Except as otherwise noted in these rules, Virginia High School League (VHSL) Football rules will be in effect.
Table of Contents:
Definitions
Rule 1: Game, Field, Ball, Equipment
Section 1: The Field
- Field Dimensions
- Sidelines
Section 2: Pre-Game
- Authority of Referees and Officials
- Coin Toss
Section 3: Rosters
- Team Rosters
- Game Attire
- Footwear
- Additional Attire
Section 4: Positions
- Offense
- Defense
- Pre-Snap Offense
- Pre-Snap Defense
Section 5: Equipment
- Flag Belts
- Football Size Requirements
Rule 2: League and Tournament Play
Section 1: League Play
- Game Clock
- Delay of Game
- Overtime
- Injury Timeouts
- Weather Impacted Games
Rule 3: Live Ball/Dead Ball
Section 1: Live Ball
- Live Ball Definition
- Ball Spot
- Possession and Change of Possession
Section 2: Dead Ball
- Inadvertent Whistle
- Substitutions
- Ruling Challenges
Rule 4: Game Play
Section 1: Scoring
- Touchdown
- Point After Touchdown (PAT)
- Safety
- Mercy Rule
Section 2: Running and Handoffs
Section 3: Passing and QB Running
Rule 5: Penalties
Section 1: General
- Unsportsmanlike Conduct
- Defensive Spot Fouls
- Offensive Spot Fouls
- Defensive Penalties
- Offensive Penalties
Definitions
Cool Down Period |
A consequence of a player who receives an unsportsmanlike conduct or personal foul penalty in which they must sit out the next 4 consecutive plays. |
Dead Ball |
Refers to the period of time immediately before or after a play. |
Defense |
The team opposing the offense to prevent them from advancing the ball. |
Downs |
The offensive team has four attempts or “downs” to advance the ball. The team must cross the line to gain another set of downs or to score. |
Flag Guarding |
An illegal act by the ball-carrier to prevent a defender from pulling their flags by stiff arm, lowering elbow or head, or blocking access to the runner’s flags with a hand or arm. |
Guest/Pick-up Player |
A player NOT on the team roster that is ineligible to play in any other league games below their rostered teams division. |
Inadvertent Whistle |
Official’s whistle that is performed in error. |
Lateral |
A backward or sideway toss or throw of the ball by the ball-carrier. |
Line of Scrimmage (LOS) |
An imaginary line running through the point of the football and across the width of the field |
Line-to-Gain |
The line the offense must cross to get a first down or score. |
Live Ball |
Refers to the period of time that the play is in action. Generally used in regard to penalties. Live ball penalties are considered part of the play and must be enforced before the down is considered complete. |
Offense |
Team with possession of the ball. |
Passer |
The offensive player who throws the ball and may or not be the quarterback. |
Rush Line |
An imaginary line running across the width of the field one (1) yard (into the defensive side) from the line of scrimmage. |
Rusher |
The defensive player(s) assigned to rush the passer to prevent them from passing the ball by pulling their flags or blocking the pass. |
Shovel Pass |
A legal forward pitch attempted from behind the line of scrimmage traveling forward. |
Unsportsmanlike Conduct |
Any rude, confrontational, or offensive behavior or language. |
Whistle |
Sound made by an official using a whistle that signifies the start or end of the play, a stop in action for a timeout or halftime, or end of the game. |
Rule 1: Game, Field, Ball, and Equipment
Section 1: The Field
Article 1: Field Dimensions
The field shall be 120 yards long by 53 yards wide
- First downs occur by moving the ball 20 yards in 4 attempts (downs). Distances will be marked along the sideline: G | 20 | 40 | 40 | 20 | G
Article 2: Sidelines
- Teams must be on alternate sidelines.
- Players must stay at mid field and cannot go beyond the 20 yard line marker.
Section 2: Pre-Game
It is the object of the game for one (1) team to carry or pass the ball across the opponent’s goal line. The game is won by the team that accumulates the most points.
Article 1: Authority of Referees and Officials
- The game shall be played under the supervision of two (2) or three (3) referees. The officials are Head Referee, Line Judge, and Back Judge.
- Players, nonplayers, and spectators affiliated with the team are subject to the rules of the game and shall be governed by decisions of officials assigned to the game.
- The officials have the authority to make prompt decisions in the spirit of good sporting behavior in any situation not specifically addressed in the Rules. The officials' decisions are final in all matters pertaining to the game. The officials assume authority at the pre-game captains' meeting, and their jurisdiction extends until the Referee declares the end of the 2nd half or overtime. Additionally, FXA Sports officials and staff may penalize unsportsmanlike conduct before, during, or after any game.
- Only the team captain (or representative) present at the coin toss to start the game may ask the referee questions about rule clarifications and interpretations before, during, or after any game. Other players, coaches, and fans may not address / speak to an official or question calls before, during, or after any game.
- Failure to abide by this rule will result in an unsportsmanlike conduct penalty:
- Unsportsmanlike Conduct, Defense, 10 Yard Penalty, +10 yards from LOS, Automatic 1st Down.
- Unsportsmanlike Conduct, Offense, 10 Yard Penalty, -10 yards from LOS, Loss of Down.
- Failure to abide by this rule will result in an unsportsmanlike conduct penalty:
Article 2: Coin Toss
- At the start of each game, a captain (or a representative) from both teams meet at midfield for the coin toss to determine who starts with the ball. The visiting team calls the toss.
- The winner of the coin toss has the choice of offense or defense. The loser of the coin toss has the choice of direction. Possession changes to start the second half to the team that started the game on defense. Teams change direction after the first half.
Section 3: Rosters
Article 1: Team Rosters
- Teams must consist of at minimum 8 players, with a maximum of 16 rostered players.
- Teams that are not able to field a complete team may play with a minimum of six (6) players.
- A maximum of two (2) “guest/pick-up” players will be permitted ONLY when a team doesn’t have enough of its own rostered players present to field a team.
- Teams are NOT permitted to use guest/pick-up players when sufficient rostered players are present.
- A guest/pick-up player is defined as a player NOT on the team roster.
- Team captains or representatives are required to provide the full name of each guest/pick-up player(s) before they can enter the field. Any team that doesn’t report these players may have that game result in a forfeit and the guest/pick-up player(s) may be suspended.
- Guest/pick-up players rostered on other teams are:
- Ineligible to play in any other league games below their rostered teams division.
- Eligible to play in any other league games that is above their rostered teams division.
- To eliminate teams illegally “sharing” players, a guest/pick-up player can only play for the same team twice in any league each season.
- Any player that is found to be on 2 rosters in the same league will not be eligible to participate in any regular season and/or playoff games for the remainder of the season. FXA Sports reserves the right to suspend and/or expel a player from the league and/or future game(s) at its discretion with no refund of monies for such acts.
Article 2: Game Attire
- Home teams are able to wear the jersey color associated with their team on the league schedule. If both teams have the same color jersey/shirt, it is the away team’s responsibility to provide an alternate colored jersey/shirt.
- Failure of the away team to provide a secondary uniform will result in a forfeit.
- Jerseys/shirts must be tucked into shorts or pants if they hang below the beltline or obstruct the belt in any way.
- Jerseys/shirts do not need to be numbered or be official uniforms but must be the same color.
- Players may not wear tights, underwear, or thermal undergarments not intended as exterior wear.
- Players' shorts cannot be the same color as the flags on the belt. The shorts must be a contrasting color determined by the official.
- Due to safety reasons, players cannot wear any article of clothing that contains pockets (shorts, pants, jackets, sweatshirts, hand warmers, etc). If a player wears an article of clothing with pockets, they will not be allowed to wear a flag belt and will be marked down at the spot where the ball was caught. FXA does not permit players to tape their pockets or turn them inside out.
Article 3: Footwear
Players must wear rubber soled shoes. Cleats are encouraged but must be rubber (non-metal spike).
Article 4: Additional Attire
- Players may tape their forearms, hands, and fingers. Players may wear gloves, sleeves, elbow and knee pads with no pockets.
- Due to safety reasons, players cannot wear any article of clothing that contains pockets (shorts, pants, jackets, sweatshirts, hand warmers, etc).
- Braces worn may not have exposed metal.
- Players must remove any jewelry and hard brimmed hats must be turned backwards. Beanies are permitted.
- Players are permitted and encouraged to wear mouth guards while on the playing field.
Section 4: Positions
Article 1: Offense
The eight (8) players on offense consist of a center, offensive line, a quarterback, and receivers.
- Center: This player is responsible for snapping the ball and is eligible to go out for passes, once they have snapped the ball.
- Offensive Line: These players are responsible for blocking rushers from the quarterback. Players can use their hands to block defensive rushers (between their shoulders and waist) when protecting the quarterback. Offensive linemen can position their bodies at any particular angle in an attempt to direct the rushers to a particular area and can use their hands to protect the QB.
- Quarterback: The quarterback (QB) is the offensive player who first gets possession of the ball after the snap. The QB is eligible to run with the ball across the line of scrimmage (LOS).
- Receiver: Any player who does not initiate the snap nor receive the snap is considered an eligible receiver and can either receive a handoff or catch a pass.
- A receiver is ineligible for a direct snap if they are in motion.
- Running Back: This player receives the ball in a direct handoff to the side or back of the quarterback, or from a pitch backwards, after the snap. They run directly with the ball and do not receive the ball via a pass.
Article 2: Defense
- Blitzer/Rusher: A defender who lines up with all parts of their body more than 1 yard away from the line of scrimmage at the snap (Rush Line) can establish themselves as a blitzer. Violation of this rule is a penalty: Illegal Rush, Defense, +5 Yards from LOS, Replay Down.
- The rush of the blitzer shall be immediately after the snap, quick and straight, towards the point where the QB receives the snap. The rusher must run around the offensive line to pursue the QB.
- All other positions on defense (linebackers, defensive backs, corners, and safeties) may rush after the ball is legally handed off behind the line of scrimmage.
- The rush line can never be placed inside the endzone.
- Only defensive players that are behind this marker when the ball is snapped may cross the line of scrimmage to rush the QB. No players lined up within this “zone”, may rush the QB. If the QB pitches the ball or hands-off to another offensive player, any defensive player may cross the line of scrimmage, no matter where they were lined up before the snap.
Article 3: Pre-Snap Offense
- Players may shift and change formations prior to the snap of the ball, but all players must be set before the snap, or before a player goes in motion
- One player is allowed in motion at the time the ball is snapped, but cannot be moving towards the line of scrimmage.
- The player in motion may not receive the snap directly.
- Before the ball is snapped into play, the head referee may announce when the line is legally set and play can begin. The QB does not have to wait until the referee makes this announcement, however, the line must be legally set before a snap can occur.
- To begin each play, the ball must be snapped from the ground to the QB who is lined up behind the center.
- The ball can be snapped to any player lined behind the line of scrimmage with a verbal or non-verbal command.
- Silent counts / snaps are legal.
Article 4: Pre-Snap Defense
The defense may not mimic the offensive team’s signals by trying to confuse the offensive players while the QB is calling signals to start the play. This includes verbal or physical cues to confuse the offense. This will result in an unsportsmanlike conduct penalty: Unsportsmanlike Conduct, Defense, +15 yards from the LOS and an automatic First Down.
- Defensive players within the neutral zone pre-snap are ineligible to rush the quarterback behind the line of scrimmage but are eligible to defend receivers and other offensive players.
Section 4: Equipment
Article 1: Flag Belts
- Flag-a-Tag and/or Shruuumz pop flag belts should be used. Free Agent Teams will be provided (free-of-charge) with Flag-a-Tag pop flag belts from FXA and established teams should provide their own pop flag belts. Flag-a-Tag pop belts are available for purchase at the FXA Office.
- Flag belts must be fastened outside of all clothing with nothing obstructing them. If, during a play, any clothing obstructs the defense’s ability to grab a flag (shirt is hanging over the flag belt), then the player will be called down at the first instance that the defense had a chance to pull the flag.
- A ball carrier whose flag falls off inadvertently during a play will be considered down upon a one-handed touch. However, if any player (besides the QB) gains possession of the ball without properly secured flags, then they will be down as soon as they touch/catch the ball.
- It is a penalty for a ball carrier to stiff-arm, charge into, or deliberately try to knock over a defensive player to avoid a flag pull.
- In addition, a ball carrier may not dive (diving is defined as a player leaving their feet without returning to their feet) in an effort to gain extra yardage.
Article 2: Football Size Requirements
- The ball used must be a regulation NFHS, NCAA, or NFL sized Football.
Rule 2: League and Tournament Play
Section 1: League Play
Article 1: Game Clock Settings
The game will be divided into two (2) 20 minute halves by a 2 minute halftime. Each team is allowed two (2) thirty-second timeouts per half. Unused timeouts will not rollover. The official game clock will be maintained by the head referee and will run continuously except for time-outs or serious injury–following an injury timeout, the game clock should resume following the ready-for-play whistle. The clock will run continuously and stop during the final 2 minutes of play in the both half for the following occurrences:
- The clock will stop on: incomplete passes, player out of bounds, change of possession, penalty, declared punt, timeout by a team, or a scoring play.
- The clock will pause on first downs, and resume when the whistle is blown to resume play.
Article 2: Delay of Game
The offensive team will have 30 seconds to snap the ball once the referee has spotted the ball. Failure to do so will result in a penalty: Delay of Game, Offense, -5 yards from LOS.
Article 3: Overtime
There will be no overtime during the regular season, the game will end in a tie. In the playoffs, overtime will mirror NCAA overtime, and will consist of each team having one offensive possession starting at midfield. A coin flip will determine the team that chooses to be on offense or defense first and the direction will be at the referees discretion. The offensive team will have 4 untimed downs to score a touchdown (all regular penalties will apply during the overtime period). If a touchdown is scored the offensive team will have the option to go for a 1- or 2-point conversion (female scoring will be awarded in the same fashion as during regulation). If teams are tied after the 1st overtime period, the process will be repeated in a 2nd overtime in which teams must attempt a 2-point conversion from the 10 yard line after a touchdown. Starting with the 3rd overtime period, teams alternate going for a 1-point try from the 5 yard-line until a winner is determined.
- Regular season/Tournament pool play games that end regulation in a tie will NOT go to overtime.
Article 4: Injury Timeout
- Any player who has an injury on the field that requires a referee timeout and stops the game clock is required to sit for the next play.
Article 5: Weather Impacted Games
- If a game is stopped due to dangerous weather conditions prior to the beginning of the second half or prior to a previously designated point, the game will be replayed in its entirety. If a game is stopped thereafter, it will be considered a complete game and the score will stand. There is no requirement that each team have the same number of offensive series before a game is stopped.
Rule 3: Live Ball / Dead Ball
Section 1: Live Ball
Article 1: Live Ball Definition
The ball is live at the snap and remains live until an official’s whistle blows the ball dead.
Article 2: Ball Spot
The ball will be spotted where the ball is at the time the ball carrier’s flag is pulled. If the ball crosses the plane of the goal line before the ball carrier’s flag has been pulled it will result in a touchdown (ball extension).The head referee will indicate the neutral zone and line of scrimmage by spotting the ball before each play at the location of the line judge and signaling the ready for play with a short whistle.
- It is an automatic dead ball foul if any player on offense enters the neutral zone.
- False Start, Offense, -5 Yards from LOS.
Article 3: Possession and Change of Possession
- KICK-OFF
- A kick-off (free kick) begins each half of a game, and begins play following a touchdown, field goal, or safety. The ball shall be put in play by a place kick from some spot on the kicking team's restraining line: the 40 yard line, or from the 20 yard line following a safety. The receiving team's restraining line will be 20 yards from the kicking team's restraining line.
- No player of the kicking team may touch a free kick before it reaches the receiving team's restraining line. Thereafter, all players of the kicking team are eligible to touch, recover, or catch the kick. No player of the kicking team may interfere with the receiving team's opportunity to catch the ball. A free kick touched by a player of the kicking team which then touches the ground is dead at the spot at which it touches the ground. If first touched before reaching the restraining line of the receiving team, it belongs to the receiving team. If first touched after reaching the restraining line of the receiving team, the ball belongs to the kicking team. A free kick touched by a player on the receiving team, which then touches the ground, is dead at the spot at which it touches the ground and belongs to the receiving team.
- A kick caught or recovered by a player on the receiving team continues in play; if caught or recovered by the kicking team, the ball becomes dead.
- PUNTS
- A punt must be declared and cannot be faked. The referee shall notify the defensive team prior to the ball being made ready-for-play.
- Punts don’t need to be snapped, but must commence behind the line of scrimmage.
- Punts must be kicked and cannot be thrown.
- The kicking team may not cross the line of scrimmage until the ball is kicked.
- Downfield blocking is not permitted.
- The receiving team may not raise hands or jump to block a punt.
- The kicking team may down the punt, but may not recover a punt.
- A punt through the end zone will be spotted at the 20-yard line. If a player drops the ball in the end zone, the ball is spotted at the 20-yard line and is not counted as a safety.
- All loss of down possession changes start on the most recent line of scrimmage, headed in the direction of the new defenses endzone.
- If the defense intercepts the ball, a defensive player can attempt to return it until down or out of bounds. The ball will be spotted where they are down, and their offense will assume possession and a first down unless negated by a penalty.
- A player who gains possession of the ball is considered inbounds as long as one foot comes down in the field of play. Stepping on the boundary line is considered out of bounds.
Section 2: Dead Ball
Any official can whistle the play dead. Play is ruled “dead” when:
- The ball hits the ground.
- If the ball hits the ground as a result of a bad snap, the ball is placed where it hit the ground.
- The ball-carrier’s flag is pulled (or is 1-hand touched if flag(s) fell off during the play).
- The ball-carrier steps out of bounds.
- A touchdown, PAT, or safety is scored.
- Any part of the body other than feet or hands touches the ground.
- The receiver catches the ball while not in possession of flags.
- An inadvertent whistle.
Article 1: Inadvertent Whistle
In the case of an inadvertent whistle, the offense has two options:
- Take the ball where it was when the whistle blew, and the down is consumed.
- Replay the down from the original LOS.
Article 2: Substitutions
Substitutions may be made on any dead ball / in-between plays.
Article 3: Ruling Challenges
- A team is allowed to use a timeout to question an official’s rule interpretation during a dead ball. If the official’s ruling is correct, the team is charged the timeout. If the rule is interpreted incorrectly, the timeout is not charged and the proper ruling will be enforced. Officials must all agree upon any controversial call in order to give each team the full benefit of each call.
- A team with no timeouts remaining cannot challenge a rule interpretation, though officials can come together independently and reverse a call by unanimous decision.
Rule 4: Game Play
Section 1: Scoring
Article 1: Touchdown
- A touchdown is awarded six (6) points and happens when the ball breaks the plane of the front of the endzone.
Article 2: Point After Touchdown (PAT)
- 1 point try from the 5-yard line.
- 2 point try from the 10-yard line.
- A defensive touchdown on a try is 2 points.
- A safety on a try is 1 point.
Article 3: Safety
A safety occurs when the ball-carrier is declared down inside their own endzone. A safety is 2 points.
- A penalty in the endzone (i.e. flag guarding) can also be ruled a safety.
Article 4: Mercy Rule
- Games will be ended via Mercy Rule when a team is ahead by 28 points or more going into or during the second half.
- If a team is ahead by less than 28, but more than 17 points - the clock will not stop at any point in the second half (except for timeouts by the trailing team).
Section 2: Running and Handoffs
- Only direct handoffs behind the line of scrimmage are permitted. Handoffs may be in front, to the side, behind, or pitched to the offensive player but must take place behind the line of scrimmage.
- Any player who receives a direct handoff can throw the ball from behind the line of scrimmage.
- Once the ball has been handed off in front, to the side, or behind the quarterback, all defensive players are eligible to rush.
- A ball carrier may not dive (diving is defined as a player leaving their feet without returning to their feet) in an effort to gain extra yardage.
- Doing so will result in a penalty: Illegal Advancement, Offense, -5 yards from the spot, loss of down.
- Down and distance to gain are determined after enforcing all live ball penalties.
- Doing so will result in a penalty: Illegal Advancement, Offense, -5 yards from the spot, loss of down.
- No blocking or downfield blocking is allowed at any time.
- This also includes “picks” or “screen” plays.
- Offensive players without the ball cannot run in front of the ball carrier once the ball has crossed the line of scrimmage. This is to avoid down-field blocking.
- It is a penalty for a ball carrier to stiff-arm, charge into, or deliberately try to knock over a defensive player.
Section 3: Passing and QB Running
- There is no penalty for intentional grounding.
- The quarterback or any player receiving the snap, hand-off or lateral behind the line of scrimmage can run at any time, at any point on the field.
- Once a forward pass goes from behind the line of scrimmage to over the line of scrimmage, no more forward passes can occur.
- There can be more than one forward pass behind the line of scrimmage so long as it doesn’t cross the line of scrimmage.
Section 4: Contact and Blocking
No downfield blocking/tackling is permitted. Illegal contact includes tripping, contact with the QB, any intentional contact by an opposing player, and contact with an opposing player after a ball is tipped. Also note that rough play may result in an unsportsmanlike penalty. Anyone in violation of this rule is subject to penalty, suspension and/or expulsion from the league.
A legal block consists of contact with open hands (with palms facing the opponent) to the area between the waist and shoulders. For defensive players, bump-and-run/jamming of receivers is allowed within 5 yards of the line of scrimmage, and is defined as open hands to the chest/shoulders.These contact rules apply to both offensive blockers and defensive rushers.
Illegal blocks consist of any of the following:
- Contact below the waist or above the shoulders
- Blocking in the back
- Blocking using forearms, elbows, shoulders, hips, legs, or anything besides open hands
- Holding
- Blocking past the line-of-scrimmage (this will be penalized as downfield blocking)
Illegal blocks will result in a penalty: Illegal Contact, Defense, +10 yards from LOS, Replay Down.
Please keep in mind that we are allowing LIMITED contact in this league. Any excessive and/or intentional contact is subject to a personal foul and/or expulsion from the league.
Rule 5: Penalties
Section 1: General
- The officials will call all penalties.
- Teams whom the penalty goes against will have the option to accept the penalty or decline and accept the result of the play (except on dead ball penalties).
- Only the team captain present at the coin toss to start the game may ask the referee questions about rule clarifications and interpretations. Other players, coaches, and fans may not question calls.
- Failure to abide by this rule will result in an unsportsmanlike conduct penalty: Unsportsmanlike Conduct, Offense or Defense, 15 yard penalty, +/- 10 yards and an automatic 1st or loss of down.
- Game officials determine incidental contact that may result from normal run of play.
- All penalties will be assessed from the line of scrimmage, except as noted (spot fouls).
- Games and halves may not end on a penalty unless the opposing team declines it.
- Penalties are assessed live ball then dead ball. Live ball penalties must be assessed before play is considered complete.
- Down and distance to gain are determined after enforcing all live ball penalties
- Example: On 4th down from the opponent's 24 yard line (4th and 4), player A1 advances the ball to the 15 yard line, but flag guards at the 18 yard line. The 5 yard penalty is assessed from the 18 yard line and the ball is spotted at the 23 yard line. Team A did not gain the zone line-to-gain, and thus turns the ball over on downs. It is Team B's ball, 1st down on the 23 yard line.
- Penalties will be assessed half the distance to the goal line when the penalty yardage is more than half the distance to the goal.
Article 1: Unsportsmanlike Conduct:
- We want our players to have fun, stay respectfully competitive, and be safe while doing so. Unsportsmanlike penalties are a necessary part of the game in order to keep control of the game and will be called.
- Unsportsmanlike Conduct penalties may be called before, during, or after the game.
- After a player receives an Unsportsmanlike Conduct or Personal Foul penalty - they must adhere to a Cool Down period of 4 plays.
- Failure to do so will result in a second Unsportsmanlike Conduct penalty.
- After a player receives 2 Unsportsmanlike Conduct or Personal Foul penalties - that player is ejected from the game.
- If an official determines that contact was initiated with intent to harm, the offending player will be ejected from the game.
- Ejected Players must leave the field of play immediately or risk forfeit for their team.
- Ejected players may not play in any future games without league approval.
- FXA Sports has the authority to suspend and/or expel a player or team from the league and/or future game(s) at its discretion with no refund of monies for such acts.
- Fighting: see Sportsmanship Policy
Article 2: Defensive Spot Fouls:
After a player receives an Unsportsmanlike Conduct or Personal Foul penalty - they must adhere to a Cool Down period of 4 plays.
Personal Foul (Unnecessary Roughness) |
+15 Yards and an Automatic First Down |
Stripping the Ball |
+5 Yards and and Automatic First Down |
Illegal Flag Pull |
+5 Yards and an Automatic First Down |
Holding Clarification:
- Holding BEHIND the LOS on any ball carrier who is eligible to forward pass the ball results in a +10 Yard Penalty and Replay the Down.
- Holding is NOT grabbing the shirt, it is impeding a player from forward motion.
Article 3: Offensive Spot Fouls:
After a player receives an Unsportsmanlike Conduct or Personal Foul penalty - they must adhere to a Cool Down period of 4 plays.
Personal Foul (Unnecessary Roughness) |
-15 Yards and Loss of Down |
Screening (Blocking Downfield) |
-10 Yards and Loss of Down |
Illegal Contact After the Pass |
-10 Yards and Loss of Down |
Flag Guarding |
-5 Yards and Loss of Down |
Illegal Advancement (Diving) |
-5 Yards and Loss of Down |
Article 4: Defensive Penalties:
After a player receives an Unsportsmanlike Conduct or Personal Foul penalty - they must adhere to a Cool Down period of 4 plays.
Defensive Pass Interference |
+15 Yards from LOS and an Automatic First Down |
Defensive Pass Interference (Inside End Zone) |
Ball Spotted at 1 Yard Line and an Automatic First Down |
Roughing the Passer |
+15 Yards from LOS and an Automatic First Down |
Defensive Unsportsmanlike Conduct/Taunting |
+15 Yards from LOS and an Automatic First Down |
Holding |
+10 Yards and an Automatic First Down |
Illegal Contact |
+10 Yards from LOS and Replay Down |
Illegal Participation |
+5 Yards from LOS and Replay Down |
Offsides |
+5 Yards from LOS and Replay Down |
Illegal Rush |
+5 Yards from LOS and Replay Down |
Encroachment |
+5 Yards from LOS and Replay Down |
Illegal Contact:
- Tripping
- Excessive contact that limits a players route, reception, or motion
- Contact with an opposing player after the ball is tipped
- May result in an unsportsmanlike conduct penalty.
Illegal Stripping:
- Batting or stripping a ball from the ballcarrier's hand.
A game cannot end on a defensive penalty even if time expires. One (1) un-timed down will be required to complete the game.
Article 5: Offensive Penalties:
After a player receives an Unsportsmanlike Conduct or Personal Foul penalty - they must adhere to a Cool Down period of 4 plays.
Offensive Unsportsmanlike Conduct/Taunting |
-15 Yards from LOS and Loss of Down |
Offensive Pass Interference |
-10 Yards from LOS and Replay Down |
Illegal Contact Prior to the Pass |
-10 Yards from LOS and Replay Down |
Illegal Forward Pass |
-5 Yards from LOS and Loss of Down |
Illegal Touch |
-5 Yards from LOS and Loss of Down |
Illegal Participation |
-5 Yards from LOS and Loss of Down |
Illegal Motion |
-5 Yards from LOS and Loss of Down |
Illegal Formation |
-5 Yards from LOS and Replay Down |
Delay of Game |
-5 Yards from LOS and Replay Down |
False Start |
-5 Yards from LOS and Replay Down |
Illegal Contact:
- Tripping
- Excessive contact that limits a defenders ability to defend a pass or run
- May result in an unsportsmanlike conduct penalty.
Illegal Touch: If an offensive player goes out of bounds during a play, and is first to touch the ball.
There is NO penalty for intentional grounding.