1.Team Requirements and Registrations
- A team shall consist of 7 players.
- Full Coed teams must have 2 males and 2 females on the field at all times
- A team can play with a minimum of 5 players.
- Teams may have a maximum roster of 24 players.
- All players must be recorded on the roster and waivers must be accepted prior to participation.
- Teams Caught wih ineligible players will be dealt a default loss.
2. Equipment/Field Set up
- Rubber cleats and running shoes only.
- NO METAL CLEATS.
- Flags, Flag belt, Cones, Binnie bag will be provided at each game by an XTSC Staff memebr.
- Field Dimensions Are 65-Yards by 35-Yards with 5-yard end zones at each end.
3.Start of Game
- Captains are to complete a Coin-Toss or rock/paper/scissors before the start of the game. The winning team may choose to either kick/receive OR which side they want. The losing team then chooses the other option. For the start of the second half, the roles from the start of the game are reversed(i.i. other team kicks of, switch sides)
- The Kicking team will Kick-off from their own end zone line(they may punt or kick the ball from the ground). If the ball is kicked out of bounds, the offensive team will start their drive at the spot the where the ball left the playing area-there is no option to ask for a re-kick.
4. Game Rules
- Teams shall have 4 consecutive downs to cover the entire field.
- Every play starts from the line of scrimmage.
- The ball must be put into play no more than 25 seconds after the end of the last play.
- Substitutions are allowed between plays and during Time-outs.
- The ball always starts in the center of the field on the line of scrimmage.
- The ball must be placed on the line of scrimmage prior to the "SNAP"
- Quarterbacks can snap the ball to him/herself, or have a teammate snap the ball to them from the center.
- Quarterbacks must shout "HUT" as the snap of the ball happenes loud enough for everyone to hear.
- The ball must be snapped from the designated ball marker.
- The ball can be moved with approval from both captains due to poor field conditions.
- Offensive player can not spin 360 degrees when trying to get flagged from a defender. Offensiv players can twist and turn their bodies but connot spin. If a spin occurs ball is dead where the spin happened.
- It must be clear who the 7 offensive players are for each play.
- an offensive player can dive or jump to catch a ball. Once the offensive player has possesion of the ball he/she cannot leave their feet this includes all forms of jumping or diving.
- If the offensive player breaks this rule, the play is dead at the point where the player stood before the infraction.
- Offense cannot block or obstruct any defensive player attempting to flag down the ball carrier.
- Scoring: A point is scored when a player catches any legal pass or runs the ball intp the opposing teams endzone prior to having their flags pulled. A touch down is leagal when the ball carrier steps over the line into the endzone.
- Scoring team recevies 1 point for each touchdown. No conversions.
- After a play when the ball is placed on the line of scrimmage the offense has "30 Steamboats" to begin the next play. running down th clock with a long huddle is unsportsmanlike and not an acceptible strategy.
- A defender cannot step infront of the ball carrier or block the running lane if it will create an unsafe play. with that being said, Offensive players should not run with their heads down, in an attempt to run through defenders. Please use your best judgement and be safe!
- If defending team sacks the quarterback (or offensive player with the ball) in the offensive teams endzone, the ball is turned over to the defense at the middle of the field. No points scored.
- If an interception occurs in the endzone and the ball carrier now gets flagged before they get out, then the team that caught the interception will start 10 paces out from their endzone.
- When their are 3 minutes to go in the game/half, there are 5 plays left. Kicking after a touchdown is not considered a play.
- Teams can call 1 one minute time out per half. except during the last 10 minutes of each half.
- If any player runs out of bounds during the play, he/she cannot re-enter the same play.
- Tie scores during the regular season will have no overtime periods.
- Tie Score at the end of regulation during the playoffs will result in overtime.
- Team captains will meet at the center of the field for a coin-toss to decide who starts offence or defence for overtime.
- A coin toss or Rock/Paper/scissors will decide which team has the first drive in overtime. Teams will take turns trying to score from their opponents 5 yard line. Teams only have 1 down to score. Each team will get one possesion to score. If after all that the score is tied. it will be sudden death and next team to score wins. If the defensive team score be returning and interception then the game is over! Please make sure the overtime runs quickly as other teams need to get their games started.
7. Flag Belt Removal.
- In the attempt to remove the flag from the ball carrier, defensive players may contact the body of the opponent with his/her hands.
- A defensive player can not hold, push, or knock ball carrier down in an attempt to remove the flag.
- Players shall not attempt to steal the ball, trip opponents, make contact with an opponent on the ground, cause unnecesary contact with an opponent, diliberetly dive or run into an oppoenet, or tackle the ball carrier.
- Offenders will be ejected from the game and possibly suspeneded for the remainder of the season.
- When the defensive player removes a flag from an opponent the down is over and the ball is declared dead.
- The spot of the ball is determind where the flag was removed NOT WHERE THE FLAG IS WAS DROPPED.
- If The Flag belt falls off by accident, a one hand tag between the shoulders and the knees determines the end of a down.
- The ball become dead when:
- A legal removal of the flag occurs.
- The ball carrier touches the ground wint any body part except for the hands and feet.
- A fumble hit the ground.
- A snap from the center touches the ground. Captains Discretion on the Call.
- A defensive player can not remove an offenisve players flag that doesnt have the ball.
- A defensive player cannot remove an offensive receivers flag prior to receiving the ball.
- A defensive player can not remove the Quarterbacks flag after they have thrown the ball.
- A player may not fasten his/her flags to their uniform or belt other than perscribed in the rules.
- The Captains will check the flags of a person who scores a touchdown or conversion.
- An offensive player may not stiff arm or gaurd his/her flags by blocking with their hands or the ball.
- All players on the field must wear flags.
- If noticed by opposing team that a player is not wearing there flags prior to the snap of the ball a penalty will be sanctioned.
- If not noticed by opposing team prior to the snap a one hand touch to the player between the shoulders and the knees is considered a down.
- No penalty can be awarded after the play.
- Flags Should be worn on the side of the hips of each player on each play.
8. Dead Play
- If the ball carrier slips/falls and one knee touches the ground, the play is dead and the defense do not need to remove a flag for the play to stop.
- If the football touches the ground for any of the following reasons(Kickoffs, Punts, Fumbles, Handoffs etc) the ball is considered dead and the play over.
- Next play will begin at the spot where the ball hit the ground in the case of punts and kickoffs, and at the spot the where the last person touched the ball for all other situations.
9. Receiving the Ball
- Each Memember of the offensive team is eligible to receive a pass unless the play runs out of bounds during the game.
- A legal catch is determind when the pass receiver has control of the ball and has had 1 foot touch the ground.
- A receiver is determined in or out based on their first point of contact with the ground. if a player lands wth one foot in-bounds, and the other foot touches out of bounds, the catch is considred fair, but the play ends where they are out of bounds. If recevier is straddiling the line this will be considered not a catch.
10. Kicking the Ball
- The Offense may punt the ball on the 4th down, and do not need to notify opponents of their intention to punt.
- If the ball is kicked through the endzone on either a punt or kick-off, in which the receving team chooses not to run the ball out by letting it go, The offense will begin their drive 10 paces out from their endzone.
- If the receving team Chooses to catch the ball in the endzone or runs back into the endzone after receving the ball, the ball carrier runs the risk of being flagged down in his/her endzone.
- If receving player is flagged down in the endzone, the kicking team will take control of the ball at midfield (i.e. ball is turned over like a Quarterback sack).
11. Rushing the Quarterback
- Defensive team may rush the Quarterback after counting out loud up to 5 "steamboats".When counting, the defensive team must line up at or behind the line of scrimmage. When the quarter back releases the football, the defending team can cross the line of scrimmage. With that being said, if the Quarterback passes or makes a hand off to a offensive player behind the line of scrimmage, the defending team CAN rush the receiver.
- The Quarterback may only run the football at thr end of the 5 "steamboats" when and if the defensive team crosses the line of scrimmage.