Battle By The Gulf

Football (Flag) Tournament  -  May 21, 2022

 [Event is Over]
5. TIME
5.1. Game Duration:  tournament rules dictate  each game will be 24 minutes in duration, consisting of 2, 12-minute Halves.


5.2. Running Time: The game will be played under Running Time. The Game Clock will stop at 1 minute in the Second Half  

10.2. After the throw-off the Offense must cross the 25-yard line to receive a new Set of Downs, unless the return passes Midfield, in which case the team will have 4 downs to score.





10.3. Spotting the Ball: On plays that end in between the Hash Marks, the ball will be spotted where the play ends. If a play ends outside the Hash Marks, the ball will be spotted in-line with the nearest Hash Mark. If the field does not have hash marks, the ball will be spotted in the center of the field of play.


11. GAME PLAY and FORMATIONS

11.1.1 Number of players: Each team will consist of a roster of 12 active Players, with a maximum of 5 Players on the field during any play. 11.1.2 Near the Center: The offense is allowed, a maximum of 3 players to line up either side of the Center at the Line of Scrimmage or within one-yard in the backfield.

11.1.3 Player in the Backfield: An offensive back must clearly be 2 or more yards off the line of scrimmage to be legal

11.1.4 Defense: There is no required formation for the Defense.

11.2 Offensive Play

11.2.1 6 sec Go-Clock: The Quarterback has a maximum of 6 seconds to release the ball either by executing a forward pass, handoff or pitch on any given play. Failure to do so will result in a Dead Ball and placed back at the LOS. The Referee and/or the
Go-Clock official will blow the whistle to signal the end of the play, and the result only for Team, Injury and Referee Time Outs. Running Time will be suspended in the last 1 minute of the Second Half.
5.3. Controlled Time: The last 1 minute of the Second Half will be played under Controlled time.
5.4. Starting and Stopping the Clock:
5.4.1 During Running Time the Game Clock will stop after any scoring play or penalty that occurs with 1-minute or less remaining in the first half or if the Game Clock runs down to 1 minute after a scoring play or penalty and will remained stopped during a Conversion.
5.4.2 The clock will restart on the subsequent release of the Throw-Off or Snap of the next Play.
5.4.3 1- min Warning: The Game Clock will not stop for a 1-minute warning in the
First Half but will stop for a 1-minute warning in the Second Half.
5.4.4 During Controlled Time the Game Clock will stop if any of six conditions are
met and restart on the next Snap or release of the subsequent Throw-Off:
a) A Player in possession of the ball steps out of bounds;
b) An attempted Pass is Incomplete
c) Change of possession;
d) Scoring play;
e) Conversion play;
f) Penalty;
g) A Team or Referee Time Out;

5.4.5 Penalty - If a Penalty is declined during the Game Clock will restart on the Ready for Play whistle.

5.4.6 During Running Time the Game Clock will stop at the beginning of all Referee Time Outs and resume when the Referee restarts the Play Clock.
5.5. Time Out Length: Referee – 30 seconds or 1 minute; Between halves - 1 minutes; Team
- 1 minute, unless the Referee chooses to extend; Between Regulation and Overtime (or subsequent overtimes) - 1 minute.
5.6. Injury Time Outs will last a minimum of 1 minute and will be called by the Referee .
5.6.1 Injury During Running Time, an injured player must leave the Field of Play or their team forfeits one of their Time Outs.

5.6.2 Injury During Controlled Time or with less than one-minute remaining in the First Half, the injured player’s team will automatically forfeit a Time Out unless the injury was the result of an act that resulted in a penalty to the other team. In Controlled Time, if the team of the injured player has no timeouts remaining the opposing team has the option to run the Game Clock 10 seconds and the Game Clock
will restart on the Ready for Play Whistle.

6. OVERTIME
6.1. If the score of the game is tied after 2 halves, Overtime will be played. During Overtime, Team Time Outs are not allowed. The Game Clock will be turned off and each Team will have one possession to score a Conversion from their Opponent’s 5/10 or 15 yd line. If the score is tied after the first Overtime attempt, the process is repeated, teams have the option to go for 1/2/3 on every OT possession

6.2. End of Field: Both Teams will defend the End Zone that was the target of the Game’s initial Throw-Off.

6.3. Blitz: In Overtime, each team will receive 1 Blitz per Overtime period.
Conclusion: The team leading at the conclusion of Overtime wins the game. If the score is tied
at the end of the first Overtime period, an additional Overtime period will be played. After the second Overtime period, if a winner has not been determined, each Overtime periodwill consist of one Conversion attempt of any value by each team until there is a winner. The alternating choice of possession order will continue.

7. SCORING
7.1. How: After the player retains possession of the ball, the front of the ball must cross the Goal Line in order to score a Touchdown.

7.2. Possession in the endzone: Prior to possession, a Player landing in the End Zone must place both feet or another body part (i.e. forearm, knee, shoulder) completely inside the field of play.

7.3. Touchdown: Will earn 6 points.

7.3.1 Defensive TD: Interceptions may be returned for a score. The length of the return begins from where the ball is Intercepted and not the original Line of Scrimmage.

7.4. Safety: Will earn 2 points for the Defense if they pull an Offensive Player’s flag in his own
End Zone while the Offensive Player has possession of the ball or if a Quarterback commits Intentional Grounding in the End Zone. Flag Guarding in the End Zone also results in a Safety.

7.5. Conversion: After a Touchdown is scored, the ball will be spotted at the middle of the field and scoring team will have the opportunity to earn extra points via a Conversion.

7.5.1 Point values - Conversions attempted from the: 5-yard line - 1 point; 10-yard line - 2 points; 15-yard line - 3 points.


7.5.2 If the Defense intercepts the ball and returns it to the Opposing End Zone, they will be awarded 2 points


7.5.3 Any Blitz by the Defense during a conversion will count as one of its two blitzes for the Half.


7.5.4 A safety on a conversion – the appropriate team will be awarded 1 point


7.5.5 Conversion PENALTIES:

7.5.5.1 If the Defense commits a penalty (other than DPI) during a failed conversion not starting at the 5-yard line (prior to a turnover) - the Conversion will be replayed with the ball spotted at the next closest Conversion spot while keeping the same point value.

7.5.5.2 If the Defense commits any penalty on a Conversion that starts at the 5-yard line (prior to a turnover) - the Conversion will be ruled successful.

7.5.5.3 EXAMPLE: A Defensive penalty on a 3-point Conversion will result in a replay of the 3-point Conversion from the 10-yard line. The next Defensive
penalty would result in a 3-point Conversion from the 5-yard line and a subsequent Defensive penalty would result in 3 points awarded to the Offense.

7.5.5.4 Defensive Pass Interference in the end zone ON A CONVERSION: ANY point value attempt will result in the offense being awarded the ball at the
2-yard line with the same point value for the attempt.
7.5.5.5 Tackling or Intentional Holding a Free Runner during a conversion results in an automatically successful attempt for the converting team. If this
occurs on a Defensive return, the Defense is awarded 2 pts no matter where the Conversion began .

. THE THROW-OFF
9.1. Prior to the Throw-Off, the Receiving team can line up in any formation so long as none of
their players are across Midfield before the ball is thrown. With the exception of the Thrower, the Throwing Team is not permitted to run up as the ball is thrown and must keep one foot on the Throw-Off yard line until the ball is released. The Throw-Off will occur at the beginning of the 1st and 2nd Halves and after any Touchdown or Safety (Unless the team
elects to attempt an Onside Play).

9.2. A player from the Throwing Team will initiate a Throw-Off by throwing the ball from
behind his team’s designated yard line based on Division. The Game Clock will be re￾started, if necessary, when the ball is released by the Throwing Team.
9.3. Throw-Off Yard Lines
9.3.1. 15U: Throw off from the 5 yd line
9.3.2. 12U: Throw off from the 10 yard line
9.3.3. 10U: Throw off from the 15 yard line
9.3.4. 8U: Throw off from the half way line
9.3.5. 6U: Offense will start at the 5 yard line (no Throw-Offs)

9.4. The Receiving Team, either by catching the ball in the air or picking it up off of the
ground, may advance any Throw-Off.

9.5. If the ball is caught by the Receiving Team and the Receiving Player elects to place a knee
on the ground in the Receiving Team’s End Zone or the ball bounces from the End Zone beyond any Sideline or the End Line, the Receiving Team will start with a First Down at its own 5-yard line, and must cross the 25-yard line to receive a new Set of Downs. The Receiving Team will not receive a new Set of Downs unless they are able to pass Midfield.
This remains even after a penalty that results in an automatic First Down or Free Down.

9.6. If the Throw-Off initially hits the ground before the Receiving Team’s Goal Line, the ball may either be picked up and returned by the Receiving Team or downed by the Receiving team

9.7. Once downed by the Throwing Team, the result is a Dead Ball with the ball spotted where it was first touched.

9.8. If the Receiving Team muffs the ball on a fly or bounce, the ball will be spotted where it first made contact with the Receiving Team.

9.9. If the Receiving Team, drops the ball in the End Zone, the result of the play will be a Touchback.


9.10. Onside Play: In lieu of a Throw-Off, the Throwing Team has the option to elect an optional play, called an Onside Play. An Onside Play is directly equivalent to a Fourth Down play with Midfield as the line to gain for the Offensive Team and would start at the Throwing Team’s 5-yard Line. There is no onside play allowed unless behind in the 2ndhalf in the last minute of the game.

9.10.1. First Half Game Clock: if stopped under one minute, it will begin at the start of this play.

9.10.2. During Controlled Time: this is an untimed play and the Game Clock will begin at the start of the next play from scrimmage.

9.11. After a Safety: If a team surrenders a Safety, the teams switch sides of the field and the team that surrendered the Safety must execute a Throw-Off from the 5-yard line on the opposite side of the field from where the Safety occurred.


10. SET OF DOWNS
10.1. The Offense will have one Set of Downs to advance the ball from one Box to the next. Once the Offense advances the ball from one Box into the next, they will receive a new Set of Downs.

11.2 Offensive Play

11.2.1 6 sec Go-Clock: The Quarterback has a maximum of 6 seconds to release the ball either by executing a forward pass, handoff or pitch on any given play. Failure to do so will result in a Dead Ball and placed back at the LOS. The Referee and/or the
Go-Clock official will blow the whistle to signal the end of the play, and the result will be treated as the equivalent of a sack. If at any point the Defense crosses the Line of Scrimmage, this rule will no longer apply and the Offense will have unlimited time
to cross the Line of Scrimmage.

11.2.2 QB Advance: The Quarterback is not allowed to advance past the Line of Scrimmage without another Offensive player having Possession first, unless the Defense crosses the Line of Scrimmage.


11.2.3 Motion: The Offense is allowed to have 1 Player in motion at any time, including
when the ball is Snapped, so long as that players motion is not toward the Line of  Scrimmage.

11.4 Defensive Play

11.4.1 The Defense is only allowed to cross the Line of Scrimmage by executing a Blitz, waiting for the Go-Clock to count up 3 seconds OR if the Go-Clock is turned off due to a running play or Lateral.

11.4.2 The Go Clock is turned off as soon as a
Defensive Player passes the Line of Scrimmage or as soon as the Quarterback releases the ball either forward or backwards.

11.4.3 Each Defensive Team can Blitz 2 times in each Half.

11.5 Laterals
11.5.1 On Scrimmage Plays one Lateral per team per play is allowed.


14. MISCELLANEOUS RULES

14.1. Sideline Personnel - Coaches or designees are allowed anywhere on the sideline between the 10-yard lines.

14.2. Players who fall to the ground - regardless of whether it was due to incidental contact from other players, when on the ground, a player in possession of the ball is considered down.

14.3. Loss of Down penalties - imposed on the Offense on Fourth Down result in change of
possession at the previous Line of Scrimmage.

14.4. Offsetting Fouls - If penalties are called on both Teams during any play without a Lateral or Forward Pass being intercepted, the result is a replay of the Down or Throw-Off even if the penalties differ in severity. If an interception occurs during a play and there is no penalty on the intercepting team until after gaining possession, the interception will count and the ball will be spotted with a First Down at the spot of the interception. However, if both the Offense and Defense commit penalties before an interception, the
penalties will offset and the play will be replayed


15. PENALTIES & REMEDIES
If not implicitly or explicitly stated below, all penalties can be declined by the non-offending team and the result of the play will stand. If one team commits multiple penalties on the same play and the other team commits zero, the non-offending team has the option to pick which penalty to enforce. All penalties that occur on an Interception, Throw-Off or Punt return by the Return Team will result in First Down where the return began.


15.1. BLOCKING: Blocking is defined as the act by an Offensive Player of forcing a
Defensive Player to change his position on the field through physical contact initiated by
the Offensive Player’s hands, arms, shoulders or head. Holding, which is defined as an
Offensive Player grabbing or holding onto a Defensive Player to impede his motion, is also
considered illegal Blocking. A pick set prior to possession of the ball by a Receiver, or
prior to the Quarterback’s crossing the Line of Scrimmage in possession of the ball, will be
treated as a Block.

15.1.1 The remedy is Loss of Down and if the foul is beyond the end of the run, the ball
is placed at the end of the run;
15.1.2 If behind the end of the run, the ball is placed at the spot of the foul.
15.1.3 At the Referee’s discretion, a Player committing a Block may be sent off the field,
thus putting his team a Man Down for 3 plays.
15.2. CHARGING: The remedy for Charging is the same as for Blocking (Rule 15.1), including the Referee’s discretionary ability to send a Player off the field, putting his teama Man Down for 1 play.Charging takes place when an Offensive Player running with the ball makes significant physical contact with a Defensive Player who had established a stationary position on the field, where the Offensive Player had the opportunity to recognize that the Defensive Player has established position. Generally, an Offensive
Player running with the ball has the right of way and will not be called for Charging if the Defensive Player is in motion or established his position in a manner that gave the Offensive Player no opportunity to avoid contact

15.3. DEFENSIVE HOLDING: Defensive Holding occurs when a Defensive Player holds onto a part of the body or uniform of a ball carrier where the Offensive Player’s progress is impeded in a meaningful way. The remedy is an automatic First Down at the spot of the Foul.

15.4. INTENTIONAL DEFENSIVE HOLDING: Occurs when a Defensive Player holds
onto a part of the body or uniform of a Free Runner. A Free Runner has possession of the
football with no defenders in front of him and would be deemed likely by the Officials to
have scored in the absence of the tackle or intentional defensive hold. This will fall under
the same rules as Tackling a free runner Rule 15.30.
(15.5.)DEFENSIVE PASS INTERFERENCE (DPI): DPI occurs when bodily contact initiated by a Defensive Player prevents an Offensive Player from attempting to catch a likely catchable Pass. 15.5.1 DPI can also occur when a Defensive Player holds onto a part of the body or uniform of an Offensive Player 5 yards or more from the Line of Scrimmage prior to a Pass being thrown where the Offensive Player’s progress is impeded in a meaningful way.

15.5.2 DPI also occurs when a Defensive Player forces an Offensive player out of
bounds prior to a pass being thrown where the Offensive player would otherwise be
deemed ineligible.
15.5.3 DPI penalties in the field of play – is an automatic 1st down at the spot of the foul
15.5.4 DPI penalties in the End Zone - the Offense is awarded First Down at the opposing 2-yard line or the previous Line of Scrimmage, whichever is closer to the End Zone.
15.5.5 A Force Out by a Defensive Player has the same remedy as DPI unless it occurs
in the End Zone, in which case, the Offense will be awarded a Touchdown.
15.5.6 If the Pass is determined to be uncatchable - no Penalty will be called.
15.6. DELAY OF GAME: Delay of Game occurs if the Offense does not start a new play before the Play Clock expires.
15.6.1 On a Scrimmage play - The remedy is Loss of Down.
15.6.2 On a Throw-Off - The Receiving Team will start its Possession at Midfield.
15.6.3 On a Punt - the previous spot.
15.7. THROW-OFF/PUNT OUT OF BOUNDS: If the Throwing Team on a Throw-Off or Punt throws the ball Out of Bounds untouched by receiving team. The receiving team will be awarded the ball.
15.7.1 Throw-Off Out of Bounds – spotted at the receiving teams 15 yd line unless the
ball goes out of the endzone (back or side) is a touch back to the 5 yd line.
15.7.2 Punt Out of Bounds - at the previous spot.
15.8. DIVING: Defensive players may dive to pull flags or attempt to catch the ball, but the offense may not dive for the purpose of establishing forward progress. The Referee will determine where the player started to dive and spot the ball there.

15.9. EARLY PULL: If a Defensive Player removes an Offensive Player’s flag before that Player possesses the ball, the Referee should say “Early Pull” and play continues. The Defense will still need to pull a flag to end the Play. (See Unsportsmanlike Conduct for
additional rules)

15.10.ENCROACHMENT: If the Defense is not Blitzing, they must wait 3 seconds to cross
the Line of Scrimmage an Encroachment penalty occurs when a team crosses the Line of
Scrimmage with no remaining Blitzes before waiting 3 seconds.

15.10.1 In all cases where the Defense has no remaining Blitzes and are penalized for Encroachment, the Offense may accept the result of the play or replay the Down.

15.10.2 If the Defense continually Blitzes with none remaining, an
Unsportsmanlike Conduct penalty may also be called on the Defense, with the
appropriate remedy enforced.

15.11.FALSE START: If any member of the Offensive Team crosses the Line of Scrimmage
before the ball is snapped, it is a Dead Ball and the Offense is penalized with Loss of Down. This also applies to Onside Plays.

15.12.OFFSIDE:

15.12.1 Throwing Teams crossing the Line of Scrimmage before a Throw-Off or
Punt. On a Throw-Off or Punt, the Receiving Team will have the option of keeping the result of the play or getting the ball on the 25-yard line on a Throw-Off and
getting the ball at the previous spot for a Punt.

15.14.FLAG-GUARDING: The remedy for Flag-Guarding is a spot foul and Loss of the Down.

15.14.1 Flag-Guarding is deemed to have occurred when an Offensive Player in possession of the ball creates contact with a Defensive Player using his hands, arms,elbows or the ball to prevent a Defensive Player from pulling his flag.

15.14.2 Flag-Guarding that occurs after an Interception or on a Return will result in the ball being spotted where the infraction took place and the Possession will start with Second Down.

15.14.3 Flag-Guarding on Fourth Down will result in a Spot Foul, a turnover on downs
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