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4 v 4 | 5 v 5 | 7 v 7 | 8 v 8 | 8 v 8 ineligible | 9 v 9 | 9 v 9 ineligible 4v4 In the four-on-four game the offensive team plays for a first down at midfield and a touchdown in the end zone. Running and passing plays are allowed, although there are “no-running zones” at midfield and near each goal line. The defensive team covers receivers, rushes the passer and grabs flags to make “tackles.” The Basics A coin toss determines first possession. The offensive team takes possession of the ball at its 5-yard line and has three plays to cross midfield. Once a team crosses midfield, it has three plays to score a touchdown. If the offense fails to score, the ball changes possession and the new offensive team takes over on its 5-yard line. If the offensive team fails to cross midfield, possession of the ball changes and the opposition starts its drive from its 5-yard line. All possession changes, except interceptions, start on the offense’s 5-yard line. Teams change sides after the first half and possession changes to loser of coin toss. There are no kickoffs or punts. No blocking is allowed. Teams must field a minimum of four players at all times. Timing/Overtime Game clock will run two 14 minute halves. There is a five minute half time. Upon the one minute warning in the second half ONLY -- clock stops and game clock will then stop only in the following circumstances: 1. First Down-(Clock starts after spot of the ball), 2. Incomplete Pass. 3. Touchdown-(clock does not run during the extra point or change of possession), 4. Official or team time out. Under one minute in the second half, the clock will stop for the pucks/markers to be set after each play and immediately start once they are set. Time will be announced throughout the game and at the captain’s request during a stoppage of play. On an offensive penalty in the last one minute of the match, the clock will be stopped to set the ball and then will be re-started. On a defensive penalty within the last one minute of the match, the clock will be stopped and will not re-start until the ball is snapped. Note: If either team is up by more than 16 points, then the clock will NOT stop inside of one minute of the match. If the score is tied at the end of 28 minutes, teams move directly into overtime. The first team to score wins. Each time the ball is spotted, a team has 30 seconds to snap the ball. Teams will receive one warning before a delay-of-game penalty is enforced. Each team has one 60-second and one 30-second time-out per half. Officials can stop the clock at their discretion. Running The quarterback cannot run with the ball. Only direct handoffs behind the line of scrimmage are permitted. Offense may use multiple handoffs. “No-running zones” located five yards from each end zone and five yards on either side of midfield are designed to avoid short-yardage, power-running situations. The player who takes the handoff can throw the ball from behind the line of scrimmage. Once the ball has been handed off, all defensive players are eligible to rush. Spinning is allowed, but players cannot leave their feet to avoid a defensive player (no diving). The ball is spotted where the ball carrier’s feet are when the flag is pulled, not where the ball is. Absolutely NO laterals or pitches of any kind are allowed. Receiving All players are eligible to receive passes (including the quarterback if the ball has been handed off behind the line of scrimmage). Only one player is allowed in motion at a time. A player must have at least one foot inbounds when making a reception. Passing Shovel passes are allowed. The quarterback has a seven-second “pass clock.” If a pass is not thrown within the seven seconds, play is dead, loss of down. Once the ball is handed off, the seven-second rule no longer is in effect. On interceptions the team will take possession of the ball where the interceptor's flag belt is pulled. Penalties on interception returns will be assessed where the interception occurred unless referee judges that a player intentionally or flagrantly commits a penalty then the penalty will be at the point of the foul-no less than the point of interception. Interceptions are the only changes of possession that do not start on the 5-yard line. Dead Balls The ball must be snapped between the legs, not off to one side, to start play. Play is ruled “dead” when: • Ball carrier’s flag is pulled • Ball carrier steps out of bounds • Touchdown or safety is scored • Ball carrier’s knee hits the ground • Ball carrier’s flag falls out Note: There are no fumbles. The ball is spotted where the ball hits the ground. Rushing the Quarterback All players who rush the passer must be a minimum of seven yards from the line of scrimmage when the ball is snapped. Any number of players can rush the quarterback. Players not rushing the quarterback may defend on the line of scrimmage. Once the ball is handed off, the seven-yard rule no longer is in effect, and all defenders may go behind the line of scrimmage. A special marker, or the referee, will designate seven yards from the line of scrimmage. Remember, no blocking or tackling is allowed. Sportsmanship/Roughing If the referee witnesses any acts of tackling, elbowing, cheap shots, blocking or any unsportsmanlike act, the game will be stopped and the player will be ejected from the game. Field Dimensions The 4v4 game utilizes a 46 yard playing field with two 7 yard end zones. Field width is 25 yards. Running is not allowed within 5 yards of either the first down (midfield) or touchdown. These no-run zones are marked with hash lines. Penalties All penalties will be called by the referee. | Defense: | Offense: | Offsides Five yards and automatic first down Interference 10 yards and automatic first down Illegal contact (holding, blocking, etc.) 10 yards and automatic first down Illegal FLAG pull (before receiver has ball) 10 yards and automatic first down Illegal rushing (starting rush from inside 7-yard marker) 10 yards and automatic first down | Illegal motion (more than one person moving, false start, etc.) Five yards and loss of down Illegal forward pass (pass thrown beyond line of scrimmage) Five yards and loss of down Offensive pass interference (illegal pick play, pushing off/away defender) 10 yards and loss of down FLAG guarding 10 yards (from line of scrimmage) and loss of down Delay of game Clock stops, 10 yards and loss of down | Referees determine incidental contact that may result from normal run of play. All penalties will be assessed from the line of scrimmage. Only the team captain may ask the referee questions about rule clarification and interpretations. Players cannot question judgment calls. Games cannot end on a defensive penalty, unless the offense declines it.
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