiver catches the pass then the defensive players that are not engaged by the opposing team can be pivoted to make the tackle. The only way a receiver can be pivoted is if he is behind the line of scrimmage. If the receiver is touching the line of scrimmage or over it he cannot be pivoted.

Offensive line: There needs to be a minimum of one yard space between the five offensive linemen. The one yard spacing is measured from the furthest part of the player that extends out to each side. If the player does not have any body parts that extend beyond the width of a base (Buzzball OL & CVR) than the (1) yard is measured from the sides of the bases. If the player has body parts that extend beyond the width of the base (Tudor blockers and d-backs) than the one yard is measured from the furthest body part of the player to the next player. The spacing between the offensive line must be the same between all the linemen. Linemen can be placed on the line to run backwards (for pulling guards and tackles) but they cannot be moved in an audible.

Extra Point: Once the offense scores a the team can either go for a two point conversion (see conversions) or kick the extra point. If they opt to kick the extra point the kicker lines up at the (10) yard line and kicks an uncontested extra point.

Two point conversions: Once a touchdown is scored the offense can void their chance to kick an extra point and go for a two-point conversion. When going for “two” the offense lines up at the (5) yard line in an offensive formation. The ball carrier must break the end zone line for the conversion to be successful.

FORMATIONS Offensive formations: The offense can be set in any formation the offensive coach wants as long as the following requirements are met: - There needs to be (7) men on the line of scrimmage. - The receivers “in the slot” can be no more then a base length off of the line of scrimmage. - The quarterback is the only player that can be placed directly behind the center (no base length rule). - The quarterback must be inline with the center with no players between him and the center. - The running back(s) needs to be (10) yards off of the line of scrimmage, no further than (20) yards from the line of scrimmage and not in the shade of another player in the backfield. - If there are (2) running backs in the backfield they CAN be stacked as long as the first back is (10) yards off of the line of scrimmage. - All players in the backfield must be within the tackles or else they are considered a receiver and then they cannot be more then a base length off the line of scrimmage.

Audible's: An offensive coach can call an audible on any down. Once the final defender is set the offense says, “audible.” The offense can pivot up to two players as long as they are not one of the five offensive linemen. The defense has an equal number of pivots as the offense (see chart below). The defense can pivot any of their (11) players. Once the offense is set then the defense sets and the game is turned on. Two audibles cannot be called on the same play. You can turn your dials on an audible.

Audible chart

OFFENSE DEFENSE

Pivot none Pivot none Pivot one Pivot one Pivot two Pivot two DEFENSE

Defensive line: The defensive line must have a minimum of one yard between the bases and line up a yard off of the line of scrimmage.

Interceptions: An interception occurs if a non-engaged defender is the first player hit with the ball on a TTQB pass. A player cannot intercept a pass if their base is engaged by a player on the opposing team. If an interception occurs then all non engaged players can be pivoted EXCEPT THE INTENDED RECEIVER. The intended receiver cannot be pivoted if an interception is thrown. He can still make the tackle but cannot be pivoted to do so. All other non engaged players on the offense can be pivoted to make the tackle on the player who intercepted the ball. All non engaged defenders can be pivoted to block for the player that intercepted the ball. The game is then turned on until the ball carrier scores, runs out of bounds, gets tackled or loses forward progress.

Sacks: If the quarterback is set to pass and tackled behind the line of scrimmage for a loss of yards it is considered a sack. Or if the coach turns the game off and all eligible receivers are either out of bounds or engaged by the opposing team (bases only not hands) and the quarterback is not out of the pocket it is considered a coverage sack. The new line of scrimmage is the location of the QB when he was sacked. The quarterback can drop back up to (25) yards from the line of scrimmage. If he crosses the line it is a sack and the closest defender gets credit. He can touch the (25) yard mark but cannot cross it.

Safeties: If the ball carrier is tackled or runs out of bounds in their own endzone then it is a safety. In the event of a safety the defensive team receives (2) points and the ball back. The kickoff after a safety is the same formation as a regular kickoff. An cannot be attempted on a kickoff after a safety.

Defensive formations: The defense can set up in any formation as long as the following requirements are met: - Defensive backs can “jamb” the receivers at the line of scrimmage but their hands need to be a minimum of (1) yard off the line of scrimmage. - Defensive backs can run backwards for pass coverage or as a prevent defense. - TTC bases can be set to spin in circles for zone defense. - Once the offense completes a pass the bases can then be turned to make the tackle as long as the players are not engaged by the opposing team. - Players cannot be “stacked” behind the linemen. There must be a base length gap between the back of the linemen's base and the front of the linebackers' base. - Defensive players cannot be set up more than (30) yards behind the line of scrimmage.

Miscellaneous rules: This is a list of rules that do not fall under a particular category, but are important in the game. 1. The game can only be turned off once before a decision is made of what to do by the offense. 2. If a player falls down he is to remain down until the end of the play and he is ineligible on offense and he cannot make the tackle if he is on defense. 3. A player cannot down the ball if he is moving forward; he must be tackled, run out of bounds or be losing forward progress before the ball is downed.

PENALTIES & TIEBREAKER RULES

Off sides: Once the offense and defense says, “set” and a defensive player is over the line of scrimmage it is brought to the defensive coaches attention and the play is ran. If the defense is off sides the offense gets a free play and they can decide to take the (5) yard penalty or take the yardage from the play. If the offense is off sides when the offensive coach says, "set" then you back the offense up (5) yards from the line of scrimmage and run the play. It is not a loss of down.

Delay of Game: (Not used) When the offense is still setting up and the play clock has expired. This is a five yard penalty and repeat the down.

Illegal Touch: If during your pass attempt the ball is "caught" by an unengaged offensive linemen (an ineligible receiver) it is a (5) yard penalty and a loss of down.

Too many men on the field: There are to be (11) players on each side of the ball at all times. Any team with more then (11) players on the field will be penalized (5) yards from the original line of scrimmage. Not a loss of down.

Unsportsmanlike conduct: Poor behavior and excessive trash talking will NOT be tolerated. Throwing of players, taunting opponents and continuous complaining about referee calls will result in a (15) yard penalty for each infraction. Three infractions in one game result in a forfeited loss. Six infractions in a season will result in being eliminated from the league WITHOUT A REFUND. (This has NEVER happened).

False Start: If after both teams are set and during the audible time a coach drops a player on the board causing players to move and disrupt the play then a false start penalty will be called. It is a loss of (5) yards and replay the down.

Tie-Breaker Rules: In the event that two teams finish their regular season with the same record the following tie-breaker rules will apply:

1) If the two teams played each other in the regular season and both teams finish with the same record the winner of that regular season game will win the tie. 2) If three teams in one division end the regular season with one loss against each other the following tie-breaker rules will apply: a) The team with the higher point differential against the other TWO teams that they are tied with will win the division. b) If two or all three teams have the same point differential separating them then the tie-breaker will go to the team with the highest point differential within their division. c) If two or all three teams have the same point differential within the division then the tiebreaker will go to the team with the highest point differential within the league. Equipment Regulations

Game Boards: 1. Game board sizes are not to be any smaller than the standard Tudor/Miggle game boards and not to be any larger than the standard 620 size fields. 2. Custom game boards can be used as long as the field size meets the standards mentioned in item 1. 3. Board speed must be set to a desired speed by both coaches. Turning the board speed up too fast will result in players falling over which is not acceptable. Turning it down too low results in players not moving properly. Neither option is acceptable. If two coaches cannot agree on board speed the commissioner will set and determine the speed for the game. 4. Only electric operated electric football/Buzzball boards are permitted. No battery operated boards are permitted. Figures: 1. Figures from the following companies can be used for league play. These figures have been tested and approved by the commissioner. No figure should exceed the Legaue weight limit per player of 2.1 grams fully suited (with all the details on that figure). i. Miggle/Tudor - Fab 5, 67 Big men, Classic QB and Proline poses. ii. Buzzball - Typical 7 poses. iii. Watts figures - Various poses (make sure they make weight). iv. Other figures can be used upon prior approval BEFORE the beginning of a league season. b. Custom figures are allowed to be used as long the following requirements are met. All custom figures need the approval of the commissioner prior to use. i. No player can be taller than the Tudor 67 big men QB or the Buzzball QB. ii. No player can be shorter than the Tudor/Miggle tackle figure or the Buzzball CVR. iii. No player can have his hands lifted over his head. iv. No players arms can extend further to the side of the base then a Tudor/Miggle QB. c. Figures can be suited up with the following accessories as long as the total weight of the figure : i. Gloves and wristbands. ii. Neckrolls iii. Towels iv. Chin straps and facemasks.

Bases:

1. As long as the following criteria are met then your bases are legal. The maximum eight per base is 1.3 grams. a. All approved bases must be made by a manufacturer that openly sells their bases that anyone can purchase. This includes but is not limited to: i. Tudor/Miggle rookie, TTC and pro-line bases (no "ice skates"). v.Buzzball DDB and SD bases. vi. ITZ Standard, Convention and DCB bases. vii. Any base other than the above mentioned bases need prior approval before being used in the league. i. Bases must remain stock and cannot be altered by adding or taking anything to or from the base. 1. No weight can be added to any base. This includes but is not limited to metal, glue, paint, plastic, etc. 2. One piece of double face tape can be added to a base to help keep the player secure to the base. 3. Boiling bases is considered adding weight and is not allowed. 4. All approved standard bases must have front, back and side walls. b. Bases must be a maximum weight of 1.3 grams in stock form. i. If a stock base is over weight it may not be used for league play. ii. You cannot remove plastic from a base to help it make weight. iii. Bases can have the following done to them for them to still be considered legal: 1. Prongs and shells can be "flashed" with a lighter to remove access plastic. 2. Prongs can be flattened (tweaked). 3. Prongs can be removed from a base but cannot be added or reattached to the base.

Other Information

1.The league fee is $20.00 per coach and $10 per child if your child (under 18) plays with you in the league. 2.The regular season will begin once we have enough coaching committed to playing on a weekly basis. 3. All schedules are subject to change due to weather. If there is bad weather on a Tuesday night please call me at (717)856-5988 to make sure the games are still being played that night. 4. Come prepared to play any remaining game on your schedule. I cannot control who shows up and who does not on a given night. If your opponent does not show up you might be playing another game on your schedule. Always have your home and away teams available along with your home field. 5. All questions regarding the SMBL should be directed to Paul Bartels at: [email protected] or by phone. 6. All Southern Missouri Buzzball League games will be played at Bair's in Nixa, Mo. The manager loves having us there so let's not ruin that relationship. Do your best to support their business by buying food and drinks on league nights.