702 Gridiron Girls 2018 League Rules & Regulations (Updated 5/1/2019)

Section 1: Playing Field

1. The field length is 100 yards long (80 yard playing field with 10 yards for each ) by 30 yards wide.

2. First lines are at both 20 yard lines and the 40 yard line (mid-field).

3. The No Run Zones are marked five yards before each end zone and the first down lines.

Section 2: Players & Equipment

1. All player eligibility questions and procedures not specifically mentioned in this rulebook are decided by the league management.

2. Each team roster will consist of a maximum of 12 players.

3. Each player should be age 18 or above by the first game of the season.

4. All players must wear a mouthpiece. ​ ​ 5. Players may wear rubber cleats only. Metal cleats are not permitted.

6. The official game is the youth size, Wilson GST leather composite football and will be available at all games.

7. All players must wear the flags provided by the league.

8. Jerseys must be tucked in. Section 3: Game Play Game Clock

1. Each game is played in two, 23-minute halves.

2. Each team receives one, 1-minute timeout each half.

3. A running clock format is used, except in the final two minutes of the game and only when the score is within 8 points or less.

4. At the Two-Minute Warning, the clock will stop until the play of the next down, but will not be a full time out.

5. The game clock will stop during the final two minutes of the game on defensive penalties, incomplete passes, and when the carrier runs out of bounds.

6. Inside the final two minutes the clock will be temporarily stopped on first downs to move the down marker, but will start again on the ready for play whistle.

Coin Toss

7. The winner of the coin toss shall choose one of the following options: a. Begin on offense b. Begin on defense c. Designate which goal her team will defend

8. The loser shall make a choice of the remaining options

Drives/Series

9. Drives begin on the offense’s 20-yard line.

10. The offense will have four plays to either make a first down or a .

11. A strict 20 second will be enforced from the ready to play whistle.

12. On fourth down, the offensive captain may declare “Play” or “” anytime during the 20 second play clock.

13. The ball will be spotted in the center of the field, on the after each play.

14. The ball is spotted where the flag belt was pulled, not where the player’s feet were or the ball was.

15. If the offensive team wishes to execute a hurry-up offense before the referee has established the 5-yard line, they may do so with the understanding that the defense may rush from anywhere on the field.

16. The offense is allowed one “Open” QB run every four down series, except while in the No-Run Zones. QB runs will be “Closed” anytime the QB runs past the line of scrimmage, regardless of a defensive blitz/rush.

Overtime

17. To start overtime, a second coin toss will occur.

18. will be counted as a turnover, but cannot for be advanced for scoring in overtime. 19. Regular QB run rules and No-Run Zone rules apply.

20. The offensive will play four downs, beginning at the 20 yard line. If a TD is scored, regular extra point rules apply.

21. If the score is tied after one overtime period, a second OT coin toss will occur. Each team will receive one play from the twenty yard line. The team that gains the most yards will receive one point and will win the overtime period/game.

22. No time outs will be allowed in overtime play.

Formations/Centering the Ball

23. The center may snap the ball between the legs or by using the snap-and-turn method.

24. The center may snap the ball to any offensive player as long as the ball and player remain behind the line of scrimmage and the snap proceeds backwards.

25. The QB must receive the snap from at least 2 yards.

26. Once the center is set to snap, they may not pick up the ball with the intent to deceive. This is considered a false start.

27. Two players (including the center) must be on the line of scrimmage and set prior to the ball being snapped. A player in motion is not considered to be on the line.

28. Only one player may be in motion at the time of the ball being snapped.

Running

29. If the QB run is “Closed”, the QB may not advance the ball across the line of scrimmage without first having exchanged the ball with another player by handoff, pitch/toss, or .

30. The No-Run Zones are designated to avoid short-yardage power running. No Run Zones are located five yards from the end zones and the first down lines. In the No-Run Zones, the offense must attempt to make a forward pitch/pass BEYOND the line of scrimmage.

31. It is illegal for a player to jump or to advance their position as a runner. Jumping is defined as both feet leaving the ground in order to advance their position. The play will be blown dead and marked at that spot for any player that jumps. Any offensive player that dives will be assessed a penalty of 10 yards from the spot of the foul and a loss of a down.

32. Moves such as spinning, jump cuts, and juking to elude defenders are legal.

33. Ball carriers are considered down anytime their knee or the ball touches the ground.

34. Ball carriers with missing flags are considered down by one hand touch.

Receiving

35. All players are eligible to receive passes.

36. A receiver must have one foot in-bounds and not be out-of-bounds for a catch to be considered legal. 37. Players may bat, deflect or tip a ball to themselves or to another player. Once a ball has been touched, the player’s flag may be pulled.

38. Receivers have a right to their pattern, as the defenders have a right to defend them. The person who initiates contact is considered the offender for penalty.

39. Pick plays are illegal and are defined as attempts by the offense to interfere with a ’s effort to cover an offensive player downfield during a play. Pick plays are considered Offensive Passing Interference.

40. A lateral pass may be intercepted as long as it has not touched the ground.

Passing

41. The offense is allowed one forward pass per play.

42. Any pass attempt from beyond the line of scrimmage is illegal.

43. One backwards pass/lateral beyond the line of scrimmage is legal.

44. The must release the ball before the rusher pulls their flag; otherwise, the play is a sack (tie goes to the defender).

45. The quarterback may intentionally ground the ball to avoid a flag pull. There is no penalty for intentional grounding.

46. The quarterback has five seconds to throw a pass if the defense does not rush the quarterback. If the quarterback pitches the ball to a teammate, that player has an unlimited amount of time to pass the ball if she chooses to throw.

47. If the QB fails to release the ball prior to the five second no-rush count, the play will be blown dead and the ball will marked at the previous spot. The down will count.

Rushing the Quarterback

48. All players rushing the quarterback must be five yards beyond the line of scrimmage.

49. Once the ball has been legally exchanged, by handoff or lateral pass, all players are eligible to rush from anywhere in front of or beyond the five yard rush zone.

50. Any number of players may rush the quarterback.

51. The referee designates the five-yard rush zone. If the offense starts before the rush line is set (hurry-up offense), the defense may rush from anywhere on their side of the line of scrimmage.

52. If a rusher enters the five yard neutral zone before the snap of the ball, the rusher is ineligible to rush the quarterback.

53. A rusher must go for the quarterback’s flag. The rusher may attempt to block the pass, but it is illegal to make contact with the quarterback’s body or arm, even if the ball is deflected.

54. The rusher has a direct line to the quarterback without impediment by offensive receivers. Pass-blocking ​ ​ linemen are eligible to block rushers.

Scoring

55. are worth six points.

56. A point after touchdown (PAT) is worth one point from the 5-yard line and two points from the 10-yard line.

57. A safety is worth two points. The team who caused the safety will retain possession of the ball at the 40-yard line.

58. If a PAT attempt is intercepted and returned for a score, two points are awarded.

59. To score, a ball carrier must have both the ball and flags over the goal line prior to having their flag pulled.

Contact

60. Blocking IS ALLOWED – Open hands, arms extended contact is allowed between shoulder and waist. Elbow blocking and extended forearms blocking is not permitted.

61. Excessive, lock-and-load contact is not permitted.

62. Bump-and-run coverage is permitted. One bump within 2 yards of the line of scrimmage is allowed.

Section 4: Forfeits

1. Games are forfeited if a team fails to appear on the field ready to play at the time indicated by the official league schedule. Teams must have at least 4 players to start.

2. Any team forfeiting a league game is responsible for referee fees for both teams, and also a forfeit fee of $50. A meeting will be held with the captains of the forfeiting team and league management as soon as possible to discuss continued league play.

3. Any team forfeiting two games will be removed from the league schedule, no refunds will be given.

Section 5: Penalties

The following are penalties to be assessed by the referee. It is understood that judgment calls are part of the game and are unchangeable.

OFFENSIVE PENALTIES:

Illegal Contact: ​ - When an offensive player makes excessive contact with a defensive player; any contact other than a legal block. - 10 yard penalty from the spot of the foul; repeat the down.

False Start: ​ - When an offensive player moves before the ball is snapped. - 5 yard penalty from the line of scrimmage; repeat the down.

Offensive Pass Interference: - When an offensive player hinders a defensive player’s ability to catch a pass by making physical contact with the defensive player. - 10 yard penalty from the line of scrimmage; repeat the down.

Illegal Forward Pass: - When a player past the line of scrimmage throws the ball forward; when more than one forward pass is thrown during a play; While in No-Run Zone, the ball is not thrown beyond the line of scrimmage. - 5 yard penalty from the line of scrimmage; loss of down.

Illegal Quarterback Run: - When the QB advances the ball beyond the line scrimmage without handing the ball off, tossing/pitching, or passing the ball to another offensive player; when the QB runs the ball past the line of scrimmage when the QB run is “closed”. - 5 yard penalty from the line of scrimmage; loss of down.

Illegal Motion: - When an offensive player in motion moves towards the line of scrimmage before the ball is snapped. Only one offensive player maybe in motion laterally at the snap of the ball. - 5-yard penalty; repeat the down. - Flag Guarding: - When a player, either intentionally or accidentally, inhibits a defensive player from de-flagging by the use of their hands, arms, etc. - 10-yard penalty from the spot of the infraction; loss of down.

Illegal Formation: - When the offensive team does not have at least 2 players on the line of scrimmage when the ball is snapped. - 5-yard penalty from the line of scrimmage; repeat the down.

Hurdling /Diving: - A player who dives or hurdles another player. - 10-yard penalty from the spot of the infraction; loss of down.

Delay of Game - Offense fails to snap the ball in the 20 second time frame. - 5-Yard penalty from line of scrimmage; repeat the down.

DEFENSIVE PENALTIES

Illegal Rush: - When a defensive player rushes the QB from inside the 5-yard rush zone. - 5-yard penalty from the line of scrimmage; repeat the down.

Illegal Contact: - When a defensive player makes excessive contact with an offensive player. - 10 yard penalty from the line of scrimmage; repeat the down.

Illegal Flag Pulling: - A defensive player may not intentionally pull the flags off a player who is not in possession of the ball. - 10 yard penalty; automatic first down. Roughing the Passer: - When a defensive player makes contact with the QB while the QB is in the throwing motion or completing the throwing motion. This includes hitting the QB’s arm after they have released the above. - 10 yard penalty; automatic first down.

Off-Sides: ​ - When a defensive player crosses the line of scrimmage before the ball is snapped. - 5 yard penalty; repeat the down

Tackling/Holding: ​ - A player cannot or hold the ball carrier when attempting to pull a flag. - 10 yard penalty from the spot of the foul; repeat the down.

Section 6: Code of Conduct

1. Unsportsmanlike conduct acts are defined as unnecessary rough tactics against an opposing player; fighting; damage to facilities; abusive language or gestures to an official or opposing player; throwing equipment in anger or disgust; Intentional delay-of-game tactics.

2. Unsportsmanlike conduct will result in player ejection from the game, and suspension from all league activity until further notice.

3. Ejected players must leave the park immediately. Failure to comply is cause for forfeit.

4. League management and officials reserve the right to eject spectators engaging in unsportsmanlike activity.

5. Players ejected from the game for unsportsmanlike conduct will meet with league officials at a later date to determine reinstatement.

6. No refunds will be given to players suspended from league play.

7. Decisions on ejections and suspensions are at the discretion of league management and referees, and are final.