OFFA
Rules – Wisconsin “Live Ball” Rules
(Revised August 2006)
Section 1—General Rules
Section 2--Clothing
Section 3--Equipment
Section 4--Flags
Section 5--Time of Game
Section 6--Offense
Section 7--Defense
Section 8--Kicking Game
Section 9--Overtime
Section 10--Referees/Penalties
Section 11--Fighting
Section 12--Etiquette
Section 13--Rosters
Section 14--Forfeits
Section 15--Tiebreakers
SECTION 1--GENERAL RULES
1.1: A full-size (100 yard) football field will be used.
1.2: A first down will be awarded each time the offensive team crosses a marker. Markers
will be placed 20 yards apart, at each 20 and 40 yard line, as well as the goal lines and the back of each endzone.
1.3: There will be 8 players on the field for each team.
1.4: Substitution will be free and may be made in between any two plays.
1.5: Before the start of the game, the visiting team on the schedule will get to call the coin toss. The winner
of the coin toss has the choice of: (1) Receiving, (2) Kicking off, or (3) to defend either goal. At halftime, the teams will
switch sides and the team that kicked off in the first half will automatically receive to start the second half. There will
be no decisions to be made by either team at halftime.
SECTION 2—CLOTHING
2.1: All shirts must be tucked in, so that they do not
obstruct their flags.
2.2: Only rubber or plastic cleats will be permitted.
Metal cleats will not be allowed.
2.3: Players may not wear any dangling
jewelry or watches. Hats and gloves may be worn.
2.4: All team members
are required to wear the same style of jersey with a unique number.
SECTION 3--EQUIPMENT
3.1: No padding may be worn by any player, other than
covered knee braces and light elbow protection.
3.2: Each team gets to
choose which ball they want to use while they are on offense. An official league ball will be provided for each field if either
(or both) teams wish to use it. If a team chooses to use their own ball, it must be made of leather and must meet the size
and weight specifications of either a high school, college, or professional football. Rubber footballs or “junior sized”
balls will not be allowed. The ball must be inflated to the appropriate level,
as determined by the referee. Both teams may use the same ball, if agreed upon.
3.3: Mouthpieces are highly recommended for every player on the field. Mouthpieces will
be available in the basket at each field from the league.
3.4: Tees will be allowed for kickoffs and will be supplied for each field by the league. Teams may also use their own tees, as
long as they are approved for play. In addition, a one-inch kicking block will be allowed for all field goal and extra point
attempts.
It is the responsibility of the kicking team to have the kicking tee or block ready for use; no extra time will be
provided on the play clock by the referees to get these items.
SECTION 4--FLAGS
4.1: The Triple Threat flag belts contain three flags permanently
attached to the belt. The object is to deflag the ball carrier by pulling at one of the flags, causing the entire belt to
come off. If a team wishes to use their own flags, they must be nearly identical
to the league flags and must be approved by the game officials.
4.2: A
player will not be considered "down" until:
(1) the player with the ball has his flags removed
or fall off.
(2) the player is touched by an opposing player while he is either on a knee or on
the ground.
Clarification: If a players flags fall off inadvertently while he
has the ball, regardless of the reason, he will be considered down at the spot where the flags fell off. If his flags fall off BEFORE he gained possession of the ball, then he must be touched (one hand, anywhere)
in order to be considered down.
4.3: A player whose flag belt is detached before he receives the ball
or accidentally falls off through no act of another player must be touched with one hand (anywhere on the body) by an opposing
player in order to be considered down.
4.4: Tackling a player to get his
flag belt will not be permitted. This infraction will be ruled as a Personal Foul for roughing and will result in a 15-yard
penalty and an automatic first down.
4.5: The defensive player may not
hold, grasp, or obstruct the forward progress of a ball carrier while in the act of removing the flag belt. The penalty for
this infraction will be 15 yards.
4.6: The ball carrier cannot guard their
flag belt by shielding it with his arms or hands, or by "shucking" or stiff-arming the defensive players. In the event that
this happens, the ball carrier will be considered down at the spot where the infraction occurred with a possible penalty for
Unnecessary Roughness, based upon if there was malicious intent in the referee's judgment.
4.7: Offensive players may not lower their shoulders or "charge" into a defensive player. If this occurs, the
ball carrier will be considered down at the spot where the infraction occurred with a possible penalty for Unnecessary Roughness,
based upon the referee's judgment.
4.8: The ball carrier is permitted
to spin in an attempt to avoid the defensive players from grabbing his flags.
4.9:
Tying flags will not be permitted. The infraction for this offense is a 15 yard Unsportsmanlike Conduct penalty. Any player caught with tied flags must leave the field immediately until they are
untied. If that player is caught violating this rule again in the same game, then he will be ejected.
4.10: Any player who is having difficulty getting his flags on may be asked to leave the field for one play,
so that the game will not be slowed down.
4.11: Referees should pull the
flag off of any player that scored, to check and make sure that they weren't tied. The penalty for tied or improper flags
will be a 15-yard Unsportsmanlike Conduct penalty (from the original line of scrimmage) and loss of that down. In addition,
the violating team will be warned of the infraction and any further occurrences will result in ejection of the violating player(s).
SECTION 5--TIME OF GAME
5.1: Games will consist of two halves, 30 minutes each.
Halftime will last 5 minutes. (Halftime can be shortened if both teams agree to it.) The clock will run constantly, except
for the final minute of the first half and the final two minutes of the game. During these times, the clock will run except
for dead ball situations, such as incomplete passes, players going out of bounds, and time outs. It will not be stopped automatically
for first downs. The clock will automatically be stopped for the “1 minute”
(1st half) or “2 minute” (2nd half) warning, at then end of the play that takes the clock
down to that time.
5.2: The clock will also be stopped for any prolonged
injuries, or anything else that halts play for more than one minute.
5.3: The
clock will not run during Point after Touchdown conversions (2-point or 1-point) in the final 1 minute of the 1st Half or
the final 2 minutes of the 2nd Half (see exception below).
5.4: Each team
will be allotted three time outs for the game, one of which must be a 20 second time out, simply to stop the game clock during
play. Time outs may be used in either half. Regular time-outs will last one minute.
5.5: In the final two minutes of the game, if the score is not within 16 points, then the clock will continue
running until either (a) time expires, or (b) the team that is behind scores and cuts the lead to 16 points or less.
5.6: A half may not end on a play where there was a defensive penalty that was not declined.
5.7: The defensive team without any timeouts left may not stop the
clock by a penalty in the final two minutes (such as purposely jumping offsides). Should
this happen, the referee should assess the penalty, then start the game clock from the point where it was and give the offensive
team a new 35 second play clock.
5.8: On kickoffs that start a half or during late half, stop time
situations, the game clock will not start until the receiving team touches the ball in bounds.
SECTION 6--OFFENSE
6.1: All offensive players are eligible receivers.
6.2: There is no limit on the number of offensive linemen that a team must have. However,
the offensive team must line up at least four players on the line of scrimmage. (In order for a player to be considered on
the line of scrimmage, he must be lined up no further than one yard behind the line of scrimmage.) NOTE: The quarterback is
not considered on the line of scrimmage.
6.3: There is no limit on the
number of players that may rush the quarterback. Also, defensive players may rush in immediately--there is no "count."
6.4: The legal blocking zone will be from the shoulders to the waist, in the front. "Cut"
blocking and "dive" blocking will not be permitted and will result in a 15-yard penalty against the violating team. Also,
deliberate contact to the face (or above the shoulders) will result in a 15-yard penalty.
6.5: Linemen within five yards of either side of the ball may not move once they are set and the center touches
the ball, until the ball is snapped. No member of the offensive squad is allowed
to draw the defense offsides by simulating a snap.
6.6: "Standard" football
passing rules apply; only ONE forward pass will be permitted on each play. All forward passes must be thrown from behind the
line of scrimmage. Also, once an offensive player has taken the ball past the line of scrimmage, that team may not go back
behind the line of scrimmage and attempt a forward pass during that play.
6.7:
There is no limit to the number of hand-offs or laterals that may be made during a play.
6.8: Blocking in the back will not be permitted by any player on the offense or the defense. The penalty for
this infraction is a 15 yard Personal Foul.
6.9: A receiver must have
both feet in bounds to be considered a legal catch.
6.10: A player who
goes out-of-bounds during a play may not catch a pass in the field of play unless it deflects off of an eligible player first.
Exception: If an offensive player is forced out of bounds by a defensive player, then he can come back and catch a pass legally.
6.11: Only one player will be allowed to be moving, or in motion, when the ball is snapped.
6.12: All offensive players must line up at least 5 yards in from the sidelines.
6.13: The offensive team will have 35 seconds to snap the ball for the next play from the
time it is spotted by the referee. Referees should attempt to remind the offensive team when there are 10 and 5 seconds left
on the play clock by yelling "10 seconds."
6.14: The ball is not considered
dead when it hits the ground during a play. If it hits the ground, it is considered a fumble and a live ball. Either team
may advance fumbles. Overly aggressive swatting at the ball which results in striking another player while he is carrying
it will be penalized for Unnecessary Roughness.
6.15: The center may adjust
the ball but may not lift it off the ground before snapping it, and must snap the ball through his legs.
6.16: Neither team may have more than 8 players in the huddle.
SECTION 7--DEFENSE
7.1: Defensive players will be allowed to "bump" offensive
players within five yards of the line of scrimmage, but not past that. Defensive players also will have the same right to
the ball when it is in the air that the offensive player has. Therefore, incidental contact that occurs while a defensive
player is going for the ball will not be considered pass interference, unless the defender blatantly interferes with the offensive
receiver.
7.2: Defensive players may cross the line of scrimmage and come
back without being penalized for being offsides, as long as they get back before the ball is snapped and do not make contact
with an offensive player.
7.3: Defensive players will be allowed to dive
for the ball carrier's flags, as long as they do not tackle the ball carrier while diving.
7.4: On a 2-point conversion or an extra point attempt, the defensive team may score two points if they block
a kick, get an interception, or recover a fumble and advance the ball past the offensive team's goal line during that play.
SECTION 8--THE KICKING GAME
8.1: After scoring a touchdown, teams have the option
of kicking the extra point or attempting the 2-point conversion. In either case, the ball is snapped from the 3-yard line.
8.2: The defensive team will be allowed to attempt to block punts if they choose. All players
on the punting team are allowed to head downfield as soon as the ball is snapped. Fake punts are allowed.
8.3: Kickoffs will be from the 40-yard line. If a ball is kicked out of bounds, the receiving
team may either take the ball at the 35-yard line, make the opposing team kick the ball again from 5-yards back, or may take
the ball at the spot where it went out of bounds.
8.4: On-side kicks will
be permitted, but must travel 20 yards before they may be recovered by the kicking team.
On-side kicks may be returned, the same as regular kicks. During on-side
kicks, the receiving team may field the ball before 20 yards, but once they make contact it is considered to be a “live
ball” and may then be recovered by the kicking team.
8.5: On all
field goal attempts and extra points, the offensive team must declare that they are attempting a kick to one of the referees. Once declared, no fakes are allowed on kicking attempts. The defensive team may not rush past the line of scrimmage, but they may jump straight up and attempt to
block it. Offensive players must be set, similar to all other plays, and in a
legal formation at the time of the snap. Neither offensive nor defensive players
will be allowed to block or make contact with each other during kick attempts, or cross the line of scrimmage. In the event of a blocked or missed kick, the ball is DEAD and may not be recovered or returned by either
team.
8.6: The holder must be on one knee and directly behind
the center for all kick attempts. No angle snapping. If the ball hits the ground before the holder sets it, then the ball is considered down and the attempt
is no good. The kicker must set up within 5 yards of the holder for all kick
attempts. The holder must get the ball down and the kicker must kick it within
3 seconds in order for the kick to be considered a legal attempt. The referee
should count down this 3 seconds.
8.7: Defensive players may not jump off of each others
backs, shoulders, or other body parts while attempting to block a kick.
8.8: Following a safety, the ball
must be put into play from the 20-yard line with either a punt or a kickoff. A kicking tee is permitted, if desired.
8.9: During stop clock time (last 1:00 of 1st half or 2:00 or 2nd half), the game clock will stop once a punt lands in the endzone or goes out of bounds.
SECTION 9--OVERTIME
9.1: If the game is tied at the end of regulation time,
then overtime session(s) will be played. A coin flip will determine which team has the ball first. (The team that wins the
coin flip has the option of (1) going first (2) going last or (3) which side of the field to play the overtime session on.
The loser of the flip gets to choose the remaining option.) During the overtime session, each team will get the ball at the
opposing team's 20-yard line with four plays to score. If a team scores a touchdown, then they get to attempt the point after
(either a 2-point conversion or a 1-point kick). Both teams are required to go towards the same goal. Multiple overtimes will
be played, if necessary, if both teams are still tied at the end of the overtime session until one team has won the game.
There will be no ties.
SECTION 10--REFEREES/PENALTIES
10.1: Three referees will work each game, subject to availability. One will serve as the Referee and position himself behind the Quarterback. The second official will act as a Line Judge and will be responsible for watching the front line play and
the offensive backfield. The third will serve as a Back Judge and will be positioned on the opposite sideline, primarily watching
the receivers and the downfield action. One referee will serve as official timekeeper
for the game, while another will watch to make sure the scoresheet is being filled out properly by both teams.
10.2: No player may make contact with another player who is on the ground, other than a
defender who is touching an offensive player with the ball in order to get him down.
10.3: Defensive players will not be able to yell words at the line of scrimmage (such as "Hut" or cadences similar
to the offensive team) to deceive the offensive team. The penalty will be a 15-yard Unsportsmanlike Conduct for this violation.
10.4: Defensive players may not purposely remove the flags of an offensive player before
they get the ball (such as off the line of scrimmage). The penalty for this infraction will be a 5-yard Illegal Removal of
Flags.
10.5: Making any contact with the quarterback, other than ordinary
attempts to grab his flags at the waist or the ball, will be considered "Roughing the Passer," and will be penalized as a
Personal Foul. Even if the ball is deflected, there still can be a Roughing the
Passer penalty on the play. If the Quarterback’s arm is firmly hit without
deflecting the ball, it is considered pass interference. RULE OF THUMB: If the quarterback is hit and ends up on his back, it is generally a Personal Foul
for roughing the passer.
10.6: Penalty distances
NOTE: Penalties are measured from the original line of scrimmage.
5 Yard Penalties
Offsides
Fault
start or any illegal act by the snapper
Illegal motion
Delay of game
Kickoff out of bounds
Fewer than four players
on the line of scrimmage
Crossing the line of scrimmage for a field goal attempt or PAT
Illegal Removing of Flags
10
yard Penalties
Holding (measured from the line of scrimmage)
Blocking in the back or Illegal block
15 Yard Penalties
Pass interference (Automatic first down)
Unnecessary roughness (Automatic
first down)
Unsportsmanlike conduct (Automatic first down)
Tackling (Automatic first down)
Roughing the Passer (Automatic
first down)
Personal Foul (Automatic first down)
10.7: Pass interference
will be a 15-yard penalty from the line of scrimmage and will result in an automatic first down.
EXCEPTION: If the pass
interference occurs more than 15 yards from the line of scrimmage and, in the referee's judgment, is considered flagrant,
then the ball will be placed at the spot of the foul with an automatic first down.
10.8: For all penalties, the non-infracting team has the choice of declining the penalty and accepting the result
of the play.
10.9: Offsetting penalties (one on each team), regardless
of the type of infractions, will result in the down being played over.
10.10:
Celebration following a big play will be permitted provided that it does not slow down the game. In the event that
it does prolong the game, then the clock will be stopped and the offending team will receive a 15-yard Unsportsmanlike Conduct
penalty.
10.11: Taunting of opposing players will not be tolerated. This includes throwing or tossing the ball at opposing players or unwarranted touching of another player. The penalty for this infraction is 15 yard Unsportsmanlike Conduct.
10.12: Blocking in the back is only permitted when linemen are engaged
within one yard of either side of the line of scrimmage. Any other blocking in
the back is considered a penalty and is 10 yards. Clarification: If an offensive linemen’s man slips by him (and
gets upfield) and the offensive player turns and pushes him in the back from behind, it is a penalty.
10.13: If a defensive player jumps over the line of scrimmage and
the offensive player moves as a result, it is a penalty on the Defense. If the
Defense makes contact before the offensive player moves, it is also a penalty on the Defense and the play is blown dead.
If the Defense jumps offsides, but the Offense remains set and there is no contact, then the referee should throw the flag,
but allow the play to continue (resulting in a "free play" for the offense.)
10.14: For less serious 15 yard Personal Foul infractions, referees
may award a 5-yard penalty (not automatic first down) instead of a 15-yarder and automatic first down (similar to the NFL
facemask rule).
SECTION 11--FIGHTING
11.1: Any player guilty of a "fighting" violation or any
other act of flagrant violence will be ejected from the game and subjected to the following actions:
First offense: Ejection
& one game Suspension.
Second offense: Ejection & Suspended for the remainder of the season and indefinitely from
the league.
11.2: All ejections will be reviewed by the referee making the call,
the Director of Referees, and the Commissioner to determine if the player will be required to sit out additional games. All ejections do not carry an “automatic” one game suspension; however
they are all subject to review.
SECTION 12--ETIQUETTE
12.1: Players continually or repeatedly arguing with the
referees will be penalized 15-yards for Unsportsmanlike Conduct and will be ejected at the discretion of the referee.
12.2: Referees have the full discretion of giving teams a 15-yard Unsportsmanlike Conduct
penalty (and even ejection) for overly loud or excessive swearing. Remember,
the sidelines are not that far away and there are women and children there.
12.3:
After the last game of the day, it is the Team Captain's responsibility to see that his team has placed their flags
in the appropriate color-coded bag and that trash and equipment are cleared from their playing field.
SECTION 13--ROSTERS
13.1: Rosters may contain up to 25 players. A player must
be on the roster before he is eligible to play. The recommended roster size is at least 15 players. A team that plays with
a non-rostered player will result in forfeiture of that game.
13.2: A
player will be considered a rostered player--and eligible to play--only after he has signed the team waiver form, which must
also be signed by the team's captain.
13.3: Players may change teams once,
and only once, before October 15th at their own discretion, but they must be released from their previous team before being
eligible to sign the team waiver/roster form with the new team. Players who wish
to change teams in the off-season must get a written release from their previous team before they can play with a new team.
13.4: Rosters will be "locked in" on October 15; no roster changes will be permitted after
that date, unless they are approved by the commissioner and at least 80% of the Team Captains.
(This shall be used only in the cases where a team is having difficulty fielding enough players for the final weeks
of the season.)
13.5: In order for players to be eligible for the playoffs,
they must have competed in at least one game during the regular season.
SECTION 14--FORFEITS
14.1: A team may start a game with only seven players
rather than eight, if they only have that many players present. If a team has
only 6 players, it shall be up to their opponent as to whether or not they want to play out the game or accept the forfeit. Once they have elected to play, then the results will count—if they lose on
the field, then they cannot reclaim the forfeit. If a team has 5 or fewer players,
it is a forfeit and no official game will be played. Further, a team that forfeits
is subjected to the following conditions:
14.2: Forfeit penalties
First offense: $50 team forfeit fee.
Second offense: Team is kicked out of the league for the year, forfeiting the
remainder of their games, unless they apply for reinstatement to the league and are approved. The league may also disallow
that team from competing the following year.
14.3: NOTE: A team that starts
a game with seven players then suffers an injury, ejection, etc. to one of its players will be allowed to finish the game
with six players, but no fewer than that.
14.4: For the purposes of scoring,
forfeits will be considered a 24-0 victory.
14.5: Teams will be allowed
a five minute grace period after the scheduled starting time if they do not have enough players to begin play.
14.6: Teams who have been in the league for the past two years and have not forfeited a
game in the last two years will be exempt from paying the $50 league forfeit fee.
SECTION 15--TIEBREAKERS
15.1: The league tiebreaking procedure among tied teams is as follows:
1. Fewest forfeits
2. Head-to-head competition
3. Winning percentage vs. playoff teams
4. Head-to-head net points
5. Overall net points (24 point maximum win/loss per game)
6. Power rating
7. Most recent head-to-head winner
15.2: In the case of a tie between more than two teams, the above tiebreaking procedure will be followed to determine
a winner. The remaining teams will then revert to Step 1 in the procedure after
one team has been removed.