I. The Field I. The playing field is 100 yards x 32 yards and consists of an 80-yard field of play and two 10-yard endzones. II. The field will be divided into four sectors of 20 yards each. End zone pylons will denote the goal line. III. Starting at the 20-yardline, the offense has four downs to reach a first down at mid-field (40-yardline), then four downs to reach a first down at the 20-yardline then another four downs to complete a touchdown. IV. If the defense stops the offense from scoring on 4th and goal, it will be turnover on downs and the offense will take over. Offense will then have 4 downs with a run play to make to the 20 yard line V. Kickoff will be kicked from the 35-yardline and clock will be stopped for kickoffs (unless score is not within 16 points). Kickoff team may have all 6 players and kickoff return may only have 3 players. If the ball is kicked out of bounds then the ball will be placed at the 30-yardline. A touchback will result in the return team starting at the 20-yardline. If the ball is touched/dropped by the receiving team then the ball is dead where it lands. If dropped in the endzone then the play is ruled a touchback. VI. Punting will occur with 6 players on the punting team and 2 players on the returning team. The returning team may not rush the punting team. Ball becomes live when the returning team touches it. II. Team Rosters I. Teams may carry up to 12 players on their roster during any given season. Players are allowed to be added (or subtracted) up to the fifth game (not the fifth week) of the season. All players must sign the Redzone Sports waiver form before they are eligible to participate. It is the captain’s responsibility to verify that each player has been included on their team’s roster and waiver before any game is played. II. It will be up to the discretion of the league whether or not a player is allowed to play on multiple teams in one league. Players may only play on one team in the same division in any Redzone Sports football league. III. A team consists of 6 players on the field. A team must have a minimum of four players to start a game. If a team doesn’t have at least four players by 10 minutes after the scheduled game starting time then that team will be charged with a forfeit. IV. RZS players must participate in at least 5 games during the 10-game season in order to qualify for playoffs or county tournament play. III. Player Eligibility I. All player(s)/participant(s) must complete and sign the RZS Waiver and team roster. II. All player(s)/participant(s) must be 18 years of age or older unless a RZS Minor Liability Release Waiver is signed by that player’s parent(s) or guardian(s). 1 IV. Equipment I. All the team must wear the same color shirts/jerseys (uniforms) with permanent numbers on the back as minimum requirement. Jersey numbers on the front as well as the back is recommended. Team uniforms must be tucked in with flags on the hips. Shorts with pockets and wearing jewelry are prohibited. Baseball caps may be worn backwards only. Beginning in week 2 of the regular season, teams will be penalized 2 points per player wearing an illegal jersey. NOTE: This rule is only enforced if the opposing team captain protests and brings it to the attentions of the officials and the league manager before the game begins. II. All players are encouraged to wear either molded or detachable cleats. Tennis shoes are acceptable to wear but not recommended. Metal cleats are strictly prohibited. Players found wearing metal cleats will not be able to lay in the game. III. Players are only allowed to use official RZS authorized flag belts (Sonic Boom flag belts). RZP provides the flags for each game. Belts are to be worn around the waist with one flag on each side of the hip. IV. Pants or shorts must contrast the color of the flags. V. Players (defensive or offensive) must have one flag on both sides of the hip at the start of play. Failure to wear proper equipment will result in a 5-yard penalty. V. Game Clock I. The game consists of two 25-minute halves. II. The first half is a running clock, stopping only for officials and team timeouts. III. The game clock will stop during the last two minutes of the second half (regulation clock) if the game is within 16 points (16 points or lower) in the following situation: 1. Incomplete Passes. 2. Out of bounds plays. 3. Extra point attempts 4. First down (clock starts back up once the markers are set and the official blows his ready whistle) 5. Defensive penalties (not including off-sides) 6. Sacks 7. Five second penalties 8. Change of possession 9. Injuries 10. Kickoff/punt 11. Penalties committed by the winning team regardless if team is either offense or defense. 12. There will be a 5 second run off, if offense commits a penalty during the last minute of the game. IV. Teams are allowed three (3) timeouts per half. A timeout shall not exceed 30 seconds. 2 V. If a team is leading by 28 points or more in the 2nd half then they are not allowed to use any timeouts. VI. During regulation clock play, the clock will stop until the ball and field markers are set in the following situations: 1. First downs 2. Offensive penalties (excluding quarterback sacks and five-second penalties). 3. Defensive off-sides. VII. The offense has 25 seconds between plays (game officials shall count down the time after setting down the field markers). VIII. Delay of Game is a penalty and will result in a 5 yard loss, replay the down. IX. Two Minute Warning: The officials will announce to both teams when the game has reached the two (2) minute warning during each half. VI. Code of Conduct I. All players shall respect the calls of the Redzone Sports (RZS) officials. II. No fighting. Any player involved in fighting (whether it was instigated or not) shall be immediately ejected from the game and subject to further suspension depending on the severity of the incident and at the discretion of the league. Games may be “double- forfeited” as a result of fighting. Teams or players who instigate fights will be expelled from the league. League fees and ref fees will not be refunded for expulsions as a result of fighting. III. Any player who threatens or abuses (either physically or mentally) an official during any part of the game will be ejected from the game with likeliness of being suspended for at least one week of games. Reinstatement into the league will be based of the severity of the incident. IV. Excessive profanity on the field or sidelines (may or may not receive an official’s warning). V. Players receiving a second personal foul in the same game will be immediately ejected from the game. VI. Teams will clean up the messes they made on their sidelines following the game. There will be absolutely no littering; this includes sunflower seeds. VII. There is no counting down the 5-second play clock outloud. Officials will give a warning for the first offense but a second offense will result in a 15-yard unsportsmanlike conduct penalty. VII. Unsportsmanlike Conduct I. Use of foul language, profanity, or taunting an opponent. II. Contact or arguing with an official. III. Any unethical offensive or language defiance of the official’s judgment or decision. IV. Conduct detrimental to the positive image of 6-Man Eligible flag football. VIII. Scoring 3 I. Touchdown = 6 points II. 20-yard PAT = 4 points III. 15-yard PAT = 3 points IV. 10-yard PAT = 2 points V. 5-yard PAT = 1 point VI. Safety = 2 points IX. Coin Toss I. Game officials will call each team captain for the coin toss prior to the game starting. The winner of the coin toss decides whether to be on offense or defense. The loser of the coin toss decides the direction of play. After halftime, the teams switch sides. The team which started the game on defense starts on offense in the second half. X. Forfeits I. A game will be forfeited if a team is unable to field a game with at least 4 team members within a 10 minute grace period after the original start of the game. A team that has forfeited will be charged their original $64 forfeit bond deposit to pay both teams’ referee fees for the game. A new $64 forfeit fee will have to be replaced within 72 hours after forfeiture has occurred before the next scheduled game is played. XI. Overtime I. If the game is tied at the end of regulation play, a tiebreaker will be in effect to determine the winner. Team captains will meet with the officials for a coin toss to determine the possession of the ball. The winner of the coin toss has the choice of starting offense or defense. II. Both teams are given four plays to score from the opponent’s 20-yard line. III. There are no timeouts in overtime. IV. If the team on offense is unsuccessful in scoring, the opposing team takes possession at the 20-yard line and has the chance to score a TD.
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